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  1. Thank you! I forgot about Dark, though I didn't intend for that short less to be comprehensive. Lots of ranged attacks. The T9 is melee but it's also a great power (my main is a DM/WP scrapper) with the added immobilized to keep them from chasing you if you want to back up.
  2. Impressive! Never looked into doing this but I'm impressed by the strategy to ditch Slappy in the sky until the AV fight then have him tank for you. Congrats!
  3. Circling back to the OP's question. As others have said, Mind Control doesn't benefit from containment as much as some of the other control sets, but especially with Perma-Dom going is a very strong control set. I freaking LOVE my Mind/Psi/Psi Dom. She locks down entire large rooms in missions by herself between Mass Hypno, Terrify, Total Domination, and Mass Confusion. I attempted to make her a Mind Controller on live more than once and it was an absolute struggle and, IMO just not fun. Mind Control doesn't have any PBAoE powers, unlike many of other other control sets, so I would
  4. If you change the Fly Trap customization to color tintable, then go back to original, it doesn't go back to the original colors. It keeps whatever you set in tintable. It also applies this change across ALL costumes, even ones that still had Fly Trap set as original and never changed it, though it doesn't look like it's still the original colors in the costume creator. Case in point. No change after switching back to original. This lack of change applies in game as well. After checking out of the tailor with the color se
  5. This is my Ill/Rad's build. I had her way back on live as well but she's been updated with the newer sets and things on Homecoming. PA is perma'ed and she was as much of an AV/GM killer now as she was on live many moons ago. Slots and set bonuses were almost entirely focused on recharge in the interest of getting Hasten and PA Perma. She runs with SI on all the time in missions. It's a concept/roleplay thing for me that she's invisible as much as possible and that's probably the slotting I think most people will disagree with. I personally never took Choking Cloud is it's end-heavy for me (
  6. Inf isn't an issue, but she's a second string character for me, so this is at least a preliminary build for her. I may optimize it later if I wind up playing her more often. I'm also not married to soft capping everyone (probably obvious from the build), but I think she's got decent numbers there. I'm pretty happy with them. And dancing in and out of melee isn't bothersome to me. If I want to just stand there and dish it out I'll play my Fire/Stone tank. 😉 I do eventually boost the regular IOs, but I don't see a way to do that in Mids to reflect that plan. 🙂 She's only 32, so not su
  7. Bumping this as I just made my own Sonic/Sonic build and wouldn't mind some feedback. Not a whole lot of advice about either set on the forums from what I could find. I admittedly took EVERYTHING in both my primary and secondary and, like CapnFreedom, didn't taken Hasten. I think she will play a lot more like a blast-troller than my main blaster who's Eng/Eng and is just a solid heavy-hitter (with some KB for damage mitigation). I am sure I could have optimized these set bonuses a little better but the roleplayer in me is very bothered by random ice animations in characters that aren't ice
  8. I would do Invuln/WM tanker, with Mu Mastery and Ion Judgement. And abuse the electric auras in the costume creator for flavor, especially before you actually get those electric abilities in late game.
  9. Missed this post originally. I was finishing up residency and we were getting ready to move several states away when Homecoming opened, and then all the life stuff that followed kept us from really getting back into it until about a year ago (you know, when COVID closed the world). But hey, I'm Ravenbane (also @Ravenbane in game). My boyfriend (now husband) and I moved to Virtue from Champion a few months after CoH launched. We had a number of duos together, most of which we've remade here. We were really active for the first several years of CoH until RL started to demand more and more of
  10. Seven, according to Paragon Wiki. https://archive.paragonwiki.com/wiki/Talons_of_Vengeance#Siren A mix of ST ranged and cone attacks, with a PBAoE and a targeted AoE as well. Like you said, plenty to work with.
  11. This is related to my suggestion to have music notes as an aura, but specifically for the sonic blast (and I guess potentially sonic resonance and maybe sonic manipulation sets). That is simply to add an option in power customization that projects a flowy music staff with notes and other music notations, rather than just the (rather bland) ripples that sonic blast currently uses. The assets already exist in game as seen when fighting Talons of Vengeance Sirens. That power animation is essentially what I'm asking for. Thanks!
  12. Noted. Thanks so much for the help!
  13. Thanks Hakurr! One question. Do you find the less En/NE defense to be a handicap? I ask because my FA/Stone is capped for S/L/Fire (way beyond the cap for fire since that's how FA rolls). Her defenses for S/L are about 36 and for fire/cold are 18.5 (21 for AoE). If I take her farming (which wasn't my goal when I made her, she's just capable of handling it), I actually am less stressed in the S/L farms compared to fire farms because I'm taking way less damage due to the better defense.
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