Gulli

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  1. Gulli

    Just Want One

    I never found my Peacebringer hard to solo with, particularly. Sure, there were one or two "oh [censored]" moments, but he rocks.

    Peacebringers don't really come into their own until the late teens/mid twenties, when the melee attacks start to arrive.

    Nova is fun, and has the basic use of "now you will die". Dwarf is very dull, in my opinion. It's pure damage absorption, with as much damage output as a potato. It is useful, however, as a way of putting off faceplants.

    Build up > Nova > AoEs > Dwarf is a very reliable way of taking out half a mob without tasting pavement. I usually finish mobs off in Human, because it can do a bajillion times more damage.

    Oh, and voids are fun! It's a challenge to see if you can Incadescent Strike them before they make you into paté.
  2. I'm going to have to pull out; too much uni work.

    Sorry
  3. Alternatively, 3 slot it with Run Speed and use it only on people you hate in cave maps...

    Oh, wait, is that griefing?
  4. [ QUOTE ]
    For an always busy Defender, make a Kinetics Defender. They aren't so much about keeping the team alive as some Defender sets, they can always be doing something to make the team own the mobs that little bit more.

    [/ QUOTE ]Who needs defence when the enemies are already dead?

    Kinetics is a very, very busy set; especially late in the game. In battle, you can happily provide a healing blanket and contant endurance, with a nice little ~300% damage buff. Before battle, you get to spam buffs across your teammates.

    Unfortunately, ranged players will benefit the least, as a lot of Kinetics revolves around the group staying in a tight melee-ranged clump.
  5. Gulli

    Dark/Psi

    I must say, Psi is a very effective way of taking down an Invulnerability Tanker. As long as you have a self heal, they are doomed to faceplantness.

    Oh, and you get a big pink, wavy disco explosion as your final "nuke" power. It's pink!
  6. Gulli

    power pool

    I've noticed a lot of Empaths taking Super Speed... it help you zip in and out of battle and you get Hasten for those "oh [censored]" moments.
  7. Gulli

    Dark/Psi

    Psi has a few "dodgy" powers. The first tier attack is lame, but it gets better towards the middle. Having taken it to 50, I'm not especially attatched to it. That said, it's perfectly useable, just a bit of a slow burner.
  8. Can CoH and CoV share matches in the arena, or is that an all-heroes or all-villain type event?
  9. [ QUOTE ]
    I also have an unhealthy obsession with my nuke at the moment so will quite happily volunteer to set one off in the middle of a few rikti spawns.. should be good with double fulcrum shift

    [/ QUOTE ]I carry Grant Invis for exactly that reason.

    (also, */psi has more than a few "aww crud, into the power pools I go AGAIN" moments. I even slotted Repel out of lack of good secondaries. Repel!
  10. It looks like we have a pretty good team...

    Damage will bo covered by the Scrappers, PB and constant Fulcrum Shiftage. Healing ain't gonna be a problem... Dark Defenders have reasonable control...

    Yayness.
  11. 1. Ilservian - lvl 42 DM/Regen Scrapper
    2. Lord Phil - lvl 41 Peacebringer
    3. Tufty - lvl 40 Dark/Dark Defender
    4. Stryker - lvl 50 Kin/* Defender
    5. Battery Hen - lvl 38 Emp/Elec Defender
    6. Mongoose - lvl 38 Claws/Regen Scrapper
    7. 19 - lvl 50 kin/psi Defender
    8.


    If you want me, and I have done enough of my essay, I'll be there.
  12. Gulli

    kin/elec respec

    [ QUOTE ]
    Does anyone have any opinions on the repel power?

    [/ QUOTE ] Yes... I like it. As a kin/psi defender, there's a lot of useless powers at the beginning. Repel can be one of them, depending on how you use it.

    Good things:
    * It works as a makeshift hold. Boss hurting you too much? Push him into a corner and enjoy the ragdoll physics. Watch as he twitches violently up against the wall, unable to retaliate. Now "arrest" him at your own pace.

    * It keeps stupid enemies from attacking. Get them into melee range, then knock them back and up a bit. In some indoor maps they will hit the wall/ceiling, get up, and go for you again in melee range, only to be knocked back/up and hit the wall/ceiling. Unfortunately, if they get out of range, they will suddenly remember that they have guns...

    * Transfusion missed and your teammate won't survive the recharge time? Charge in Repel-ed up and violently fling everything out the way, giving your friend the necessary time to heal, or for Transfusion to come back up.

    * It's fun to play "watch the Warwolves fly" in Striga.


    Bad things:
    * It does one thing: knockback. If you don't like knockback, don't take it.

    * In large mobs, unslotted, it's a big fat endurance [censored].

    * Fire tanks really hate it. Scrappers hate it. Everyone except you will hate it.

    * It can be a bit of an aggro magnet. Don't think you can tank with it like Storm Summoning's Hurricane. You can't. You'll die. Quickly.
  13. Slot it with endurance modifiers. One is fine but three is wonderful. Anything else gets a bit pointless.

    No, adding recharge reduction thingies will just make speed boost come back faster, not increase the buffed person's attack speed.
  14. [ QUOTE ]
    consistancy is the final refuge for the limited mind)

    [/ QUOTE ]I like that quote!

    Aside from that, It's a concept character, so I'm proctically forced to make stupid decisions occasionally.
  15. But it nonetheless gives a bonus.

    For Scrappers it's 10% damage and 7% (slotted up to 14%) accuracy.

    And I like Leadership. Shh.
  16. Ok, I'm new to Scrappers, but after playing with my PB in human form, I'm liking the wholo melee thing. I'm going for MA/regen, and was wondering if I'm going overboard or wrong on anything...

    I haven't put in the slotting, but basically 3 dam + 1 acc for the attacks and 3 heal/end for the regen, with a sprinkling of recharge reducers.

    The Scrapper Epics suck, by the look of them, so I might put the fitness pool in earlier and use leadership in me 40s.

    [/color][/b]Thunder Kick==> Empty(1)
    01) --> Fast Healing==> Empty(1)
    02) --> Storm Kick==> Empty(2)
    04) --> Reconstruction==> Empty(4)
    06) --> Quick Recovery==> Empty(6)
    08) --> Cobra Strike==> Empty(8)
    10) --> Crane Kick==> Empty(10)
    12) --> Jump Kick==> Empty(12)
    14) --> Super Jump==> Empty(14)
    16) --> Integration==> Empty(16)
    18) --> Crippling Axe Kick==> Empty(18)
    20) --> Dull Pain==> Empty(20)
    22) --> Focus Chi==> Empty(22)
    24) --> Assault==> Empty(24)
    26) --> Dragon's Tail==> Empty(26)
    28) --> Tactics==> Empty(28)
    30) --> Instant Healing==> Empty(30)
    32) --> Eagle's Claw==> Empty(32)
    35) --> Vengeance==> Empty(35)
    38) --> Moment Of Glory==> Empty(38)
    ---------------------------------------------
    01) --> Sprint==> Empty(1)
    01) --> Brawl==> Empty(1)
    01) --> Critical Hit==> Empty(1)
    02) --> Rest==> Empty(2)
    ---------------------------------------------
  17. [deletes original post]

    I can come, and I'll bring my fiancé, who has a level 24 kinetics defender.

    Smelly Pants: 24 kin/sonic defender
    Gulliver: 26 Peacebringer
  18. I can come along with my Peacebringer (named Gulliver), level 26 at the moment.

    This respec has beat me too many times recently. Once due to a team wipe during what must have been the last wave, and then due to a server reset announcement 15 mins from the TF start.
  19. I'll be by the contact in IP at 5.50 if anyone wants in. I have a few people who want in from a botched respec TF earlier.

    See you then.
  20. Someone asked my for my binds... so here they are

    For Warshades, substitute "bright" with "dark" and "white" with "black".

    /bind y "powexec_toggle_on bright nova$$goto_tray 3"
    Toggles into bright nova, and moves to the 3rd power tray (where I keep my nova powers.

    /bind u "powexec_toggle_on white dwarf$$goto_tray 4"
    Toggles into white dwarf, and moves you to tray 4, where I keep my dwarf powers (who'd have guessed it).

    /bind i "powexec_toggle_off bright nova$$powexec_toggle_off white dwarf$$goto_tray 1"
    Drops you out of either dwarf or nova and into human form, and opens power tray one, where my main human powers live.


    Why are they "mash-proof"?
    Because they use the "powexec_toggle_on" command, instead of the "powexec_name" command, hitting the bind will only ever turn the power on, never off. With previous binds I've used, pressing a key twice by accident, will cause you to shift in and out of a form, leaving you human with an unusable power tray.

    To make them into macros, for the clickers out there, substitute "/bind y" with "/macro N" or whatever. The "N" in this case stands for Nova. This will create a little grey icon with an N on it.
  21. Hmm... I'm in!

    Gulliver, level 24 PB

    (Clex, if I do this I won't be doing the later one, obviously)

    As there are so many of us, would it be a good idea to run two respec TFs at the same time?
  22. I'll come (and don't leave without me this time, you).

    Gulliver > 24 Peacebringer
  23. Pretty darn epic.

    Coming from a defender, the damage in nova form seems awesome and the lifespan of the dwarf is dumbfounding. Human form, at the moment is mostly my "buff up 'n' go" form, because my attack won't chain yet.

    From what I've gathered from my SG, tankers and blasters don't get on with kheldians as well as the other ATs. Tankers find them too squishy, and that dwarf can't hold aggro well enough (the recharge times are dreadful), and blasters can't blap with nova ("doesn't blast as well").

    I'll agree that slotting is a pain, but PBs can certainly get away with skimping on human slots during the early stages. And having a level 50 character sitting around, you'll have more than enough influence to get your full set of SOs at level 22.

    Coming for a kin defender, I love my PB. It is very different from what I've played before, so I had to totally rethink my playstyle. The damage is orgasmic, the shields are handy, the travel powers are delicious (TP most of the way in dwarf then recharge in nova when you run out of end).
  24. Gulli

    Black Dwarf

    The only apparent major drawback is the lack of aggro management. Tanks have their inherent punchvoke, as well as their taunt. Kheldians' taunts are less powerful, and they lack the inherent aggro power.
  25. I'll by there!

    But you know that already, Smelly, as I live with you x