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Everything posted by Frozen Burn
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Dark Astoria Hospital Sign/Name Mismatch
Frozen Burn replied to Derek Icelord's topic in Bug Reports
Heh! The words were so close to the skyline I didn't notice them. True. The 2nd pic is incongruent and should be consistent. But the first pic, there is no issue. -
Archery/Ice Blaster - am I missing something obvious?
Frozen Burn replied to Linarra's topic in Blaster
THIS! ^^^ I 2nd this whole-heartedly. Intuition Radial can be more useful to a lot of blasters over Musculature. I have it on my Ice/Fire/Fire and many others. -
AE: How to get Max XP from your custom mobs?
Frozen Burn replied to OldTimeRocker's topic in General Discussion
Hi. Yes, critters having a ranged attack required for full XP is for the very reason that you are not wanting it - mobs will just rush into your PBAOEs for easy kills. Devs are against that, hence the the requirement if you want full XP. Just putting in one ranged attack is good enough and typically, mobs will still close in on you after they use that ranged attack. As for drop rates, the wiki says this: For recipes: Minion = 2.666667% Lieutenant/Sniper = 5.333333% Boss/Elite Boss = 7.999999% Archvillain = either 100% or 0%, depending on the AV For Invention Salvage: Minion = 8% Lieutenant/Sniper = 10.64% Boss/Elite Boss = 25% Archvillain = either never or 43.22%, depending on the AV There seems to be no Min/Lt/Boss level drop rate info for anything else, except Incarnate shards which are assumed (by testing and not by stated Dev facts): Min = 1 in 1000, LTs = 1 in 150, Bosses = 1 in 50. So, you do get higher drop rates for bosses. Whether it's worth it to you or not to add them into your group is up to you and haw fast you want to go, and how fast you can kill them. -
Dark Astoria Hospital Sign/Name Mismatch
Frozen Burn replied to Derek Icelord's topic in Bug Reports
I don't see this as a bug. Most hospitals are NOT named after the neighborhood. I have a St. Luke's Hospital near me and no town, city, or neighborhood are named "St. Luke's." These names could just be the name of the company that owns/runs them. -
You should update to the latest vidiotmaps version that shows the added tunnels, lab, and badge location....
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Mighty Leap and Super Jump - and other travel powers that have Jump Height increased are suppressed by combat. Combat Jumping, however, is not suppressed - it is meant to still give the extra Jump Height during combat, which part of what makes it so great.
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Need suggestions about Fire/ secondaries, help w/ already having Fire/Ice
Frozen Burn replied to R jobbus's topic in Blaster
You will have plenty of endurance if you keep Frigid Protection, Health and Stamina slotted that way. Blasters are pretty easy to get all the endurance you want with the their "sustain" powers (Frigid Protection in this case). You can keep all those toggles on, but if you do find you're running low, you can toggle off fly and still perform as easily and without impacting your defenses (like you would if you toggled something else off). -
Need suggestions about Fire/ secondaries, help w/ already having Fire/Ice
Frozen Burn replied to R jobbus's topic in Blaster
You can certainly swap those out to hover/fly. 🙂 I didn't know your travel preferences and only threw those in there as a guess. And you can slot them the same. And, if you're hover blasting, you really don't need ice slick. You could swap that out for Evasive Maneuvers and slot another LotG +global Rech and pick up a little more defense and rech. Definitely feel free to move things around and slot differently, if you want. This was just a suggestion of something you could do. There are many different ways to build this. But try to focus on ranged defense - that will protect you from most things, including being mezzed. -
No, thank you. These abilities DO provide challenge - challenge in stopping the mob BEFORE they do it. Otherwise, it's just a another standard boring run through an enemy group. It's these challenges that make this game great. And the PP can be hit through MOG with enough To-Hit... so use your Build Up, Aim, Tactics, and yellows. If you still can't, then move on to the next group and bring it with you. It wears off in 2 mins and they PP falls easily in the AOEs. If you have 2 holds or 2 stuns, or a Dom with Domination up, it is quite easy to mez them to prevent them from MOG'ing.
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Hi and welcome to Blasting! The Ancillary Pools for Blasters are more for a shield and utility powers to help with survivability. Typically, I think most will at least take the armor from the set. Many like the Scorpion Shield from Mace Mastery. Frozen Armor is good, along with Hoarfrost and Hibernate - those are perfect for your toon. All the others are actually quite good too and have handy powers in them to help you survive, and provide additional opportunities for set bonuses. Resistance armors can be useful as well, especially when you layer defense from other powers and set bonuses on top. But if you don't like any of the epic pools, don't take one! Maybe take another regular pool or two instead.
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Hi and Welcome! Energy / Martial is one of my most Favorite combos. It's also one of my sturdiest Blasters. I blap with this build - not joust, but stand in melee and utilize the KB and other tricks up my sleeve for survivability while dishing out the pain. Here is my build.... Victorious Star - Blaster (Energy Blast - Martial Combat).mbd
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Remove NoPhase Entirely, or from Hibernate
Frozen Burn replied to AbathurPendris's topic in Suggestions & Feedback
1. Emp defenders still pull their weight on a team even if healing is not needed - they are still buffing and using their attack set. So, they are still engaged and earning their rewards like anyone else on the team. 2. Don't tell me what I think - you apparently do not know. I DO NOT think a near-perma Hibernate person is a god. I ALSO think they would be a useless slug. They are are reaping benefits and not risking anything. And that is why I have a problem with no lockout period for the power. 3. Sure, perhaps most do not use Hibernate that much, but apparently some do as the OP is about clicking the power again within that 2 min window and not being able to - and wanting a count down for the seconds to hit it again. And others, like you, are advocating for eliminating the NoPhase altogether (which is fine), but not suggesting an alternative, and also advocating for allowing perma Hibernation (which is not fine, imo). 4. Regarding being "unkillable" - I've seen "unkillable" melee types die in normal content too outside of hard modes. But still, even if not - they are attacking, engaging in the fight, and contributing. A perma-Hibernated toon is not even doing that. They are as you said, again, "a 0 DPS useless slug." And I see no reason the game should allow or encourage that type of behavior. And I am surprised that you, as someone who views them as a "useless slug," would advocate for perma-hibernation. But you are allowed to have your opinion like I am mine. -
Need suggestions about Fire/ secondaries, help w/ already having Fire/Ice
Frozen Burn replied to R jobbus's topic in Blaster
Hi. No worries. Mids is a wonderful thing and just takes some practice getting used to it and all the features. 🙂 Without being able to see the specifics in your build, there's only so much any of us can help with. But I took what you described and started making a build of my own. I don't know what other pools you took other than Fighting and Fire Mastery. I guessed at a travel power - Superspeed. I figured anyone with an ice patch would be zooming / skating along the ground to drop an ice patch. 😄 But below is a build I threw together with some of the slotting that I would do with the powers I'm guessing you have. I did not build for trying to get perma Hasten. I don't think this is needed on a Blaster (or any toon, really). Building for survivability is more important, imo. So, I went more for Ranged Defense, in this case. Not taking Ice Sword, Frozen Aura, and Freezing Touch are missed opportunities for both set bonuses and Damage/Utility. Frozen Aura is not just a sleep power, but it a great PBAOE damage power. Ice Sword is very useful for those mobs that like to rush you can be a great finishing move. Freezing Touch is a good way to take a pesky LT out of the fight, and the Superior Entomb set is great for more ranged defense. (Normally, I'd also take Char from your epic pool to stack with it for holding bosses, but I didn't put it in this build. But something to think about.) I hope this helps give you somewhat of an idea of things you can do. You could go further in any direction with a build. But again, as long as you like playing it - that's all that matters. Hero Blaster Build plan made with Mids' Reborn v3.7.4 rev. 9 ────────────────────────────── Primary powerset: Fire BlastSecondary powerset: Ice ManipulationPool powerset (#1): SpeedPool powerset (#2): LeapingPool powerset (#3): FightingPool powerset (#4): LeadershipEpic powerset: Fire Mastery ────────────────────────────── Powers taken: Level 1: Fire Blast A: Thunderstrike: Accuracy/Damage5: Thunderstrike: Damage/Endurance5: Thunderstrike: Damage/Recharge13: Thunderstrike: Accuracy/Damage/Recharge43: Thunderstrike: Accuracy/Damage/Endurance48: Thunderstrike: Damage/Endurance/Recharge Level 1: Chilblain A: Thunderstrike: Accuracy/Damage7: Thunderstrike: Damage/Endurance7: Thunderstrike: Damage/Recharge15: Thunderstrike: Accuracy/Damage/Recharge43: Thunderstrike: Accuracy/Damage/Endurance48: Thunderstrike: Damage/Endurance/Recharge Level 2: Fire Ball A: Ragnarok: Recharge/Accuracy3: Ragnarok: Damage/Recharge/Accuracy3: Ragnarok: Damage/Endurance13: Ragnarok: Damage15: Ragnarok: Chance for Knockdown Level 4: Super Speed A: Blessing of the Zephyr: Knockback Reduction (4 points)46: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range/Endurance Level 6: Rain of Fire A: Annihilation: Chance for Res Debuff Level 8: Ice Sword A: Superior Blistering Cold: Accuracy/Damage9: Superior Blistering Cold: Damage/Endurance9: Superior Blistering Cold: Accuracy/Damage/Endurance17: Superior Blistering Cold: Accuracy/Damage/Recharge17: Superior Blistering Cold: Recharge/Chance for Hold Level 10: Frigid Protection A: Performance Shifter: EndMod11: Performance Shifter: EndMod/Accuracy11: Performance Shifter: EndMod/Recharge Level 12: Aim A: Gaussian's Synchronized Fire-Control: Chance for Build Up Level 14: Combat Jumping A: Luck of the Gambler: Defense/Increased Global Recharge Speed40: Reactive Defenses: Scaling Resist Damage Level 16: Build Up A: Invention: Recharge Reduction Level 18: Blaze A: Superior Defiant Barrage: Accuracy/Damage19: Superior Defiant Barrage: Damage/RechargeTime19: Superior Defiant Barrage: Accuracy/Damage/RechargeTime21: Superior Defiant Barrage: Accuracy/Damage/Endurance21: Superior Defiant Barrage: Accuracy/Damage/Endurance/RechargeTime48: Superior Defiant Barrage: RechargeTime/+Status Level 20: Ice Patch A: Invention: Recharge Reduction Level 22: Blazing Bolt A: Superior Winter's Bite: Accuracy/Damage23: Superior Winter's Bite: Damage/RechargeTime23: Superior Winter's Bite: Accuracy/Damage/Endurance25: Superior Winter's Bite: Accuracy/Damage/Recharge37: Superior Winter's Bite: Damage/Endurance/Accuracy/RechargeTime46: Superior Winter's Bite: Recharge/Chance for -Speed & -Recharge Level 24: Hasten A: Invention: Recharge Reduction25: Invention: Recharge Reduction Level 26: Inferno A: Superior Blaster's Wrath: Accuracy/Damage27: Superior Blaster's Wrath: Damage/Recharge27: Superior Blaster's Wrath: Accuracy/Damage/Recharge31: Superior Blaster's Wrath: Accuracy/Damage/Endurance31: Superior Blaster's Wrath: Accuracy/Damage/Endurance/Recharge31: Superior Blaster's Wrath: Recharge/Chance for Fire Damage Level 28: Freezing Touch A: Superior Entomb: Accuracy/Hold29: Superior Entomb: Hold/Recharge29: Superior Entomb: Accuracy/Hold/Endurance/Recharge34: Superior Entomb: Accuracy/Hold/Endurance34: Superior Entomb: Recharge/Chance for +Absorb Level 30: Frozen Aura A: Superior Avalanche: Accuracy/Damage33: Superior Avalanche: Damage/Endurance33: Superior Avalanche: Accuracy/Damage/Endurance33: Superior Avalanche: Accuracy/Damage/Recharge34: Superior Avalanche: Accuracy/Damage/Endurance/Recharge46: Superior Avalanche: Recharge/Chance for Knockdown Level 32: Boxing A: Invention: Accuracy Level 35: Tough A: Unbreakable Guard: Resistance36: Unbreakable Guard: Resistance/Endurance/RechargeTime36: Unbreakable Guard: Resistance/Endurance36: Unbreakable Guard: +Max HP37: Steadfast Protection: Resistance/+Def 3%37: Gladiator's Armor: TP Protection +3% Def (All) Level 38: Weave A: Shield Wall: Defense/Endurance39: Shield Wall: Defense39: Shield Wall: Defense/Endurance/Recharge39: Shield Wall: +Res (Teleportation), +5% Res (All)40: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 41: Bonfire A: Overwhelming Force: Accuracy/Damage42: Overwhelming Force: Damage/Endurance/Recharge42: Overwhelming Force: Accuracy/Damage/Endurance42: Overwhelming Force: Accuracy/Damage/Endurance/Recharge43: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown Level 44: Fire Shield A: Unbreakable Guard: Resistance45: Unbreakable Guard: Resistance/Endurance/RechargeTime45: Unbreakable Guard: Resistance/Endurance45: Unbreakable Guard: RechargeTime/Resistance Level 47: Maneuvers A: Shield Wall: Defense/Endurance50: Shield Wall: Defense50: Shield Wall: Defense/Endurance/Recharge50: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 49: Rise of the Phoenix A: Power Transfer: Chance to Heal Self ────────────────────────────── Inherents: Level 1: Brawl A: Invention: Accuracy Level 1: Defiance Level 1: Sprint A: Celerity: +Stealth Level 2: Rest A: Invention: Interrupt Reduction Level 1: Swift A: Invention: Run Speed Level 1: Health A: Panacea: +Hit Points/Endurance40: Preventive Medicine: Chance for +Absorb Level 1: Hurdle A: Invention: Jumping Level 1: Stamina A: Performance Shifter: Chance for +End Level 49: Quick Form Level 4: Speed Phase -
Earth themed control hero. Controller, dominator or tank?
Frozen Burn replied to NiklasWB's topic in Archetypes
First off, Empathy is a strong and solid buff set. Many aren't keen on it because it's all buff, doesn't have AV-killing debuffs, and etc. But the buffs are strong and no one argues when they have max end recovery, extremely high regen, have high defense, or can't be mezzed - oh yeah, and then get healed from the brink of death. However... I don't think Empathy fits your concept. Earth / Nature / Earth Controller is a very powerful combo - I tank with mine. Earth / Earth Blaster is very good. -
Remove NoPhase Entirely, or from Hibernate
Frozen Burn replied to AbathurPendris's topic in Suggestions & Feedback
Door sitting, you can still get attacked, ambushed, a patrol wander by... there is still some degree of risk. Being in Hibernate there is none. -
Remove NoPhase Entirely, or from Hibernate
Frozen Burn replied to AbathurPendris's topic in Suggestions & Feedback
The exploit is that someone in Hibernate constantly, would still receive rewards for their team's defeats while they themselves are not at risk. Enter a mish and just sit in Hibernate while you reap all the rewards and your team does all the work. ...No. Just, no. Removing the NoPhase is fine, but then the power needs to be locked with the 120s cooldown where no recharge affects it. -
To be correct, Microfilament (Endred/movement) will not increase the slowing effect of Hotfeet. The movement portion of that HO is only useful for increasing travel speed and since Hot Feet is a "Slow" / debuff power, the runspeed portion of Microfilament does not work. You are looking for the newer "Steroscilia" HO or the D-Sync "Deceleration" that enhances Slow Movement and EndRed.
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Infiltration... what the absolute frack is it?
Frozen Burn replied to Snarky's topic in General Discussion
Quite simply.... Infiltration = a travel power that is like Athletic/Ninja Run that provides some stealth. You will need a Celerity +Stealth IO (or similar) or Steamy Mist (or similar) to get full invisibility. Given this is a Travel power, the end consumption is higher. Stealth = a power that makes you invisible (I hate that they kept the name "Stealth" and not "Invisibility") - take this if you have other travel powers. End consumption is less and you do not need the +Stealth IOs or stealth auras - although they do stack and are nice to have anyway. Yes, there is, if you're squishie and can't take the barrage of aggro you get from running through mobs - or being able to defeat the group guarding the glowie if they get aggro'd - many times you can click it while staying hidden around a corner, but can't if you've aggro'd them trying to get there. I've seen it SO many times, an unstealthed melee type will just run through to the end to click the glowie, but they drag 5 groups to it and no one can click it due to the AOEs, over aggro, or etc. All it would've taken is one invisible person to do the job, quickly, quietly, and efficiently. Or, that melee type wants to Assemble the Team in the final room, but can't because they have aggro - it's even worse if they die (seen that many times too). A stealther could handle it more easily and safely. ...So yes, there is benefit. -
Remove NoPhase Entirely, or from Hibernate
Frozen Burn replied to AbathurPendris's topic in Suggestions & Feedback
As an Ice Tanker player since 2004 - I can say that I've rarely used Hibernate. I probably used it bit more in the early days, before the defense buffs and Ice Armor set buffs - but now, I rarely, if ever, use it. If you FREQUENTLY as an Ice tanker need to Hibernate again right after using it... then you've got bigger issues with your Tank and build. I can see once in a blue moon you might come across something might require a double Hibernate - lucky <5% rolls, and some cascading defense while out of inspires.... But still no one in PVE should be able to just click Hibernate and then click it again immediately afterwards. That said... Yes, there should be a timer on the power so that you know you can't click it again inside that 120s window. Whether you click it and stay in for the full 30s or not. As soon as you click the power, the 120s timer countdown starts. It can have a hard cooldown that is unaffected by any recharge (global or enh'd) just like Strength of Will in the Willpower set. -
Need suggestions about Fire/ secondaries, help w/ already having Fire/Ice
Frozen Burn replied to R jobbus's topic in Blaster
Hi and Welcome! Fire/Ice is a good combo. Fire/anything is, really. But Fire/Ice has the same set bonus potential as other combos. It's hard to give specific suggestions without seeing your build. But the key thing is - if you like playing it - that is all that matters. If you want tweaks to it for optimization, post your build and we can help give suggestions. But if you're itching to try a different secondary with Fire Blast, there is no reason you can't - we have a 1000 slots so make a Fire Blaster with every secondary, if you want! 🙂 I personally would think /Fire, /Martial, / Mental, /Temporal, /Atomic, /Dark would all be excellent. But those secondaries lend themselves to being Blapper builds - you'd have to be comfortable being in melee to get their full potential. (And yes, Fire Sword Circle is worth slotting and using, if you take /Fire. And slotting Armageddon's in RotP is a waste - the object is to not die, so heavy slotting on a power that hopefully you won't use or only use once or twice in a long while is not optimal.) -
Archery/Ice Blaster - am I missing something obvious?
Frozen Burn replied to Linarra's topic in Blaster
Hi and Welcome! Frigid Protection should be taken as soon as it is available (lvl 10) and no later than level 20. That is your endurance sustain power. With 3 Perf Shifters (Endmod, Endmod/Acc, Endmd/Rech) in it and a single +End Perf Shifter in Stamina and the Panacea (or Numi's) in Health - that is all the endurance you will need. All the other slots you can then use elsewhere and you won't have to go chasing End with set bonuses. Also, the Stun proc will not work as well as you might hope in that power. Then, you don't have to 5-slot BU and Aim, but rather perhaps 6-slot Tactics for the defense set bonuses. You should then also have more slots to put into your snipe which does a lot of damage and with fast snipe, you can put that into your ST attack chain (and put earlier in your build). Maneuvers doesn't need a full set of Reactive Def... just do 4 Reactive Def (D, DE, DER, +Scaling Res), the LotG Def/+Global Rech, and the Shield Wall TP prot/+Resist. Then you can get rid of Infiltration and Grant Invis and pick up 2 more powers that are actually useful to you and not just mules (Ice Sword, Frozen Fists, Aimed Shot, etc). You should still have plenty of slots left over to put into those new powers as well. -
Hi! Welcome. Not a bad first attempt. A few things.... You have 6 of the Luck of the Gambler +Global Rech special IOs. You only get credit for up to 5 of any bonus so that 6th one in Grant Invisibility is useless to you. You don't need both Stealth and Infiltration. They cannot be used at the same time anyway. So, since you are using Infiltration as your travel power, ditch Stealth, and then put a Celerity +Stealth IO in Sprint. That will stack with Infiltration and give you complete Invis. You can keep the slotting you have for Stealth and put into Infiltration, if you want. But remember - most of the defense you get from either Stealth or Infiltration suppresses when you are attacked. So, in mids, Go to Options > Configuration... > Effects & Math tab > and then on the righthand side, select "Attacked" and save. That will show you your character stats while you are in combat. And you'll see your defense significantly drop too. Infiltration is a better mule for all those special IOs instead. However, eliminating Stealth makes that last LotG +Rech in Grant Invis worth it. And you can now pick up an extra power - i would suggest Electrified Net. It is a highly useful power with the immob, -Fly, and it can ignite oil slick. A single Acc/Mez or Acc/Dam HO in it is fine... although it does have a higher base damage than Snap Shot and can be worth slotting up if you so choose. Glue Arrow - the Mez portion of the Acc/Mez HO does nothing for you. You're better off with just a lvl 50 common Acc IO or put an Acc/Dam HO in it. Personally, I slot mine for damage as it does decent Toxic DoT, and coupled with a burning Oil Slick, it's a nice mass AOE toxic fire patch. (Glue Arrow can also ignite Oil Slick, if you did not know.) Gymnastics / Maneuvers - Slotting Gymnastics for Defense, you get very little. You get more Defense by slotting up Maneuvers instead. I would slot up Maneuvers and just put the LotG special in Gymnastics with a single lvl 50 Run speed generic IO to help you move faster as Infiltration is still a little slow for a travel power. Also, I would try to move that Karma KB protection IO earlier in your build - like put it in Infiltration at lvl 6 or 10. Grant Invisibility - I realize it is more of a mule for an extra LotG +Rech. But that means it's also a useless power for you - unless you plan to grant invis to people, which is okay if you want to. But you could change your slotting of Weave to accommodate that LotG as you don't need 5 slots of Reactive Defenses. And then you could pick up another power that would be useful to YOU. Eagle Eye and Endurance - you're still very tight on endurance with all your toggles. I would switch the Preventative Medicine set in Eagle Eye and put in Performance Shifters instead. 3 is fine: EndMod, EndMod/Acc, EndMod/Rech + the Prevent Med +Absorb proc. (You won't need another +End Perf Shift - this slotting will give you more End than you'll need.) You could even eliminate the Numi's in health and move your +Absorb proc there instead - which would free up another slot for you to put elsewhere. Tough and Temp Invuln - You don't need 5 Unbreakable Guard in Tough and it would be better to get some of those resist specials in Temp Invuln earlier in your build. Plus, you're missing the Steadfast Prot Resist/+Def special IO. I would slot these powers as: Tough: 4 Unbreak Guard (Res, Res/End, Res/End/Rech, +Max HP), Steadfast Prot Res/+Def, and Gladiator's Armor TP prot/+Def Temp Invuln: 4 of Unbreak Guard or Aegis as you prefer. Also, you will want to focus more on Ranged Defense than other types. So there are several powers that you don't need that 6th slot (AOE def). Also, Ranged Shot - Sting of the Manticore is a pretty bad set, imo. And you certainly don't need that 6th set bonus of Tox/Psi resist. You'd be better served with 6 Thunderstrikes and all the Ranged Defense you'd get from it and you'll get max damage from the power. I too made an Arch/TA/Force Blaster - it's a great combo and can be devastating. Here's my build, if you want for reference: Deadly Nock - Blaster (Archery - Tactical Arrow).mbd
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All Dark Armor toggles are great and useful EXCEPT Cloak of Fear. Cloak of Fear is a sub par power because of the inherent lower base Acc and heavy End cost. It takes full slotting to get it work or at minimum 4 HOs. When it works, it's good. But I'd rather invest those slots in all the other powers than trying to make a sub par power average - and not wait to lvl 50 to get the HOs to make it passable. I always skip CoF.
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My KM is an SR scrapper. I love the animations and idea of KM, but in practice - it's painful compared to other attack sets. I know numbers-wise, it supposedly on par with other sets. But it's still much slower at killing things as the damage comes at the end of the animation and not part way through it like other sets - rightly so as that's the purpose of KM - build up your arm movements to emit the damaging power. But this has been discussed ad nauseum in other threads so, no need to go into it here. I love Repulsing Torrent - it was highly useful leveling up to get overwhelming foes off me and allow my SR to breathe a bit and me to regen and heal some. Still useful in end game for controlling mobs and putting them where I want or again, letting my SR breathe. Focused Burst is great - love having a ranged attack on my scrapper. (Along with Torrent.) Burst never seems to hit anyone around me except maybe 1 or 2 foes even though I'm surrounded - no misses - i have plenty of Acc and To Hit. It's like they just aren't in range when clearly they are as they try to hit me with their melee attacks. Power Siphon is highly disappointing as it never gets the stacks like it's supposed to, so my damage output isn't as great as it could be. Concentrated Strike still is way too long - Eagle's Claw from MA is shorter than it! And the critical for bringing Power Siphon back instantly rarely procs, and so what if it does - PS barely works for me anyway. I'd rather have the critical be normal scrapper damage critical and PS be a normal BU power. If I want any type of DPS, I just use the first 3 attacks - which is lame compared to other Scrapper attack sets. Despite all those short comings, I still like KM. But I play it only for enjoyment of the toon and concept - not for any serious gameplay - which is disappointing, but "oh well."
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Favorite Flavor of Defender Teamate
Frozen Burn replied to PhotriusPyrelus's topic in General Discussion
Totally not true regarding Blasters and Empaths. Empaths are perfect for Blasters - everything Emps do make Blasters unkillable juggernauts. An Emp would really have to slack for a Blaster die while on their watch. And my opinion - Tankers should not get Fortitude. They already have high defenses. Fort should go to squishies that need the extra defense so they can survive better, and also make less need for reactive heals. Personally, I always put Fort on Blasters, Doms, and Controllers as they typically pull lots of aggro and need the extra defense, to Hit, and Damage. As for your OP... I'll take any Defender no matter what AT I'm playing. I can adapt to whatever they bring to the party.