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Posts
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Bots / Traps can go the "tankermind" route or just stack tons of defense on the pets and let them take the aggro. I'd suggest using the pet defense aura IO and Maneuvers plus slotting some sets with ranged defense... that way your pets will be pretty much softcapped (except the Protectors) and you'll also be near the soft cap, which lets you command the pets to attack specific targets in normal groups (fastest way to kill them) and then take the aggro yourself on AVs since those can pretty much kill a pet in one hit. The key to fighting AVs (at least for me) is to immobilize them (stacked Web Grenades) and keep the bots parked out of AoE splash range while you stand there and taunt. If you do it right, you can have the bots on one side of your Triage Beacon while you stand on the other side and taunt. The bots will only take Bodyguard damage (Defensive Goto and Stay modes do count for Bodyguard) and the Beacon and Protector Bot heals will keep them full. Plus keeping the AV immobilized really boosts damage since your Assault Bot has missiles that drop burn patches. Just be sure to run in and drop a Poison Trap at the AV's feet whenever it recharges and keep the Acid Mortars up and you'll have plenty of debuffs to speed up the fight, though any solo AV kill is going to take a while. Some of them also tend to have annoying tricks that force you to change strategies, like Silver Mantis and her super-caltrops or Lord Recluse and his "summon every Bane Spider in the Rogue Isles" power.
As for things a perma-PA Ill/Rad can take that Bots/Traps can't, I'm not sure. A well played Ill/Rad with a top-end build can solo literally every enemy in the game other than Hamidon, Trials with time limits, and possibly the Statesman Task Force (though I wouldn't bet too much on that last one). However, they don't do it quickly... a guy soloed Lusca on one but it took something like five hours. Bots / Traps MMs will probably kill things faster, but they are only very tough while perma-PA Ill/Rads are literally unkillable since all the aggro is taken by indestructible pets. We won't know for sure if a Bots / Traps can defeat everything an Ill / Rad can until after Going Rogue since that's the first time they'll be able to fight the same enemies.
As for Shield Scrappers and Brutes, a SS / Shield Brute should be far better than a BS / Shield Scrapper at clearing large spawns. Broadsword has little AoE so whatever survives the initial Shield Charge will mostly be fought with single target attacks, whereas SS has Foot Stomp and Rage to pile on more AoE goodness and still has significant single target damage for bosses. Electric / Shield would probably be a better Scrapper build for large groups, since it has massive AoE damage. -
If you want to solo hard enemies with minimal investment, make a Bots / Traps Mastermind. They can solo almost anything in the game with a high end build, but more importantly they can solo quite a few AVs and possibly some GMs with a very cheap build. I've never seen any other combination that can match Bots/Traps without investing a lot of inf in IOs and even then the only real difference is some others can do it a bit faster.
Heroside, Ill/Rad Controllers can solo anything once you spend a few billion inf, but it does take multiple billions to get perma-PA. Rad/Sonic Defenders can do similar things, though it's a bit riskier.
Some Scrappers and Brutes can solo AVs rather easily, but they can not solo giant monsters. Nobody can do enough damage solo to kill a GM without debuffs because they heal too fast... you have to have strong regeneration debuffs to do it, and Brutes and Scrappers lack those. -
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Quote:I consider Plant / Storm / Earth to be an obvious "nature manipulation" build.Plant Thorns is the obvious Dominator
Plant Rad is probably the obvious controller (you have mutant plants and something to mutate them)
At least, to make use of Plant.
Looking at redside, a Fire / Dark Corruptor seems pretty obvious (smoke and flames). Really, Corruptors have so many choices you could fill a server with just them. Mercs / Trick Arrow Masterminds are also very thematic, at least if you've seen Rambo. -
But what about Carp Melee and Dual Archery Defense?
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Gun Drone is actually useful now that it follows you (mainly for soloing). Back when it was a stationary turret it was marginally useful for AVs and that's about it, but at least now it does add some damage. A shorter activation time and a bit of a movement speed increase would be nice, but at least it lasts a decent length of time.
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Mastermind summons (and probably all other location targeted summons) require you to target a (relatively) horizontal surface when selecting where the pet(s) are summoned but have no other restrictions. You can be flying when you use the summon and target it on a catwalk 200 feet in the air in Grandville and it will work, you just have to be in range of some non-vertical surface since you can't make the pets appear in mid-air.
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Quote:With decent recharge you can fire off Rain of Arrows every 20-25 seconds. You can also alternate Aim and Build Up so one of them is always ready to use with Rain. Do that and every minion in a spawn (even at +2 or so) will usually die without firing a shot. Sure Fire can also kill them fast with an Aim / BU + Fire Ball + Fire Breath combo, but that requires moving into cone range and will probably result in someone shooting back at you. Archery can do the same damage every spawn from 80 feet away (or more, if /Energy with Boost Range) using a power that doesn't even require line of sight... thereby eliminating a large chunk of an enemy group's firepower before they can ever even attack.Iv got a question or so.
At what point does Fire/ not have as much AoE as Archery?
For a good survivable AoE Blaster that isn't FotM or Archery, I'd suggest Fire / Ice. You get great AoE and ST damage in your primary plus very good mitigation in your secondary. Shiver and Ice Patch by themselves are enough to leave a group flopping around on the floor and seriously slowed, and you also get a melee hold for when something gets too close to you. Add an ancillary pool with a hold like Fire or Electric and you can stack them to hold a boss. I'd personally go Fie / Ice / Flame for the second hold and Rise of the Phoenix... all Blasters faceplant sooner or later, and having a self rez that actually hits harder than some nukes is way too fun to pass up. -
I don't see this as a big deal for most characters... losing around 3% defense isn't going to make a lot of difference in survivability so people with only one or two BotZ sets slotted won't really be getting hit hard. The oddball builds that slot four or five sets will be taking a major hit, but on the other hand you pretty much have to take extra powers you don't actually need to slot that many so I suspect in many cases a respec can fix things. I've only used BotZ on one or two characters because I always suspected those bonuses were too good to last...
The thing that annoys me most about it isn't the changes to the BotZ set itself, it's the fact that with positional defense getting harder to softcap those overpriced S/L defense sets (especially Kinetic Combat) are probably going to become even more overpriced. -
No, Detonate is a fairly cool power. Time Bomb, on the other hand, is one of the few powers I can never see myself taking except as a set mule or on a second build just to goof around with.
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Certain psi-based powers like Blind, Mesmerize, and Dominate are great on Paragon Protectors... they have no positional damage component and do psi damage so they cut right through the various Elude / MoG powers. If you don't have that sort of attack you can also (briefly) hit them with Aim. Since Accuracy only multiplies your base to-hit (which is very low against Elude without to-hit buffs) you'd need impossible amounts of accuracy with no to-hit buffs, but a lot of accuracy can significantly boost what to-hit buffs you do have. For instance, eating yellows with +100% accuracy from global bonuses and enhancements is twice as good as eating the same number of yellows with no accuracy slotted.
(If you want to see Paragon Protectors absolutely fall to pieces, send multiple Illusion / Rad or Mind / Rad Controllers after them.)
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Powers working right from the start is of course good, but I'd rather the devs experiment with cool new effects than never risk releasing anything that isn't 100% solid. After all, Blizzard wasn't really that bad even in the old days... it didn't take buffs but it still did a lot of damage and was the only nuke that could be fired around corners at range. And if they hadn't released Blizzard and then figured out how to fix it, we might not have Rain of Arrows now... and RoA is the best crashless nuke in the game.
Really, there have been almost no powers that went live truly broken, and the couple that did were just plain bugged and not caught in beta (original Smoke Grenade for instance). Original Blizzard was a bit sub-par but still useful, Oil Slick Arrow was still worth taking for the knockdown even when it wouldn't light reliably, and so on. The various pet AI problems are annoying but Mastermind pets in general have the best pet AI I've ever seen in a MMO... no MMO ever seems to have pet AI that is anywhere near as good as single player games, presumably due to limits in how much CPU time they can take up.
The only powers I've ever considered "worthless" were due to balance issues rather than bugs. Things like Time Bomb or Poison Trap (from /Poison, not /Traps) work exactly as intended and always did... they just suck. -
Quote:I'm not sure I understand your point... Blizzard now works fine, so the only reason not to take it now would be if you just don't like nukes with endurance crashes or you just don't like area targeted DoTs like "rain" powers. Both are legitimate reasons to skip Blizzard, but they have more to do with your play style than any problem with the power itself... for instance, if you always run on fast moving teams you'll never have time for it to do it's full damage, but if you like to duo with a Controller who uses an AoE immobilize Blizzard will be awesome.And how long did it take? How long TA is already borked (aka, the engine still cant)? How long did it take for MM pets finaly stopped from going crazy on every 'pet' power a mob casted?
'pet' powers is something creatively done, what the engine cant. But each power they add, comes with a package full of bugs and issues.
As far as Dual Pistols goes, nothing in the set is "broken" in the sense that old Blizzard, Oil Slick Arrow, and so forth were. Every power works as intended and properly accepts buffs, etc... We can argue that the basic intent of some of them is flawed and needs tweaking (Hail of Bullets) but they do all work exactly as intended. -
I haven't played a Traps Defender but I do have a /Traps Mastermind at 50 so I can give some advice.
First, the absolute best powers in Traps are Force Field Generator, Acid Mortar, and Poison Trap. Force Field Generator needs three defense SOs or generic IOs, or enough from a defense set to ED cap defense. It recharges plenty fast enough and doesn't cost that much endurance, so it's a good place to save slots if your build gets too tight. Acid Mortar needs a lot of recharge, enough accuracy to hit things (how much depends on your global accuracy and what you like to fight), and an Achilles' Heel -resist proc. Other procs can also be useful, but more -resist is always a good thing. The damage is negligible, so don't use a damage set... either frankenslot it or use an Accurate Defense Debuff set. Poison Trap needs recharge... anything else is just gravy. You can add procs or hold enhancement (slot some accuracy if you actually care about the hold), but the real reason to take this power is the massive autohit -regen debuff. Even AVs take a major regen hit from it, so if you have enough recharge to keep the gas cloud going full time you'll speed up an AV fight considerably. I'd slot the four pieces of Basilisk's Gaze that have recharge in them and add a proc or two if you have free slots.
Another Traps power a lot of people swear by is Seeker Drones. If you plan to solo a lot I'd recommend taking it and dropping in a bit of +range plus whatever else you want (don't worry about damage though). The main use for Seekers is to summon them right on top of an enemy group so the Seekers take the alpha strike and blow up in the enemies' faces. Their actual effect is secondary... the fact that they get shot instead of you is what counts. The debuffs are handy against AVs, but not vital... on teams you probably won't ever use the Drones unless you are having trouble surviving an AV's attacks for some reason, so if you don't plan to solo much you can skip them.
As far as the Caltrops vs Web Grenade debate, I like keeping tough enemies stationary so I'd go Web Grenade if you don't take both. A full set of Trap of the Hunter provides nice set bonuses and good endurance reduction for spamming them on AVs to keep them standing where you want them (away from you and preferably in a burn patch). If you solo a lot, Caltrops may be a better choice for a Defender since they tend to slow down enemies and you don't have an Assault Bot you need to keep bosses and higher immobilized for.
Trip Mine is great fun solo, but another power you'll rarely use on teams. If you have high defense (which you probably will) you can "toe bomb" enemies by dropping mines at their feet, but if it's not at least an elite boss the team will probably kill it before the mine can go off.
Triage Beacon is quite handy for EB / AV / Monster fights, and pretty much worthless for anything else. It does come in handy at times on an ITF, but in general it's pretty skippable if your build is tight. If you want to solo AVs, take it and slot it up since softcapped defense + Triage Beacon makes you quite survivable.
Time Bomb is useless. Seriously, it's complete garbage. It's a piece of junk on Blasters who can actually kill things with it if by some miracle it hits them, so a half-strength Defender version is even junkier. But hey, at least that's a power you can skip without any thought...(If you want it for RP reasons, do yourself a favor and take it on your second build.) Seriously... nine seconds to plant, then something has to be standing near it once it blows, and all that for less damage than two stacked Trip Mines?
As far as Dual Pistols goes, it's pretty much Energy Blast with no Aim, much cooler animations, a ranged damage attack instead of Power Push, a "nuke" that gets you killed, and lower overall performance. But hey, it's pretty.On the bright side, all that defense from Traps means you can use Hail of Bullets and not faceplant, and your secondary effects are almost strong enough to care about (unlike the Blaster version). I'd say pick whatever powers you want based on looks, because from a performance standpoint you're better off with pretty much any other set.
(Sorry to be so down on Pistols, but the numbers don't lie. It's subpar... only by about 5-10% or so, but still subpar and if you're a performance oriented player you will notice. On the other hand, it's very, very cool looking so if you care more about that than min/maxing it's fine, and it's not like other Defender blast sets are that great either.) -
Tornado and Lightning Storm work out to be at least 1 endurance / second on a high recharge build, even with ED capped endurance reduction. If you want to rely on those in a long fight (and beating AVs without extreme damage or -regen is a long fight) you'll want a lot of +recovery and probably Conserve Power. Just spamming Blind, Spectral Wounds, Tornado, Lightning Storm, and Freezing Rain at ED capped endurance reduction and 200% recharge is about 4 endurance / second, and that's if you do nothing else at all. I'm not sure you can hit 4 EPS recovery and still get perma-PA, and since you'll probably have over 200% recharge on at least some of those powers and you'll be recasting pets and such you'll likely need even more. I'd strongly suggest Conserve Power since the fights will likely last longer than a full tray of blues.
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Tsoo Ancestor Spirits hit like freight trains (especially when orange con), resist immobilizes, and can stun. Your best bet is to make sure both Defenders drop Enervating Field at the start of the fight while you fire off Seeds, then drop Strangler on the Sorc before he can debuff your team or heal the ghosts. I wouldn't bother with using Roots unless you want it for damage, since it doesn't immobilize ghosts unless stacked... just land your toggle debuffs and spam holds and heals while the Defenders spam blasts and heals. If Seeds gets most of the ghosts you probably won't need the heals, but if it misses most of them three overlapping Radiant Auras will buy you some time. I'd suggest holding the debuff anchor ghost if the Sorc is confused, otherwise hold the Sorc.
If Seeds is missing a lot, have someone toss Radiation Infection first and then use Seeds. With three Rads even unslotted attacks should be at the to-hit cap, but if you are using Seeds first be sure it has enough accuracy. And remember you don't really have to use Seeds first, since Tsoo spirits have no ranged attacks... drop the debuffs from a distance and confuse them as they close in and you shouldn't miss many. -
Fire, definitely. Using the /Mental AoEs causes redraw, which gets annoying with Archery and very annoying with Dual Pistols (since DP has a looooong draw animation).
Archery does have Rain of Arrows, but since RoA is enough to wipe out minions all by itself if you plan to rely on that strategy you'll want to go /Energy and get perma Boost Range... that way you can wipe out a spawn before anything gets near you, and if there are bosses you'll be able to stun those and use hard hitting melee to quickly finish them off. /Mental works best when you are up in the enemies' faces, which is the last place I want to be on an archer since they have such great long range damage. -
Quote:Rain of Arrows works extremely well. Fire it off with aim or Build Up and it obliterates even +1 or +2 drones (as well as any other minions in the group), and you can follow it up with an Explosive Arrow for higher level ones if need be. Plus the fireworks when you get a bunch of drones blowing up at the same time are fun to watch.As mentioned AoE attacks seem to work and I have had good success with fire. The flamethrower my AR Blaster uses cuts through them (of course that is an AoE attack) and DP's incendary bullets work as well. I find the best way to deal with them is to let them kill each other I simply confuse them(with my Ill Troller of course) and let them shoot one another. LOL
Hail of Bullets works well too (for Blasters) if you are using the Fire epic pool. Jump into the spawn, hit HoB, and by the time you faceplant the drones should be injured enough for Rise of the Phoenix to finish them off. -
Drones have 35% Ranged and Melee defense so hitting a +0 Drone is about like hitting a +4 normal Rikti... not really that bad if you're set up to fight higher level enemies, but painful otherwise. Aim or Build Up helps a lot. Also, if you use a Kismet 6% Accuracy IO (which is actually a 6% to-hit bonus), good accuracy slotting, and some accuracy bonuses from sets you can reliably hit the slippery little things without any buffs. If you are only using SOs and you don't have Aim or Build Up handy, pop yellows or hope you have some AoEs...
(Note that none of the drones actually have any kind of elude style mode, but since their normal defense can drop you into the 50-60% to hit chance range it's quite possible to miss one several times in a row.) -
Quote:Even with incendiary rounds it's one of the worst. The fact that Psychic Blast deals significantly more single target DPS than DP (regardless of ammo type) should tell you something...With non-incendiary rounds it's the worst DPA for AoE and 2nd worst for single target.
DP w/incendiary is almost exactly equal to Energy Blast in terms of single target and AoE damage if you ignore the tier 9 powers. Nova wipes whole spawns once every 3-4 minutes but causes downtime, Hail of Bullets often fails to kill minions, aggroes whole spawns, and then causes downtime while you rez. When well buffed or teamed with a good tank HoB is better than Nova because you can use it more often and it has no crash, but without buffs or good aggro control it's too dangerous to use on a spawn you can't solo and it can't work as an emergency button like a real nuke can. Overall I'd call the two sets balanced... except that Energy Blast has pretty good mitigation due to the knockback while incendiary rounds have no secondary effect at all (the DoT is already factored in when I say it matches Energy's damage). Swapping to any other ammo type makes your damage worse than Energy Blast, while also still having weaker secondary effects.
So yes, DP is pretty much the worst blast set since it's always in the bottom two or three for damage (if not at the bottom) regardless of situation and has the worst secondary effects (other than Fire and Archery, which have none). The selectable damage types and secondary effects don't mean much when you're picking between four options that are all worse in almost every situation than the single option other sets give... -
My only archer is an Archery / Energy Blaster, but it's one of my favorite characters. Perma-Boost Range makes him a great long range Blaster and I love Rain of Arrows. Archery is definitely my favorite of the weapon-based blast sets. (Sorry Dual Pistols, I'll take good damage and a mini-nuke I can use without faceplanting over fancy animations
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I made this build primarily for teaming / TFs... it probably can solo pretty well but I enjoy Controllers a lot more on teams so I wasn't too worried about being able to take bosses and higher. Though I did manage to take an elite boss out with an incomplete version of that build (eventually)... Hurricane into a corner and spamming Freezing Rain, Lightning Storm, and Tornado actually dishes out respectable damage on knockback-immune (or immobilized) targets.
Now if only the market would settle down so I can get the rest of my recharge at a sane price... -
Try a Plant / Storm Controller. I absolutely love playing mine in PUGs, the bigger the team the better. You don't have to worry about watching over your teammates (aside from maybe tossing out an O2 Boost here and there), you just focus on keeping as many enemies as possible immobilized while shooting at each other in a Freezing Rain patch.
Plant / Storm has lots of fun powers, but even if all you do is hit every spawn with Seeds of Confusion, Freezing Rain, and your AoE immobilize and then spam holds on a boss you add a lot to the team.
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Hmmm... I don't usually bother with procs in rain or toggle powers since they can only fire every 10 seconds, but I can see trying it since Freezing Rain does get used a lot. The only problem is freeing up slots... but at least I could put two recharge, an Achilles' proc, and a Lady Gray proc in it.
My latest build idea is:
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Strangler- (A) Basilisk's Gaze - Accuracy/Hold
- (3) Basilisk's Gaze - Accuracy/Recharge
- (3) Basilisk's Gaze - Recharge/Hold
- (5) Basilisk's Gaze - Endurance/Recharge/Hold
- (5) Essence of Curare - Endurance/Hold
- (A) Accuracy IO
- (A) Devastation - Accuracy/Damage/Recharge
- (7) Devastation - Accuracy/Damage/Endurance/Recharge
- (7) Devastation - Accuracy/Damage
- (9) Devastation - Damage/Endurance
- (9) Entropic Chaos - Damage/Endurance
- (23) Entropic Chaos - Chance of Heal Self
- (A) Positron's Blast - Accuracy/Damage
- (11) Positron's Blast - Damage/Endurance
- (11) Positron's Blast - Damage/Recharge
- (13) Positron's Blast - Damage/Range
- (13) Positron's Blast - Accuracy/Damage/Endurance
- (25) Enfeebled Operation - Accuracy/Endurance
- (A) HamiO:Golgi Exposure
- (15) HamiO:Golgi Exposure
- (15) HamiO:Golgi Exposure
- (A) Coercive Persuasion - Accuracy/Confused/Recharge
- (19) Coercive Persuasion - Confused/Recharge
- (19) Coercive Persuasion - Accuracy/Recharge
- (21) Coercive Persuasion - Contagious Confusion
- (21) Coercive Persuasion - Confused/Endurance
- (A) Luck of the Gambler - Endurance/Recharge
- (17) Kismet - Accuracy +6%
- (23) Luck of the Gambler - Defense/Endurance
- (27) Luck of the Gambler - Recharge Speed
- (34) Steadfast Protection - Knockback Protection
- (42) Steadfast Protection - Resistance/+Def 3%
- (A) Jumping IO
- (A) Recharge Reduction IO
- (17) Recharge Reduction IO
- (A) Achilles' Heel - Chance for Res Debuff
- (25) Touch of Lady Grey - Chance for Negative Damage
- (27) Recharge Reduction IO
- (37) Recharge Reduction IO
- (A) Miracle - +Recovery
- (31) Numina's Convalescence - +Regeneration/+Recovery
- (A) Performance Shifter - Chance for +End
- (33) Performance Shifter - EndMod
- (33) Endurance Modification IO
- (33) Endurance Modification IO
- (A) Dark Watcher's Despair - To Hit Debuff/Endurance
- (31) Dark Watcher's Despair - To Hit Debuff
- (37) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (42) Dark Watcher's Despair - Recharge/Endurance
- (A) Run Speed IO
- (A) Positron's Blast - Damage/Recharge
- (34) Detonation - Damage/Recharge
- (34) Air Burst - Damage/Recharge
- (36) Enfeebled Operation - Accuracy/Recharge
- (36) HamiO:Nucleolus Exposure
- (39) Positron's Blast - Chance of Damage(Energy)
- (A) Basilisk's Gaze - Accuracy/Hold
- (29) Basilisk's Gaze - Accuracy/Recharge
- (29) Basilisk's Gaze - Recharge/Hold
- (31) Basilisk's Gaze - Endurance/Recharge/Hold
- (A) Endurance Reduction IO
- (A) Blood Mandate - Accuracy/Damage
- (36) Brilliant Leadership - Accuracy/Damage
- (37) Soulbound Allegiance - Damage
- (42) Soulbound Allegiance - Chance for Build Up
- (A) Expedient Reinforcement - Accuracy/Recharge
- (39) Expedient Reinforcement - Damage/Endurance
- (43) Expedient Reinforcement - Accuracy/Damage/Recharge
- (43) Expedient Reinforcement - Endurance/Damage/Recharge
- (45) Soulbound Allegiance - Damage/Endurance
- (46) Soulbound Allegiance - Accuracy/Recharge
- (A) Decimation - Accuracy/Damage
- (39) Decimation - Damage/Endurance
- (40) Decimation - Damage/Recharge
- (40) Decimation - Accuracy/Endurance/Recharge
- (40) Decimation - Accuracy/Damage/Recharge
- (43) Thunderstrike - Damage/Endurance/Recharge
- (A) Recharge Reduction IO
- (A) Positron's Blast - Accuracy/Damage
- (45) Positron's Blast - Damage/Endurance
- (45) Positron's Blast - Damage/Recharge
- (46) Positron's Blast - Damage/Range
- (46) Positron's Blast - Accuracy/Damage/Endurance
- (A) Positron's Blast - Accuracy/Damage
- (48) Positron's Blast - Damage/Endurance
- (48) Positron's Blast - Damage/Recharge
- (48) Positron's Blast - Damage/Range
- (50) Positron's Blast - Accuracy/Damage/Endurance
- (A) Luck of the Gambler - Defense/Recharge
- (50) Luck of the Gambler - Defense/Endurance/Recharge
- (50) Luck of the Gambler - Recharge Speed
Level 1: Brawl- (A) Empty
- (A) Run Speed IO
- (A) Empty
Level 0: Ninja Run
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It'll probably be a few weeks before it gets finished... I'm saving up merits and waiting for the market to recover from the post-double-XP foolishness. -
I confirmed during beta that the Force Feedback Chance for Recharge proc worked in Empty Clips when not using standard ammo (no knockback chance) so the others should work the same way.