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Biff Pow

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Everything posted by Biff Pow

  1. The easiest way to give Super Strength more AoE is make Hurl a Ranged AoE, since it feels like that big rock should hit more than one guy anyway.
  2. I find this list handy: https://hcwiki.cityofheroes.dev/wiki/Enhancement_Sets The IOs with the Earth symbol are "global", meaning you get the bonus even if the power isn't running. This includes most of the Defense and Resist bonuses. I noticed Reactive Defenses' +Resist IO doesn't have the global symbol, but I know from experience it applies even without the power on.
  3. Probably too much work, but a Coney Island-inspired outdoor mission map.
  4. So on the Test Server, Afterburner is a bonus power rolled into Flight, and a new toggle Evasive Maneuvers has been added to the pool. I think two 'combat flight' powers is a little weird, so I am spit-balling ideas for an alternative. Examples: Propulsion Blast - the same power that gives you flight can also be channeled into a ranged attack. Pretty straightforward, causes knockback. Altitude Training - auto power that gives +Recovery and resistance to End/Recovery debuffs. Anti-Gravity Field - Hover but with a Repel effect. Feel free to add your own, or if you like Evasive Maneuvers, that's cool too.
  5. I suppose my first tank because I had no status protection, Unyielding Stance meant you couldn't move when it was running so I skipped it. But I was still having fun.
  6. The icon flashes as a ten second warning. Not really noticeable on its own. but after a lot of playtime you get the hang of when to look for it.
  7. I have the damage bonus monitor running in the corner so I can see when it turns red and when the crash is over.
  8. I would drop Hasten, not Rage. You already have lots of Recharge bonuses, I think the +80% damage will help more then an extra few seconds of recharge time (also the +ToHit helps a lot against +4 enemies.)
  9. I decide on a height then add a foot
  10. When passing through Atlas Park I like to stop and send some Hellions into orbit with Mighty Judgement.
  11. I see this a lot but it's only 400% total. The meter goes up to +400% but my damage caps around +300% because Enhancements are included.
  12. Faceoff against Mot
  13. I like the wealth of options and ideally that should lend to many different ways to build and play Dominators, but somehow that doesn't seem to be the case.
  14. Dominators need consistency. I want to play them but I don't like the part-time superhero feeling.
  15. One small suggestion- put the Gaussian's Chance for Build Up in Invincibility, you'll get a lot more use out of it. The more enemies around you, the more it goes off. Also, if you're slotting the Smashing Haymakers for the S/L defense, why not switch them to Kinetic Combat for twice the bonus? Then you can move those Taunt slots to somewhere they'll be more useful.
  16. I don't know if it's "sub-optimal" but most Super Strength builds I see skip Handclap even though it's really useful leveling up. Don't just stand there letting enemies debuff you, smack em down!
  17. They pretty much reworked Regen into Willpower so it could be ported to Tanks (but also kept the old Regen to not upset anyone.)
  18. Tankers: "Are teams useless endgame?"
  19. Super Strength Scrapper
  20. That's funny, I bought a nice new computer in anticipation of Star Wars Galaxies but it turned out to be really boring. Luckily City of Heroes came out not long after and made the new system worth it.
  21. Reduce Hasten to 40% Recharge but it gets an extra 10% for every other power you take in the Speed pool. So it's a buff if you're really commited.
  22. I like this slotting. A good low level IO for only 20 Reward Merits is the Steadfast Protection +3% Def. The Impervious Skin +Status Resist IO is usually pretty cheap in the Auction House and it gives +25% Regen (but only once, the +Regen is unique.)
  23. A Melee/Support AT would really only need one power change, maybe the T1 Secondary power, that gives some personal defense. The obvious example would be changing Personal Force Field to a regular +DEF power. Status protection could come from the AT's inherent power, maybe attacks provide a few seconds of protection.
  24. My problem with basic SO slotting is that one Accuracy SO feels like too little, and two is too much. So my recommendation is to break the rules a little and use one Acc/Dam IO (from any set) to balance that out. Then add one Accuracy, two Damage, one End Reduction, and (if six slotted) a Reduce Recharge or some increase control/debuff.
  25. You have Invincibility set to 10 foes in range, so that adds a lot of Defense. Also your Resists are including 6% from the Might of the Tanker ATO, I forget about that one a lot.
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