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Meknomancer
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Everything posted by Meknomancer
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Latest run i started noticing that he's chaining it twice in a row, probably as you say not on the same person but the team was bunched up in lava pit as he teleported us. Does mezzing him help? Ive seen some great domi's holding him for ages at a time while we stand in the pits waiting for the hold to break so he an come to us-can he be taunted into lava and held before he has time to target with the blue laser light?
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I'm starting to think the same, been doing a lot of badge runs set on malicous rep and while tank/brutes seem ok every other AT seems to be in need of some help. Going to respec a sonic fender and test it out but i'm quite tempted to make an elec/sonic corr.
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I never played one but the ones i did see were always fantastic, buff the team, run ahead drop PA, team comes in to mop up and the emp keeps everything running smooth. Turns out they were pretty popular along with ill/therm for pvp too.
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Had a few attempts and watched them all fail on the King Midas mission and i'm still unclear on most of the others. Anyone got tips or can explain more clearly than the patch notes exactly how to get these i'm still missing the last one on a few toons.
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Did i miss it - the lrsf annihilator badge required for marshal?
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How many performance shifters are too many?
Meknomancer replied to subbacultchas's topic in Scrapper
Axe/Stone scrap leaping/fighting/manouvres/focused acc, squeezed in 3 and its just about enough. Til hasten crashes. -
There's a link to one of my old builds on there too somewhere.
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So i threw in Boppers template on my old stone/rad and even with cardiac running i'm only getting 65%'ish s/l res out of combat. What am i missing? I wanted to swap out the alpha but that seems low even with cardiacs bump. On the other hand s/l/e/ne/psi def is all up in the 50s and f/c res is capped.
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Brimstone i think it is that offers some extra oomph.
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An Amazing Solo MM Farming Build (Thugs/Poison)
Meknomancer replied to Quindorrian's topic in Mastermind
I gave up on my /poison mm's a looooooooong time ago (at least til noxious gas gets the venemous treatment) i'm glad to see others getting it to work for them. -
I threw mine in the minor dmg stun fault, i use that as my initial attack vs everything as it also has an ff+rech in and follow up with tremor for mobs, can pretty much cycle fault/tremor to keep stuff knocked down or fault followed by the 3 st attacks for av's. It fires off pretty regularly. The aoe's are both such poor damage but stuff melts away anyway without getting hits in because its all flopping on the floor. The aoe aura is all procced out and just adds a little extra.
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Running a seismic/stone or whatever the sets are called, no mids so random'ish build. Geode proved great solo when i got seriously debuffed and was up long enough for full blue+green bars and seems to recharge just in time whenever i needed it. No envenmoned and it got through the new aeon av's up to hero 1 and incandescent ( he walloped me so hard) so i know its putting out enough damage and i only have some s/l def and not much res. Waiting on mids updates to really see what i can come up with.
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Eh. So after playing 2 seismic blasters, a seismic scrap and a seismic fender......all i can say is the ranged toons need kb/kd and i dont see any in that build. Theres been a ton of pug teams running about all seismic testing the new power sets and the knockback makes kills so slow ( on what is a low dmg set) its painful and quite funny to watch. I tried a 45% ranged 75% s/l and it meant sacrificing my pitiful damage with thunderstrike sets for even more pitiful damage....and less recharge. Upthrust needs kb/kd then you want to throw in a ff+rech and suddenly your looking at it putting out 40-50 points of damage and just sigh. Fortunately the new aeon sf means theres a ton of new d-sync enhances going cheap and an acc/dmg and a dmg/end red lets you slot a couple of procs at least. Rock Shards is great if you have the charges for it, it fires off and hits the mob on the other side of the map, i had no idea the range became so massive. Otherwise its useless unless your throwing in a rag knockdown for some control. Luckily it doesnt take much to build charges, 2-3 single target attacks, problem with this is...its 2-3 single target attacks when you need an aoe so you throw out upthrust and have to start building again. And you nuke does kb. But takes aoe sets. So....i love it but i'm constantly impressed with how the HC team keeps bringing in new stuff considering the games age and spaghetti coding. As to the secondary, well i was mostly interested in mud bath and it turns out its basically like /ice /time, you know absorbs in other words not as good as the other secondaries like /fire /elec that massively bump your recovery so i had the usual endurance issues i get because i have to take fighting/leadership/speed and either flight/leaping. But your a blaster and you don't need defence or resist (unless you absoloutely have to be the main tank running ahead of the team to get your kicks in first) . If your solo it doesnt matter what sets you throw in. If you team but play from the back and don't try to take alphas its the same. But please please please think of your team mates and throw at least a sudden acc kb/kd in uphrust and meteor. You wont kill stuff you will just scatter it all over because its more of a control set than a flat out dps set.
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Not sure how much help it will be but i have a lot of fun with this (its like 3 posts down from yours)
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VEATS and the new difficulties.
Meknomancer replied to The_Warpact's topic in Arachnos Soldier & Widow
Relentless with my fort. No idea how many team deaths but i was close to 15 but that was before i knew about the bricker novas and smelters melt armour and the ripple resonator - res stuff and was still getting to know the sf. My controls are dps i don't run confuse/holds other than dominate procced out and i wasn't running fighting pool, pretty sure with tough i could have halved that number. -
Been testing toons on standard for some reason i was trying for a full 8 man team and it was ofc taking forever. DB/Bio was a doddle, ill/dark was great til i hit the blockades and then got humped a couple of times because i got impatient waiting for the mobs to gather 😛 but finished it the fastest (not much of a challenge with a perma PA toon i know) . Still convinced elec blast is the way to go regardless of rep, mobs are drained within the power boosted short circuit/lightning ball/thunderous blast attacks which means you don't have to worry about mez/debuffs as long as you take out the smelters before you get taunted the fights over pretty fast. Without power boost its still pretty quick if you are running lightning field on blaster/sent or the controller/domi conductive. Pre-emptive interface is actually useful on this tf. Ran through a few pugs, slow going with controllers but they make it so easy with all the buffs and debuffs they have its great to see content where they shine again. Starting to think relentless settings will benefit from having a good variety of AT's and power sets more so than other content although i'd be interested to see some all mastermind ones i wonder how long pets will last if brickers start nuking. How long til we see all blaster/tanker runs.
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Seeing some negative responses to me saying its become a little unbalanced melee AT wise due to the tanker changes 🙂 I think of it like this....if you have 1 AT that can run content fairly easily and complete it solo with most primary and secondary powersets (and right now thats tanks running the itf challenge) which only 1-2 scraps can manage and i have yet to see someone post about their brute doing so, a couple of domi builds and......nothing else then clearly there is an imbalance when the tank AT which was originally put in to take all the aggro for the rest of the team but had low dps to make up for its survivability is now putting out sufficient dps to put it near the top of the list. I'm not talking about killing speed i'm talking about the ability to take out av/gm and enough dps for the toughest content in game. If you bump a single AT dps to such an extent mostly due to AT sets and ability to proc out their attacks while maintaining their toughness then should you do the same to all the other AT's and bump their defence and resist to tanker levels so that they too can survive long enough to do the same. Extreme example i know but thats just what i'm seeing in game right now since the tanker changes. I wouldn't want that you'd end up playing a game with no variety and the variety is what i love about coh. It just feels like it went too far- if scrapper and brutes had got the same changes to the number of targets they hit with cones/pbaoe's etc. i don't think it would feel like they have become second class melee AT's to the tank.
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Using your build and mostly picks maybe.....: This Hero build was built using Mids Reborn 3.0.5.7 https://github.com/Reborn-Team/MidsReborn DARK WATER SOUL: Level 50 Magic Defender Primary Power Set: Dark Miasma Secondary Power Set: Water Blast Power Pool: Flight Power Pool: Leadership Power Pool: Speed Ancillary Pool: Soul Mastery Hero Profile: ------------ Level 1: Twilight Grasp ThfofEss-Heal(A), TchoftheN-Heal(7), TchoftheN-Heal/HP/Regen/Rchg(9), TchoftheN-Acc/Heal(9), TchoftheN-Acc/EndRdx/Heal/HP/Regen(11), TchoftheN-Acc/EndRdx/Rchg(11) Level 1: Aqua Bolt HO:Nucle(A) Level 2: Tar Patch TmpRdn-EndRdx/Rchg/Slow(A), PcnoftheT-EndRdx/Rchg/Slow(15) Level 4: Water Burst FrcFdb-Rechg%(A), PstBls-Dam%(15), SprDfnBst-Rchg/Heal%(17), SprVglAss-Rchg/+Absorb(17), SprVglAss-Dmg/EndRdx/Rchg(19), SprVglAss-Acc/Dmg/EndRdx(19) Level 6: Howling Twilight EndRdx-I(A), RechRdx-I(13) Level 8: Shadow Fall LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(21), ShlWal-Def(23), ShlWal-Def/EndRdx(23) Level 10: Whirlpool SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(25), SprDfnBst-Dmg/EndRdx/Rchg(25), SprDfnBst-Acc/Dmg/EndRdx(27), SprDfnBst-Acc/Dmg/EndRdx/Rchg(27), PstBls-Dam%(29) Level 12: Fearsome Stare GlmoftheA-Dam%(A), CldSns-%Dam(29), CldSns-Acc/ToHitDeb(31), CldSns-ToHitDeb/EndRdx/Rchg(31), CldSns-Acc/EndRdx/Rchg(31) Level 14: Fly WntGif-ResSlow(A) Level 16: Tidal Forces GssSynFr--Build%(A), RechRdx-I(33) Level 18: Petrifying Gaze Lck-%Hold(A), Lck-Acc/Hold(33), UnbCns-Dam%(34), GhsWdwEmb-Dam%(34), GldNet-Dam%(34) Level 20: Hover LucoftheG-Def/Rchg+(A) Level 22: Maneuvers LucoftheG-Def/Rchg+(A), Rct-ResDam%(33), Rct-Def(36), Rct-Def/EndRdx(36) Level 24: Tactics EndRdx-I(A) Level 26: Darkest Night DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(36), DarWtcDsp-Rchg/EndRdx(42), DarWtcDsp-ToHitDeb/EndRdx(50) Level 28: Water Jet Apc-Dam%(A), Apc-Dmg/EndRdx(37), Apc-Acc/Rchg(37), Apc-Acc/Dmg/Rchg(37), Apc-Dmg(39) Level 30: Hasten RechRdx-I(A), RechRdx-I(39) Level 32: Dark Servant CldSns-%Dam(A), CldSns-Acc/ToHitDeb(40), CldSns-Acc/EndRdx/Rchg(40), CldSns-ToHitDeb/EndRdx/Rchg(40) Level 35: Steam Spray PstBls-Dam%(A), PstBls-Dmg/Rng(42), Bmbdmt-+FireDmg(42), JvlVll-Dam%(43), Bmbdmt-Dam(43) Level 38: Geyser PstBls-Dam%(A), Bmbdmt-+FireDmg(45), FrcFdb-Rechg%(45), SprVglAss-Acc/Dmg/EndRdx/Rchg(45), SprVglAss-Dmg/Rchg(46), SprVglAss-Acc/Dmg(46) Level 41: Dark Embrace StdPrt-ResDam/Def+(A), GldArm-3defTpProc(46), Ags-Psi/Status(47), GldArm-End/Res(47) Level 44: Soul Storm NrnSht-Dam%(A), GldJvl-Dam%(48), Lck-%Hold(48), Lck-Acc/Hold(48), GhsWdwEmb-Dam%(49) Level 47: Soul Drain Erd-Acc/Rchg(A), Erd-Dmg/Rchg(49), Erd-Acc/Dmg/Rchg(50) Level 49: Power Boost RechRdx-I(A), RechRdx-I(50) Level 1: Brawl Empty(A) Level 1: Sprint Empty(A) Level 1: Vigilance Level 2: Rest Empty(A) Level 1: Swift Empty(A) Level 1: Health Prv-Absorb%(A), Pnc-Heal/+End(3), Mrc-Rcvry+(3), NmnCnv-Regen/Rcvry+(5) Level 1: Hurdle Empty(A) Level 1: Stamina PrfShf-End%(A), PrfShf-EndMod(5), EndMod-I(7) Level 14: Afterburner Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1420;703;1406;HEX;| |78DA65935B4F134114C7A7BB5B10DA526B69010BD28B502E65DB4579333148C1085| |409E5A2F1A1D9C0521A0B6DDA12E1C12851BE802F7E066362E20DD14FE30311BC00| |26C61713B39EEEFF58304CB2F9CD9EFB3933935A4F3A5F5EDFBC2A6C4D2379BD5CC| |E248D256375D128D9537A36B72068B993C3D313C1F9E199D1E960FAD6EC643DC9DA| |FE9965AEAD2D2DA949BD742F93CAE9E5153D50D34CEBAB5963519DD72B55330A5E1| |18EA94221AF8EE573D9E58ADBDA4F1A3AD9969773C546EB3F5D348C4517CCAA56B9| |D56C60B4985B50470AA5D25AB1522865D285B57C2645E18CD2462BD5D24D5F5A12B| |C4CBB70C9427428A2CE0B9E6966FAC0463FB3057C10A9F90A7185A0C86286E2D920| |B3D95ED04E5344D32BF021D9CB9C4BDE92A0DB1116CFBE97C121C5E2B941E625708| |ECCED1CD71E828FB31F9C275DBD95D494EB7DC8D53C8178FE71E618F8886A6880AD| |BDE13564AD6F986FC1F3EF98DB607BB546AF226E531E076A501C9F90A77D5FB2667| |16197F999B9073AE8D05D3C235700F136A90637F7E27E8E3904B9973BF4EB417D8A| |E737EB7E81A11BCC15E40E8D225E03E5F0C24778B97F0FC97C3C131FCB823F611F3| |9641E815EB26D61FF169EED2CA56A63FFB66DE48DEC80BD1F40ED23F898FA09F05C| |021A641713CC385305BB636098727620BEAD837BEF66DE25934EC4933B79BE519E6| |F94E71AE5393FA1DC619E5798EF52EF3653B25BEC0BA3CFBE3FB84B5BE4D3C577A0| |8B7D626C1BE37B19BB0CDB018D9900D729540FCFA5A73A34AA616010F1D521CC59D| |5F0BF41E8E7DAFA75D8C663D0C5F96CE37CB6093ED3FBA456AD17644AEA57F498F8| |066ADFC15DA71009BE3F099E99C66C574EBC499396983C25B95995A02E734AA9BD5| |761B3B4078D352DDB1F1D4B647180FAA510739C1451452873A8FFF094F78F638924| |9EA15BE529581744D5E6FF4BF86B8FC6DCF3D7CA37F74FECBF9CD8FF0502BFE7DA| |-------------------------------------------------------------------|
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Scrolling through forums ( been a while since i looked at fender ones but the new sf had me pulling out some ancient /elec fenders) when i spotted this while i was looking for ways to fix my own dark/ fenders which i haven't had much fun with. Bit lost on the slotting and power picks, i had to look through it 3 times before i realised you really did skip darkest night. Took me a while to manually throw in the build for some reason i can't open links anymore and won't look at stuff if there's no copy and paste option but it is dark so.....Nice proccing, not sure about def/res numbers, with darkest its not important with that and fearsome and fluffy not much will hit you but without it you might need help. Obvious stuff that stood out is 3 shield walls over 3 lotg gets you more hp/same regen numbers. A glad res/end instead of titanium would get you a recovery bonus in dark embrace and they are important on dark fenders which i feel are one of the heavier end users, especially procced out builds with no end red in holds. Dark Servant i find 4 cloud senses works better, throw in the proc. I prefer twilight with a theft and 5 nictus. Water burst has dmg/rech and dmg/range i'd drop 1 for proc piece. Tar patch 2 end/rech/slow bits boosted. No end red in howling you may as well throw in an annihilation proc. Throw the reactive piece into manouvres with 2 more for s/l res and hp, which is better than lotg regen bonus. Lotg in veng. My favourite slotting lately has been throwing the defenders bastion proc with 3 vigi assault and a couple procs into your main aoe attack they fire off pretty much constantly when your in a mob healing and buffing team mates. I'd have 2 slots in power boost and find more for soul drain. End hog? yes, fire off pb/soul drain/ nuke/steam spray/water burst/whirlpool and the 2 holds after chucking out a tar patch and howling and i'd be surprised if you weren't searching insp tray for blues and because your a fender there'll still be enemies left standing.
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Mines a rad/seismic its a lot of fun although i think i made a mistake taking rock shards its tough trying to line up a cone when i want everything tight for choking and the pbaoe. Pretty good although i still prefer the rad/elec.
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Had a quick run through solo with a seismic/stone scrap no idea what i was doing build wise without mids just to see what i would need for teaming with it and it got through to the 2nd last mish (with a lot of running away hiding round corners to avoid the ripple resonator and geode saving my bacon) and it seemed ok until i hit the 2 bricker av's and got pretty much 1 shotted 2-3 times in a row. I didn't have high expectations with so much s/l defence and not much else but even with the minor damage pbaoe's the control from them made it very survivable and it soloed most of the av's no problem ( i forgot to buy envenomed so the fights took a while) although apex took massive chunks of hp until he whipped out the sword and became useless. Looking forward to some mids updates as i think it could prove to be a really good toon.
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Elec/SR/Elec No tactics/kismet/resistance How bad will it be?
Meknomancer replied to Meknomancer's topic in Sentinel
+4 ITF , couple of deaths, bit embarrassing, also having some end issues solo had to buy a recovery serum as i went barrier for some reason instead of ageless. Been too busy to try a relentless aeon. If i get through with less than 20 deaths i'll be happy 😛 -
Elec/SR/Elec No tactics/kismet/resistance How bad will it be?
Meknomancer replied to Meknomancer's topic in Sentinel
Surprisingly well it seems, gold brickers hate end drain, and are sapped pretty much instantly, stacked ripple resonators did little to nothing the av in the cauldron was the worst....because my hp is so low i took a ton of fire damage and had to keep hopping out and back in and at one point he tried to fly away but the immob and stacked holds mean he doesn't do much and he had little endurance to fight back with. It was just a quick solo test lowest rep set for 8 but nowhere near as bad as i expected. I'm sure your right though and at anything higher the to hit they have and melt armr etc will murder me but i didn't expect them to fall so fast. Lightning Field and Chain Fences made the mobs a bit of a doddle, i just hopped into the centre and either nuked/ball lightning/short circuit/chain fences i don't think i took a hit til i got to the cauldron. Will be much more interesting on a higher rep with a full team as i didn't see any of the nova type Brickanauts. -
Elec/SR/Elec No tactics/kismet/resistance How bad will it be?
Meknomancer posted a topic in Sentinel
So i threw in the powers i wanted and its great fun just about sitting there at 45% def and offline for 20 days and i thought hmmm wonder how it will be with the new elec changes and maybe a run through the aeon sf when i remembered how badly my fort got hammered and i'd built this for melee.... This Hero build was built using Mids Reborn 3.0.5.7 https://github.com/Reborn-Team/MidsReborn ELEC SR ELEC: Level 50 Technology Sentinel Primary Power Set: Electrical Blast Secondary Power Set: Super Reflexes Power Pool: Leaping Power Pool: Sorcery Power Pool: Leadership Power Pool: Speed Ancillary Pool: Electricity Mastery Hero Profile: ------------ Level 1: Lightning Bolt SprOppStr-Rchg/+Opportunity(A), SprOppStr-Acc/Dmg/EndRdx(5), SprOppStr-Acc/Dmg/Rchg(23), SprOppStr-Dmg/Rchg(37), SprOppStr-Acc/Dmg(37), SprOppStr-Acc/Dmg/EndRdx/Rchg(48) Level 1: Focused Fighting LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx/Rchg(9), LucoftheG-Def(23), LucoftheG-Def/EndRdx(25) Level 2: Ball Lightning PwrTrns-+Heal(A), Bmbdmt-+FireDmg(9), Bmbdmt-Acc/Rech/End(11), Bmbdmt-Dam/Rech(31), Bmbdmt-Acc/Dam/Rech/End(31), Bmbdmt-Dam(47) Level 4: Focused Senses LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx/Rchg(5), LucoftheG-Def(46), LucoftheG-Def/EndRdx(46) Level 6: Zapping Bolt SprSntWar-Dmg/Rchg(A), SprSntWar-Acc/Dmg/EndRdx/Rchg(7), SprSntWar-Acc/Dmg/EndRdx(39), SprSntWar-Acc/Dmg/Rchg(40), SprSntWar-Acc/Dmg(40), SprSntWar-Rchg/+Absorb(40) Level 8: Aim GssSynFr--Build%(A) Level 10: Agile ShlWal-ResDam/Re TP(A), ShlWal-Def(11), ShlWal-Def/EndRdx(39), Ksm-ToHit+(43) Level 12: Tesla Cage Apc-Dam%(A), Apc-Dmg/EndRdx(13), Apc-Acc/Dmg/Rchg(13), Apc-Acc/Rchg(15), Apc-Dmg(15), UnbCns-Dam%(39) Level 14: Master Brawler Prv-Heal/Rchg/EndRdx(A), Prv-Heal(34), Prv-Heal/Rchg(34) Level 16: Enduring PrfShf-End%(A), PrfShf-EndMod(17) Level 18: Voltaic Sentinel SlbAll-Build%(A), SlbAll-Dmg/EndRdx(19), SlbAll-Dmg(19), SlbAll-Acc/Dmg/Rchg(25) Level 20: Dodge Rct-Def/EndRdx(A), Rct-Def(21), Rct-ResDam%(21) Level 22: Combat Jumping LucoftheG-Def/Rchg+(A) Level 24: Mystic Flight WntGif-ResSlow(A) Level 26: Short Circuit Erd-%Dam(A), Erd-Acc/Dmg/EndRdx/Rchg(27), Erd-Acc/Dmg/Rchg(27), PwrTrns-+Heal(29), PwrTrns-Dam/Acc/End(29), PwrTrns-Dam/EndMod(37) Level 28: Quickness Run-I(A) Level 30: Maneuvers LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def/EndRdx/Rchg(47) Level 32: Thunderous Blast Rgn-Acc/Rchg(A), Rgn-Acc/Dmg/Rchg(33), Rgn-Dmg/Rchg(33), Rgn-Dmg(33), Rgn-Dmg/EndRdx(34), PstBls-Dam%(49) Level 35: Evasion RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(36), RedFrt-EndRdx/Rchg(36), RedFrt-Def(36), RedFrt-EndRdx(50), RedFrt-Def/EndRdx/Rchg(50) Level 38: Chain Fences EnfOpr-Acc/EndRdx(A), EnfOpr-Acc/Immob/Rchg(45), EnfOpr-EndRdx/Immob(45), EnfOpr-Acc/Immob(46) Level 41: Lightning Field ScrDrv-Dam%(A), ScrDrv-Acc/Dmg/EndRdx(42), ScrDrv-Dmg/Rchg(42), ScrDrv-Dmg/EndRdx(42), ScrDrv-Acc/Dmg(43), Arm-Dam%(43) Level 44: Hasten RechRdx-I(A), RechRdx-I(45) Level 47: Spirit Ward Prv-Absorb%(A) Level 49: Rune of Protection StdPrt-ResDam/Def+(A), GldArm-3defTpProc(49) Level 1: Opportunity Level 1: Brawl Empty(A) Level 1: Sprint Empty(A) Level 2: Rest Empty(A) Level 1: Swift Empty(A) Level 1: Hurdle Empty(A) Level 1: Health Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(3) Level 1: Stamina PrfShf-End%(A), PrfShf-EndMod(7) ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1369;676;1352;HEX;| |78DA65934B4F5A4114C7E75E2E3E0045AAF842046C1115B8A27DECFA884A9B5A4D8| |C34DDF441298E4A7303046C8BEDAA1F41FBFA0CDD74DD0FD1E7AEEFA4ABDA0AD8C4| |A63B4B0FF77FC4853721BFCC9973E6379C99992FCD385E5C78785628EDD346AA584| |C2664762D939586EDB24CAF6673466E655DD0E788CFC5A7FD89457F9DCD14F0EF27| |261753D915B9A4C70D995E2B64D2292339452BADF91A09337259668B524FDCC9CB4| |272512E1BB2248BC2B190CB19FA9C4CE533D9150C12B9425A16D69DFB334BB2505C| |CDE46D98CC4BB9D41FCF67D27A63E9BA34394F36AAEAA55DF9E8F72324F8AB59C55| |74D88094D689FC1EE4FE0B18FCC0FE0F817F0EA08952966AD45B81533D6D2097677| |81BD1DE0568853C9A3FC457D8B6A3569FB87F1608DA920AEEF617C8D3C16F658D8A| |3B127CA9E287B7E92C7CA1EEB6BD437BD0387DF82A137CC57CCF7E02FAA6D46AD68| |7EAE9AB1EBE46E6577EB250BF63B0B0E9F07C7F668DAAB896DAAB7B3DB3E817A478| |CA983EDE3CC08387C11BC419E3678D4B632D60D6C31B7C114E53891A3389FA1AE63| |132C93DB05B7C5358DD89129E619B0F71C7893D6E96457E70ED6EEAA3277C16E6A8| |41B39C2CD3D7F1414A287FBD3E3415E85BC7DFC9FFBAAAAD987FE0AB30C0EF0790F| |FCE17BB40BDEA27D78D8E1890A33E622AF97F7E665EF209FADCE675E25A70F3956D| |F49FC27FF09E671E624183805C65E62FD343987B876C886F58EDA990E663B38E164| |B681DF468508728F839B88451E3337F81E3E01BF53EE087B461EC03D7A9F5962DE0| |3C7EE324F63AF43D483309F73388CB908738336A073CFF40ACEE029C562D89712EB| |51CC9EC72631777BB4FE46EB2FA2561BD01A6FBD3EACD5C4DCA1C882D678A742312| |3155BE395734EF55064E720A28A00CCEA1574429D258634F1FB2047117C7B9BF8F6| |FE07BFE3DB77| |-------------------------------------------------------------------| -
The time duration of the sf is what pleased me the most. When we first got HC back it was speed speed speed and i found myself teaching people how to speed tinpex within a couple of days of being back for incarnate components. Now that things seem to have settled and we know the game isn't going to vanish and we continually get new powersets and great content its nice to see stuff that takes you back to the way the game was originally (almost if you discount the set system) where team make up and teamwork matters and you can't simply fly through content in record times for a few extra merits. I never really noticed speed runs being a thing til the last few years and it made the game less enjoyable for me at least, nobody chats during tf's anymore and i realise i was just as bad there were plenty of times i thought i only have 50 minutes playtime lets get this done. The new sf forces you to plan ahead which is great in terms of what you bring and how long you have to get through it.