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Championess
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Everything posted by Championess
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Mind Control's Telekinesis - some questions
Championess replied to Midnight Mystique's topic in Controller
The change to TK was nice. It's a good power to gather the group up and keep them at a distance as you like, although you will catch a lot of hate from them so be aware. It lasts for 20s then it auto detoggles or if you use Levitate on the anchor it'll knockup all those in the field and give a bit of splash damage and turn off. The part about Levitate doing a Mass Levitate with an auto detoggle is a neat combo that'll give you a bit of soft control and a little aoe damage. If you were looking to rush into the group the pushaway mechanic is prohibitive to that play so the Mass Levitate soft control is a nice way to detoggle without having to reclick it again as you're running into the group. It gives Levitate more use and you can always let the TK run its full course if you need the repel active, then you may as well get the bonus before it detoggles on its own. Its a neat little power with some good utility. I'd compare its usefulness to say Terrify. It allows you to do unique things. Terrify is a nice soft control you can load up with damage procs or a target aoe purple set if you need the bonuses. Ideally you can take both powers and functionality they are both useful to have. -
Back in my day we had to do a few hours community service just to earn the chance at a respec. That's if you didn't miss the guy that ported under the reactor and ruined your day. And if you chose poorly you were Super Speeding uphill in the snow through Terra Volta. We didn't have those fancy schmancy jetpacks these kids have nowadays.
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Combat Teleport vs Speed of Sound; Compare and Contrast
Championess replied to Scarlet Shocker's topic in General Discussion
Have you looked at the stats you can get with Adrenal Boost? Its an amazing offensive buff which lasts a minute, built for recharge and the +recharge you get from it the power is up quite often. You'll get your Super Speed along with a quick escape or into the fray tp power then you can take AB. Just have to sacrifice a power to get it. I'm usually saving a spot for one of the Origin pools. If I'm looking offense this is my jam. -
I'd say Shield too yes. All the beefiest armor is compacted into the early power picks. Those first 3 armors can be built quite strong later on with IO's and bonuses and such. My shield tank can get 90 DDR only SR is better but Shield can get access to much better uptime resistances. Then you get Shield Charge which is an awfully fun attack. Only thing Shield really lacks is a heal which SR doesn't get either.
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There's a few. As said already the no-brainer is an Ice/Cold Corruptor. I like my Ice/Nin Blaster a lot, superb ST especially with Ninjas attacks and crits. My Ice/Bio Scrapper is super tanky and dishes out silly damage with those last two ice attacks and proc'd DNA Siphon. I'd have to imagine Ice melee Stalkers have to be vicious as @Carnifax says, getting to trade a crap power to get AS and keep Frozen Aura has my scrapper jealous.
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[Let's Brainstorm] The Last 4 Incarnate Slots
Championess replied to ThatGuyCDude's topic in Suggestions & Feedback
Yes okay I get that but if they were to add the 4 more incarnates and they turned out to be pretty good you might see current incarnate and HM content get trounced and thus that becomes trivialized. Then there's things like Hamidon. And if I worked hard at getting the next incarnates t4 you bet I'd at least like to have the option to entertain using them in things like Mis Lib. I'm just saying it'd probably be best to head off as much power creep you can if there ever is introduction of more powers. All pie in sky anywho. -
[Let's Brainstorm] The Last 4 Incarnate Slots
Championess replied to ThatGuyCDude's topic in Suggestions & Feedback
The Destiny Barrier Core is a huge force multiplier. I can't imagine if one of the remaining 4 would be as good as those Destiny powers. But also limiting themselves from not making one as good as those would be kneecapping creativity afforded them. They could make a good one but tie it to Destiny so you can only have one of the 2 active. I'm thinking more in terms of Hardmode content, the rest of the game is pretty cake as it is so whats it matter. Hardmode is already tuned pretty well for the current incarnates. If they came up with 4 more it would be lame not to be able to have access to them on HM content since 4stars are intended for you to bring your best self. But having 4 more incarnates added into play would likely make them much easier if you're getting to use all 10. They'd have to constantly rebalance HM to keep pace. It'd be easier to do things to make you sacrifice having Destinys or Judgements. -
[Let's Brainstorm] The Last 4 Incarnate Slots
Championess replied to ThatGuyCDude's topic in Suggestions & Feedback
I read it as you wanting to remove incarnate powers from lvl 45+ non incarnate content. That would cause quite a ruckus. Which you more clarified. I'm saying if ever there were to be 4 more added they could make it so you could only have 6 active so you'd have to give up one of the first ones to play any content, present and future, incarnate or not. I'd assume that'd be a lot easier to lock incarnates out at the power level rather then retroactively coding what content is allowed what powers. -
[Let's Brainstorm] The Last 4 Incarnate Slots
Championess replied to ThatGuyCDude's topic in Suggestions & Feedback
The ensuing moaning I'm certain would be unbearable. Some compromise could be made sure. Admittedly I've gotten very used to Barrier Destiny and have too much fun with Judgements. I'd hate to lose those and my Alpha on my 50's on a lot of the endgame content. I'm sure they could limit certain incarnates like they did for pvp. -
[Let's Brainstorm] The Last 4 Incarnate Slots
Championess replied to ThatGuyCDude's topic in Suggestions & Feedback
I like the incarnate concept and content that followed. I would like to see the last 4 incarnate abilities and corresponding tougher content. Being able to use incarnates in regular prior content has kind of trivialized it yes. If they were to add the last 4 there'd have to be a mechanic that you can only have one of a pair of incarnates available. Like if you had both Omega and Alpha you could only have one of the two active. So that sure we'll add the 4 more incarnates planned out but you can only have 6 of the 10 active. I know a pair would mean limiting it to 5 but I say 6 so that it wouldn't seem lile a nerf to what it currently is. -
Clearly they were given individual fingers so they could flip the bird to the heroes as they make their getaway knowing the heroes can't do it back. Truly villainous.
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I don't usually have room for all those heal uniques. I like Panacea the most out of that, Miracle and Numina. It seems to beat out the others for endurance plus also the heal. Then yeah Preventative I look to use. Just about all the rest I'd use. Although instead of Aegis I'd substitute in the Steadfast unique. And maybe 2-3 knockback resist IOs if you're on a squishy with little protection from that CC.
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Sagely advice from the 3rd best dommie on HC right here. 😜
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I have one of those Fire/Atomic's. The big boom is your best defense. I've come to like Atomic more since they changed it so offensive toggles just suppress when mezzed without having to constantly retoggle. Its a fun pairing that pbaoe +recharge is nice to get more nukes. I put in a good amount of global defense bonuses aiming for range then melee mostly. On top of that I use Barrier Core often especially if a nuke isnt up. Then the new Sheer Willpower accolade has been nice for when you're mezzed and need a breakfree. Then there's always the inspiration tray. Blasters are demigods just eat a purple or two and use your Aim/BU's. Mass carnage.
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What are the actual mechanical benefits of Domination?
Championess replied to Story Archer's topic in Dominator
I wouldn't build a dom having to rely on the recharge you get from Ageless. Yes its nice to have for the added recharge and mostly the endurance fix doms do sometimes need outside of reclicking domination. I agree with @Jacke if you're ever looking to use it for endgame stuff you're more likely required to have Barrier Core so you'll need to rely on yourself for the recharge, although you'll likely have a kin on the team. The endurance fix I'll get from Epic pools and I have an alt build tailored for 4star content. If you're set up well for endurance then having Barrier is highly useful. -
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Yes damage dealt is a factor into enemies aggroing to a certain individual. Let's say on a team you don't have an actual tank and just a shield scrapper with their Against All Odds taunt aura but they didn't take Confront. When you're fighting an AV you'll sometimes see the AV aggro over to the Fire blaster if they are pumping out huge chunks of damage. With no true taunt on the team the AV's look to be coded to eliminate the highest threat so whomever is dealing absurd damage that may overcome one lower value taunt aura you'd find on scrappers that don't also get punchvoke like tanks. Bio's damage aura and debuff aura look to factor heavily in keeping threat locked in on them.
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I'm holding out hopes for something like this. Why throw sharks at people when you can let them laser beam people on their own.
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No I didn't develop anything wrong here. Yes any scrapper secondary with a taunt aura most all have the same taunt value. Since the topic was asking about scrappers with a taunt aura I read further into the 'why' they would look to be holding aggro with a scrapper. I chose not to give a host of information of all the various armors with the same higher taunt value auras which I figured a little searchfu by the original poster would have shown them the statistics you detailed. Instead I gave played experience of a bunch of those armors. If the spirit of the topic was to find a scrapper that holds aggro well and from my experience they dont do it very well in relation to tanks except for Bio because it also has a separate damage aura also helping hold aggro as @Wavicle alluded to.
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Someone doing some ERPing on Everlasting eh? 😛
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Be careful the power you give to ChatGPT. Now that its got your look down there might be a new Oklahoman moseying in Oro forming itrials.
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Yes in theory but in practice the rest of the armors cant hold a candle to it. Why is it my Bio scrapper passively holds such better aggro than my Shield scrapper? I've used both as the main tank on 4 stars and Bio holds the aggro without even having to taunt so much better than what I can come up with my Shield scrapper that constantly has to taunt with playstyles being similar. There's obviously more going on under the hood of Bio scrappers than just that one taunt field a lot of other sets also get.
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Bio has a real strong taunt aggro control between a few of those powers. There's a few others like Shield, mostly the offensive defense sets. There's a huge difference in passive taunt from Bio compared to all the other scrapper armors that have taunt. If you're aiming for top aggro control while also being the best armor then Bio is your boo.
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Wind Control. Will we ever see this powerset?
Championess replied to Heatstroke's topic in General Discussion
I've played this control on another server. It's very strong, partly because how good that aoe confuse is which for some reason an aoe confuse gets compared to Seeds of Confusion and that seems propper...? The combo mechanics are okay I guess. I agree less combo mechanics for things would be ideal but for where it might make sense and limited combos. In its current form it would be a step below Plant so real strong. I do agree though until we can wrap our heads around how we want to see control behave in City of's meta nukem real good I don't know if it'd be a priority I'd push for having just got gun controls. Though I dont think that's good policy just to dismiss fleshing out a powerset just because its on another server, especially when most of the powers are already coded into the game and the old team didn't get a chance to port it to the players.