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nethod

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Everything posted by nethod

  1. 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.
  2. 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~
  3. 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
  4. Wav-burger-sensai, we meet again 😄 . (Xalus)
  5. 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.
  6. 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.
  7. the art isn't lost! only patched over a few times 😄
  8. the oldschool method before the pbaoe team bubble change was 4 minutes for each shield applied. Made it quite weird buffing cycle of Powerboost + 4x shields on teamates, then 2 minutes wait for power boost to come back up to buff the remaining 4 players. When I came back I was in shock after finding out it went from single shield to the team targeted aoe it is now. Super QoL addition, not sure who did that but that was 70% the bubbler's work at least in those days. Way back there was a program called herostats anyone could remember - that kept a timer on screen for various buffs, kinda like what overwolf does now for some games.
  9. there is likely 4 parallel dimensions of AE content I have never witnessed
  10. Yes no farming
  11. How do you like playing with beam on FF? I've wondered a lot how fast disintegrate comes into play after the whole luck of gamblers 7.5s peppered into the build
  12. darkblast for the synergy of -tohit with bubbles
  13. Beat the 16x agro cap by having the entire team go pull and draw things to the tank/focal point person. When the team is softcapped, everyone can pull 16 mobs at once from everywhere to a single point. Then count past 16, and burn down the entire pile. Force bubble is great to pull mobs with, however the bubbler should be prepared to take a few hits while doing it. Dispersion bubble prevents most mez though I get slept time to time. Mixing 1 LOTG 7.5% + 5 Shield Walls is my goto slotting for most +def abilities. I find the extra resistance and HP is helpful on defensive builds for balancing out when the hits happen.
  14. hello, fellow defenders, hi.
  15. ty i have a login window 🙂
  16. Mine hangs on a black screen till says "coh is not responding"
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