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twozerofoxtrot

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Everything posted by twozerofoxtrot

  1. If you want a Tanker that will absolutely bust sh*t up and not break a sweat doing it, and you're not tied to theme, then I would suggest either of these two: Stone/Fire Elec/Fire I'm also partial to Bio/Dark but acknowledge the damage is merely adequate conpared to the above two.
  2. I was listening to an old dev interview from one of EverQuest's devs, and this snippet came up. Considering how we talk about how Redside can be improved or the agency of Villains from time to time, it piqued my interest and thought it might be worth a share. Link starts at the right place (1:36:00) and you'll know when the relevant discussion is done. For context, the dev being interviewed was going to work on a Hero vs. Villains game from Square, before it was cancelled following the Final Fantasy movie's poor performance at the box office.
  3. Thank you for your kindness, consistency, discretion, and humor. You're more than a raid leader. You're an exemplar of what leadership should be, anywhere.
  4. Good looking character. Storm Cobra is a great name.
  5. I'm only seeing upsides.
  6. That's a fine personal view to have. Just keep in mind that in combat, elimination of threats is the soundest way to stay alive. It's taken to the extreme on Homecoming, with Blasters able to solo 54/8 missions with some inspirations just because of their sheer damage output. You can play however it is that makes you feel comfortable, but just know that you might be holding back your potential. Tankers do a lot of damage. Edit: If you are really serious about staying alive, rather than looking at your incarnate choices you should be picking up Accolades. You might already be doing this, but if you're not, do it. Eye of the Magus and Elusive Mind together will do for you what you wish Unstoppable would, without the crash. Situational immortality is the key in this game. Sheer Willpower is another good one to have. It may not seem like it up front, but Invul doesn't have protection against Fear and Confuse. In some content (e.g.: Hard Mode LGTF; missions with Crey) this can be lethal regardless of how much Res or Def you have. Just to get specific here, the +3 only applies to Incarnate content. And yes, Bosses are red to you rather than purple. Consider that Teleport Target is extremely handy for helping team mates who got left behind, killed far away from a rezzing support, or are just lost; it's especially useful on Master of Taskforce runs where other teleport powers are disabled. And Combat Teleport is a great repositioning or engagement tool. All of those powers have good utility, none should be considered power taxes.
  7. Not for CoH, sorry. I was referring to other MMOs that run Hardcore or Iron Man rules.
  8. You are incorrect in this. The taunt aura does not increase your cap, and only affects 9 enemies anyway. You do not have to choose these. They are options, but they are not the only ones. I only slot Melee Core (not Hybrid) on my Inv/SS tanker when doing Hard Mode content. Speaking of which. Your stats are really high. Probably too high, IMO. Again, different story if you're building for Hard Mode. But you're probably losing a lot of efficiency in your damage output. Food for thought: unless you're soloing those iTrials you're going to be inundated with sources of +Def from other players, including but not limited to: support buffs, Maneuvers, VEAT Maneuvers, and Barrier spam. Also, once you get your +2 incarnate shifts on top of your +1 shift, it's moot. You're standing at +3 to your enemies and the purple patch applies to them, too. And last but not least, drop Unstoppable. Make room for a good power.
  9. This was solved years ago with procs.
  10. I feel like it would be the opposite, depending on build. Unlike tankers or brutes, you aren't forced to taunt. If you're next to one of those, and you're not running a taunt aura set, you can just hang out and let them take the heat. Also, any Scapper can take Shadow Meld. With zero defense slotting you can totally negate the Rage crash's defense hit. Every time.
  11. If you were playing on a server with enforced Iron Man rules as part of the coding, you'd have been kicked to the character screen and your character would be deleted for you in a short amount of time. Take that for what it is.
  12. Even with it down to the lowest recharge possible, it wouldn't really matter. It's condition-based activation, so you wouldn't be able to use it (like a perma mez protection click) unless at or below half HP, End, or if mezzed. If you slot it for a lot of recharge, I'm sure you'll feel like it's up when you really need it. This power excels on Blast sets with melee AoE powers and/or nukes. That's one reason why DP/MC is a popular pairing. Going Fire/MC is also a nice treat; nothing says "Fire" like a damage-buffed Inferno.
  13. Some people, when called on their bullshit, will not own up to it. Or at the least stay silent. Instead, they will attempt to assuage the shame they feel by attacking their accuser. Sometimes that attack might carry weight. Other times it might be a desperate reach. Anyway, you made the right call in my opinion.
  14. Would also like this fixed. Not a huge deal but if you're trying to do a themed character with liquid powers not based on marine life, it's a bit of a downer. Aldo: plugging here for a fix on Tidepool's "only water" fx still having fish present.
  15. Ukase summed up most of my feelings on the arc. I agree that it's neat some of the player created Hero Corps characters were included. I'm glad vigilante credits were awarded, but that's not new. We've been getting those during HC-created content since i27 at least. There were elements of the story I enjoyed, but the writing was not good. HC team needs a dedicated Editor. I'll echo what a lot of the players here said: the title of the arc makes no sense, and gives a false impression of the stakes. Overall, I was unimpressed. This was the first HC-created content that I felt landed short of a well established standard. For the record, I've enjoyed (to varying degrees) every other piece of original content they've put out, with the Dr. Aeon Strike Force and Piecemeal arcs at the top of that list.
  16. Fixed Barrier Reef's Water Only themes to be selectable. Hopefully you're also looking at how Tide Pool's Water Only theme still has fish animating through it.
  17. Not directly related to the OP but is an animation bug issue: "Water Only" alternate animation for Tide Pool is indistinguishable from the regular bright/dark animations; ie: the water still contains fish.
  18. It's more like an MSR where you're going to need a few knowledgeable people to lead and the rest is victory through application of sheer mass.
  19. I also had this happen to me. There for the entire fight, chose Aethers, no badge. As an international player who doesn't have much time to engage in long-form league content, it was pretty frustrating. I think I'll stay out of the Labyrinth until it's fixed. Also I'm not sure Mark and Recall are working properly inside there, either. I tried to use it to bounce back to a Mote to help league-mates TP to me and get credit, but when activating Recall it just activated the power's cooldown.
  20. Energy Mastery: Laser Beam Sweep alt animation/fx for Energy Torrent (only applies to versions of Energy Mastery with Laser Beam Eyes). Now that this code had been cracked, are we going to see eye-beam alt animations for Beam Rifle soon?
  21. Back when it got regular updates Blizzard did similar with Heroes of the Storm. TBH if a Blizzard MOBA dev team can do it....
  22. You could def do 4/8 with either set, and AVs too (I've solo'd Hopkins & Countess on a Staff/EnA) but EM will certainly chunk out HP from AVs better than Staff, no doubt. It's really a question of if you wanna be good or great at that part. Flip side? Staff feels a lot better (to me) in dense groups. Especially when you fire the aoe off at three stacks and put a little bit of extra damage down. Honestly? I'd be more worried about your secondary pick. Bio is a little sad on Stalkers compared to all its other versions (including Sentinel).
  23. Acceptable is highly subjective upon the driver. Nobody is going to know what your resists are while you're tanking an SR. I prefer to hit around 60% SL and whatever on the rest by bonuses. A better way to ensure survival is to have a pocket heal solution rather than rely on scaling resists to save you. The odds of repeated hits chunking your life away are (by design) pretty low. That's not your main threat. Your main threat is damage that is autohit or untyped. You're not getting through Rommy Mires with 90% Neg resist at 5% hp that whole fight. Marauder's super fist attack is still going to drop you to 10% HP every time. You want a way to quickly recoup that lost HP back up above 50%, rather than rely on your scaling resists to carry you until external heals arrive. How you do that is up to you, there are lots of clever options, but super greens are always available no matter your power picks.
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