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Haijinx

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Everything posted by Haijinx

  1. Supes is really running into a Power problem. That is a good point about the light. Even 20ish% Solar Cells look pretty much black. He is going to look more like Sunspot than his traditional Blue and Red depiction. On the plus side this removes the special costume requirement. Since if he is pitch black, he can probably pull off just being naked after all. The Solution for the decreased efficiency of course is to Increase the Area of the Solar Field. Which is obviously accomplished by eating thousands of Big Macs.
  2. Plenty of EA Stalkers Advantage is a fixed +20% Recharge Don't really give anything up, and You are invisible as a Stalker all the time anyhow.
  3. Its only an End Hog compared to sets with END tools
  4. Rage Zombies are here.
  5. Haijinx

    Rad or Invuln

    I'd have to make a new Invul/SS don't have one on Homecoming. But yes that might be an interesting test. Also with Tankers base damage buffed Rage is better, which could be fun.
  6. Haijinx

    Rad or Invuln

    In Tactics it fires much more often than once a minute. It can double fire also.
  7. The newer sets tend to be better since Assasin's Strike replaces a mid tier ST attack instead of their PBOE So STJ, Staff, KM, Savage Electric is also good
  8. Haijinx

    New Tanker

    They normalized all the taunt auras recently. So aggro control isn't really a thing anymore.
  9. Haijinx

    Rad or Invuln

    Yeah probably do not need to actually slot for +to hit on an Invul. Definitely not for a Invul/SS
  10. Haijinx

    Rad or Invuln

    I'm curious since it might be a cool place to put it in a Invul/SS build. Since putting it in Rage is useless. I know putting it in Tactics works well, but I normally hate Leadership powers unless I *HAVE* to take them. Jump into a spawn and chance for Build-Up triggers ... might really synergize well for a Tanker.
  11. Haijinx

    Rad or Invuln

    Hmmm. Can you run Guassians in Invincibility? And how does it work there? Based on which enemies it affects?
  12. Haijinx

    Rad or Invuln

    Dont forget the "+To Hit" shooting up by +24%
  13. Haijinx

    Rad or Invuln

    We all know Brutes and Scrappers can easily be built to take Alphas and continued attacks from +4x8 spawns (Stalkers too but they have low threat so its a different thing to an extent) Therefore even though Bio is on the low end for Tanker Survivability in its offensive mode .. That is easily compensated for in a moderate to expensive IO build. Not a lot different than Fire has been. Tankers are just so potentially tough, even the flimsiest of Primaries can be very hard to kill. You could probably build a fairly tough tanker using mostly Pool Powers plus a T1 TBH
  14. All Jedi in the Galaxy dress like Tatooine moisture farmers for some reason ..
  15. Awesome. While I personally think Jedi in COH are immersion breaking, The fact that you offer this mod is really cool.
  16. Haijinx

    Rad or Invuln

    Def Debuffs simply do not affect SR tankers There is no way you will get hit enough times to have a cascade failure when you are floating at over 60% Def and 99% DDR What interested me about SR/SS was getting 65% def all the time so I could ignore Rage crashes and run Double Rage as much as possible. But I lost interest before finishing the build.
  17. With most teams there are so many manuevera spams that 20%ish def is plenty. You'll be capped anyway. Even if you are attacked by a bunch of zombies raised from a necro-thread
  18. Is it necessary? Its pretty easy to be at or near the flight cap with a jet pack. Maybe if they bumped the cap?
  19. Ill occasionally glance at my hp and end bars.
  20. The only Superhero game where origin was more than flavor text was Heroes Unlimited. There origin and AT were the same thing.
  21. Haijinx

    Rad or Invuln

    The fact that the fighting pool is optional makes invul a little OP for tankers in the final stages. Makes it amazing for Brutes, Scrappers and numbers wise Stalkers (never tried the last one.) Unless you have some build in mind where you need all those powers I guess. I never have enough slots for swiss army knife builds myself. Calling it weak though seems odd. Invul is very strong.
  22. Council ... there's reasons they are popular punching bags.
  23. Yes. That's why the chance for Hide proc goes *IN* assassin's strike so you won't accidentally try to use it when you are hidden. Nobody has time to wait for that slow ass animation. Just you know Crushing Uppercut or Headsplitter or Crane Kick or whatever THEN hit AS. Edit - Or as Hopestar mentions so you build up your chance for Critting with AS - that's even better. But the main thing is no AS while hidden its too boring that way.
  24. When testing solar panels a nominal sun load of 1000 W/M^2 is used. Called in Solar Testing "One Sun" Which is actually a fairly bright day. But lets say its REALLY bright and its 1400 M^2 for Supes today. (Like a super hot day in Dubai in July or something) Superman is a tall guy, lets say he is 2 meters tall. He is also pretty broad shouldered. But he is normally slim. But lets just say for today he has been really Power building lately and he is also 2 meters around Like a Block maybe. A big 2 meter around cube. Normally all the sides of a cube wouldn't get the same Sun Load. You try to angle Panels, they don't work nearly as good horizontal. But for today Supes has Mirrors and crap all around giving him perfect Illumination. Even on bottom since he can fly .. well I mean supposedly can .. we will get back to that. The Area of a 2 meter x 2 meter x 2 meter cube is 24 Square meters which is huge really. Practically a mini solar farm. And Supes is so much better than Solar panels he can convert 100% of the Sun's Power for his own personal use. I assume his costume is special so he doesn't have to get naked to get all this Sun. So how much Power is that? 24*1400 = 33,600 Watts. Enough to light 336 100 Watt Light bulbs! Or About 45 Horsepower. Etc. So can he really fly? Eh ... IDK. A Jetpack looks to be about 200 Horsepower. Maybe? Like Really Slowly? Lets not get into how much power is available at night though ..
  25. I have a 50 Fire/MA Some thoughts - It works but I found I don't have enough slots to really fill out the secondary. The Melee attacks are direct Scrapper ports so for a Blaster they are pitiful damage wise. Traditional Blaster Secondaries have double recharge time Melee attacks resulting in double base damage. Animation wise they are awesome. The Storm Kick is really nice. Dragon's Tail is your active melee mitigation, since it is very reliable knockdown with a fast animation. The Massive AOE debuff is really good, Reminiscent of something ICE might have. The Build-up replacement is okay. Sort of a double defiance deal. Build-up is probably better for burst damage, but for just cruising and blasting its cool. The Teleport Attack power is kind of awkward to use. Oh the Teir 1 is epic, the whole repel animation of arms flailing as the baddies are sent away is fun. I have found it a usable Secondary. But not as good as /Energy.
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