MustachedHero

Informant
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  1. Quote:
    Originally Posted by Rangle M. Down View Post
    Storm Kicks' defensive bonus is NOT just positional!

    That was changed in beta when people complained about it "only being" positional. Unfortunately they never changed the power description text to reflect that change.
    WHAT?! now that is sweet!
    It is going right back into my Will/MA tanker.

    Thanks for correcting me
  2. The problem with storm kick's defense boost is that it is positional. The only primaries that will benefit from it are SR & SD (that will soft-cap anyway) and those without defense at all (elec, dark, fire) that can build on positional instead of typed defense.

    So as a tanker other primary, it offers no mitigation or control. It has a smaller area taunt the higher level attacks, but that is somewhat compensated by the high rate of activation. MA attacks are fast enough that storm kick is really nothing special for Inv, Ice, Will, stone.
  3. In that case it is not worth trying too hard to get the spread unless you are on a ghostbusters team with multiple BRs (not that uncommon these days). 15% is nothing unless others enjoy it too, and they must be BR.

    Too bad. Initially I thought that this would be some sort of AoE attack since the only other real AoE is the cone (which I find is quite good for a cone).
  4. Can someone explain how disintegration spread works? If I had 3 ticks left to go on the target and I manage to get it to spread, do the newly infected enemies get the full number of ticks or just the 3 that are left?

    I play it as a blaster and I start to get the feeling that it's hardly worth the effort to cause it. In groups I disintegrate one and immediately setup a snipe to get a spread, then follow with the cone and single blasts. The added effect seems minimal vs. simply blasting away. i.e. disintegration is good vs. 1 target, but the spread mechanic is just a little gravy, not something to focus on.

    Am I wrong?
  5. The presence power pool misses the key secondary components of it powers:

    - Taunts do not have shortened visibility range, so if you taunt a ranged mob they will shoot you from afar instead of closing in like with the primary taunts.

    - Fears do not have the usual -ToHit that makes them useful to fear opponents that take trickle damage (dots, auras, AoE...).

    They should not be as good as the primary powers which is achieved by much lower recharge, lower mag and the AoE powers are centered on the caster instead on a ranged target, which is a big difference.

    The AoE fear requires 3 power picks so there is a good justification to make it less then useless.
  6. Interesting. I came to the forum to look for an answer to the exact same question.
  7. Always take taunt on a tank. Not only it keeps aggro, it generates it from a distance and it is AoE - while you sit in the middle of the mob looking awesome, pull even more enemies into your auras and AOE attacks with the taunt. The critical component is that it applies 75% debuff to their visibility range so they start running towards you even if they prefer range.

    A tank is a kind of a controller and the taunt is your ranged AoE hold.
  8. MustachedHero

    Dark/Elec tank

    Cloak of Fear has an interesting potential combined with the fears from presence power pool. 2+2= 4 mag AOE fear + pick up a single target fear in case you missed an especially annoying enemy, or AOE is recharging. You even pick-up another taunt on the way, while not as good as the tank primary one, it adds up. The problem is that fear does not mix well with the damage aura - perhaps one can run both Gloom and fear instead of the damage aura for maximum active defense. While potentially powerful, it still costs 3 power picks to work.

    I aim for this on my young Dark/Dark scrapper, but have not picked up the power pool yet.
  9. Quote:
    Originally Posted by Local_Man View Post
    Even with Arctic Air, I found occasional uses for
    Yes, Hurricane conflicts with Arctic Air. But then Frostbite conflicts with Ice Slick, and you can find uses for both of those powers. Just because powers conflict does not mean that they are useless. I almost never use Gale -- once in a while to throw foes into a corner or as a "get out of my face" power, but Hurricane usually does the job much better with better control and adds the huge ToHitDebuff.
    Does Hurricane repel against -KB? I thought one could spam AE immob on the group while standing in the middle with Arctic Air to slow and confuse them and Hurricane to debuff them into uselessness. The -KB will keep Hurricane from repelling or knocking them out of the area. Then thrown in tornado or another slow but big damage area attack from the APP.
  10. MustachedHero

    Elec/Elec sapper

    Quote:
    Originally Posted by GGG247 View Post
    I agree with Delerius.
    Also, the sapping thing rarely worked at all. As soon as an enemy regains any END at all, he's back to shooting you. You may gain a few seconds of respite (at most) from that strategy.
    I thought short circuit was supposed to apply a recharge debuff to prevent them from recharging. Till you short circuit them again in a cycle.

    But I believe you about the difficulty of making it work.
  11. MustachedHero

    Elec/Elec sapper

    No insult intended at all. I was merely arguing terminology and semantics.
  12. MustachedHero

    Elec/Elec sapper

    Quote:
    Originally Posted by Delerious View Post
    I rolled an elec/em guy quite awhile ago that sapped pretty well with power boost and end mod slotting.
    After awhile I came to the conclusion that:
    A. Electric blast sucks, and
    B. Sapping was pointless when I could trow fire on my fire/em and kill them faster.

    With io's and incarnates now you can make a solo blaster pretty survivable. Nobody really saps because in practice it's not as great as theory.
    Why does it suck? I see nothing particularly bad in it. Perhaps our definition of "sucks" is different: What I want from Elec is to do the job well, not to be the most damaging set. I have a feeling that you define anything less than the current cookie cutter as "sucks", which is fine, but just to be clear.

    My aim is not to make him a solo toon. My original question if this style is viable was with groups in mind. So you think that groups drop spawns faster than I can drain End?


    Quote:
    Originally Posted by streetlight
    Best Sappers would probably be Elec/Elec Dom, Elec/(Kin, Cold, Therm) Controllers or Elec/Elec Blasters. I'd recommend the Dom, but any will do well.
    At the time I bought the game there was no going rouge. If I play a villain as far as I know I cannot go blue and I do not like the look and feel of COV. Perhaps that will change with upcoming Freedom. Till then it is only blues for me.
  13. MustachedHero

    Elec/Elec sapper

    OK, thanks. I am familiar with Mids, it existed 3 years ago as well.

    Also, found this thread, but it was in the general archtype board instead of the basters:
    http://boards.cityofheroes.com/showthread.php?t=255684

    My Sapper has started his career, though at this point he still saps life instead of endurance...
  14. MustachedHero

    Elec/Elec sapper

    Elec/Elec sapper - is it still a viable gameplay style? i.e optimized for PBAoE endurance drain.

    I returned recently to COH and wanted to start such a character. I remember a few player swearing by it years ago.