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Addy Model 2000 was programmed to say:
I didn't see you mention this at all--what level is your defender? If you mentioned it later in the thread, my apologies.You will beat yourself up for not taking the fitness line. Trust me... I didn't use up much endurance as my controller... but with stamina it really helped me out during those panic times. Which the majority of the powers that you are looking at are used for. I myself started at level 20, which is a good time to start if you have a bunch of powers you want to get beforehand. I know you may not want to waste power slots for the more fun powers that are offered, but it's definitely something to look into. Stamina allows you to not min/max.
Toggled slow (is it toggle? Sounded like it is in your description) is very very handy, even when people kill off the infected guy first. You will just need to learn how to choose the right enemy to infect. Generally with snow storm I went like this in order of targets: lieutenant -> minion -> boss. The exception being I would slow a boss if there were plenty of those in a group, and no lieutenants could be found. Why do I slow those? They are generally the last target in an AE group. The scrapper and blasters would focus on the boss while annihilating the minions around it. The lieutenants had enough hps to last longer. Even if your slow isn't toggle, this is still a good route to take, since lieutenants shouldn't be too resistant.
Don't go for irradiate unless if you don't mind being in the middle of a battle.
Do your primary/secondary powers offer a stealth? Take that as well if so, but don't go for the actual power pool. Why do I say this? Generally the power stealths offer something better, plus they look cooler.
Steamy mist was a pbaoe toggle stealth with resistance toward energy-type damage.
And in response to Tarquinn--no one power is the 'best', although super leap is generally the most popular. Flight is very slow, and I wouldn't take it unless if you are going to utilize hover. It is the safest form of travel, however, meaning you can travel to places others can't. Super speed is good because of the added stealth, but it takes longer to use properly since you need to learn the layout of every zone.
Level 18 now. With Radiation Defenders you spend a lot of time right up in thier faces anyway, so hanging back or up in the fight isnt much different (Very low Radius on Heals and Buffs as a Rad Defender, the toggles at least I can set and get back. You have to get pretty close for those to set as well) so Irradiate wouldn't effect me much as if I am up in the fight or not. Didn't take it though, not yet. (Probably wont for a while, Cosmic Burst is the next power up in that line and is a lot more beneficial)I usually spend a lot of time following the Tank around in a group.
All Radiation Debuffs are Toggles so yeah, it's a toggle slow. Has to be maintained.
No, no stealth powers or self defense powers at all in Radiation Primary or Secondary. Closest I get is Radiation Infection which is a toggle DeBuff that lowers thier ToHits. I ended up taking this. I needed at least the first 20 levels of powers to establish my Debuffing abilities, which is why I haven't hit up Fitness yet.
Overall I ended up taking Radiation Infection, since it serves two purposes. It lowers thier Accuracy so keeps me safer, and in group situations extends that benefit to my teammates. It also lowers Defenses as well, on top my Enervating Field which lowers Defenses and Resistance to all types of Damage. I dont remember why I skipped RI this time around anyway, so probably should have just taken it to begin with.
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Delphi Aegis spewed forth this undeniable truth:
I know.When we all did those TFs, the original Lanithare got to 16, and (since I was gonna delete him) I took teleport.
It was much awesomeness in a box, though I disliked me losing flight abilities as I gained them again (It gives you temporary hover when you exit, so you aren't always falling) and falling anyway.
Ideally, tankers/scrappers should have superjump.
Blasters can toss up between super speed (For hasten.. Mmm.. hasten) and flight.
Controllers/defenders should really have the teleport line, since it's used so much out of battle, and they should never be in it anyway.
I use Super Jump, period. Hands down.
Easier to get away if you are in trouble than Hover or any of the others cept Speed (You also dont drop like a rock if you get held or stunned anymore like you used to with the new patch. So you have a chance to Glide away which you can't do with any of the others), Faster than the other travel powers (Even against Teleport we found out when we tested it) more cost efficient than Flight or Teleport. Easier to get out of Range or get in Range if you are being hit, or miss that runner on your first shot before they are out of range.
Downside, using it defensively like Hover and such takes practice. In the end it is better overall, but you gotta get used to it. Other downside is, you can take Hover at 6, but cant take Leaping until 14. So 8 more levels of just dealing with it before you can have an escape power. Still I'll suffer through 8 levels to have an easier time thereafter.
I'll only take any of the other sets if it fits the concept of the Character better. So far though, Jumping has suited them all just fine. (I'm mostly Melee anyway with the exception of Thunder and Envenom, so its the wisest choice for those anyway)
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We were all impressed when Delphi Aegis wrote:
Controllers/defenders should really have the teleport line, since it's used so much out of battle, and they should never be in it anyway.
WTF are you talking about, "They should never be in it anyway"? As an Emp defender most of my time is spent in the central clump with the people in my group who are getting the crap kicked out of them. This maximizes my healing potential and allows me to hit most or all of the people who really need the End in my group with Endurance Aura.
Much like in EQ, if you're a blaster (wizard) who's getting the crap kicked out of you, you have a much better chance of living if you're IN RANGE OF ME BEING ABLE TO HEAL YOU.
[lie]
No, I haven't had any blasters piss in my cheerios about them dying because they ran around the corner out of my LoS when they got aggro at all. These same blasters never whined about missing End Aura because they were hovering so high up as to be out of range of both my healing and the End Aura radius either.
[/lie]
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There was much rejoicing when ProphetofDark said this:
Just to note, the Radiation Defender area slow isn't a toggle, it's a fire-and-forget ability. Lasts about 30 seconds or so.
You sure? I don't have it yet, so can't comment. Description says its a toggle infection though where one target infects all other targest nearby. You obviously have it so, will take your word for it... Just not how it reads though.
Also, any comment on Choking Cloud? I could have taken that instead of RI last level, but wasn't sure how well it functioned or how it actually worked. From the description is sounds like I turn it on and it works like Burning Aura, or Lightening Field, or any other toggle Aura power as in it surrounds me as long as I keep it on. Question is how does it hold. Do I just stand there in the middle of them with it on, and it randomly holds them and such? Not really sure I understand it completely so I didn't take it for fear to taking a bad power. Specially, with no defenses and it being a PBAoE type Aura power like most of the rest of the Radiation Defender line, didn't want to risk it.
quote:
Dr. Gee was naked while typing this:
WTF are you talking about, "They should never be in it anyway"? As an Emp defender most of my time is spent in the central clump with the people in my group who are getting the crap kicked out of them. This maximizes my healing potential and allows me to hit most or all of the people who really need the End in my group with Endurance Aura.
*nods* Saith is often in the middle of all the tankers and scrappers to keep everyone in range of his heals.
Now, if only he could toss up a barbed wire fence around them to keep them together.
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How.... Trent.... uughhhhhh:
Now, if only he could toss up a barbed wire fence around them to keep them together.
As a Rad Defender, same applies to mobs heh... I wish I could just keep em all in one spot. But they always split up to take on various team members.
As to which is the best travel power, honestly, Super Jump is. Nearly as fast as Super Speed, nearly as mobile as fly... I don't suggest you get fly unless you're a blaster that likes to solo... Hovering out of range and sniping is a good source of exp. Other than that, I usually take Super Speed on defenders/controllers because of hasten, and Combat Jumping for scrappers/tankers/blasters for the defense of combat jumping. (Still usually take hasten for the melees, it's just too nice to skip, but the others are better off taking Maneuvers if they want another defensive power, instead of combat jumping. CJ and hasten are base 5 defense for all classes, Manuevers is base 7 for blasters/tankers/scrappers, base 10 for controllers, and base 15 for defenders, or something like that, I forget)
Ralk about nuts!
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Trent had this to say about Matthew Broderick:
*nods* Saith is often in the middle of all the tankers and scrappers to keep everyone in range of his heals.Now, if only he could toss up a barbed wire fence around them to keep them together.
Just wondering, does Grant Invisibility also slow the person you put it on? I know at least one of the stealth powers slows the target, and Invisibility grants a defensive bonus even if you attack and are spotted. Can you use GI as a combo defensive buff and way to keep your party members from running out of your heal area?
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Palador ChibiDragon got bored and wrote this:
Just wondering, does Grant Invisibility also slow the person you put it on? I know at least one of the stealth powers slows the target, and Invisibility grants a defensive bonus even if you attack and are spotted. Can you use GI as a combo defensive buff and way to keep your party members from running out of your heal area?
The way it's worded, as for Grant Invisibility.. there's no movement penalty.
I think.
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There was much rejoicing when Palador ChibiDragon said this:
Just wondering, does Grant Invisibility also slow the person you put it on? I know at least one of the stealth powers slows the target, and Invisibility grants a defensive bonus even if you attack and are spotted. Can you use GI as a combo defensive buff and way to keep your party members from running out of your heal area?
I... have no idea.
Saith doesn't have Grant Invisibility.
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KaLourin had this to say about Duck Tales:
thats cuz YOU SUCK!!!
OMG You said you'd not tell anyone!!!!
It doesn't last very long though.
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Palador ChibiDragon obviously shouldn't have said:
Just wondering, does Grant Invisibility also slow the person you put it on? I know at least one of the stealth powers slows the target, and Invisibility grants a defensive bonus even if you attack and are spotted. Can you use GI as a combo defensive buff and way to keep your party members from running out of your heal area?
Stealth Slows you, It is self Only. Invisibility does not slow you, nor does it allow you to attack and retain your bonus, that is Stealth as well. Grant Invisibility does not slow your target, and also does not retain the bonus if the target attacks.
Nother question for ProhpetofDark.
Do you think it would be worth taking EMP Pulse over just taking Atomic Blast later since it has the same effect as EMP Pulse with the addition of doing insane damage. Both leave you unable to recover End for a while. EMP Costs 30 per shot and has a Very Long recharge and shorter radius. Atomic Blast only costs 11 to use, but it drains your Endurance, adds an insane Damage amount as well as (If anything survives)a very long Hold. It is PBAoE like EMP Pulse, and has a Long recharge time.
It's one or the other as an option, because I WILL get Stealth eventually (Starting Fitness at 20) so with the Fitness Line, Stealth, and my other primary powers (I am skipping AIM, as I dont really need it, and Skipping Irradiate for similiar Reasons, also Skipping Fallout because any time you would actually use it means everything has gone bad anyway, and of course someone has to die to use it, and well.. Blah.) So that leaves my template with one spot in it open to take EITHER EMP Pulse, OR Atomic Blast.
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Nobody really understood why Trent wrote:
OMG You said you'd not tell anyone!!!!
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I never said anything about not saying you suck, I said I wouldnt tell anyone you sw- hey! look over there! *runs*
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KaLourin was listening to Cher while typing:
I never said anything about not saying you suck, I said I wouldnt tell anyone you sw- hey! look over there! *runs*
Fix PC. Envenom gets lonely!
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ProphetofDark probably says this to all the girls:
Well, if you haven't taken it already, I'd say take both and instead drop Choking Cloud. All 3 have the same basic effect, but Choking Cloud tends to be the least reliable of them. Otherwise, I'd say go for atomic blast... I think it has a slighty smaller radius, but the damage makes it well worth it. Just out of curiousity, is your template planning for level 40, or level 50? The extra 4 powers from 40 to 50 tends to help out a lot.
Up to 40. So if going to 50 gives me 4 more, then by 50 I'd be able to clear out my primaries completely.
Cause the only powers from my primary and secondary set being left out are AIM, Irradiate, and Fallout, and then EMP Pulse or Atomic Blast. If I'll have a chance at 4 more after 40 then I'll be able to take EMP Pulse on top of Atomic Blast. So it was more, I guess, in this sense to take which first heh. I forgot it was rasied to 50. Once I clear out fitness and Stealth, wont be any Power Pools worth taking for me (Hasten maybe). So the 4 slots after 40 can just be taken up with Primary/Secondaries I skipped. In fact, looks like, by 50 I'd be able to have all of my Primary/Secondary powers.