Oedipus_Tex

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  1. Not really "ironic" but I can't team with Beast Masterminds. If we fight an enemy that uses Earthquake, the beasts start flopping on their side over and over and it makes me laugh so hard I can't play.

    A pack of wolves getting hit by Energy Torrent and flying over my head into a wall might put me out o the game for five minutes while I recover. The animation is just really funny for some reason.
  2. Quote:
    Originally Posted by TwoHeadedBoy View Post
    I regret that such drastic action had to be taken, but as Oedipus_Tex continued to violate the rules of the thread after his first warning, I have been forced to privately contact him and inform him that his TwoHeadedBoy Market account has been banned for one week. Let this be an example for anyone else who plans to violate the rules of the thread.

    Well then allow me to continue.

    You lack mezz protection outside of an incarnate ability. Moreover, to get said mezz protection, you have to skip either Barrier or Rebirth, which puts your survivability further behind builds that can take them. You may have +Regen, but that has very little to do with "taking an alpha" as you claim. The number of high end builds with purple slotting who can't "take an alpha" after eating a purple is probably smaller than those that can, especially if we are vague what enemy group we are talking about. Needless to say, that huge survivability bonus you think are getting from Drain Psyche is much less clear cut when you realize that not only do characters with Barrier or Rebirth make up for some of it, but are better able to protect teammates and pets with a buff that actually matters, which in the end could circumstantially topple your DPS. Your Lore pets, if nothing else, are fighting enemies without heals or buffs to protect them. You discounted th ability to protect teammates in order to elevate your build, but guess what, other builds can do that thanks to the incarnate abilities you had to skip.

    I shouldn't need to mention, but will, that your AoE "controls" have radii of 15ft (PBAoE), 12ft (PBAoE) and 10ft. Psychic Shockwave has a 25% chance of Mag 2 stun, 6 second duration, so calling it a "control" is a pretty big reach, unless stunning 1 in 4 minions within 15ft for 6 seconds with minimal chance of overlap can be called competitive.

    The build is overall pretty good and I have no doubt it performs well and dishes out serious damage, but you really need to dial back some of your claims, because this what you are really claiming is not that this character can actually do all of these things, but that the damage is generally high enough that some of them matter less. That's a different kind of statement altogether.
  3. Quote:
    Originally Posted by TwoHeadedBoy View Post
    Hmm. My Blaster's defense, Smashing, Lethal and Energy resistance is the same as on my Brute! I'm sorry you feel that being a small purple inspiration away from the softcap to all three positions paired with good resistance to the three most common damage types is "average at best!"

    I'm sorry your lack of experience with other characters has led you to believe your armor stats are at all unusual or exceptional.
  4. Quote:
    Originally Posted by TwoHeadedBoy View Post
    Mass confusion and stacked AOE immobilze! Since I play in melee range, I am able to reap the full benefits of World of Confusion, A Coercive Persuasion proc, and Cognitive Interface. I also use t4 Clarion with +secondary effects to make WoC even more powerful. Additionally, Drain Psyche's -recovery and the -endurance from Fences and Ion add another level of mitigation. Finally there is the stun factor from Psychic Shockwave. There are regular posters on this forum who can verify this level of performance, I can ask someone to stop in and verify if you'd like!

    You're evading the statement. The statement is not that you can acheive some level of control. It's that your Blaster is not competitive with Controllers or Dominators who specialize in control. You are not "mass controlling" spawns except in a limited way that suits your boasting.
  5. Quote:
    Originally Posted by TwoHeadedBoy View Post
    -Mass-control entire 54x8 spawns, providing mitigation for teammates.

    I'm not convinced your build does this, unless you are being cheeky with what the term "mass control" means. If you're implying that your Blaster is competive with control classes like Controllers and Dominators for control, you are mistaken.


    Quote:
    Originally Posted by TwoHeadedBoy View Post
    Take and absorb alpha strikes single-handedly, providing a cushion for teammates.
    This requires clarification. Your defense and resistance are average at best, you have no significant survivability buffs or debuffs except for +Regen from Drain Psyche. You can eat purples or use Barrier but so can anyone. Once again, if you are implying your build outperforms classes that specailize in this area, you are mistaken.

    Overall, I think it's not hard to build the "best" character when you control what categories you choose to measure and how much value to put on each of them.
  6. Quote:
    Originally Posted by Oathbound View Post
    I shall be the first to complain about that idea (and I don't even play a plant control character) and would much rather simply have the standard reduced accuracy modifier*.

    It IS different in that you CAN make up the lower base accuracy with slotting/Tactics/etc.

    There's absolutely nothing you can do to improve a %based Chance to proc.

    There's nothing I would dislike more than using a power, having it HIT, and it not doing a damned thing anyhow.


    *AoE controls don't have a lower hit cap. It's still 95%. The difference is that their base accuracy modifier is lower, in the case of typica every spawn controls it's 0.8, so when you multiple that by the base 75% chance to hit you get 75*0.8=60% base accuracy for the power. Slotting 2 even level SOs brings that to ~99.5% tohit, which is then capped to 95%. (Note that this is against even levels, higher levels of course require more accuracy, which is still doable.)

    Giving the power a 95%chance to proc combined with the 95% hit cap means that at most your total chance to land your control is 90.25%.

    Maybe, but that is why I said if that happened, Seeds of Confusion would get to keep its above average Accuracy mod, Recharge, and mezz duration.

    If we choose not to change the Confuse chance as I described, then full stop, I think Seeds of Confusion needs its recharge changed from 60 seconds to 90 and its mezz duration cut in half. The 37.25 second duration (versus 14.9 in Flashfire and Stalagmites) is ridiculous for a power with its recharge and accuracy. It needs to give something up. And not something IO builds can just ignore, because the whole point is that Plant Control is overpowered.

    A 95% chance to mezz instead of 100% could conceivably allow the power to keep its current stats. Note that this change would be in sync with the mechanics of the other AoE confuse which never gets brought up, Synaptic Overload, because its hit mechanics limit it.
  7. In a pinch I would basically do this to Plant Control:

    1) Reduce damage on Roots to correct values.

    2) Seeds of Confusion keeps current values, but chance to Confuse drops from 100% to 95%.

    Some people will probably scream about #2, but it is really no different from lowering the accuracy cap of 95% for this power. You already have a 5% chance to miss, this makes it 10% instead without punishing you until you IO with +Accuracy. (This is actually how I think every Control power should have worked instead of having base accuracy lowered).
  8. I would write a response to each individual item but I think it would detract from the overall response.

    I think Dominators as an AT perform extremely well.

    I think that power balance discussions are pretty much moot as long the player base as a whole demands uptweaks to sets but is unwilling to consider the possibility of taming gross overperformers. The amount of digital ink spilled over the alledged and real underperformances of Gravity and Ice Control, and even recent excellent recent sets like Staff Fighting and Dark Control, stand in stark contrast to the deafening silence with regard to the ridiculous overperformance of sets like Plant Control and Super Strength. Without any willingness to work with the developers when it doesn't suit our power gaming, I see little room to criticize the developers for any set that supposedly underperforms, because the standard of high performance is accidental, and in the eyes of many players and beta testers, sacrosanct.
  9. Oedipus_Tex

    Water Blast!

    Quote:
    Originally Posted by DarkSideLeague View Post
    Actually the reason they wanted Ice to not look like gems was because that was Stone Armor's territory.

    But you can make Stone look like Ice, so this doesn't really hold for me.

    From the way it was explained at the time, it seemed more like the issue was just tht they thought it was ugly, although I'm fairly sure avoiding "yellow snow" was at least a consideration. What's unfortunate though is that with some powers sets the appplication wasn't universal. I think Storm Summoning, for example, can color some powers vividly and not others.

    In terms of Water Blast, I'd personally be surprised if it wasn't given the "icy colors" palette. Or maybe that's just wishful thinking. I'm not often grossed out by this game's graphics, but a few times I have seen players use the "goop" aura as blood and it did turn my stomach.
  10. Oedipus_Tex

    Water Blast!

    [deleted duplicate post]
  11. It would take me a long tme to go through the whole build, but here are the basics:

    If you're keeping Crush, slot it as an attack. In the long run you'll probably want to drop it.

    Add damage to Gravity Distortion after maxing Hold duration.

    Steamy Mist needs endurance reduction. So does Manuevers. So does Hover probably too.

    Replace Range in Singularity.

    I would skip Snow Storm. If you also drop one other power (Crush would be my pick for this combo) you can pick up Aid Other and Aid Self. Sadly AO does nothing for Singularity, but Aid Self will help you greatly if used at the right times (basically any time you'd e eating a green outside of a dire combat situation--that way you can save greens for dire combat situations).

    I think Will of the Controller will work best in Thunderclap, assuming you actually cast Thunderclap from time to time. Put damage procs and endurance reduction in the aoe immobilize. At level 50, add Ragnarok Chance for KD and the purple immob Chance to Hold.

    Take the slow set out of Freezing Rain. Focus on recharge, and maybe a Achille's Heel proc if you can afford one.

    Add a stealth IO to Sprint. It stacks with Steamy Mists andgives you invisibility from most mobs until you attack.

    While the Energy APP is somewhat useful for what you're trying to do, I'd consider Psi. But that's mainlyafter reaching level 50 and getting endurance under control.
  12. While I'm pretty sure it wouldn't be "strongest," I've long wondered if a team of 8 Electric Blast/Radiation characters who are teleported around together are defeatable. In particular, if all of them take Dark Mastery >> Oppressive Gloom. I'm not really sure how much damage Voltaic Sentinel puts out or how fast it moves, or actually whether you can even buff it.

    I am mainly just curious about whether all 8 players can cast Thunderous Blast at an AV without their endurance crashing if the AV is the only living target. Looking at Mids, at the damage cap for Corruptors that's 750 damage per nuke. 750 x 8 = 6000 damage in 4 seconds, before considering resistances and level differences. Not the most impressive, but I want to see an AVs end bar crash just once.
  13. Suddenly Dark Blast Blasters are looking a LOT more palatable.

    EDIT: Surely this can't be slotted in Bonfire though, or atleast the chance to knockdown is penalized somehow? 100% chance to knockdown 5 times per second for 45 seconds would be... interesting.

    EDIT2: Can an aura take this? For example, could a Blaster with Hot Feet put this proc in there? Death Shroud? Blazing Aura?
  14. Oedipus_Tex

    Slotting Jackie

    I normally slot with x4 Expedient Reinforcement, then one of each Defense set, take Manuevers, and then Barrier. That brings Jack very close to the soft cap in normal content.

    Since you are using Dark Affinity, you could drop Manuevers possibly and still come out close. I'm less sure about dropping Barrier, mainly because the +Resist is still useful.

    For the record, Jack's defenses are 25% to all most except Fire/Cold, and 35% to those. So, 25% + 2 Defense IOs = 35%, + Manuevers = ~39.5%, + Barrier T4 (low point) = ~44.5%. You could ignore that and count on debuffs to make up the difference, but for various reasons debuffs aren't 100% reliable.
  15. Oedipus_Tex

    /Poison

    FWIW the change I pushed during the most recent Poison beta was simply upping the duration of Venemous Gas' debuffs from .75 seconds to 30 seconds. That would create a set we have never actually seen before: one that encourages you to run around "tagging" enemies rather than stand on top of them in order to debuff them. (Storm's Hurricane power has a 10 second duration on its -ToHit, so it sort of does this, but not quite in the same way).
  16. I would do some things differently. That's fine I think. I don't think there is a real "ultimate" build.

    I use Enhancement Boosters personally (might as well, I have like 150 of them in my mailbox for various reasons). They let me cut a few corners. I don't have a Mind/Fire Dom, but I do have a Mind/Ice. The build below is based fairly closely on that build. I use Alpha: Cardiac for the extra range and to tame endurance costs.

    0.3% from Ranged cap in normal content, 46% S/L resist (with Cardiac), Aid Self, self rezz, perma-Hasten (but use EBs on Hasten itself to bring it closer to perma).


    Villain Plan by Mids' Villain Designer 1.956
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 50 Magic Dominator
    Primary Power Set: Mind Control
    Secondary Power Set: Fiery Assault
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Medicine
    Ancillary Pool: Fire Mastery
    Villain Profile:
    Level 1: Levitate -- KinCrsh-Acc/Dmg/KB(A)
    Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Dmg/EndRdx/Rchg(3), Thundr-Dmg/Rchg(5), Thundr-Dmg/EndRdx(5), Thundr-Acc/Dmg/Rchg(7)
    Level 2: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(7), BasGaze-Rchg/Hold(9), BasGaze-EndRdx/Rchg/Hold(9)
    Level 4: Fire Breath -- Posi-Acc/Dmg(A), Dmg-I(11)
    Level 6: Confuse -- SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SAotDominator-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(13), SAotDominator-EndRdx/Rchg(13), SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(15), SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(15), SAotDominator-Rchg/+Dmg%(17)
    Level 8: Mass Hypnosis -- FtnHyp-Acc/Rchg(A), FtnHyp-Sleep/Rchg(17), FtnHyp-Acc/Sleep/Rchg(19), FtnHyp-Sleep/EndRdx(19), FtnHyp-Plct%(21)
    Level 10: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(21), Thundr-Dmg/EndRdx/Rchg(23), Thundr-Dmg/Rchg(23), Thundr-Dmg/EndRdx(25), Thundr-Acc/Dmg/Rchg(25)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(27)
    Level 14: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(27), Stpfy-Acc/EndRdx(29), Stpfy-Stun/Rng(29), Stpfy-Acc/Stun/Rchg(31), Stpfy-KB%(31)
    Level 16: Embrace of Fire -- RechRdx-I(A)
    Level 18: Total Domination -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-Rchg/Hold(33), BasGaze-EndRdx/Rchg/Hold(33), EoCur-Acc/Hold/Rchg(33)
    Level 20: Aid Other -- Heal-I(A)
    Level 22: Aid Self -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(34), Numna-Heal/Rchg(34), Numna-Heal/EndRdx/Rchg(34), Numna-Heal(36), Numna-Regen/Rcvry+(36)
    Level 24: Super Speed -- Zephyr-ResKB(A)
    Level 26: Terrify -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(37), Posi-Acc/Dmg/EndRdx(37), Posi-Dam%(37)
    Level 28: Consume -- Efficacy-EndMod/Acc/Rchg(A)
    Level 30: Tough -- GA-3defTpProc(A)
    Level 32: Mass Confusion -- CoPers-Conf(A), CoPers-Conf%(39), CoPers-Conf/EndRdx(39), CoPers-Conf/Rchg(39), CoPers-Acc/Conf/Rchg(40), CoPers-Acc/Rchg(40)
    Level 35: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(40), Ragnrk-Acc/Rchg(42), Ragnrk-Dmg/EndRdx(42), Ragnrk-Knock%(42)
    Level 38: Blaze -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43), Thundr-Dmg/EndRdx(43), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45)
    Level 41: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(46), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(46)
    Level 44: Rise of the Phoenix -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(48), Stpfy-Acc/EndRdx(48), Stpfy-Stun/Rng(48), Stpfy-Acc/Stun/Rchg(50), Stpfy-KB%(50)
    Level 47: Weave -- LkGmblr-Rchg+(A), Ksmt-ToHit+(50)
    Level 49: Fire Shield -- S'fstPrt-ResDam/Def+(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 4: Swift -- Empty(A)
    Level 4: Health -- Mrcl-Rcvry+(A)
    Level 4: Hurdle -- Empty(A)
    Level 4: Stamina -- EndMod-I(A), P'Shift-End%(11)
    Level 50: Cardiac Core Paragon
    ------------

    Code:
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  17. Oedipus_Tex

    /Poison

    From what I have experienced of it, Poison is basically like the most 'meh' powers from Empathy (single target heal, rezz, and anti-mezz) combined with a nerfed version of Radiation. However, I have never gotten above around level 20 with it. In theory it has decent debuffs, but it is severely lacking in the one it actually needs to be a decent single target debuff set (-Regen).

    Fire Control is probably the most obvious set to combine with it due to overlaping damage-y toggles. But Fire is already a bit of a dangerous set: Radiation and Kinetics can heal themselves if things get scary. Other sets have other mitigation mechanics. Poison has -ToHit and -Damage with the small radius of Coking Cloud (which would be the power skipped by almost everyone except Ice, Fire, and Electric Controllers) due mainly to its small size. I guess you could do Plant because it would be safer to stand close to enemies in general, but you're still looking at a probably frustrating experience.

    I did just fuss at someone in another thread for making comments about sets he had never actually played, so maybe I'm wrong about Poison. But from what I've experienced of it, I'm extremely unimpressed.
  18. I'm probably going to get myself in trouble, but here are my basic rules for myself:

    - Any support set will work, but...
    - ...Force Field, Poison, Sonic Resonance or Trick Arrow are for concept only, for me. They are playable but limited.
    - If Sonic Blast, Defender
    - If not Sonic Blast, Corruptor
    - If looking to actually be a "support" character, Controller

    Defenders are, IMO, among the most malfunctioning ATs in the game. Sonic Blast is horribly balanced compared to the other secondaries, it's just no contest at all. And with Corruptors basically being the same AT but better in most ways, outside of that one blast set Defenders IMO really have very little reason to exist in their current implementation. I have regretted every single Defender I ever rolled who did not take Sonic for the blast set.

    Some people will tell you, say, an Ice Control/Force Field or something is worse, but IMO at least that combo doesn't have an exactly equivalent build mirrored by a sister AT that is almost exactly identical except that it outstrips your performance. When I refer to a AT as "broken" in my mind it's when the AT offers both low performance AND is eclipsed by a nearly identical AT.
  19. Going Rogue was okay. But even in the first 48 hours I remember being a little annoyed with it. The game seemed to be built for what a solo character would want and not a team. Prior to Going Rogue I was already rolling characters and hitting level 20 on the same day by doing (old-style) Sewer runs, followed by Kings Row, followed by Steel Canyon. It was a mystery to me then and still is why the game keeps adding more low level content.

    In addition, in Praetoria we have:

    Task Forces: 0.
    Radio missions: 0.
    Tip missions: 0.

    The one thing GR did add were Tip Missions to regular zones.

    What I personally wanted (and still want) were more interesting equivalents of radio missions. Content that is easy to access, not very hard to explain, tends not to send you out of the current zone, and respects Super Sidekicking (which rules out ANY of the incarnate level content).

    On a side note as of Freedom I have introduced many people to this game. Many quit for various reasons. But what strikes me that is that no one cited "stories" or "characterization" as their reason for quitting. It was mainly inability to understand game mechanics, the impression that low level combat is representative of later gameplay, and frustration related to inability to communicate with other players to find teams. That's anecdotal evidence, but its what I observed none-the-less.

    I should also add that the "ah-ha-ness" of the characters in Praetoria seems to depends very strongly on familiarity with the "prime" universe. Someone who knows nothing about the primal areas would have no reason to care about whoever "Praetor Duncan" is a clone of.
  20. Not only do I think it should happen, I think both Empathy and Pain could use a nudge to push them a little further apart. I have always thought Pain Domination was a bit of a waste because it is so similar to Empathy.

    I have long wanted Empathy's rezz to be AoE (like Dark Miasma but requiring no target) and Pain's rezz to be usable on slain enemies to gain that's powers buffs to self.
  21. Quote:
    Originally Posted by Combat View Post
    1. Melee powersets are sets that primarily exist to do damage in melee
    2. A set that does more damage is superior to one with inferior damage without the consideration of other factors
    3. Survivability and endurance are secondary to damage in a damage powerset
    4. Balance metrics should take into account the damage a powerset CAN do, ie the maximum damage a powerset can dish out when focused on damage

    What you just wrote in 4 points you could have summed up in one: "Maximum possible damage obtained from a perfect chain is all that matters when determining the power of a melee set." And I firmly disagree with you.

    But that's irrelevant, because you still haven't demonstrated that Staff Fighting fails to generate actual damage. You've demonstrated that it fails to generate CombatDamage, an idiosyncratic measurement that no doubt produces some number, as any "analysis" would, but a number whose value is of questionable predictive ability except to itself and its creator.
  22. Oedipus_Tex

    Water Blast!

    Quote:
    Originally Posted by Oathbound View Post
    If there's one thing that Beast Mastery showed me, it's that more than anything I want an Avian Blast set.

    Absolutely not joking.

    I agree that an Avian Blast set would be incredible. Hopefully unlike Beast Mastery they would keep the concept of Avians seperate from Insects. I think it's okay for them to be combined for BM, but would really want insects seperated from birds for the derived sets.
  23. It's funny, I have a lvl 39 Spines/Ice Stalker and I reaallly suck with him. I was actually on my way here to ask if it gets better. But, I am not a melee player really.

    I'm at around 29% defense I think.. is the issue just I haven't tried hard enough to soft cap? Its also possible I just have no idea what I'm doing. The first enemy goes down quickly but the rest of the fight is a total slog, and I have to pop inspirations to stay in the fight at around +1x3.
  24. Oedipus_Tex

    Water Blast!

    I'm thrilled about Water Blast. Hopefully there's a Water Control and/or Support set lurking out there too. I assume Water Assault is a given, eventually.

    Also privately hoping the changes to Gravity Control and the addition of Beast Mastery were exploratory steps toward Gravity Blast and Swarm Blast.