Psylenz

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  1. Quote:
    Originally Posted by EvilRyu View Post
    I feel sorry for you, because the ones your playing tend to be the most boring ATs in the game due to horrible damage most of the time.
    Soloing defenders isn't my favorite either, but you get a team with 4 defenders or more, go for 8. The buff/debuffs stack and you have a steamrolling machine of destruction. Short of that four defenders and four blasters is another sort of fun. Two sonics and two kins with four melee are a battering ram of success, too.
  2. I started on a FF/psy defender, quickly branched into a Grav/Kin troller. I have some blasters. Defenders differ ranging from empathy to cold to traps as much as blaster is different from scrapper and controller. What woo'ed me to the dark side of melee was weapon customization and shields. I love my shovel/willpower tank, my manhole cover/pipe wrench tank.

    Warshades took me awhile to adjust to. You can't judge a kheld until you at least try the option of tri-form, not saying thats the only way to play. Masterminds were my first villain. Corruptors I fell into quickly. Dominators had a big big learning curve for me, plus they changed domination halfway through my beginner phases - and I stopped trying Ice/ice and jumped on the electric control bandwagon for dominating. I love the super sapper mode, current projects include an EC/kin controller for extra sapping.

    Scrappers bore me. I won't play a stalker. I have a very hard time with stalker teammates, cant ever seem to buff or debuff in a manner consistent to their playstyle which is counterintuitive from corruptors and masterminds. The run away and hide crap drives me crazy. Brutes are growing on me, but I am trying to get a brute with shield charge and lightning rod both - call me mr. kb.
  3. Psylenz

    7 yr noob

    Quote:
    Originally Posted by Lemur Lad View Post
    You didn't learn anything except that people are still wrong about stuff. Your prior knowledge was correct. The person informing you was not.

    What gets spawned in the mission is either the size of the team, or the mission owner's multiplier, whichever is greater.
    That's how I thought it worked.

    edit: I do wonder how well the trio would have handled x8, the x5 was cake with endless bullets, phantom army, phantasm, and bubbles galore.
  4. Psylenz

    7 yr noob

    It has come to my attention this week that after 7 years of fairly involved play experience on City of Heroes, I still can learn something new.

    Case in point, I was on a trio of heroes in Talos Island, we had 2 40+ heroes, and a third player who was level 27. We were running the level 27s missions so that she didn't have to deal with grinding on carnies, and malta, and uber Arachnos - oh my.

    After two or three successful fun romps in level 27 hero tip missions, I suggested that the level 27 up the difficulty to +0/X5. In my rotten brain, I thought this meant we would get spawns of X5 minions and lieutenants running around her tip missions. I was on my namesake bubbler, we had an illusion kin and a DP/fire blaster was the 27. X5 to me would be cake. I was informed by another coalition member when they joined that our spawn size of x5 calculated out to x8 experience because the base number of heroes (3) added to the X5. I had always thought when I looked at a mission status in the navigation bar, if it said +0/X5 that's what was in the mission.

    By the way, our 3 man team annihilated the +0/X5 so we were good however it calculated out. DP + kin buffs + soft cap D for the win.
  5. Quote:
    Originally Posted by Dark One View Post
    No reference to any other super, iirc. They refer to Abin Sur as the first alien encountered by humans.
    besides Kal - El ) ?
  6. Ok, I havent seen the movie, but I wanted to ask... is there any mention of an almost god-like member of the Justice Society yet is unknown to the other JSA members of his existence within the movie's plot?
  7. After looking through the build on a cursory basis, it looks pretty good really. I would quibble on two defense enhancements in hover, but if you do an alignment arc and get a LotG +recharge in there, it would be fine. You are probably going to want some end reduction in weave if you are going to use it. Pet sets are fine in tornado, but I would prefer recharge intensive pet sets, and in practice I usually frankenslot to get some stun in there, too.
  8. At level 37, you would definitely want to take advantage of alignment merits. Set bonuses would generally lean to increasing recharge, total hit points and regeneration. I believe that endurance is an issue with all stormies, but you can fix that first with an endurance recovery power from conserve power, power sink (I do prefer electric mastery for thematic reasons), or dark mastery. Augmenting your aggro management powers with ranged defense would be another good feature.
  9. Psylenz

    Trio Feedback

    Quote:
    Originally Posted by GavinRuneblade View Post
    And if you can pickup sleet somewhere (the domi can get it as an epic pool) and drop achilees heel proc, you'll really appreciate it. =)

    On my plant domi I have achilees heel slotted into flytrap.

    Love the -res.
    That concept of sleet in the dom, and the controller being Rad would really maximize debuffing.
  10. Fix the targeting so that when I target a guy in the next group and when I hit tab it doesn't shoot clear across the map to an NPC I can't even see yet.
  11. I will echo again, level 21-23 is the rough patch for most masterminds. Level 22, you can get your SO's, and the IOs are starting to get stronger, too. Fearsome stare is a must for level 20 on your dark masterminds. Level 24 is another leap forward with the 2nd lieutenant pet. Level 26 is the Lich, and you have more bodyguard protection. Your effectiveness skyrockets at level 32 when your grave knights become l33t killerz and the Lich picks up his best control powers.

    Try to team up to help cover your weak spots. Leverage your dark power; you should have shadow fall, darkest night, howling twilight, and shadow fall by level 22. Don't be afraid to use the auto-hit stun power in Howling Twilight even with no defeated teammates.
  12. Silas makes a good point about the tier one attacks. It is a good suggestion for blasters, dominators, and defenders as well. The character needs those low endurance, fast recharge, but low damage attacks to SAVE endurance. If I am in the right range, especially on melee-style defenders/corruptors/dominators I use brawl and throwing knives trying to finish off a target rather than spend a chunk of end on something like thunderstrike, bitter ice blast or cosmic burst.
  13. Quote:
    Originally Posted by Reppu View Post
    What makes Cold less off a "Glass Cannon" than Kin? Artic Fog? No... no. No no no.

    Kin having probably the best heal in the game makes it a bit more durable than Cold. Both sets are, with out a doubt, great. But Kin goes a far, far, FAR way more into increasing self and team damage than Cold can help to attempt on a constant basis. Cold has better survivability tools for the team, unless soft caps are hit. This is primarily why I prefer huge heals or resistance buffs; defense is way too easy to hit now a-days.

    At the end of the day, Buffs can't be resisted. Debuffs can, and generally are.

    Specifically for Fire, Kin likely wins. Because Kin gives you a big reason to ignore Fire Breath's terrible, terrible self.
    Actually, sleet mitigates a ton of alpha hits to a corruptor/defender/controller. Since it can be applied around a corner, they should slip and slide and try to flee oh so slowly, while you set up more rains on them.
  14. Psylenz

    Lack of Alpha

    OP, Did you remember to run the Mender Ramiel arc in Ouroboros?
  15. Quote:
    Originally Posted by Jibikao View Post
    ...

    Force Field is just very limited. Sure, it has some soft controls but knockback is almost completely ignored against an AV and knockbacks can disturb offense.


    I would rank Force Field as the worst support set in the game because it can easily replaced by Cold Domination and a SoA with double Maneuver who also brings so much more offense to the team. Force Field is good early on when people don't have set bonuses for defense.
    Is this your uninformed position or were you being intentionally inflammatory? 8600+ posts and you are stating that a forcefielder is replaced by two players or either of two? Neither of which is true.
  16. There are a number of pool powers you can take to help teammates that don't require a conflict with the primary and secondary powers taken -- for instance: aid other, stimulant. Many folks don't mind grant invisibility ( I never met a blaster that didn't mind some stealth ability), hasten, or combat jump. A lot of folks like the fighting pool since it doesn't contrast with your motif either. Jump kick, flurry, and air superiority fit into many fighting builds.

    And as stated, if you HAVE to take a power, doesn't mean you have to use it.
  17. I quickly got a new electric control/electric assault dominator to level 50 after the set was introduced. It has great control. It's a sapper build. It's new and has some subtle tricks like static field, which I rate right up there with unstoppable, fulcrum shift, speed boost, howling twilight, freezing rain, shield charge, and other set defining powers.

    I would at least suggest trying EC/elec out.
  18. so true Vel, see my signature.
  19. Psylenz

    Flashback Toon?

    I think fire/dark corruptors are as stoked as any early builds.
  20. 1) I totally agree a lot of emphasis is on the incarnate level builds. More level-up options is a good thing for pre-level 50 game.

    2) I really like photon grenades on a robot mastermind, no so much for damage, but for the extra stacking stuns to layer on top of the proto-bots stuns.

    3) I am not so keen on the robot mastermind pulse rifle. Plasmatic taser isn't a nuke, but it does leverage more knockback with the robots' kb powers.

    This is a good informative thread.
  21. I really like my fire/cold controller. Smoke > Flashfire > sleet just crushes any incoming alpha attacks.
  22. Clockwork King - Bucket Head
    Babbage - Rusty Britches
    Kracken - ole Baggy Eyes
    Council - space nazies
    Rikti - Space Monkeys
    Hellions - Heckions (does anyone take them seriously?)
    Orenbaga - Orange bagel
    Rularuu observers - eye balls
    Black Swan's Master Shadow - evil fluffies
    Carnival of Shadows Illusionists - cheating B****** (I wish I could phase and attack at the same time)
    Malta - Malt-o-meal
  23. One of the really nice features is the global friends. If you team with or get help from some nice characters, ask them if you can add them as a global friends. To me the global friends list is more important than the supergroup.
  24. Psylenz

    Dark/DP

    You have a Hami O in fly that you could replace with Blessing of the zephyr kb protection. Fly is at max speed without enhancement due to a recent boost.