Redlynne

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  1. Don't suppose any Red Names feel like sharing with us what the (unprecedented?) 12 hour maintenance means for the server farm ... so we can feel good about it ... do they? I'd like to have an actual reason to NOT reach for the DOOOOOOOOOOM!!!(tm) button if there's one available.
  2. I've got a Ninja/Trick Arrow myself, and I can tell you from experience that Ninjas are very very squishy since their DEFenses are woeful and pathetically underpowered (to the point where you honestly wonder if they have *any* DEFense at all). They're also ADHD children hyped up on meth.

    Traps is a set which works best around the stationary fight, where there's not too much running around. If that fits with your playstyle as a Mastermind then you should be able to leverage the advantages in Traps rather effectively. That's going to be the biggest determinant as to whether or not you'll be able to deal with Traps well. Do you feel like you need to "move around" too often(?).
  3. Q: What do you call two Ice/* Tankers teamed up together, beating on the same mob?

    A: Recharge Crashers.



    Shirayukihime will be putting in another appearance on Tanker Tuesday on Virtue on August 31st.
  4. Spring Knights.

    What Sidhe_Blade is referring to are but some of the many lighting tricks I discovered in building my base for the Spring Knights. The link to the City Scoop article in my sig will show you the OLD base I had when the place was still an 8x8 plot ... and now it's on a 12x16 plot with bigger rooms. Still, a lot of the same principles apply, except even moreso now, since when that article was written I was still limited by Raid Pathing ... and this is no longer the case.

    I've been meaning to get new screenshots up of the Spring Knights base here in the forums, but I've never had the time to just settle in and take a lot of pictures. Owing to the fact that the Spring Knights base is completely 3D throughout, but also very "open" and spacious inside without tremendous amounts of clutter everywhere, it's really hard to capture the "FEEL" of the place with static screenshots. You just don't "get" the same sense of scale and volume of space like you do with an honest to goodness base tour.
  5. Redlynne

    Ambient Light?

    Quote:
    Originally Posted by Capa_Devans View Post
    Personally after seeing RedLynnes base I turn off all of the lighting in my bases. I use the other lighting items (lamps etc), often hidden, to light my bases.
    My base seems to ... inspire people to do that (for some reason).
  6. Quote:
    Originally Posted by Bench View Post
    is it worth taking?
    There's only two objective reasons why you'd want to take Greater Ice Sword instead of other options ...

    1. Style

    The Greater Ice Sword is Big and Bad. If you're looking for a Fashion Statement, this alone is a reason to take Greater Ice Sword.

    2. Gauntlet Radius

    Both Greater Ice Sword and Frozen Touch have a Gauntlet Radius of 9 ft. Only Frost (10 ft cone) and Frozen Aura (10 ft sphere) have a larger radius among the damaging attacks. Taunt of course is a 15 ft AoE. This helps you retain aggro via Gauntlet when dogpiled.

    ... and that's pretty much it. Note that neither of these reasons includes advantages to Damage (either per attack or per second), nor Animation Speed (only Ice Patch is slower to cast), nor Recharge, nor Endurance Cost, nor degree of Recharge Debuff applied to slow the target. You know ... all the important reasons for choosing an attack power for doing damage.

    Sadly enough, Greater Ice Sword is quite possibly the easiest power to skip over in the entire Ice Melee powerset. Everything else is either unique or too damn useful to not have. Greater Ice Sword struggles to achieve redundancy ... and even then it doesn't come off well in comparison to other choices.
  7. What if the restrictions on acquiring the powers in the Presence Pool were relaxed? It would break the 6/14/20 and 1-1-2-3 "rules" for Pool powers ... but given how contradictory the Presence Pool is in "needing" a Taunt in order to use Fear, would that really be a bad thing?

    Challenge ... requires Level 6.
    Provoke ... requires Level 14 and Challenge power.

    Intimidate ... requires Level 6.
    Invoke Panic ... requires Level 14 and Intimidate power.

    Would such a change, for the Presence Pool only, be a horribly bad thing? Do you see where I'm going with this?
  8. The Presence Pool

    Far back in the mists of ancient time ... Presence was ... fearsome. Today, it's just ... meh.

    Endurance cost on the Fear powers is way too high, when neither Challenge nor Provoke have any Endurance cost at all.
    Recharge times on the Fear powers are 6-10x as long as the Taunts in the Pool!
    Duration times on the Fear powers are way too short at under 10.5 seconds.
    Mag 2 Fear on both of the Fear powers and only a slight chance of +1 Mag, and ONLY Domination can do anything about that.
    There are NO secondary debuff effects in the Fear powers, not even a tossed salad of "chance to" secondary debuffs.

    For a "leaky hold" like what Fear has become in the game ... this is just wimptacular. Even for primary/secondary choices which contain Fear powers within them, there is remarkably little reason to pick up (let alone use!) the Presence Pool to augment any Fear effects. The return on investment is simply too low.

    I'm reasonably certain that if Castle (or one of his many Pawns) were to go datamining to see how many characters are in play using either or both of the Fear powers in the Presence Pool, the results would come back indicating a pretty clear pattern supporting the notion that the Fear powers underperform.



    So ... what to do about Intimidate (Single Target, Ranged Fear) and Invoke Panic (10 Targets, PBAoE Fear)? No point in lodging a complaint if you're not going to offer a solution to the problem you've identified, right?

    Adjustment to existing spreadsheet values shown in italics.



    Intimidate
    Power Type: Click
    Accuracy: 1.00
    Attack Type(s): Ranged_Attack, Psionic_Attack
    Cast Time: 1.67s
    Effect Area: Character
    End Cost: 9.75
    Auto-Hit: None
    Level Available: 14
    Max Targets: 0
    Notify Mobs: Always
    Range: 60 ft
    Recharge Time: 30s
    Target: Foe
    Line of Sight: True
    Variable: False
    Effects:
    • 20% Enhancement(Terrorized) to Self for 10 seconds
      Effect does not stack from same caster.
    • 12.5 second Terrorized (Mag 2.5) to Target (to Critters)
    • 2.5 second Terrorized (Mag 2.5) to Target (to Players)
      Suppressed when Mezzed.
    • 12.5 second Terrorized (Mag 2) to Target (to Critters, if Domination)
    • 5 second Terrorized (Mag 2) to Target (to Players, if Domination)
      Ignores Enhancement & Buffs
      Suppressed when Mezzed.



    Invoke Panic
    Power Type: Click
    Accuracy: 0.8
    Attack Type(s): AOE_Attack, Psionic_Attack
    Cast Time: 1.97s
    Effect Area: Sphere
    End Cost: 17
    Auto-Hit: None
    Level Available: 20
    Max Targets: 10
    Notify Mobs: Always
    Radius: 15 ft
    Recharge Time: 30s
    Target: Foe
    Line of Sight: True
    Variable: False
    Effects:
    • 20% Enhancement(Terrorized) to Self for 10 seconds
      Effect does not stack from same caster.
    • 12.5 second Terrorized (Mag 2.5) to Target (to Critters)
    • 2.5 second Terrorized (Mag 2.5) to Target (to Players)
      Suppressed when Mezzed.
    • 12.5 second Terrorized (Mag 2) to Target (to Critters, if Domination)
    • 5 second Terrorized (Mag 2) to Target (to Players, if Domination)
      Ignores Enhancement & Buffs
      Suppressed when Mezzed.



    Heck, while we're at it ... why don't we add ...
    • 20% Enhancement(Taunt) to Self for 10 seconds
      Effect does not stack from same caster.
    ... to Challenge and Provoke in the Presence Pool? Ought to be a fairly straightforward simple addition to the database, right?



    By setting up the respective Presence Pool powers to enhance Taunt and Terrorize, you allow the Presence Pool powers to at least offer some benefit not only to each other but also to any primary and secondary powers which might also have these properties.

    Castle ... should you choose to accept my recommendation(s) here, I think you'll find that people who previously couldn't be bothered to even give the Presence Pool the time of day might be tempted to give it a second look ... and not just for a selectively limited collection of primary/secondary combinations. Furthermore, should you choose to implement my recommendation(s) here, it should probably take you (or better yet, one of your Pawns) no more than 10 minutes of database coding time to make the edits.

    Think about it ...
  9. Quote:
    Originally Posted by iBones View Post
    I'm not going to take aid self simply because I hate it, so I'd like some sort of way to regain lost green.
    Once upon a time... back in Issue 4... I used Phase Shift rather than Aid Self to recover from damage taken. That build relied on regeneration to deal with damage recovery, rather than self-healing or green skittles. Going with Stealth, Grant Invisibility and Phase Shift would be costly in terms of power slots, but also remarkably cheap in terms of added enhancement slots (which could be quite minimal) ... and gives you more slots for LotG recharge enhancements.
  10. Quote:
    Originally Posted by WarronPeace View Post
    I was actually thinking of toying around with Force Feedback in Gravitic Emanation. Since it hits more than one target, it's likely that I'll get at least one activation off of each firing, which could seriously help getting Eclipse down to a reasonable recharge, so that, even if it isn't perma, I don't have to wait 30s or more for it to come back. Thoughts?
    That's actually a pretty good idea ... but you'll really be wanting to slot Gravitic Emanation pretty well if you want to be making use of that enough for the return on investment to be consistent enough to sidestep your other limitations. Consistency is going to be key here with this, and you get that by using Grav Em A LOT on lots of targets, rather than onesy-twosy picky-choosey. And if you're going to be doing THAT, then you're going to need to be slotting up Grav Em, so that you can use it about every 15+ seconds or so ... since any faster and you start running into the self-suppression of the Force Feedback, limiting your returns on investment.
  11. I'm thinking that the best possible favor the Devs could do for themselves is to update the launcher to automatically do a ping traceroute whenever the launcher gets *stuck* on a Connecting #N and record that information to a file and simply keep appending to that file each time the Connecting #N increments upwards by +1. Then, when the launcher actually DOES connect to server successfully, it automatically transmits the contents of the ping traceroute history to the NCSoft Network Admins where it can be logged, and then the ping traceroute file gets wiped on board the customer's computer.

    The NCSoft Network Admins can then datamine those traceroutes to see if there are any common threads for why the CoH Launcher will occasionally have a string of consistent failures to connect.
  12. Quote:
    Originally Posted by GavinRuneblade View Post
    This isn't really the best way to do it IMO. I think disabling the old editor completely from the player end, but leaving existing bases online and accessible, simultaneous with a new editor and an account with identical prestige to your current base is the way to go. Then you use the base portal to chose to enter current or legacy base. Move your stuff, and eventually scrap your legacy base.

    Leaving the old editor functioning, just encourages people to keep using it, when you want them migrating.
    There is something to be said for your point, and it is well taken. I was just looking at the problem and choosing the path with the least number of technical hurdles/work with regards to the legacy base editing system. After all, you are at some point going to want to be able to "wipe" the old base once you're done moving ... although I suppose a UI element to do that could easily be added to the SG Registrar so as to cleanse the database of any legacy base building elements en masse and in total, rather than doing it by hand via the editor.

    But this also brings up an important point ... and an unusual opportunity which could be exploited by the Devs ... should they so choose.

    The very basic notion I've got is that a single SG would be capable of supporting more than one Base simultaneously ... both Legacy and All New.

    If you examine that very basic premise, you should see inherent within it the opportunity for something we've all wanted since people got the feature in Ultima Online ... Personalized Housing. Because when you're able to support more than one player built environment at a time there's no reason in the world to design your system to limit players to just a single instance of the environment to edit.



    What would essentially happen is that SGs would have, as they always have before, a Prestige Pool from which to pay for rooms and the functional items to populate them with. BUT ... there would be an added feature in which individual players within an SG could be granted their own purely decorative "base" (as far as the game engine and database is concerned) which would be in coalition with the "main" functional SG base.

    The way it would work out is that the individual, purely decorative "base" ... or "personal floor" if you prefer ... would simply be something like an 8x8 Entry Room (using the current terminology of the legacy base editing system). When you click the entry portal/elevator, you are given the option to go to any other "floor" in your SG's base (including the "functional" floor that has telepads and workshops and power and control and medical and so on) ... or go return to the outside zone you came in from. Each of the players granted a "personal floor" for their base receives an "allowance" of Prestige from the SG Base Editor(s) with which they can use to decorate their room/floor however they want. Individual members are allowed to only edit their own personal rooms, unless they are granted full SG Base Editing priviledges, in which case they can edit any of the "floors" associated with the SG (including individual members' personal rooms).

    If we're even still bothering with rent at all under a new system, charge 100 Prestige per month per SG Member Personal Room (functionally, an 8x8 Entry Room that is its own "base" in coalition with the SG "main" functional base), and call it a day.

    If looking to make things PvP workable, it would help to be able to make SG Bases have either 1 or 2 (or more?) Functional floors ... allowing for the necessary "levels" of redundancy. Only thing you'd need to do then is to create a way to "pool" the generated levels of power and control between more than a single instance of a base "floor" so as to be able to keep everything running even when they aren't all on the same floors.

    Via use of this "more than one base per SG" notion, we not only can achieve personalized housing, where every member of the SG gets to have their own "room" without compromising the security of the entire base environment ... we can also achieve multi-story "building" bases with more than a single floor like we have now. AND ... by enabling multi-floor instances of SG bases, where all the floors are "networked" together via an Entry Portal of some kind (which could include actual elevators, since there's plenty of art for THAT already in the game!) we don't need to have single floors that are both incredibly huge and incredibly database demanding and render engine lag inducing.





    Odds of this sort of thing happening?

    Let me break out my old calculus textbook so that I can compute Limit --> 0 problems.
  13. Quote:
    Originally Posted by BlackAdam View Post
    make the ninjas more durable
    Force Fields. Turns them all into */SR Scrappers with enough DEFense to LIVE.
    Pain Domination has an AoE Heal Field ... but it's going to be nowhere NEAR strong enough to keep them alive against the amount of damage they'll typically take.

    Quote:
    Originally Posted by BlackAdam View Post
    optimizng their damage.
    That's a function of debuffing (mainly), as far as secondaries are concerned. Dark, Trick Arrow and Thermal will all be good choices for debuffing. Fair warning if you take Trick Arrow though ... it doesn't do a "great" deal to help YOUR Ninjas out, but it can absolutely turn the tide of battle when on teams, with Glue Arrow and Disruption Arrow and Oil Slick in the mix (among other things).

    I've got a Ninja/TA myself, and it's damn hard to keep the ADHD children from killing themselves due to their miserable DEFenses. I usually have to leave them in Bodyguard mode and draw aggro onto myself ... so as to spread the incoming damage around enough so that no one ninja is eating all the damage by themselves.
  14. Quote:
    Originally Posted by American_Angel View Post
    Come on guys...give us something positive here. A response at least!
    You're asking for too much.

    SG Bases launched with Issue 7. Now 10 Issues and plenty of years later, Bases have only been touched, on Live, ONCE.

    The problem is that the legacy base editor is a piece of numblecrunk created by someone who doesn't even work there anymore, and hasn't for a long time. It's not even fully documented. It "works" but it's creaky and clunky, and it's not anything that anyone in their right mind would want to invest time or resources in extending development for.

    That means that any Base Editor worth releasing onto Live Servers is going to have to be something made new from whole cloth. And if you do THAT then it's extremely likely that anything developed will not be backwards compatible with the numblecrunk Base System we're putting up with right now. I'd like to argue that people wouldn't have a problem with going from what we've already got to something clearly superior and easier to use with greater functionality than the existing system ... but that would be speculation on my part. I very much want to believe that people would be willing to sacrifice what they've GOT for what they could GET, provided that what would be OFFERED would be clearly better than what we already HAVE ... but that's still a pretty tall order.

    What about all that salvage and all those inspirations and all those enhancements that people have got "banked" in their storage racks in their bases? Some people still have nearly 2500 items crammed into their salvage racks from before the last Base "Love" update. What are they going to do? Are they just going to be SOL? Is everyone going to be SOL?

    Urban Renewal on this scale is NOT pretty.

    Personally, I think the best possible thing would be to launch a SECOND base editing system concurrent with the first in one Issue ... with the explicit declaration and knowledge that the old base editing system will be discontinued and deactivated in the following Issue. That way, you'd have access to "both" bases an SG could have concurrently and people would have months of time in which to "move" from one base system over to another. The game engine would only need to support the legacy and new base building systems for a single issue, after which the old system gets dumped and removed and its claim on both the servers and the databases cleansed and reclaimed. That gives everyone (still subscribed) MONTHS in which to complete the transition from one system to the other, at their own pace.



    Chances of something like this happening? Nil ... until the Devs invest in better Development tools for Bases and other User Generated Content (I'm looking at YOU, Architect Entertainment).
  15. Redlynne

    Rank the Pets!

    Ninjas are just too damn squishy to live, and there's only 2 ways to deal with that directly ... Dark (ToHit Debuffs) or Force Fields (Defense Buffs).

    Be nice if the Oni could cast Grant Invisibility at least.
  16. Redlynne

    Dark Mastery

    For getting the most out of your Cones, especially when getting dogpiled or the power has knockback ... consider simply jumping straight up ... and then at the top of your jump, use your Cone attack(s) pointing down at your selected target. This little tactic will turn your Cone into a PBAoE(ish) attack that can hit everything that clustered up around you on the ground where you'd been standing.

    I use this tactic all the time on my Ice/Ice/Arctic Tanker in order to deploy Frost to greatest effect. Simply hop straight up and at the top of the jump, use your Cone attack.

    If you can jump higher than the Cone attack has range for, it'll simply cue the power and automatically attack when you reach the Cone's range on the way down from your hop.



    No fuss.
    No muss.
  17. Level 2: Dominate
    (A) HamiO: Peroxisome Exposure (+2 Dam/Mezz)
    (3) HamiO: Peroxisome Exposure (+2 Dam/Mezz)
    (3) Devastation - Accuracy/Damage/Endurance/Recharge (31)
    (5) Devastation - Chance of Hold (30)
    (5) Lockdown - Accuracy/Endurance/Recharge/Hold (31)
    (7) Lockdown - Chance for +2 Mag Hold (30)

    2 Devastation @ Level 28 = +12% Regeneration
    2 Lockdown @ Level 28 = +3% Damage Buff (All)

    Accuracy: +30.80%
    Damage: +86.79%
    Endurance Reduction: +30.80%
    Recharge: +30.80%
    Hold Duration: +86.79%

    Controller Overpower = 20% chance for +1 MAG Hold for 16.8 seconds (to Critters)
    Devastation Proc = 15% Chance for +2 MAG Hold for 8 seconds (to Critters) or 6 seconds (to Players)
    Lockdown Proc = 15% Chance for +2 MAG Hold for 8 seconds (to Critters) or 6 seconds (to Players)

    Odds of one-shot Holding a Boss with this Frankenslotting ... approximately 50/50.
  18. Was FINALLY able to get a connection to server last night ... after about 30 minutes or so.

    For some reason, this particular problem always wants to crop up in the 10-15 minutes I have to get logged in prior to the monday and wednesday Hamidon raids on Virtue in order to reach The Hive prior to the zone filling with leechers.
  19. Quote:
    Originally Posted by Luminara View Post
    Fistful of Arrows
    • Availability: Level 2 (blasters), Level 4 (defenders), Level 8 (masterminds)
    • Effects: Damage (0.91 DS)
    • Recharge: 8 seconds
    • Animation: 1.17 seconds
    • Duration: Instant
    • Range: 50' (blasters and masterminds), 40' (defenders)
    • Endurance: 8.53 (blasters and defenders), 10.66 (masterminds)
    • Accuracy: 1.155
    • Accepted Enhancements: Accuracy, Damage, Endurance Reduction, Range, Recharge Reduction
    • Slotting recommendation: 1 Accuracy, 3 Damage, 2 Recharge Reduction OR 1-2 Range OR 1-2 Endurance Reduction
    • Usable IO sets: Targeted AoE Damage
    • Notes: Fistful of Arrows is a solid attack. The damage output is respectable, it animates very quickly, the endurance cost and recharge time are both reasonable and it even looks nice. Masterminds take a small hit in the endurance cost, but it's manageable. Defenders have a shorter range, but again, it's manageable. For blasters and defenders, it makes a nice addition to your standard attack chain (see Snap Shot's notes for more information on using Fistful in an attack chain), and with only 2 other choices for multi-target attacks, it's not a bad idea to have it to round out your AoE abilities. Blasters will find it very nice for pairing up with Explosive Arrow for some lightweight AoE fun. For all three ATs, I recommend taking, slotting and using Fistful. Masterminds, this is the last Archery power you'll have access to, so enjoy it.

      For all ATs, I also strongly recommend slotting Damage/Range enhancements in Fistful. Extending the range will give you the ability to pick one spot to stand or Hover and do your blasting, instead of moving around to get into and out of various ranges. Using Damage/Range enhancements means more sharp, pointy sticks in the air, and that's why you're playing with Archery.
    Taking the above to heart I have searched high and low for an optimal Frankenslotting of Fistful which would allow for Accuracy, Damage, Endurance, Recharge and Range Enhancement. So far, this is the best I've been able to find which balances all five of those parameters at the expense of Global Set Bonuses ... and that includes trying to use Hami-O enhancements in the mix.

    Fistful of Arrows
    • Detonation - Accuracy/Damage/Endurance: Level 50
    • Detonation - Damage/Endurance/Range: Level 50
    • Positron's Blast - Damage/Range: Level 50
    • Positron's Blast - Accuracy/Damage/Endurance: Level 50
    • Range IO: Level 50
    • Recharge Reduction IO: Level 50
    Detonation @ 50: Fistful of Arrows
    MezResist(Sleep) 1.65%

    Positron's Blast @ 50: Fistful of Arrows
    2.5% (0.04 End/sec) Recovery

    Enhancement Totals
    • Accuracy: 42.40%
    • Damage: 88.07% (Pre-ED: 90.10%)
    • Endurance Reduction: 63.60%
    • Range: 51.93% (Pre-ED: 54.19%)
    • Recharge: 42.40%
    Defender Performance in absence of Global Set Bonus modifiers:
    • Endurance Cost: 5.21 (8.53)
    • Accuracy: 123.4% (86.6)
    • Recharge: 5.62 (8)
    • Range: 60.8 (40)
    • Arc: 30 degrees
    • Cast: 1.17 seconds
    • Damage: 61.9 Lethal (32.9)
    Width of Cone @ 40 ft downrange: ~20 ft wide, covers 418 sq ft total
    Width of Cone @ 60 ft downrange: ~30 ft wide, covers 942 sq ft total

    Increased Cone Range increases area of effect held at risk by more than double.
    Increased Width of Cone At Range means more targets can be attacked simultaneously, increasing damage throughput of Fistful of Arrows.

    Being able to hit even a single extra target beyond 45 ft range approximately equals the amount of additional damage gained from a Positron Proc, particularly when adding Leadership: Assault into the mix.
  20. Why won't the launcher connect to the server? I'm currently looking at Connecting #18 with no end in sight and as you can see by my posting this here, I have no trouble accessing the interwebs. What is the deal with the Launcher failing to Connect to server?
  21. Quote:
    Originally Posted by Absorber_NA View Post
    Do you always want to get the highest IO u can get, or do u settle sometimes, and figure 18% recharge is not much different from 19.5% (general example).

    Are u always upgrading, or do u sometimes settle for a lvl 35 IO?
    I always slot for the best possible balance of performance when Exemplar. That means slotting level 27 or 31 IOs for anything taken at levels 30 and down. Everything 32+ gets Power Level -2 on the IOs for best Exemplar compatibility with those powers.

    Procs are the exception. I slot them at the lowest possible level ... so as to preserve options in case I need to respec and have to unslot the proc in favor of something else.
  22. Quote:
    Originally Posted by The_Overlord View Post
    What I am asking you, is perhaps what I might do as someone who is only getting started? What is a good way to begin my delving into this EAT? What play-style would be easiest on me in my first attempts at playing one of these, whilst still allowing me to experience much of what they have to offer?
    Best thing to plan for, your first time out, is for a Tri-form Build.
    Human = Controller
    Nova = Blaster
    Dwarf = Tanker

    Going for a Tri-former first will give you a good grounding in how the Warshade "plays" and also in how that meshes with the demands of your preferred playstyle. Once you've taken your Warshade to 50 ... THEN you can plan on using your Alternate 2nd Build to go for something much more specialized, such as a Bi-form or Human Only build.

    It's also possible to go for Hasten-less builds, and they work quite well ... but anything without Hasten won't have perma-Eclipse (which is a damn expensive build to be aiming for to begin with).

    Quote:
    Originally Posted by Local_Man View Post
    Shadow Cloak + Super Speed is full invisibility.
    So is Shadow Cloak + Stealth IO in Sprint (or Prestige Sprint, if you prefer). No need to spend a power slot when you've got inherent powers that can take a unique Stealth IO. Furthermore, by putting the Stealth IO into Sprint (or equivalent), you get Stealth On Demand simply by quickly toggling on and off. The Stealth IO effect lasts for 2 minutes without refresh.
  23. Quote:
    Originally Posted by Obsidian_Force2 View Post
    especialy the consistantly overated pbaoe damage field most commonly (and correctly) called Orbiting Debt.
    Slotted up Orbiting Death is ridiculously effective, efficient and deadly to your opponents ... especially if someone else can grab (and hold) aggro. Orbiting Death is also strongly enhanced by Mire(s) and in large groups can easily reach towards 200+ DPS for literally less than 1 End/sec.
  24. Just going to chime in to say that Umbral is wrong about EC and CS and their stun power.

    I use Thunder Kick, Air Superiority and Eagles Claw as my main attack chain ... and round it out with Cobra Strike and Dragon's Tail. TK+CS+EC makes for a remarkably effective combination of stun power/suppression against single target Bosses, even with only CS slotted for stun (via Razzle Dazzle).

    Needless to say, this means I'm *NOT* a cookie cutter SK-CK-SK-CAK kicker ... but then I've always preferred the road less traveled.
  25. Redlynne

    Terror Tank

    JB ... you may want to consider going with something other than a Shield or Dark Tanker for this. What about a Willpower Tanker with Presence? Sure, you won't have a Fear Aura to work with (from Dark), but Willpower especially would be greatly advantaged by the ability to "pin" hostiles in PBAoE via Fear so as to fuel Rise to the Challenge very effectively.