StratoNexus

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  1. Quote:
    Originally Posted by Auroxis View Post
    My point was that Katana's burst damage from BU is an advantage, and that Kinetic Melee's charge-up mechanism is a disadvantage.
    I do not think I would call the charge up mechanism a disadvantage. Calling Build Up's immediate effect an advantage already counts as 1, it seems unfair to then count the same thing as a negative for Power Siphon. Either Build Up has an advantage because it grants its full buff immediately OR Power Siphon has the disadvantage of needing time to build its full buff.

    I think I'd say Build Up has the advantage in immediate buff and Power Siphon does not. But I would not then count the way Power Siphon works as a negative, but rather as just lacking that particular advantage Build Up has.

    OTOH, in game play, I tend to get very close to actually having the Build Up advantage as well as my Power Siphon advantages. Since I use Power Siphon in one spawn I can often carry over much of the buff into another spawn and have a large buff right at the start of a fight, just like Build Up would allow (but that may be counting the longer duration advantage of Power Siphon twice ).
  2. Quote:
    Originally Posted by Angelic_EU View Post
    (... help me to put it in perspective: does a 48+2 pet the same as a regular 50 character without any incarnate slot? Or perhaps what does a 48+2 pet most similar to? A defender? In terms of HP, accuracy and damage?)
    A level shifted pet's hit points do not change. It does not really get any extra accuracy and damage, but it will play like they do.

    Normally pets suffer because attacking foes of a higher level is done at a lower base to-hit and damage done to the enemy is reduced (and durations of effects like holds are reduced and some debuffs are also reduced). On top of that, the enemies get a better to-hit against the pets and the damage they deal to the lower level pets is increased (and durations of effects like holds are increased and some debuffs are also increased).

    Those adjustments start to get big when the level difference is 3, they become steep at 4 and at differences of 5 and 6 they become very extreme. Currently in the trials your first tier pets can be -6 and second tier pets -5. This change will cap out the difference at -4 in the trials and in the best case scenario the level difference will only be -1 (unless the Ultimate inspire level shift passes on to the pets).
  3. StratoNexus

    Buffers rejoice!

    Quote:
    Originally Posted by teflonshugenja View Post
    And I'm pretty sure the entire reason for this change is that all was not balanced before.
    Yeah, those poor Colds and Kins, they had it rough. I know no one ever cared for extra resistance either or large resistance debuffs, thus I can see why Sonic and Thermal were suffering, especially late game.

    But to buff Force Fields too! That is going too far.
  4. Quote:
    Originally Posted by GavinRuneblade View Post
    Except he wants to do it in melee. =)
    Blaze - Flares - Mind Probe - Flares is a melee chain!
  5. Aim - Drain Psyche - Blaze - Flares - Mind Probe - Flares - Blaze - Flares - Mind Probe - Flares - Concentration - Blaze - Flares - Mind Probe - Flares - Blaze - Flares - Mind Probe - Flares - Blaze - etc.

    From that point use Drain Psyche, Aim, and Concentration when they recharge. Blaze - Flares - Mind Probe - Flares is your repeating attack chain. Sprinkle in Rebirth and Aid Self as needed. Use Pyronic Judgement for giggles as you want. Add in the Lore pets for efficiency.

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  6. Quote:
    Originally Posted by Johnny_Butane View Post
    Paragonwiki.com says it's -15%.
    I know. Who do I tell so they can update it to be the correct value?

    Quote:
    Originally Posted by Johnny_Butane View Post
    Gravitic, Paralytic and the -Regen and -Resistance aspects of Diamagnetic and Reactive should really be brought up to allow them to compete.
    I actually think the -resist is not terrible, especially on a large team. 10% extra damage for no animation time is nothing to sneeze at. The -regen, if I am correct, may be more useful on bosses and Lts than people realize, but I have not actually calculated out how much extra time between regen ticks it may be adding. Against bosses/lts. a few seconds longer between regen ticks can be very handy (of course the Reactive is better offensively, but the Diamagnetic's defensive addition is very strong). Against harder targets the -regen would be useful, if it was not reduced to almost nothing by their resistance to regen debuffs.

    I am so far unimpressed with my tier 3 Gravitic, but I have a feeling the tier 3s with 3 debuffs are severely underpowered, whereas the tier 4 may be OK. Both of Paralytics effects are underwhelming, although the damage debuff is not terrible.
  7. Quote:
    Originally Posted by ClawsandEffect View Post
    If you're fighting a GM and have no other source for it, I would rather have the -regen (I believe you can hit -60% with it)
    -40% (it is -10% per application, not -15%) and it is fully resistible. It is pretty worthless against very hard targets for the -regen since they resist it very heavily.
  8. This is one of the most ridiculous builds I have ever had the pleasure to witness. Needs to use inspires for defense, but with RoA for every spawn, they drop like candy from the enemy pinatas that are before you.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Techno-Bunny: Level 50 Technology Blaster
    Primary Power Set: Archery
    Secondary Power Set: Devices
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Munitions Mastery

    Hero Profile:
    Level 1: Aimed Shot -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(5), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(27)
    Level 1: Web Grenade -- HO:Endo(A)
    Level 2: Fistful of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(3), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(11)
    Level 4: Snap Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(17), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(46)
    Level 6: Blazing Arrow -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/Rchg(7), Thundr-Dmg/EndRdx(27)
    Level 8: Caltrops -- RechRdx-I(A), RechRdx-I(9), Ragnrk-Knock%(9)
    Level 10: Fly -- HO:Micro(A)
    Level 12: Explosive Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(23), Posi-Acc/Dmg/EndRdx(23)
    Level 14: Targeting Drone -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(15), AdjTgt-ToHit/EndRdx/Rchg(15), AdjTgt-EndRdx/Rchg(42), AdjTgt-ToHit/EndRdx(42)
    Level 16: Taser -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(31), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(46), Stpfy-KB%(46)
    Level 18: Hover -- LkGmblr-Rchg+(A)
    Level 20: Cloaking Device -- Krma-ResKB(A), LkGmblr-Rchg+(21), LkGmblr-Def/EndRdx(21), GftotA-Def/EndRdx(40), GftotA-Run+(43)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 26: Stunning Shot -- Amaze-Stun(A), Amaze-Stun/Rchg(42), Amaze-Acc/Stun/Rchg(43), Amaze-Acc/Rchg(50), Amaze-EndRdx/Stun(50)
    Level 28: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34), C'ngBlow-Acc/Rchg(37)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A)
    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), RechRdx-I(34)
    Level 35: Time Bomb -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(36), Armgdn-Acc/Dmg/Rchg(36), Armgdn-Acc/Rchg(36), Armgdn-Dmg/EndRdx(37), C'ngBlow-Acc/Rchg(37)
    Level 38: Gun Drone -- Apoc-Dmg(A), Apoc-Dmg/Rchg(39), Apoc-Acc/Dmg/Rchg(39), Apoc-Acc/Rchg(39), Apoc-Dmg/EndRdx(40), Thundr-Acc/Dmg/Rchg(40)
    Level 41: Body Armor -- S'fstPrt-ResDam/Def+(A), ImpSkn-Status(45), Aegis-Psi/Status(45)
    Level 44: Surveillance -- ShldBrk-Acc/DefDeb(A), ShldBrk-Acc/Rchg(45)
    Level 47: LRM Rocket -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Ranged Shot -- HO:Centri(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Spiritual Core Paragon
    ------------
    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 -- HO:Micro(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(19), P'Shift-End%(19)



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  9. Quote:
    Originally Posted by Leo_G View Post
    Alright, can someone give me a reason to *use* Stone Spears?
    Other than it looks cool? Of course not. The Knock can be useful in the early levels and before you have a good chain you might as well be using some attack. I did slot mine as a mule for Decimation (and maybe Apocalypse one day, but that is doubtful).
  10. StratoNexus

    Master of Lambda

    Quote:
    Originally Posted by Beef_Cake View Post
    Well considering unoptimized teams are completing it on Pinnacle, yeah I think its a bit easy now.
    Quote:
    Originally Posted by Beef_Cake View Post
    Well, I can't speak for the rest of the team, but I am a S/L damage dealer, but we didn't build a specific team for this other than the Seers on about 6 of our member. We just happen to have them. So you can form up the team however you like, I didn't exclude any specific AT or damage type. If I'm not mistaken, we had 2 Master Minds and 1 stalker, and I know how people don't like taking them on teams from what I've read in the past...lol
    It is OK. Unoptimized teams were completing it weeks ago too.
  11. Quote:
    Originally Posted by HelinCarnate View Post
    This would mainly be a QOL change and not a "OMFG THE GAME IS UNPLAYABLE!!!11!" request.
    I think the point others are making is that they believe the system already in place gives you all the warning you need. They believe you need to appreciate the nuances of aggro management under multiple situations and then change your behavior based on those circumstances.

    For example, they suggest that if you find yourself drawing the aggro from both AVs thanks to your AoE attack chain, then you should scale back your AoE attacks. Perhaps as someone who can get aggro, maybe you could split the AVs slightly (not a lot, even just 15 feet will still keep them both in range of debuffing, but can get them out of range of many AoEs). While this will cause less AoEs to hit both AVs, it may actually smooth out league performance by making it easier to control aggro and sequestrations and may also allow for a smoother ability to keep the AVs HPs even.

    Another example was that if you should get the aggro of both AVs, then you need to know that 1 warning needs to be handled as if you had 2 warnings. You need to pull out and shed aggro (or at least get Sequestered away from the group). How you pull out can be very tricky, because you want to try to prevent the AVs from moving around too much trying to chase you down.

    Allowing for a grace period after a 3rd warning kind of defeats the purpose of the entire mechanic, IMO. The strategy for that would likely just be get aggro, hold aggro, get sequestered, jump away before the AoE hold goes off. That is much less dynamic than the current situation can be.
  12. StratoNexus

    Buffers rejoice!

    Quote:
    Originally Posted by Draggynn View Post
    The devs have been pretty clear for a while now (although with Castle gone, things may obviously change) that Clear Mind, Clarity, ID, Thaw, etc. were meant to be used as reactive powers, not preemptive buffs. Making the mez protection AoE would invalidate that design decision and start to render mezzes irrelevant. I think the devs did a good job of striking a balance between QoL, and making things too easy.
    Clarion seems to defy that logic, but I can understand that Incarnate powers seem to defy lots of game balance logic.

    I am not a fan of this change, but I respect that a lot of people have wanted this type of thing for a long time. I always enjoyed the frenetic pace of playing a buffing/shooting Kin. I guess I'll just have more shooting time now. I can still play my Emps when I want a more frenetic buffing experience (but there was nothing like the Kin when it comes to that).

    Cold and Kin in no way needed any improvement, IMO.

    Sonic and Thermal always seemed fine to me.

    FF is what it is and will still be what it is after this change.

    Of the other sets with single target buffs, Empathy and Pain seem to fall in the same place as Sonic and Thermal, fine as is; Storm in no way needs improvement (I just want Hold protection in O2 Boost for convenience, but it certainly doesn't warrant changing). Poison, OTOH, could use some buffing and making their single target heal AoE would be a good start (that said, Poison changes probably should wait until the devs can assess the entire powerset).

    I will miss the Old Way on my Kins, Bubbler, Cold, and Sonic. But I am interested in how I can adjust to the new paradigm.

    Quote:
    Originally Posted by StormyDarkness View Post
    If Fortitude got the same treatment, I'd be happy. I want to give 41.75% Defense, 31.25% damage, and 55.94% To-Hit buff with three button clicks completely unenhanced.
    To be fair, you are also granting AoE status protection and power boost for up to 90 seconds.
    Ironicially, the 40% (enhanced) SM/LE resists from ID on top of the 75% (or significantly more) damage and 25% damage debuff from FS, with 50% extra recharge and +end Recovery from SB are likely more potent in many situations and will function from level 32 onward instead of requiring an APP power and an Incarnate one. I am not saying Fortitude should get buffed, but then are we really saying Kinetics or Cold needed help?
  13. Quote:
    Originally Posted by mauk2 View Post
    Well, mind you, this was a couple of years back I guess, no Incarnate crap existed.
    Bah. Incarnate crap not needed.

    Quote:
    Originally Posted by mauk2 View Post
    Been a long time since I gave a crap about speed runs. My latest interests are wacky things like character concept, lewt, and having fun.
    Not seeing how the former in any way conflicts with any of the latter. (alright, maybe character concept). I was just being silly anyway and found it funny that someone said, "if you don't have illusion trolls, you absolutely need a tank or a scrapper/brute with taunt."

    I don't think that is true is a LRSF or an STF. Maybe a Hami raid needs taunters (since he ignores defense, resistance, and much debuffing)?
  14. Quote:
    Originally Posted by Memphis_Bill View Post
    Yeah, I know. I'm just getting irritated at power creep in general here. And a rather overwhelming (and not talking about the OP here, just sort of a general statement) "gimme gimme why do I have to wait" that seems to be building up everywhere on the forums and in game.

    ....

    (I don't, by the way, tend to feel all that useless without T3Destiny or Lore in the trials - it makes for actual *fights.* Something other than "I nuke this spawn, you nuke the next.")
    I actually agree. After the 2nd open beta test of the two trials, where I first experienced leagues where many players had a fair number of incarnate powers, I asked if we were ever going to be able to turn the difficulty of the trials up. I prefer fighting the +3s. I'd even love a setting for the trials where you could turn 1, 2, or even all 3 level shifts off but still have the new incarnate powers.

    I believe however that the level shifts are here to stay. Since that is the case, I would prefer to be able to choose my drops and which powers to take to tier 3 based on the actual powers themselves and not based on the level shift first. Despite the fact that I may prefer to be challenged, I also prefer to choose the path that yields me the greatest power (although I have purposely chosen rares for Interface first on 3 characters and Judgement on 1, so sometimes I cave to concept).
  15. Quote:
    Originally Posted by mauk2 View Post
    I've done a few runs like that, where you pull the patrons to the flyer and drop the whole crowd, then taunt LR to the towers and drop all but blue.

    Not my cup of tea, although quite a lot of fun at the time.

    Never saw so many heavys/shivs/nukes in my life.....
    Leave the Red tower up too, and forgo the temps.
  16. Quote:
    Originally Posted by slainsteel View Post
    *shrug* I'll rephrase that; if you don't have illusion trolls, you really want a toon with taunt on a LRSF or STF. Cool?
    If you play on a truly optimal team, you just ignore Recluse like the pansy he is until the game makes you kill him to complete the mission.
  17. If ever there was a time to ask for Poison buffs, I would think now is it. With the changes in Issue 20.5 coming for some buffs to become AoEs, this seems like the perfect time to push for the same type of change to Alkaloid and Antidote.
  18. Quote:
    Originally Posted by Cyber_naut View Post
    You don't push a 'fix' to live that has a new bug in it. You do that and you end up pissing off a lot of your customers. I'm fine with the once every ten seconds thing, but not with it only working on one damn target on aoe powers. I think people have a right to be concerned when the devs claim to be 'fixing' something but are in fact only changing how the situation is broken. Fix it properly then put it on live.
    The current "broken" state is MUCH closer to intended power level and does not break the game like the previous broken state. Therefore this change had to be pushed live while they try to figure out how to make them AoEs again. Plus, there were likely other important changes in this patch that had to go live.

    While unfortunate that it is single target in rains/patches/auras, the overall effect of Interface is still very good. This change does not break any concepts nor destroy any builds nor does it make the game a joke. Putting it live was the only responsible thing to do.
  19. I like both. The STF is till my favorite team event, but both Lambda and the BAF are fun. There are some stroy arcs I really like more teamed than solo (Hero's Hero, Clockwork Captive, The Vampyri, The Red and the Black).
  20. Quote:
    Originally Posted by Beef_Cake View Post
    But I want the best reward first! I don't want to have to grind out the rest of Lore and Destiny to get my level shift!
    Indeed what you say is one part of why I suggested it. I want to have my level shifts sooner, for use in the trials longer. The other part is I feel forced to make Lore/Destiny my priority choices for rare components. So I end up choosing my first rares for the slots I will unlock last (just in case my luck is bad, I'd rather make sure I have the rares for the level shifts).

    So I do want to be able to get the level shifts sooner, if I choose. I also want to be free to choose my rares based on the actual power I want to make rare first, as opposed to feeling obliged to take my rares for Lore/Destiny.
  21. I think the devs should consider making it so that tier 3 Judgement and Interface provide a +1 level shift.

    Make the level shift in Judgement and Lore not stack and do the same for Interface and Destiny.

    This way it doesn't matter which you take to tier 3 first, while still keeping only the 2 additional level shifts.
  22. Quote:
    Originally Posted by Deus_Otiosus View Post
    That's a good call on the animation time as it applies to auras, but all of the Rain type powers have a casting time.
    Indeed, they have A casting time. Out of ONE animation you can still get multiple proc chances.

    Quote:
    Originally Posted by Deus_Otiosus View Post
    Also you can still fire off 2-3 AoEs on some high end builds in the same space of 10s - thus getting more chances to proc.
    ...
    I was hoping for something like 5-7s though for rains & auras, RoF for example only has a 15s duration to begin with vs. Fire Ball which I cast every 5s or so (and which has no 10s limit).
    I would be interested in a 5-7 second limit instead of 10 (for all procs, not just Interface). It would be a considerable increase, but not out of bounds, IMO. But if you do a straight comparison to other AoEs you have to really include all factors. Spending 1 to 3 seconds (depending on the animation time of the AoE) and X endurance every 6 seconds to get multiple procs chances vs spending 2 to 3 seconds and X endurance to get multiple proc chances. End cost, animation time (and the opportunity cost associated with it), and even AoE size (rains and patches are often large, although some like Burn and Ignite are not).
  23. A 40% slow effect is noticeable, but not massively so. What were you fighting? The effect is diminished vs. higher level spawns. Some enemies are resistant to slows as well.

    Characters with taunt effects will stop most enemies from trying to run and of course AoE immobs are helpful.

    Rain of Fire can be extremely potent with the proper combination. A solo Fire/Nrg does not have much synergy for Rain of Fire (Power Boost may help the slow effect, but likely not enough to truly shine). APPs can change that (especially the Villain versions).
  24. Quote:
    Originally Posted by Snow Globe View Post
    Really? The game gives you another 7.5 million Inf? What a great undisclosed bonus! Oh wait, you are trying to say that you don't have to pay 7.5 million inf, which is something completely different. You don't get 7.5 million inf out of thin air for this conversion, so it is a bit shady to include the inf value.
    I was picking a nit. I clearly have agreed with you that losing out on 12 threads would be a shame.