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Interesting choice of Secondary STRATO_NEXUS
Lots of early attacks to spam dmg and heal as needed.
Not knowing much about Archery set (never tried it, too busy with Willpower) do you get a secondary effect like -DEF on those shots, or any KB ?
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I did indeed choose it because Blazing Arrow comes early. My FF/Nrg that I leveled mostly solo had Power Burst early as well. I do figure the control of Energy Blast in combination with the tier three early helped me a lot.
Low level Archery has no secondary effect on the enemies (Explosive Arrow gets a 50% chance of KB, but that is not until lvl 20). It does however get increased Accuracy, which is very useful in the low levels (but fades in usefulness after SOs/IOs).
Edit:
I ended up making a character to run primarily solo, Emp/Ice. I will not be building solely for solo, but I will be running primarily solo. I couldn't do Archery, because I am planning on a Traps/Archery and did not want to wear out Archery for myself.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Emp-Ice: Level 21 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Ice Blast
Power Pool: Fitness
Hero Profile:
Level 1: Healing Aura -- Heal(A), Heal(7), Heal(11), RechRdx(15)
Level 1: Ice Bolt -- Acc(A), Dmg(3), Dmg(11)
Level 2: Ice Blast -- Acc(A), Dmg(3), Dmg(7), RechRdx(9), Dmg(13)
Level 4: Frost Breath -- Acc(A), Dmg(5), Dmg(5), RechRdx(9), Dmg(17)
Level 6: Hurdle -- Jump(A)
Level 8: Heal Other -- Heal(A), Heal(15)
Level 10: Clear Mind -- EndRdx(A)
Level 12: Fortitude -- RechRdx(A), DefBuff(13)
Level 14: Health -- Heal(A)
Level 16: Freeze Ray -- Acc(A), Acc(17)
Level 18: Recovery Aura -- RechRdx(A), RechRdx(19), RechRdx(19)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: [Empty]
Level 24: [Empty]
Level 26: [Empty]
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance -
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icestorm does reduce resistance but not significantly
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In addition to UberGuy's quote and some other gems, please tell me you were being sarcastic? -
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but there is a serious disconnect with CERTAIN power sets in their ability to solo, especially at lower levels.
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Actually, IME, the first 20 levels are not bad for a defender, if they build with an eye on soloing (not necessarily a total solo build, either). It can get a bit rough in the late teens before stamina and SOs, but most characters have that problem in that area. Most of the 20s were a joy for my FF/Nrg. It got a bit hard in the late 20s and early 30s because I needed more slots and the baddies just scale way beyond my damage.
I have switched over to set IOs now though, so I won't be able to speak much of late game experience without set bonuses.
I bet an Emp/Archery would be sweet in the early levels. I am not fond of the no pool powers thing though. I'd want Hurdle and maybe Combat Jumping. I'd go for something like below.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Emp-Arch: Level 21 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Archery
Power Pool: Fitness
Hero Profile:
Level 1: Healing Aura -- Heal(A), Heal(7), Heal(15)
Level 1: Snap Shot -- Acc(A), Dmg(3)
Level 2: Aimed Shot -- Acc(A), Dmg(3), Dmg(7), RechRdx(9), Dmg(21)
Level 4: Fistful of Arrows -- Acc(A), Dmg(5), Dmg(5), RechRdx(9), Dmg(17)
Level 6: Hurdle -- Jump(A)
Level 8: Heal Other -- Heal(A), Heal(15)
Level 10: Blazing Arrow -- Acc(A), Dmg(11), Dmg(11), RechRdx(13), Dmg(13)
Level 12: Fortitude -- RechRdx(A), DefBuff(17)
Level 14: Health -- Heal(A)
Level 16: Aim -- RechRdx(A)
Level 18: Recovery Aura -- RechRdx(A), RechRdx(19), RechRdx(19)
Level 20: Stamina -- EndMod(A), EndMod(21)
Level 22: [Empty]
Level 24: [Empty]
Level 26: [Empty]
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance -
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If spots arent full then i'd like to try a TF. Heh you thought that wasnt as fun as the TFs then i wonder what a TF is like then. But great run i agree, good to be on a team with only great scrappers.
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We did an all scrapper STF last week and anal scrapper ITF the week before. I guess it didnt seem as fun because it was so short. it was like starting a TF then going right to the last boss.
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I must have been asleep or something cause I didn't anal anything during that ITF
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I don't know. We were pretty anal about clearing that last mission. -
Soon time to start gathering for Rikti-mania.
Since this is in an open zone, remember, we have no right to exclude anyone. There may be non-scrappers who show up and we should be polite. -
My FF/Nrg defender is getting close to level 38. I mix teaming and soloing currently, but once I hit the mid-late 40s I will probably mostly team. I am trying to decide what to do with my late power picks. I often end up grabbing a bit of aggro, which didn't use to be too problematic, but in the last few levels it has gotten a bit more dangerous, so I am definitely eyeing up PFF as my lvl 38 pick (I really have no interest in Nova on this character). I do not yet have Detention Field and although I would like it, I do not seem to have slots to spare for it anyway. How does it work with just the base slot filled with an Accuracy?
I do tend to be in melee range of enemies, preferring to stay right at the edge of spawns (ensuring my DB covers most of the team), so I often get plunked by AoE damage even when I am not getting aggro myself. I built to cap AoE defense, and I'd like more ranged, but the cost is high for the IOs that do that.
I am trying to keep the build relatively cheap, the only expensive IOs I am planning to slot would be the Heal sets.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Spanish Vampire: Level 50 Magic Defender
Primary Power Set: Force Field
Secondary Power Set: Energy Blast
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Deflection Shield -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(3), S'dpty-Def/EndRdx/Rchg(9), S'dpty-Def(34), S'dpty-EndRdx(39)
Level 1: Power Bolt -- Ruin-Acc/Dmg(A), Ruin-Dmg/EndRdx(3), Ruin-Dmg/Rchg(25), Ruin-Acc/EndRdx/Rchg(29), Ruin-Acc/Dmg/Rchg(37)
Level 2: Force Bolt -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(50)
Level 4: Energy Torrent -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(5), Det'tn-Dmg/Rchg(5), Det'tn-Dmg/Rng(7), Det'tn-Dmg/EndRdx/Rng(17), Det'tn-Acc/Dmg/EndRdx(23)
Level 6: Insulation Shield -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(7), S'dpty-Def/EndRdx/Rchg(9), S'dpty-Def(34), S'dpty-EndRdx(39)
Level 8: Hurdle -- Jump-I(A)
Level 10: Power Burst -- Ruin-Acc/Dmg(A), Ruin-Dmg/EndRdx(11), Ruin-Dmg/Rchg(11), Ruin-Acc/EndRdx/Rchg(15), Ruin-Acc/Dmg/Rchg(17), Thundr-Dmg/EndRdx/Rchg(23)
Level 12: Dispersion Bubble -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(13), S'dpty-Def/EndRdx/Rchg(13), S'dpty-Def(15), S'dpty-EndRdx(34)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(46), Numna-Heal/EndRdx(46), Mrcl-Rcvry+(48), Mrcl-Heal(48), RgnTis-Regen+(48)
Level 16: Combat Jumping -- DefBuff-I(A)
Level 18: Maneuvers -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(19), S'dpty-Def/EndRdx/Rchg(19), S'dpty-Def(37), S'dpty-EndRdx(39)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc(21), Efficacy-EndMod/EndRdx(40)
Level 22: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg/EndRdx(33), GSFC-ToHit/EndRdx(40), GSFC-ToHit/Rchg(40), GSFC-Rchg/EndRdx(42), GSFC-Build%(42)
Level 24: Super Jump -- Jump-I(A)
Level 26: Repulsion Bomb -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(27), Det'tn-Dmg/Rchg(27), Rope-Acc/Stun/Rchg(29), Rope-Acc/Rchg(42), AirB'st-Dmg/Rchg(43)
Level 28: Aim -- GSFC-ToHit/Rchg(A), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(43)
Level 30: Power Blast -- Ruin-Acc/Dmg(A), Ruin-Dmg/EndRdx(31), Ruin-Dmg/Rchg(31), Ruin-Acc/EndRdx/Rchg(31), Ruin-Acc/Dmg/Rchg(33)
Level 32: Force Bubble -- RechRdx-I(A), RechRdx-I(33)
Level 35: Explosive Blast -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(36), Det'tn-Dmg/Rchg(36), Det'tn-Acc/Dmg/EndRdx(36), Det'tn-Dmg/EndRdx/Rng(37)
Level 38: Personal Force Field -- RechRdx-I(A)
Level 41: Power Build Up -- GSFC-ToHit/Rchg(A), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45)
Level 44: Vengeance -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(45), S'dpty-EndRdx/Rchg(46), S'dpty-Def/EndRdx/Rchg(50), S'dpty-Def(50)
Level 47: Acrobatics -- EndRdx-I(A)
Level 49: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
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[u]Set Bonus Totals:[u]<ul type="square">[*]2.5% DamageBuff(Smashing)[*]2.5% DamageBuff(Lethal)[*]2.5% DamageBuff(Fire)[*]2.5% DamageBuff(Cold)[*]2.5% DamageBuff(Energy)[*]2.5% DamageBuff(Negative)[*]2.5% DamageBuff(Toxic)[*]2.5% DamageBuff(Psionic)[*]4.25% Defense(Smashing)[*]4.25% Defense(Lethal)[*]12.1% Defense(Fire)[*]12.1% Defense(Cold)[*]6.75% Defense(Energy)[*]6.75% Defense(Negative)[*]3% Defense(Psionic)[*]5.5% Defense(Melee)[*]6.75% Defense(Ranged)[*]21.1% Defense(AoE)[*]15% Enhancement(Accuracy)[*]15% FlySpeed[*]160.2 HP (15.8%) HitPoints[*]15% JumpHeight[*]15% JumpSpeed[*]MezResist(Sleep) 4.95%[*]MezResist(Terrorized) 4.95%[*]8.5% (0.14 End/sec) Recovery[*]48% (2.04 HP/sec) Regeneration[*]5.63% Resistance(Energy)[*]1.88% Resistance(Toxic)[*]15% RunSpeed[*]5% XPDebtProtection[/list] -
I am looking for a similar thing. I wanted a Kat/Fire build that would be extremely offense oriented and rely on teammates to stay upright vs really hard targets and encounters.
I posted my build ideas here -
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If it bothers you that I didn't pick up on it, try considering that some of that has to lie with your posting and not this idea that it's all something wrong with my ability to parse your posts.
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Agreed. My failure to communicate clearly is what bothered me the most. While I was rolling my eyes saying, "Why doesn't he get it," if I truly felt you should have gotten it without fail, I would not have tried explaining again.
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I still take issue with the kernels of seriousness that underlay your posts.
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My points are debatable. I am not sure they are worth debating, but if you are interested I can attempt to defend them further.
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Were you around for the dev comments on these changes?
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I was, but it was a while ago and they were really the first changes I saw to the game. My perception of that time is questionable, as is my memory.
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Seriously now, do you think the devs said "hey, Scrappers aren't up to snuff. Let's make DA's armors stack!"
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Well, kind of. Perhaps more, "Scrappers have serious QoL issues that make them less fun to play, while at the same some of them have performance issues that make them much stronger defensively than we intended."
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Finally, understand that this disagreement of mine with things like the above this further obscured your sarcastic intent.
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The very reason I needed to respond to DMystic in the first place, so I understand. -
I don't know why I do this. I guess its just to amuse myself.
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1) What were the "some changes" to Spines?
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Off the top of my head Impale's range was reduced to 40 feet and Throw Spines had an animation tweak. I can't think of anything else, but since we are talking about changes since Criticals were added, there may well have been more.
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2) What's this about Dual Blades being massively reworked? That's news to me. It's practically brand new, I'm not seeing when it even had time to be "massively reworked".
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Well, we are talking about changes since Criticals were added. You know, back in 2004, before I even started playing, right around when you registered to the forums. Since the whole Dual Blades set was added some time after that, it would qualify. Do you have smileys turned off or something?
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I'm glad I'm amusing you, but neither of the things you quote is the post I've responded to in this subthread.
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Maybe not. But they were pretty important context for the discussion.
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The post in which you did this wasn't dressed in any way to be humorous
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1) The post I responded to was tongue-in-cheek. 2) I responded with several statements, but ended those statements with question marks, a sure sign of sarcasm and or ribbing. 3) I acknowledged I was being specious in my last sentence of that post and ended it with a raspberry. The fact that you missed all three of those signs should bother you, it obviously bothers me.
There is some seriousness in my replies, but I believe the poster I originally responded to also knows of at least some of the changes; I do not believe they actually meant what they said entirely, although they probably meant it a bit, knowing there were exceptions. I do believe the animation changes to many scrapper attacks were a result of the devs looking at armored AT's attack powers in general, which is a general AT change, even if some sets received few or no changes, they were still looked at holistically. While the defense scale change was not specific to scrappers, I am pretty sure it was added to address a Tanker-Scrapper balance issue and therefore was a mostly a scrapper AT wide change. Unyielding and DA changes were also accompanied by some changes to Regen; scrapper (and tanker) changes in I3, while often powerset specific, were obviously the result of examining the AT as a whole.
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If your defense of the point is meant in jest, then just say so; it's not clear that just because you found part of this thread humorous that everything you're saying here should be taken with salt.
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I think you are missing that I was responding to someone who said (with their tongue planted firmly in their cheek) that scrappers "haven't had any AT changes since the formalizing of Critical Hits as the inherant (sic)". He might have been referring to I5 there, but since we were being silly anyway, I decided to take it as when crits were originally added. Tons of changes to scrappers as an AT have occurred since then and many of them would be the result of looking at the AT as a whole (kind of like the scrapper survival tests).
All that being said, yes I am mostly talking in jest. My primary point was that DMystic might have gone a bit too far. His hyperbole was too overboard for my sensibilities. Scrappers are weak and need buffs, Stalkers are overpowered and should be nerfed. Scrapper criticals should occur 30% against minions, 40% vs lts, and 50% vs higher ranks than that. -
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For those who've put up their own list of what Dark Support, Assault, and Control should look like, may I remind you that that's not proliferation. You're asking for new powers with new animations and effects.
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That is why my Blaster Dark Manipulation set is perfect for I16. It doesn't contain anything that would conflict with or combine too strongly with the eventual Dark Blast set and all the powers already exist in game with animations that work fine (perhaps Gravimetric Snare should have a slight color change for the base version, but with customization hitting anyway...
1) Gravimetric Snare (it needs a name change)
2) Shadow Punch
3) Smite
4) Soul Drain
5) Dark Consumption
6) Shadow Maul
7) Midnight Grasp
8) Cloak of Darkness
9) Fearsome Stare -
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Changes to specific powersets do not benefit the whole AT, or even just the Scrapper AT, depending on the powerset.
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This is true. However, since every Scrapper primary has had changes to animations and/or effects
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It did not. Spines had no changes. Neither did Dual Blades. (It was the template around which the changes were modeled.)
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Both of those sets had some changes since Criticals were added (especially Dual Blades, it was massively reworked).
I would like to take this moment to re-iterate the following:
In response to this humorous post:
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Of all the AT's Scrapper haven't had any AT changes since the formalizing of Critical Hits as the inherant
Scrappers are also the only AT with only 3 APP choices.
Scrapper primaries lean heavily towards Smash/Lethal
Devs Hate Scrappers
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I wrote:
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I know you were being tongue-in-cheek, but it would have worked much better with just the second and third points; the first point broke my immersion and turned my funny off.
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You, however, have turned my funny back on. For that, I thank you. -
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His bane summon isn't being interrupted by Invincibility anymore?
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I think you are misremembering, but maybe I am. As far as I am aware, Invincibility never interrupted the summons. RttC and AaO work for sure. I believe Chilling Embrace and Mud Pots will also work, but anytime I ran with those type of Tankers, we also had another Toggle debuff, so I am unsure. The power seems to require a Debuff component in addition to the auto-hit nature in order to interrupt (and I think the tick rate has to be faster than two seconds, as I have seen him spawn inside Hot Feet, but I do not have conclusive evidence on Hot Feet's failure to stop him). -
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A Blaster gets Web Grenade at level 1.
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Tar Patch is another animal entirely, however, Blasters get Caltrops early as well. Tar Patch is certainly a consideration for blasters, you just have to remove the -res component. Obviously, I prefer my list for Dark Manipulation.
There are a few areas of problems with your lists Zombie Man. Your sets do not particularly feel like they would belong to their ATs. Dark Control seems more buff/debuff than controllery. The Dark Assault set is OK, but the Nuke and Fearsome Stare do not belong (although you could keep Fearsome Stare as an oddball utility type power, like Drain Psyche is).
Darkest Night, Siphon Life, Tar Patch (keeping the -Res), and Fearsome Stare are all pretty out of standard for a Blaster secondary. Darkest Night and Tar Patch seem to be right out, although a nerfed Tar Patch could work. Siphon Life or Fearsome Stare could work, but including both is probably a bit too odd. -
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"Mr. Moderator...tear down this thread!"
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Your summon Mod spell has a long time between cast and effect. Are the mods like Voltaic Sentinel? -
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alot of the builds im looking at online seem to include hasten into the builds, while i know most blaster types take it (something that seems beaten into our heads) it seems to me that arch is a quick recharging set and not really requiring it. Am i wrong in this thinking or am I missing something?
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Hasten helps Rain of Arrows recharge faster. -
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Changes to specific powersets do not benefit the whole AT, or even just the Scrapper AT, depending on the powerset.
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This is true. However, since every Scrapper primary has had changes to animations and/or effects, I would say the whole AT was touched and that the changes were driven not because they desired to improve one or a few powersets, but because they were looking at armored AT's attack powers in general (with a side-effect spilling into some blaster/dominator powers). Not necessarily scrapper specific, but scrappers as an AT were impacted in major ways. -
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As long as you're in Melee with Invincibility running he will NOT summon banes.
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This is, sadly, not the case. Everything else you mention is spot on, but I have seen plenty of Invuln tankers and scrappers in melee with LR and he summons banes unless you also add a debuff of some sort.
There is also no shame in pulling out after a tower is destroyed to restock on inspires as needed before making a run at the next tower. If the team is already having a rough time or is on the edge, I will often take out the Blue or Red tower, then pull out to regroup, get inspires if needed, and then finish off the other offense buff tower. Usually once both the red and blue tower are down, he is manageable.
Far too often people are reluctant to pull out and get a fresh inspire load. That is how tower rezzing happens, IME. -
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QR
After reading this thread I've realized something.
Of all the AT's Scrapper haven't had any AT changes since the formalizing of Critical Hits as the inherant
Scrappers are also the only AT with only 3 APP choices.
Scrapper primaries lean heavily towards Smash/Lethal
Devs Hate Scrappers
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Katana animation revamp?
Decreasing Defense and Resistance scales in I3? Stacking armors? Unyielding from Unyielding Stance?
GDR in I5, so many changes, one of which was increasing their damage scale 12.5%?
Massive changes in animation times (most would say vast improvements)?
Recent MA and Invuln buffs?
I know you were being tongue-in-cheek, but it would have worked much better with just the second and third points; the first point broke my immersion and turned my funny off. -
LOL. Worrying about being gimp with all your basic attacks and defenses taken, tons of Purples slotted, and the good Procs. You might be a tad bit high on the +recovery, but some people hate even seeing their blue bar move.
Yeah, you'll be "viable." -
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On the last 3 ITF's I ran, I was unable to do it, and I don't know if I was just really off my game, or if there was a fix to prevent this from happening. Anyone know?
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If you drag the Nictus and Rommy too far apart, the Nictus will rush back to his side. You can still split them, just do not split them too much. -
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I've seen quite a few new Spines/WP toons strolling around Atlas, and it's not hard to figure out why.
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Does this mean I did good by making a Fire/WP scrapper? I can haz farmr? -
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I'll show up for this
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Still planning on being there about 6 PM EST. I'll put the word out to my SG, I might be able to scare up another 1 or 2 peeps. -
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Then there are the general AT wide no-no's. Such as: giving armor powers to non-armored classes, or overlapping powers alread in patron pools.
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What about the overlapping power: Conserve Power from electric armor which tanks and scrappers are soon getting? Those AT's both get Conserve power in their epic pools. Or did you only mean patron pool and not epic?
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I am holding out hope that Conserve Power is getting the axe from Ela for something wonderful. That being said, Widows can take Follow Up and be denied the ability to take Aim. I imagine they could make it so that if you take Electric Armor:Conserve Power you are denied the ability to take APP:Conserve Power (and vice-versa). -
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the the AoE's aren't worth much.
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I play Fire/Fire blasters (and a lot of /Fire blasters in general). I also play a Storm/Rad defender. For what its worth, I disagree with your assessment of Rad's AoE potential. -
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Honestly the rest of the set is pretty damn boringly normal as blast sets go.
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The only blast set with three rapidly recharging damage AoEs. The big hitter, the tier three blast is also its major single target control power. Extra Accuracy in most powers (this may be boring, but its not normal).