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Posts
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Joined
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Just a few thoughts especially if you are going to be ITFing alot.....
I have a FF/Dark/Dark that I use for this.
You don't need stealth OR Super Speed. You will be softcapped to Ranged and AoE AND you have PFF. If you can't walk through a bunch of romans (whether they can see you or not) with impunity..... you did something wrong.
You won't want to run (nor will your team want you to run) Force Bubble. While it may do a fine job of keeping the melee off the squishies it's totally unneeded. The squishies should all be softcapped with your grantable shields, Dispersion, and Manuvers. If a squishy gets into trouble that's what Force Bolt and Torrent are for. Tenebrious Tentacles will also assure that squishies remain out of melee.
Roman melee debuffs defenses. You melee teammates are going to need the extra defense from Dispersion Bubble as a buffer against defense debuffs. Force Bubble has a greater radius than Dispersion Bubble which means that your melee teammates (remember not all melee range teammates are non-squishies like Kins, Blappers, and */MMs) will be outside the radius of Dispersion all the time.
Force Bubble also puts you too far away from the action and it is WAY too easy to push mobs out of debuff patches and mobs tend to spread out around the bubble. Your team will want them grouped for AoEs. It's a much better plan to immob them with Tenebrious Tentacles (T_T has no -KB component) and then push them into a pile with Torrent.
You won't need Repulsion Field at all. You are soft capped to Ranged and AoE. Tenebrious Tentacles means that no mobs are going to enter melee with you, ever, especially if you hover outside melee range.
Slot Life Drain as a heal. A way to recover some health after a large burst attack gets through is all that you really need. Slotting Life Drain as a heal covers that base.
There's really no reason for a Bubbler to take their nuke. You don't want your toggles dropping and neither does your team. -
I did move. My Freedom characters are still on Freedom though. I just moved to Justice and started fresh. I still occasionally play the 50s I have on Freedom but I have more 50s on Justice that see much more play time is all.
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Known issue and it only applies to the MA. Oil Slick Arrow works just fine in the "real" world.
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Operating System (Vista, XP, OS X version): Windows XP Home
User Client (Mac/PC/Linux): PC
Server: Justice
Zone: Mission Architect
Character name: Fry me a river
Time: NA
Archetype: Dominator
Level: 21
Mission: Multiple
Mission Contact: Mission Architect
Bug Description: When Domination is active and you zone it is sometimes immediately nullified (ie: the Domination buff clears) the Domination bar remains full however and as soon as Domination recharges it can be used immediately. The bug is not 100% reproduceable and may be related to the toggle drop on zoning bug. -
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I've neither received nor sent a legitimate email in, oh, probably at least two years.
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Operating System (Vista, XP, OS X version): Windows XP Home
User Client (Mac/PC/Linux): PC
Server: Justice
Zone: Mission Architect
Character name: NA
Time: NA
Archetype: NA
Level: NA
Mission: The Ticket vendor does not offer Hold or End Mod DOs and the Accuracy DO category is not capitalized. -
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Operating System (Vista, XP, OS X version): Vista
User Client (Mac/PC/Linux): PC
Server: Freedom
Zone: "Grandville" instance
Character name: Paragon's Wrath
Time: between 11:30 PM and 12:30 AM
Archetype: Controller
Level: 46
Mission: Statesman's Task Force, final mission ("Stop Lord Recluse!")
Mission Contact: Statesman
Bug Description: The Tower Repairmen's heals seem to be uniterruptible, even following death. This makes the TF essentually unbeatable; we have 3 teams running it simultaneously and not one is able to bring even a single tower down.
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It isn't just the repairmen on the STF there are several mobs in game now that do this.
Prior to I15 if you defeated a mob, even if it was in mid attack animation, the animation wouldn't finish, the attack would still resolve, the hit sound effect would play, but no damage would be dealt.
This is no longer the case. The damage from the attack still resolves even if the mob queued up the attack while it was taking the damage that killed it. With long activating mob attacks I've had the damage resolve up to 3 seconds after the mob has been defeated and have looked around for the "mob I missed". -
You can try "crafting inspirations" too. That's a very low risk starting out way to build up some cash.
With a level 1 character sell your 2 level 1 damage TOs to a vendor. Go to Wents, sell your Large Green insp. Then offer about 5000 each on 2 Tier 3 Reds. Combine, list, profit.
After that offer about 5,000 inf for not often used tier 3 inspirations (Yellows, Reds, Blues) combine 3 into 1 insp that is used more often, (Purple, Breakfree, Rez) and list it for 100,000 to 150,000.
Near instant profit, low risk, low start up costs. You can easily have a million start up cash by the time you head to Kings Row to pick up your Raptor Pack. -
Many of the guides you may be looking at are outdated.
Flares used to have a 3.3 second animation time AND less than 80 feet range. Aside from snap shot damage from pre-archery update and pre-defiance 2.0 there was no worse tier 1 blaster power in the game. -
Last time I checked Hades was a nice toasty 8000 degrees.
When it drops to 32 degrees I'm sure they'll let you know. -
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I love it when people try to put other people down because they dont have the powers in a set that you would want to have....it was their toon not yours. Any person has a right to play how they want and to pick what powers they want and to say all that stuff is only prob making them not want to ask people who have played for long times due to rudeness.
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Ah they don't have the right to mess up my team by playing "their way" and failing to bring the powers that the team needed, which was why they were selected for my team.
This is what the "kick" button is for but if people keep kicking MA pl'd n00blets with out ever telling them why they are being kicked they will never learn how to be a real team player. -
When I was paying the SG base rent in Atlas on Justice, I heard a n00b tank advertising himself as a tank/healer. Out of curiosity I jumped into the AE to check him out...
No vet or any other kinds of badges exept MA. All the attacks in his secondary, only a couple powers from his primary (and he skipped his mez protection). He did have the entire medicine pool though. -
Yeah, I don't think I'd drop my ranged defense quite that low. The alpha tends to be ranged attacks and the mobs switch to melee for the second attack especially if you hop in with hot feet running.
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You can use the ice armor epic to get a decent amount of smashing and lethal defense. You can then get 25% or so defense to melee on top of that (12ish % of that is defense to all which should get your smash lethal up into the high 30s).
That should be nicely survivable at the speed that you will obliterate mobs. -
Actually the energy primary sits exactly in the middle. It is the average set for blasters.
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Psi is the one that I see the least and for good reason.
Sonic is less common in blasters but is a good primary. -
It really depends what toon I'm playing.
My fire toons love crisping DA zombies.
My non-flying non-slow protected toons dislike Knives of Artemis. -
Shout's in the build at level 28. I picked it up late because I had other priorities and didn't really need to hit harder than I was until then.
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You can't cast it with PFF up but Spirit Tree deosn't notify mobs. If you have Stealth and a stealth IO or Stealth and Super Speed you can get as close as you like and cast Spirit Tree before opening.
The tree is there and assisting your regen while fighting and if you need to you can turtle up in PFF and wait for the tree to heal you up before poking your head back out. -
My main is an Energy/Energy/Force blapper. I have Energy Torrent and Explosive blast slotted for KB and use them as mitigation. The damage they do is a merely a bonus with my blapper's playstyle.
I literally spray mobs all over the place and when I have them narrowed down to one or 2 in melee range I blap them into oblivion.
Rinse/repeat -
My tactics vary a bit depending on if I am teamed or solo.
Usually I stealth in and set the mob up so that my opening (Shockwave) piles them all in a corner or up against a wall. This prevents the Alpha strike.
I follow up with Sirens Song which puts them to sleep and if there are bosses in the spawn I jump in an hit Frozen Aura. (Frozen Aura does no damage and won't wake them up)
Next I hit Shiver (this doesn't wake them up either) and then I take them out starting with the most serious threat first.
If it's a boss I hit Freezing Touch and follow up with Char then take him out with single target attacks. I cycle Frozen Aura every time it's up to keep the rest of the spawn asleep.
Once all the bosses are gone I change tactics a bit. I back up, hit Shiver, then Shockwave, then Howl, then Sirens. I then switch to the single target strategy again until the above combo is ready again.
Against things that are immune/resistant to sleep (robots) I drop Ice Patch, then open with Shockwave, follow up with Shiver and use the stun and holds on the most serious threats.
If I get a bit overwhelmed I use Screech on the boss and then hit Dreadful Wail. Anything that survives is stunned long enough for me to finish them off with a couple cabs and single target attacks.
The damage I take from those mobs that are missed that 5% of the time is repaired by the heal procs in the sleep powers and the single target blasts. -
Here's mine....
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Grandpa Squeak: Level 50 Magic Blaster
Primary Power Set: Sonic Attack
Secondary Power Set: Ice Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Shriek -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(43), Entrpc-Dmg/Rchg(43), Entrpc-Dmg/EndRdx/Rchg(43), Entrpc-Heal%(46)
Level 1: Chilblain -- HO:Endo(A)
Level 2: Scream -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(3), Entrpc-Dmg/Rchg(3), Entrpc-Dmg/EndRdx/Rchg(5), Entrpc-Heal%(5)
Level 4: Ice Sword -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(34), Hectmb-Acc/Dmg/Rchg(46), Hectmb-Acc/Rchg(46), Hectmb-Dmg/EndRdx(50)
Level 6: Howl -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(7), Ragnrk-Acc/Dmg/Rchg(7), Ragnrk-Acc/Rchg(15), Ragnrk-Dmg/EndRdx(17)
Level 8: Shockwave -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(9), KinCrsh-Rchg/KB(9), KinCrsh-Rechg/EndRdx(13), KinCrsh-Dmg/EndRdx/KB(13), KinCrsh-Acc/Dmg/KB(15)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17)
Level 18: Sirens Song -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(19), FtnHyp-Acc/Sleep/Rchg(19), FtnHyp-Acc/Rchg(37), FtnHyp-Sleep/EndRdx(40), CSndmn-Heal%(40)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(21), P'Shift-End%(21)
Level 22: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(23), AdjTgt-Rchg(23)
Level 24: Amplify -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(25), AdjTgt-Rchg(25)
Level 26: Screech -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(27), Stpfy-Acc/EndRdx(27), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(34)
Level 28: Shout -- Apoc-Dmg(A), Apoc-Dmg/Rchg(29), Apoc-Acc/Dmg/Rchg(29), Apoc-Acc/Rchg(31), Apoc-Dmg/EndRdx(31)
Level 30: Ice Patch -- RechRdx-I(A)
Level 32: Dreadful Wail -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(34)
Level 35: Shiver -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(36), TmpRdns-Rng/Slow(36), TmpRdns-EndRdx/Rchg/Slow(36), P'ngTtl-EndRdx/Rchg/Slow(37), CtlSpd-EndRdx/Rchg/Slow(37)
Level 38: Frozen Aura -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(39), CSndmn-Acc/EndRdx(39), CSndmn-Sleep/Rng(39), CSndmn-Acc/Sleep/Rchg(40), CSndmn-Heal%(50)
Level 41: Char -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(42), BasGaze-Rchg/Hold(42), BasGaze-Acc/Hold(42)
Level 44: Fire Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(45), ImpArm-ResDam(45), ImpArm-ResDam/Rchg(45)
Level 47: Freezing Touch -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(48), BasGaze-Acc/Rchg(48), BasGaze-Acc/Hold(48)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
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Kin is fun. Kin means never having to take a travel power unless you want one. Kin also means you can skip the Fitness Pool if you want to.
Inertial reduction gives you and any one near you "super jump".
Siphon speed isn't just an enemy slow power. It also increases the speed at which your powers recharge including.... Siphon Speed. With decent slotting you can get near perma hasten with this power and SOs. This power also increases your Run Speed to Super Speed levels.
For teams that have l2p'd Fulcrum shift is the reason you bring a kin along not speed boost. Speed boost is nice, especially if you are teamed with a stone tank, but it isn't the "best" power in the set.
The speed reduction in ID isn't enough to eliminate the +speed from SB most of the time it hard to tell that you have lost any of the movement speed that SB grants. The KB protection in ID is very useful as is the mez protection it provides especailly on PUGs and especially when teamed with non-mez protected squishies or fire and dark tanks and scrappers that lack KB protection.