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Without_Pause

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Everything posted by Without_Pause

  1. If you do make a Dom at some point, Plant/fire.
  2. /rad will be safer and /storm will be much more on the edge managing the chaos as needed. I think Ill/storm would be better for a dedicated group of players versus random pick up teams.
  3. Then please pick the powers when you think they are appropriate and you have 'worked' enough for them, please don't start asking for thinsg to move backwards. Thanks. They weren't asking for them to be changed back.
  4. M3z on Youtube covers this. His channel is rather new as I am sure a number of CoH centered channels are. https://www.youtube.com/channel/UCrd3E96a0E1h4YZUG_oIzcQ
  5. This is why many people use Dark melee with it for melee characters. Here, Dark and Water would pair very nicely.
  6. My main was a Kin/elec. IIRC, Pinball Wizard was known on the previous boards, so I will +1 to what was said. Still correct even if they weren't. :P I never look to IO out the build, Way too many alts, 40+. End issues will go away. The playstyle is very much getting into the middle of things and sap things to limit attacks. It is a fun and aggressive build to play. I have end drained many big bads.
  7. Back in the day, Fire/kin and Ill/rad were the kings depending on what you wanted. My Ill/rad was the first support character which soloed on +4 while not being level 50(40 for that matter), and used nothing more than common IOs. Now, have any new sets made something which is better, that's up for debate. I think you can find a number of builds which will solo very well. I see no real issues coming from the Dark/dark I made.
  8. The thing which makes Dark standout is it comes with a heal. Its AoE is "eh." It would be nice if Shadow Maul's animation time was closer to sane considering you have to deal with the cone aspect. I played Claws/regen to 50. I rerolled to Claws/sr when coming back, and there's little unexpected from it. I like it most from the ones you listed. The KB and KD powers recharge fast enough to offer nice mitigation as well and they have range. I loved using Shockwave as an opener since the KB put things on their butts. You in a sense could minimize alpha strike against you.
  9. Haven't seen much posted on it, and comes across as incredibly ideal. Just wondering what the opinions are so far for the power sets. I've at least played around with Dark Melee on some characters so I have some sort of idea. I'm just kind of guessing on the blast aspect, and don't want to roll anything until I have a better grasp of where to take the build.
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