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BelleSorciere

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Everything posted by BelleSorciere

  1. Yeah, that's the main reason my tankers had taunt.
  2. Deliberate action, even.
  3. I heard /coxg/ was powered entirely by salt.
  4. I've only made 27 characters so far. I'm fine, and I can stop at any time.
  5. This. Death Shroud for Brutes and Tankers has taunt. Death Shroud for scrappers and Stalkers does not.
  6. That error message is misleading. It only means the particular /boost command is unknown, not that /boost in general is unknown. Okay, but like that was in response to /boost enhancement_name enhancement name 50 Worked tonight, no idea why it didn't last night, since I did exactly the same thing.
  7. I found one mission with four bosses spamming psi attacks that overcame 8 points of KB protection. Once. Ran into a few instances with four points, too, but I don't remember where.
  8. I remember during the City of Villains beta, they tested each PVP zone by giving you free level ups, and the first one, Bloody Bay, we got 15th level characters. I checked over the Stalker secondaries and found that only one out of the four would get status protection before level 16. So... I made an AR/Dev blaster with targeting drone and beanbag and spent the event stunning stalker out of Hide. My favorite was someone who got inside the arrival point (a helicopter) so when I stunned him the police drones got him. At one point I had multiple villains after me, including an ice/ice corruptor trying to freeze me in place so I could get assassin striked like four times. It was glorious, and possibly the most fun I've ever had in PVP, despite not directly killing literally anyone. IIRC it was Dark Armor that got Obsidian Shield at level 10. Had fun testing Recluse's Victory on an Ice/Stone tanker for that matter. Again, I didn't kill anyone but I was able to mess up people's days enough for other people to do it. And that time I had a dozen villains debuffing me to keep me from escaping, or even healing while in Hibernate. Good stuff. Also used to do small PVP events with other players on the test server for fun. I recall LaserJesus was a part of those, and he had quite the accent.
  9. I will admit I ended up camping a few names before sunset, but each of those names ended up on a level 50 character when I finally found an AT and powerset I liked for each one. In most cases they were just multiple false starts (like my Peacebringer Solar Fury started as a fire/fire blaster, a fire/something controller, a fire/fire tanker, etc).
  10. The freebies popmenu and /boost or the macro in a newly generated mission map also does nothing for me. It's not a huge deal but it's a bit awkward to test things without having enhancements. The log says that boost is an unknown command. I guess it's time to hang out with the merit vendor. :P
  11. Yeah, just tested OG + CoF, and you're right - they get the one action every 10 seconds that allows them to stagger around, they cower, repeat.
  12. A big part of Dark Melee's defensive elements are the to-hit debuffs, especially in Touch of Fear, but every attack has it, and I think Midnight Grasp and Siphon Life both have a fairly decent amount of it, although not as good as ToF.
  13. At least Brutes benefit by way of Fury. Scrappers, on the other hand... :o (Of course, Taunt duration outstrips Confront, so they'd be fighting a losing battle, there!) Are most tankers taking taunt now? Probably but there was a running argument in the old forums about how "I don't need no stinking taunt", more often than not by players unfamiliar with the game. Bottom line is that a tank is more effective with taunt than without it, although some sets with strong auras can get by without. Of course if it comes to grabbing that add across the room you're out of luck without it. This is not how I remember those arguments going. That is, many of the proponents of skipping Taunt I personally knew were actually fairly good tankers with a decent amount of experience. As far as grabbing adds across the room tanks have options to deal with that. I also recall people campaigning for something like the aoe taunt in attacks just so taunt wouldn't be required.
  14. It's one of those things that hits harder at low levels before SOs but wishes it had scrapper damage at high levels. This is what's known as "doing brutes wrong."
  15. At least Brutes benefit by way of Fury. Scrappers, on the other hand... :o (Of course, Taunt duration outstrips Confront, so they'd be fighting a losing battle, there!) Are most tankers taking taunt now?
  16. I haven't been playing over the past seven of the last eight years, but that isn't what should be happening; if the terror lands, the mob should be rooted and unable to attack for five seconds. They would then (because they're presumably taking damage from Death Shroud so the terror will break) ordinarily be able to attack and move, but the stun is supposed to lock down the attack part and the cycle repeats as CoF ticks again. Even in the best case, it's an "if" because of the miserable base tohit of CoF. But if it is hitting, and they're moving while under an ongoing terror effect, then something is buggy. ...With all that being said, I'm dropping OG on my DA/ tanker, so my defense of it is halfhearted at best. I meant 2004 to 2012, and I also meant, really, that I haven't done a DA tanker, so I admit there may be something I'm missing here. That said, my prior experience in the previously live game was that fear doesn't prevent stunned mobs from wandering.
  17. To be fair, they do (last time I looked) actually have enough content to reach 40 without having to farm.
  18. This is true, and if the community is similar to how it was when CoH was not canceled, many scrappers and brutes may be deliberately trying to steal that aggro. :D
  19. OG and CoF are intended to work together; neither is a particularly good mez on their own, but cooperatively they lock minions in place. I've only played DA on a scrapper for eight years, and on a brute for a few years less, so I might be missing something, but in my attempts to use OG and CoF together, what I saw was stunned mobs would wander away and the fear and stun would wear off. While I was able to keep moving to keep them mezzed, I never saw much value to using both in most circumstances. Exceptions being, say, fighting an elite boss with a ton of minions nearby. The two mezzes don't really synergize. Also, Cloak of Fear's other benefit, esp against bosses, AVs, etc. is the to-hit debuff. Unfortunately, it's not a massive debuff, but it still helps. Anyway, Death Shroud + Cloak of Fear makes a decent combination to taunt everything around you without loose stunned minions wandering off in random directions.
  20. I missed out on a handful of names, including one I was really attached to (but now I like the variation I came up with more, so all is well). I wish I could have reclaimed Crownfire, though.
  21. Ice Armor is a "set and forget" primary, aside from Energy Absorption, and Ice/* has TWO auras that attract attention ... Chilling Embrace and Icicles ... not just one. It may just be that Ice is much less common, so few people have teamed with one/with a good one. I wonder how sticky Dark Armor can be made - 3 toggle auras... You probably wouldn't want Oppressive Gloom to hold aggro as stunned minions will wander away.
  22. Also, brutes have inherent taunt (but not aoe taunt) in their attacks.
  23. I totally agree the defensive passives were too powerful, especially force field and regeneration. The problem was just that they overcorrected so hard there was no reason to take them without the buff that came later. Also, offensive passives sorely needed buffs to compete.
  24. Would love to see this, but I've heard the animations for the other four origin based power pools were never done.
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