Santorican

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  1. Spines/DA SUCKS at single target damage. I refuse to run with bosses when I use my Spines/Dark.

    I'd probably go with Fire/Dark or Fire/Fire considering that there will be a lot of AoE damage coming from your tanker buddy, so you won't have the necessary fodder to fuel aao or sd.
  2. Dark can be ridiculously survivable.
  3. Santorican

    Siphon Life

    Quote:
    Originally Posted by Nihilii View Post
    The last thing you want with Siphon Life is for any dev to take a close look at it.
    A sound and hearty this!
  4. I am conflicted about Acrobatics, I'd really like to have that hold protection, but it is only mag 2.
  5. Quote:
    Originally Posted by Cyber_naut View Post
    The truth is, they can improve pvp without even doing all that much work. Just revert it to before the massive revamp and make minor tweaks from there. Just a few tweaks per issue where they actually listen to suggestions from the customers who play that part of the game would make that part of their customer base a hell of a lot happier than they are now. And if they want to increase pvp participation, make it worth while and improve the drops - instead of worrying about pvp farming and making the drops ridiculously rare.

    I can understand if the devs would prefer to focus on the bigger pve game, obviously, and I can understand if they don't have a lot of manpower to put on pvp. But it just doesn't make sense to let pvp just die on the vine when it would take such little effort to make obvious improvements.

    I think the biggest problem with the devs in the past is they tried to balance EVERYTHING, which is not only impossible, its wrong - especially in pvp. A new player with a SO'd toon should not be on equal ground with an experienced player with an IO'd out toon. A defender should not be able to stand toe to toe with a scrapper, while at the same time, a few scrappers might find themselves at a big disadvantage vs a small team of buffers/debuffers - because thats how the game was designed. Some at's are better solo, some bring more to teams. The game is based on differences, and, gasp, imbalances.

    Having said that, the pvp game has shown some of the flaws in the pve game, like the over-advantage range has over melee, which is why melee was generally looked down upon in pvp, while in pve the devs were forced to give all npc's an array of ranged attacks to deal with ranged players. Then the problem re-emerged during the early AE days where players made enemies with only melee attacks, and the devs answered with forcing ranged attacks into npcs again. There are other ways this problem can be dealt with in pvp as I've mentioned above, without affecting pve in the least, and in fact could even lead to improvements in how the pve part of the game works.
    This is such a bad bad idea because what if the PvE gets stale in this game? What will players have to turn to? There has to be some kind of balance in this game of PvE and PvP because otherwise the dev team could run into trouble later on.
  6. You are welcome! Glad to help!
  7. Thank you all for your help I really appreciate it!
  8. Hello all I am trying to make a decent build for Higgs Field but I seem to suck at coming up with a decent strategy for what I want out of him. I am trying to lower his insane endurance consumption and build for ranged defense.

    Hero Plan by Mids' Hero Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Higgs Field: Level 50 Mutation Defender
    Primary Power Set: Radiation Emission
    Secondary Power Set: Radiation Blast
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Electricity Mastery

    Hero Profile:
    Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(46), Dct'dW-Heal/EndRdx/Rchg(46), Dct'dW-Heal(46), Dct'dW-Rchg(48)
    Level 1: Neutrino Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
    Level 2: X-Ray Beam -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
    Level 4: Radiation Infection -- UndDef-DefDeb/Rchg/EndRdx(A), UndDef-Rchg/EndRdx(17), UndDef-DefDeb/EndRdx(19), EndRdx-I(48)
    Level 6: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(21)
    Level 8: Enervating Field -- EndRdx-I(A), EndRdx-I(21), EndRdx-I(25)
    Level 10: Electron Haze -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(29), Posi-Acc/Dmg/EndRdx(29)
    Level 12: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-Dmg/Slow(31), TmpRdns-Acc/EndRdx(31), TmpRdns-Rng/Slow(31), TmpRdns-EndRdx/Rchg/Slow(33), TmpRdns-Acc/Dmg/Slow(33)
    Level 14: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(36)
    Level 16: Combat Jumping -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(40), RedFtn-Def/EndRdx(40)
    Level 18: Maneuvers -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(34), GftotA-Def(36), RedFtn-Def/EndRdx(50)
    Level 20: Acrobatics -- EndRdx-I(A), EndRdx-I(50)
    Level 22: Choking Cloud -- G'Wdw-Acc/Rchg(A), G'Wdw-EndRdx/Hold(23), G'Wdw-Acc/EndRdx(23), G'Wdw-Acc/Hold/Rchg(25), EndRdx-I(48)
    Level 24: Boxing -- RechRdx-I(A)
    Level 26: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(33)
    Level 28: Cosmic Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(37), Thundr-Acc/Dmg/Rchg(37), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(39)
    Level 30: Weave -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(34), GftotA-Def(34), RedFtn-Def/EndRdx(50)
    Level 32: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
    Level 35: Neutron Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(45)
    Level 38: Aim -- RechRdx-I(A)
    Level 41: Electric Fence -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(42), TotHntr-Acc/EndRdx(42), TotHntr-Immob/Acc(42), TotHntr-Acc/Immob/Rchg(43), TotHntr-Dam%(43)
    Level 44: Charged Armor -- ImpArm-ResDam/EndRdx(A), ImpArm-EndRdx/Rchg(45)
    Level 47: Mutation -- RechRdx-I(A)
    Level 49: Power Sink -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Vigilance
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(5), Numna-Regen/Rcvry+(7)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(3), P'Shift-EndMod/Acc(3), P'Shift-End%(5)



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  9. Santorican

    Fire/Energy

    This is the build I came up with for Booster Blue. His regeneration and end consumption are too low and too high, I'd like to fix that but I can't seem to figure out a way to severely lower my end consumption. This build is supposed to be able to keep its ranged soft cap all the way down to L27.

    Hero Plan by Mids' Hero Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Booster Blue: Level 50 Natural Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Energy Manipulation
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Force Mastery

    Hero Profile:
    Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(27), Thundr-Acc/Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(29), Thundr-Dmg/EndRdx/Rchg(31)
    Level 1: Power Thrust -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(15), ExStrk-Dam%(15)
    Level 2: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(27)
    Level 4: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(7), Ragnrk-Acc/Dmg/Rchg(19), Ragnrk-Acc/Rchg(19), Ragnrk-Dmg/EndRdx(21)
    Level 6: Fly -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(9)
    Level 8: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel/EndRdx(11), Zephyr-ResKB(11)
    Level 10: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(34)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel/EndRdx(13), Zephyr-ResKB(13)
    Level 14: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(43), Stpfy-Acc/EndRdx(43), Stpfy-Stun/Rng(43), Stpfy-Acc/Stun/Rchg(45), Stpfy-KB%(45)
    Level 16: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(36)
    Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(21), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(42)
    Level 20: Weave -- HO:Enzym(A), LkGmblr-Def/EndRdx(40), LkGmblr-Rchg+(42)
    Level 22: Maneuvers -- HO:Enzym(A), LkGmblr-Def/EndRdx(40), LkGmblr-Rchg+(40)
    Level 24: Stun -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(39), Stpfy-Acc/EndRdx(46), Stpfy-Stun/Rng(46), Stpfy-Acc/Stun/Rchg(46), Stpfy-KB%(48)
    Level 26: Bone Smasher -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(36), Mako-Dmg/Rchg(37), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(39)
    Level 28: Energy Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(42), Mako-Dmg/Rchg(48), Mako-Acc/EndRdx/Rchg(48), Mako-Acc/Dmg/EndRdx/Rchg(50), Mako-Dam%(50)
    Level 30: Build Up -- RechRdx-I(A), RechRdx-I(31)
    Level 32: Inferno -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34)
    Level 35: Boost Range -- RechRdx-I(A)
    Level 38: Aim -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(50)
    Level 41: Personal Force Field -- LkGmblr-Rchg+(A)
    Level 44: Temp Invulnerability -- EndRdx-I(A)
    Level 47: Force of Nature -- RechRdx-I(A)
    Level 49: Conserve Power -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Defiance
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(3), Numna-Regen/Rcvry+(5)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(5), P'Shift-EndMod/Acc(7), P'Shift-End%(9)



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  10. This is my updated Archery/Energy build for I19. His endurance consumption is pretty high when I'm running tough and temp invul so usually I have to turn them off in long fights which I'd like to keep them up for that added layer of protection. I'd also like to increase his passive regeneration because it far too low.

    Hero Plan by Mids' Hero Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Booster Red: Level 50 Natural Blaster
    Primary Power Set: Archery
    Secondary Power Set: Energy Manipulation
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Force Mastery

    Hero Profile:
    Level 1: Snap Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(27), Thundr-Acc/Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(29), Thundr-Dmg/EndRdx/Rchg(31)
    Level 1: Power Thrust -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(9), ExStrk-Dam%(36)
    Level 2: Aimed Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(27)
    Level 4: Fistful of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(21), Posi-Acc/Dmg/EndRdx(21)
    Level 6: Blazing Arrow -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(17)
    Level 8: Fly -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(34)
    Level 10: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(34)
    Level 12: Explosive Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(15)
    Level 14: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(31), Stpfy-Acc/EndRdx(43), Stpfy-Stun/Rng(43), Stpfy-Acc/Stun/Rchg(43), Stpfy-KB%(45)
    Level 16: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(36)
    Level 18: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel/EndRdx(42), Zephyr-ResKB(42)
    Level 20: Weave -- RedFtn-Def/EndRdx(A), LkGmblr-Def/EndRdx(40), LkGmblr-Rchg+(42)
    Level 22: Maneuvers -- RedFtn-Def/EndRdx(A), LkGmblr-Def/EndRdx(40), LkGmblr-Rchg+(40)
    Level 24: Aim -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
    Level 26: Stunning Shot -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(36), Stpfy-Acc/EndRdx(37), Stpfy-Stun/Rng(37), Stpfy-Acc/Stun/Rchg(37), Stpfy-KB%(39)
    Level 28: Energy Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(48), Mako-Dmg/Rchg(48), Mako-Acc/EndRdx/Rchg(50), Mako-Acc/Dmg/EndRdx/Rchg(50), Mako-Dam%(50)
    Level 30: Build Up -- RechRdx-I(A), RechRdx-I(45)
    Level 32: Rain of Arrows -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(33), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Acc/Rchg(33), Ragnrk-Dmg/EndRdx(34)
    Level 35: Boost Range -- RechRdx-I(A)
    Level 38: Bone Smasher -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(45), Mako-Dmg/Rchg(46), Mako-Acc/EndRdx/Rchg(46), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(48)
    Level 41: Personal Force Field -- LkGmblr-Rchg+(A)
    Level 44: Repulsion Field -- EndRdx-I(A)
    Level 47: Temp Invulnerability -- EndRdx-I(A)
    Level 49: Conserve Power -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- RechRdx-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Defiance
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(3), Numna-Regen/Rcvry+(5)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(5), P'Shift-EndMod/Acc(7), P'Shift-End%(7)



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  11. Quote:
    Originally Posted by Cyber_naut View Post
    This only indicates to me that he didn't get all the changes he wanted. The second part sure makes it look like he's waffling on only some of the changes he 'allowed himself to be talked into'. Clearly more people than just castle were involved in the pvp changes, BUT, using castles own words...


    "Ultimately, that doesn't matter in the least: The current situation *is* my responsibility. For now, I bide my time and wait for the next pass."

    Obviously higher ups had to ok the pvp revamp, but castle was clearly in charge and it was his job to make the changes and sell them to the higher ups. What he came up with and implemented was a complete and utter failure. It ran off established pvp enthusiasts and did not draw in any real numbers of new players. And there was massive negative feedback that was very vocally presented before the changes went live and it was ignored. There was massive negative feedback ever since, and nothing was done to correct the situation. Here we are how long after the changes and we're still waiting for the 'next pass'.
    That is exactly what I do not understand in the least bit. They made all of these changes for the sake of attracting more new players but it did NOTHING to improve PvP, and fixed more than it broke. There was such a huge out pouring of negative feed back and still is and it is completely ignored and has not been rectified ever since. To this day I am still baffled at the shear unadulterated ignorance that the developers showed in ignoring a large portion of the community's valid suggestions.

    Quote:
    Originally Posted by Cyber_naut View Post
    I understand there are a lot of players that have absolutely no interest in pvp, but there are many players that do, and many others that might develop interest if the devs did anything at all for that aspect of this game. At the very least they could revert it to before the revamp so the pvp game is at least similar to pve rather than the bizarro fest it is right now. That might draw back some of the pvp enthusiasts they lost. And if they want to draw more people into pvp, up the rewards.

    Regardless, clearly pvp went in the wrong direction and requires course correction, and now that the guy who by his own admission was responsible is gone, I have a little more hope that his changes might be reverted. Though in reality, it seems the people running this game have given up on this aspect of the game, which is a shame. The more stuff you can do in a game the better, and the more players you have playing the game (even the evil pvp players that many pve players hate), the better for the game and everyone playing it.
    I would LOVE if they reverted PvP to pre I13, and I have to agree that now with a change in developers there might be a chance to have it reverted. I believe this because under Positron's rein there were a few items that were said to never be able to be done or were to be extremely difficult to implement and unlikely to ever make it into the game and now under War Witch's rein here we have them now. Now that sounds like circular reasoning but the lady seems to be a lot more ambitious than her male counterpart.

    The biggest issue that I see with PvP right now is the development of the Incarnate System. It will either be

    1: War Witch or someone sees PvP as a legitimate end game and will have it adressed

    or

    2: That won't happen and PvP will fester on as it is and the focus will be solely on the Incarnate system.
  12. Quote:
    Originally Posted by 1VB_FIST View Post
    The only good things about Time Bomb and Gun Drone happen to be I can pick other powers that are infinitely more useful. Like whirlwind and flurry. And I am a devout AR/Dev player...that is how bad those two powers suck. I am still hoping that someday we get the 007 Trip Mines with no interrupt. Devices has a good set of mitigation powers, but unless you are competent enough to deploy them properly on a team, you will probably be laughed at.
    Devices could be so full of win if it got some TLC. Give Trip Mines the caltrops treatment, make taser another floating pet the fires a cone stun, make time bomb useful again, and give gun and targeting drone some +damage.
  13. Quote:
    Originally Posted by Goliath Bird Eater View Post
    CO didn't kill us. And trust me, we really don't have anything to worry about from DCUO.

    HOORAY! This thread is now against the rules!!!!!
    They'll steal customers though
  14. Quote:
    Originally Posted by EvilRyu View Post
    Aside from little tidbits about issue 20, I am really hoping they go in a direction to address alot of the older long standing issues that refuse to get looked at. What do you guys think they will talk about?
    Game is great, game has exciting features coming, *insert teaser for features*, game is great, look forward to greatness coming soon.

    /end statement
  15. You could easily soft cap a Fire/SR Scrapper and have a great character for less than 200 million influence if you're patient.
  16. Quote:
    Originally Posted by Smoque View Post
    Hello all of CoX forum go-ers, I've been reading the forums now for a while and seen alot of "best" and "over powered" and "flavor of the month"...but lets change the picture a little bit. What is the "worst" and "under powered" and "least played" combos of the game.

    I know there is no such thing as the worst combos because everyone plays a little different so take tht as loosely as possible

    Thanks for all your answers and suggestions
    For Blasters and teaming Pistols and Assault Rifle pared with Devices blows hard. For running solo they're meh.
  17. Why would you slot True Grit like that? You'd be much better off slotting it for +heal and getting the +hit points from it.
  18. Over all the build is good, not too crazy about the slotting in Siphon Life but it'll work. You have enough recharge to run MG>Sm>SL>Sm. I wouldn't worry about having too high of endurance consumption, you're running two leadership toggles, and sprint so if you turn those off when you don't need them you should be fine. I run all of three leadership toggles and usually I'm fine in long AV fights with CP and DC.

    Anyway I changed the slotting in DC and moved a slot from CP to CJ to give you a bit more defense overall.

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  19. Oops, I thought I had that in there. Thanks!
  20. Quote:
    Originally Posted by Cyber_naut View Post
    Link? I find it very hard to believe that the powers guy who is in charge of setting and balancing powers didn't play a huge role in the pvp changes. If you don't have a link, from memory, what exactly was he opposed to?
    Here is part of the quote that I am talking about I'm not sure if this is the exact quote that I remember, but I will keep searching.

    Quote:
    Originally Posted by Castle View Post
    You have the time line wrong. The prediction was based off the changes made, not before the changes were approved.

    Only about 1/5th of the changes I asked for made it in; about half the changes that did take place were things I didn't fully back, but allowed myself to be talked into. Ultimately, that doesn't matter in the least: The current situation *is* my responsibility. For now, I bide my time and wait for the next pass.
  21. The AS can be used either way.
  22. Quote:
    Originally Posted by Cyber_naut View Post
    Exactly. I've disagreed with some of his pve decisions, but overall pve is fine, so clearly he did a fine job overall in regard to pve. But we're discussing pvp, and the changes he made to pvp were disasterous, imo, and I'm not even one of the guys who was in love with the old system.
    PvP was by NO means Castle's fault. He even stated that there were a lot of changes that he did NOT want, but they were forced changes by higher ups.
  23. OG would be great for a Mental Blaster, it would add another layer of mitigation for your PBAoE powers.