Miladys_Knight

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  1. Actually you can hit the -movement cap (-95%) with unslotted Artic Air (65%) plus unslotted Shiver (65%). Slotted up it gives you totals of -256%. That means that you exceed maximum values even against +5s.

    You also hit the -rech cap (75%) with just these 2 powers. Shiver gives a -rech of 65% and Arctic Air gives a -rech of 50%. That will keep you at maximum values against +2s. The values from Shiver can be double stacked with enough +rech except that even that isn't needed. The -20% from Frostbite has a 15 sec duration and a 8 second recharge out of the box. A single recharge will allow you to double stack the -rech in this power keeping you at the cap even against +4s.

    The -rech in /Psi would be redundant.
  2. Quote:
    Originally Posted by Desi_Nova View Post
    IMO as far as SO/Generic IO I would go 2/2/2 Acc/Hold/Rech. if you're looking for Sets, I would suggest going with either Lockdown Full set, or 5 Ghost Widow Embrace (including Proc) and the Lockdown Proc. Unless you're Frankenslotting
    Char has a base accuracy of 90% instead of the usual 75%.

    The Best SO slotting for Char would be:

    1 Acc
    2 Hold
    2 Rech
    1 End Red

    This gives values of:

    Acc - 124%
    Hold - 25.2 seconds (base is 14.3)
    Rech - 9.09 seconds (base is 16)
    End Cost - 7.71 (base is 10.7)

    (which is still kinda end hungry for a power you could potentially use every 10 seconds)
  3. Quote:
    Originally Posted by Obscure Blade View Post
    Hmmm. Perhaps the character found the plants on a Portal Corp expedition, so they are "natural" plants. Still; generally you want a /Magic or /Tech origin for /TA to light the Oil Slick.
    There are other ways of course. The Rune of Warding temp power from Croatoa will light the slick as will the Posi Proc in the AoEs.
  4. You've gotten a lot of good suggestions on the other ATs. So for controllers a Plant/TA springs to mind for me. A mad Scientist Johnny Appleseed type character wouldn't be hard to pull off at all.

    Most of the plant power animations have visible seeds being thrown. You crossbred/mutated/genetically modified the plants rather than yourself. The low hit points of the controller also makes this AT more thematic than the others. You are a normal human in physical terms as well.

    In this case though the Science Origin might be more appropriate.
  5. Quote:
    Originally Posted by GavinRuneblade View Post
    Is there any other option for the stuns besides the stupify set? I hate that proc.
    Unfortunately, no. Razzle Dazzle gives you 2.5% defense to Melee and AoE but none to ranged. Stupefy is the only set that gives you ranged defense and then only for the 6th enhancement which means that you have to slot the proc to get the defense.
  6. A single Acc should be sufficient. Char has a base accuracy of 90% instead of the usual 75%.
  7. Here's a Mids Build giving you an example of what I'm talking about. I know you can't use mids but this post gives you the IOs. I de-emphasized KB for you and will give you some tactics and stats.

    Your ranged defense with this build is 32.8. A single small purple inspiration will soft cap you to ranged. Melee defense is 7.5% and AoE defense is 10.6%.

    Power Boost also affects defense so you can use it as a mini-MoG.

    Power boost is up every 20 seconds with Hasten every 25 when Hasten is down.

    Boost range is perma without hasten by about 3.5 seconds. (ie: if it's recharged it's time to hit it.)

    Tactics are similar to those previously mentioned.

    Stealth (IO in Sprint + Super Speed = invis in PvE) in and set up your alpha, Boost Range (30 second duration) + Power Boost (15 second duration) + Amplify (10 second duration) + Build Up (10 second duration) > Sirens will sleep the spawn (for 100 seconds) except for bosses and 5% of mobs that are always missed. A couple of mobs may get off ranged shots before falling asleep. Your ranged defense should be more than adequate for that.

    The boss will be charging after being hit with Sirens. You can pop off Power Boosted Screech while he's closing and then hit him with Power Boosted Stun as he gets to melee range. That will give you 20 seconds of stun to finish him off with. If you miss with either of those powers Total Focus solves the problem. You can keep him stunned with Screech and Total Focus while hasten and Power boost are down after that and just finish him off without retaliation. Throwing in Stun when ever you miss.

    Once the boss is down finishing off the rest of the spawn is easy. Range Boosted Howl followed immediately by Sirens will allow you to get some AoE damage in. You'll have to back up a few steps each time you do it but that shouldn't be a problem.

    Screech + single target damage will eventually finish off the spawn. You can throw in the Howl + Sirens Combo when ever Sirens is recharged.

    For nuking you stealth in. Conserve Power (if it's up [it lasts 90 seconds]) + Boost range (lasts 30 seconds) + Power Boost (lasts 15 seconds) + Amplify (lasts 10 seconds) + Build Up (lasts 10 seconds) + Howl (debuffs resistance for 8 seconds) Sirens (sleeps the mobs they only get one ranged attack on you) + Screech on the boss > Dreadful Wail.

    This combo does several nice things.

    Defiance buffs the nuke. The resistance debuff from Howl combined with the defiance boost from Howl, Sirens, and Screech on top of the boost from Amplify and Build up add about +200% damage to the Wail (300% if the Gaussian's proc fires).

    Anything that survives the Wail (including the boss) will be stunned for 26 seconds. (That's 6 seconds longer than the end crash lasts). Even without a Catch a Breath that's more than enough time to recover enough endurance to power PFF until you get a full enough end bar to finish off the scraps and should be enough with Conserve Power running to do it without using PFF.

    If you miss too much with the Wail you can just use a Catch a breath and use PFF until the end crash wears off. You can then Power Boost + Amplify + Build Up, jump backwards while dropping PFF and then Howl + Sirens and finish off the scraps as usual.

    The heal proc in Shriek won't keep you alive but 10% of the time it will proc. Since you can use the power if you are slept that heal going off will break that sleep. It happens often enough to actually help.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Sonic Attack
    Secondary Power Set: Energy Manipulation
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Ancillary Pool: Force Mastery

    Hero Profile:
    Level 1: Shriek
    • (A) Entropic Chaos - Accuracy/Damage
    • (3) Entropic Chaos - Damage/Endurance
    • (3) Entropic Chaos - Damage/Recharge
    • (5) Entropic Chaos - Damage/Endurance/Recharge
    • (5) Entropic Chaos - Chance of Heal Self
    • (7) HamiO:Nucleolus Exposure
    Level 1: Power Thrust
    • (A) HamiO:Nucleolus Exposure
    Level 2: Scream
    • (A) Thunderstrike - Accuracy/Damage
    • (7) Thunderstrike - Damage/Endurance
    • (9) Thunderstrike - Damage/Recharge
    • (9) Thunderstrike - Accuracy/Damage/Recharge
    • (11) Thunderstrike - Accuracy/Damage/Endurance
    • (11) Thunderstrike - Damage/Endurance/Recharge
    Level 4: Howl
    • (A) Positron's Blast - Accuracy/Damage
    • (13) Positron's Blast - Damage/Endurance
    • (13) Positron's Blast - Damage/Recharge
    • (15) Positron's Blast - Damage/Range
    • (15) Positron's Blast - Accuracy/Damage/Endurance
    Level 6: Build Up
    • (A) Adjusted Targeting - To Hit Buff/Recharge
    • (17) Adjusted Targeting - To Hit Buff/Endurance/Recharge
    • (17) Adjusted Targeting - Recharge
    Level 8: Hasten
    • (A) Recharge Reduction IO
    • (19) Recharge Reduction IO
    • (19) Recharge Reduction IO
    Level 10: Shout
    • (A) Thunderstrike - Accuracy/Damage
    • (21) Thunderstrike - Damage/Endurance
    • (21) Thunderstrike - Damage/Recharge
    • (23) Thunderstrike - Accuracy/Damage/Recharge
    • (23) Thunderstrike - Accuracy/Damage/Endurance
    • (25) Thunderstrike - Damage/Endurance/Recharge
    Level 12: Hurdle
    • (A) Jumping IO
    Level 14: Super Speed
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (37) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    Level 16: Health
    • (A) Miracle - +Recovery
    • (25) Numina's Convalescence - +Regeneration/+Recovery
    Level 18: Sirens Song
    • (A) Fortunata Hypnosis - Sleep
    • (27) Fortunata Hypnosis - Sleep/Recharge
    • (27) Fortunata Hypnosis - Accuracy/Sleep/Recharge
    • (29) Fortunata Hypnosis - Accuracy/Recharge
    • (29) Fortunata Hypnosis - Sleep/Endurance
    Level 20: Stamina
    • (A) Endurance Modification IO
    • (33) Performance Shifter - EndMod
    • (34) Performance Shifter - Chance for +End
    Level 22: Amplify
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (36) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (36) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 24: Combat Jumping
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (37) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (37) Blessing of the Zephyr - Knockback Reduction (4 points)
    • (39) Luck of the Gambler - Recharge Speed
    Level 26: Screech
    • (A) Stupefy - Accuracy/Recharge
    • (40) Stupefy - Endurance/Stun
    • (40) Stupefy - Accuracy/Endurance
    • (40) Stupefy - Stun/Range
    • (42) Stupefy - Accuracy/Stun/Recharge
    • (42) Stupefy - Chance of Knockback
    Level 28: Power Boost
    • (A) Recharge Reduction IO
    • (33) Recharge Reduction IO
    Level 30: Stun
    • (A) Stupefy - Accuracy/Recharge
    • (31) Stupefy - Endurance/Stun
    • (31) Stupefy - Accuracy/Endurance
    • (31) Stupefy - Stun/Range
    • (39) Stupefy - Accuracy/Stun/Recharge
    • (39) Stupefy - Chance of Knockback
    Level 32: Dreadful Wail
    • (A) Eradication - Accuracy/Recharge
    • (33) Eradication - Damage/Recharge
    • (46) Eradication - Accuracy/Damage/Recharge
    • (50) Multi Strike - Damage/Recharge
    • (50) Obliteration - Accuracy/Damage/Recharge
    • (50) HamiO:Peroxisome Exposure
    Level 35: Boost Range
    • (A) Recharge Reduction IO
    • (42) Recharge Reduction IO
    Level 38: Total Focus
    • (A) Mako's Bite - Accuracy/Damage
    • (43) Mako's Bite - Damage/Endurance
    • (43) Mako's Bite - Damage/Recharge
    • (43) Mako's Bite - Accuracy/Endurance/Recharge
    • (45) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (45) Mako's Bite - Chance of Damage(Lethal)
    Level 41: Personal Force Field
    • (A) Luck of the Gambler - Recharge Speed
    • (45) Luck of the Gambler - Defense
    Level 44: Temp Invulnerability
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (46) Steadfast Protection - Resistance/Endurance
    • (46) Titanium Coating - Resistance/Endurance
    Level 47: Force of Nature
    • (A) Titanium Coating - Resistance/Recharge
    • (48) Aegis - Resistance/Recharge
    • (48) Impervium Armor - Resistance/Recharge
    • (48) Reactive Armor - Resistance/Recharge
    Level 49: Conserve Power
    • (A) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Celerity - +Stealth
    Level 2: Rest
    • (A) Empty
    Level 1: Defiance
  8. Well it does depend on your long term goals.

    For soloing - Sirens, Power Boost, and Boost Range are your key powers.

    With a level 37 set of Call of the Sandman and Power Boost the duration of the sleep is just shy of 90 seconds, Boost Range makes the cone ridiculously long and wide. If you slot the Fortunata Purple set (cheap for a purples) the power boosted duration is over 100 seconds. This is going to take the minions and lieuts out of the fight.

    Your next line of defense should be Screech, Stun, and Total Focus. These 3 powers will allow you to stun even stun resistant mobs and will allow you to stun bosses.

    Use Sirens to sleep the mobs, handle any mobs you missed/bosses with the stuns and then you can use either single target ranged or melee (or a combination of the 2) on the stunned targets.

    Once the stunned targets are down you can use Shockwave and a convenient wall/corner > Howl > Sirens for AoE damage. A screech on a melee favoring lieutenant will have them wandering drunkenly towards you and an easy target for single target ranged or melee damage.

    Repeat the above until the spawn in down.

    Your only real problem will be mitigating the alpha and you can do that several different ways.

    Stealth and Super Speed will allow you to set up your opening attack.

    You can either slot Sirens for a little extra range and use Boost range or you can do the same thing and use Shockwave then follow up with Sirens. Don't slot Shockwave with KB enhancements or you may shove the mobs out of the range of Sirens.

    You can slot for some ranged defense. I get along excellently with 22% ranged defense. You can get 33ish from slotting Shriek, Scream, and Shout with Thunderstrikes, Power Thrust, Bone Smasher, and Total Focus with Makos, Stun and Screech with Stupefy, Gaussians in Amplify or Build up, and Combat Jumping with an LotG +7.5 and LotG defense.
  9. Quote:
    Originally Posted by Zamuel View Post
    Just poking my head in so this may not be valid...

    I wonder if it would be a good idea to add a -range modifier to Flash Arrow. I say this since it seems like it would have good synergy with the immob and slow abilities present in the set. Make it an active way of solving the problem of fighting enemies with good ranged attacks by taking away their range.
    The problem would be the same as the one with taunt. At high level mob ranges are so great that even with the maximum amount of -range that the devs put in against the mobs they would still out range you.

    I did the Madeline Casey arc with one of my energy/ blasters tonight. I got held towards the end of one of the longer missions (I'd run out of break frees at that point) by an illusionist and even though I "should" have been able to use my tier 1 and 2 primary, I couldn't. The illusionist was out of my range and stayed there.
  10. Quote:
    Originally Posted by HwaRang View Post
    Miladys_Knight, yikes...it is "rooting" for me. I rolled a low level and, even with Sonic's dmg debuffs, I will go bonkers.

    Thanks...
    The fastest Primary set for dealing damage with low rooting times is Fire/.

    For Secondaries /energy is fast with lots of good utilities. /Elec is also fast, it does a little more damage, but has a little less utility.

    For mitigation /Ice is excellent though probably a bit slow for your liking.

    Avoid /Fire as most of it's powers are in your painful range and don't even consider /Devices.
  11. Quote:
    Originally Posted by Kahlan_ View Post
    I'm honestly quite surprised the drop rate hasn't been increased. I expected that when the devs saw things going for the cap (and thus people not being able to outbid for them), it would be a flag. Apparently I was wrong
    It is a flag. The working as intended flag.
  12. Quote:
    Originally Posted by HwaRang View Post
    Happy Holidays folks!!

    For PVE and my playstyle (solo/team, drop targets fast without being *rooted*) between secondaries of /Elec and /Mental which one would best pair with Primaries of Sonic/ and Elec/?

    Thanks for any input...
    Please note that the Sonic primary doesn't fit your requirement of fast without being rooted. With the recent changes to Assault Rifle, Sonic is now the slowest animating blaster primary.
  13. Quote:
    Originally Posted by Samuel_Tow View Post
    It's too late in the game for that, but how about something that's more plausible - what if Epics opened up at 30, as opposed to at 40? More choices, more options and no powers that HAVE to be left off for so late they barely matter. They don't even have to open up at the same time, the lot of them, just so long as we can start taking them from a bit earlier.

    How does that sound?

    *edit*
    The point is, I agree with you completely, in that unlike most other ATs, what's in Blaster epics is VITAL to Blaster survival and performance, yet comes about only in the end game. Giving them (as well as everybody else) access to those a bit earlier might solve a lot of headaches.
    I've always thought that there should be a "blaster" power pool. It would only be available to blasters and it would contain:

    1) A combat jumping equivalent (and it would lock out, or be locked out by, combat jumping)
    2) A hasten equivalent (and it would lock out, or be locked out by, hasten)
    3) Aid self equivalent (it wouldn't "have" to lock out aid self but it "could" be set up that way)
    4) A clickable mag 10 mez protection, that can be clicked while mezzed, that lasts 30 seconds and has a recharge of 90 seconds (It should get the SoW, OWtS treatment). All that power would really be, is a free break free insp every minute and a half.
    5) Physical perfection equivalent.

    1 and 2 would open up at level 6. 3 and 4 would open up at level 14. 5 would open up at level 20.
  14. Quote:
    Originally Posted by Another_Fan View Post
    I think I would really love and hate that if it were done and depending on how it was done. Ice with the only defense based armor might very well become the no brainer secondary. Then imagine devices getting body armor just insult to injury there.
    Well body armor isn't done "correctly" either. It "should" also have an unenhanced base defense value (at the very least Smash/Lethal) of about 5% and it "should" accept both Defense and Resistance sets.

    What does the toggle/auto power difference say to me?

    Body Armor - base resistance 8.75%

    Temp invul - base resistance 21%

    there's a 240% difference in survivability there. I know that the difference is "supposedly" due to endurance useage but it makes it look like the devs anticipate that blasters will be mezzed ~25% of the time in combat.
  15. Quote:
    Originally Posted by MentalMaden View Post
    And an aoe immob keeps them clumped.......that's all I'm saying.
    Oh I agree. Just pointing out that AoE confuses can make the mobs self herding, which in some situations can be better than opening with an AoE hold.
  16. Quote:
    Originally Posted by Fury Flechette View Post


    4B worth of bids out and not nibble. But it still irritates me that even if you have the influence, there's just no supply. 197 bidding, 0 supply.

    I'm guessing that if the 2B price cap wasn't in place, these IOs would go for even more.
    You might want to spread your bids out actually. Use multiple characters and place 1 bid with multiple toons. We did some testing of the RNG that the market uses and it's not so random as it may seem.

    There is no FIFO or any other tag or system to prioritize bids at the price cap. This means that even though you may have put your inf capped bid in months ago, that someone else may put in a capped bid an hour from now and then 5 minutes later snag a newly listed IO. The only way to win that lottery is to buy more tickets (ie: put in more bids)
  17. Quote:
    Originally Posted by MentalMaden View Post
    And don't forget EMPulse has a radius so large you can still use it from range and be effective so even though its a pbaoe, you don't have to be in melee to use it.

    And regarding confusion as a hold, I'd say only halfway there. They don't attack you which is great for mitigation purposes, but they can still move which hurts your "set up a clump for your friends to aoe all over". That is where IMHO that plant trumps mind because you can seed then aoe immob for that "hold" effect.
    I don't know that I agree completely with that especially against melee favoring mobs like warriors, BP, Red caps, Romans etc. Proper use of an AoE confuse against these mob types makes the spawn self herding and can actually clump them together.

    Quote:
    Plant is also great. However, I think people give way too much credit to Plant over Mind on the basis of Seeds of Confusion vs Mass Confusion. Both are great powers, but in the context of the sets end up about equal. Seeds is great but Plant lacks a follow up single target Confuse to catch anything you might have missed. Mass Confuse is great but on a longer timer. Where Plant does pull ahead is on reliable Containment, but then Mind can smack it back with stealth mezzes and the ability to open fights on its own terms. In the end, a toss up, but I can see how you could call Plant better at "holds" if not necessarily "control."
    With enough recharge and confuse duration, Seeds can be perma self stacked (that's one of the tricks my Plant/TA uses). I'll admit that an AoE confuse followed up immediately with a single target confuse on a boss is nice but with the other tools at a controller's disposal is hardly a game maker or breaker.
  18. Quote:
    Originally Posted by StratoNexus View Post
    I would guess that blaster mitigation is designed to be found in teammates first, then minor active controls/debuffs second, and when those fail (or, preferably, when you predict they are likely to fail), then the inspiration tray.
    Well that's true but again it's the only blue side AT that this is true for (with the possble exception of defenders). All the other ATs have most of what they need for mitigation built into their power sets.

    For me it's similar to saying that if there were no blasters there would be no real need for defenders (which is kind of what it comes down to.)

    I've long since realized that blaster Epic powers (especially the armors) belong in the secondary and many of the utility powers that are in secondaries (Boost Range, Power Boost, Conserve Power, Targetting Drone, Smoke Grenade, Cloaking Device, Gun Drone, Voltaic Sentinel, etc) belong in the Epics.
  19. Quote:
    Originally Posted by Another_Fan View Post
    If you like it there you will love it in mass confusion or seeds of confusion. Arctic air though already starts with mag 3 confuse and a fear effect iirc. The proc certainly improves Arctic air but in WoC its a game changer. I really would hate to try and use WoC to wade into a mob depending on its confuse for mitigation, the low chance of confuse, and the certainty of drawing aggro are not a good mix
    Actually I prefer it in Actic Air since it has a chance to proc every 10 seconds there and the radius is nice (the same size as Mass Confusion actually).

    My Plant controllers only have the recharge on Seeds in the ~18 second range. Artic Air gives me almost twice the chances for it to proc.

    I agree with your observation on WoC though. As I said before the Contagious Confusion proc is better than the entire power.
  20. Quote:
    Originally Posted by Invincible_Ninja View Post
    Well, i want a hold based controller and i don't solo if i have a choice between it and teaming. So with that would you suggest Earth/Rad?
    If you want maximum holds I'd suggest Earth/Trick Arrow. You get 2 AoE holds and 2 single target holds. Plus you get quite a lot of defense and resistance debuffing.
  21. Quote:
    Originally Posted by Samuel_Tow View Post
    Not by a long shot. For one, the inspirations tray is size-limited, with other things that I need there, as well, and leaving to refill it mid-mission on the back end of a hazard zone is not an option. For another, Break Frees are only good to break out of a status effect, not to prevent acquiring one, as they simply do not last long enough to be used preventatively in every situation that might end up dropping my toggles. The pain with damage auras is that they drop, and lacking the old Strength of Will inspirations that actually did exactly this, there is no good solution. You can't protect yourself from the effect, and you can't really count on not getting hit by it.

    In general, I hate "just use inspirations" suggestions, for the simple fact that HAVING to rely on an inspiration crutch for every fight (yes, every fight in the upper levels has some kind of status effect) just isn't practical. And even if, by some miracle of luck, I manage to get just enough inspirations, other ATs are just fine without them. That, to me, is indicative of bad design, and I would very much like to see some form of limited status protecting in SOMETHING available to all Blasters. At the very least hold/sleep/stun.
    Which is exactly what I meant by that post. Unlike every other AT in the game Blaster mitigation is designed to be found in the inspiration tray.

    The reason we have always been given that scrappers and tanks had status protection was that they were designed to be in melee and wouldn't survive without them even with high defense or resistances. It never made sense to me that an AT that was designed to be in melee 1/2 of the time was purposely designed without this.

    No defenses, no resistances, I can understand. No status protection on top of that made no sense at all.
  22. I'd like to see damage based on animation time + recharge time + end cost and the customizable part would be allowing the player to choose between a selection of pre-set animations with times set from low to high and then have a slider for minimum/maximum recharge and minimum/maximum end costs that are player setable.

    The animation selected + your selected recharge + selected endurance costs determines your damage per cast. Probably not a feasible but it would make the game much more customizable.
  23. Quote:
    Originally Posted by EvilRyu View Post
    Well my gripe with TA has always been this. All other defender sets can pretty much keep an 8 man invincible team alive single handedly where as this set fails epically to do the same thing. You might say the other sets are overpowered then if they can do that but I am a firm believer in bringing the underdog up to par than nerfing everyone else into the ground. I think there should be more focus on the mitigation part of the set. If they arent going to put a heal in it then the tohit debuff needs to be more significant than it already is. Who cares if you can debuff the enemies resistances into the floor, alot of good thats going to do you when you are eating the floor due to lack of mitigation.

    Basically what needs to happen is the tohit debuff should be something crazy high like 15% unslotted for defenders and 10% for all others. It should be irresistable as well meaning it doesnt scale down with level or against avs kind of like how the stalker AS debuff is. I dont get the whole thing its going to make controllers overpowered arguement, when was the last time you seen any controller farming with TA? Like never. Also all the resistance debuff values for the defender version should be given to the other ATs and the defender value raised so it still has the 75-80% ratio with the other ATs.

    Lastly I say lower the recharge of oil slick there is no reason for the stupidly long recharge on alot of powers in this game. Its kind of gotten to the point now where players dont even feel super due to the long recharges. I say cut it down to being an every spawn power so 90 seconds recharge unslotted. Now to me thats how you fix TA. If the set is going to give piss poor mitigation then the debuffs need to be extremely powerful. TA and Sonics should be the only sets that can floor any +4 critters resistances down to 25%. I feel thats only fair.
    I farm with both my Fire/TA and my Plant/TA. Both are greatly under appreciated by CoH players in general. The biggest problem I have is dud OSAs.
  24. Quote:
    Originally Posted by Another_Fan View Post
    Go for both on that one. The stats on the proc are considerably better than the power. The problem is that set is almost certainly meant for controller powers where its just fine.
    Hmmmm I would have to say that the Contagious Confusion proc in controller Arctic Air is pretty spiffy and perhaps a bit over powering.

    My Ice/Rad has CC in Artic Air and Lock Down +mag 2 in Choking Cloud. I run about 5% defense to all and except to deal with the Alpha I don't really need Rad Infection. Once I'm in close/melee range it's all over for the mobs.
  25. Miladys_Knight

    Would it help?

    Quote:
    Originally Posted by eryq2 View Post
    I seen a post about holding toons at a level for recipes to help the situation with 0 avail on WW. Would this work or not?


    Give the level recipe per range it was rolled. So, if i rolled a 35-39 level range for a recipe, don't give me a 50 from it. If i want level 50 recipes, then i'd have to roll the 50 range. Since some recipes stop at 30 or 40, then i'd have to roll that range to get it.

    I don't think we should have to gimp a toon to 30 or 33 just to get something in game. Any thoughts?
    Suggested many times and its gotten especially silly now that you get to keep powers 5 levels higher than you exemplar down to but still lose your set bonuses at 3 levels down.