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Glowworm

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  1. Werewolf World dumpster diving with the mission team was a lot of old school fun.
  2. I played Kin/Dark and wasn't crazy about it for this reason. Kin really likes melee and /Dark really likes range, so you end up hopping around a lot. Too busy for me. I wonder if TA/Dark would be good though, since they both love range.
  3. Corruptors of any set are going to shine when taking on big HP bags like AVs and Giant Monsters. On those targets, scourge can be meaningful. On regular minions, scourge is mostly irrelevant since if they are below half hit points (when scourge can trigger) then you are probably going to defeat them on the next hit regardless. But corruptors do have better damage scales and higher damage caps. For Dark/Dark specifically, I agree that the debuff values are so high and layered (especially -ACC), that it can be overkill on a defender so you may as well get the extra damage from a corruptor. However, defenders can be significantly tankier if they take an epic armor, tough, weave, and maneuvers, which is a reason to go defender instead of corruptor. Defenders gets max value from those armor-like powers just like other buffs. It just depends on your preference; I would probably go corruptor but both have their advantages.
  4. Now you don't have to be a law-breaking, anarchistic, punk-pirate to play your favorite game. So, I guess I need to find some additional outlet for throwing off the shackles of The Man.
  5. I realize this is an ancient thread but when my group did this task force, it was very fun up until the last battle. The air strikes were not bad, you just had to pay a little attention. But the BBG started teleporting constantly after we got him down to half-way or so. And it's a multilevel outside map so our melee guys were very frustrated. And it's not like he teleported once and healed a little, he started teleporting after just a few hits for the rest of the mission. After spending as much time fighting him as we did getting through the entirety of the rest of the TF we just quit because we couldn't get him to stand still (there were only 6 of us, so maybe a little under powered, but still.) Is that normal behavior? Is he supposed to pop around with everyone running after him?
  6. Huh, I just logged him in and then out and the tokens had all refreshed. Weird. Or, if a GM saw this post and fixed it for me, thanks. 🙂
  7. I have a tank move around for Tanker Tuesday but he's been stuck on Everlasting for over a month with a "no transfer tokens" message. He's the only character I transfer and I haven't touched him in weeks so my tokens should have refreshed several times over. Is there a hold or something going on?
  8. Time, in addition to Earth and Storm mentioned above, is really good here. By 30 Time has a couple AoE slows including a persistent placed one and a slow aura. All those debuffs trigger aggro on the runners and stop them from running. A Rad tank, with all the AoE patches and auras is also good on this. Any damage and, I assume, most debuffs stop them from running; the Time patches definitely do.
  9. I'm not sure if you were looking for what sets or just general theory but I get the recharge up first so I can put it on more teammates and then I start pumping up the defense after the recharge is 90%+. I don't think I've ever worried about increasing the to-hit buff. People generally build to be pretty decent at accuracy/to hit w/o buffs so the buff is just gravy and/or to counter debuffs.
  10. My PC crashed (I think my graphic card is fried) so I pulled out my old (2010) Mac Air and tried to run Island Time on it. I had run it before probably 6 months ago or less. A message came up that said it wouldn't run on Sierra and I had to update to High Sierra to run it (which seems odd since it ran fine before and I didn't update Island Rum but whatever). I updated to High Sierra. Now Island Rum launches but it's just a window with "Island Rum" at the top and the rest of the window is black. Does anyone have any advice on how to address? I have not had much to do with Macs in decades so I'm pretty clueless.
  11. So, is it Indomitable tonight i.e., the regular schedule?
  12. Glowworm

    Rad/?

    Rad/Martial is loaded with PBAOEs and has the very fun ki punch-then-snipe (or Cosmic Burst) as the boss floats away. Also, Cosmic Burst (stun+damage) + Throw Sand (AoE stun) seems like it has potential but I only just leveled up to it (mid 30s) so I'm not sure how it will actually play out.
  13. From what I remember ID has a short (1 min?) duration so it's more practical for breaking mezzes and hitting whoever is eating an alpha just before the alpha. The only time I would try to really keep it on the team was if we were low level and facing ruin mages - the AoE KD they do (earthquake?) can really screw up a low-level team w/o KB protection yet. But that's very niche; most of the time I'd treat it like clear mind and just throw if someone was mezzed. Note: the mezz protection only hits the individual you target whereas the S/E resist hits the whole team.
  14. Secondary makes a difference here though. When I FR I'm actually casting FR+Ice Storm and often Blizzard on top of that so FR doesn't need to do all the slowing.
  15. I frankenslot with 2 Slow/End/Rec and 1 generic Recharge. That puts my recharge at/near the ED cap and the slow is enhanced 42% at 50.
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