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About Hopestar

  • Birthday 03/14/1989

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  1. I just gave ones that I would take, you can choose whatever you want, Pyronic just does the most damage to a single target so it works for both solo bosses and groups of minions/lieutenants.
  2. Alpha, Interface, and Destiny all will work on your pets. Hybrid Assault Radial will work on them if you summon them while it's active and then any time you activate it again if your henchmen are still alive they will benefit from it again so you don't have to resummon every time. Both damaging and non-damaging procs from Interface will work on your henchmen; Having, lets say Nerve Core Alpha, will boost your Protector Bots' defense buff bubbles the same as your /FF ones. As far as advice for Bots/FF, I'd say Musculature alpha, Pyronic judgement, Degenerative interface, Banished Pa
  3. https://hcwiki.cityofheroes.dev/wiki/Inherent_Powers#Supremacy So if you get hit for 500 damage and have 75% resistance, you take 31.25 damage and your henchmen each take 15.625 whilst in bodyguard mode.
  4. Demons/EA for certain. Between the whips and electricity, there's always a button to be pressed.
  5. Just a general correction, the Sub- prefix of Subclass means "a part or division of", not that it's less. As for the topic, not every Blaster is melee capable either like /Tactical Arrow or /Devices users. On the other hand some are just meant to melee, and then there's /Energy which wants to excel at both long, long range and melee. So if you look at it this way, Blapping isn't really a subclass at all, but the normal way to play some power sets.
  6. I have a Savage/ and I have a /Dark so I mashed them like potatoes and here's what I got, obviously you can change some things like movement, etc.: This Villain build was built using Mids Reborn https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Magic Stalker Primary Power Set: Savage Melee Secondary Power Set: Dark Armor Power Pool: Fighting Power Pool: Speed Power Pool: Teleportation Power Pool: Leaping Ancillary Pool: Mu Mastery Villain Profile: Level 1: Savage Strike -- SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(3), SprAssMar
  7. Yes, that's exactly what it does actually if your secondary is mostly melee like /Dark... 🤨 Energy/Energy or /TA or /Dev, etc. can actually be helpful in your survivability keeping enemies away indefinitely without getting in the way of your secondary...
  8. It's not about "do not want to move around", it's that your powersets want you to simultaneously be in melee range and far away for the cone and moving back and forth is obviously a loss in effectiveness. Sonic/Dark gets a special mention because as I mentioned previously, it is mostly long activation cones which you need to be at considerable range for them to be effective. "So I am not sure where the notion comes from that it is lacking in area damage." Oh I don't know, maybe it's the fact that every attack is single target and disintegrate spread is not the same as AoE damage.
  9. Not true, the most extreme case being Sonic/Dark/Munitions; This would be awful to play because it counters itself in the worst ways wanting you to be in close range but far for all the cones and all while dealing very little damage. This is also not the only one of it's kind, Assault Rifle is also mostly cones, Beam/Energy would have a difficult time clearing anything more than 1 at a time. Most of this thread seems to be in agreement that there are no bad builds, but anyone that says that clearly hasn't cared to think of reasons a combination of powers would be bad. As per this thread,
  10. 1) One could argue that your ST hold can stack long enough to work on AV/Monsters, but that's a question of build so generally true. 2) Most teams I've run with that were end game (probably at least 100 teams by now), were pickup groups where it's not very organized, enemies are easily spread around, and lesser enhanced teammates tend to go down trying to "kill things at a speed that renders control inefficient" making the job of crowd control very helpful. Of course no one realizes it until you aren't CCing every pack of mobs and they're face-down. I'd say probably half the 'end g
  11. Sure it does fire damage too, but the nuke is the worst nuke of all, the cones are extremely narrow, and sure this can be overcome with /Energy as a secondary, but that only means relying on 1 secondary powerset to make your primary viable. Of the highest DPA cones on a fully IO'd AR, it goes Ignite > Flamethrower / Buckshot > Full Auto in which your best aoe combo is just using Ignite > Buckshot > Flamethrower > Buckshot provided you can get your recharge high enough. That's completely removing your nuke power from the equation and even then you're locked into 2.33 - 4 second a
  12. Personally I find Street Justice and Energy Melee fun and both are pretty much the best as far as damage goes; of the ones you listed, Savage is very good, Stalker has the best version of Staff, and EA probably is the best secondary to put with Dual Blades. Other than that, I'd avoid Broadsword, Spines, and Dark, as they're all pretty bad on Stalker, much worse than Psi. But again, if you think you'll like Psi more than worrying about it's middle-grade damage, I say go for it.
  13. For your first stalker I'd say Psi/Energy would be good as energy is so forgiving, psi melee isn't great because of the terrible mechanic it has, but if you like the look, go for it, it's just not anywhere near top DPS is all. SM/SD is pretty tops on damage, but as you know, shield does take awhile to get off the ground since it's entirely defense with a little resistance (2/3 of the amount ever other shield AT gets) thrown in at low health.
  14. They never did, they always die fast if you aren't careful with your placement in the fight.
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