Dark_Impact

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  1. Dark_Impact

    Battle Axe

    The argument is compelling; the logic flawless.

    Make it so devs!
  2. Dark_Impact

    Best DPS on ST?

    I'm tempted to try FA/SJ. Bruising + Rib Cracker + Achilles proc + Combat Readiness + Fiery Embrace + Crushing Uppercut = goodnight Irene. Bit of a late bloomer though, and with my altitis I might never get all the way.
  3. Dark_Impact

    Maneuvers FX?

    While I agree that these particular powers are not all that noticeable, I am also much like the OP in that aesthetics are more important than numbers (to a degree). My first character at release was a DM/DA scrapper. Once I got my third shield and realized I would forever be running around as a giant dust-bunny, I quickly lost interest and moved on to other characters. I need to revisit him one of these days now that there are minimal fx options.
  4. Quote:
    Originally Posted by OneWhoBinds View Post
    Actually, that brings up a question...

    When starting off, are there any powers I should be sure to avoid or take? Obviously Waiting until Rib Cracker opens up (at level 8 for Brute/Scrapper) is not really a good idea for a new character... but should I bother to pick up Sweeping Cross?
    There's zero reason to skip SC in a leveling build; it is your first combo ability, and is very solid even against a single target. If you're any good at lining up melee cones, it is awesomesauce on a stick. Considering it is one of only two AoE powers, I don't see myself ever skipping it in any build even end game. Unless you have obscene amounts of recharge, Spinning Strike alone won't be up often enough to chain. Even if it is, you're mssing out on the build 3 points > AoE > Combat Readyiness > Other AoE burst trick.
  5. P.S.

    You kick people so hard they cower in fear. That is all.
  6. I'm enjoying my SJ/EA brute a lot, though he's only 18. He burns end quickly, so I can't wait for Energy Drain. In the meantime, I have an end reducer in each attack and toggle, and Stamina is 3-slotted and it is bearable.

    For more detail on why this combo burns end so fast, SJ by itself is a bit of a hog because the attacks are all so fast. Throw Entropic Aura's recharge bonus into the mix and you're throwing punches and groin shots left and right. Of course I'm also using one of the starter dam/rech/proc enhancers in each attack, so that adds to it. I plan on taking hasten eventually too, but that's going to wait until after I have Energy Drain. The knees/fist/feet will be flying in a flurry of raging blows!
  7. I like it. It's an excellent implementation of a "punchy" set that people have been asking for for years. It feels nice and crunchy, and the combo system is well balanced and not fiddly. The AoE is adequate, and the set is well animated. Granted I'm only 18, but up to Spinning Strike I haven't found a stinker in the set yet.
  8. For wind, consider Nin/Storm MM. I have one, it is very effective and fun. Doesn't get much more ninjaie (it's a word, I swear!) or windy than that.
  9. While the melee types are certainly capable, I can't belive nobody has mentioned mastermind. You ARE the team.
  10. With all of the clamoring I've seen for ranged love of late, a thrown weapon set some time in the future would be interesting. Based on throwing a weapon that returns after striking (or missing) your foe. I can see a number of weapon customizations that would fit:

    -disk (hello Tron)
    -boomerang
    -yo-yo of death (Rygar anybody?)
    -energy ball
  11. I still think the best compromise to the long-standing KB debate is a -50% KB IO. Limit it to one per power so that the strongest KB powers retain some KB, but the majority can be sent below the KB threshold by choice, and with a small sacrifice (the slot). I'd gladly give up the slot for some powers (I'm looking at you Handclap).
  12. Quote:
    And an I-beam.
    This! Bonus points if it gets bent into a new shape every time you land a superior+ damage attack.

    Quote:
    Join me now as we welcome a whole host of Cloud/Sepheroth knockoffs into the game.
    I, for one, welcome our new xXxSephirothxXx. overlords.
  13. Dark_Impact

    Best DPS on ST?

    I'm not one for serious number-crunching or powergaming in CoH, but I really like the looks of SJ, and will definitely try one at some point (working on a brute right now). Plusses for SJ:

    Quick, high DPA builders (the finishers aren't exactly sluggish for that matter).

    Combo building makes your T1 that much more appealing (applying bruised while building CP).

    Groin Shot, err, Rib Cracker for -res.

    Shin Breaker can take the Achilles Heel proc.

    Schmexy Crushing Uppercut.

    Having said all that, the sad fact is that stacking rage probably still means this conversation is pretty much moot.
  14. The answer is yes.

    The tradeoff would be the already mentioned nerfs to footstomp.

    Prepare for a boatload of people to enter this thread claiming that footstomp is not OP.

    Take anything they say with a grain of salt.
  15. I find many people overstate /WP's lack of threat. Yes, it is weaker, but if you are active with your secondary and cycle through targets, taunt is far from necessary. Don't get me wrong, Taunt is a great tool and worth taking, but too many people use it as a crutch.
  16. Quote:
    Originally Posted by Kitsune Knight View Post
    From what you're saying, it sounds more like Super Strength is totally out of whack than there being any issue with StJ on Brutes.
    Super Strength has long been the elephant in the room. The problem is that it has gone so long in it's current state that the developers are in a 'damned if you do, damned if you don't' situation. Don't touch the set and it remains overpowered and constantly comes up as the yardstick by which other sets are judged. Alter the set in a fundamental way (which is generally suggested as a change to Rage), and you risk pissing off a lot of people who love the set as it is and would bring that Rage to the forums in a manner that probably hasn't been seen before.
  17. Granted, I haven't had time to level one up (and power leveling is not my thing), but I rolled a SJ/SR brute last night and got him to 6 before beddy-bye time. Felt pretty crunchy and powerful to me with just the first three attacks. With a reasonably filled rage-bar, I'd approach a standard 1 lieut/2 minion pack, build combo points on the lieut, and *CRUNCH* 3-pt sweeping cross to the face(s) meant the were all likely down for the count. Definitely looking forward to seeing this one at higher levels.
  18. Could also conceivably be interaction with any security software you have installed that blocks popups.
  19. It'll work wonderfully, right until you hit spawns with mezzers.
  20. Hamidon is a nightmare with thugs. While most of them are ranged, the range isn't that good, and Kong naturally likes to run right in and get 1/2 shot. Then there's good ol' Trashcan Man, toss the molotov, pause for a firebreath on the way in to lolbrawl.
  21. I'd like to see lancer shot be the 100% spread option. Yes it's good damage, but I'm damned close to respeccing out of it because of the short range. If it was 100% spread I could justify keeping it and would work to get some range into the enhancement.
  22. Dark_Impact

    Jump Kick?

    It's a fun and thematic power for many character types. I took it on my nin/storm MM because, well, she's a ninja. It has such a bad reputation because that nice long animation you see used to be the full activation time of the power itself, and that made it a truly horendous power to use.
  23. Dark_Impact

    Trial Account?

    Happening to my roommate. He tried logging in for the first time today at 5:30 MST, and was told he needed to upgrade. He and I have been playing since close to release. I haven't had a chance to check my account yet.

    He tried again just now and everything is normal again.
  24. I've always loved the Perfect Zinger set. All the bonuses after 2 are pretty amazing:

    * Two enhancements reduces the duration of Fear effects on you by 2.75%.
    * Three enhancements improves your Regeneration by 10%.
    * Four enhancements improves the Recharge of all your powers by 5%.
    * Five enhancements improves the Damage of all your powers by 2.5%.
    * Six enhancements increases Smashing and Lethal Defense by 3.13%.
    * Six enhancements increases Melee Defense by 1.565%.

    The procc makes for great fun when you're bored. Just go to low level zones and taunt things to death.

    I haven't looked lately, but the set used to be dirt cheap.
  25. I have a plant/nrg dominator that I think turned out real well. Various shades of green plus leafy effects for the costume, and her energy attacks are colored bright, pale yellow to evoke a sunshine theme (she absorbs sunlight like a plant, and what isn't converted into food is stored to be released later).

    Oh, and very much on the want tintable epic pools bandwagon. I was very disappointed to learn she wouldn't be able to color the energy pool which I plan on taking.