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Posts posted by tidge
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29 minutes ago, ZacKing said:
Whether or not a post was or wasn't reported is totally irrelevant.
"Getting reported" was literally the predicate condition stated in the post I responded to!
1 hour ago, ZacKing said:Just remember one thing - someone reported you because you upset or offended them by something you said.
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I had fun getting this build to level 50, and I thought I'd share the (current) level 50 build. I was able to run it solo through a lot of content pre-level 50. Both the primary and secondary were new to me, so I wanted to share my observations and solicit ideas on what I've missed. This combo was chosen mostly for concept, but also to try something new.
As always, I don't MIDS, so all you get is a graphical image of the build. I show global recharge bonus, because that is always high on my mind.
General thoughts:
This build (with a +Stealth piece in Sprint, not shown above) is very "stalkery" for a Scrapper. I went Scrapper partly because I didn't want to rely on Hide and partly because I preferred the Scrapper's combo chains (from first glance).
It has all the same issues non-Tankers have with melee attacks against large spawns that aren't quite positioned close enough to each other.
This build has no (slottable) ranged attack other than Blinding Powder... see below for more impressions.
My choice of Travel power and when I took it has no real affect on the build, except for a little more Ranged/AoE defenses. Combat Teleport is somewhat key to being able to (a) get to distant targets and (b) making the next attack in a combo-chain.
The RNG more-or-less has me missing an attack on every other combo chain, which is less annoying against large spawns but is quite the grief on single-target combat. This isn't unusal, but I find it bothersome on this build because the self-buff and enemy debuff relies on hitting with (particular) attacks.
The end-build choices are a sort of hodge-podge.
I focused on positional Defenses Melee > AoE > Range. I went deeper into some set bonuses than I usually do, as much/more could be done with fewer slots if the set bonuses are of minimal interest.
Thoughts on Dual Blades:
The "all Lethal" damage is quite annoying. It took this build 17 minutes to solo the Penny Yin TF (0x1), which I think is long for a Scrapper even considering I had several unlucky rezzes/transformations.
The animations are fine, and the only one that I don't really like (of what I took) is Vengeful Slice.
I usually open with Blinding Feint, as it is my only 'Build Up". (+1 to Dual Blade Stalkers I suppose?)
I'm not crazy about combo mechanics, but the attacks are quick enough that I ended up not minding so much. At low levels, I alternate between
Nimble Slash -> Ablating Strike -> Blinding Feint/Typhoon's Edge for "Empower" and "Weaken".
At higher levels, I generally open with Blinding Feint -> Typhoon's Edge (because of the %BuildUp and %-Resistance) and then:
Ablating Strike -> Vengeful Slice -> Sweeping Strike for "Attack Vitals" following up with Typhoon's Edge (%-Res) and Blinding Feint, then repeat.
One Thousand Cuts is basically there to be used as an attack of opportunity, and for when I break a combo chain (intentionally or not). It is essentially a single-target attack on my Scrapper despite being an AoE, I could see a Tanker maybe making better use of it (and all the AoEs).
I skipped Power Slice, I didn't need/want another early level attack and I felt like trying to have the "Sweep" combo available on a Scrapper was going to force too many other compromises on my build. The build has other potential sources of Knockdown anyway.
Thoughts on Ninjistu:
I rather like that it has so much (positional) Defense front-loaded. It has been a long time since I've taken all nine powers in any set!
I have Kuji-In Rin on auto. Obviously I have it slotted for some set bonuses which may not be to everyone's taste. The recharge time is overkill at high levels, but "about right" for lower level content.
Seishintekei Kyoyo and Kui-In Sha are roughly on the same recharge times; I click when needed, or when I have a slight pause in a combo chain.
Blinding Powder is the weakest choice in the set IMO. It has too small of an AoE, with too long of a base recharge to be really useful... and it is usually targeting enemies that I'm going to be hitting with melee attacks anyway. If not for the enhancement set bonuses I would make radical changes (likely including dropping it) with respect to Blinding Powder.
I rather like Kuji-In Retsu (when it is available), but I can't motivate myself to invest slots in it. An Incarnate Barrier would be better I think.
Alternate Considerations:
The build could benefit from a pool attack(s) that don't break combo chains from the primary. Normally I like to get Wall of Force on melee, but I'd have to make some compromises... likely delaying/dropping Kuji-In Sha (to be taken late in the build or replaced with Unleash Potential) to take Weaken Resolve and replacing Blinding Powder with Wall of Force. Ultimately I'll investigate this, but I feel like the change/loss of potential set bonuses require some deeper investigation before I commit.
There is a potential for +4% recovery with alternate slotting of Blinding Feint using the Critical Strikes set, as I left one piece "on the table". I'm not really seeing much of an issue with Endurance/Recovery but other choices I made are making this picture somewhat cloudy.
Extra mezz/KB protection was (so far!) unnecessary. The little bit of extra KB protection from Blessing of the Zephyr is getting me a little more ranged Defense.
Global recharge is pretty good, I could probably give up one of the LotG +Recharge mules and add in Tactics for team play.
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Copied from the 'knockbad, amiright?" thread, in response to a 'maybe a post was reported':
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I don't know that someone-else-reporting-a-post is always the reason for a 'warning'; I have it on good authority that occasionally warnings are given to 'both sides' of certain arguments almost entirely because of a sense of 'fairness'. FWIW I don't think I've every 'reported' a post. I have had an entire thread(*1) deleted/hidden, presumably because it made certain people uncomfortable, and based on the user who posted in that thread (rather than contacting me directly) I can guess that the user reached out to a moderator because passive-aggressive open requests to lock threads seems to be their MO.
In (the 'knockbad') thread? I do think that a couple of the posts went past the point of 'snark', into rather direct insults of a specific individual... and (again IMO) it was multiple times. Based on what *I've* gotten warnings for? I am not at all surprised.
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(*1) Frankly, IMO that thread should have just been locked if discussion was past the point of utility... because my request/suggestion was one that could come up again in a slightly different context... and the specific context for why I brought that up in the first place has only gotten more sour with age, so it isn't as if it wouldn't be on nobody's mind.
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8 minutes ago, ZacKing said:
Just remember one thing - someone reported you because you upset or offended them by something you said. Them being upset or offended doesn't make them right and you and your opinion wrong.
I don't know that someone-else-reporting-a-post is always the reason for a 'warning'; I have it on good authority that occasionally warnings are given to 'both sides' of certain arguments almost entirely because of a sense of 'fairness'. FWIW I don't think I've every 'reported' a post. I have had an entire thread deleted/hidden, presumably because it made certain people uncomfortable, and based on the user who posted in that thread (rather than contacting me directly) I can guess that the user reached out to a moderator because passive-aggressive open requests to lock threads seems to be their MO.
In this thread? I do think that a couple of the posts went past the point of 'snark', into rather direct insults of a specific individual... and (again IMO) it was multiple times. Based on what *I've* gotten warnings for? I am not at all surprised.
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There is a pretty large level gap between when a T9 can be chosen/slotted and a Destiny Incarnate power being available!
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I have a Dark/Temporal, I'll embed my page 5 build in spoilers for completeness. This is an older character.
SpoilerPrimary Power Set: Dark Blast
Secondary Power Set: Temporal Manipulation
Power Pool: Sorcery
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Force Mastery
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Level 1: Gloom
(A) Superior Defiant Barrage - Accuracy/Damage: Level 50
(*) Superior Defiant Barrage - Accuracy/Damage/RechargeTime: Level 50
(*) Superior Defiant Barrage - Accuracy/Damage/Endurance: Level 50
(*) Superior Defiant Barrage - Accuracy/Damage/Endurance/RechargeTime: Level 50
(*) Superior Defiant Barrage - RechargeTime/+Status: Level 50
(*) Superior Defiant Barrage - Damage/RechargeTime: Level 50
Level 1: Time Wall
(A) HamiO:Endoplasm Exposure - Accuracy/Mezz: Level 53
Level 2: Umbral Torrent
(A) HamiO:Centriole Exposure - Damage/Range: Level 53
(*) HamiO:Nucleolus Exposure - Accuracy/Damage: Level 53
(*) Bombardment - Chance of Damage (Fire)
(*) Javelin Volley - Chance of Damage (Lethal)
(*) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
(*) Cloud Senses - Chance for Negative Energy Damage
Or (*) Force Feedback - Chance for +Recharge
Level 4: Mystic Flight
(A) Blessing of the Zephyr - Knockback Reduction (4 points)
(*) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 6: Time Stop
(A) Gladiator's Net - Accuracy/Hold: Level 50+5
(*) Gladiator's Net - Accuracy/Recharge: Level 50
(*) Gladiator's Net - Recharge/Hold: Level 50
(*) Gladiator's Net - Endurance/Recharge/Hold: Level 50+5
(*) Gladiator's Net - Accuracy/Endurance/Recharge/Hold: Level 50
(*) Gladiator's Net - Chance of Damage (Lethal): Level 50
Level 8: Moonbeam
(A) Experienced Marksman - Accuracy/Damage: Level 50+5
(*) Experienced Marksman - Damage//Recharge: Level 50+5
(*) Experienced Marksman - Damage/Endurance/Interrupt: Level 50+5
(*) Experienced Marksman - Accuracy/Endurance/Recharge: Level 50+5
(*) Experienced Marksman - Damage/Interrupt/Range/Recharge: Level 50+5
(*) Gladiator's Javelin - Chance of Damage (Toxic): Level 50
Level 10: Chronos
(A) Gaussian's Synchronized Fire-Control - To Hit Buff
(*) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
(*) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
(*) Gaussian's Synchronized Fire-Control - Recharge/Endurance
(*) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
(*) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 12: Arcane Bolt
(A) Apocalypse - Damage: Level 50+5
(*) Apocalypse - Damage/Recharge: Level 50
(*) Apocalypse - Accuracy/Damage/Recharge: Level 50
(*) Apocalypse - Damage/Endurance: Level 50
(*) Apocalypse - Chance of Damage (Negative): Level 50
Level 14: Tenebrous Tentacles
(A) Annihilation - Accuracy/Damage
(*) Annihilation - Damage/RechargeTime
(*) Annihilation - Accuracy/Damage/RechargeTime
(*) Annihilation - Accuracy/Damage/Endurance
(*) Annihilation - Accuracy/Damage/Endurance/RechargeTime
(*) Annihilation - Chance for Res Debuff
Level 16: End of Time
(A) Superior Blaster's Wrath - Accuracy/Damage: Level 50
(*) Superior Blaster's Wrath - Damage/Recharge: Level 50
(*) Superior Blaster's Wrath - Accuracy/Damage/Recharge: Level 50
(*) Superior Blaster's Wrath - Accuracy/Damage/Endurance: Level 50
(*) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge: Level 50
(*) Superior Blaster's Wrath - Recharge/Chance for Fire Damage: Level 50
Level 18: Maneuvers
(A) Luck of the Gambler - Recharge Speed
(*) Kismet - ToHit +6%
Level 20: Temporal Healing
(A) Preventive Medicine - Heal
(*) Preventive Medicine - Heal/Endurance
(*) Preventive Medicine - Endurance/RechargeTime
(*) Preventive Medicine - Heal/RechargeTime
(*) Preventive Medicine - Heal/RechargeTime/Endurance
(*) Preventive Medicine - Chance for +Absorb
Level 22: Life Drain
(A) Touch of the Nictus - Healing
(*) Touch of the Nictus - Accuracy/Healing
(*) Touch of the Nictus - Chance for Negative Energy Damage
(*) Gladiator's Javelin - Accuracy/Damage: Level 50+5
(*) Gladiator's Javelin - Chance of Damage(Toxic)
(*) Cloud Senses - Chance for Negative Energy Damage
Level 24: Rune of Protection
(A) Steadfast Protection - Resistance/+Def 3%
Level 26: Blackstar
(A) Armageddon - Damage: Level 50+5
(*) Armageddon - Damage/Recharge: Level 50
(*) Armageddon - Accuracy/Damage/Recharge: Level 50
(*) Armageddon - Accuracy/Recharge: Level 50+5
(*) Armageddon - Chance for Fire Damage: Level 50
Level 28: Future Pain
(A) Hecatomb - Damage: Level 50+5
(*) Hecatomb - Damage/Recharge: Level 50
(*) Hecatomb - Accuracy/Damage/Recharge: Level 50
(*) Hecatomb - Damage/Endurance: Level 50+5
(*) Hecatomb - Chance of Damage(Negative): Level 50
Level 30: Time Lord
(A) Unbreakable Guard - +Max HP
(*) Unbreakable Guard - Resistance
Level 32: Hasten
(A) Recharge Reduction IO: Level 50+5
(*) Recharge Reduction IO: Level 50+5
Level 35: Personal Force Field
(A) Luck of the Gambler - Recharge Speed
(*) Shield Wall - +Res (Teleportation), +5% Res (All)
Level 38: Kick
(A) Force Feedback - Chance for +Recharge
Level 41: Tough
(A) Gladiator's Armor - TP Protection +3% Def (All): Level 50
Level 44: Weave
(A) Reactive Defenses - Defense
(*) Reactive Defenses - Defense/Endurance
(*) Reactive Defenses - Endurance/RechargeTime
(*) Reactive Defenses - Defense/RechargeTime
(*) Reactive Defenses - Defense/Endurance/RechargeTime
(*) Reactive Defenses - Scaling Resist Damage
Level 47: Temp Invulnerability
(A) Aegis - Psionic/Status Resistance
Level 47: Force of Nature
(A) Performance Shifter %Heal (3PPM)
Level 1: Brawl
(A) Empty
Level 1: Defiance
Level 1: Sprint
(A) Unbounded Leap - +Stealth
Level 2: Rest
(A) Interrupt Reduction IO: Level 50
Level 4: Athletic Run
Level 2: Swift
(A) Run Speed IO: Level 50+5
Level 2: Health
(A) Panacea - +Hit Points/Endurance: Level 50
Level 2: Hurdle
(A) Jumping IO: Level 50+5
Level 2: Stamina
(A) Performance Shifter - Chance for +End
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Some of the secondary power synergize very well with this primary, some do not. Chronos fires every 22 seconds with an almost guaranteed %BuildUp. The melee (single target and PBAOE) are rarely used. I should note that this character was intended to be "mystical", this is the reason for the Arcane Bolt.
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24 minutes ago, Rudra said:
The only time I am ascribing willfulness to hurt others is after a person is disrupting a team they are on, that person has been asked to cease doing so, that person persists and tells the rest of the team that his/her/their preferences overrides the team.
And how often does this scenario actually play out w.r.t. to knockback? Sometimes knockback annoys me for some characters I play... but I never say anything about it....because the stakes are so small. Sometimes I see a teammate make a comment about knockback, but it is nine-times-out-of-ten because the critters we are fighting are weak to knockback (typically clockworks).
Much of this threads reads to me like an over-reaction because the critters aren't exactly where some players want them to be at all times, and players are being mindlessly categorized because of some sins. It is silly and mean-spirited.
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3 hours ago, Rudra said:
It's not a question of "right think". It's a question of whether the player(s) using KB ever took the time to understand how it affects teams they are on and if the team wants to put up with someone that they know is intentionally being disruptive.
You are also ascribing willfulness to hurt others, when:
a) I question how the 'harm' merits such vitriol, and
b) not everything everyone does in the world that you don't like is intending to upset you.
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3 hours ago, Stormwalker said:
You don't think people who willfully choose to disrupt parties (category 3) should be kicked from the party? What do you suggest be done with them?
I'm a little baffled by your reaction here.
You made a HUGE leap form someone playing with a knockback set to someone willfully disrupting team play. everything else in your post is rationalization for your own prejudices.
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18 hours ago, Stormwalker said:
So, for the most part, a player who is disrupting parties with knockback is either:
- A total newbie who just completely doesn't get it yet.
- Completely oblivious to the consequences of what they are doing.
- A selfish jerk who doesn't care that they are dragging down their team.
Those who fall in category 1 and sometimes 2 can be taught. Those who fall in category 3 should be kicked from teams until they change their behavior. Of course, sometimes it's not obvious which category someone falls in, which can be a problem.
Here is some classic "othering" that I'm sure we can all get behind! If only we catch 'em while they are young, we can get them to rightthink.
/s
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4 minutes ago, srmalloy said:
..and a further tactic evolved, now called the 'hamikaze' tactic, where you just go in to pound the nucleus down before the mito spawns can overcome the damage it's taking.
I'm somewhat surprised that this isn't the default tactic in Hamidon raids. I know that not every character in a raid has Lores, and that it is hard to coordinate use of Lores, but it has always struck me as the absolute quickest way to defeat Hamidon.
Having written the above, one of the things that sours the Hamidon raid in my experience is that an entire league will "give up" after a triple bloom (which is a possible outcome of this strategy). The villain in me sneers at the noble heroes who refuse to consider redside because they have only noble intentions of protecting their precious city who give up because 'the juice isn't worth the squeeze.'
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11 hours ago, biostem said:
It need not be that severe, but as the saying goes "you can sue a ham sandwich" or something to that extent.
"Your honor, the sandwich bit me first."
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6 hours ago, Carnifax said:
Edit : A "Might be fun to try" alternative : The purple Grav Anchor "Chance to Hold" proc.
I posted my preference above. As for %mezz procs... I usually skip them, because the base durations are relatively short, and the magnitudes aren't great. Typically I find a better use for the slot, such as improvement in something like Accuracy/Endurance Cost/Recharge or an alternate %damage.
For a 5-piece Very Rare set bonus, I will usually consider them in place of the pure control piece, because of the ED margins.
The one %control piece I fluctuate on is the +2 Magnitude Hold... it crosses the threshold for controlling (most) bosses, but a fast recharging Hold can often do that, and would also have a poor proc rate.
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I'm in the "absolutely no rush" camp.
There have been plenty of times where I felt I couldn't match colors exactly as I wanted (mostly on costumes, occasionally on powers) but more common than that bummer is that the art asset I want to use doesn't allow changing the color of the specific part I *want* to change. Again, no big deal for me.
If I had to identify the most common issue I have with the Homecoming (and previously, Live) color palette: For colors of skin that no earth humans naturally have, the same shading pretty much never exists in the non-skin elements of the costume creator. Some are close, but usually it is easy to see where "skin" is used and "costume" is used.
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For Plant? I put the 6xWill of the Controller in Vines. Most of the Controller AoE holds have ridiculously long recharge times. Carrion Creepers keeps %procing!
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7 minutes ago, gameboy1234 said:
I don't want to get into one of those fights but it does matter, a lot. "It doesn't matter" is a mathematically provably false statement.
I should have written "it doesn't matter to me if both players and critters get the same floor." Missing kinda is lame.
7 minutes ago, gameboy1234 said:I suspect it's something like at least 50% of the entire player base. Capped defense are really easy to get. Fortunately I think the devs understand all of this and there's no chance of this being implemented. I just wanted to point out a serious math error here and ask that you check your math work. I know it sounds like "only 5%" but it isn't, Arcanaville's work back on live showed that it isn't, going from 5% chance to be hit to 10% chance to be hit doubles the damage taken.
Obviously if a player is ALWAYS at an enemy's chance with 5%, yeah... that player would take more damage. I happen to think that one of the things that makes the game duller than it needs to be is when enemies only have a 1-in-20 chance to hit players. Players can still "soft cap", it is just that there would be diminishing returns for exceeding it... just like now.
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1 hour ago, gameboy1234 said:
You mean for us to hit them? Or them to hit us? My defense based tankers would hate it if the defense max was dropped from 95% to 90%, you'd double my incoming damage.
I doesn't matter if everybody gets a floor of 10%.
There is no "base defense maximum", the suggestion would only affect (players) when facing opponents that have a ToHit chance between 5% and 10%, after that everything would be the same. Congratulations if that is you for 100% of all content!
If anything, this is something of a 'nerf' for players (and critters) who debuff Accuracy/ToHit... but those debuff scales are already a little on the weak side IMO.
EDIT: As for "most affected players", I think it would very likely be certain Masterminds, more than other AT.
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I wouldn't be quick to repeat any combo you already have played... it is just MHO but I think it is hard to judge the strengths and weakness of a set or combo without playing them (especially for MMs).
If you want to eventually feel really powerful... I think /Marine and /Time secondaries are probably the best choices for whichever primary you pick. Marine will probably remind you of Nature.
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12 hours ago, Snarky said:
It is the first response to this thread. But, as i so eloquently pointed out, the reasons are basically 1) i like KB 2) people shouldnt want to kill 3) no one is happy anyways. It is a Dev post worthy of a 14 year old on a pepsi buzz. 🐝
This isn't exactly a fair summary of the (somewhat deep inside the linked thread's) 'dev post'.
In that post, I did agree with the general comment that some power sets ought to have a feel to them, beyond "lol enemy green go down". I don't think the (admittedly, in that post) casual comment relating to 'maximize defeats with minimum effort' (my wording) is 100% on point for the discussion, except of course that such thinking is almost certainly the source of a majority of players complaints... just as it is for "AoE controls leave enemies separated" and "Teleport foe stole my target", etc.
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I am not a great fan of 'gimmick' fights. I don't mind if the enemy has some sort of attack that we have to account for, but once the defeat mechanism becomes something other than Damage-over-time > (Regeneration + Healing), I start to think that this fight belongs to some other game. I don't completely object to 'puzzles', because I know that sort of thing appeals to some players.
The one element of basic CoX combat mechanics that has led to 'easy-mode' type thinking is player's "Defense soft-capping"(*1). Auto-hit powers and mega-DDR have obviously been implemented, but I think a lot of what makes the game easy-mode is basically the ability to stand in place and button mash. I don't envy folks trying to bring some game balance because I think the limited toolbox available is being leveraged reasonably well (including -MaxHP, enemy healing, etc.)
(*1) Would it be the end of the world if enemies had a chance-to-hit floor of 10%?
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I haven't player Marine on a MM... but I love Whitecap on my Controller. Despite how much fun it can be, my initial thoughts for a MM would be to deprioritize it, or at least slot it differently, for reasons. Mileage varies of course.
The absolute best thing Whitecap has going for it IMO as far as MMs go is the AoE -Resistance effect... 30 seconds is an eternity for henchmen. Looking at the build I posted above (Robots/Traps) I'd find it hard to sacrifice a primary -Regen attack, so I might give up an Epic pool completely to fit in all the good stuff that Marine has to offer.
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5 hours ago, Raikao said:
So there is something I have not considered yet. You talk about loosing aggro (and probably that the "can't" stand up to the extra single target damage - I assume a typo there). And thinking about it, those are the times I get in trouble, but how do you actually keep the AV/Elite Bruiser Boss from just one-shotting a drone? Because that does happen to me.
Yes, it should read as "henchmen CAN'T take single-target hits" (at least not when not at full Health).
Typically, once I have all three tiers of henchmen: I don't worry about losing a single henchmen. I'll do what I need to do on the MM cycle, and then resummon. If the thing I'm fighting is problematic with cones, I try to reposition the henchmen out of the cones, but rarely does that make a big difference. My Robotic MM has crazy good defenses for itself and the henches, so for almost every fight against a big baddie, I somewhat know how long before the critter gets an auto-hit against something. The slightly more problematic times are when:
- The critter gets a 'lucky' AoE hit against everything in my arsenal
- The henchemen haven't all quite server-registered as 'within range' for Bodyguard (or the Global Uniques), so only a fraction of the henches take a blow given to the MM
- The critter hits the MM with a relatively long-duration control, delaying the MM getting/keeping aggro
There is nothing to be done about #1, and #2 is more about being patient. #3 isn't that much of a problem if fights are going smoothly.... but there are some regular enemies like Jack in Irons that will sequence AoE as well as debuffs and controls that can sour a fight. I think his fear lasts for 20 seconds on my main MM, and while (one of?) his stun is a shorter duration it isn't trivially short.
Keeping the aggro (on the MM, to leverage Bodyguard mode) is pretty important... at least in my experience. FWIW, I don't like the 5-max-target Provoke from the Presence pool as it has too few potential targets. I rely on MM AoE attacks with a %-Res debuff and/or knockdown (which also helps with patches). Traps happens to have Caltrops and Acid Mortar that can also distract enemy critters over time, plus the Poison Trap's AoE control potential.
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1 minute ago, biostem said:
I keep revisiting energy blast hoping to find some eloquent solution to the KB.
Do what you like, but I'm not going to bother responding on this any further.
Playing Energy Blast is more-or-less it's own reward. FWIW, I only slot a KB->KD in Nova, because the 4π scatter is where I draw the line/circumference/surface/whatever.
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Goodbye to CoH message boards.
in General Discussion
Posted
I plead "guilty" to the charges. I can only offer this as my defense: I think it is mean-spirited, simplistic, and possibly the signs of an evil mutant power(*1) to be able to bluntly proclaim what other people are thinking (and/or that certain categories of people are irredeemable) and then use those proclamations to make all sorts of arguments that (I suppose) seem to be irrefutable (in some minds).
(*1) I use the word "evil" because if this is a mutant power, it only seems to trigger when somebody is doing something that the possessor of the power doesn't like.