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Posts
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Joined
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well...plan on sticking with NR for my travel even though i've got my 60 month vet badge.
may try to squeeze in tough/weave after +I19.
Hasten (though +rech is sweet...i'm not a ***** for it) is a total optional for me and might sub it for CJ for the few extra points of +def and the combat mobility. -
Well...it's not exactly my FIRST Tanker...but it's the first tanker that has really captured my interest. He's currently lvl 29 but i messed around with Mids (which is something i don't usually mess with) and came up with this.
The slot levels aren't set in stone as i was just doing a quick run through with it seeing what i could stick where and will most likely be adjusted for fire as he gains levels.
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Devon Trace: Level 50 Natural Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Kinetic Melee
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection- (A) Kismet - Defense/Endurance
- (3) Kismet - Defense/Recharge
- (3) Kismet - Endurance/Recharge
- (37) Kismet - Defense/Endurance/Recharge
- (43) Kismet - Accuracy +6%
- (A) Touch of Death - Accuracy/Damage
- (7) Touch of Death - Damage/Endurance
- (7) Touch of Death - Damage/Recharge
- (15) Touch of Death - Accuracy/Damage/Endurance
- (17) Touch of Death - Damage/Endurance/Recharge
- (42) Touch of Death - Chance of Damage(Negative)
- (A) Luck of the Gambler - Recharge Speed
- (5) Luck of the Gambler - Defense/Endurance
- (5) Luck of the Gambler - Defense
- (37) Luck of the Gambler - Defense/Recharge
- (43) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Touch of Death - Accuracy/Damage
- (9) Touch of Death - Damage/Endurance
- (9) Touch of Death - Damage/Recharge
- (15) Touch of Death - Accuracy/Damage/Endurance
- (36) Touch of Death - Damage/Endurance/Recharge
- (43) Touch of Death - Chance of Damage(Negative)
- (A) Recharge Reduction IO
- (11) Recharge Reduction IO
- (11) Recharge Reduction IO
- (A) Endurance Reduction IO
- (A) Kinetic Combat - Damage/Endurance
- (13) Kinetic Combat - Accuracy/Damage
- (13) Kinetic Combat - Damage/Recharge
- (17) Kinetic Combat - Damage/Endurance/Recharge
- (37) Kinetic Combat - Knockdown Bonus
- (A) Run Speed IO
- (A) Healing IO
- (A) Luck of the Gambler - Recharge Speed
- (A) Reactive Armor - Resistance/Recharge
- (19) Numina's Convalescence - +Regeneration/+Recovery
- (19) Reactive Armor - Resistance
- (21) Miracle - +Recovery
- (A) Endurance Modification IO
- (21) Endurance Modification IO
- (23) Endurance Modification IO
- (A) Recharge Reduction IO
- (23) Recharge Reduction IO
- (25) Recharge Reduction IO
- (A) Mocking Beratement - Taunt
- (25) Mocking Beratement - Taunt/Recharge
- (31) Mocking Beratement - Taunt/Recharge/Range
- (31) Mocking Beratement - Taunt/Range
- (A) Obliteration - Damage
- (27) Obliteration - Accuracy/Recharge
- (27) Obliteration - Damage/Recharge
- (29) Obliteration - Accuracy/Damage/Recharge
- (33) Obliteration - Accuracy/Damage/Endurance/Recharge
- (33) Obliteration - Chance for Smashing Damage
- (A) Obliteration - Accuracy/Recharge
- (29) Obliteration - Damage/Recharge
- (31) Obliteration - Accuracy/Damage/Recharge
- (33) Obliteration - Accuracy/Damage/Endurance/Recharge
- (34) Obliteration - Chance for Smashing Damage
- (45) Obliteration - Damage
- (A) Recharge Reduction IO
- (34) Recharge Reduction IO
- (34) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (39) Defense Buff IO
- (46) Defense Buff IO
- (A) Decimation - Accuracy/Damage
- (36) Decimation - Damage/Endurance
- (36) Decimation - Damage/Recharge
- (40) Decimation - Accuracy/Endurance/Recharge
- (40) Decimation - Chance of Build Up
- (46) Decimation - Accuracy/Damage/Recharge
- (A) Hecatomb - Damage
- (39) Hecatomb - Damage/Recharge
- (39) Hecatomb - Accuracy/Damage/Recharge
- (40) Hecatomb - Accuracy/Recharge
- (42) Hecatomb - Chance of Damage(Negative)
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (46) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (50) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Endurance Modification IO
- (45) Endurance Modification IO
- (A) Thunderstrike - Accuracy/Damage
- (48) Thunderstrike - Damage/Endurance
- (48) Thunderstrike - Damage/Recharge
- (48) Thunderstrike - Accuracy/Damage/Recharge
- (50) Thunderstrike - Accuracy/Damage/Endurance
- (A) Endurance Modification IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
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Set Bonus Totals:- 13.5% DamageBuff(Smashing)
- 13.5% DamageBuff(Lethal)
- 13.5% DamageBuff(Fire)
- 13.5% DamageBuff(Cold)
- 13.5% DamageBuff(Energy)
- 13.5% DamageBuff(Negative)
- 13.5% DamageBuff(Toxic)
- 13.5% DamageBuff(Psionic)
- 15% Defense(Smashing)
- 15% Defense(Lethal)
- 1.25% Defense(Fire)
- 1.25% Defense(Cold)
- 3.75% Defense(Energy)
- 3.75% Defense(Negative)
- 20.63% Defense(Melee)
- 3.75% Defense(Ranged)
- 2.5% Defense(AoE)
- 4.05% Max End
- 49% Enhancement(Accuracy)
- 52.5% Enhancement(RechargeTime)
- 14% FlySpeed
- 161.64 HP (8.625%) HitPoints
- 14% JumpHeight
- 14% JumpSpeed
- MezResist(Confused) 1.65%
- MezResist(Held) 11%
- MezResist(Immobilize) 12.1%
- MezResist(Stun) 4.4%
- 10% (0.167 End/sec) Recovery
- 10% (0.782 HP/sec) Regeneration
- 2.52% Resistance(Fire)
- 2.52% Resistance(Cold)
- 1.575% Resistance(Toxic)
- 1.575% Resistance(Psionic)
- 14% RunSpeed
- 1.5% XPDebtProtection
Set Bonuses:
Kismet
(Deflection)- 1.5% (0.025 End/sec) Recovery
- MezResist(Confused) 1.65%
- 1.5% XPDebtProtection
- 3.75% Enhancement(RechargeTime)
(Quick Strike)- MezResist(Immobilize) 2.75%
- 28.11 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
(Battle Agility)- 10% (0.782 HP/sec) Regeneration
- 21.08 HP (1.125%) HitPoints
- 9% Enhancement(Accuracy)
- MezResist(Held) 2.75%
- 7.5% Enhancement(RechargeTime)
(Body Blow)- MezResist(Immobilize) 2.75%
- 28.11 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
(Smashing Blow)- MezResist(Immobilize) 2.75%
- 28.11 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
- 5% RunSpeed, 5% FlySpeed, 5% JumpSpeed, 5% JumpHeight
(Phalanx Fighting)- 7.5% Enhancement(RechargeTime)
(True Grit)- MezResist(Immobilize) 1.1%
(Taunt)- 1.8% Max End
- MezResist(Held) 2.75%
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
(Shield Charge)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
(Burst)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
(Grant Cover)- 7.5% Enhancement(RechargeTime)
(Focused Burst)- MezResist(Immobilize) 2.75%
- 21.08 HP (1.125%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
- 1.575% Resistance(Toxic,Psionic)
(Concentrated Strike)- 4% (0.067 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Focused Accuracy)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 35.14 HP (1.875%) HitPoints
- 2.5% (0.042 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Laser Beam Eyes)- 2% (0.033 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
- 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
This puts me at 46.1% Melee Def, 32.7 Ranged Def, 31.5 AoE, 207% Regen, 208% Recovery, 52.5% global recharge, +49% global acc, and +29% damage (well...with smatterings of other stuff too...but this is the important stuff for me.) -
i was having this problem too, and doing the run as admin got it to work. Thanks!
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KM/Shield scrapper/brute or Shield/KM Tanker?
i'm running the tanker of these and so far @ lvl 26 he's not too bad.
AAO is adding +Dmg from surrounding mobs and the AoE from Shield Charge helps fill in a bit of a hole in lack of AoE.
I have a friend that runs a KM/SD scrapper and from what i've witnessed of her in action, she's a hell on wheels. -
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If anything is broken and needs to be fixed...it's MALTA.
Specifically the Hercules Titans and whatever there gas grenade holdy missle thing is that stacks and stacks and stacks upon itself and blows through pretty much everyone's mez resistance. I have seen upwards of 13+ applications of that blasted thing and there was only one HT in the group and he fired it off ONCE. -
That ******* Maelstrom crane kicked me! I demand retribution!
That is all. -
Just an added thought...
After running through this thread again and catching on something i missed before...this is supposed to be a secondary for melee classes...which would mean for scrappers and brutes (it would be a primary for tanks)...and there is one other MAJOR problem with it.
Secondary sets for scrapz and brutes are DEFENSIVE sets that keep them alive through defense, resistance, regen, mez protection and/or combinations thereof.
This proposed set has none of the above and is purely offensive in nature, offering nothing in the way of keeping you alive. And for a melee class...to quote a phrase "That's bad, 'mkay." -
In the specific case of Mass Hypnosis, it is flagged with an "Enemies will not notice this attack" on it, meaning you could spam it all day and never aggro something. Base duration is 15 seconds with a recharge of 45 seconds. With 3 Recharge SO's, you'd be looking at a recharge ~ 22 seconds. Adding sleep enhancements would boost the mez time..so you could get MH with just SO's alone close to, if not perma'd. Hasten would certainly perma in addition to the slots.
Sleep IO could very well perma MH as well, along with IO sets that offer global recharge bonuses.
Of course, whether or not it actually suppresses stealth, i really don't know. Never checked that out. But in the same turn, stuff can't see you when they're asleep anyway...so stealth suppression wouldn't really be a factor. And again...MH doesn't cause aggro...so you could wait it out and reapply to try and get the guys you missed on the first shot, if you wanted.
But...you do bring up an interesting question...and something that could be checked into at some point.
Oh...and MH is ranged...80' to be precise...so you could put mobs to sleep at a safe distance without them seeing you even without stealth. -
Nitpick.
Slade Wilson's alter-ego name is Deathstroke the Terminator...or simply Deathstroke.
As to the topic...the new weapons/anims issue aside...if i'm reading this right, the OP is suggesting a pool where the exact specifics/mechanics of the power choices you make are based one what weapon skin you choose? uuummm....wow? Assuming i'm right, this would go far beyond just adding a new power pool or 2, new weapons, and new animations, but ALSO into an entire coding of altering power attributes based upon player choices, which even from my perspective of a non-programmer type, sounds like a SERIOUS pain in the *** to have to build from the ground up for a power set...pool or otherwise. The concept is kinda cool, i admit...but i really don't see that happening anytime soon on just the programming nightmare aspect of it alone. -
I could probably think of one or 2 off hand.
Dunno that anyone has mentioned anything along the same line but...
Fire Breath. Except it comes out of your butt. Flaming Power Poots FTW. (sorry...too much Johnny Test)
While not currently in the engine right now...Super Speed and Super Jump. While perhaps not necessarily in the way of Ninja Run, some alternate anims for these two beyond the standard run and jump animations would be awesome. Though i personally wouldn't complain if SS got the NR running animation and SJ got the jumping animation of NR as i actually like BOTH of them.
Even though the set just debuted, i'd like to see some alternates for Kinetic Melee. I understand that the set is effectively the "hand-based attack Martial Arts" i wouldn't mind seeing a few kicks tossed into the mix. That has always been one of my biggest attachments to the MA set itself is that it was kick-based. Before the Martial Arts Booster pack, my MA/Regen Scrapper Ninja T (yes...Mr. T in ninja form) took fly for travel and pre-req'd with air superiority. Which is a pretty good attack for pool power, it ruined my "all-kick" style. When the alternate MA anims hit, i actually did swap out a few here and there on different costumes to alter both the look and feel of the toon. To do that with KM too would be sweet. Besides, while i like most of the animations for KM...concentrated strike is just horrible. Big circles...BIG CIRCLES! I'm supposed to be building up for a whopper of an attack...not doing spirit fingers! "Gimme and O! Gimme another O!"
That's about it...for now.
Oh yeah...
It's probably been mentioned already (didn't dig through all of this thread) and...if it has...i second it...if not. Alternate animations for Dual Blades in the form of Stabbing/Piercing to be more in line with weapons like rapiers. Some of the weapon skins, rapiers in specific, are more geared towards stabbing/piercing than slashing. Most of the attacks in the set would lend themselves pretty easily to this style of attack, save for maybe typhoon's edge and Vengeful Strike as the tend to lean towards spins and sweeping arcs. But 1000 Cuts could easily be morphed into 1000 stabs (actually, created an NPC in a RP game i play that had a technique called Gatling Stab...which was simply dozens of high speed stab attacks with his sword). -
Just to toss this out there...if you decide on teleport...suggested slotting (for me at least) is 2 end redux and 2-3 range. W/ stamina the 2 end redux will prevent you from draining your blue to nil...unless you're running a bunch of toggles or one expensive one like WS's Nebulous Form. Unlike most travel powers, teleport really requires some slot loving to get the best return for it, which could be anywhere from no big deal to difficult to manage, depending on how tight your build ends up being.
A good bind for teleporting is /bind Lshift+Lbutton powexecname teleport. with this...just hold the left shift button and click where you want to go. makes things SO much easier. (ugh...blasted kitten is trying to crawl on my keyboard again).
for the TP Foe on a stalker question...i've never used it...but i'm pretty sure that using it would break hide and you'd get aggro from the ported foe unless you placate...at which point he'll start walking back. Plus...there's still a chance of aggro'ing the rest of the mob. Food for thought. -
Could be worse...you could be shooting a butterfly from your head a la Psylocke in the X-men/Vs. series' of fighting games.
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Quote:... no. He didn't have a point.
And no, it seems like you have about a firm a grasp on what empathy does as that poster does over what Force Field does: Absolutely none.Quote:Hes got a good point though.
You don't do alot with Bubbles, but you bring more protection to the team then an Emp that is constantly spamming heals.
Personally, if i had the choice between FF and an emp/paindom that just spammed heals, i'll take the bubbles...hands down.
Green numbers aren't everything. -
Quote:A fortunata built widow can be basically all ranged without sacrificing much in the way of the "highest damage" attacks.3 Doms 0 melee powers. As far as I'm concerned, giving dominator and blasters melee powers was the single dumbest thing the devs have ever done and I am including the i13 PvP crap in this statement. Do scrappers and tanks have ranged attack secondaries? No. So why isn't there a pure ranged offense AT?
I made my own via make believe that the melee attacks don't exist.
Edit:
Let me rephrase this bit to be... Making Doms and Blasters mixed melee/ranged and thereby having no option at all exist for an all rage offensive character was the bad Idea. I do think it is good to have the option for mixed melee/range. But just skipping the melee powers I am gimping myself, especially considering the higher damage modifier for melee on both blasters and dom. Frustrates me because I want to build an optimized character, but I also don't want to be forced to use melee to be optimal. I'd like that choice added.
@Streeja, I know there is a place for melee doms. I'm not saying there isn't. But I specifically want an all offense ranged character. Corrs and defenders are far behind blasters and doms in damage output on any build I've seen and half the powers aer buff/debuff so agin I have to gimp myself to build what I want. Controllers are the same, loaded with buff/debuff powers. VEATS and HEATS are both designed to mix it up between ranged and melee. There does not exist the option to play an all ranged assault character unless you deliberately ignore your highest damage attacks, or unless you play a mixed attack/buff-debuff. I want the equivalent of a scrapper with ranged attacks. Just one. either side. Hell give me even one dominator or blaster secondary with no melee and no PBAoE powers and I'll be happy. Just one. (Devices is dang close).
Most blaster PRIMARIES have at least one or two powers that require you getting at least somewhat close to your targets, namely the big damage ST attacks like blaze, BIB, and ExShot, most cone attacks (@ 40' for most), and most nukes which PBAoE.
My current experiment is an AR/Energy blaster without taking the melee attacks, short of power thrust which is mandatory, but helpful in sticking to range. So far he's turning out pretty darn good...AoE monster that he is. Redraw? Sure...but such is the price i pay. BU+Flamethrower+Buckshot+M30 Grenade is just beautiful. Can't wait till BU+Boost Range+Full Auto+M30 Grenade. -
to expound on what TD said...
there isn't actually a "slot" for SG costumes. You can set anywhere from one to all of your costumes in SG COLORS via the SG settings, but that's about it.
the rest...
1) Yup..Science Pack adds a new type of tailor in Icon/Facemaker/Sure there's someone somewhere in Praet where you can COMPLETELY change everything, Model Type (Male/Female/Huge), all scales, and everything in between. Pretty cool for 10 bucks.
2) Icon in Founders Falls has the final costume mission contact.
3) Pretty sure it doubles for the duration. -
little note of useless trivia:
the Ignite power for assault rifle, which is basically a ranged burn patch...still has the 50.00 mag fear. -
judging by the power details on the selection screen @ character creation....yes. Didn't see a fear component in it.
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I give this post an EPIC FAIL!!!!!!!
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...LOL...nah...just messin with ya...
A +Rec wouldn't be too bad on this power...but i still don't think it'd be quite enough for me to pick this one up. I had it for a short while on my plant/thorns dommy. Even slapped in some slots for rech and heal to see what kind of milage i could get out of it, and frankly...i was a bit disappointed. The +Regen was never quite enough to really make much of a difference when i needed it...which was a bit sad cuz i had high hopes for it.
My controls had a much higher impact to team survival than the static +regen patch that for the most part just kinda blocked my view of the battlefield. For me, it boiled down to if my controls can't either lock down this mob or at least a portion of it to make the situation more managable for my team, then that blasted tree ain't gonna help much.
Also...i tend to agree with Tex. Spirit Tree is one of the powers you could take out of Plant Control and not really affect the set much at all, if any at all. AoE mass confusion power at lvl 8, a placable patch that causes slow, KD, some damage, and a few other little tricks AND "follows you around" to a degree, AND can absorb an alpha (pull some aggro) in Carrion Creepers, a pet, that after tweaks and fixes, isn't half bad, and all the other tricks in it's bag...plant is DEFINITELY a top-tier set for doms and trollers. The damage isn't too bad either, for a control set. -
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My view on TA is...
Personally...i love the set...but i would love to see the set get some dev lovin too.
It's been mentioned before that there are powers out there that have a higher debuffing impact than that of many of TA's tricky sticks. And since Dark is one of the main sets that debuff comparisons come from...i'll use some of those...and toss in some stormy goodness.
Disruption Arrow: Dark's Tar Patch is far superior to this power by leaps and bounds. Just like DisArrow, it is a targeted AoE Debuff...but it provides a higher damage resistance debuff of 30% AND tacks on a serious case of -speed to boot! AND its a tier TWO power! DisArrow is a tier 7 power, with only a 20% damage resistance debuff and...well...THAT'S IT! Oh...it has a shorter recharge of 1 minute instead of a minute and a half. And then there's Storm Summoning's Freezing Rain. Compared to DisArrow, this power is ungodly. -Speed out the wazoo (tho not quite the level of Tar Patch), -35% DamRes, -30% Def, possible KD, AND does a wee bit of damage. Oh.. and it's a tier 5 power with the same recharge as DisAr.
To acheive what Tar Patch can manage alone, you'd need to drop DisAr, Glue Arrow, and Acid Arrow down to get similar DamRes debuff and the slow. You'd have to toss in OSA to get the freezing rain match-up. 3 to 4 powers to match what other sets can do in ONE.
If they gave DisAr the same damage resist debuff as either tar patch or freezing rain...I could be satisfied with that. If it tacked on a secondary debuff (-tohit being mentioned a few times for example)...i could be happy with it. Just...SOMETHING...cuz lord knows it needs it. I wouldn't even mind a slightly longer recharge if needs be.
Acid Arrow: Radius...way too small. Even before the extension to melee range, it still never really hit a whole lot at one time. True, if you stacked it with DisAr...you were at a 40% damage resistance debuff and -25% defense...which is only 5% higher and 5% lower respectively for the exact same debuffs you can achieve with just Freezing Rain BY ITSELF...and even then it's only to the few suckers you actually hit with AA with DisAr going.
With the recent changes, AA needs to have its radius widened. Someone mentioned 8'...but i'd go so far as 10'...but that might be a little excessive. The debuffs aren't too bad on this one...but I might add a -regen to it. After all...it's ACID. Acid dissolves, burns, and generally eats away at stuff...and leaves nasty scars. Even a small, but stackable -regen in PGA would be good. ...Which brings me to...
Poison Gas Arrow. Ok...frankly my only real complaint with this one is the sleep component is rather...meh. Rarely ever see more than 3-5 guys out of a 8man spawn ever actually get put to sleep. The damage debuff isn't too bad.
Maybe add a small, but stackable -regen component?
Glue Arrow: For what this power does...it mostly does well. It turns things into slugs (except puppies and carny strongmen...hate those guys). The -recharge is rather weak though.
Flash Arrow: The best use i've found for this is: have stealth? Flash Arrow...invisible to that mob...mostly. The -tohit is <clears throat> me me me meeeee....LLLLAAAAMMMMMEEEEEEE! Hey...maybe there's another argument to add -tohit to DisAr...to stackage with FA.
OSA: You know...All i've really got on this one is recharge is too long and i can't use it enough. The ignition fix was a welcome change and I am SO glad they did that. Now...reduce the recharge so i can melt guys more often.
Ok...that pretty much sums up my major issues with TA.
I'm off to go play my TA/DP defender now. (hey...told you i liked the set....what...with my lvl 50 TA/Archery defender...my thugs/ta mastermind, my earth/ta troller, and my ta/dp 'fender. -
Have a friend that took a bots/ta mm to 50 on freedom...and i have a thugs/ta that's sitting at like 36 right now
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The flight pack? If that's the one you're talking about...yeah...you can. You can still use Flight powers while NR is on as they don't conflict at all. This applies to Raptor Packs, Goldbricker Packs, Flight Pool, and all other flight powers.
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Believe it or not...the redraw on this combo isn't all that bad. I've got a lvl 26 TA/DP defender and there are times when i'm going from a TA shot to a DP attack that the draw animation for the pistols is skipped entirely. It's not 100% of the time...but enough to be quite noticible.
Plus...the combination of Disruption Arrow+Oil Slick Arrow+Incendiary Ammo loaded Bullet Rain is just too effing sweet. Can't wait till post lvl 38 for HoB...gonna be glorious.
Edit: Especially now that OS Arrow has been tweaked to light more reliably. Oh YEAH! Let's burn somethin!