Wiggz

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  1. The only other blaster I've played who I've been completely enraptured with is a Fire/Ice. I've gotten an Archery/Electric and a AR/Mental into the 30's but the Fire/Ice is my only 50. She's great.

    Thanks for the tip - I wasn't going to take Tazer at first though I was eyeing Repulsion bomb in the epic. Considering one application of Siren's won't lock down bosses, it might be a good 1-2 early take.
  2. I'm considering one because I love blasters and I don't want to be reliant on PUG's to play. From what I'm seeing, it looks very soloable. Sirens + toe bomb then clean up, right?

    As an aside - anyone think Devices could be 'fixed' by adding a +Damage component to targeting drone? Maybe 15% or something?
  3. Quote:
    Originally Posted by MaestroMavius View Post
    I'd say;

    Fire/Ice/Ice

    You get the awesome damage of Fire/ with the amazing control of /Ice.

    I play mainly solo blasters. My Fire/Ice was not only the fastest toon to 50 for me, it was also the most enjoyable!


    I've tried Ice/Ice but found it to be to slow and prodding for my tastes. I'd argue that even though you have more slows and control with Ice/Ice it isn't anymore survivable, for the simple fact that Aim+BU Fireball, Firebreath makes everything dead much quicker than Freezeray can save you...


    Concept could be elemental master/mutant.
    Mine was a Million dollar man concept. The Fusion chamber controlling his cybernetic implants had the side effect of allowing him to superheat or supercool the air molecules around him at will.
    This. Fire/Ice combines the most damaging primary with the most survivable secondary. When you go Ice/Ice you almost stop being a blaster and seem to focus as much on control as anything else - and more importantly, you are automatically soft-capped against anything you've already killed.

    My Fire/Ice blaster - Thermatrix, one of my favorite characters to date - played as if she was drawing the heat out of the ground (Chillblain, Ice Slick) or the air around her (Chilling Embrace, Shiver) and re-directing that heat through her attacks. Great for teaming and the most solo-able blaster I've played 1-50.
  4. I checked the guides but couldn't find anything useful there. I'm currently running a Plant/Rad troller and I've got Flytrap slotted with 1 Acc and 3 Dmg, but I have a couple of slots to play around with - any suggestions?

    Would an Achilles Heel proc be practical to consider?

    Also, any point in slotting Creepers for Damage?

    I'd kill for a good Plant/Rad guide.
  5. Quote:
    Originally Posted by ICBM View Post
    I'm looking to make a new brute, my first one 50 and I was thinking claws/sr for quick kills. My question is with fury working off getting hit, isn't SR counter productive for a brute?
    There are no dumb brutes - only dumb players

    Seriously - as he said. The fury builds off of getting attacked rather than getting hit, so from a technical standpoint, defense is generally better than resistance for a brute.
  6. Quote:
    Originally Posted by Local_Man View Post
    The key Plant powers are Roots, Seeds, Strangler, Creepers and Venus Fly Trap. Everything else is optional, but Vines is strongly recommended. Roots is a key power for several reasons: (a) it is one of the main sources of damage, since it does twice the damage of other AoE Immobs. (b) By Immobilizing the foes, you keep them together so that the Rad debuffs get applied. Also, you somewhat reduce their attacks on each other, allowing you to get more of the XP. (c) While Seeds is recharging, Roots + Radiation Infection is nearly a hold because foes can't move and can't hit you very easily thanks to the ToHit Debuff.

    With Rad, you have everything except Fallout, Mutation, and maybe EM Pulse as key powers, although EM Pulse is so good, it should be taken.

    Plant/Rad has a few weaknesses. One is a lack of single target damage. If you miss foes with Seeds, you might have problems. Dealing with multiple bosses is a problem, unless you stack your holds (Vines and EM Pulse).
    Obviously I concur with everything our esteemed resident expert has to say. One caveat to my comments is that I'm specifically talking about teaming. Assuming someone to absorb the alpha, maybe a couple of damage-dealers... this is not necessarily the build I would want to solo with or go AV-hunting with, but rather an incredibly effective controller set to team with, one that is effective from day one and out of the box without even a nod to IO sets needed to make it 'workable'.

    Ah - and for the record, this particular build is going with Earth EPP, more for theme than anything, so eventually single-target damage won't be an issue.
  7. Not trying to start some kind of trash-talking thread or anything... I just dusted off one of my favorite controllers and played with a handful of PUG's over the weekend. They usually numbered between 5-8 players and none were particularly good or particularly bad... but it really didn't seem to matter either way.

    Every mob got IR, Seeds, LR and EF... and then I started browsing for Bosses or troublesome Lt's (Tsoo Sorcerers, Shamans, etc.) to hold. AM + Hasten popped whenever they came up and every now and again Carrion Crawlers dropped for fun. Maybe offer up a completely unnecessary Radiant Aura if it looked like people were taking damage - you know, so that people knew I was doing my job as a 'defender'.

    It really felt like I could have been teaming with anyone - if they knew how to mash buttons we were going to be successful. I levelled this character from 26-29, so its not like I was rocking IO sets or anything, but wow. This is just a hell of a power set combo and a tremendous amount of fun to play.
  8. Wiggz

    Rad/Sonic trio

    After weighing some of the good advice on the board and taking into consideration just when we would need which things to make leveling the smoothest, I feel pretty confidant that this is going to be the final build we work towards - again, just assuming standard IO slotting with a couple of procs.

    As always, any advice or comments are appreciated.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Defender
    Primary Power Set: Radiation Emission
    Secondary Power Set: Sonic Attack
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fitness
    Power Pool: Teleportation
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Radiant Aura -- Heal(A), Heal(13), Heal(13), EndRdx(37), EndRdx(37)
    Level 1: Shriek -- Acc(A), Dmg(3), Dmg(11), EndRdx(25), Dmg(34), Decim-Build%(46)
    Level 2: Scream -- Acc(A), Dmg(3), Dmg(11), EndRdx(25), Dmg(34), Apoc-Dam%(46)
    Level 4: Accelerate Metabolism -- RechRdx(A), RechRdx(5), RechRdx(5), EndMod(17), EndMod(17), EndMod(37)
    Level 6: Hasten -- RechRdx(A), RechRdx(7), RechRdx(7)
    Level 8: Howl -- Acc(A), Dmg(9), Dmg(9), Range(21), Range(21), Dmg(34)
    Level 10: Radiation Infection -- EndRdx(A), ToHitDeb(19), ToHitDeb(19), Achilles-ResDeb%(40)
    Level 12: Assault -- EndRdx(A), EndRdx(43)
    Level 14: Lingering Radiation -- Acc(A), RechRdx(15), RechRdx(15)
    Level 16: Swift -- Run(A)
    Level 18: Hurdle -- Jump(A)
    Level 20: Stamina -- EndMod(A), EndMod(27), EndMod(27)
    Level 22: Maneuvers -- EndRdx(A), DefBuff(23), DefBuff(23), DefBuff(43)
    Level 24: Enervating Field -- EndRdx(A), EndRdx(43)
    Level 26: Recall Friend -- IntRdx(A)
    Level 28: Teleport -- Range(A), Range(29), Range(29)
    Level 30: Choking Cloud -- EndRdx(A), EndRdx(31), Hold(31), Hold(31)
    Level 32: EM Pulse -- Acc(A), Acc(33), Hold(33), Hold(33), RechRdx(48), RechRdx(48)
    Level 35: Screech -- Acc(A), Acc(36), Dsrnt(36), Dsrnt(36)
    Level 38: Dreadful Wail -- Acc(A), Dmg(39), Dmg(39), Dmg(39), RechRdx(40), RechRdx(40)
    Level 41: Oppressive Gloom -- Acc(A), Acc(42), Dsrnt(42), Dsrnt(42), Dsrnt(48)
    Level 44: Dark Embrace -- EndRdx(A), ResDam(45), ResDam(45), ResDam(45), S'fstPrt-ResDam/Def+(46)
    Level 47: Mutation -- RechRdx(A)
    Level 49: Fallout -- RechRdx(A), Dmg(50), Dmg(50), Dmg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 6: Ninja Run

    Our first real test shoudl be this Monday - we're going after Kurse in Faultline as an AV with the three of us still sub-level 20. I think with the debuffs we'll be fine, but I'm still wondering if we might each have to pop a break free before laying down the RI's.
  9. Wiggz

    Rad/Sonic trio

    Quote:
    Originally Posted by Enots View Post
    My question to the OP is if they really have their hearts set on rad/sonic.

    I am fully aware of how powerful rad/son's are on teams, I doubt their ability to stack as well as some other rad combos though. My reasons are that the use of CC for mitigation combined with the only aoe coming from a cone in howl, it may be fairly hard to leverage.

    In my opinon a better combo would be using rad/rad or rad/ice or even fire/rad. Both of the other defender secondaries have aoe that can be used in melee (Ice storm can be cast from melee). AV's and hard targets will not be a problem with three rads even without sonic as a primary. The issue will be mob kill speed, and /ice, /rad I believe will suit your needs better.

    If your intent is to kill people off and use the as fallout bait, it will be very effective with any primary.

    Just my two cents.
    Well, you have to understand that with Hasten and three AM's up and running, Howl is recharging every 3.5 seconds or so for each of us. That's plenty fast enough for our purposes and we'd rather have the stacked -Res essentially doubling the damage and save all of the power selections and enhancement slots for better purposes.

    A 30 degree cone with a range of 70 firing every 4 seconds or so from each of us and layering -res every time is all of the AoE we've needed so far - and we're still using DO's. It also makes the positioning easy and uniform, rather than trying to manage cones, PBAoE's and targeted AoE's all at once.

    Keep in mind the slowing effects of essentially being able to perma 3 Lingering Rads if we so chose and mix in a little kiting. The purpose of the build isn't to necessary fully leverage Choking Cloud - that's just another tool in our box. As is Dreadful Wail, which would be fairly easy to pop every mob or so if we wanted without too much ill effect.
  10. Wiggz

    Rad/Sonic trio

    Quote:
    Originally Posted by Psylenz View Post
    Enervating Field actually casts fairly quickly and reduces the incoming damage early in the fight. Another good place to sprinkle damage procs is in choking cloud. Three players running three damage procs in three choking clouds may be very formidable.
    How would that slotting affect the endurance costs and holding abilities though?

    Also, do damage procs gain the benefit of reduced damage resistance. I would think so...
  11. Wiggz

    Rad/Sonic trio

    Here's a new look at the updated build for the three, taking into consideration some of the advice this board has offered. Its still using standard SO's or the equivalent of level 22 IO's... with a few procs tossed in for spice.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Defender
    Primary Power Set: Radiation Emission
    Secondary Power Set: Sonic Attack
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fitness
    Power Pool: Teleportation
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Radiant Aura -- Heal(A), Heal(13), Heal(13), EndRdx(40)
    Level 1: Shriek -- Acc(A), Dmg(3), Dmg(11), EndRdx(25), Dmg(29), Decim-Build%(48)
    Level 2: Scream -- Acc(A), Dmg(3), Dmg(11), EndRdx(25), Dmg(29), Apoc-Dam%(48)
    Level 4: Accelerate Metabolism -- RechRdx(A), RechRdx(5), RechRdx(5), EndMod(17), EndMod(17), EndMod(34)
    Level 6: Hasten -- RechRdx(A), RechRdx(7), RechRdx(7)
    Level 8: Howl -- Acc(A), Dmg(9), Dmg(9), Range(27), Posi-Dmg/Rng(27), Posi-Dam%(48)
    Level 10: Radiation Infection -- EndRdx(A), ToHitDeb(15), ToHitDeb(15), DarkWD-Slow%(46), Achilles-ResDeb%(46)
    Level 12: Assault -- EndRdx(A), EndRdx(37)
    Level 14: Swift -- Run(A)
    Level 16: Hurdle -- Jump(A)
    Level 18: Choking Cloud -- EndRdx(A), EndRdx(19), EndRdx(19), Hold(21), Hold(21), Hold(43)
    Level 20: Stamina -- EndMod(A), EndMod(34), EndMod(34)
    Level 22: Lingering Radiation -- Acc(A), RechRdx(23), RechRdx(23)
    Level 24: Enervating Field -- EndRdx(A), EndRdx(37)
    Level 26: Recall Friend -- IntRdx(A)
    Level 28: Teleport -- Range(A), Range(43), Range(43)
    Level 30: Maneuvers -- EndRdx(A), DefBuff(31), DefBuff(31), DefBuff(31), EndRdx(37)
    Level 32: EM Pulse -- Acc(A), Acc(33), Hold(33), Hold(33)
    Level 35: Screech -- Acc(A), Acc(36), Dsrnt(36), Dsrnt(36)
    Level 38: Dreadful Wail -- Acc(A), Dmg(39), Dmg(39), Dmg(39), RechRdx(40), RechRdx(40)
    Level 41: Oppressive Gloom -- Acc(A), Acc(42), Dsrnt(42), Dsrnt(42)
    Level 44: Dark Embrace -- EndRdx(A), ResDam(45), ResDam(45), ResDam(45), S'fstPrt-ResDam/Def+(46)
    Level 47: Mutation -- RechRdx(A)
    Level 49: Fallout -- RechRdx(A), Dmg(50), Dmg(50), Dmg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 6: Ninja Run

    Is it reasonable to assume, if our first act against every mob is throwing up three RI's, that a single accuracy without running tactics will be enough, even against high-level mobs? The thought process right now is to run Assault x3 and CC x3, eventually adding Maneuvers x3, coupled with Hasten and AM x3 pretty much perma... opening every group with RI x3 and then one LR (we'll take turns)... then proceeding to howl, scream and shriek our way through the baddies with one leader doing the targeting, letting CC's lock down anyone who moves into melee range.

    Sound good?

    We'll probably save EF and the nukes for special situations, and eventually sub out OG for CC when the time is right. I like having that screech handy to stack if need be.
  12. Wiggz

    Rad/Sonic trio

    If I were going to drop one of the three of Shriek, Scream and Shout with the understanding that when coupled with Howl I only need two of them to give Me a solid attack chain, which should it be and why?
  13. Wiggz

    Rad/Sonic trio

    Quote:
    Originally Posted by Garent View Post
    You should definitely drop amplify. With all the damage buffs you have being thrown around, amplify won't be helping much, if at all.
    Amplify was brought in purely to use with Wail and/or EM Pulse. Good point about considering dropping it though - even though that damage bonus is really amplified with all of the -Res floating around.
  14. Wiggz

    Rad/Sonic trio

    Whatever we do, it's going to be a little bit of this and a little bit of that.

    Early playing - we get together on Monday nights - has indicated that with just Howl (recharging about every 3-4 seconds with triple AM and Hasten) we're getting all of the AoE we need. Between three Asaults and the AM's boosting damage and Howl's debuffing damage resistance, we're tearing through minions pretty quickly on our own. Figure open with RI and sit back, letting them come to us while we Howl through them. Anyone who gets close gets caught in the triple CC's and we start onesing the Bosses and then the lt's.

    It really is a full tool box. Early on we can't keep anchors alive long enough to waste time with the debuffs, but we're running into some problems absorbing alphas. Tonight we dinged 12 and now everyone has RI, so we're going to see if all three of us raising it at once helps with that.

    I asked the question before but didn't see a response - how does the Achilles Heel proc work with RI?
  15. Quote:
    Originally Posted by rsclark View Post
    No, that's the way the world works when you have a writer making it work that way. Without writer-god making things work, the results would be very different.
    Actually, it was my opinion that that's the way the actual world works. Not everyone is born with the same degree of intelligence, physical ability, talents, will or starting point economically. We have wildly differring skill sets and personal experiences all - at least in my opinion - without a 'writer-god' pulling the strings and we somehow manage to have personal triumphs and failures regardless.

    I'm okay with the next guy being smarter than me or better looking (though, honestly, it doesn't happen often in either case ) and I'm damn sure no going to whine to my 'writer-God' to 'balance' everything out to make it fair. Because of that philosophy, I'm fine with oen power set not being able to do exactly everything that another power set can do with exactly the right degree of effectiveness. I'll find what makes it unique, carve out a niche for myself and succeed... or I'll try something different.

    Will there ever NOT be exploits, ever NOT be fotm toons, regardless of how much tweaking is done? Will the pure min/maxers ever run out of ideas to challenege the game and its rules? Of course not... so lets not hold the casual gamers hostage to their relentless pursuit of perfection.

    Because, when it comes down to it, perfection is boring... and I'll bet once those power-gamers have succeeded in exploiting the system and becoming truly 'uber' with this ridiculous build or that, they'll get bored... they'll eventually start looking for another challenge. A real one.

    All without the dev's changing the rules of the entire world in response to them.
  16. Quote:
    Originally Posted by Oedipus_Tex View Post
    You are going to be unhappy in any subscription game you play.
    And yet I've been happy here for more than six years. I'm not even complaining now really, and certainly not about any particular nerf or update. This is merely a philosophical point.

    It seems like a lot of people are taking my comments personally and responding in kind. If you - or anyone else - thinks never-ending 'tweaks' (even if the tweaks are at times dramatic and substanial enough to chase off frustrated players) are a good thing, you're certainly entitled to your opinion. I happen to disagree. The never-ending quest for balance should - again, in my opinion - take a back seat to the never-ending quest for expanded content, new power sets and costume options.

    For instance, I'd certainly enjoy underwater zones a whole lot more than finding out that my favorite character is going to have to change how he plays YET AGAIN...
  17. Wiggz

    Rad/Sonic trio

    Well, keep in mind that we'll eventually be dealing damage to foes of significantly higher level than us eventually, so its not as if they would go down with one shot from a defender. Using the same stretegy with a bunch of blasters probably wouldn't be as effective, but with every attack stackiong -Res, it makes sense to just burn through them one at a time.

    What I like about that tact is it lets one guy focus on targeting, while the other two pay more attention to heals, positioning, etc. activities that don't require a target, or debuffs that do but don't matter which (i.e. LR). If I'm doing the targeting, I worry about threat priotrity and anchors while my two compatriots keep an eye on heals, drop their LR's, make sure AM is up and CC is properly positioned to catch the most foes. I've found it to be a very effecient manner of attack.

    Again, on some super teams of blasters or scrappers, I'd probably reccomend a different strategy.

    What I love most about the potential of these guys is the different options available. Eventually Oppressive Gloom will offer a second PB AoE mez if holds are for some reason ineffective. Entire groups can be chain nuked after applying several Howls. Single Targets like GM's or AV's can be debuffed into oblivion. Lot of tools there even without using things like Screech, Siren's or Shockwave.

    One thing I was considering though, was having two of us get Screech and one of us get Shockwave, so that we can mez Bosses or pesky foes like Tsoo Sorcerers or Sky Engineers from a distance if we need to, or position spread-out foes into a corner before moving in on them... do you think that would be necessary/useful?
  18. Wiggz

    Rad/Sonic trio

    Quote:
    Originally Posted by DrMike2000 View Post
    I'd be running Choking Cloud and Hot Feet. No leadership toggles, and generally running EF during fights.
    Since I'd open every group with Flashfire, I didn't bother much with Radiation Infection.

    If you do run into End isues, you could probably drop Tactics, or even take it in turns one at a time. Triple RI is going to make it pretty easy enough to hit things.

    Are you planning to use three different anchors for RI?
    I'm not really sure. Everybody laying the same anchor and then targeting through a leader makes it pretty easy to avoid killing them so probably so. Choking Cloud will keep him from running off and we're not AoE or KB heavy so we shouldn't off him by mistake.

    If you had enough End to run Choking Cloud and Hot Feet I'm sure we will be fine. if we find ourselves wishing we had the after-death effects, we can always re-spec.

    Thansk for the advice and commentary. Exactly what I'm looking for.
  19. Quote:
    Originally Posted by Memphis_Bill View Post
    They *will not replace* those powers, whether YOU think the replacements would be "more viable" or not.

    They've tried it once. You'll notice how the APPs and PPPs now have five options instead of four? History lesson for you.

    Initially the devs were going to just flat out replace the "least taken" powers or "least popular" in those sets. That didn't make it two patches from when it was put into beta. Why? People *use* them. They wanted, for instance, to replace the Dom mace AOE attack with personal force field - something I'd find absolutely useless. Stalker snipes? While their activation time could be reduced, they're used for sets (and, yes, on occasion snipes.)

    The devs had a fast, massive and hard backlash against the replacements. They will *not* do that again. Thus - five options instead of four now. And the "cottage rule" some rail against so much - they will not flat out replace a power. Tweak it some? Sure. (Such as adding a small heal to EA's End drain.) Replace? No.

    They know better now. Your definition of "better" or "more viable" is not everyones.
    How many Fire tanks (or Brutes or anyone else) do you know who uses Temperature Protection? For sets, for fire resistance, for anything?

    I don't recall proposing 'my definition' of what might be viable or better. There are smarter people than me to figure that out.

    But a 2nd grader could improve on a power no one takes.
  20. Wiggz

    Rad/Sonic trio

    Quote:
    Originally Posted by DrMike2000 View Post
    I ran a Fire/Rad duo without Stamina,. relying on double AMs (and a few set bonuses) to keep me in Endurance.

    It worked really well most of the time. There were points in my cycle where Hasten and Am had run out and I'd start to run dry from the longer AM-free periods.

    So with three of you, you should be more than fine without Stamina. You'll have more Recharge due to the thrid AM, hence more uptime, and more recovery bonus when you do.
    Were you running leadership toggles and/or Choking Cloud?

    At the moment the way we're basically looking at dealing with most mobs is running Tactics, Assault and Choking Cloud all of the time, raising RI when we're in sight of a mob, and then running in to deal with them (to keep them more or less grouped and to stay within range of RA's). We target through a leader to stack all of our -Res sonic effects and just kill one bad guy at a time really, really fast.

    Something that's often overlooked IMO in this world of PUG's is that 10 bad guys half-dead are as big a threat as 10 bad guys fully alive, while 5 bad guys alive and 5 dead... aren't.
  21. Quote:
    Originally Posted by DrMike2000 View Post
    Sorry, my post was kind of unclear. The TA/A - Fire/Kin example was hypothetical. So yeah, it hasn't driven people away because its not that bad in reality.

    And yeah, I'm pretty sure about the 20% deviancy thing.
    My main is a Gravity Controller. I've played Energy Melee on a Tanker to 50. I've solo'd a Force Fielder on numerous occasions, so I've covered the lower end of the spectrum. I've even tried soloing a Sonic Resonance Defender.
    I also have a level 50 Sword and Shield Scrapper. No personal experience with Fire/Kinetics, but I've done Fire/Rad to 50. So I've covered a lot of the high end performers across different archetypes too.
    Overall I've got 16 level 50's, covering all archetypes with a focus on Controllers and Defenders, who get some of the more diverse power sets. I've played around with IOs a lot.

    In all this playtime I've never found a character who couldn't contribute to a typical PuG, or couldn't solo against +1s by their 20s. Some had their bad days against certain groups, some shone in other situations. But it's lead me to believe that the game is balanced to within 20% or so.

    In order to find orders of magnitude difference in performance, I have to resort to dual-boxed Empathy Defenders. THAT was overpowered, but deservedly so because of the poor solo performance.
    I suppose my point is - aren't we reasonably assured that after months of design and months of play-testing, when a set comes out it would be +/- %20 relative to other power sets in effectiveness? My earlier statement wasn't that we shouldn't have balance... its that endless trimming around the edges to make every diverse option as balanced as possible ultimately defeats the entire point of diversity to begin with. especially after the fact when players took a power set and spent hours of their time with the reasonable presumption that they were being handed something carefully made and already balanced.

    Quote:
    Originally Posted by Fulmens View Post
    Silverado:
    You don't want them to "concentrate on underperforming powers". You want to keep your overperforming ones.
    This is an assinine statement, so I'm going to assume its just a reflexive response and not the result of reading what I actually wrote. As I said before, I've been here since the beginning and only have a couple of 50's, with literally hundreds of characters from every AT on both sides leveled into the 30's... why? Not because I'm trying to 'keep my overperforming powers', but rather because I love the diversity this game offers - and its that diversity I'm trying to protect with my comments. I don't PVP and I almost never do TF's.

    I believe the dev's focus shouldn't be on 'underperforming powers', it should be on powers almost no one ever takes within their native sets (or on continuous new content). There are many that could be adjusted, not to make more or less powerful, but rather replaced with more viable options. And I'm not categorically for or against nerfs or buffs to any particular set or AT... just against constant and oftentimes needless tweaking when those efforts could certainly be better spent.

    I think its funny that the same few and very specific examples are mentioned over and over again as justification for this endless tinkering after the fact, which in fact proves my point. What about everyone else? Pretty much every single power set and every single AT has seen modifications, most multiple times... and out of all of those updates and changes that affected gameplay for pretty much everyone in the game, in some cases driving off frustrated players, its these very few examples that are pointed at.

    I can grant those, though I still think it should have been unnecessary in the first place - can you defend all of the many, many others?
  22. Quote:
    Originally Posted by New Dawn View Post
    I think the game should be about skill.
    Then why have more than a single power set for each AT?
  23. Wiggz

    Rad/Sonic trio

    Here's an alternative look taking Stamina. Keep in mind that we'll probably be using the 'Ninja Run' power rather than a true 'travel power', augmented by occaisional use of the jump pack, jet pack and anti-grav pack.

    I'm keeping Dark Embrace because it is a stepping stone to Soul Drain.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Defender
    Primary Power Set: Radiation Emission
    Secondary Power Set: Sonic Attack
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Teleportation
    Power Pool: Fitness
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Radiant Aura -- Heal(A), Heal(13), Heal(13), EndRdx(48), EndRdx(50)
    Level 1: Shriek -- Acc(A), Dmg(3), Dmg(11), Dmg(27), EndRdx(29)
    Level 2: Scream -- Acc(A), Dmg(3), Dmg(11), Dmg(27), EndRdx(29)
    Level 4: Accelerate Metabolism -- RechRdx(A), RechRdx(5), RechRdx(5), EndMod(15), EndMod(15), EndMod(40)
    Level 6: Hasten -- RechRdx(A), RechRdx(7), RechRdx(7)
    Level 8: Howl -- Acc(A), Dmg(9), Dmg(9), Dmg(34), Range(34), Range(34)
    Level 10: Radiation Infection -- EndRdx(A), ToHitDeb(25), ToHitDeb(25), EndRdx(46), DefDeb(46), DefDeb(46)
    Level 12: Enervating Field -- EndRdx(A), EndRdx(36)
    Level 14: Assault -- EndRdx(A), EndRdx(37)
    Level 16: Shout -- Acc(A), Dmg(17), Dmg(17), Dmg(31), EndRdx(31), RechRdx(31)
    Level 18: Choking Cloud -- EndRdx(A), EndRdx(19), Hold(19), Hold(23), Hold(23)
    Level 20: Tactics -- EndRdx(A), ToHit(21), ToHit(21), ToHit(37), EndRdx(37)
    Level 22: Recall Friend -- IntRdx(A)
    Level 24: Swift -- Run(A)
    Level 26: Hurdle -- Jump(A)
    Level 28: Stamina -- EndMod(A), EndMod(43), EndMod(43), Empty(43)
    Level 30: Amplify -- RechRdx(A), RechRdx(40)
    Level 32: EM Pulse -- Acc(A), Hold(33), Hold(33), RechRdx(33)
    Level 35: Lingering Radiation -- Acc(A), RechRdx(36), RechRdx(36)
    Level 38: Dreadful Wail -- RechRdx(A), Dmg(39), Dmg(39), Dmg(39), RechRdx(40)
    Level 41: Oppressive Gloom -- Acc(A), Dsrnt(42), Dsrnt(42), Dsrnt(42)
    Level 44: Dark Embrace -- EndRdx(A), ResDam(45), ResDam(45), ResDam(45)
    Level 47: Soul Drain -- Acc(A), RechRdx(48), RechRdx(48)
    Level 49: Teleport -- Range(A), Range(50), Range(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 6: Ninja Run



    As always - thoughts?
  24. Wiggz

    Rad/Sonic trio

    Quote:
    Originally Posted by Psylenz View Post
    It would take a better number cruncher than me to figure out if you need stamina or not, but I think you should have 2/3 accelerated metabolisms active at one time. Eventually with IO -recharge I am sure you can get perma-AM for all three. (Base 422 recharge, 120 second duration.)

    I would probably keep mutation, but I am not sure how much dying your trio will do with 3 RI's running. I think 3 choking clouds at once would be extremely powerful, but I am not sure you could support that without stamina. It would definitely need heavier end redux slotting than usual. I like the triple leaderships you are taking. What I wondered is if you took triple manuvers for defense on top of all the to-hit debuffing for another layer of security.
    I wouldn't mind the help of a couple of number crunchers as well. Figure each character starts off popping Hasten and their AM, so that we have +160% recharge on top of 98% recharge from the slotting itself. I'd be suprised if that weren't enough to make them both perma from the start. Three AM's add an additional +175% or so endurance recovery, as opposed to Stamina which offers less than +50% once full slotted. Admittedly not an inconsequential amount and probably a nice buffer against the loss of AM's for whatever reason. It might be a play-and-see issue to determine whether or not we die often enough against high-level foes to warrant 3 powers and 3 additional slots to take advantage of it, or if we have enough endurance to keep our various toggles runnign without concern.

    The only place I can see adding Manuevers (which I'm still considering) is in place of Dark Embrace, which begs the question is 15% defense (give or take) more or less advantageous than 40% resistance to s/l, considering all of the -To Hit going on. I suppose initial alphas are our biggest danger while the RI's are getting dropped, and in that vein I suspect the resistance might be the greater benefit, slowing big hits enough for a couple of Radiant Aura's to catch us back up.

    If anyone knows, what are the effects of the Achilles Heel proc in a toggle power like RI? Three of those going might add a nice touch to all of the -Res we'd have flying around already.
  25. Me and two friends are going to try to do that - as much content as humanly possibly - with three characters blueside: Hear No Evil. Speak No Evil and See No Evil. All are Rad/Sonic Defenders.