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Glowworm

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Everything posted by Glowworm

  1. Werewolf World dumpster diving with the mission team was a lot of old school fun.
  2. I played Kin/Dark and wasn't crazy about it for this reason. Kin really likes melee and /Dark really likes range, so you end up hopping around a lot. Too busy for me. I wonder if TA/Dark would be good though, since they both love range.
  3. Corruptors of any set are going to shine when taking on big HP bags like AVs and Giant Monsters. On those targets, scourge can be meaningful. On regular minions, scourge is mostly irrelevant since if they are below half hit points (when scourge can trigger) then you are probably going to defeat them on the next hit regardless. But corruptors do have better damage scales and higher damage caps. For Dark/Dark specifically, I agree that the debuff values are so high and layered (especially -ACC), that it can be overkill on a defender so you may as well get the extra damage from a corruptor. However, defenders can be significantly tankier if they take an epic armor, tough, weave, and maneuvers, which is a reason to go defender instead of corruptor. Defenders gets max value from those armor-like powers just like other buffs. It just depends on your preference; I would probably go corruptor but both have their advantages.
  4. Now you don't have to be a law-breaking, anarchistic, punk-pirate to play your favorite game. So, I guess I need to find some additional outlet for throwing off the shackles of The Man.
  5. I realize this is an ancient thread but when my group did this task force, it was very fun up until the last battle. The air strikes were not bad, you just had to pay a little attention. But the BBG started teleporting constantly after we got him down to half-way or so. And it's a multilevel outside map so our melee guys were very frustrated. And it's not like he teleported once and healed a little, he started teleporting after just a few hits for the rest of the mission. After spending as much time fighting him as we did getting through the entirety of the rest of the TF we just quit because we couldn't get him to stand still (there were only 6 of us, so maybe a little under powered, but still.) Is that normal behavior? Is he supposed to pop around with everyone running after him?
  6. Huh, I just logged him in and then out and the tokens had all refreshed. Weird. Or, if a GM saw this post and fixed it for me, thanks. 🙂
  7. I have a tank move around for Tanker Tuesday but he's been stuck on Everlasting for over a month with a "no transfer tokens" message. He's the only character I transfer and I haven't touched him in weeks so my tokens should have refreshed several times over. Is there a hold or something going on?
  8. Time, in addition to Earth and Storm mentioned above, is really good here. By 30 Time has a couple AoE slows including a persistent placed one and a slow aura. All those debuffs trigger aggro on the runners and stop them from running. A Rad tank, with all the AoE patches and auras is also good on this. Any damage and, I assume, most debuffs stop them from running; the Time patches definitely do.
  9. I'm not sure if you were looking for what sets or just general theory but I get the recharge up first so I can put it on more teammates and then I start pumping up the defense after the recharge is 90%+. I don't think I've ever worried about increasing the to-hit buff. People generally build to be pretty decent at accuracy/to hit w/o buffs so the buff is just gravy and/or to counter debuffs.
  10. My PC crashed (I think my graphic card is fried) so I pulled out my old (2010) Mac Air and tried to run Island Time on it. I had run it before probably 6 months ago or less. A message came up that said it wouldn't run on Sierra and I had to update to High Sierra to run it (which seems odd since it ran fine before and I didn't update Island Rum but whatever). I updated to High Sierra. Now Island Rum launches but it's just a window with "Island Rum" at the top and the rest of the window is black. Does anyone have any advice on how to address? I have not had much to do with Macs in decades so I'm pretty clueless.
  11. So, is it Indomitable tonight i.e., the regular schedule?
  12. Glowworm

    Rad/?

    Rad/Martial is loaded with PBAOEs and has the very fun ki punch-then-snipe (or Cosmic Burst) as the boss floats away. Also, Cosmic Burst (stun+damage) + Throw Sand (AoE stun) seems like it has potential but I only just leveled up to it (mid 30s) so I'm not sure how it will actually play out.
  13. From what I remember ID has a short (1 min?) duration so it's more practical for breaking mezzes and hitting whoever is eating an alpha just before the alpha. The only time I would try to really keep it on the team was if we were low level and facing ruin mages - the AoE KD they do (earthquake?) can really screw up a low-level team w/o KB protection yet. But that's very niche; most of the time I'd treat it like clear mind and just throw if someone was mezzed. Note: the mezz protection only hits the individual you target whereas the S/E resist hits the whole team.
  14. Secondary makes a difference here though. When I FR I'm actually casting FR+Ice Storm and often Blizzard on top of that so FR doesn't need to do all the slowing.
  15. I frankenslot with 2 Slow/End/Rec and 1 generic Recharge. That puts my recharge at/near the ED cap and the slow is enhanced 42% at 50.
  16. Glowworm

    Ice/Bio

    This is my chain on my ice/bio and it works really well.
  17. Fleet is one of the world's largest producers of enemas so Fleet Fist may...well, it's a niche character concept.
  18. I slot it in one of my tier 1 attacks (or tier 2 of primary) so that I can use it while mezzed and possibly break the mez.
  19. I'm no proc expert at all but wouldn't adding 2 Recharges each to Aim & Build Up add a lot more damage than any number of procs?
  20. Someone explained it in detail long ago but my memory of it is that Acrobatics will stop one "normal" hold that lands on you from doing anything. If another hold lands while the first is active then Acrobatics' protection is overcome and you're held. "Normal" holds meaning not outliers like AVs or other oddballs.
  21. I like tanks on my team because, without conversation, I make certain assumptions: Tank - will eat the alpha; may control aggro, may do significant damage Scrappers, Stalkers - will kill bosses; may kill lots of other stuff Controllers, Dominators - will mitigate damage overall through control; may eat alphas, may buff/debuff, may do significant damage Defenders, Corrupters - will...do stuff that's good for the party; watch and see, alpha eating, good damage, damage mitigation, and more are possible but not obvious from just the AT. I get that there is more complex content but for pugs. just having someone who can eat the alpha and everyone knows they will eat the alpha is a huge efficiency boost. I am very happy to have a tank on my pug for that reason regardless of anything else they bring.
  22. This. You get seeds early and it's very effective when you get it and remains a good power all the way to 50. It's more reliable than the AoE holds that sets get around the same time since it recharges faster and works OK without a ton of slotting and enhancing. You want to slot and enhance it as you level up but unlike some powers it's pretty useful out of the box. It makes opening against a group much easier.
  23. Maybe Force Feedback is benefiting the pseudopet? I know this is super vague but I saw someone recently do a bunch of testing on creepers and they said that damage procs were the bomb there. Their takeaway was that enhancing recharge rate generally lowers proc rate but since creepers spawns pseudopets the procs look at the pets attack rate not the powers recharge rate and he got them to do a lot of damage by slotting 4 or 5 damage procs. Re: roots, it's entirely possible that the controller version and the dom version are different. Wouldn't be the first time for something like that. Good to know though, thanks; I won't waste a lot of damage on it on my dom build (just started).
  24. I haven't played dom much but on my plant controller Roots is a good source of AoE damage. Based on none of the above slotting any damage in it, I'm guessing it's not a good damage option for doms? Or is it just that you've got better options? Similarly, I thought conventional wisdom was to slot creepers with lots of damage procs - is that not a thing for doms?
  25. I know nothing about Bio but Call of the Sandman has chance for self-heal proc, which I think would be pretty sweet in a sleep aura.
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