New Dawn

Renowned
  • Posts

    7257
  • Joined

  1. in pve my blaster uses acrobatics mainly for knockback protection as often it can be "sleep then hold" on that basis i am sleep grenade then cryo freeze ray. In the arena the effects seem to last no mor than 5 secs each somewhere and anywhere in a duration of 15 secs i think munnitions is way underpowered atm pvp in comparison to force mastery.
  2. [ QUOTE ]
    [ QUOTE ]
    Not knowing the MA/SR powersets, I'm not sure if +perception is covered!

    [/ QUOTE ]

    Focused Senses, the ranged defence toggle, gives +perception, but if you're thinking of PvP, I'd recommend trying to work Tactics in there anyway. FS will see through Hide, but not Hide+Stealth, an increasingly common stalker combo.

    [/ QUOTE ]

    i couldnt answer that without testing but you saved me the bother, ive had weird moments where i can see the stalker but still havent been able to, have you had this problem?
  3. -def,-fly,-jump,-spd and -acc can be found in earth leaving just the -dam i believe which still is the sort of thing you find in trick archery etc
  4. [ QUOTE ]
    -DEF, -ACC, -Dmg, -Res, -Spd, -Recharge, -Fly, -Jump, and -DEF in almost every attack in the earth set. Add that to the disorients every 90 seconds base time, knockback effects (-tohit buffs) every 90 seconds base time, tic-holds and a hold, immobilizes every 4 and 8 seconds (-DEF anyone?). A team can see when a troller dies - that is when it all turns red. So what if you can't kill a fly - you can certianly debuff the fly to death

    [/ QUOTE ]

    all those debuffs make me wonder if its more of a defender set than a controller, i havent had much experience of seeing earth controllers (and i have one incidentally lvl 5) but i have seen some earth controllers chuck stone cages on a group only to have the group pull out their guns and shoot them dead (not you ofc) however the animated stone is very cute and impressive.
  5. [ QUOTE ]
    Gravity is by far the most superior set.

    [/ QUOTE ]

    depends on your mindset i feel some people make sets look superior compared to those that make sets look bad. For me with so much aoe and practically complete control without gaining aggro on some of them mind control is the one (ive had 4 groups under my spell before whilst the team mopped the room easily - that was a shining moment for me)
  6. New Dawn

    /Sr

    As a super reflex you out of all other scrappers will be the squishie blaster so a set that will cause you to be hit even less (of which claws isnt one imo so for anyone considering please take your pick of all the others).
  7. It wouldnt be the super reflex part id be getting stamina for uh uh itll be the martial art side as its much higher eps whilst fighting and slotting endurance in my attacks would be prior to the toggles as the end rec base rate should be more than the eps of the toggles
  8. My blaster has a somewhat unselfish build with sleep grenade and cryo freeze ray, but i fear when we start having lvl 50 pvp theyd be completely pointless powers to take compared force of nature everyone running around with every man for himself and damage is king builds will kill the game for me.
  9. Hover can be instantly toggled on, off and on so until acrobatics you can quickly turn it on the moment you "know" your going to be subjected to knockbacks and then turn it off, a spin in the air happens alot quicker than the whole getting knocked back and down. i think it maybe possible to pull of a heal with it easily even though spinning. Pure theory on my part I am thinking of maybe getting hover just to find out.
  10. [ QUOTE ]
    It would have been cool actualy, like those little (forgot name) stone thingies Bedrock spawns when he dies.

    Worse to see, that CoV actualy has the same stupid 'looks', i realy would have hoped it was differently.

    [/ QUOTE ]


    Those "Rubble's" are so cute.
  11. in pvp your oppenent will have your defense has been reduced if that helps.
  12. New Dawn

    Mind/Kin build

    If i was kin i'd take repel, so far the only kin defender to take my tanker pvp used repel, its a good toggle dropper. It was a no insp fight though.
  13. New Dawn

    Nerfed Repel?

    Using repel around a tanker in the team pve the tanker can hate you for it unless you career foes to a corner, using repel against a tanker in pvp the tanker will hate you for it because the chance to drop their toggles is like WOW!.
    Is it a great power? most definately yes, it is in the right hands.
  14. [ QUOTE ]
    [ QUOTE ]
    It is a fun idea - from a combo-building persepctive. It is not so fun in actual gameplay, and (for the dead guy) the ultimate example of bot play.

    I actually did this once (played the dead guy) and it was.... you guesses it... boring me to death.

    Expect this to be nerfed if it becomes widespread.

    [/ QUOTE ]

    That's why they use 2 computers with 2 accounts - one for the defender and the other one just for the dead player.

    [/ QUOTE ]

    /em runs out buys another pooter loads up other account
  15. [ QUOTE ]
    The few good MMs are simply exceptions to the rule - and there are a few excellent MM players. Heck, I've been on teams with MMs and Brutes and *I've* been the one expected to tank - as a Dominator!

    [/ QUOTE ]

    Thats how i last played my plant/thorn dominater willingly like i see spines/regen "try and keep up everyone!"

    My pets are nothing like tanks they are initial cannon fodder (although i can make them herd but not keep aggro) I just cant wait to let them run in despite them being ranged attackers as long as i am sure they will only aggro 1 group and people can run in straight after in a blitz without aggroing anyother group. If anyone dies before all of my pets do its only then have i sucked and thats all that matters for me. Pulling tactics come into play when things look possibly overwhelming for the team.
  16. New Dawn

    Fire/EM Build

    For me blazing aura and taunt would be worked in by lvl 10 because perhaps the team safer i can keep the team the safer they can keep me. I say perhaps as you can always get someone that can make life harder than it needs to be or someone not concentrating on their primary roles or even understanding their powers well enough to use them at the required moments on the right people or have a momentary slip up.

    Blazing aura would be 3 acc, 1 end and 2 taunt and taunt would be 2 rec 2 taunt to be sufficient enough for my liking plus atleast 1 endurance in all the attacks. 1 acc slot with focused accuracy is fine i would of thought for energy melee but with any hold/major disorient type power keeping 2 accs is better.

    To gain the slots i wouldnt even take burn and have RotP 1 recharge, well itll be a different build anyway.

    Why all that super jump slotting btw?
  17. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    well i teamed with a lvl 49 archer a while bk and i think he was the first arch to hit 50.

    [/ QUOTE ]

    If that was on Union it would be Twilight Archer from my SG. Even more scary is the fact the 50 ding could have happened a lot sooner due to the time spent at Galaxy Girl RP'ing.

    [/ QUOTE ]
    That would be me :-)

    I play Twilight Archer in Union, a level 50 Archery/Devices blaster. Maybe the first to get to level 50 in the server (Dec 23, 05).

    [/ QUOTE ]
    If you mean first EVER 50, then your completely wrong. White Death hit 50 on April Fools day.
    If you mean the first Archer, then you are completely correct.

    [/ QUOTE ]

    LOL i am sure he noticed a whole bunch of 50's before the 23rd dec 2005!
  18. What a sick and twisted but potentially good idea for anyone willing to faceplant if they have to go afk anyway and nobody minds them being a leech.
  19. For my tuppence worth the need for tough or weave on any tanker can be lessened through powerchoices, playstyle or teaming. I cant see a "must" for them anywhere in the game. Of course they do add the extra safety net. As far as stonetanks and firetanks go tp self on stonetanks helps bigtime without a kin to gain/regain or position to consolidate aggro through mobility and acrobatics on a firetank is a must to keep within the herd thats herded for consolidation and to use powers when needed without knockback interruption. Invulns and Ice are kind of free when it comes to powerpool choices but on both i LOVE my hasten very much but thats a personal safety net of mine.
  20. [ QUOTE ]
    I pretty much always send pets (or a sacrificial pet) in first, if not laying acid mortar to take the alpha.

    In fact, acid mortar is the perfect alpha taker, or if it's not ready then Decoy Dave gets it in the face.

    Never heard it because I do it anyway is my verdict! In fact, often I have asked the team to let my pets go in first so my team stay alive longer.

    [/ QUOTE ]

    me too!!

    [ QUOTE ]
    losing one low tier henchman is losing 1/3rd of your damage? I think you are exaggerating.

    I had to use acid mortar and sacrificing one of my low tier soldiers on a +4 respec trial or the team would not have finished the trial, simple as. It's a perfectly valid tactic and one of the more honorable pursuits for a mastermind I feel.

    I'd rather a replaceable chunk of AI dies than my teammates, guess I'm selfless like that.

    If there's a brute then he can take the alpha if he wants it.

    [/ QUOTE ]

    What dont i love about cuddles?
  21. [ QUOTE ]
    I felt like shouting it out yesterday but after checking the build I was glad I didn't. The guy was 39 with no aura (mudpots) or taunt (and didn't have rooted either).

    [/ QUOTE ]

    Yeah you'll be wasting your time as hes not a tanker
  22. aww you know i love ya! but yeah expect scrutiny!
  23. [ QUOTE ]
    Being acused of being a bad tank by the team scrapper when Dreck launched his AOE blast and the blasters, who where standing next to him, got killed. Needless to say whether or not I aggroed him an AOE would get everyone in range, thats what an AOE attack does. I'm not saying anything against the blasters, but they should really have stayed at range. Too much is blamed on the tanks at times. Some people have to realise that if they die, sometimes it may just be their fault *tsk*

    [/ QUOTE ]

    If you stay back at enough range and keep dreck fully taunted he shouldnt (or should i say may not) aoe (no one else must taunt or gauntlet in his aoe range in anyway to be sure). With a dark defender i may choose to be upclose. Possibly i get your point. Some people may know little about tankers and have seen one tanker go about something one way in the past and get away with it (possibly due to the type of people in the team last time) and think that way is the only way and the whole outcome was down to the tanker when in fact its not. Then seeing you do things your way which maybe different and not get away with it makes you bad. The whole team play their part in success and failure however partial. I don't like it though when you have your mind set on doing things one way and other people make you have to do it another way or with all the safe positions you offer people they have to take the unsafest as is the case with these blasters but you maynt have time to type to advise in the middle of it all "dreck is at 20% hp left pls stay back!".
  24. i am very much for a balance of recharges and secondary effects. Accuracies if a power requires them because missing isnt something i can afford to do, with the recharge times of the primary sets stamina isnt an issue unless i am constantly blasting away so on mine i simply have not gotten stamina yet and i dont even have end reduxes in my primary. Med pool is a back up for teams that possibly havent worked in a way my defender best functions and leadership is to add buffs to the team in order to in a roundabout way increase the effects of my debuffs, i am sure the leadership buffs across the team stacks up to more than what my attacks ever will. Once a person dies "vengeance!".