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nethod

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Everything posted by nethod

  1. yes it do. i did a ff/seismic to juggle mobs with before. upthrust/forcebomb/repulsion field and seismics passive knockdown thing that activates once and a while
  2. this will be the third iteration i think?
  3. manuvers dispersion bubble both the shields six slot those 4 powers with- 5x shield wall 50+5s and 1 lotg 7.5%global rech almost every bubbler I play has this, powerboost, and clarions + secondary effect boost i think we spoke last year same subject, sir.
  4. void skiff + teleport teleport is binded to my z key press z brings up cursor, left click screen to fire it into a direction (wait for animation), repeat after port. I only use teleport and void skiff on most characters.
  5. agro is not taunt per say as they are meaning on bubblers...- if you softcap defenses for everyone on your team it becomes possible to pull a lot of mobs on top of the team, which expands the 16 mob agro cap further to a "per person" and spreds it to others. big swaths hit by forcebubble, then the bubbler would drag it back to team and rebuff shields usualy will distribute the agro to rest. its a big reason behind the outcry to leave force bubble alone - that power is the biggest mobile agro tool there is, can grab a lot.
  6. would miss that fancy new -15 res they are proposing on it though, and the faster animation. think it might be useful on autofire while targeting off a pet for lazyness
  7. Damp bubble confuses me. When should It be used? on Devouring earth Eminators, crey protectors and such that buff other badies? is dampening bubbles design to be used on the post level 32 type mobs that sometimes do that kind of mass buffing like nemisis with vengence and all that?
  8. seems alright. shields and dispersion mostly unchanged, that's the core of the set
  9. nethod

    FF/Dark

    i mean, it was last month, but for me it was truely unforgettable. You had randomly asked about my build out of the fing blue and i'm not even active on forums really.
  10. nethod

    FF/Dark

    cmos is at vet 780+, but i think you asked about my build already and I sent you screenshots because I never plugged it into mids?
  11. If the water next to atlas statue were just a little bit deeper we could use the innertube emote there
  12. Smoke went from "wtf does this even do?" to "we're not getting hit at all" with fire/forcefield controller
  13. I agree with most of the uncapitalized letters in your post. un guarde! /s 😄
  14. I had got around the end drain with pairing electric control/FF controller's aura. not a fender, but there are ways to make repel field work Edit: Oh...yes it takes KD/KB conversion, tried that too of course~ Sudden Acceleration set
  15. Yes~the 500 vet level FF defender is mine from the other thred. The threat/agro generated seems to "pull" everything in right after buffing teamates. There is a connection between FB tapping mobs, buffing teamates, and agro "flags" i regularly exploit to do it. Its a strange effect, like they "wake up" suddenly and come running in. edit: I feel like when this comes up it resembles similar times from years ago. I don't want to be like "yo, i'm right, check out my lvls", that's dismissing to your input in a way. I believe we've seen similar tactics which makes explaining easier. I have seen the "trickle in" vs the full pull. all that buisness where the agro gets a little wonky, mobs stand around untill "the maw" chews more from the head group. I'm not exactly positive why the buffing blankets the team with agro from other mobs, or if it were to extend the timeframe agro persists. i think its a matter of timeframe its all done in that keeps the threat generated until it is transfered over to the team. That part I have yet to track down, i can't see the server backend of what happens and i'm not that smart anyway. You are not wrong, I may be explaining the version i see poorly, but I sincerely wish to see others make attempts with similar FB-tappin-mob sweeping tactics just so more input about the style can be seen, and drive away the elitisim behind trying out new things. I appreciate the input greatly, if you end up trying the style of play out I would love to see more than one bubbler capable in sweeping maps as a duo or trio among a full team.
  16. the mobs pause from being At agro Cap - I know it. to overcome the pause on the return trip after touching them with force bubble, the agro "transfers" to teammates after buffing them. The team takes on the agro as a whole after buffing teamates. The whole cycle is run/fly into several mobs, FB toggled.-- come back and buff team. mobs will run in for the whole team. turn off FB~
  17. To get the most out of FF, it can be utilized like "team of tanks" where everyone pulls from everywhere and converges onto one point-tank. Team with HARDcap defense can do that, the bubbler can make the team capped out on defense---its a beautiful thing to see in action. this gets past that pesky 16mob agro cap, you see? Like Octopus Arms
  18. Wav-burger-sensai, we meet again 😄 . (Xalus)
  19. Force bubble's strength is how big it is. It is an agro-magnet that can pull lots of mob groups at once, on the return trip the agro has to be transfered to the rest of the team to pull above the cap. *Its the opposite of what you think it should be.* When you have a 1. Dispersion bubble for anti mez, on you and team 2. Forcebubble active/deactivated in a controlled toggle as if it were a taunt aura 3. Team buffs that'll not only softcap, but hardcap potential for the entire team, for 4 whole minutes the shields are active. ....all of these factors, the "style" of the FF set for even having pbaoe toggles that knockback or a personal force field that makes it tank strong to take the return hits easier... Alll that given---.....Force bubble Is not nessesarily for a ranged safehaven. its designed differently than that. Forcefield defenders can tank better than tanks in endgame, even have an "oh shit" PFF field for it. Think about a force fielder in terms of a late game team buffing psuado tanker, and everything changes when thinking about other synergies that are possible with other secondaries that do Pbaoe well.
  20. Gimmicky powers are what make the set viable to controllers/masterminds in some cases that I like to build characters around. I use some gimmicks conceptual builds like Elec/FF controller with repel field/knockdown + that aura that drains endurance. I would be upset if they were drastically changed if the concepts I played with for years no longer worked properly, but not so sour about it if they worked 'better' than they do currently.
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