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twozerofoxtrot

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Everything posted by twozerofoxtrot

  1. Depends case-by-case, but generally speaking I just like having it available to use elsewhere. I'm a very mobile melee player, so powexectoggleon is more than sufficient to keep both powers activated on cooldown.
  2. My recommendation: Crossbind Practiced Brawler to W Crossbind Hasten to A,S, & D. This should ensure you always have both up at all times. /bind w "+forward$$powexecauto Practiced Brawler" /bind s "+backward$$powexecauto Hasten" /bind a "+left$$powexecauto Hasten" /bind s "+right$$powexecauto Hasten" Alternatively if you want to put your autocast elsewhere, you can use powexectoggleon instead of powexecauto. This is what I prefer to do.
  3. Well. I can't pretend to know the original design intent, but it seems pretty clear to me that Freakshow are in a graduated tier of enemies that players are set to encounter in the 20-40s (primarily) that were designed to challenge semi-complete power builds and demonstrate where some builds and ATs shine versus others. For example, if you were playing a claws/invul scrapper, you were set to have a bad time. Lots of S/L resist, end drain, and the aforementioned heals and rezzes. Frustrating. But as an Energy/Energy hover blaster? Heyyyyy, what's the big deal? These guys take a pounding from Energy, and they can't heal when they're stunned or on their butts! ----- I think these principles still basically apply. Freaks don't really do much that's especially threatening, so it's fine they're a bit of a chore to fight. That's their niche.
  4. I see someone is skipping the tutorial.
  5. Not at all, especially compared to the ATs you've listed! Scrappers are very resilient. There are so, so many. I've lost the pulse what the very best are, but it's likely some pairing of Energy Melee, War Mace, Titan Weapons, Bio Armor, Sheild Defense, and Energy Armor. Honestly, I'd say just dive in with Scrappers, both literally and figuratively. It seems like this is your first pure melee character, so it's best to experiment with how you prefer your melee experience to feel. Try a combo that sounds thematically fun and learn how to drive one first, and then focus on powerset combos you want to explore.
  6. I'm almost positive that's a Repel effect, which occurs with several types of destructable objects.
  7. Did this for a little while with an AR/Traps Corruptor and it worked surprisingly well. On a blaster though... hmm. I would try Sonic, based on what you're predicting the eventual comp to look like. You're not going to hurt for raw damage between that Fire2 Blaster and Fire/Kin Corr, so I'd aim for more utility. As a secondary, I'd consider /Devices or /Tactical Arrow. Both are ranged friendly (since you can't stack set bonuses), and you're going to have plenty of fire flying around to ignite OSA.
  8. At the risk of sounding like a jerk, they put this kind of info in the patch notes for the major releases. They even have their own sub-forum. Here's all the badges from i27pg4. Nothing new* was added since.
  9. I dunno if this is broke. The repeatable missions are like one of the best pieces of design this game has. Not that I particularly run them often, but they are just fantastic for when I want to. And besides these there's Tips. The way HC has adjust Tip missions, they're basically like less random, more story driven radios. Which is perfect for a bit of pick-up RP when you just want to goof with a friend but don't have an arc in your back pocket to play. 🤔 💭 Rularuu Radios in Shadow Shard?
  10. Probably. I hadn't tested these. I was mainlining blues for the first part, before I slotted incarnates. TBH If I were leveling this setup I'd just stick to Villain for Frenzy. I slowly started adding stuff as I went along. Landed on Musc Radial for the Alpha and only kept that slotted for a few missions. Then Ageless Radial Trivialized the concern, like it does any build with these shortfalls. Go for it then. Samish builds bore me to tears so I was looking for a way out.
  11. I tinkered with this a bit tonight. Tried a few things like including teleport pool, not including sleet, etc. All solo, doing incarnate missions at various difficulties on beta. I came away with two major observations: 1) Sonic lacks any synergies for sustainment. No recharge or endurance tools to help it with the two areas Doms need to really pay attention to. This is compounded a bit by Sonic's high procability (incentiving away from set bonuses for recovery and recharge) and running two extra toggles you otherwise might not (S. Invis and Disruption Aura). 2) On the flip side there's a lot of synergies with raw damage output. Sleet felt less necessary here but with it stacked onto the Aura, with Decoys out and heavily proc'd sonic melee attacks going off, you're gonna roar.
  12. Oh. Oh. One thing that never made sense to me: Who the #@$% is Operative Renault? Why does this random stormtrooper get a Strike Force? And, following the story told in Sharkhead Isle missions, why the heck isn't this Barracuda's SF? What does Barracuda have to do with the 5th Column? Give that SF to some other B-List schlub give 'Cuda the SF that belongs to her story. *hops off the soapbox and goes to rob a bank*
  13. Yeah, snakes makes sense. Back when CoV came out there wasn't any Graves stuff or DFB. You even started in a different place (Ghost Widow's tower in Mercy, hence my suggestion about Wretch). I don't know if Virgil Tarikoss was in since i6 (I played i6-i9), but even then Posi started at lvl 10. I dunno... it just added to the imbalance of Red vs. Blue.
  14. I know it's folly to hold out hope but I'd love to see a Redside SF that had a similar level range to Posi. The first we get is Virgil Tarikoss at 15, which pairs it level-wise with Synapse (though mercifully shorter). Would be nice to have one that started at 8 from Port Oakes. Maybe a Wretch Strike Force? Save Ghost Widow from Sirocco's creeper stalking?
  15. SR does good with just about anything. I've even built an SR/SS tank.. which should be folly but you can build SR to be +20 over softcap without hamstringing your build. Normally I'd suggest SR/DM but you're running DM already. SR/Claws has its fans. SR/Kat, WM, and BA should all present really good options for solid damage and proc employment. But yeah, pretty much anything goes with SR because of how easy it is to reach softcap with the set and 50~ish SL resist with bonuses. Provides lots of flexibility for slotting and high recharge.
  16. For a blaster, under the parameters you're looking for, I'd recommend one of these two: Ice/Fire/Mu Ice Primary and Fire Secondary offers really strong ranged single target and melee aoe, but requires a flexible playstyle and a basic understanding (and funding) of Proc Invention Origin (IO) enhancements to make the most out of. For Mu (which is electric based) I would just take Charged Armor. There's an argument for Electrifying Fences as well to stop runners, but you're likely to fry most of them to a crisp first anyway. Using your Ice Powers will lock down the remaining. Elec/Ice/Flame This combo is a bit more mixed in terms of single target and AoE, but has a really nice setup between Short Circuit and Frigid Air. Since you get both by level 10, early on you have a great tool to set up for Electric Blast's shock crits relatively safely. Just don't try to take the alpha strike with it. There's some stuff you'll want to avoid, like Tesla Cage. Some people might(???) like this power but it's mechanic is superfluous on a Blaster. Take Bonfire and Fire Shield in Flame Mastery, but slot Bonfire with a KB>KD IO (from the Overwhelming Force or Sudden Acceleration sets). This can be stacked with Ice Patch to provide multiple or overlapping knockdown zones, which is a really nice survivability tool. Finally, there is a self-heal proc from the Call of the Sandman set that, if slotted into Frozen Aura will essentially guarantee a 15% heal every time you use the power in large groups. Don't use the whole set, just that proc alongside what you'd normally slot in a damaging power. Both of these setups require a bit of advanced slotting knowledge to get the most out of, but the first is likely to be your strongest while your second might be be more survivable due to the wide area soft controls. Hope this helps.
  17. I'm in as long as we're doing Stargate references with the Rikti.
  18. My take is that it's a "good enough" travel power for when you want to stack defense with Stealth+Weave+Maneuvers+Combat Jumping. That's pretty situational for most builds. On the plus side, Slotting Thrust+Launch procs into this power gives a really nice middle-ground alternative to the oft-employed SS+SJ combo. You feel very springy, and combat suppression reduction from Thrust lets you bounce between encounters noticeably quicker. You're not going as fast as SS+SJ but you're way more nimble, with one less power pick and less End consumption. --- I haven't tried this power setup since the Stealth Stacking changes. Was on my todo for Beta testing but didn't get around to it before the pg5 went live. Before I relied on a bind setup to switch between Stealth and Infiltrate. It should be a lot smoother now that both can run alongside each other.
  19. I want this so bad. Not just so i can make one. But to see all the farmed up Regen Tankers go splat in the wild.
  20. I only played CoV on live. I mained a brute, but my favorite alt was Spookshow Baby, a Mind/Thorns Dom. A little while later I rolled Supermassive, a Grav/En Dom. Both were inspired by songs (Rob Zombie & Muse, respectively) and I never really got them very high, maybe to the 20s or 30s?. I stopped playing around i9. Since HC has been back I enjoy Doms for the challenges they present in designing builds and their exceptional utility in all types of teams, from slow RP rolls to speed. I think I have 3 or 4, still? I know I've deleted a few. My all-time favorite is a Grav/MA that I rolled as a temporary RP character originally. She grew on me.
  21. This is probably workable but honestly it would help a lot if a Dev (someone as talented as say @Cobalt Arachne) would post a gif of said animation running on a pre-existing NPC to see if it really looks good. Perhaps, Marauder?
  22. This suggestion tracks with how things have been adjusted to prevent one style of of play from being more rewarding than others; from my perspective it aligns with previously stated Dev intent. That said, as mentioned upthread the change is almost entirely driven by one, if not two, powers. I'd suggest that if the Alignment powers change in their availability status, that the weaker powers are shored up to match the utility of the stronger ones. Off the cuff I'd propose Duplicity and Fear Incarnate have double the strength of their effects.
  23. Allow me to allay your concerns: the only power that actually knocks back is Meteor, which can be solved with an Overwhelming Force proc. The other powers just known down, and for that it's actually a very pleasant set to level with (oh and very proc-friendly). --- That said, I support going rad as the melee synergies line up well.
  24. The CoV release.
  25. A great looking character all around but that combination of face details, aura, and hair features is inspired.
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