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DougGraves

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Everything posted by DougGraves

  1. vicious mockery is fine, but dissonant whispers is OP using RAW and attacks of opportunity
  2. welcome back!
  3. My recommendation is to make a claws/willpower scrapper. You do good damage and are pretty tough.
  4. Ice is great on teams once you get ice slick but is always painful to solo.
  5. welcome back Ultimo!
  6. with my dark melee tanker I just do the slide method to get more targets in. Select a target one one end of a line of foes, slide to the other and and attack and if you do it quickly it gets all of them. That does not work if I am on a big team and the bodies are packed in, but then I usually don't worry about how much damage I am doing with my tanker on a big team.
  7. Dark Melee is being buffed on beta. Sands of Mu is free, so it will not be made better. It is supposed to be only good at low levels until you get your real powers. I have spoken.
  8. I installed civil v, played it for 16 hours straight and never played it again. I can't have that sort of time suck in my life. With coh the time waste that I hate is standing with my recipes checking the ah to see if I have purchased all of the salvage yet. I am sure just another minute and I'll have bought all 87 salvage
  9. I find that incarnate powers ruin the game. When I am on a team and I see "judgement" go off, I leave the team after that mission. I do not play on PI teams because the game is just stupid at that point.
  10. Yep, every character gets superjump because it is just so much fun
  11. I don't have a standard backstory. They all have a unique background and look. Trollkin Recruiter is green and mutated from taking a drug at a rave. Outcast Recruiter is blue and just a normal mutant. Warrior Recruiter is just a normal who is very good with a sword. Freakshow Recruiter was just a rich woman who decided to try cybernetic implants that control electricity.
  12. Mostly unrelated, but as a reward mechanic it is crazy that dfb and dib are used to power level and skip low level content but give buffs only for low level content. You would think it would be story arcs that gave the low level buffs to the characters that would really use them for an extended amount of play.
  13. It's nice to know that someone goes to night ward
  14. Yes, it's true. You really did read that in another thread.
  15. The problem is not an influence divide. It is a power divide. Other games have special gear for end game dungeons but that's the end game and you progress through it. CoH just mixes the godmode characters with everyone else for missions, TFs, etc. If people want to grind for gear that is fine. The game just needs to recognize them as being more powerful and give them a higher challenge and reduce their power when exemplaring down.
  16. I am thinking ice blaster and remembering from 8 years ago.
  17. I don't care about earning influence. Selling one rare salvage problem makes as much influence as all of the missions earn you.
  18. I went to city hall and got missions from 3 contacts. I did all 3 missions, then returned to city hall. Since you have to go back to the contact for several missions before you get a phone, this was efficient and worked well. I did accidentally get a patrol mission and dropped it. I think I will start doing that instead of Matthew for my starting missions.
  19. Guide to Defender Dark/Sonic level 19 If you want to play low level content as a support character that does enough damage to solo and helps take down the toughest foes, a dark/sonic defender at level 19 is a good choice. You will also be fine if you join higher level teams. You can help take down AVs and GMs of any level. Why a Dark/Sonic: You can fear a group every fight, stun a group and rez allies almost every fight, hold one foe frequently, heal, do decent single target damage with a lot of stacking -RES. You can do significant -Regen debuff on AVs and GMs. You have group stealth. And you can buff your teams damage and accuracy and counter blind for your team. Why level 19: At level 19 you still have some inherent accuracy boost and can have the DFB accuracy, damage, and recovery buffs. This saves you several accuracy slots on characters. And your enhancements will only be slightly reduced doing low level content. You do not get much better for several levels – dark does not get Worm Hole until 26, and Sonic gets Amplify at 20 but it is mostly a to hit buff, and Siren's Song at level 28 is good for normal sonics but is a weaker duplicate of fearsome stare. Why not a Dark/Sonic: You lack AoE damage. You have no resistance and tiny defense. You need to hit to heal, and you have to stand next to someone to heal them. Team Tactics Drop Darkest Night on a boss or lt and Fearsome Stare on the whole spawn – which you do first depends on how clumped they are. If they are clumped use FS first, if not use DN and wait for them to clump to use FS. Then use Petrifying Gaze on a target and your attacks to defeat it while it cannot fight back. Cycle through your foes. Watch your team's health and heal as needed, remember to move next to the person you are healing. Solo Tactics Use Fearsome Stare to fear the spawn. Then use Petrifying Gaze on a target and your attacks to defeat it while it cannot fight back. Cycle through your foes. If Fearsome Stare is not up at the start of a fight, use Howling Twilight. 1 Twilight Grasp, Healing 3 Healing is important at low levels when tankers and others are not slotted and have holes in their protection. You may want to slot 1 accuracy, 2 healing, because missing with this can let someone die. 1 Shriek, Damage 3 Basic low damage ranged attack with fast recharge and -RES. Use first for the -RES before you hit with more damaging attacks. 2 Scream, Damage 3 Basic medium damage ranged attack with fast recharge and -RES. 4 Darkest Night, To Hit Debuff 3 An anchored toggle to drop on a boss, makes all of the foes around them hit less and do less damage. You may not need this if you can lock down foes with your other powers, but it is great in tough fights and on AVs and the like. 6 Howling Twilight, Recharge 3 Stuns a large group of foes and rezzes all allies around you. It is tempting to save this for the rez, but use this for the stun when you need to (like when a second group is aggro'd). 8 Shadowfall, End Reduction 1 Limited stealth for you and everyone around you. Plus some defense. Use this going between missions and during missions if you can afford the END. 10 Assault, End Reduction 1 Increases the damage of your team. Run this all of the time unless you are low on END. 12 Fearsome Stare, Accuracy 1, Recharge 1, Fear 1 A cone of fear. Should be up to start every fight, but not more often. So use it when the foes are bunched up, but use it often. This is your primary control. If you solo more than team, slot for 2 recharge and no fear. 14 Tactics, End Reduction 1 Increases the accuracy of your team and increases their perception to counter blind. Run this all of the time if you can afford the END, if your team has trouble hitting (higher level foes, or foes with force fields or -To Hit). Remember this if your team is blinded. 16 Shout, Damage 3 Basic high damage ranged attack with fast recharge and -RES. Use last after stacking -RES from your other attacks. 18 Petrifying Gaze, Recharge 2, Hold 1 A basic single target hold. This has a short duration so you cannot stack it to hold bosses. Use on lieutenants.
  20. Defenders were always OP. But people rarely play to make everyone else on their team OP instead of trying to make themselves OP.
  21. Shield tanker is a harder tanker to play with click mez control. Willpower is much easier.
  22. Easiest to play once you know how is a bots/ff mastermind. Summon and upgrade bots. Put bubbles on everyone. Leave bots in bodyguard mode and just use your personal attacks.
  23. The easy way to play is a base macro. There are several that give you a link in your power tray to teleport you to a supergroup base that is available to everyone. It has teleporters to every zone and pocket d
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