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SlyGuyMcFly

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Everything posted by SlyGuyMcFly

  1. Making mixed origin concepts is fun, for sure. Back in the day I made Blutzkrieg, the result of the worst chain of horrendous ideas a Council scientist has ever had: 1. Start with by making a clone of a mutant with enhanced physical characteristics. (mutant) 2. Put it through your standard Nazi Science supersoldier program. (science, duh) 3. Replace the least-functioning parts with cybernetics, including the brain. (tech) 4. Kill it. (wait what?) 5. Reanimate it with necromancy (magic) 6. Download memories/personality matrix from proven, loyal soldiers into super-cyber-zombie (more tech, with a side of science) 7. Meld Nictus with resulting mess. (natural) 8. ???? 9. Mwahahaha! To everyone's surprise, the experiment was reasonably successful. Fortunately, the Freedom Phalanx was able to stop the project before it got past the early prototyping phase and they destroyed all relevant data with extreme prejudice. The day was saved, but the scientist in charge was found brain-dead and one of the abominations unaccounted for. As they say, dun dun dunnn.
  2. I would say it takes a bit more that "uses a tool" to qualify for a Tech origin. Origin is about the source of power, and for Tech origin characters that means super-tech. A regular human using a regular metal broadsword wouldn't count as Tech origin, to me. In the same vein, Nutrition Science is science, but being on a well-designed diet shouldn't qualify an otherwise ordinary martial artist for a Science origin. Similarly, I feel real-world mutations like congenital pain immunity don't "count" for Mutant origin. Which isn't to say Origins are a cut-and-dry matter! The line between them is fuzzy at best, and some are much fuzzier than others. I would say that the tech/natural is the least distinct division, and probably the one most subject to personal interpretation. My personal rule of thumb there is that if it's something that wouldn't be too out of place in a James Bond film it falls under Natural, but if it's more science-fictiony than that, then Tech. Everyone's mileage will, of course, vary.
  3. I'm another one of those players with severe crabpackophobia, so my Huntsman is Bane-based. I recently hit 50 with her (first Homecoming 50!) and hacked together a build mostly by copying Redlynne's build and dredging up what little I could recall about building from the Before Days. A few notes/comments: -The build is supposed to be relatively cheap. I've been playing the converter lottery as I leveled and have a couple of LotGs and the cheaper uniques and procs, but even the ATO sets are gonna take me a while to save up for. -Softcapped without Cloaking Device. Because of no DDR, I like to have a little extra to (hopefully) delay cascading defence failures. With Cloaking and an Agility Alpha, I hope to be close enough incarnate softcap. -It may be better to drop some melee defence and grab more ranged by replacing Enfeebled Operation for Trap of the Hunter. With big bucks, Gravitational Anchor I guess. -No buildup. This is probably not a terribly smart choice from an optimisation perspective, but I dislike redraw almost as much as I dislike the crab pack. -The empty slot in CT:Defensive is there because I have no idea what to with it. I'm fairly sure I don't need a Kismet +acc? -Hasten is 4ish seconds off perma but the Force Feedback in Frag Grenade should take care of that in most situations. Any feedback will be mucho apreciado!
  4. Thanks a lot for the builds, both of you! Way, way out of what I can currently afford but they definitely give me substantial guidance on slotting and what sorts of bonuses to go for.
  5. The way I've been doing it is pop the recipe(s) into the AH, hit Find, and click the 'Search for Salvage used in this recipe' text. That gives me all the salvage for that recipe at once, and from there its pretty fast to place the bids. It's clicky, but it's pretty quick and saves me having to remember the names of all the salvage pieces and, most importantly, the typing part. I wouldn't be opposed to a QoL feature like the one suggested, but on the other hand there's, like, a few hundred things that should take priority, given our dev's rather limited manpower.
  6. I quickly rolled a Sentinel and shot some infected in Outbreak because I'd never played one and was hoping to understand the discussion here... I can confirm I have no idea how this ability is supposed to work. Gonna go find a guide now.
  7. Thanks for the advice, Frostweaver! Epic pools might actually the most skippable part of the combo, I had another look at them in Mids and nothing really stands out in a big way. I mean, Mu is never going to be bad pick, but I'm already hella starved for slots so I think I'll just get a couple LotG mule picks like Afterburner and Hover.
  8. Interesting numbers, those. It definitely looks like Brutes are a little over-tuned* at the moment, but I believe a large part is to do with the huge numbers of spine/fire Brutes farming AE. The same thread shows over 6k Spines/ and almost 10k /Fire. Ignore those for a sec and you're still looking at... 9 to 10k "normal play" Brutes, maybe? Still much more played that the other ATs, no doubt, but not to such an absurd degree. I reckon it's mostly that they sit bang in the middle of the sweet spot between tankiness and damage and also in a really nice sweet spot for single-target vs AoE damage. So they kinda push the other melee types out simply by existing. Of course, the Fury mechanic also plays a big part in their popularity. It's easy to use in an optimal fashion (unlike Stalker crit), reliable (unlike Scrapper crit), and makes BIG NUMBERS (unlike Bruising). Especially in the early game, Brutes throw down some really big numbers compared to other melees and while this evens out as you get closer to 50 and slot powers up, initial impressions count for a lot. Now, to what degree this is a legit problem for the game and playerbase? Is it something that the devs should be looking into and thinking about how to correct? I honestly couldn't say. *Not necessarily in the strict numerical sense, but almost definitely in the player base's perception.
  9. Pretty much what the title says. Started out a WM/Rad br00t and having a ton of fun with her, but I'm looking at the power sets and starting to wonder what, if anything, can be skipped to pick up epics and pool powers. Taunt and the t1 attack from WM are the only obvious ones to me. I know a lot of armor sets skip the t9 but Meltdown is only a soft crash so it's maybe worth it? If anyone has a build lying around that'd be aces, but really I'm just looking for some quick n' dirty pointers. Cheers!
  10. It took me a second... But I love it!
  11. I agree the holy trinity has little use in CoH as a guideline for team building. To generalise what Moka said above me: "A lot of people will argue that $archetype isn't needed because fully decked out toons don't need what $archetype brings to the table" Blasters? Bring enough buffs/debuffs and you don't need their damage! Tanks? Enough debuffs/buffs/control and you don't need their aggro management and survivability! Defenders? Enough damage/mitigation and you don't need their buffs/debuffs! Controllers? Enough taunts on the team and you don't need their CC! ...and so on down the list. My own view on team building in CoH is more "Do we got enough killy-ness? Enough not-dying-ness? Yes and yes? Then we good."
  12. Punny names are the best names! I just started last weekend so I have yet to build up a proper stable of alts but I'm working on it! -Hoodoo Doll, a Storm/Dark defender with a vaguely 40's look. Inspired by this clip. -Sewerside Girl, a water/poison corruptor inspired by a certain it's-not-porn-it's-erotica website. She is, of course, a brain in a jar. -Shenaniguns, a Dual Pistols.... something. I'm not sure what AT and pairing to go with yet, but I want to maximise the potential for... antics. EDIT: I made another. Ruff Rider, time/sonic defender. Civil war uniform with wolf head.
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