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Posts
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Joined
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I understand Street Justice 'Spinning Strike' at combo level 3 produces a terrorize effect.
Would there be any synergy in going Dark / Street Justice on a tanker? -
I have the same issue on Defiant Server. I am a VIP. Spent Paragon Points are missing, the hero I logged in on was influence and enhancement locked.
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I completely agree with this sentiment. I would love to play Fire Melee on a Fire Tank but cannot bring myself to do so because of the 'fire swords'.
In a similar theme, I cannot play an Ice blaster because of the thoom-thoom of the blasts. If only there were alternate sound effects to choose from. -
I am currently duoing as a FF/Sonic defender with... ...another FF/Sonic Defender. Whilst we are ridiculously overcapped for defence, the pairing is demonstrating the strength of the sonic -resist debuffs from the blasts.
FF offers a wonderful control power in Detention Field which allows you to control the pace of the fight / take down an opponent at the time of your own choosing.
Sonic offers an undiscovered gem of a control power in Shockwave. Howl, followed by Shockwave allows shockwave to do a considerable amount of damage - and knockback to control the battlefield.
Sonic blasts are quick animating and enjoyable. We previously tried this as a FF/Rad and FF/Energy duo and it didn't work. Whilst /rad gave a considerable bonus to hit with its -defence attributes the duo wasn't as effective.
I can heartily recommend FF/Sonic as a duo combo of choice. -
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I agree with the sentiment that this should be given a damage increase for Controllers. Having played several controllers to high level, Electricity feels unduly weak.
Having bought GR solely for Electricity Control I feel short-changed that its damage is sub-par, even for a controller. We are talking e-l-e-c-t-r-i-c-i-t-y here! -
I also have this problem. All the Electricity Control powers (so far) sound like a bee drone played backwards. This is only effecting these powers and not secondary powers or ambient city sounds.
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Me and a friend played as a duo a couple of months back all the way to fifty. A pair of FF Defenders with the difficulty setting turned up high - we like to team approximately the same build so the strengths of the set become 'overkill'.
Force Fields is a much maligned and misunderstood set. As a Force Field defender I loved it.
The only downside was the (painfully) slow animation times of several of /radiation blast's attacks. This should not be a problem on larger teams, but may be a source of consternation, if you have any degree of 'impatience' like me. -
Ice / Super strength.
Has high single target damage and knockdown, plus a Hold. -
Inspirations are part of the game. They are there to be used, unless it is agreed upon between involved parties.
What I do find naughty is one player, making repeated trips to buy inspirations, to 'feed' to another player, who I was dueling with my Regen Scrapper (Dominion - Union server). I consider that unsporting. -
Here is my quandary. I am planning to long term build for PvP. The standard practice in PvP is to double-slot attack powers for Accuracy, a practice I wholeheartedly agree with. I do not like to miss. However, the Peacebringer is somewhat of an unknown, due to the fact they gain:
- The possibility of to-hit buffs in Nova Form.
- Defence Reduction on successive hits.
Should I double slot Accuracy on all Nova powers, or is it overkill? Could I double slot accuracy on the first strike powers and 1 slot the rest? Is only one to hit buff on Nova form and 1 Accuracy on Nova attacks sufficient for PvP, (given you must likely slot for flight speed, for pursuit of cowardly villains)? Is the -defence from attacks over time beneficial enough for PvP?
Any info from elder PB's welcome. -
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well ive only unlocked it recently and was a blaster and honestly i cant believe how weak it is.
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I got to 50 via an Inv / Em Tanker. It was a slow hard slog, with the hero only feeling powerful, post 35 or so. In a fraction of the time, soloing, I have gotten a Kheldian to lvl 25. It certainly feels epic to me.
That said, it has proven to be the hardest AT I have come across, in terms of slot allocation. Misplace slots to the wrong power at the wrong time, and it can make everything seem more difficult. -
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Perhaps a better idea would be to increase the effiency of our Secondary Effects?
I.E. An Energy Blaster with his last breath smashes a PAV off his feet; An Ice Blaster seals one in an near unbreakable Ice block; A Fire Blaster ignites the Air in the enemies Lungs?
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I agree very much with this suggestion. Where heroes make an 'Heroic Last Stand' and have a slim chance of turning the tables. I would suggest Tankers have this too. Anyone without a suitable secondary would do knockback.
This is a very 'comic-book' idea. Simple, yet potentially effective. -
I have to agree, it works well in the low levels, as I've noticed on my Fire Blaster. I think it would be balanced and in the spirit of the idea if it also added a run speed bonus and a small defence bonus, so you could effectively dodge behind cover in between exchanging shots. In open terrain, gunfighter style, a Blaster is too easily killed. A run speed and defence bonus would also make it more useful at higher levels.
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Running a 36th level Inv/Em Tanker (Russian Bear - Defiant), I personally find Unstoppable to be a comforting 'reserve parachute' for those moments you find yourself in over your head. I don't use it aggressively at all. For me it is an anti-debt power, for when my tanker's health dips worryingly low.