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biostem

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Everything posted by biostem

  1. My interpretation is the OP wants a hover-like power within the sorcery pool, so they wouldn't have to dip into another power pool and/or didn't have to take some other "filler" power in the pool in order to get rune of protection, (and possibly also still have a LotG mule)...
  2. The only time "taking the alpha" becomes an issue is in the much more difficult or star-content, in which case, you do need a more optimized build. That being said, not being able to do so in those cases does not invalidate the AT in pretty much all other groups the game can throw at them. I think the misconception that the OP is under is that if you cannot handle the hardest content, then your build is somehow invalid, (which I wholeheartedly disagree with). I give way more props to a player with a cool costume, concept, bio, and good attitude, than one who has calculated things down to a T, but who rages at teammates who don't play how they dictate and/or rage quits at the first defeat...
  3. I, for one, do NOT want the sorcery pool to be changed to be closer to the flight pool. The added control and defense of hover are actually quite big advantages, and totally in line with that power pool, well, focusing so heavily on flying itself. Mystic flight actually addresses one of the many issues with taking straight-up teleport, (though without being able to enhance the translocation component), which is fine IMHO. While I agree with @Ultimo that arcane bolt is quite useful, I do wish is cast time was shortened. I'd also like to see spirit ward made into a regular ally-only click power - I just don't think it is good enough to be a maintained toggle, (though the mechanic itself is novel)...
  4. A few of my psi/devices blaster, "Psilver":
  5. Try telling Gemini to create the image in a particular art style. I've found "oil-pastel", "charcoal", and "watercolor" to work rather well! Cheers!
  6. Google Gemini.
  7. I find /tactical arrow or /devices to be very helpful when soloing a blaster. /TA needs stealth to give you that extra margin of safety, IMHO, but gymnastics can give you those extra few seconds you may have spent knocked down, and the other powers really help with their hard and soft controls. Combine it with a primary that has another hold, and you can lock down bosses quite easily.
  8. I can't seem to decide on a single design I want to stick with, ATM, so here's "Psilver":
  9. It would then have to be something like savage leap or lightning rod, both of which are T9s, IIRC...
  10. Thanks! I had to try several more times that what I shared, but I told it to create the image, (using provided screenshots), in the style of an 8-bit, 16-bit, and 32-bit fighting game, (sometimes also including the qualifier that it should be an "arcade" game)...
  11. A few with "Miss Molten" and "Powerkore":
  12. Does CoH:HC use AWS? I noticed some lag these last few days, and there was that major Amazon outage... so maybe just some residual aftereffects?
  13. If you type /netgraph 1 into the chat window and hit enter, then look at the resulting graph, is it consistently short green bars, or are there spikes of red and yellow ones as well?
  14. My only concern there is that new players may not know just how useful it is or where best to place it. Heck, I shudder the thought of them discarding it by accident...
  15. Additionally, and unlike all other powersets or pools, you can eventually craft and have access to every single incarnate ability...
  16. 3 million is enough to get some generic 25 IOs into your key powers, and then some... When it comes to "gifting" inf to people, I'd say even just 1 million is more than generous....
  17. A point-blank area of effect power, AFAIK, doesn't have both a power range AND a power radius - it'll just say something like "target: self" or something similar... For comparison, Tanker combustion from fiery melee:
  18. If you're talking about basic/generic enhancement slotting, then my general approach is this: 1. If it's an attack of some type, then I definitely want to be able to hit my target, even if they are a few levels above me, so I'll slot 2 ACC enh's. Next, I'll want it to deal better damage, since my goal is to defeat that target, so I'll slot 3 DMG enh's. That leaves 1 potential slot remaining, which I will dedicate to some other aspect of the power that I need - maybe endurance management is an issue, so I'll slot an endurance cost reduction enh. Maybe I want that power to be available more often, so I'll slot a recharge time reduction enh. Maybe it's a good power, but you need a bit more range, so go with one of those. Perhaps there is some additional effect in the power you would like to take more advantage of, like to extend the duration of a hold effect, in which case, go with one of those enh's. 2. If it's a defensive or support power, my primary goal is slotting 3 of the associated enh types - DEF, RES, Heal, etc. If said power also need to hit an enemy in order to function, (and it's not an auto-hit), then the same as in #1 applies - 2 ACC. 3. Other specialty powers generally follow a similar rule to #2 - for instance, most blaster secondary sets have a "maintain" power, which grants extra endurance recovery, and for those, I want to slot 3 endurance modification enh's. If you are talking about the invention-origin, (IO), set bonuses, then that is kind of a science unto itself, and you'd be best served referring to one of the guides others in this thread have posted...
  19. What they could do is create a generic "Lost but not forgotten" type of memorial, with a SG base portal next to it, and perhaps have a plaque on the memorial link back to a special section of the forums where players can post special SG base access codes...
  20. If you are going to open up that floodgate, then I don't think they should be able to deny any request, (which is why I suggested the in-SG-base option)...
  21. So I've continued to tinker with the design, but I think maybe I just need to stop and get some sleep, LOL... "ShockSpecter"
  22. I think this version of "Miss Molten" turned out better: And the slightly tweaked version I ended up going with:
  23. The following bottoms allow room for a tail that doesn't appear to clip through the bottom pants/tights, (at least in my testing): Bikini 1 is very close, but clips slightly. Barbarian - same as "Bikini 1". Excess & Excess Plus Hacker Witch Bare & Witch Lace are close as well. Zombie is pretty close as well.
  24. Truly exceptional! I may have to... ahem... "be "inspired" by it... ;-) I don't think it's nearly as good as yours, but I think "Miss Molten" turned out pretty well:
  25. The short version of my question is basically: How do you manage end usage on your characters with no additional +recovery or +end powers? The longer version is: Even with Panacea, Miracle, Numina's, and Performance Shifter, and 1 end redux in most of your powers, trying to fight continuously seems to basically be impossible, particularly if you're also trying to run multiple leadership and/or other such toggles. Yes, I know you can selectively turn some of those toggles off, and there's always inspirations, set bonuses, and incarnate abilities to help with end management, but before getting all those, it just seems like such a chore to play such characters. To add to this, I almost always want *at least* maneuvers + tactics + APP or PPP shield, (for non-melee ATs). For melee ATs, I usually want maneuvers + tactics + armor toggles + tough + weave + cj. I get that all of these aren't strictly necessary, but they seem like a very strong "want", if you're trying to really push up that level of performance. And, again, while I understand that if the baseline to be used is +0/x1 content, then pretty much anything will suffice, but even then, and if we do assume you're on a full team, that also doesn't mean that any of your teammates will have other +end/+recovery or healing powers to make up the difference. Is it basically to be assumed that, barring such buffs, the fights simply shouldn't last long enough for you to bottom out your end and drop your toggles, or perhaps to trade HP for a bit of extra time for your end to recover "naturally"? Personally, I just tend to play ATs or powersets that include ways of recovering endurance more quickly, to make up the shortfall... but how do you folks address this issue? Thanks for reading!
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