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Major_Decoy

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Everything posted by Major_Decoy

  1. I really don't know what I need to add to this beyond the title. It'd be a nice thing for Energy Blast, I think. I mean, Energy Manipulation get boost range, so it kind of makes sense for range to be Energy's thing
  2. I tried your build, I went to test, made Energy/Invulnerability, leveled it to fourteen, slotted up with training origins, and took on some even level outcasts. Power Bolt and Power Blast: 2 acc, 2 dam, 1 end Energy Torrent: 2 acc, 1 dam Power Burst: 1 acc No other enhancements used. 1 Brick, 5 minions: Win 1 lead shocker, 1 shocker, 1 brick: Not so much. Though, if I'd been allowing myself to use inspirations, I think I could have won. I got the shocker down to 40% health. 1 shocker, 5 minions: win Lead shocker: Win. Lead brick: win (didn't need dull pain) 1 lead shocker, 1 shocker, 1 minion: Lose. Complaints: the lower range on sentinels really hurts Energy Torrent. It is just really too easy to knock your target out of range and then you have to switch targets to use Energy Torrent. Yes, this isn't a problem if you slot Sudden Acceleration, but when still, I don't think it'd break things if Energy Torrent had a longer range. I mean, blaster's Energy Manipulation has boost range, make Range energy's thing? Bonus: I had forgotten how awesome Air Superiority was. I'm going to need to find room for it in more builds.
  3. I'm sorry, but it's clearly a Titan's weapon.
  4. Okay, so, after playing with Aid Self for a bit, I got annoyed with it. Maybe I just haven't played enough time with aid self, so I just haven't learned how to use it, but I revised my build to the following: It drops the medicine pool and the leaping pool and picks up sorcery and maneuvers. Rune of Protection becomes a robust on a recharge timer, and Spirit Ward is an excellent mule for Preventive Medicine: Absorb. (The other option I looked at was trading the medicine pool and travel power for Force of Will) Pelagic Pallas - Tanker (Super Reflexes).mxd
  5. My first fifty on these servers was Radiation/Radiation. It's a good pair. Radiation armour is pretty endurance friendly, it has a couple of tools for managing it. It's a cheap pairing to get operating to the point where you can tank and solo. I like it. I have not played Dark/Dark. I have Dark/Kinetic Melee and Invulnerability/Dark. Dark Armour is quite endurance hungry and has no tools to manage it. Dark Melee has Dark Consumption which is nice, but it's a level 35 power and has a long downtime. Much longer than you'd hope it would be. It is not really enough to solve all your endurance issues, but it will help. My dark armour has Panacea, Miracle, Numina's Convalescence, performance shifter, and theft of essence slotted into dark regeneration, and is still really excited about getting Physical Perfection at level 44 so she'll be able to slot another performance shifter. She's got hover and 4 points of knock-back protection from set bonuses because dark armour doesn't have knock-back protection. But Dark Armour/Dark melee should be really survivable. I'd say Radiation/Dark melee would be a very strong combination, but you won't need Dark Consumption for endurance recovery. Dark Armour/Radiation Melee... doesn't have a lot of synergy.
  6. When you fight swan, does she keep her wings?
  7. Aurora gets her body back in the MoM (Minds of Mayhem?) trial. It's incarnate content. You need a league, it's available in the LFG queue Belladonna Vetrano and Number Six (I think) cover the fall of Praetoria that isn't being covered by the trials. Both of them are incarnate story arcs.
  8. It does not seem to. I had queued it up and was just getting closer and closer to an enemy, waiting for the power to execute, but clicking the button gives the text "only works on the ground"
  9. Well, the consideration is melee sets have more dance like moves. I mean, most of the blasts are "stand still and do stuff with your arms" whereas melee sets get flips and spins. Maybe Radiation Blast/martial arts. There are a few options in Radiation that are kind of dancy.
  10. So, with this new costume, I'm getting the message "This costume has some invalid parts" attempting to fix the costume when loading it resulted in the message "Failed to load: could not find a match for parts (5,boots). Costume Creator may not have access to costume parts" Firsttry.costume
  11. My first instinct was Illusion/Time but the time animations don't really lend themselves to the name. They're swirly, but not the right swirly. Illusion would get you back up dancers and kind of an ethereal quality, but there's little of a dance to either set. Dual Pistols/Martial Arts, however- Reaction time has this lovely sparkly area, martial arts has spins and flips. I think it's just a matter of finding the right music to play to.
  12. Well, there are different types of ambushes. There are the ones that are keyed in on your character and attack immediately, there are ones that are keyed into a location and need to see you before attacking, and the odd ones that are keyed into your character's location that need to see you before attacking, but will follow you around until you're visible.
  13. https://forums.homecomingservers.com/topic/15984-focused-feedback-new-io-sets-build-2/page/2/?tab=comments#comment-172990 Or specifically, a level 50 could grief low level players.
  14. My idle consideration is "Which choices going through the praetoria will get you the largest going away party?"
  15. https://forums.homecomingservers.com/topic/1797-loyalist-resistance-switching-alignments-every-time-for-praetorians/ I found this guide very helpful. What I've found: Levels 1-4: Praetor White (though the rescue police officers in the tunnels can be a pain. Sometimes it's a small map, sometimes it's a massive map.) Levels 4-8 or 9: One of the four arcs. If you want to do more than one, turn off experience before you hit level 10. Levels 8-14: You might get through this stretch with just one arc, you might need to supplement it with other missions, either from the random mission contact or a second arc. Levels 14-20: One arc is not enough to get through these levels.
  16. Right, Single Origin Enhancements are still a thing. So yes, with even level Single Origin Enhancements, you can get 44.5% by level 19.
  17. You can get to 44.9% defense by level 19 if you use 3 20+5 Defense IOs in every passive and four in the toggles (including Combat Jumping).
  18. The trick is "Without maneuvers or weave" And no, it doesn't need IOs. It does need combat jumping or hover. Edit: While it looks like you get all the powers you need by level 18, if I'm counting right, you don't have all the slots you need for it until level 23.
  19. No, it doesn't. It does get rid of Lucky, but it does so (somewhat unfortunately) by rolling the passive AoE into Evasion, so you get absolutely no AoE defense from the set until level 35.
  20. I seem to recall the team here stating that they didn't want to do anything like Master Brawler ever again. I kind of like the Reaction Time idea just because I've never been fond of having Elude as a taunt aura.
  21. That is not true of Spines, Ice Melee, War Mace, or Titan Weapons. Super Strength is not the sole exception. Edit: But to be fair, at launch, Knock-out blow (and War Mace Clobber) were not high damage attacks, they were controls. Super Strength's highest damage attacks were Haymaker and Hurl. I say switch Knock-out Blow with Haymaker. Also, give Hurl the same damage as Knock-out blow and you'll get more people taking it again.
  22. As I recall, that was the justification of adding the damage resistance in the first place.
  23. I understand the argument you're making, but I would not want to trade Knock-out blow and Foot Stomp's positions. When soloing, I find having a single high damage attack much more useful than an AoE. Also, if you slot 6 Rage with Adjusted Targeting and you get about 50% global recharge (so, five purple sets or four purples sets and one Panacea) you can make Rage permanent at level 14.
  24. We might not need run speed bonuses, but it's definitely thematic for a set named after Synapse and for people who skip travel powers in favor of ninja run or beast run, the run speed bonus is actually appreciated.
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