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TygerDarkstorm

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Everything posted by TygerDarkstorm

  1. Oh yes, I would like to be able to do this! Especially since it's a similar look to my real life self, lol.
  2. Good to know! Not an area/thing I'm super experienced with, so I always enjoy reading threads like this to try and learn more.
  3. There's already a thread for this here:
  4. Oh whoops, totally forgot about TT since it's been a while since I've done it and we change our plans for today anyway. I don't think we have plans next week, I will try to be there on Cap'n Nova.
  5. I was always under the impression that HT is more useful as a sort of "oh shit" button because it stuns the enemies it hits.
  6. Agreed with Psy, the character turned out great!
  7. Yeah, that makes sense. If you did get the dominator bug, sounds like martial assault would fit.
  8. I thought devices as well, but yeah, wasn't sure it was too ranged or if it fit what you're looking for. I say give the energy/ninja a try and see if it fits the concept. 😄
  9. Oh you're right, I didn't think about how those might be a little too super. Hm... classic energy/energy? I was thinking atomic, but looking at it again, it might be too super. I'm not sure if any of the other blaster secondaries really fit.
  10. It's pointing to the fun zone! lol 😂
  11. I was thinking energy blast for the primary as well, Ninja training I could see working for your concept. Martial combat might be another one that could work for it as well.
  12. Hm, this is an interesting concept. At first I was thinking it was similar to my savage/bio brute who takes on an alternate form for battle, but you're expanding the concept beyond just a costume change into battle. I do think your blaster idea seems like it would be a good fit for what you're trying to do, though you'd have to be careful of coming too close to being Super Saiyan I suppose, but their power picks seem to fit your concept well. I do think a dominator could be a good fit as well. Technically, doms are more about the assault as their controls are only there to set up a fight, then you spend most of your time using the assault abilities. Symphony might not fit your concept, but it's a very blasty control set like gravity if you wanted the controls to be the flashier, powered up portion.
  13. Oh yes, this is a good question as Police Woman's thread has inspired me to want to level one of my character this way as well.
  14. Lil Bo Peep - Staff/Radiation Brute
  15. Can't remember if I've shown this guy off, but if I did, doing it again now that he also has his first mate. Captain Barkbeard - Arsenal/Marine Controller Forest Shadow - Dark/Nature Controller Cap's First Mate Barkarosa - Arsenal/Storm Controller. The first pic, my game did a rather funny glitch as I hit print screen.
  16. Demons/Storm Mastermind - saw the idea mentioned on these forums when I first started playing HC and how it's like bringing about the apocalypse, and that's exactly what it feels like and inspired the character's name. Illusion/Traps Controller - such a totally different playstyle then many other combos. I love the idea of monitoring the battlefield and deploying a tool where it's needed. Aresenal/Marine Controller - not a very high damaging controller, at least while leveling up, I haven't gotten him to 50 yet, but the sheer level of control he has keeps him safe while he whittles down enemies if solo. On a team, he's a great area denier and force multiplier. I have a Plant/Rad Controller whose fun mostly comes from the fact that her concept inspired me to create an entire VG based around science domination, as well as directly creating some of my alts. Bots/Cold MM - This one is still young (level 26), but I noticed once I hit 22 and could start putting in some common IOs that this pairing has become *very* sturdy, even though I don't have IOs in every slot yet. The bots staying sturdy from the cold buffs and the protector bot shields, and staying healed from the maint bot, allows them and I to focus on blasting Human WS - I know Triform is considered the better version, but I'm not a fan of trying to manage all the shapeshifting and frankly, my human WS feels pretty destructive. Plus, I like using all the toggles lol. Fortunatas are a lot of fun as well Energy/Martial Blaster sounds counter intuitive, but it's a surprising amount of fun if you don't mind a jousting playstyle.
  17. I'm rather partial to my Fire/Rad Sentinel. I don't think Rad has too much involvement; I just throw the absorb power on auto. Been a while since I've played her, but I know @nihilii had been using a Fire/Rad sent to do some pretty nifty things.
  18. I actually did get a dev response about cutscenes one time--they literally can't make them skippable (at least in legacy ones, idk about stuff they're adding) because in CoH, the cutscenes actually load in the needed mobs for you to fight after. So if we skipped them, there would be no boss or whatever to fight.
  19. Group Fly is neither necessary nor a requirement to play an MM well, not to mention a massive endurance tax on an AT who already faces higher than normal endurance consumption. If you are not capable of playing your MM without turning off Group Fly when asked to by your team leader, then you are not playing your MM well. Many strong, capable, and high performing MM builds are made without incorporating group fly. Insisting that everyone else conform to *your* chosen play style when you are in a tiny minority of players makes you the lazy one. If you want to use group fly in team play, then lead teams and alert your teammates that you will be using the power so they know whether or not they want to remain part of the team or hit up Null. These things need to be communicated to your team at the beginning when these changes can be made, not in the middle of a TF when people can't turn it off. Group Fly takes away agency from other players just so rocket boots go vroom.
  20. We have literally already had this thread, and not even that long ago. Group Fly is an ability that, when used, does not give your teammates a chance to "opt out." Yes, people can go to Pocket D to turn it off, but you can't do that once a TF has already started. If you are not the team leader, then you need to obey the team leader's requests. If they tell you to turn off group fly, then just turn the damn power off. Group Fly is not necessary to play an MM or to play an MM well, just turn the power off if asked or go about soloing because you are not in the right for forcing your playstyle onto others without their consent, especially if you're not the team lead. There are many powers in the game that require the user to be on the ground to use them and Group Fly disrupts that.
  21. Erm, this is the Mastermind forum and the OP was asking about MM combos.
  22. I will try to be there on Dr. Eliza Downing - Bots/Cold MM
  23. Thugs actually isn't really the strongest pairing with marine; thugs has fallen somewhat behind since they were excluded from the mastermind revamp that happened a while back. Necro, Ninja, Mercs, and Demons are some of the strongest pairings with Marine Affinity right now. Keep in mind, Marine Aff also likes to be in melee, or jousting, due to whitecap. If you search Marine Aff threads, you'll see a lot of people's commentary regarding the set. If you want to play it ranged, I would play Mercs over Thugs, personally, regardless of the lack of mule power, Mercs are very strong now.
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