Oedipus_Tex

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  1. You may find that YOU want it tho. Simply because it forces people back into the fight faster and you don't have to wait for them to rest when they get up.
  2. Quote:
    Originally Posted by saltyhero13 View Post
    Great work! Did you notice any alternate chains or "double taps" were the chain hits the same enemy twice but a couple of seconds apart?

    I notice a few times a very light colored "white" chain appeared even after a particular enemy was defeated. This would jump to the next enemy if it was close enough.

    Yes, if the chain is long enough it does sometimes arc back to someone you hit previously. The screenshot above shows that happening, with the chain jumping from the end back to the first guy.

    Interestingly, the further enemies are apart the longer the chain takes to travel. I guess that's because the mechanism delivering the blow is a little invisible pet who runs over, does one attack, and expires while creating a new pet. Or something similar to that.
  3. Quote:
    Originally Posted by Vanden View Post
    So... your pants... were... stolen by prostitutes?

    With knockback.
  4. Quote:
    Originally Posted by Vanden View Post
    Forget that, where are your pants?

    All in the name of science.

    (But I figure if we can make our women fight crime while dressed like street walkers, a little turnabout is fair play.)
  5. So I have been spending some time testing Jolting Chain and am fairly sure the chain aspect of the power is auto-hit. This may allay some people's concerns about the power. Or it may just be that I don't have a good testing regimen.

    The test went like this: Since the numbers don't show in the Combat window, to find out how the chain aspect worked I swarmed groups of enemies and repeatedly cast the power. I did this at a variety of levels in a variety of settings, including on teams, while running down the street, against the same mob repeatedly, and finally on a specially created group of mobs in the AE.

    If there was a chance to miss, it should have occasionally failed to complete the chain after hitting the first enemy. In all of the casts I did, and the over 250 casts I made in the controlled setting, that never happened. The power always either failed on the first cast, or hit all of the enemies.

    The other thing I noticed, in teams, is that when faced with an enemy with high defense the power always hit them. For example, against Banished Pantheon I had a lot of trouble hitting the masks. I started targeting the enemies around them and that resulted in the power arcing to the mask every time I tested.

    One other interesting bit is that if there are fewer than 15 enemies in the chain but the chain is long enough (say, 14 enemies) the power can arc back to the original target and hit them again, presumably because the indicator that prevents chaining has faded. Here's a screenshot showing that happening:

    (NOTE: I have not had a chance to test Synaptic Overload yet because my character is currently level 24.)

  6. [EDIT: Deleted post. Moving thread to the general powers section where it would be more appropriate. Sorry to eat up space!]
  7. Mind actually does have a good source of containment, but its hard to leverage. That would be Telekinesis. IMO Telekinesis is a better power on Dominators, but its kind of interesting. Mainly because it's a freaking auto-hit Hold. It's kind of a testament to how much Repel generally sucks that this power isn't more popular.
  8. I have never in 2 years of playing seen an Ice/Trick Arrow Controller. There is one guy on the boards I know of who plays one and says its good, but I've yet to actually see one.
  9. Someone already mentioned this, but I just wanted to reinforce that Carnies are a cake walk for any team with a Mind or Illusion Controller who knows his role. It turns out Master Illusionists are Masterminds. When you confuse them, they direct their pets to attack themselves. And since one of the first powers a summoned Illusionist uses is Flash (AoE hold) the entire spawn gets locked down just from you confusing that one mob.

    I really do hate fighting Knives or Artemis, and Rularuu has destroyed me more than a few times. But the group I especially avoid are those witches in Croatoa (the Coven?) with Lightning Blast and Storm Summoning sets. I know how it feels to miss my blue bar.
  10. Quote:
    Originally Posted by Acemace View Post
    Excuse me while my Elec/Storm/Fire steamrolls past the therms and trick arrows. O-\-<]:

    Ok?
  11. Quote:
    Originally Posted by ketch View Post
    I agree that elec/storm plays nicer than what people are crediting it. Freezing Rain and Electric Fences is nearly as good as a hold, and while some point out the conflict between Freezing Rain and Static Field the same problem occurs with Oil Slick as soon as it's lit (given the energy damage flying around, pretty quickly). I find it odd to say elec/storm is a poor pairing while grav/storm is lauded. If anything I like the combo for helping to deal with storm's very endurance heavy powers.

    It's the conflict between knockback and chaining powers that numbed my feelings for Elec/Storm as a combo.

    I also don't consider Gravity/Storm lauded so much as a situation where a secondary rescues a mostly lackluster primary.
  12. Mind/Radiation is good if you've never really messed with Controllers before. (Anything /Radiation is good, but usually for different reasons.)

    In Mind's case it helps pull back up your long recharge powers faster. Radiation benefits because you can sleep enemies discretely, set up all your debuffs, and start the fight at your leisure. Also, having a second way to Hold enemies means getting Containment is easier if you decide to solo.

    I also have a Mind/Cold that I like quite a bit (my favorite character overall). He CAN solo.. but he's not the best. The downside of that combo is the Sleet power waking enemies up. I get around this at high levels by taking Power Boost, and nailing enemies with a combo of Power Boost + Mass Confuse + Total Domination + Sleet + Terrify. Going that gonzo really wasn't possible until I spent a lot of money on IOs, though due to the huge recharge on a few powers. (I have Mass Confuse down to around 60 seconds).

    Mind/Trick Arrow is rarely seen but really quite a powerful combo. A few powers that would be redundant on other primaries (single target hold, AoE slow) are useful for this combo.

    The only combo I'd swear you away from is Mind/Sonic, unless you really know what you're getting into.
  13. I think it would be neat if Tankers inside an AoE counted as 5 targets instead of 1. I think that would add incentive to have multiple Tankers on a team. Two Tankers in a cone would neuter it, and three Tankers in a radial AoE would nearly do the same. You would not be hit by the attack 5 times, but instead effectively 'absorb' part of the target cap.
  14. I get the feeling the reason at least some people hate on Empathy is because they are piling on. That doesn't apply to anyone in this thread. But it's a fact that there is a faction of zealous 'anti-healers' who will argue you to the ground about whether a heal is ever useful. They are essentially the same as the 'pure healer' crowd in terms of game-smarts, although, in my experience, somewhat bigger bullies.

    One of the very few times I've /tell'ed to a team leader to boot a team mate was because one individual spent an entire mission berating the Empath on his power choices and announcing how much better his Trick Arrow powers were. Obnoxious is obnoxious. Especially when it's true bullying, and not just because the player sucks at playing the game. I'd rather get stuck with a team of crappy players any day than a be forced to deal with a jerk.
  15. Earth/Storm Controller is also very powerful, although the first 30 or so levels are hard to solo.
  16. ...and here is another version of the same build, which makes use of the ultra expensive PVP IO. I don't know that I'd ever spend that kind of money, but switching to it brings Psi Defense up to 44.8%.

    Now, a few things worry me. I have done very little slotting for endurance draining with End Mod in a few powers. That might come back to bite me. The overkill on defense is kind of humorous to me, though.

    Let me know what you think. I'm bound to have screwed up parts of this.


    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    electric ff: Level 50 Magic Controller
    Primary Power Set: Electric Control
    Secondary Power Set: Force Field
    Power Pool: Fitness
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Tesla Cage -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(5), Dev'n-Acc/Dmg/EndRdx/Rchg(5), Dev'n-Hold%(17)
    Level 1: Personal Force Field -- RechRdx-I(A)
    Level 2: Deflection Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(13)
    Level 4: Chain Fences -- Ragnrk-Knock%(A), GravAnch-Hold%(7), P'Shift-EndMod/Acc(9), Efficacy-EndMod/Acc(11)
    Level 6: Jolting Chain -- Apoc-Dmg(A), Apoc-Dmg/Rchg(9), Apoc-Acc/Dmg/Rchg(15), Apoc-Acc/Rchg(15), Apoc-Dmg/EndRdx(17), Apoc-Dam%(46)
    Level 8: Conductive Aura -- Efficacy-EndMod/Acc(A), Efficacy-EndMod(29), P'Shift-EndMod/Acc(29)
    Level 10: Insulation Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(13)
    Level 12: Static Field -- LgcRps-Acc/Rchg(A), LgcRps-Acc/Sleep/Rchg(34), LgcRps-Acc/EndRdx(37)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Health -- Mrcl-Rcvry+(A)
    Level 18: Paralyzing Blast -- Lock-Acc/Hold(A), Lock-Acc/Rchg(19), Lock-Rchg/Hold(19), Lock-EndRdx/Rchg/Hold(21), Lock-Acc/EndRdx/Rchg/Hold(21), Lock-%Hold(23)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(23)
    Level 22: Dispersion Bubble -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def(40), RedFtn-EndRdx(40)
    Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
    Level 26: Synaptic Overload -- CoPers-Conf(A), CoPers-Conf/Rchg(27), CoPers-Acc/Conf/Rchg(27), CoPers-Acc/Rchg(31), CoPers-Conf/EndRdx(31), CoPers-Conf%(34)
    Level 28: Boxing -- Acc-I(A)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(31), DefBuff-I(43)
    Level 32: Gremlins -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(34), BldM'dt-Dmg(37)
    Level 35: Repulsion Bomb -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(36), Det'tn-Dmg/Rchg(36), Det'tn-Acc/Dmg/EndRdx(36), Det'tn-Dmg/EndRdx/Rng(37)
    Level 38: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(39), Aegis-ResDam/EndRdx(43), Aegis-ResDam(45), Aegis-EndRdx/Rchg(46)
    Level 41: Poisonous Ray -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(42), Dev'n-Dmg/Rchg(42), Dev'n-Acc/Dmg/Rchg(42), Dev'n-Acc/Dmg/EndRdx/Rchg(43), Dev'n-Hold%(46)
    Level 44: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(45), RedFtn-Def/EndRdx(45)
    Level 47: Disruptor Blast -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(48), Det'tn-Dmg/Rchg(48), Det'tn-Dmg/EndRdx/Rng(48), Det'tn-Acc/Dmg/EndRdx(50)
    Level 49: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(50), RedFtn-Def/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 19% DamageBuff(Smashing)
    • 19% DamageBuff(Lethal)
    • 19% DamageBuff(Fire)
    • 19% DamageBuff(Cold)
    • 19% DamageBuff(Energy)
    • 19% DamageBuff(Negative)
    • 19% DamageBuff(Toxic)
    • 19% DamageBuff(Psionic)
    • 6% Defense(Smashing)
    • 6% Defense(Lethal)
    • 16% Defense(Fire)
    • 16% Defense(Cold)
    • 15.4% Defense(Energy)
    • 15.4% Defense(Negative)
    • 18.5% Defense(Psionic)
    • 6% Defense(Melee)
    • 21.9% Defense(Ranged)
    • 18.5% Defense(AoE)
    • 2.5% Enhancement(Held)
    • 4% Enhancement(Confused)
    • 4% Enhancement(Sleep)
    • 62.5% Enhancement(RechargeTime)
    • 122.1 HP (12%) HitPoints
    • MezResist(Held) 8.8%
    • MezResist(Immobilize) 2.2%
    • MezResist(Sleep) 3.3%
    • MezResist(Stun) 1.65%
    • 5.5% (0.09 End/sec) Recovery
    • 90% (3.82 HP/sec) Regeneration
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 3.75% Resistance(Energy)
    • 5% RunSpeed
    • 2% XPDebtProtection



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  17. This is my first shot at an Elec/FF build. I had a theory that they'd go well together because Elec provides endurance recovery and FF provides defense and mezz protection. But mainly I just wanted to have an excuse to retire my Force Field Defender, who just doesn't perform at high levels like I think he should.

    If I did this correctly (and I don't always) this build is either over the cap or within 1% of it to Smashing, Lethal, Energy, Ranged, and AoE. Psionic Defense is 41.5%, and Fire and Cold both 40%, which I think are respectable. The lowest defense of any type is Melee at 29%. Global recharge is 62.5%, which I think is pretty good for such a high defense build. This would be a teaming character.

    I sacrificed slotting for hold duration in my single target hold. I went back and forth on this. But it nets some extra Psi defense, and since this house of cards is built on me never getting slept I figured some extra Psi was pretty important. I also skipped the opportunity to proc out Jolting Chain for the same reason. If I had one more open slot, I'd taken Hasten somewhere.

    The build is a bit of overkill on the defense side, but since I have so many Controllers now I thought I might just see how extreme I could get.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    electric ff: Level 50 Magic Controller
    Primary Power Set: Electric Control
    Secondary Power Set: Force Field
    Power Pool: Fitness
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Tesla Cage -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(5), Dev'n-Acc/Dmg/EndRdx/Rchg(5), Dev'n-Hold%(17)
    Level 1: Personal Force Field -- RechRdx-I(A)
    Level 2: Deflection Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(13)
    Level 4: Chain Fences -- Ragnrk-Knock%(A), GravAnch-Hold%(7), P'Shift-EndMod/Acc(9), Efficacy-EndMod/Acc(11)
    Level 6: Jolting Chain -- Apoc-Dmg(A), Apoc-Dmg/Rchg(9), Apoc-Acc/Dmg/Rchg(15), Apoc-Acc/Rchg(15), Apoc-Dmg/EndRdx(17), Apoc-Dam%(46)
    Level 8: Conductive Aura -- Efficacy-EndMod/Acc(A), Efficacy-EndMod(29), P'Shift-EndMod/Acc(29)
    Level 10: Insulation Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(13)
    Level 12: Static Field -- LgcRps-Acc/Rchg(A), LgcRps-Acc/Sleep/Rchg(34), LgcRps-Acc/EndRdx(37)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Health -- Mrcl-Rcvry+(A)
    Level 18: Paralyzing Blast -- Lock-Acc/Hold(A), Lock-Acc/Rchg(19), Lock-Rchg/Hold(19), Lock-EndRdx/Rchg/Hold(21), Lock-Acc/EndRdx/Rchg/Hold(21), Lock-%Hold(23)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(23)
    Level 22: Dispersion Bubble -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def(40), RedFtn-EndRdx(40)
    Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
    Level 26: Synaptic Overload -- CoPers-Conf(A), CoPers-Conf/Rchg(27), CoPers-Acc/Conf/Rchg(27), CoPers-Acc/Rchg(31), CoPers-Conf/EndRdx(31), CoPers-Conf%(34)
    Level 28: Boxing -- Acc-I(A)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(31)
    Level 32: Gremlins -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(34), BldM'dt-Dmg(37)
    Level 35: Repulsion Bomb -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(36), Det'tn-Dmg/Rchg(36), Det'tn-Acc/Dmg/EndRdx(36), Det'tn-Dmg/EndRdx/Rng(37)
    Level 38: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(39), Aegis-ResDam/Rchg(43), Aegis-ResDam/EndRdx/Rchg(43), Aegis-ResDam(45), Aegis-EndRdx/Rchg(46)
    Level 41: Poisonous Ray -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(42), Dev'n-Dmg/Rchg(42), Dev'n-Acc/Dmg/Rchg(42), Dev'n-Acc/Dmg/EndRdx/Rchg(43), Dev'n-Hold%(46)
    Level 44: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(45), RedFtn-Def/EndRdx(45)
    Level 47: Disruptor Blast -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(48), Det'tn-Dmg/Rchg(48), Det'tn-Dmg/EndRdx/Rng(48), Det'tn-Acc/Dmg/EndRdx(50)
    Level 49: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(50), RedFtn-Def/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 19% DamageBuff(Smashing)
    • 19% DamageBuff(Lethal)
    • 19% DamageBuff(Fire)
    • 19% DamageBuff(Cold)
    • 19% DamageBuff(Energy)
    • 19% DamageBuff(Negative)
    • 19% DamageBuff(Toxic)
    • 19% DamageBuff(Psionic)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 14.6% Defense(Fire)
    • 14.6% Defense(Cold)
    • 12.4% Defense(Energy)
    • 12.4% Defense(Negative)
    • 15.5% Defense(Psionic)
    • 3% Defense(Melee)
    • 18.9% Defense(Ranged)
    • 18.6% Defense(AoE)
    • 2.5% Enhancement(Held)
    • 4% Enhancement(Confused)
    • 4% Enhancement(Sleep)
    • 62.5% Enhancement(RechargeTime)
    • 122.1 HP (12%) HitPoints
    • MezResist(Held) 8.8%
    • MezResist(Immobilize) 2.2%
    • MezResist(Sleep) 3.3%
    • MezResist(Stun) 1.65%
    • 5.5% (0.09 End/sec) Recovery
    • 90% (3.82 HP/sec) Regeneration
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 3.75% Resistance(Energy)
    • 5% RunSpeed
    • 4.5% XPDebtProtection



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  18. IMO the bigger issue is, you could get out of having to take Force Field as a secondary at all and still be able to claim one of its best powers. PFF is available in the APPs to some other archetypes, but none of none of them had access to the Buff/Debuff group sets.
  19. One of my characters... a Force Field Defender who only teams... got a purple drop AND a respec recipe drop within an hour of each other two days ago. Anecdotal, but if RNG has changed it hasnt hit me yet.
  20. From a pure gameplay standpoint I will go against the crowd and say that IMO the most mechnically unique powerset is one that has been around since the beginning: Ice Control. It is simultaneously the lowest damage powerset in the entire game, the only control set with NO ranged AoE mezzes, several powers that inherently confict with each other, and has in Arctic Air one of the weirdest control powers ever created. And yet, despite not being the best control set out there, it still works. Unfortunately I think if this powerset were released today the screaming about "no hard control" and "impossibly low damage" would be deafening.

    While I do think Dual Pistols and Dual Blades are somewhat different from other sets, IMO a blast set is a blast set is a blast set and they all basically do the same thing in the end. Electric is definitely a bit unusual. But for me Ice Control stands out as the weirdest thing I've encountered... in this or any RPG.
  21. Quote:
    Originally Posted by DrMike2000 View Post
    I wouldn't advise slotting extra immobilise time in either single target or mass immobilises. They both have a base duration of 28 seconds, and recharge in 4 and 8 seconds respectively.

    Be careful with this. 28 seconds becomes ~14 on a +4 mob, the main situation when spamming cages can pull aggro you don't want or when you want enemies flopping but they won't due to the -kb in the cages, which typically lasts 12 seconds. Electric, of course, doesn't have to worry about -kb.
  22. I figured someone would have told you Electric Control is the new king of farming.

    I will say you have been missed. Your trolling had me wondering for a long time whether you for real. Happily it appears that you aren't, but a good time was had by all.
  23. I just deleted an old character to reroll for GR. Kind of an obscure name luckily, so hopefully no one will steal it, but this does kind of annoy. Rather than yell I'm just going to say, "Can you please look at the code and make sure if we can't redeem a slot, we can't delete from it?"