-
Posts
2510 -
Joined
-
On my Rad users I usually take the irradiate/choking cloud combo. This works well if you can take the heat, stand next to your radiation infection tohit debuff anchor and blast away. Neutrino bolt because of quick recharge warrants one or two procs. Achilles heal is one, if you can afford it. If you can afford the second Achilles, put it in irradiate.
Taking vengeance is more important than mutation. On my second *PUG team build*
I take vengeance, fallout, and mutation to really abuse the debt factor. If you want to really get their attention, take recall friend and hit fallout when it recharges again. Tell them mutation is bugged.
I took teleportation on my rad so I could tp INTO a group and fire off EM Pulse. Surprise! With choking cloud already toggled up, you hold a lot of bad guys. Click off a heal, then RI the closet target.
Rad/rad is my most solo capable defender since Issue 1. -
Kudos to Soulwind. I would also remind choking cloud users that they want to be up close and personal with the radiation infection anchor. Maximize your stackable benefits. Flashfire, hotfeet, cinders, ice slick, blizzard, earthquake, volcanic gases ... get the picture? ... all contribute to choking cloud's effectiveness. Personally, I love most the maps such as Shadowhunter when you have multiple warwolves choking on the cloud's goodness.
-
Hi all, pretend I didn't start playing in May of 2004 for a second...
With the difficulty options a player can up his level of difficulty by +1, +2, +3 etc and that seems self evident if you are level 32, then it will boost the foes to level 33, 34, 35 respectively.
The 'choose how many heroes I am equivalent to' +1, +2, +3 increases the headcount in the mission groups accordingly when you solo.
Now the 'nut' of the matter: when I am on a team with a scrapper or some other enthusiastic type, I will get a tell that says don't just raise it to +2 because we already have 2 on the team and effectively it won't increase the number of foes in groups. Or if the team consists of three heroes/villains, they say +3 won't increase the number of foes in groups.
In my wacky way of thinking, on a team of three if I select +3 for how many heroes I am equal too, we will get groups with +3 for me and +2 more for the two teammates on the team. Am I off on this, or am I ignorant of the mechanics?
I don't mind challenges. I adjust the difficulty usually to fit our fighting skill so that we are challenged as much as we are not in missions-prior to the end boss, which should always make a team work. -
"During a certain world war..."
That would be World War II, the big one, as Archie Bunker used to say.
Japan was not a participant in WWI. -
Necro-Thermal: Indiana Fried Zombie
1st tier: Strips, BarBCue, Broasted
2nd tier: Extra Crispy, Grilled
3rd tier: Original Recipe -
(33) Cloud Senses - Chance for Negative Energy Damage: Level 30
Does this proc mean Chill of the Night will proc negative energy damage? -
I can see your frustration. This was something that was changed not too long ago. When the change is made like this to slots where the enhancements fit, I agree there should be some documentation to show the effects of some such slot before it's placed 'permanently'.
-
In May of 2010, I plan to collect my 72 vet badge. Let me take a moment to restate the obvious.
Teams can always use a defender.
Teams can always use another defender.
Teams with four defenders on them rarely have trouble of any kind.
Teams of eight defenders can adjust the difficulty way up, beat the snockers off anything, and nuke at will.
This is also my 3000th post so I thought I would make it count. -
My best posi team: Two damage dealers (blaster/scrapper) and my Ice/FF controller ftw. Ice slick is great on Posi.
-
Quote:Thanks for the replies. As much as we both like traps, we wanted heals for those times when we are alone. I went Thugs/thermal and my friend went Thugs/pain. We are sitting at lvl 22 now and needless to say we love this duo!
So far our secondaries are providing lots of survivability for our already sturdy pets (6 stacked leadership ftw). Our brutes will be arriving soon on their hogs and forge is just around the corner for my thermal. My buddies pain tree will soon be getting his buffs/debuffs and add those to thermals later game debuffs, I dont see much standing in our way.
I think what I like most about this combo is the less need for perfect positioning. I dont mind corner pulling, in fact for my fire/traps corr it has almost been essential for success, same goes for my friends zombie/dark. But with these 2, we are able to fight more "on the fly" so to speak, and this goes well with a kb/kd ranged set like thugs.
A combo of shields and heals is hard to beat, even considering the old forcefield/empath teaming, it's all covered. Thermal and Pain Dom do indeed have some great debuff skills. Good luck with the hog riders. -
Dont the cool kids put procs in choking cloud, too?
-
-
Originally Posted by MageX
Quote:I would assert that City of Heroes/Villains provides the flexibility to roleplay a superhero, a vampire, a warrior, a mage, a wizard, a monster... I could go on. There is so much in the powersets and in the costume creator to be anything you want.What makes you think everyone out there would love playing a game with super heroes? Its been around for 6 years, my guess is that who really wanted to play a super herro mmorpg that takes place in paragon already subscribed. -
Part of the situation with immobile traps is positioning. I tend to assess whether I can withstand a double aggro by putting the acid mortar half way between TWO groups and thereby justifying dropping a triage in there as well. I like to double up on the effectiveness. The range of acid mortar is pretty impressive.
-
I would suggest a Bots/Traps. You have a forcefield generator, and plenty of other stuff to do with your mastermind. /Traps is a very active and very effective build. It also is thematically consistent with Robots.
-
-
I believe in regular encounters, the vahz zombies have low perception and low threat-aggro that adds to their appearance of stupidity.
I have easily broken aggro when health was low by running a few yards away from the zombies. If it were clockwork, they would chase you from the Bloody Bay helicopter to the Atlas Park gate, maybe I exaggerate. That, said there is a difference in how long you can keep attention of various villain types in the game.
The funniest thing about vahzilok are their silly ambushes. You get all the moritficators and reapers all at once and five minutes later, the abominations and embalmed arrive, stumbling along. -
I think Bots/Forcefields is the easiest to pick up as a beginner mastermind. It does have low maintenance, but it's simple and safe.
-
That is so true Jade Dragon. Many experts on the Mastermind boards are probably vets with powers like sands of mu or a staff/wand to draw aggro with other means of provoking attack in bodyguard mode. Myself, I can't imagine leveling up a mastermind without these veteran powers. The new folks would do well to take a mastermind primary attack at least until they get the second tier 2 henchman, for show, for damage or secondary effects, But most of all, to have fun with YOUR mastermind.
-
I would remind again in a robot build, you could take the photon grenades to stack stuns with the protector bots grenades and seeker drones. You could get a nice stun set, and something to do between bubbling on a bots/FF.
-
I salute you for your admitting to be human, now for some of the other posters...
-
1. Hasten, recharge enhancements, recharge set bonuses
2. I play a traps/dark and it isn't like any defender I have played before but I really enjoy it. It gets really strong when you have the acid mortar, poison gas, personal forcefield, and trip mine going for you. -
As usual, I would suggest a solo and team build both for the Kin/psy. On a team build, I would take both psy scream and psy tornado. With fulcrum shift, you would rip groups to pieces.