StratoNexus

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  1. Quote:
    Originally Posted by Madam_Enigma View Post
    I've seen empaths call out to gather for RA... mid combat. Which I guess means they want my tanker with capped aggro to suddenly stop punchvoking everything in the fight, run out of melee (cause the empath is usually far behind us), and let the 17 enemies get aggroed on someone else. Say the blaster for example who just launched a fireball?
    If I call for RA (which is rare, I normally just use it and catch most peeps), I usually call for RA on the baddies. I can't imagine not being close to my melee oriented teammates (not to mention my need to be near the enemy).
  2. Quote:
    Originally Posted by Oedipus_Tex View Post
    Instead it's "balanced" based on pure frustration. It's assumed that the cost of keeping the power active (that it's a PITA) balances its benefit.
    The fact that you have to use a power you choose is not a bad thing. Like Blaze. Like Firebreath. Like summoning MM pets.

    I have to keep using Blaze in order to keep damaging enemies. I must drop Freezing Rain every 25 seconds or so in order to keep debuffing enemies. I constantly keep reapplying Focus to an enemy in order to juggle and damage them. I must repeatedly use Gravity Distortion to lock down mobs (and for bosses I usually have to keep two stacked). I have to Fulcrum Shift every other spawn (or every three spawns). Most of those things take as much or more time than applying Speed Boost.

    I keep CM applied to my allies so they can't get mezzed. I keep Fort on my allies so they kill faster and die slower. I use Tesla Cage to lock down a pesky enemy.

    I do not want to log in, push one button, and then spend the rest of my night just moving around while enemies auto-die and allies are auto-buffed. I want to do stuff and push lots of buttons. Some of those buttons will activate attacks. Some will activate controls. Some will activate debuffs. And, yes, some will even activate buffs. I'd rather ID and O2 Boost be two minutes, because one minute is harsh. But I like Speed Boost at the two minute timer.
  3. Mids 1.703 had some bugs. A new version is already out and fixes them. When I load your posted build into the newer Mids, the move speeds look pretty normal.

    Link to get the new Mids for your convenience.
  4. Quote:
    Originally Posted by Dafear View Post
    So can someone explain how to build a shield/ super reflex/ninja reflex/or any other defense based power on it's own merit? Or is it as I long suspected a lot of God Mode utilities?
    Ironically, I recently made a post about scrapper playability in three tiers of leveling.

    If you are interested.

    As people here have mentioned, once you can slot better enhancements, defense sets get better than they are at level 9.
  5. Quote:
    Originally Posted by Talen Lee View Post
    Huh, wow. And this was meaningful enough that people were building for it? Huh.
    Aye. I never built for it specifically, but I was getting some boost from the bug (I have ~69% heal enhancing in Health on my Fire/Fire/Flame). I lost about 4 HP/sec, which is not as bad as the 7 HP/sec the OP lost.
  6. Quote:
    Originally Posted by Talen Lee View Post
    So here I am wondering what changed between I17 and I16 that impacted your regen.
    There was a bug where the amount of heal enhancing you had slotted would increase the the amount of regen the Numina proc granted. That has been fixed. I am not sure if it actually went through to live pre-I17. If it did perhaps the other procs are now fixed as well (regen tissue most likely).

    Other procs are similarly bugged and will likely also be fixed in the near future. (maybe these are now fixed on live?)

    Link to some extra information. Castle's post after Catwhoorg's is also relevant.
  7. Quote:
    Originally Posted by Grey Pilgrim View Post
    I know you're bringing up Oil Slick just because, but it doesn't apply. There are many things Castle is doing, and he does have to prioritize. Hopefully Fiery Aura and Oil Slick are up there on his list, at least.
    Fiery Aura may be on his list. Castle knows he wants to make Consume recharge in 60 seconds and deal scale 1.4 damage.

    OSA has been passed on to programming. OSA seems to operate fine almost all the time now. I'd like to get that "almost" out of the sentence too, but since it is has been so hard to track down and the gain at this point would be minimal, I think I'd rather the programmers spend time on other stuff and only worry about OSA if they stumble across something that may be the problem.
  8. Quote:
    Originally Posted by Frosticus View Post
    How much do SO's cost?
    Too much. I prefer level 25 common IOs (and then level appropriate commons as you rise above 22), cheaper over the long haul.
  9. StratoNexus

    Kinrad +1 :)

    Awesome news.

    Have fun. Now you'll never know which one did it!

    She did it!
  10. Quote:
    Originally Posted by Warkupo View Post
    As it is, SB ranges from "not bad" at lower levels and then continues to be more detrimental as you move on.
    I disagree and the following is true. FS is actually the overrated Kin power, not SB.

    Quote:
    Originally Posted by StratoNexus View Post
    On a moderate to large team, if Kin A uses all the powers they want except Speed Boost, while Kin B uses only Speed Boost, team B will be more efficient every time.
  11. You could drop the two extra slots into Shocking Bolt and put Basilisk's Gaze in there for the 7.5% recharge.

    You could get one purple set for Charged Bolts and do the following.

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  12. Quote:
    Originally Posted by Ice_Ember View Post
    You left off that Burn was changed to a maximum of five targets.
    I definitely listed target caps being added and specifically mentioned it affected Burn quite a bit.

    Quote:
    Originally Posted by Ice_Ember View Post
    That alone is a huge hit for the offensive capability of the set. (Ice Patch also only affects five, which of course is not necessarily the same five as Burn. The higher con mobs can walk off of Ice Patch to escape Burn and will attack from range.)
    While it is true that Ice Patch is less effective than before target caps, I do also find that since it ticks so fast it often actually effects more than 5 targets.
  13. Quote:
    Originally Posted by MonkeySpirit View Post
    Then it's possible that Ember Demons whose masters use Poison, Storm and Trick Arrow just have more endurance problems than others, right?
    I have not had any pet end issues on my Demon/Storm, but I do not have the lvl 32 upgrade yet, so maybe once the AoE heal comes into play?

    Hurricane and Freezing Rain mitigate a ton of damage for me though, so I do not believe I will often see the AoE heal being spammed normally.
  14. StratoNexus

    Solo Defender

    Electric Fencing an enemy under an Ice Storm is fun, I do it with my Ice/Electric blaster all the time.

    Slot Power Sink with more recharge:
    Level 47: Power Sink -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Rchg(48), Efficacy-Acc/Rchg(48), Efficacy-EndMod/EndRdx(48)
  15. Quote:
    Originally Posted by Warkupo View Post
    The overly difficult part about proving any sort of point in any direction is that it requires a Kin, one with SB and one without, of exactly equal levels of skill to run the exact same mission with the same group and record the completion time of the group on that mission. Then make different group with these kins and keep running tests like this until an overall consensus can be achieved.
    Most people do not realize that travel in missions eats up a far chunk of mission time. Guess what Speed Boost does besides +recharge and +recovery.

    Having FS active and double stacked works much better with SB than without. It lets your team run to the next spawn faster. It gets their AoEs up faster (because people who claim to be able to function great on their own without +recharge and +recovery do not actually know what speeding through a mission is if they think they can wipe spawns that fast without outside help). FS makes you kill spawn A so fast, that you need SB or else you get to spawn B with some key powers still recharging. Not to mention you will get more Freezing Rain and LR and Forge, etc.

    On a moderate to large team, if Kin A uses all the powers they want except Speed Boost, while Kin B uses only Speed Boost, team B will be more efficient every time.

    It is your choice how to play. But Speed Boost is really stupid good. You will vastly increase your own reward gain by using it liberally. Making gods of destruction is fun, IMO.
  16. Quote:
    Originally Posted by Cyber_naut View Post
    What you, or even castle, considers 'overpowered' is a matter of opinion. People were of the opinion that FA was overpowered, and the devs came in with their magical balancing bat and now FA is.. underpowered. And they did the same thing to EM. Hence my lack of confidence in their balancing abilities. I agree this game could use less broken powers, and power sets even, but from what I've seen the broken powers and sets are more often the result of excessive nerfs.
    TL;DR:
    FA possibly having issues is not the result of some misguided nerf, but rather the result of the constantly changing nature of MMOs and has more to do with overall game changes than anything specific that was done to FA.

    You keep saying that the devs nerfed FA and it became underpowered. This is not really how it went down. FA was not very strong one day and then after a nerf it was very weak. It is an accumulation of things that have gotten FA to where it is today.

    Adding fear to Burn lowered the offensive punch, but FA was still considered a good set after that (unless you also had Ice Melee, in which case it was still stunning). The GDN did not touch FA's mitigation, but decreased the damage of Burn and increased its recharge (the damage was changed for both versions of Burn (only one pet exists), but blasters kept the quick recharge which Brutes picked up as well when I6 came out) and lowered the duration of the Fire damage buff in FE to 20 seconds (it used to be 30, IIRC, which Brutes still have). Target caps were also introduced in I5, which affected Burn quite a bit. The aggro cap, of course, limited how well the bigger offensive punch of FA could be utilized. ED hit FA hard. Villain content is less forgiving, Brutes have less HPs and lower base values. Content in general hits FA weaknesses more (more webnades, more KB, more slows, etc. are added to enemies) I7 increased the effectiveness of defense, which was a relative negative for FA. Burn was changed again, having its recharge changed to 25 seconds (this was a slight buff for tankers, but a big nerf for blasters and brutes). Healing Flames got an excellent buff. I9, inventions were a nice add for FA. +HPs, +recharge, +regen, and KB protection were all very good for FA. I13 I believe is when they added more defense to IOs, which lowered FAs relative status. Scrappers have even fewer HPs, a lower resist cap, and lose some aggro utility on top of the lower base values. Mob AI is occasionally tweaked to reduce the chances of speedy collapse and collision detection has gotten a lot better (although you can still get stacking sometimes). More armor sets give us more to compare FA with.
  17. StratoNexus

    Solo Defender

    Quote:
    Originally Posted by CheshireKatt View Post
    Strato, I love the revamp of my build. I have never desiegned a def with soloing on the mind. Do you think that psy mastery is the best choice? It gives the build the feel of a pocket troller, and I don't mind that. Was also looking at electricity. More themed. not sure. My only high lv defs are a d4 and a cold/sonic. Both built to run with my wife.
    Storm lends itself to being controllery and since you like that I'd recommend sticking with Psy. Dark mastery is an amazing combo with Storm and for solo efficiency you cannot choose better than Dark. However, you will probably feel plenty fast on a Storm/Ice to not need to worry about the extra Dark mastery brings.

    You are incredibly overkill on Holds. 4 hold procs, 3 hold powers. Psy or Electric comes down to personal preference, but the cheap purple set and the proc in WoC is fun (WoC without the proc is just a visual aura, to be honest). Power Sink is nice though, and you may have end issues, so Electric is a consideration once you level up.

    I'd honestly consider ditching Bitter Freeze Ray. It has a great animation though, so I can see not wanting to part with it. Ditching it and picking up Hasten would give you a big boost though, getting your best powers back so much faster.

    Hero Plan by Mids' Hero Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Winter and Woe: Level 50 Magic Defender
    Primary Power Set: Storm Summoning
    Secondary Power Set: Ice Blast
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Psychic Mastery

    Hero Profile:
    Level 1: Gale -- Acc-I(A)
    Level 1: Ice Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(3), Dev'n-Hold%(5), Ruin-Acc/Dmg/Rchg(25)
    Level 2: Ice Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(5), Dev'n-Dmg/Rchg(11), Dev'n-Hold%(17), Thundr-Acc/Dmg/Rchg(27), Thundr-Dmg/EndRdx/Rchg(43)
    Level 4: Snow Storm -- EndRdx-I(A), EndRdx-I(7)
    Level 6: Steamy Mist -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(7), ImpArm-ResDam/EndRdx/Rchg(9), ImpArm-ResDam(9)
    Level 8: Freezing Rain -- LdyGrey-DefDeb/Rchg(A), LdyGrey-Rchg/EndRdx(11), LdyGrey-DefDeb/Rchg/EndRdx(17), LdyGrey-DefDeb/EndRdx(21), P'ngTtl-EndRdx/Rchg/Slow(31), TmpRdns-EndRdx/Rchg/Slow(31)
    Level 10: Aim -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(29), RechRdx-I(29)
    Level 12: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(13), DarkWD-ToHitdeb/Rchg/EndRdx(13), DarkWD-Rchg/EndRdx(15), DarkWD-ToHitDeb/EndRdx(15)
    Level 14: Swift -- Flight-I(A)
    Level 16: Health -- Heal-I(A)
    Level 18: Hover -- Srng-Fly(A), Srng-EndRdx(19), Srng-EndRdx/Fly(19), Flight-I(25)
    Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc(23), Efficacy-EndMod/EndRdx(23)
    Level 22: Ice Storm -- AirB'st-Dmg/Rchg(A), Det'tn-Dmg/Rchg(27), Posi-Acc/Dmg(31), Posi-Dmg/Rchg(33)
    Level 24: Fly -- Flight-I(A)
    Level 26: Tornado -- Achilles-ResDeb%(A), ExRmnt-Acc/Rchg(34), ExRmnt-Acc/Dmg/Rchg(34), ExRmnt-Dmg/EndRdx(46), ExRmnt-EndRdx/Dmg/Rchg(50)
    Level 28: Bitter Ice Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(34), Dev'n-Dmg/Rchg(36), Dev'n-Hold%(36), Thundr-Acc/Dmg/Rchg(37), Thundr-Dmg/EndRdx/Rchg(46)
    Level 30: Freeze Ray -- G'Wdw-Acc/Rchg(A), G'Wdw-EndRdx/Hold(36), G'Wdw-Hold/Rng(37), G'Wdw-Acc/Hold/Rchg(37)
    Level 32: Lightning Storm -- Dev'n-Dmg/Rchg(A), Dev'n-Acc/Dmg/Rchg(33), Dev'n-Dmg/EndRdx(33), Dev'n-Acc/Dmg/EndRdx/Rchg(39), Thundr-Dmg/EndRdx/Rchg(40), Thundr-Acc/Dmg/Rchg(45)
    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
    Level 38: Blizzard -- AirB'st-Dmg/Rchg(A), Det'tn-Dmg/Rchg(40), Posi-Dmg/Rchg(40), TmpRdns-Acc/Dmg/Slow(42), DampS-ToHitDeb/Rchg(42)
    Level 41: Dominate -- G'Wdw-Acc/Rchg(A), G'Wdw-EndRdx/Hold(42), G'Wdw-Hold/Rng(43), G'Wdw-Acc/Hold/Rchg(43)
    Level 44: Mind Over Body -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(45), ImpArm-ResDam/EndRdx/Rchg(45), ImpArm-ResDam(46)
    Level 47: World of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(48), CoPers-Acc/Conf/Rchg(48), CoPers-Acc/Rchg(48), CoPers-Conf/EndRdx(50), CoPers-Conf%(50)
    Level 49: Assault -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Vigilance
    Level 4: Ninja Run



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  18. Quote:
    Originally Posted by SBeaudway View Post
    /SR which is similar, is easier to soft cap sooner and with much better defense debuff resistance. At 50, of course, those advantages are mitigated by IO slotting of /SD and /SR is left with +recharge and +move, which most people don't value as much. But there was all that playtime getting to 50 where /SR was better.
    When talking of leveling up, I am pretty sure SD has a much nicer ride from 1-36 then SR.

    Regen is probably the nicest from 1-20, although Fiery is pretty decent as well. I also like Invuln very much from 1-20. Dark, Elec, and Willpower fall into the next tier for me at the lowbie levels. Shield and SR would be the worst in the lower levels, although with True Grit, AoE defense, and some Sm/Le resistance, SD is better than SR.

    20-40 things change. Regen stays excellent whereas Fiery starts to really drop off (especially in the 30s). DA, Willpower, Elec, and SD really pick up in the early 20s, all of those sets have completed their basic protections at this point except for WP, which has to "suffer" with getting QR instead of HS (DA may have some slotting issues until late 20s, early 30s, IME). SR benefits greatly from SO level enhancers but does not complete its basic protection until the 30s. Invuln doesn't really gain much until 28 and finishes off the basics in the 30s (there is a minor downward trend here for Invuln relative to the early game, but, unlike Elec and Fiery, it rises back up after Invincibility and Tough Hide). Electric drops off quickly in the 30s, much like FA.

    In the late game, while it is easy to point and say that SR has more defense and better DDR, the value of bowling every other spawn onto its backside and giving yourself and (if you have one) your team time to defeat them while they cannot respond should not be overlooked. While Elude is very good, it has a much harsher crash than OwtS and is usable less frequently.
    SD and SR are on par, or at least very close mitigation wise and SD has more utility. I'd put both of them below Regen, DA, and WP. Regen stays a steady performer as does Invuln. DA and WP can really shine. Fiery and Electric have mitigation issues in the late game in exchange for other things, which varying people see with varying opinions.

    Rating the sets in the end game on just SOs I would go:
    DA=Regen=Invuln=WP=SD>>SR>>FA>>>Ele.
    My favorite scrappers to play are
    Invuln>>>>>FA>Regen>SD>>WP>Elec>>>SR>DA.

    My Claws/Elec/Blaze scrapper is still eminently playable, even if I cannot attempt the same feats of crazy I can on the Kat/Inv/Body scrapper I still run on SOs (which is not the Kat/Inv scrapper I normally run).
  19. Quote:
    Originally Posted by Frosticus View Post
    lol, true enough. And when you aren't killing entire spawns for that cost you have AAO giving Shields good endurance efficiency by improving dpe.

    ie.
    Hack w/ 3 dam SO's
    23.45 damage per endurance
    w/ 3 dam SO's and AAO
    up to 33.23 damage per endurance

    Compared to the conserve power affect of Energize found in ELA
    Hack w/ 3 dam SO's + energize discount
    37.46 damage per endurance
    Put one SO end reducer in Hack and re-compare. AAO will look even more appealing. (~45 DPE for Energize vs. ~44 for AAO at best). Of course, most players are probably not at saturated bonus very often.

    Energize costs 10.4 end every ~60 seconds, AAO costs 12.6 over 60 seconds. I wish Energize had zero or a negligible endurance cost. The power would be much more interesting that way.
  20. Quote:
    Originally Posted by Akira_X View Post
    I'm returning to CoH after a long break, I want a blaster and was thinking bout making a Fire/MM or AR/DeV. Wondering which of the 2 would be better for PvE and a little PvE. I heard both are fun and great to team up with, so I'm just looking for some feed back thanks.
    Strictly PvE, my PvP experience is outdated (and was never the best anyway).
    I prefer Fire/MM. Better on fast moving teams. I prefer the functionality of Aim, Blaze, and Build Up (Concentration) over Caltrops (Caltrops is amazing, btw) and more AoE powers than I need.

    I prefer Concentration+Breath+Scream+Ball to Full Auto+Flamethrower (Buckshot, Ignite, M-30, Trip Mine, and *shudder* Time Bomb).
  21. StratoNexus

    Solo Defender

    Quote:
    Originally Posted by Fire_Minded View Post
    Iv yet to spend a single dime on IOs for any of my Defenders, and they solo with ease.What makes soloing with a Defender so hard for most?

    Im really curious.
    It is slow compared to most other possible combinations.

    If you solo your defenders as fast as your scrappers, that means you are playing your scrapper slower than needed, not that everyone else is playing their defender badly.

    Edit: To be honest, I almost feel bad I responded to this. Nothing in the OP or my post was complaining about defender solo speed. The desire to IO out a character is not necessarily because the character needs IOs to function, but just something you can do for fun and to give yourself some little extras.
  22. In regards to the Halloween Banner event and new Lord Winter event.
    Quote:
    Originally Posted by Another_Fan View Post
    The only skill involved in those events is picking a server with a large population.
    Sure, you can do it that way.

    Those events can also be done other ways.
  23. Quote:
    Originally Posted by Arcanaville View Post
    I can't think of any other way to judge the design tools as being "better" other than to be able to generate the same desired results faster and more error-free. Every balance problem Castle works on is a critter we don't get: every error correction translates to powersets we won't ever get to play. Think about where we would be today if just *half* of the balance problems and typographical errors from release to now were prevented by better design and analysis tools.

    The more I think about it, the more I think I should just write some.
    While better design tools is always a great thing, I am of the opinion that we get fewer new powersets more because of art resources than power design resource issues.

    We get fewer proliferated powersets due to designer preference/bias and possibly marketing issues.
  24. StratoNexus

    Defense? Yes!

    If you plan to spend a lot of time in/near melee, Hot Feet will do high levels of damage and provides some decent control. The end cost is high, but if you spend a fair amount of time with a Kinetic on the team, it should not be an issue usually.

    In your build I would drop Combustion and Blazing Aura. Ring of Fire is a good attack and should be slotted for damage, IMO.