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Everything posted by Carnifax
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FR does Knockdown anyway so all that flopping may just be that (it most likely is). Rains (and auras, which a rain kind of is) check for procs once every 10 seconds, crucially on the basis of 10 seconds recharge. Couple that with the large AOE of FR and the proc rate isn't great. It's not that it's a DoT really, it's the fact that most "rains" are an invisible pet with an AOE aura and this is how PPM procs work with them (also why aura powers themselves like Hotfeet aren't a great place for them either) I usually would go with just maxxing out recharge and maybe slotting an Achilles Heel (because even the chance of a bit more -resist is probably a good thing).
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"Toxic" Community?.. My thoughts, feel free to add your own!
Carnifax replied to PseudoCool's topic in General Discussion
This. I've not ignored anyone, other than one poor guy who used to spam LFG for hours looking for a Farm (I mean hours, he could have made loads of levels just playing. Or designing his own alt-account Spines/Fire or whatever he'd just spam LFG every 3 mins for 2 hours). As for Khelds I've seen that "No Khelds" on Everlasting TFs, but never quite understood why. I mean my triform Warshade is fiddly to play but once I'm in the flow it's essentially a floaty thing with plenty of AOE and 85% resists across the board. Not great with AVs so maybe that's it? (Warshades should have some way to drop something which counts as a target and a corpse). -
Taunts basic duration is 40 seconds or so. But Taunt as a power only hits 5 enemies. Punchevoke is probably what you are thinking of, which does last 6 seconds. Also your points here aren't quite right. Damage won't make a difference, otherwise Blasters would be constantly pulling aggro off you. The enemy doesn't care about LoS if they are taunted they should follow you anyway. What will "break" taunt. 1. It wearing off, especially in the case of "Punchvoke" cos its only ~6 seconds. So if you don't have an aggro aura (or something is outside of it) and aren't spamming AoEs is very possible for them "escape". 2. You have gone over the aggro cap <---- This is probably the important one in an MSR. 3. The target is dead.
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My Ice/Fire has a decent chunk of AoE. Build is here
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Im just finishing my Ice/Fire blapper and theyre great fun. S/l softcap with macros to turn Ice Storm & Blizzard into PBAoEs. So its "run in, pbaoe DoTs everywhere then nice quick animating attacks for anything else".
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It definitely wasn't that when I chose it randomly when faced with a "enter your character name" screen all those years ago, honest 😈 Actually it turned out that my subconscious must have merged this and a rather obscure character from Sandman #8, Worlds End. Neither source was deliberate but I bet thats where my brain got it from.
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This is how I feel on my Time/Sonic defender. It's hard to see but I know the team has lots of extra defense, lots of recharge and anything they hit is taking lots more damage thanks to my -resist stacking. And I don't feel bad about being a bit blasty because I know I don't need to nursemaid.
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Excellent guide, both to early permadom and just where to get recharge bonuses "cheaply". And like you said quite a few of these sets carry on into endgame builds even if youre going full on Purpled out crazy build (which I never do, I love using sets like these in my endgame builds)
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Being able to one-shot most of a spawn every 35 seconds is pretty useful (Tidal fuelled Geyser with Upshot and the build up proc). Tac Arrow also comes with a nice chunk of aoe control to go with your other 3 aoes for the rest of the time. There are some adjustments due for EMP arrow, its recharge is very quick compared to controllers. As is its among the best AoE controls going. So be aware of that. Im in agreement with the "why not both". Dark/Water will be excellent too.
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Tactical Arrow and Temporal are the two hover blasters I have (Dark /TA as a ranged Blastroller and Water/Temporal as a ranged AoE blast machine). On the Temporal I skipped all the melee attacks but took the PbAoe, mostly as an Oblit mule. I use it rarely if something gets close. The big pluses of Temporal is the Absorb shield (amazing coupled with softcap and a heal in the primary) and the extra Recharge it brings. Ive heard Plant bandied around too but never tried it.
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Could it be the 20% chance for knockdown hitting some and thus taking the overall KB over 0.67, even with a 90% reduction?
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As a concept on Live I had the idea and costume for a crime fighting sea urchin. Issue was getting the sets right. Originally started out as an Ice/Thorns domi with recoloured ice powers. It both didnt quite fit and was horribly squishy. So he lingered as a 20-something for ages. On Homecoming I still had the cossie file so I rerolled him as a Plant/Thorns. That time he made it mid teens. Finally one day while doing my "One of every AT to 50" thing I'd gotten to Tank and realized that Bio/Spines fitted the concept (in fact the ugliness of Bio was ideal) so he was rerolled to that and was immense fun all the way to 50 and incarnated. So mid teens / 20s usually for me but the concept never dies. I'm in a similiar boat with a Sentinel at the moment. Have a nice costume but just not enjoying it. Feels like Defender level damage coupled with a secondary I dont really need most of the time, and when I do need it it's not good enough to deal with sustained incoming aggro. So they are languishing mid20s too.
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As for building you need to decide what you are chasing. On Blasters Smashing / Lethal and Ranged defense tends to be the best option with Recharge. Your friends here are (disregarding Winters sets because they're 30 million each. Urrgh). Thunderstrikes in single ranged attacks give good chunks of ranged defense. Ditto the new Artillery sets in Targetted AOEs. You kind of have to decide if you want the Recharge from Posi's here or the ranged defense from Artillery. (using a combination of Thunderstrikes and Artillery my Water/Time ranged blaster easily got to Ranged & NRG cap) Your ATOs have decent bonuses even if they are 8-10 million each so they're worthwhile. Oblit in PBAOEs is good. It's a big chunk of melee, some Smashing/Lethal defense and a good recharge bonus for 6 of them. (my /Fire blaster uses lots of these) Kinetic Combat in melee attacks gives a decent Smash/Lethal bonus for 4. You'll need a 5th slot with some Acc/Dam frankenslotted in to compensate for the low level they come in. 6 Gaussians in Build Up gives you a bit of defense to nearly everything. More importantly it'll give you a 10 second 100% damage boost and thanks to the proc 5 seconds of another 80%. So Build Up > AoE chain becomes extra lethal. Against bosses Build-Up > Single Target chain will melt them. I usually also take Aim but that'd up to you (Tactics or Aim is up to you). Your single target immob will take Thunderstrike OR Enfeebled Operation. Thunderstrike if you need the damage, Enfeebled Operation if you want it more as a mule for the Smashing/Lethal defense. Bearing this in mind here's probably what I'd do here. 4 slotting boxing is a bit meh but it's early and I haven't had coffee yet. But this is reasonably cheap (no Winters or Purples) and caps a lot of things defensively. Dropped Bitter Freeze Ray cos it's crap (too slow animation-wise for the damage it does. Freeze Ray is amazing though) *Edit : You don't have Hasten. Normally I'd take Hasten with 2 50+5 Recharge IOs in it, you may want to shuffle things slightly and drop something for it. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Freezer Geezer: Level 50 Mutation Blaster Primary Power Set: Ice Blast Secondary Power Set: Ice Manipulation Power Pool: Leaping Power Pool: Leadership Power Pool: Fighting Power Pool: Concealment Ancillary Pool: Cold Mastery Hero Profile: Level 1: Ice Bolt -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(5), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(40) Level 1: Chilblain -- Thn-Acc/Dmg(A), Thn-Dmg/Rchg(7), Thn-Acc/Dmg/Rchg(7), Dcm-Acc/Dmg(46) Level 2: Ice Blast -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(9), Thn-Dmg/Rchg(9), Thn-Acc/Dmg/Rchg(11), Thn-Acc/Dmg/EndRdx(11), Thn-Dmg/EndRdx/Rchg(40) Level 4: Frost Breath -- Artl-Acc/Dam(A), Artl-Dam/End(13), Artl-Dam/Rech(13), Artl-Acc/Dam/Rech(15), Artl-Acc/Rech/Rng(15), Artl-End/Rech/Rng(43) Level 6: Ice Sword -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(17), KntCmb-Dmg/Rchg(17), KntCmb-Dmg/EndRdx/Rchg(19), TchofDth-Acc/Dmg(48) Level 8: Freeze Ray -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(19), SprBlsWrt-Acc/Dmg/Rchg(21), SprBlsWrt-Acc/Dmg/EndRdx(21), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(23), SprBlsWrt-Rchg/Dmg%(43) Level 10: Frigid Protection -- PrfShf-End%(A), PrfShf-EndMod(23), EndMod-I(25) Level 12: Super Jump -- BlsoftheZ-ResKB(A) Level 14: Ice Storm -- Artl-Acc/Dam(A), Artl-Dam/End(25), Artl-Dam/Rech(27), Artl-Acc/Dam/Rech(27), Artl-Acc/Rech/Rng(29), Artl-End/Rech/Rng(29) Level 16: Combat Jumping -- LucoftheG-Def/Rchg+(A), Krm-ResKB(46) Level 18: Bitter Ice Blast -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(31), SprDfnBrr-Acc/Dmg/Rchg(31), SprDfnBrr-Acc/Dmg/EndRdx(31), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(34), SprDfnBrr-Rchg/+Status Protect(43) Level 20: Maneuvers -- LucoftheG-Def/EndRdx/Rchg(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def/Rchg+(40) Level 22: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(45), KntCmb-Dmg/Rchg(46), KntCmb-Dmg/EndRdx/Rchg(48) Level 24: Ice Patch -- RechRdx-I(A) Level 26: Build Up -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(36), GssSynFr--ToHit/Rchg/EndRdx(36), GssSynFr--Rchg/EndRdx(37), GssSynFr--ToHit/EndRdx(37), GssSynFr--Build%(48) Level 28: Tactics -- GssSynFr--ToHit/EndRdx(A) Level 30: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(37), StdPrt-ResKB(39) Level 32: Blizzard -- Artl-Acc/Dam(A), Artl-Dam/End(33), Artl-Dam/Rech(33), Artl-Acc/Dam/Rech(33), Artl-Acc/Rech/Rng(34), Artl-End/Rech/Rng(34) Level 35: Snow Storm -- RechRdx-I(A) Level 38: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39), DefBuff-I(39) Level 41: Frozen Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42), ShlWal-ResDam/Re TP(42), DefBuff-I(42) Level 44: Hoarfrost -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal/Rchg(45), NmnCnv-Heal/EndRdx/Rchg(45), NmnCnv-Heal(50), NmnCnv-EndRdx/Rchg(50), NmnCnv-Regen/Rcvry+(50) Level 47: Stealth -- LucoftheG-Def/Rchg+(A) Level 49: Hibernate -- Prv-Heal/Rchg/EndRdx(A) Level 1: Brawl -- PlvFst-Acc/Dmg/EndRdx/Rchg(A) Level 1: Defiance Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Run-I(A) Level 2: Rest -- RechRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Heal(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A) ------------
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2nd Easiest way to convert Merits to Cash : Use the Merits to buy Converters. /ah and put an order in for lots of level 31 yellow Travel sets and the ingredients needed to make them. They're usually around 50k a go plus 5-7k for the ingredients. Maybe less. Once you have 30 or 40 get them and craft them (may take a couple of days to fill/ buy that number of them) Start at the end of your list of Crafted Enhancements and open the Convert window First do a Convert to another of the same Type (if it's a Run Speed one convert to another run speed). It's most likely now a Rare Now play the Rare conversion game. Keep converting to another Rare until you get something worthwhile. Once I get something which sells for > 1.5 million lob it onto the market and move on You'll learn what's good and other tricks (like if you get a Defense set you can roll to another Defense a few times until you get a Luck of the Gambler. Then reroll that within the LOTG set until you get A Defense/Global Recharge, a Defense or a Def/End). 1st easiest way : Buy Converters from the Merits. Sell all the Converters on the market, in batches, for about 68,000 profit a pop (75k - 7k market fees) This is much quicker but much less lucrative. If using the crafting method sell everything. Then use the funds to buy Attuned versions of the sets from the AH. The prices are the same on the market so sell because the market "shares" the supply between Crafted and Attuned for normal IOs. So using this method you're selling Crafted and buying Attuned which level with you for no real cost bar some marketing fees. "pure" procs are the only real exception here, there's no real difference between the crafted and attuned versions.
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2 weeks on, no replies but I have to say I'm loving this combination overall. Hit 40 now and things I've learned : PBAOE Blasters are immense fun. Combustion is poop. Animation is so slow it's not worth it considering it takes 7 seconds to deploy that damage too) Ring of Fire isn't a terrible attack so moving the Combustion slots there makes sense. There may be better places for it to go though. Burn on the other hand is wonderful. Damage is an initial burst followed by the DoT with a nice quick recharge. Scatter is a thing but that's what Ice Storm and Hotfeet are for. Ice's single-target chain is great. Especially if you do it with Aim/Build-up. Paragon Protectors were being melted last night on a Manti. As such not sure if I'll need Web Grenade from Mace. But the bonuses are decent enough that'll probably stick with it for the moment. (Nothing to do with Ice/Fire blasters but) if the Devs wanted to fix Judgement in order to balance it a bit more they could always move the bulk of the damage into DoT and increase recharge. The following macros are great for casting Ice Storm & Blizzard as PBAOEs. They live on Bar 1. The powers themselves right above them on Bar 2 and finally the "on my current target" versions live on bar 3 (for when we don't have a Tank or I don't want to run straight in because the enemies are scary). /macro IS "powexec_location self Ice Storm" /macro BL "powexec_location self Blizzard" /macro IT "powexec_location target Ice Storm" /macro BT "powexec_location target Blizzard" So here's my current revised build based on all of this. Thanks to the p2w vendors Survival Boost I'm at softcap for Smashing, Lethal and NRG at 40. Last few sets will remove the need for that (but it'll still be nice to edge Melee and Ranged to ~40% too). Rune of Protection would be a nice thing to have. Not looking forward to meeting Malta and their Stun Grenades. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Thermodynamic Flux: Level 50 Technology Blaster Primary Power Set: Ice Blast Secondary Power Set: Fire Manipulation Power Pool: Leadership Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Ancillary Pool: Mace Mastery Hero Profile: Level 1: Ice Blast -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7) Level 1: Ring of Fire -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(23), Thn-Dmg/Rchg(23), Thn-Acc/Dmg/Rchg(25), Thn-Acc/Dmg/EndRdx(25), Thn-Dmg/EndRdx/Rchg(48) Level 2: Fire Sword -- KntCmb-Dmg/EndRdx(A), KntCmb-Acc/Dmg(17), KntCmb-Dmg/Rchg(17), KntCmb-Dmg/EndRdx/Rchg(19), TchofDth-Acc/Dmg(19) Level 4: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48) Level 6: Super Jump -- BlsoftheZ-ResKB(A) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 10: Fire Sword Circle -- Obl-Dmg/Rchg(A), Obl-Acc/Rchg(13), Obl-Dmg(13), Obl-Acc/Dmg/Rchg(15), Obl-Acc/Dmg/EndRdx/Rchg(15), Obl-%Dam(21) Level 12: Ice Storm -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(34), PstBls-Dmg/Rchg(36), PstBls-Dmg/Rng(40), PstBls-Acc/Dmg/EndRdx(40) Level 14: Freeze Ray -- Thn-Acc/Dmg(A), Thn-Dmg/Rchg(7), Thn-Acc/Dmg/EndRdx(9), Thn-Dmg/EndRdx(33), Thn-Acc/Dmg/Rchg(33), Thn-Dmg/EndRdx/Rchg(42) Level 16: Build Up -- RechRdx-I(A) Level 18: Bitter Ice Blast -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx/Rchg(11), Thn-Dmg/EndRdx(21), Thn-Dmg/Rchg(34), Thn-Acc/Dmg/Rchg(36), Thn-Acc/Dmg/EndRdx(36) Level 20: Cauterizing Aura -- Heal-I(A), EndMod-I(45), EndMod-I(46) Level 22: Boxing -- Empty(A) Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(39) Level 26: Aim -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(27), GssSynFr--ToHit/Rchg/EndRdx(27), GssSynFr--Rchg/EndRdx(29), GssSynFr--ToHit/EndRdx(29), GssSynFr--Build%(33) Level 28: Consume -- PrfShf-EndMod/Rchg(A), EffAdp-EndMod/Rchg(45) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31) Level 32: Blizzard -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(40), SprBlsWrt-Acc/Dmg/Rchg(43), SprBlsWrt-Acc/Dmg/EndRdx(43), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(43), SprBlsWrt-Rchg/Dmg%(46) Level 35: Burn -- Obl-Dmg(A), Obl-Acc/Rchg(37), Obl-Dmg/Rchg(37), Obl-Acc/Dmg/Rchg(37), Obl-%Dam(34), Obl-Acc/Dmg/EndRdx/Rchg(39) Level 38: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39), LucoftheG-Def/EndRdx(42) Level 41: Hot Feet -- Obl-Dmg(A), Obl-Acc/Rchg(42), Obl-Dmg/Rchg(46), Obl-Acc/Dmg/Rchg(50), Obl-Acc/Dmg/EndRdx/Rchg(50), Obl-%Dam(50) Level 44: Web Envelope -- EnfOpr-Acc/Rchg(A), EnfOpr-EndRdx/Immob(11), EnfOpr-Immob/Rng(31), EnfOpr-Acc/Immob/Rchg(31), EnfOpr-Acc/EndRdx(45), EnfOpr-Acc/Immob(48) Level 47: Hasten -- RechRdx-I(A), RechRdx-I(9) Level 49: Tactics -- ToHit(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Agility Core Paragon ------------
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Personally I'd be 6 slotting Tidal Forces with the full Gaussian set as oppose to Tactics. That way you've got Tidal Forces *with Build Up* > Geyser always available as oppose to Tidal > Geyser with the RNG deciding if you've got the Gaussian build up available from Tactics or not. I'd take Tidal mid-20s and leave Aim til the 40s. I love my amped up Geyser as an opener. As Darkir says Dark epic gives you PB which frees up *a lot* of Defensive powers and slotting, but if you don't want it you don't want it.
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God I hate this darned thing so much. Would really like to see it made Incarnate content only.
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Ooooooooh. This is interesting for my Stalker. Cos he totally needs moar single target damage
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Yup, that's what I thought too. Nowadays Performance Shifter is flagged only to affect Friendly targets so it will buff allies if it can. Pretty sure that "Friendly only" flag wasn't already there so for a while back on Live you had a weird situation where you could give your enemies End back if it was in a Blast. In addition on the ToHit / Snipe thing, as above ToHit no longer affects Snipe damage. When things were moved to giving everyone "In combat" fast snipes it was removed. ^ Me am wrong! This game is complicated sometimes 🙂
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Actually is this even true? Gaussians is specifically flagged to affect Self (the caster). Different Procs have different target flags attached to them. So for the Performance Shifter? I seem to remember one of these in Elec attacks actually having the chance to give enemies back some Endurance back on Live.
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I'm the opposite. Because -Resist adds as a multiplier to my damage buffs I'd never drop Gaussianed Amplify from my Time/Sonic for maxxed out Wailing on -resist debuffed spawns. It's a one-slot power I take at 47 but it makes a big difference to my nuke (which, because I'm Time is getting fired off every 37 seconds).
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It's one reason people take the Epic holds loaded up with procs a lot of the time, especially on lower damage ATs. Those holds have slow base recharge (32 seconds usually) so loading them with 2.5 and 3 ppm damage procs means they go off 90% of the time anyway. My Mace/Rad Brute does similar with Ground Zero to give me a proc-fuelled mini-nuke (with a 32 target cap). Global recharge + Hasten takes care of recharging the bugger and Fury is fuelling the damage as well so my slotting is 1 Acc and 5 procs So for any low base damage AT with longer recharging powers they can be useful. Apparently this is being looked at (pre-PPM it was auras which were proc monsters, now it tends to be these slower recharging direct powers).
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Maybe 66-70%. The recharge "normally" is 90 seconds. So even if you drop that with 70% recharge it's still 52.something seconds. So a 1 PPM proc at that should be proccing 88% of the time as far as I understand it. Since the Proc cap is 90% anyway you aren't losing anything. ((90 / 1.70) / 60 * 1 * 100) where 1.70 is your total slotted recharge (100% + 70% as a decimal), 1 is the PPM and 100 is just to convert it back to a percent. (I didn't include Cast Time cos I'm not Bopper 🙂 )
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Assuming you have aim slotted for 75% recharge at most then the Proc chance is maxxed out at 90%. So yes, pretty much as "all the time" as you can. Additional slotted recharge over that would cause it to start dropping.
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I went and checked my Blasters. My Water/Temporal they get weird versions of Aim / Build-up which you really want (Waters Tidal Forces as the pseudo-Aim is especially important). So no question of taking Tactics here, Tidal is way more useful. My Dark / TA I took aim as my level 49 power (with Stealth at 47). So they could go the Tactics route instead. The Gaussians is in Upshot anyway. I dunno here, could go either way. I do like the Uber-Blackstar nukes though. My Ice / Fire I'm not sure what I was doing since I slotted the Gaussians set into Aim rather than Build Up. I was also taking Maneuvers anyway so here you could be right. Tactics may give me a more consistent experience over Aim.