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Posts
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Joined
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Quote:Sorry, chief. Some of us have worked long and hard to put Sun where he belongs... We will work to him there! Sun has been earning negative rep since before CoH came into existance, and I suspect he will be earning neg rep until we all die of old age... he is just like that.Will I be able to beat Sun_Splitter? with enough help, maybe I can!
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Of course we know this - but he is the only red name who dares to take off his pants and brave the scary waters of the Triumph boards! We give him love cause he notices us - and very occasionally posts ;-)
We could try to summon POSITRON or BACK ALLEY BRAWLER.... *chirp* *chirp*
But all we get is crickets - and not even Cricket! So why not try? ;-) -
lol@3Mile for filthy, filthy rep jokes...
....such as "What do you call a female peacock"? -
Az we miss you! Come back soon - with an uber-high end graphics card in antici..... pation of upcoming graphics!
PS can i has that awesome flannel shirt? -
lol@Karl for being so concerned about Snappin's "post-raising" ability!
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Popular, sane and respected. Like Sun.
(wait for it....)
BWAHAHAHAHHAHAHAHAHAHAHAHA! I just couldn't hold it! Ahahahahahahahahaha! -
Karl said "Sham-WOW!" Realizing his mistake, he hung his head in embarrassment and said...
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But, since the Turkish Oscars are called Omars...
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So, if I want to solo AVs on a trusty defender, I take it that although many primaries could roll against AVs (rad, traps, storm, likely cold, maybe dark), the only secondary of any value is sonic and the most practical epic is electric? Do kin, TA or sonic/ stand a chance? Is there any other secondary that could do the trick? Considering that >20minutes per AV is just too long to keep my attention...
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Some standard Dark play tips will help you both:
Toggle pull to the tar patch: Pick your target from around a corner/rock/etc. Drop darkest night on him (snow storm will work, but slowing the whole spawn will help less on the pull than the huge -tohit will). As they run to your hiding spot, drop tar patch right where they will be. They will all bunch up and completely slow down (TP floors their movement speed, as well as massively debuff their resistance). NOW drop freezing rain on them to complete the debuff trifecta (DN + TP + FR = helpless foes). Drop your rains and cackle with glee! What? One of them is trying to run? Laugh some more, then hold him with one of several holds available.
Open with Fearsome stare: FS and Darkest night are equal to each other in the amount of -to hit; however, FS is much faster to throw, and doesn't have an anchor that will run all over the danged map and aggro everything. Also, things that do not fear (robots, all of Nemesis) still get hit with the debuff! They will shoot at you but still can't hit! This power makes you capable of tanking, just as much as your stormy - maybe you can trade out who gets to tankfend each spawn ;-)
Fluffy is a mini-you so slot him that way: This is the trickiest bit. Do you play more controller-y or more debuffer-y? Do you melee or range? A little of all? The answers will change how you slot and use fluffy. No matter what, he will need accuracies. Past that, it's players choice. I prefer to use him as a debuff bomb. Slotted up the -tohit (he has -tohit in all of his powers except the hold) and then summon him into the middle of a spawn. His taunt aura, though weak, will grab all initial aggro and debuff the snot out of them. Then I can waltz in, cackling with glee, and decimate the spawns. Well, in a defender damage 'decimate' way... On the otherhand, if you want more holds, slot him for holds! Your heal is always better timed and stronger, so it is likely a waste to slot him for heal. You can slot for the immob in Tenebrous if you have problems with AVs slipping by. His AI currently will make him run into melee range, which means Chill of the Night will work better - but you can be sure that he is now an aggro monkey.
The main caution for your duo is about the KB. With so much KB and so little immob between the two of you, you will have to work out *where* to put the Tar patch and the freezing rain so mobs aren't KB'ed out of them. ie "far corner" or "too open, don't knock them too much" -
Doh - sorry about that Obs....
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I did proc Fluffy a bit...
He has 3 lysozymes (+acc/-to hit) to ensure his base effectiveness first (well, as effective as he can be ;-) and then I threw is some cheap procs... Neuronic shut down and Ghost widows (both are PSY procs) and the Trap of the Hunter smashing (or is it lethal?). I felt that by putting in other damage (ie not more neg energy) it gave him a small chance to do more.
Is it effective? Yes and no. He STILL can't kill on his own. But rather than gumming his target like a baby with no teeth, he gnaws them like a baby WITH teeth - which is to say he can easily get his target(s) to half or less health given a little time. I usually kill his toy, but it only takes 1 hit from me rather than 2 or 3. I think my favorite reason for proc'ing him is when he traps someone out of my line of sight - he can usually (eventually) kill it without me having to hunt it down. Also, beyond just Fluffy, I have tar patch, Tentacles, Night fall, Fearsome, Pet gaze, gloom, and dark blast proc'ed - so more damage is more damage in my build.
On the other hand, if you are tight for slots, don't waste them here! Put in your 3 lyso's or 2 acc, 2 -to hit IOs, or just 3 or 4 of your favorite set (make sure there is acc and -to hit though). Remember, almost EVERYTHING fluffy does has a -to hit component ('cept the hold I think... stupid hold! :-) so slot for it.
PS - procs from Immob sets (Trap of the hunter and Gravitational Anchor) can also be put in Fluffy -
I agree with the above... I have hover 4 slotted: 2 fly 50 IOs, the Karma KB protect and a Luck of the Gambler. I move with hover on all the time and it is nicely effective, and again very few things knock me.
Hover can also give the weirdest mitigation in game... when you are hovering *just* out of reach, mobs want to melee you, but can't - so they run around underneath doing NOTHING, or they go through this jump to the highest point they can reach, fail to hit you, fall and jump again - and again they do not attack at all. It is a total ghetto hold! Obviously this doesn't work all the time, especially with ranged fighters, flyers or on cave maps, but it is really a surprisingly pleasant benefit. -
It really depends on your play preference. If you tend to fight in melee range a lot, surge might benefit you more. However, if you tend to stay at range predominantly, you might find a quick run in to drop the EMP, and then back off would suit you better.
The only other recommendation for EMP is that it provides 15 seconds of -regen... and if you want to solo AVs, this has obvious benefit. 15 sec is the same length of time you are at -1 recovery, but some careful use of blues and good slotting means you can work around the -recovery. -
Goody Gumdrops esq.,
With cotton-candy Fluffy
NOT a PLer! -
3Mile's rep comments
and posts are naughty/nasty!
It's good to be me. :-)
Mutated lyrics
And people begging for green...
Who repped the Rad 'Fender?
Sun Splitter is red;
So red he cannot rep back.
He's happy... weird boy. -
lol@psyrene for the pity ****... er pity lol
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lol@PC Guy for using a resurrected thread to resurrect a dead meme... :-)
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Thanks to all who came out!
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I will likely also set one up for next Tuesday at 8-ish... if you REALLY want to play Fallout 3... :-)
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Remember how I said I would give more warning this time... well you got 22.5 hours warning :-P
We will start at 9 EST and likely try for a double tap - I would estimate that raid 2 will start roughly at 9:45-10:00
Come out, come out, whoever you are...