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Everything posted by Frozen Burn
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Yes, you should test Meteor to see if you like it or not. No, Meteor does not break stealth. In fact, your stealth is not broken unless 1) something survives - so if all are dead, you keep your stealth; 2) if something does survive, your stealth doesn't break until AFTER the mobs get up and they have to hit you with an attack, or you attack. Tested this in open RWZ on even con and +3 Rikti mobs (without a drone, b/c they have high perception). Even when I only used Meteor and there were a couple boss and LT survivors on the +3 mob, even though my stealth was not broken - they could not hit me b/c of my defenses and I did not attack - they were still aggroed on me and knew where I was. However, I could run to the next mob and the new mob did not aggro because I was still stealthed. As for timing of the Meteor - yes, it's best as an alpha strike. Launch it, then you can get 2-3 more attacks (preferably AOEs) in before it hits. Obviously, your next attack will break stealth so you need to survive a couple volleys until the Meteor hits. But this just makes one HUGE instant strike to completely devastate mobs and typically, mobs are dead (even +4s) after the Meteor strike (as I've stated above, this mostly makes the KB issue a NON-issue). Also after launching your Meteor, you can use those next 2-3 attacks in the few secs you have to help pull in outlying mobs into the Meteor blast zone. The Meteor puts a shadow on the ground where it will hit showing you where to pull to. Sometimes (not always), you can get a couple outlying mobs to get hit as well. When on a team, it's like Rain of Arrows in that you have to think ahead of the team and fire it early so it hits at the right time. Not all like that. Others are fine with it. I do encourage you to test to see if you like it or not.
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I have an Earth blaster and I also tank, and have had Meteor drops on my herds too... it's no big deal. So what if the mobs are KB'd -- they're dead! Maybe sometimes, there are a few stragglers that survive, but they're easily picked off by the blaster or teammates while the tank moves on to herd the next group -- which is what they should be doing -- finishing off stragglers isn't the tank's job. Any tank or melee toon that can't use their "W" button to move on shouldn't be playing a melee toon.
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@Tahliah and everyone else.... Refresh yourself with the patch notes on Long Range Teleporter.... your Old "Base-Button" Macros still work! On a new toon, just grab all the Atlas explores and get your LRT button. Click you LRT and immediately hit your Base-passcode macro button and you will transport to your base so you can travel to any zone you have a teleporter for! From the patch notes: See last bullet point. 🙂 New Accolade Power: Long Range Teleporter Long Range Teleporter The Pocket D VIP Pass power has been significantly improved and is now the Long Range Teleporter If you previously owned Pocket D VIP Pass, you will now have the Long Range Teleporter with Pocket D unlocked as a destination Long Range Teleporter is unlocked by the Passport Accolade, which can be acquired by earning: An exploration accolade in any zone with a Base Portal (see the "Complete Base Portal List" below for reference), or The Pocket D VIP Gold Club Member badge (for spending 1 hour in Pocket D) Long Range Teleporter can be used once to teleport you to any zone that you have unlocked Collecting any exploration badge in a zone will unlock it as a destination Pocket D can also be unlocked with the Pocket D VIP Gold Club Member badge Only zones with base portals can be unlocked (see the "Complete Base Portal List" below for reference) Long Range Teleporter has a 2s activation time and a 10 minute cooldown Activation time is longer in PvP If you activate Long Range Teleporter and do not use it, the cooldown will begin counting down but the power can still be used again until you zone This is indicated by the red ring around the power Note that even if you zone without using LRT, it will still go on cooldown - it's not possible to determine if you zone with the power or not Examples: You activate the power. Spend 60 seconds looking at the options before clicking one. When you zone, the power will be on cooldown with 9 minutes left. You activate the power. You don't zone. Two minutes later you activate it again and zone. The power will go on cooldown with 10 minutes left (each activation resets the timer). You activate the power, then keep running around the zone for five minutes. Then you use a monorail or whatever to go to a different zone. The power will go on cooldown with 5 minutes left Long Range Teleporter allows you to use /enterbasefrompasscode to enter any base Provided you have a base with teleporters.... You don't have to fumble with the LRT interface... you don't have to collect explores in every zone... and you can quickly travel to any zone without slowing down your team. If you do not have a base for for quick travel, please feel free to use mine: /macro STA enterbasefrompasscode STA-8822 (Steel Transit Authority) All teleporters, trainers, stores, and other useful things for a traveler are right there for you to use. ...and feel free to explore the base!
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This is just BRILLIANT! 😄
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@Uun and @InvaderStych both have good suggestions. Yes, other blast sets like Water and Seismic have some KB/KD and are great sets. Unfortunately, most Blaster Secondaries do not have a KB power or lend itself to it, unless you slot the few procs I mentioned above. Martial and Sonic do have KB with their T1s and they are GREAT to use and fun! I have an Energy/Martial Blaster that i just LOVE! But with a Blaster, it'd be like FF in that you get a couple powers with KB/KD that you can chain together to do a LOT of KB/KD. Lots of fun, sure! AND I encourage you to play these combos. But you asked for the "King" - which would be Energy Blast as all powers in the set (but Aim) would be a KB power and also being a Defender or Corrupter with Storm - that again is your "King."
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FF has 3 powers that KB/repel.... Force Bolt, which is great, but single target. Repulsion Field, which imo, isn't all that great as the ticks to hit are too far apart and only has a 9 ft radius. And then there is Force Bubble - 50ft radius bubble of repel/KD. So with FF, you're really only looking at 2 powers that are viable with useful KB/repel. HOWEVER, the Force Bolt + Force Bubble combo is GREAT and could make the set a "Contender" - but still not king, imo. ...Maybe FF would the KB-Queen. Storm's KB powers are all AOEs. 2 of them are pets, so they can be KB'ing while you do more - whether more Storm powers (4 other AOE powers) or more Energy Blasting. With FF, you have the Force Bubble running doing it's thing, but you only get 1 other FF KB power (Force Bolt - and single target) + your Energy Blasts. That's why I say Storm would be King vs. FF. Also, as a defender or corrupter, you could take some epic/ancillary powers to help with KB/KD: Dark Mastery: Opp Gloom and Soul Transfer will take a Stupify Chance for KB, and Dark Consumption and Soul Drain will take an Avalanche Chance for KD - you can only slot one of those, but you could the Overwhelming Force Chance for KB to KD proc and it would make an otherwise no-KB power at least KD. Electric Mastery: Thunder Strike is AOE KB Flame Mastery: Consume can take Avalanche Chance for KD and of Rise of the Phoenix KBs for when you die. 🙂 Power Mastery: Power Build Up will BOOST your KB'ing of your powers! Total Focus can take a Stupify Chance for KB Psy Mastery: Telekinesis is an AOE foe repel, but it is a VERY tricky power to use and even harder to use well. Soul Mastery: Soul Drain takes an Avalanche Chance for KD and you also get Power Boost that BOOSTs you KB'ing. So you have additional choices depending on toon concept. But Dark and Soul seem best with Power and Flame being secondary, imo.
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I was on the live forums back in the day... but after seeing this thread, I had to google what "jranger" meant. heh! This is a lot of posting about such an minor issue. And I joined in - look at me - I'm participating!! 😄
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I love knockback and its control as well. I am with you in that others tend to hate it. But whatever. This is all for KB-lovers! 🙂 One of my favorite controllers is an Ill/Storm. The KB and chaos is GREAT! But it's Controlled chaos. But really, if you're searching for the most powers with KB, Storm is it. Illusion has very little except Phantasm's Energy blast. So I would think a Storm/Energy Defender or Energy/Storm Corrupter would provide the most. Storm has: Gale, Hurricane, Tornado, and Lightning Storm that all KB. For Thunder Clap, you could slot a Stupify Chance for KB in it as well. And of course Freezing Rain does KD, but that is added control. So that is 6 out of the 9 powers that has some sort of KB/KD component to it. Add in Energy Blast and voila - your KB King!
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Literally, whatever you want. Judgement - Pyronic is thematic. But can't go wrong with Ion or Vorpal. Void and Mighty are good if you spend a lot time in melee range too. Interface - Reactive and Cognitive are thematic and good. Diamagentic is always good to the -tohit and -regen. there are others that do good debuffing as well - totally your choice, Lore - again whatever you want. Do you have a character theme to go by? Do you want 2 damage pets or 1 damage + 1 Support pet? And if you want a support pet (Radial side) - what buff/debuff powers do you want from them? They all do varying things. Destiny - what do you need more of? Barrier is always good for +Def/+Res, Clarion for mez prot, Ageless for +end/+rech, Rebirth for +Heal/+Regen/+Max HP, or Incandescence for TP team/league. Hybrid - Assault is always good for damage, but if in melee a lot, maybe go with Melee Hybrid. Control Hybrid is also good for adding +1 mag to controls - which can be useful for those times when you have to build your domination bar again - it'll almost be like you still have Domination active.
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Question about Alpha slot for Kin/Seismic Def
Frozen Burn replied to CaptainAmazing's topic in Defender
Yes, but one should also consider if they will Ex down later as well before rearranging a build to solely rely on an alpha, as some above have indicated to do above. If the the player will never Ex-down and will always remain incarnate - it's no issue. But if they do choose to Ex down and they removed all Acc from their powers because they were relying solely on an Alpha that is not available at lower levels - this is an issue. While Vigor Core is still the way to go no matter what, the advise above about dropping Acc slotting from powers to proc out powers or use full sets that have no Acc bonus (like Prev Med or Numia) may not be smart if the player will Ex down often enough. -
Also to note: Hot Feet has a -fly component to it, so you can drop them by just flying near them. Yes, your immobs do too, but this can be handy at times as well if you want to drop them without immob'ing them - like to herd them together to where your Tar Patch is/will be. As for your slotting - there are many ways and theories out there. Yes, your 133% acc is fine. But consider the end cost - do you have enough overall recovery to for this slotting? Do you need to swap out a proc to pic up some IOs with endredux in them? Also, the proc rate in Hot feet is not that great. If I recall correctly, once every 10 secs, there is a chance a proc can fire in it. So yes, more procs means more chances they will fire, but it's a gamble and not guaranteed all will - and then in the meantime you're doing minimal damage. I personally slot a damage set that maxes the damage bonus (so I am guaranteed max damage from the power), has 70-80% endredux bonus, and then add in 1-2 procs to push the damage output over the top. I prefer more constant max damage from the power with the occasional 1-2 procs firing vs. gambling on 6 procs with minor constant damage. ....but that's just me. Others may disagree. Also, with Tar Patch, I don't think you really need the -Resist proc in Hot Feet. Normally, I would say it's a must have, but given you have Tar Patch that provides -Resist, you may be able to put something else in instead - just something to think about, especially if you need more endredux in it.
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Here is my 1 and only Sentinel (because I'd rather be playing a Blaster!) 😄 Dax Starkiller (Beam/Atomic Sentinel)
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Sorry I missed your original post back then and haven't replied until now. I know you say your style is playing at range, but you should REALLY consider playing it as a melee blaster. Rad/Rad blasters have SO many great PBAOEs and melee attacks, you're doing yourself a disservice by staying at range. All your big attacks require you to be in melee and your damage output will be low if you stay at range. Irradiate: is one of the best PBAOE debuffing attacks in the game. It makes all your (and your team's) attacks hit and it does good DoT when slotted/proc'd. Beta Decay: debuffs nearby foes, and buffs your recharge Atom Smasher: PBAOE high damage, debuff, and stuns Radioactive Cloud: PBAOE foe hold - also afterwards, it can make foes "sick" which gives it bonus hold duration as they are locked in the barfing animation - the Lockdown +2mag hold proc makes it so you can hold Lts and Bosses too! Negatron Slam and Positronic Fist: high and very high damage single target attacks that are wasted if not used. Atomic Blast: and of course, the nuke is PBAOE here is my Rad/Rad build and I do play her in melee range. She is a pretty unstoppable force. She flies and has stealth, like you wish. Hopefully, this will give you some ideas and I hope you do consider trying to play in melee. GL! https://www.midsreborn.com/builds/download.php?uc=1610&c=742&a=1484&f=HEX&dc=78DA75945B4F134114C767BB5B2A2D152A502877CA9DB65BAA89F75B14490892D436315183B094052669B60D1422DF42216AA2081AC588FAA84078D2A89FC1AFA03180F192A03EACA77BCEA44BA24DDADFCEFF9C39B7D9E9E08DDE92F1F1BEB34CF29E4F6BD3D3C3E7E037A74FB99229AE1B299DC1A7B497CF72436F4A68635C03CD055A03F90D273463421F532D5B8E670C0CD02ECCC9996C363395B3D90735836767D2D6C2D76F4CEA53BA9153C583279EC9A4D5BE349F98CCF9ACE77E63964FF3519EE6B939B7A524B3BA3EE645C7BC1F37260217B23CA58AA4835A4A879FFCF35C35141B86EF152F131F53668F013185399E20951564F753E491AE82336335285E8508928820FD274284221C850832392B721C1054D8BE4BC404D29D248EE0A66B90C129363917154B2C7A485C42EE7F848C2D233D701C2E51ABAB0523794129C6624D47F12EA01EBAFB2E639703C8EB90CE23D2799E61B89255E2734AF7021979893C0E8D792932F3AE3A2CF10488A592351D532E5D43B16C93B88EACDE400E435A9F98A32F8CE2811EA28AEC88224F42E4724AE72C9F47B1E20E7101E9FF840DB57E46767C4106610A95B459AA0CE54753CCFC44098C55626E5574C623505B408C24F00A5BAE794D5C4336AFD3483690A7A0C65AB1A996A15827111DB449A663539032A4AF178DD5FFC0821B76893F89BF90D12AC93AC1E8415C6B506623657436DE43B1E93E7191F800D9BC44D359469E8672836273F00D96D3F296F89EF80ED9FA0119FD8DA33E039BDB44AF6D37D1D87E8B384F5C4076DC46FE2963AC937A953BB7B18CAE6FC41D62FEA4F23709061312CE21720E9373989CC3E47C0CCA51C521AA8701458C0DC1747A84D813C2936D8652E8FA9A669DF28FFB7D718F184131AE142E3D936A51DC728328EE80449EDB7BC44E14776CA2245DC6A2ABB7B089AF7B8CF46EC7EE2207BA0B4D98876CC5C3C5460F05DEDE98F00854C042B4F7B1DC664954DA2C2B76CB66D0B688BB6D6E43F685665F8CDA17CC5FF8EB31FF02B13BF41F
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Vanguard Merits and leveling outside of a farm
Frozen Burn replied to Ukase's topic in General Discussion
Rikti have always been lvl 30-50. The Lost, who are lvl 5-30 are mutating into Rikti and supposedly by lvl 30, they do! That's always been the lore of the game. (I remember doing cape missions at lvl 30+ and getting Rikti in the final mission instead of Lost like you do at lvls 20-29.) 🙂 Anyway, also, back in issues 1-9, we used to have the Rikti Crash Site (lvls 40-50). In issue 10, they changed it to the Rikti War Zone and made it lvl 35-50 and instituted the VG merit system. Why they didn't make new zone lvl 30+, I do not know. Perhaps, the Devs back then felt like "lore-wise" our characters needed to spend time fighting Rikti in mission arcs between lvl 30-34 before being "experienced" enough to join Vanguard? I dunno. But now... Yeah, I too have noticed my toons under lvl 35 do not get merits when fighting Rikti. However, it's never really bothered me as the exchange rate into Reward Merits is not that great anymore and to buy the goodies from the vendor machines in the Vanguard base are easy enough later on anyway. And honestly, I disagree that a lvl 30-34 character should get a sum of VG merits awarded at the end of a mission or arc when they haven't joined Vanguard yet. That messes with the lore of the game. However, a possible solution would be for the Devs to open Leventera's intro arc to level 30+ (her other arcs could remain lvl 35+). They'd also have to change the critter population in some of the areas to be lvl 30-35 Rikti so lvl 30s can do Leventera's hunt. Seems like that could be easy to do, but I have no clue - maybe it's some difficult coding to change all that? But I wouldn't argue against a change like this, but I also wouldn't push for it. I'm kind of okay with how it is now. And I'm sure you know, but as a reminder, if you want extra VG merits, once you're 35, be sure to get the VG Day Job and you will get awarded extra VG merits upon ALL mission completions - not just Rikti Missions. It's only 1 or 2, if I recall. But as you said, it all adds up. -
Kelly Kane is a model, actress, and former Paragon Playmate of the Year. She was hit-on and stalked by one of Paragon City's most infamous photographers after one of her shoots with him. Unbeknownst to Kelly, he was an evil mastermind using mind control powers to manipulate models, actors, agents, and crew members to infiltrate Paragon City's elite society to rob, black-mail, and even murder them. But he was in love with Kelly and wanted her to come to him of her own free will. But he was creepy, smarmy, and just had a grotesque personality--and besides, Kelly just knew something wasn't quite right about the guy. Furious that Kelly keeps refusing him, he sent his minions to capture her best friend in a final attempt to make her love him before he would have to use his powers. Kelly finally saw him for what he was and decided to free her best friend and all the other models, actors, and people under his control. Having amassed a fortune, she bought the latest in tech and weapons systems. Kelly's favorite weapon is the bow and arrow--it's silent, deadly, and just plain sexy. She quickly grabbed the first costume she saw from her closet and raced to City Hall to register as a hero. Not wanting to waste time and anxious to get out on the streets to hunt down the evil mastermind, she chose the first name that came to her, Techno-Bunny. _______________________________________________________________________________________________________________________ Kelly Kane is the proud Founder of The Save A Model Foundation (SAMF) which is a registered 501(c)(3) charitable organization that proudly works to eliminate the abusive treatment of models everywhere. Beautiful models are a precious gift and resource to people everywhere. Help stop the abuse and mistreatment of the world's most beautiful people by donating today. All donations of money, equipment, or other items (as well as discounted sales and/or trades) are all greatly appreciated and 100% tax deductible! Thank you for your support, "For the Beautiful People!" (Archery/Devices/Munitions Blaster) Shameless plug: If you'd like to experience helping Kelly become a hero and helping her navigate the moral and ethical conundrums heroes face - please try my AE arcs: Kelly Kane - Part 1: The Making of a Hero (arc ID: 41555) Kelly Kane - Part 2: Crossing Lines (arc ID: 41334) Kelly Kane - Part 3: Necessary Evils (arc ID 41346) Original Bunny costume geared up! Something a little more synthetic for romping through the muck... More appropriate wear for her college courses... When in Rome... or Cimerora... or an event at Caesar's Palace in Las Vegas... Vanguard has donated equipment for her to help fight the Rikti... She enjoys sunbathing on her yacht in Founders Falls... or cooling off in the water... Something for those Steampunk / Retro parties... All Bunnies need a ski-bunny outfit for the holidays! Something for Halloween... And of course, an Easter "Bunny" costume...
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Access to Powers At All Levels After Acquisition
Frozen Burn replied to Maginary's topic in Suggestions & Feedback
The issue is, you're arguing against yourself and what you stated you wanted in your opening argument. You want people to slow down, be more of team player, and work together instead of just running off and speeding things... The things you like about the lower level content you stated are because people's powers are limited. And apparently, not many people are being uber in that low-level content with P2W powers or super inspires, or base buffs, or etc - otherwise, you would have stated something differently from the start. By asking the devs to give us all our powers when we ex down DOES NOT HELP what you stated in your opening statement - it will only make people do the exact opposite and speed off on their own. Can people already be sort of uber at lower levels with Super-uber inspires, P2W powers, buffs from base machines, and etc - yes. But rarely do people do this - as I think you know. So again, asking to give people all their powers at lower levels only makes it worse and more easily accessed and counter to what you're asking for. So pick what you want to argue for - slowing people down for better teaming and strategizing and having to rely on others OR being uber all the time and not needing anyone let alone a team. -
Story Arc: An Unnatural Order Level 26 at +0x1 Contact: Eliza Thorpe Mission: Stop Release of Mutagen All Will of the Earth crystals in the mission spawn a critter named: "Mushroom_Beast_01" ...I assume it should be "Fungoid," but came with a "generic" name instead. Additional: This is also the case in the next mission of the arc, "Defeat all creatures in cave." The Will of the Earth crystals do the same thing there.
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Access to Powers At All Levels After Acquisition
Frozen Burn replied to Maginary's topic in Suggestions & Feedback
Well, your opening statement didn't include anything about P2W powers and GM Impervium hit the nail on the head about your opening reasoning. Here is my feeble attempt to help show how this is a bad idea (as you previously asked someone to try).... Regarding the P2W powers, they do NOT replace the powers you get in your 20s, 30s, and then your epics in your 40s. They do not impact whether you have powers at lowere levels or not - the exemplar system does. The P2W powers: Nemmy Staff, Black Wand, Ghost Axe, and Sands of Mu ( you get 3 out of 4) were vet rewards back in live and intended to help veterans in the low levels as a reward for being with the game so long. The devs during live also added in inherent attacks for each original to also help out lowbie toons. And we're ALL veterans now! We all should have them. And for truly new players - it's fine for them to have them too, but there are those out there that still do not even know these powers exist. But still.... while these powers do help at lower levels, they do not replace what you will get in your 20s, 30s, and 40s. These P2W powers all shine and help at lvl 1-15 content and do good damage then. But by the 20s, you're no longer using them - unless you're a tank and focusing more on taking your primary (defenses). And the damage these powers do wanes in the 20s comparatively to what your primary/secondary/epics can do later on. Around lvl 25, these powers are obsolete and by lvl 30, their damage is less than what your other powers can do. (The only reason to keep these around is if you get extremely slowed and have no recharge on all your other powers - yay, vet perc!) To think these replace your primary/secondary/epic powers, is just not accurate thinking at all. They only supplement at low levels (as intended by the original devs) - that is it. The other P2W powers have to be purchased (like Envenomed Dagger, you previously mentioned). These are generally buffs or fun temp powers that could be earned in game, but because of the nature of how the game came back, the devs have allowed us to purchase these for getting us back up on our feet (thanks, devs!). But to the Envenomed Dagger specifically, it was put in the game back on live after the devs made all TFs/SFs being able to start with 1 person (ie soloable). Some people complained that the change was only fair to those who had abilities with a -regen component (as not all ATs or powersets have -regen attacks). So the devs added in the Envenomed Dagger to help everyone out. Yes, it's powerful, but it's only needed if you're on a small team or solo. Mid to large teams can defeat AVs/GMs without it. But let's talk about practicality.... a lvl 50 exemplared down will also have all their set bonuses and probably maxed damage for all their now available attacks. When you're leveling up, you don't have all those slots, all those sets, or the bonuses. Your attacks may only have 30-50% enhanced damage bonus while a lvl 50 will be at the 95% ED cap (or higher)! The level 50 will also probably have all their soft-capped defenses (from set bonuses) and then be able to walk through all the low level content - EVEN at +4x8. lvl 50s ex'd down currently already have an advantage over characters that are leveling up because they do get to keep all slots and enhs in the abilities they do keep. Allowing them to retain more abilities and more bonuses, and more "power" just makes them too uber for the low level content. And as previously stated by someone else, low level mobs don't do much damage comparatively to the higher levels. Nor do they have better defenses to counter the uberness that is a full slotted and fully developed lvl 50. When you reach your 20s, foes start getting a bigger mix of damage types, in the 30s you get an even more mixed bag of exotic damage types and things hit a lot harder, and this increases again in the 40s. It's this progression that makes the game great and a level 50 keeping all their abilities would negate that. And as GM Impervium replied to you, this would ruin what you are arguing for - community play. More players would run off from the team and just lay waste to all that is in their sights. If people are doing that already in endgame content with their fully set bonused lvl 50 (not even talking incarnates) and against harder foes, then it would be worse at lower levels (even at +4x8) where mobs/foes do not have the threat (damage output) or the defenses to even attempt to stop the lvl 50s. If none of what was said in everyone's posts show you how this is just not that great of an idea, then no one will convince you. And well, that's ok. It's right to believe what you want. But also as previously stated, if you want better community play, look to find other players that like that too. They are out there. There are people who hate speeding through things (I am one of them). I enjoy the content - even though I've read it many many times, I still do it and enjoy it. I like a challenge and not just walking through things. Have you tried a Hami raid - lots of community play, strategy, and organization. How about Incarnate Trials... lots of community and league coordination there too. There is plenty of end-game content that provides what you are looking for - just have to find and join it. Best of luck! -
Not complaining, but 14 conversions...in a 3 to a set?
Frozen Burn replied to Ukase's topic in The Market
I've spent up to 75-100 converters trying to get the enhancement I wanted. The RNG on these can be extremely frustrating and rage inducing. I wished the randomness was semi-limited so that you go through each enh in a set before repeating - especially for the sets with 6 enhs. There would still be the randomness from early conversions, and you can still get your lucky hit in 1-3 conversions but as you get towards the end of the set, it becomes more assured you get what you want. It is SO maddening to go through 5 out 6 enhs multiple times over and never reaching that 6th one that you really want. Same can be applied to set type conversions: For example, if you're trying to turn a Triage into a Miracle, it can take a real miracle to get it sometimes - especially if it is attuned because that's 2 more set possibilities in the mix! But ideally, your conversion would go through all appropriate healing sets until you get to the one you want (Miracle, in this example). You could get it in 1 conversion, but you would at least get in it 4-6 conversions max (depending on level of enh or if it is attuned). Trying to convert an attuned melee or ranged IO into another melee or ranged, respectively - is a nightmare! And statistically IS a miracle to get what you want because there are 10 sets of each to bounce between! This system would eliminate all the bouncing back and forth between 2 or 3 enhs/sets and never hitting the one you want. You would be at least assured a successful hit at sometime relatively "soon." And if you make a mistake and convert past the one you want (as I'm sure others have done before too) or if you change your mind, the cycle continues until you hit all possibilities and start from the original enh or set. -
The MacGyver Manual, or "You used X to make Y?!?"
Frozen Burn replied to Raevyn_Darke's topic in Base Construction
Nino's Pizzeria opened up in our base! I used some bathroom stall walls, some shower rails, and other mechanical doo-dads to make our pizza oven. The red flower drop lights make perfect heat lamps for keeping the pies warm! -
This is pure Brilliance! I Love it!! Now I want a Super Nun. 😄
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Uh, Water Burst! That should be a staple and never skipped, imo. If you have to skip something from Water Blast, skip Steam Spray (the cone), but even then, it's pretty good too. You'll get more use out of Water Burst than Misdirection. Phase Shift seems to be a throw away power in your build and it's pretty much limited use except for a once in a while as a OH S**T power... but since you have Rune of Protection and Force of Nature that both serve as that, Phase Shift is not really needed. Ditch that, and take both Misdirection and Water Burst. Also, you don't need both Stealth and Infiltration. Keep one or the other and then pick up a Celerity +Stealth IO to put in Sprint - that will give you your complete invisibility to foes. Then pick up Combat Jumping instead - cheaper toggle to run, slot your LotG +Global Rech in it and then move a couple slots to Misdirection/Water Burst as needed.
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People tend to overthink this. Pick ANY single AT and a team of them can go through all content fine. Yes, even Blasters and other damage-only ATs. My SG and I would do this often back in live and we do it now, pre-incarnate as well. My buddy and I have recently leveled up 2 blasters and duo'd all our content and most TFs (we have more TFs to get through - still working on our journey). But the fact is, this game is so great, that you can achieve some really great things and you do NOT have to have the holy trinity (Tank, Heals, and Damage) to survive like other games. This game really made controlling and debuffing a thing too compared to other games. And the beauty of this game is that you can break from the normal-thinking and overwhelm your foes in any one of these areas and be successful. So pick any AT and have fun!
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How are you guys proc'ing out Freeze ray and bitter freeze ray?
Frozen Burn replied to Neogumbercules's topic in Blaster
For me (Ice/Fire/Fire), no procs. Holds only. Both powers already do decent base damage. With the lower duration of holding blasters now have, it's more essential (to me) to have hold duration for the damage mitigation. With Freeze Ray, Bitter Freeze Ray, and Char - I can perma hold 2 bosses or an EB and destroy them without them touching me (or my teammates). Hold duration will increase your survivability - it's 100% mitigation vs. the 5% defense rule. And as @Tahliah mentioned, it's very useful for stopping those MoG'ing PPs, Fake Nem bubbles, and other pesky bosses / EBs from doing things that only just draws out the fight. ...my .02 inf. 🙂 -
This is great! Sometimes, simplest is the best. Less can be more! 🙂 Also, in the bio.... did you mean "astrology" as in horoscopes and the like; or did you mean "astronomy" as in planets, stars, and other objects in space? I could see it either way, but the context seems like you meant "astronomy." ???