Wavicle

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  1. It makes plenty of sense to me.

    Hami is a self-engineered, mutating macroorganism.

    He was attacked by raiders led by perma-phase shifted targetters for a while, and he's been dealing with illusionary armies for a couple years now.

    It makes perfect sense to me that he has now mutated himself to be able to hit things that are phased out of normal space and to be able to destroy illusions.

    The new raid is easier to organize, easier to complete, and impossible to 'fail' (in the sense that it previously could be failed). I don't see what people are complaining about regarding the raid, and I really don't see Phase Shift as useless.

    I don't see it as so useful that I would take the Concealment pool just to get it. However, if I was already taking Stealth and Invis (or Grant Invis) I would strongly consider working it in. I know from experience on my Warshade that it can be very useful in a variety of situations.
  2. Willy is entitled to his opinion as are you.

    My friends and I will continue locking down spawns up to about +4, and happily wasting them before the hold wears off.

    Anyone who wants to get as far as Phase Shift will make great use of it, anyone who didn't want Stealth or Invis in the first place won't worry about it.

    I think you guys are missing the point of these powers. Yes, AoE holds can be thought of as an Oh [censored] power. But they're one of the best Oh [censored] powers in the whole game. It's not like controllers are having trouble controlling when their aoe hold is down. Not any that I play with anyway.

    The attitude that a power is useless if it isn't available every spawn or two, or doesnt last a minute, or ever has accuracy problems is really shortsighted, imo, and strikes me as foolish in the extreme.
  3. well willy, I repeat: I think you slotted your hold wrong.

    2 acc, 3 hold, 1 recharge

    add hasten

    that hold is up every 2 minutes, lasts nearly 30 seconds, and will hit most things that don't have Defense powers. Eat a yellow first if you're really concerned. Therefore I call BS on your hyperbole. Furthermore, the controllers I play with use theirs almost every time it's up. Considering the abundance of /Kin and /Rad controllers, many of them have it available considerably more than every 2 minutes.

    as for PS: the cost of the prereq powers is irrelevant in a discussion of how well the power itself works.
  4. [ QUOTE ]
    I believe it is a mistake to allow people with temporary reprieves on their accounts to post on the forums.

    [/ QUOTE ]

    Agreed.
  5. Willy...it sounds to me like you didn't slot your aoe hold well at all, not to mention that it can hit up to 16, not 10. You think it's utterly useless? I know a lot of controllers who think otherwise.

    Phase Shift powers are useless? My warshade certainly doesnt agree, and since when he uses his he hardly ever uses it for more than 10 seconds, the duration of the Power Pool version should be just fine for accomplishing the exact same goals.

    I swear, this thread is filled with people whining because they don't know how to use their own powers effectively.

    Also, UG and others, I theorize that the best way to avoid the bloom wipes is to have just a few people take Hami over the threshhold. Maybe 5 people take one for the team, everyone else goes and hides behind a rock. That doesn't sound too difficult to me...
  6. if they fix the Oil Slick/Pets issue this powerset combo will be incredibly powerful.

    Illusions/TA is also good
  7. thenarrowway: Masterminds are much better at mitigating Alpha Strikes than Brutes.

    Frankly, even Dominators can basically eliminate the Alpha to such an extent that Brutes don't need to act as tanks.

    That said: I like seeing Brutes aggressively run in. But that doesn't mean they need to slot up their aura for taunt or take the Taunt power. A little taunt plus a LOT of SMASH, goes a long way.

    To the OP: nice guide, I'm working on a SS/Inv Brute, he's level 12 now, DOs are nice, but man he will be squishy til I get a bunch more slots.
  8. [ QUOTE ]

    Hm. So a small yellow doesn't completely annihilate my SR's 30% defense.
    But two or three do...
    ;sigh

    [/ QUOTE ]

    um, yeah, if you didnt slot your defense at all
  9. [ QUOTE ]

    So 3/4th of a whole AT is basically useless from what I can tell.


    [/ QUOTE ]

    I basically just don't believe you. I'm inclined to think your defs were lousy.
  10. Sniping Blaster with Dmg/Rng HOs, Boost Range, and Interrupt reducers.

    You can start moving well before the shot is actually fired.

    Maybe I'm missing something, but that should still be the longest range pull, and you should be able to get out of LoS before getting return fire.
  11. I 6 slotted my TP self, and in no way have I EVER felt it was a waste.

    My Shadow Shard TF teammates sure didn't seem to mind.
  12. Not slotting your first attack, slotting more than 3 def in anything, not slotting a 3rd Recharge in Practiced Brawler, and taking Taunt are all errors IMO.

    Here's my build on my lvl 40 Katana/SR Scrapper:

    1: Sting of the Wasp (1 Acc, 3 Dmg)
    1: Focused Fighting (3 Def, 2 End Redux)
    2: Flashing Steel (1 Acc, 3 Dam, 1 End Redux)
    4: Focused Senses (3 Def, 2 End Redux)
    6: Build Up (3 Rech)
    8: Divine Avalanche (1 Acc, 3 Def)
    10: Practiced Brawler (3 Rech, 2 End Redux)
    12: Hurdle (1 Jump)
    14: Combat Jumping (1 Jump)
    16: Health (1 Heal)
    18: The Lotus Drops (1 Acc, 3 Dam, 1 End Redux)
    20: Stamina (3 End Mods)
    22: Quickness (1 Run)
    24: Dodge (1 Def)
    26: Soaring Dragon (1 Acc, 3 Dam, 1 Rech, 1 End Redux)
    28: Super Jump (1 Jump)
    30: Agile (1 Def)
    32: Golden Dragonfly (1 Acc, 3 Dam, 1 Rech, 1 End Redux)
    35: Evasion (3 Def, 2 End Redux)
    38: Elude (3 Rech, 3 Def)


    The only changes I could see making to this would either be to move Dodge and Agile earlier (and therefore Combat Jumping and Super Jump later) or Super Jump earlier (pushing other things further back). With the Temp travel powers from the Safeguards in Atlas and KR leaving SJ til 28 isn't a problem, and for me, with Divine Avalanche, leaving Dodge and Agile til later wasn't a problem.

    Alternate versions of this build would Skip Dodge and Agile entirely and take either Stealth and Invis, or Aid Other and Aid Self in their place. I've tried all 3 of these, and although Stealth is nice, as is Aid Self, I like having the passives best. Ill pick up Focused Acc, Conserve Power and Laser Beam Eyes in the 40s and take Lucky at 49.

    Undoubtedly, some people will think I'm crazy, but I haven't had problems thus far (with dying a lot that is, either solo or on teams). I was soloing Unyielding and Invincible with this build before I had Elude.
  13. I think many MMs dont control their henchman very well, because they lack specific controls, and it shows in their gameplay.

    It IS a lot of work to control your henchman this specifically and use your secondary. However, the MM is supposed to be a multitasking, 'always something to do', target switching AT. It is tailored to appeal to people who like having a lot of stuff do.

    Alternatively, you could make a Bots/FF and just point and shoot.

    ps: the binds in this thread are amazing. Im gonna work on this for my Bots/FF
  14. the Kheldian inherents give Damage Resistance, not Defense
  15. Cut MoGs duration to about 60 seconds (maybe less), and it becomes, maybe, good enough to actually take.

    Maybe.
  16. the issue with Rage is that it has a 10 second "downcycle" during which you cannot attack. 3 SOs recharge in Rage make it cycle Before this downtime is over. So, it isn't quite perma, but you also can't attack during the time it's down, so it might as well be perma. You can Always have it up when attacking, unless you are in Granite Armor, or have been seriously slowed by debuffs.
  17. safeguards arent auto fail because of a timer


    you fail a safeguard if one of the robbers reaches the getaway vehicle

    stop them at the bank and youll win every time
  18. as posted above, you must take any 2 of the first 3 to take the 4th.

    Grant Invis, Stealth, Phase Shift

    is a good example of skipping the third.

    Swift, Hurdle, Stamina works perfectly well
  19. Wavicle

    Hover Speed

    I was misinformed. You were absolutely correct.

    I was then rude (though FUNNY! ). I apologize.

    Hover does not in fact speed up with level.
  20. Wavicle

    Hover Speed

    [ QUOTE ]
    Flight speed inceases when you level, but Hover speed does not. A level 50 person with unenhanced Fly will be faster than a level 14 person with unenhanced Fly. Hover remains the same.

    [/ QUOTE ]


    That's not true at all. You are misinformed. But then you knew that already.
  21. very nice guide.

    one comment: Break Frees do protect against knockback, at least in PvE they do.
  22. Wavicle

    Hover Speed

    if you have a set with a power that can modify fly speed you can get it a little faster:

    Super Reflexes, Quickness
    Electric Armor, Lightning Reflexes
    Kinetics, Siphon Speed
    Radiation Emission, Accelerate Metabolism
    Energy Manipulation (and other sets), Power Boost

    are all examples of such powers


    also, the Good versus Evil Jump Pack brings Hover (yes, Hover) to MAX Fly Speed for 30 seconds every 3 minutes (less if you have Hasten).


    and for the record, my blaster has Hover 3 slotted with Fly Speed, Swift slotted with Fly Speed, Power Boost and the GvE Jump Pack, and I'm quite happy with my Hover speeds in and out of missions. I don't use it as a travel power tho, that's what Teleport is for.