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LiquidBandage

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Everything posted by LiquidBandage

  1. #1 Make a targeting macro for Quantums. Attack them head on, if they get off the first shot you are already fighting a losing battle. Keep a reserve of a few inspirations in case one catches you off guard. #2 Design a build before you start leveling, then stick to it. If you just randomly pick a power as you go along you will end up with a horrible mutant khedian that will have problems being successful. #3 If you ever get mez'd, shift into Dwarf to extricate yourself (provided you picked the Dwarf power). I went with a theme where my PB was in human form as little as possible. I essentially leveled as a squid (all slots went into that form and associated powers), then back filled with Dwarf. To supplement either of those forms I chose as many click powers to prep engagements. Plus all of the purple set IOs & ATOs go into powers you are definitely going to use. Glinting Eye Incandescence Gleaming Bolt Essence Boost Bright Nova Hasten Pacify Inner Light Provoke Unrelenting Pulsar White Dwarf Super Speed Conserve Energy Burnout Spirit Ward Arcane Bolt Photon Seekers Restore Essence Light Form Dawn Strike Rune of Protection Incandescent Strike Glowing Touch
  2. I made a Stone Melee / Energy Aura Brute and it has been fun the entire way so far (mid 40s). This is the build that I have been using. It has had endurance issues from time to time, but Energy Drain takes care of most of that. It will clear up with IO sets after hitting 50. The Quicksand power has been ok, but by virtue of it being a "Location" target, it takes me out of the rhythm of how I attack things (I sometimes need to active tank for groups). So I might swap it out for Fossilize, or I might go with a Patron epic instead (Scirocco) if I decide to skew away from the earthy theme. Stone Fist Kinetic Shield Dampening Field Stone Mallet Heavy mallet Fault Entropic Aura Power Shield Combat Jumping Energy Protection Seismic Smash Energy Cloak Build Up Super Jump Acrobatics Energy Drain Hurl Boulder Tremor Energize Overload Stone Prison Quicksand Stalagmites Hover This build started to click after getting Energy Drain (the end recovery but also the defense).
  3. I have been having tons of fun with a Stone Melee/Energy Armor Brute. So that could fit into your scheme. To assist, the controller could be Kinetic or Radiation or maybe Electrical Affinity. Are you looking for themed pairings or two characters that synergize well? As long as one or both characters provide buffs that help the team it will feel good.
  4. Someone eventually will explain how one player character will be roughly equal to three even level minions. And that rough guideline is how things scale up. That roughly is how the game was designed, but it is not exactly what it had evolved into over the years. Some archetypes or powersets function better against X or Y but have trouble against Z. Being new to the game means that you probably have not learned that yet and have only run across situations where characters are playing to their strengths. Also, this game does not fully rely on the trinity to make things happen. That dynamic can exist and it can provide success, but it is not the only way to play the game successfully. Part of the fun is learning how to play on the fringes or do something unusual. A lot of the game is learning how to play your mix of powers when in a group setting. Just setting up a rotation like you would in another game will only be effective in a closed/controlled setting. The challenge comes when you have to react to problems and make judgement calls. As a "healer" you may not be able to heal everyone, so you have to triage. Some characters can heal themselves or use inspirations, others might not have that capability. Yes, sometimes your "healing" won't be strictly necessary, but there are other things you can do to contribute (damage, buffs, debuffs). Other times challenge can come from just cranking up the difficulty. And if you don't feel challenged, try playing all of the content (that means playing multiple archetypes, playing villain side) and see the wide variety of mission arcs to experience the story that they crafted. The best advice I can give you is to dream up a concept then see if you can create that character. Learn how to read engagements and understand when you can over extend yourself to test those boundaries. There is challenge at every level of the game, not just 50, that's just where most characters end up since it is the level cap.
  5. They are useful. They make you realize the impact of a Primary/Secondary/Epic resurrect power. Plus if you have a power set that provides mez protection, it gives you an opportunity to use it when someone rez'es. Additionally, if you are soloing, try pulling a mob away from where they are standing to fight them. If you die they will leash back and you can more safely rez and survive the disorient. In the early game it is more useful to have inspirations that cover your weak spots and Awakens shouldn't be a weak spot. If you die too often, there is a solution that isn't an Awaken (you need to team instead of soloing or you need to crank the difficulty down). I generally carry one Awaken while leveling, just in case. I personally carry 1-2 of the Awakens (varying rarity), 1-2 of the Emerge (varying rarity) to counteract the disorient, 1-2 of the big heals and 1-2 of the Second Wind. If I need to rez, I jam that column of insps and I am good to go (unless I need to turn toggles back on). If I see someone is dirt nap prone, I can gift some or all of those and keep going. Some may say that storing that many inspirations is a waste and from a certain perspective it is true because you are denying yourself potential drops. But way too often I find that people don't use inspirations because they are holding onto them for some mythical confluence of events that never happens.
  6. In the OP you were musing about the problem in general. Now you are talking about specifics then complaining that people aren't taking your side. Now that you have provided more detail, it looks like the problem is that you didn't say anything to correct the issue after identifying a possible solution. Another solution could be to lower the difficulty (scale back down from whatever the setting, +4x8 or whatever). Another solution would be to swap to an alt that could fill the gap that was causing the failures. You seem to want others to play the game the way you want it to be played. Maybe you can act as an example and make the change (speak up with a solution), or you can just suffer in silence. Maybe the player with the buffs/shields doesn't understand the how or why of the team's failures. If no one steps up into a mentor role, they will not learn how to assess the situation. Those players have probably been cruising on +4x8 teams that blaze through everything and they "learned" that their buffs were superfluous.
  7. If the group and or the character(s) that take the hits aren't having any problems, what is the issue here? A portion of the time the buffs are superfluous. Either the mobs don't debuff whatever it is the power buffs or they are already at caps. Plus unless the group is semi-patient and doesn't scatter (to scout or TP to the boss or whatever), characters get out of range and you spend a fair amount of time trying to buff the 1-2 characters that always run away or hide. Then you are out of sync with the group and have to run to catch up. Then you either waste your AoE on only a handful of mobs and get out of sync with the group's rhythym or you hold back. It really helps to play a wide variety of ATs and powersets within those ATs to understand where the holes are built into the system. Dark Armor? You're gonna have problems with Energy attacks. Invulnerability? You are gonna have a bad day with all things Psionic. If you see that pitfall coming you can buff to bridge the gap. Otherwise you are wasting your time. Typically from what I have seen, if people aren't constantly engaged, they will wander off and get into trouble. If the possibility of danger (not being buffed) keeps people in line, then maybe that is a good thing.
  8. Invulnerability is a solid option as an entry into Tanking. Bio Armor would give you flexibility to adapt to the team composition. Fiery Armor does most of what you will need in the content you will primarily face. Another option is to try Kheldian tanking. Either design your own or invest heavily in Dwarf form. There is a lot of room for customization and tanking basically can kick in at level 20.
  9. There is no good way to answer the "good/bad points of each primary" without going in depth into each set. I would suggest steering clear of Stone Armor and Dark Armor for your first Tank. Dark is heavy on the toggles and it takes a while to massage it into a solid balance of being able to tank and punch things. Stone skews heavily on theme and if you can't handle decreased mobility (making Teleport almost a necessity) and having your character look like a giant rock-beast, you will want to save the set for another time. All primary sets have some combination of DEFENSE and RESISTANCE, the important part is to learn where the holes exist. If you have a set that skews heavily into Defense (like Ice Armor), understand that there will be times where damage just leaks through and you have to manage it (get out of line of sight, hope a teammate will stop gap for you, etc). Some sets like Invulnerability have Taunt auras while others like Ice Armor have a Debuff aura that taunts while others like Dark Armor have a damage aura that relies on doing damage to taunt. When it comes to secondaries, for the most part it comes down to preference (theme/concept). There are always outliers where a power description sounds good but in practice it is a total turd (see Proton Sweep from Radiation Melee). The biggest shift in thought will come when you build a character for sustained engagements. That means using things like Endurance Reduction for attacks so you can attack and not have your toggles fall off. That also means having something like Focused Accuracy instead of a Build Up power. One thing I would suggest is to have the Combat Abilities window up (Damage Resistance tab) in a corner of your window while you play so you see how other buffs/powers affect your survivability. Plus it lets you understand which situations allow you to hit the caps so you can better understand when you might be vulnerable and when you can faceroll. Another point to learn as a Tank is pacing. Some tanks just blaze through doors and let the team manage everything behind you and that can work. Sometimes it can benefit the group (especially prior to 50) to allow a Tank to taunt a group out of a room into a hallway/corner. Some rooms are just designed to be kill zones if the team aggros multiple groups, then you just have chaos on your hands. Then there are villain groups like Devouring Earth that spawn a widget at their feet when they get triggered. If you taunt them away, they "poop" where they are standing then run to where you are and you don't have to deal with the compounding effects of those spawns. Now, if you have a team that buzzsaws through things like that anyways, a pull like that won't make any difference. Another thing that will help is to identify problematic mobs of most villain groups. If you have a secondary that does some sort of limited CC (like Knockdown or disorient), try to target the problematic mob early and hit it. If you have smart teammates they will do the same. So a Sapper gets knocked down asap. Or a Crey Engineer you want to hit asap to prevent him from deploying the Forcefield. Things like that. And in that vein, you will also learn which mobs have cone attacks, try to position yourself so when they unleash the cone it is directed away from the rest of the team. Another thing that helps is to have a two attack rhythm. You run in, target something, taunt, attack something near you, then AoE the mobs that ran in from your taunt. Then take a moment to look around, did something slip by (fire off a ranged attack at it)? Are you in danger of butt pulling another group (maybe reposition yourself)? If things are under control, start thinking about the next pull (look at the map, pan your camera, etc). If the mobs are still pretty healthy, keep pounding away, switching up targets to spread the Gauntlet love. Take a moment to look at your team, are they taking hits? If so, reposition to help out. If you have an over-eager Super that likes to run ahead, let them (they can handle it on their own or they can die on their own, it is not your responsibility to save people from themselves). Most of the time you can set the pace and through the buffs of your teammates you can be successful. If you do run into problems, take a moment to pull back and limit the chaos. Tell people to fall back or designate a spot where you will pull to so they can AoE effectively, etc. Just continuing to run in to the same angry crowd one & two at a time will just end in misery. And to address the "I might not be the most useful tank, but I'm good enough" comment: That is the fallacy that Tanks everywhere have built up. We have seen the unkillable gods that wade through everything, but take a closer look at what they just waded through. The truth is all Tanks are just good enough because there are always holes. It is the team that makes a tank unkillable. Understanding the limitations of your powersets and build is what will bring you success. Observing what your teammates do to make tanking easier should be recognized too. Does someone cast a Spirit Ward (absorb) on you before you leap in and pull? Do they keep buffs up on you to limit your weaknesses? Does the sneaky Devices Blaster swoop in as you pull and Smoke the adjacent group to prevent a butt-pull? Does a teammate prioritize healing you over getting another shot in on a mob that some Blaster is gonna destroy anyways? Things like that. As you level you aren't going to feel unkillable, but at a certain point you will get a key power or reach the right equilibrium and it will click. Then you will delve into set bonuses an Incarnates and the like and you will creep closer to that unkillable ideal. For suggestions on the first go around on tank powersets: Invulnerability is a great starting point. It provides a mix of resistance and defense and you will feel unstoppable most of the time. For secondaries, Super Strength is a classic that does most of the things you would want. If you are ok with the sound effects, I would recommend Stone Melee. It has four great single target attacks, a PBAoE and a targeted CC.
  10. I don't "fire farm", but there are a few things you can do to manage aggro better. #1 Why a Defender specifically? If you are trying to be useful while not worrying about doing damage, consider making a Controller instead. I believe an Illusion / Kinetic controller would suit your needs nicely. You can run superior Invisibility to avoid aggro while moving around. You can use Phantom Army to spot manage aggro and deal damage. You have access to all of the nice Kinetic powers, so that shouldn't be a problem. Now, as a controller you can also access the Fire Mastery epic pool. So you can get protection from fire, single target & AoE attacks and a self rez (taking the burden off of teammates). I would also highly recommend taking the Sorcery pool. Spirit Ward is a great way to assist the tank/brute as it does not generate aggro on you at all. Mystic Flight is nice and Rune of Protection is great for personal survival if you need to get in close. Stay away from Enflame though, all of that damage gets attributed to you, so you get the aggro. Then there is the standard Tactics/Assault/Maneuvers from Leadership. If you really want a second self rez, you can dig down to Unrelenting in the Presence pool. You can afford to do quirky things like that since the build is oriented around primarily using Kinetic powers.
  11. The point of the combo is to slow regen as much as possible. Playing in a group you are going to be in closer to the action with the Brutes/Tanks. You will be able to get in close to chain Aim-SoulDrain-EMPulse-Overcharge on large or troublesome packs, then Dark Consumption to recover endurance ahead of the downtime for EMP. In an efficient team you are basically going to be able to fire off a Radiation Infection & Enervating Field and maybe a Disintegrate/Lancer before mobs are dead. In slightly longer engagements you will have time to chain Disintegrate-LancerShot-PenetratingRay. Rely on the disintegration spread for your "AoE" most of the time as Overcharge usually takes too long to activate. 1: Radiant Aura (add 5 slots) 1: Single Shot (this is sort of a throw away power) 2: AM (5) 4: Radiation Infection (5) - 2 recharge, 2 end reduction, 2 ToHit Debuff 6: Enervating Field (3) - 2 recharge, 2 end reduction 8: Jetpack 10: Disintegrate (5) 12: Lingering Radiation (5) 14: Blaster Drone (5) 16: Aim (2) 18: Drone Barrage / Nano Net 20: Lancer Shot (5) 22: Combat Jumping 24: Teleport Friend 26: Mutation 28: Penetrating Ray(5) 30: Force Barrier 32: EM Pulse (5) 35: Dark Consumption (4) 38: Overcharge (5) 41: Soul Transfer 44: Soul Drain(4) 47: Haste (2) 49: Free Pick Other: Stamina (2) You will want a Spiritual Alpha Incarnate to crank down recharge time. Consider Diamagnetic for your Interface Incarnate also. The Gadgetry powers were added in for a longer term plan to maximize -regen. In the short term consider the Sorcery pool (Spirit Ward, Mystic Flight & Rune of Protection). Spirit Ward is exceptionally useful to precast on a Brute/Tank as it does not incur any aggro and that absorb gives you time to setup your toggles.
  12. There are a lot of combinations of powers that help you tank. There are many powersets that make things difficult. And there are a lot of players that make your tanking life hard. Learning to identify some of those positives and negatives will help you out a lot. And being proactive really helps. (1) If there is a Mastermind(s) in your group, do your best to get in position as you pull so you can cover as many mobs as possible. Their pets have a tendency to jam up tight spaces so it makes repositioning difficult (Combat Jumping really helps in that respect). Also, with rooms where there are multiple groups that can potentially pile on, try pulling one group back towards you first (taunt + Line of Sight or out range them) so things don't degrade into a constant running battle where everything piles on and wipes the group. Some Masterminds are really on top of things and have a bajillion macros that they use to manage their pets and it can be awesome to watch. However, many (including myself) just use the default interface or just let chaos reign. (2) Sometimes players just wander off or the team splits. Deal with what you have engaged, then try to help others (or back track). Keep a passive awareness of the map, sometimes there is an ambush. Sometimes in larger rooms the team ends up aggroing multiple groups, it happens. This is an opportunity to assess who can manage on their own. There can be a wide variance in survivability between characters (and I mean characters, not power sets). Try to LoS pull to get closer to other players so more people are affected by auras and you are in range of support powers. (3) Understand your strengths and weaknesses. Look at the statistics of your powers. Powers -> Combat Attributes Look at everything in this dialog. You will primarily be concerned with Damage Resistance and/or Defense (plus maybe Recovery Rate listed under Base). Get a sense for what types of damage you are vulnerable to. Then from time to time have the Combat tab of your chat window open (make it bigger, maybe tweak the "channels" to make the information less overwhelming) and actually see what villain groups use against you. Sometimes they can be heavy in one damage type and it is obvious. Other times they can use mixed attacks and that can cue you in to use your CC powers on problematic mobs (use your attack that does knockup/disorient/etc to actively mitigate). (4) As a new Tanker, try starting your own teams and just run radio missions. There's no story arc weirdness, cut scenes or forced behaviors to get in the way of learning how to tank. Plus you (as the person running the team) can set guidelines. Try a whole bunch of tanking tactics, but make sure you communicate it to the team beforehand so they know what to expect. Tell them "give me a three count to grab aggro/position them before you attack". Or designate a pull spot and say "I am going to aggro and pull them to this spot" so they can get ready / stay in position. - Try LoS pulling. All powers have an activation time, so try to cheat the process a bit by firing a taunt while you are mid air. Once you get a feel for the range of Taunt, try backing up, jumping and in mid jump while you are still in range, fire off a Taunt, Then go run behind a pillar or around a corner. This is useful for separating mobs from a tightly packed room. Plus it helps bunch them up for AoE and it can help mitigate some damage (not all mobs have you in range of their powers when taunted). - Try just jumping into a group and doing your best to spread the wealth of your taunt-god goodness. Do a little damage to all mobs. Run around, change targets, punchvoke, move on to the next. Depending on your group's power intensity, try just focusing on tougher mobs (lieutenants, bosses) and leave the foot soldiers to the dpsers (your Taunt or taunt aura will most likely handle them anyways). - Get a feel for pacing. You don't always have to stand your ground and tank until the last opponent falls. You have a fair aggro advantage and dps probably won't run into trouble. Plus the myriad of immobilizes, holds and whatnot do not make it necessary to tank it out to the bitter end for each group. As others have stated, "take the alpha" then manage the aftermath, then move on when you feel comfortable (sometimes this is governed by your powers recharging). Additionally, if you have aggro and they are CC'd in some manner and you run away, it limits their response to just Ranged powers, so that in itself can mitigate some damage too. (5) No one single tank defensive power set is perfect. They all have strengths and weaknesses. I try to say that a team is what makes a Tank great. There are so many support powers that buff you to fill gaps or debuff enemies. Pay attention to who buffs you or saves big heals for you and thank them for it. On my Dark Armor tank I am always excited to see a Thermal or Sonic that can bridge my giant Energy Resistance gap. Watch to see if others are thinking before facerolling. Is a Devices Blaster Smoking the group that you aren't pulling (so they don't get dragged into the fight)? Is a Controller waiting to cast an AoE Immobilize until after a mob cycles through their first Ranged attack then runs to you to then melee? Things like that make tanking a bunch easier, so take the time to compliment/thank them after the mission. It takes a team to make a Tank great. (6) Accept that you are going to fall from time to time (and others will too). It is an opportunity for you or someone else to use the Rez power that they took in their build or to use Vengeance to bootstrap the team and pull out a major victory. It is more fun to experience adversity and find a way to overcome than to just power through things only using your strengths (and not exposing your weaknesses). Figuring things out on the fly, adapting and doing your best is what makes this game fun. (7) Inspirations can really help bridge the gap until you reach equilibrium. Try to keep one or two spots open on your tray at all times. Don't be afraid to only use them when you are having difficulties. (8) It can be really tough to tank as you are leveling up. You just don't have enough slots or powers to manage everything. For toggle powers, I try to get enough slots to get Endurance Reduction in there so They can stay up and I can attack without running dry. Also, slot your level one secondary power since it has added functionality (Gauntlet & Bruising Inherents - https://paragonwiki.com/wiki/Tanker#Secondary_Power_Sets). Usually the first power in a Tanker secondary has a Fast recharge time, so you can generate aggro that way (attack, switch targets, attack again). Plus you will run across mobs that debuff your recharge and it will be painful to not have an attack that recharges quickly. One thing that really helps is to get the Overwhelming Force enhancement set from the Summer Blockbuster holiday event. It is effective as you level up and it adds a knockdown element (awesome if you have a damage aura) that helps mitigate damage.
  13. I like that you are trying to bend the narrative that I am somehow in the wrong. I can think of a few situations where I would want Group Fly and a few where I would not want it. - Hamidon Raids with the classic strategy (focus targets for each Mito type). The Blue ones can be pretty high up and Group Fly makes that so much easier. - Anytime you are playing low levels with new players and you have to traverse zones that are very vertical in design. It can be an experience to see a whole new mode of travel. - Many of my melee characters use Combat Jumping to maneuver around to line up cones or get in close for a PBAoE. Then all of a sudden when I jump up I am flying and I have to fly back down (instead of using gravity) to line things up. - Combats that range over a wider are than is covered by being in proximity of the Group Flier can interrupt how you try to catch up. If you don't have your own travel power active at the time, you just drop like a rock. Do I want Group Fly on all the time or off all the time? Not necessarily, no. If I am around you specifically, yes, I probably want it off for 50% of my characters. You aren't approaching this situation from the right angle. What you should be doing is lobbying the Homecoming devs to add a new option to Null the Gull >> Make my travel powers only affect me and my pets. So things like Group Fly or Team Teleport only affect you and you do not have to worry about people complaining. You wouldn't have to constantly remind all of these bad players that they just simply have to go to Null and turn things off. You wouldn't have to hear their whining/crying anymore. You can live your best life with Group Fly working as you intend.
  14. I don't care for your attitude. Just because you say you had a leader who approved of your decision/behavior does not mean you were right. You just found someone who was like minded or was ambivalent. The Teleport prompt analogy isn't the same thing. The prompt lets you opt in on a case by case basis. Null the Gull is all or nothing in this case (Group Fly or no Group Fly). If I was in the League, I would ask for it to be turned off. If I got annoyed enough or could not find a way to work with it, I would just message the leader and tell them why I was leaving and just find something better to do.
  15. The most mainstream reason is for one specific enhancement (one of the travel ones I think). The other reason is for powers/pets that have multiple effects/powers. And by that I mean an attack that does two Mez effects (like a Disorient & a Hold). The Mez portion of the Hamidon enhancement affects both aspects. Or a Pet that has more than one power where each power has a different secondary effect.
  16. Are there any Patch notes for the update that happened on the 23rd? Antivirus isn't too happy, so I came here to see what changed and there are no change notes.
  17. I built a strange Controller that was meant to be standing side by side with a tank and it was a blast to level up. Gravity/Sonic Resonnance with Fighting and Stone Mastery. Early in the build, Propel is where it is at. you are tossing junk all over the place and it sounds good. The next big one is getting to Cross Punch in the Fighting pool. The moment I had that fully slotted I was punching everything and scrapperlocking myself. Fissure (Stone Mastery) is where things started to get crazy. I would jump in with the tank and stomp the bajeezus out of a pack and they'd get all disoriented or knocked down. Plus (again) it sounded really good. Seismic Smash is the one-two punch with Gravity Distortion that give you time to line up your Cross Punch cone and just pummel enemies into the dirt. You could probably do this with any set pairing, but Sonic Res helps make your attacks feel more hefty (all of the -RES). All control sets have a single target hold, so that doesn't make it unique, but Propel is the reason I chose that set. Singularity is a great pet too since it goes about its business doing controller things while you are punching everyone. If you want to see a build, just let me know.
  18. The most important aspect of having the fun you like is to make it happen. This was true back on live, it is even more true now. If you just passively wait around for someone to scoop you up to do some content you enjoy, you will be waiting a while (or competing for limited spots when someone asks). If you like X content, it is pretty likely that someone else wants to do the same (or help if you frame your LFG request that way). When you try to recruit for missions, mention what level you are so people have a rough understanding of what powers will be available to them. Also, as you recruit between missions, they will see that you are progressing (i.e. gaining xp). All of the AE farming beggars will still be there and everyone else will notice that you are actually getting stuff done. Another problem is that DFB is way too prolific in the 1-22 level range. If you try to run mission content in lower levels, do not get discouraged. Recruit whatever you can and just run with it. That is the challenge, that is the fun (there is rarely one right way to approach content). If you are persistent, you will find other people that enjoy the same content as you and you will find friends that you can draw upon to make forming teams faster. In some cases you will gain a reputation for running X content and people will seek you out, making teaming even easier.
  19. These are the baseline stats on my Scrapper: TAKEOFF Activation time: 2.10s Recharge: 2min Endurance: 6.50 Accuracy: 1.00x Type: AoE 10ft radius (10 targets) 0.67 mag knockback +151.14% jump speed for 30sec 1.00 max jump speed for 30sec WEAKEN RESOLVE Activation time: 2.0s Recharge: 30.0s Endurance: 7.80 Accuracy: 1.00x Type: 80ft range; ranged/psionic -9.75% resistance (all) 15sec -7.00% defense 15sec -3.50% toHit 15sec PROJECT WILL Activation time: 2.07s Recharge: 5.00s Endurance: 7.54 Accuracy: 1.00x Type: 80ft range; ranged/smashing/psionic 11.70 smashing 11.70 psionic 5.00% chance for 23.40 psionic 25.00% chance for 0.67 mag KnockBack WALL OF FORCE Activation time: 2.50s Recharge: 10.00s Endurance: 13.00 Accuracy: 1.00x Type: 40ft range; cone 90deg arc (10 target); AoE/smashing/psionic 6.50 smashing 6.50 psionic 5.00% chance for 13.01 psionic 33.00% chance for 0.67 mag KnockBack I don't have the last power yet 😕
  20. I only attended the second of two MSR raids this evening and noticed a lot of people crashing (while not crashing out once myself). Typically, part of the pre-game management is making sure the leader of each team is 50 so it is less likely those that are below 50 do not get squished (and so that the 50s do not get exemplared down). We have a fair number of sub-50 players in the league every raid. The high volume of disconnects made it so a sub-50 became team lead on my team more than once and I got insta-jibbed each time. Please find a way to curb the disconnects (I assume this impacts Hamidon raids too).
  21. Another option is to make friends with a Defender. A Defender who has: a.) Reached level 50 b.) Tactics with four level 50 ToHit buff IO enhancements c.) Spiritual Radial Paragon Alpha Incarnate ability d.) The ability to stand no further than 60ft from you This will provide an umbrella of +22.08% ToHit.
  22. I have a controller that regularly Controllerlocks himself out of endurance. It is a great deal of fun because it looks and feels 'right'. And I have backup controls to keep mobs in place so I can rip off a chain of melee attacks. Cross Punch was the first melee power in the character's progression that convinced me that I was doing the right thing. As a tank goes in, I leap in and mid-flight throw a Sonic Siphon (waiting for the mobs to get in a little closer). Then apply a Crushing Field to glue a bunch in place. Whatever isn't immobilized usually gets knocked down by Fissure. Then I go to town with Cross Punches and Seismic Smashes. Things melt quickly, adding to the "this feels good" aspect of the fight (Disruption Field on a melee + whatever purple you hit with Sonic Siphon). Gravity / Sonic Res (1) Crush (1) Sonic Siphon (2) Lift (4) Gravity Distortion (6) Propel (8) Crushing Field (10) Combat Jumping (12) Super Jump (14) Acrobatics (16) Disruption Field (18) Gravity Distortion Field (20) Sonic Dispersion (22) Boxing (24) Kick (26) Cross Punch (28) Weave (30) Sonic Haven (32) Singularity (35) Fissure (38) Liquefy (41) Seismic Smash (44) Hurl Boulder (49) Sonic Barrier
  23. You can also do it as a Defender. Tactics >> (4) level 50 ToHit standard IO Alpha slot >> Spiritual Radial Paragon, +20% ToHit buff (2/3 ignore ED) The above pushes Tactics to provide +22.08% ToHit. It does make snipes instant, but it does not surpass the 22.5 threshold to render the "ring"
  24. One way to force multiply is to make it possible for AoE attacks to hit more targets. When mobs are all spread out, AoEs hit fewer targets or you have to maneuver to maximize a cone. Some tanks will take advantage of aggro caps and Line of Sight to pack as many mobs as possible into a tight space. Now, a power like Repulsion Field (force field) "violently repel enemies". That is one way to break up a mob, clear a doorway and potentially CC mobs (they have to spend time standing back up). What if an enhancement was created to alter the repel into an attract to push mobs towards yourself (reverse the direction of the repel)? The endurance cost would need to be evaluated so it could not be actively pulling for a long time, but also not so limited that you powersink yourself into automatic toggle shutdowns. Under this change, you could herd a pack of mobs without having to rely on terrain features and you would have to actively monitor how long you wanted the power to be online. The ability to quickly & easily gather mobs would provide a force multiplier to the group. They would still need to CC & AoE them down, but they would still be subject to AoE target caps.
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