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Posts
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Joined
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I didn't catch the post in time to make it in and personally congratulate the victors, but I did poke through that docs link. Solid work on completion, guys.
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We were valiant in our efforts, formulating a plan every step of the way - dealing with Penelope's aggro, facing down the riders with something resembling ruthless efficiency, "rescuing" Glacia and Infernia - ironing out every bump in strategy, sanding flat every splinter in tactics, formulating our master plan.
But then Hamidon accidentally the whole plan. -
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Quote:I've got a 50 Fire/Kin Corr that could do it. I'm sure I'd need to respec, craft my incarnates, and IO out to meet your expectations, but I'd be more than willing to give it a go. If you can hold aggro, I can pour out mad damage after a Fulcrum Shift.I'd like to sign up, but I'm lacking a partner.
Anyone got a kin who feels up to trying this with a stone/fire/fire tank? I have holds and melt armor, and I can deal some decent damage.
Igne, @locutus silens -
While the initial post has provided me with many lols, I feel like I should remind people that even if sorcery did exist, there are many meta-humans in comics that would fit a non-magic origin that are described as using magical or arcane abilities. Scarlet Witch, Danielle Moonstar, and Illyana Rasputin (Magick) are prime examples. One could also consider certain members of the Eternals, New Gods, and possibly Inhumans to fit. That being said, my magic heroes get fine with tinted blasts that look magic-y. A wand or staff would be neat as others have said, but a whole sorcery power set would be silly as it's not very well defined.
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The base editor was recently updated. Items are allowed to clip, and you can control their placement.
After initially placing an item, shift+click+drag will allow you vertical control over the moment; ctrl+click+drag will move the item only on its horizontal plane (though sometimes hard walls like to trick up the placements); and alt+click+drag will rotate the item, sometimes around its central axis, sometimes around the central axis of its placement box, and sometimes around an arbitrary point - it varies by item.
To place an item on top of a desk, place it on the ground near the desk. Use shift+click+drag to move it up the vertical height of the desk, and then use ctrl+click+drag to move it on to the desk. Hope this helps! -
Quote:I don't agree completely. Sometimes Short Circuit will miss, but slotted with just one SO End Mod, you should be mostly sapping anything you hit. IMO, it's worth it to have it two-slotted for End Mod....It's not possible to empty the spawn's blue bar with just Power Boosted Short Circuit anymore. You have to use that and follow up with Ball Lightening...
One of my 50's is an Elec/Fire AoE machine, and I have a build on her that's capable of sapping anything without AV level end regeneration. Elec primary is not bad, IMO. A lot of soft control options (end draining, shock/stun animations on some of the powers) and one reliable hard control option (Tesla Cage). Add a very useful nuke on top of it, and you've got yourself a pretty alright set. Voltaic Sentinel is its own bag of worms, but properly slotted and dropped it can help shore up ST damage, especially against AVs.
I don't know what changes have been made under the hood besides evening out the bottom two powers of all the primaries, but Elec seems much more playable now than it did when I was playing the character years ago when my account was first active. -
To those who consider the blaster to be damage/damage-
Every blaster set has its own type of mitigation. If you play fire, your mitigation is pure damage. I concede my point, carry on blasting. This isn't true of every other primary, though. Not by a long shot. A proper electric primary build will have you sapping entire mobs of everything that's not got AV-level regeneration (including most Giant Monsters), while still offering a hard control option and an end-draining pseudopet. Ice has slow, dark makes them less likely to hit you, etc, energy has knockback.
That's exactly what it is, a mitigation tool. When used as such with a team, you can fire away to your heart's content. If you have tactical forethought to use it as a mitigation tool rather than just insisting on shooting at the tank's pile, no one in a team will mind it. If you focus your knockback powers on keeping the support clear of aggro, no one will mind it. When you play in a team, you have to be willing to make certain considerations of synergy. You don't have to completely forgo using these powers, you just need tactics.
TL;DR - Knockback good. Sometimes.