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biostem

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Everything posted by biostem

  1. I highly recommend trying a dual pistols/radiation armor sentinel; Very sturdy and since you have ranged attacks, it can alleviate having to chase down enemies. A lynchpin to this combo, particularly radiation armor, is particle shielding, since it provides absorb and a hefty buff to endurance recovery, so make sure to 3-slot it with recharge and set it to autofire. Cheers!
  2. Someone's salty about being proven wrong over and over again. Just rechecked and the power set description contains no references to magic. But maybe if you keep repeating that it is, it'll come true someday.
  3. The issue with MA, IMO, is that they don't come across to me as graceful or dance-like. I'm sure you could make it work, but in my mind, staff fighting or kinetic melee are a better fit...
  4. Give electrical affinity a look; It's a great set, (more so once you throw in a few binds or macros to make the most out of the chaining mechanic).
  5. Seems you don't understand what the word "obvious" means, either. Funny how you keep mentioning that your position is backed up, but can't seem to actually point to any of this so-called "evidence".
  6. I can't recall who crunched the numbers, but IIRC, the animation times for kinetic melee are actually on par with other sets - they're just more conspicuous or "out there", so any delay stands out more.
  7. What I understand is that you cannot/will not or are not capable of backing up your position; You point to external sources that have no bearing on CoH or think that the name of a power somehow influences or trumps your character concept/ or chosen origin.
  8. No, you are still hung up on what the powers are called. What does the enchanting/empowerment powers actually have your character do - you extend a hand and they receive the buff. Nothing more, nothing less. Anything beyond that is you reading into the power(s).
  9. Stop getting so hung up on what things are named, and instead focus on how they operate. My tech characters do not have a dozen cybernetic eyes just because that's what the acc enhancements happen to be called...
  10. You clearly don't know what the word "imagination" means. Now prove to me that necromancy and its animations must, necessarily, be magic. Anything you come up with, including a dev outright stating that it's magic, does not in fact mean that each and every one of my characters that use the necromancy powerset in fact use magic.
  11. That's just a lack of imagination on your part. Not every instance of something science-y involves a vial or test tube.
  12. How who are summoned? Show me some pics. I've played necromancy before and, IIRC, you toss a pile of bones for the zombies and there's like a generic dark pit for the grave knights and lich. EDIT: I'm not at my gaming computer to test myself, but found this video of summoning all the necro pets, and yes, it's a generic dark pit.
  13. I think you are too locked in the names of the sets. Look at what a set does and how it depicts it, rather than how it's named. Necromancy summons zombies, grave knights, a lich, ghosts, and has dark blasts, but there aren't any specific tells that the set must be magic, (no magic circles, runes, etc). Demon summon, as I previously mentioned, is a bit harder to write off. All you know about robots is that you summon robots - there is nothing to indicate how you created/summoned or control them. There's no indication as to how they are powered, or if their internals are also, in fact, artificial. Radiation likewise lacks any specific indicators as to its origins/source. Guns, especially with certain weapon models, can be explained as part of pretty much any origin.
  14. The simplest, IMHO, is to somehow conceal myself them walk the pet through the enemies, in order to get them to aggro it. I wonder if they could add some sort of voluntary/optional mechanic, (or perhaps an IO), whereby a player can designate some other power to cause any pets they control to aggro on the target of said power...
  15. I think you are coming at this from the wrong angle; Powersets should be as generic as possible, with options being made available to tailor them to your specific concept or theme I think the idea was to offer the origin-centric power pools as a way to add some flavor & utility to your character, and could just as easily reflect their origin or a simply dabbling in said field.
  16. I really like ninjitsu on my sentinels. It has no major holes and provides good defense, backed up by a heal and end recovery power.
  17. My first impulse is to say kinetic melee and super reflexes scrapper. If you wanted to add a bit more of an elusive or surreal quality to the character, maybe a kinetic melee/energy aura stalker. Another route, if you want to take the name "Spandex Ballet" a little less literally, what about a dual pistols/SR sentinel?
  18. The question isn't whether you *can* duplicate signature or copywritten characters, it's whether you allow it and/or enforce those that do violate such prohibitions.
  19. I don't dispute that a full matching set can look good. My point is that it is less of a creative venture to do so than to put together pieces from different sets and make them work...
  20. Hmm... I wonder if they could simply provide a "no emote" slash command to access the radio/newspaper function, then we could add the emote of our own choosing as part of a bind or something...
  21. But you can't quite duplicate such signature characters in WoW like you can in CoH.
  22. I can't bring up your build ATM, but how much Acc are you slotting into your powers, and are you running anything like tactics?
  23. This seems fitting: Necromancy | Superpower Wiki | Fandom
  24. As a sort of tangent to this topic, it does bug me when I see people win, or come in as a finalist for a costume contest, while basically just wearing all parts from the same set...
  25. It really isn't weird, though; You have the element of surprise in that the enemies don't know where you'd appear, leaving them open to an attack from you. A defense buff doesn't make sense because you are already untouchable during the actual teleport. Once you reappear, you're just as vulnerable as you normally would be.
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