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Rathulfr

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Everything posted by Rathulfr

  1. I play a Grav/Energy Dom, and it's amusing at first, but it gets old pretty quickly. You're not missing much.
  2. Yes, Propel throws presents, too.
  3. In all my years of playing CoH, I don't believe anyone has ever considered Bruising to be a factor (at all) in having Tankers on a team. In fact, I'd completely forgotten that Bruising was even a thing until it came up in these threads. And if a minor, limited-utility, damage resistance debuff had any significant team value, my Sentinels wouldn't get so much crap about being "useless" on teams, because unlike Bruising's debuff, the Sentinel debuff is unresistable.
  4. AC was my first MMORPG, too: Thistledown, represent! Ah, good ol' AC, where everyone was a Mage-With-A-Hurt-Stick. There were no healers or tanks because everyone was a healer/tank. Everyone trained at least 2 schools of magic, in addition to whatever weapon skill set they preferred. Pity the noobs that tried to play non-magic characters: they quickly learned and rerolled accordingly. Talk about a seriously flawed game that was incredibly fun to play. I remember it fondly. I even played AC2, which was completely different, before I abandoned it for CoH and WoW.
  5. Ah, yes, good ol' perma-debt.
  6. For what it's worth, I would not like to go back to old Defiance. Thanks!
  7. I don't find it all that slow for combat situations, but that may be just me. YMMV. *shrug*
  8. I thought they changed that so that almost any damage can ignite the Oil Slick? I could be wrong, though. *shrug*
  9. This is precisely the same problem that Sentinels have with trying to use IOs to compensate for lackluster damage: there just aren't any/enough IO sets out there to boost damage. This is why it's easier to make a tanky Blaster than a blasty Sentinel. Or to rephrase it for the purposes of this thread: it's easier to make a tanky Scrapper than it is to make a scrappy Tanker. So Tankers need a base damage buff to bring them closer (but not necessarily equal) to parity with the other melee ATs, while non-Tankers need only select IO sets to improve their durability.
  10. I respectfully disagree. I believe CJ is better on melee characters, but Hover is better on ranged characters. However, I do like Combat Jumping, and if I can fit both Hover and CJ into the same build, I usually do.
  11. Hover offers the same defense value as Combat Jumping, but costs more endurance because of the benefit of being able to hover out of range of enemies. For ranged damage-dealing, the flexibility of movement offered by Hover is better utility than CJ. Additionally, one can use Hover to slot LotG and/or Kismet +ToHit. A single Fly Speed enhancement in Fly (or Swift) is sufficient to cap flight speed, so you don't need to "waste" slots on Fly. I usually put a Fly Speed enhancement in Swift, which increases the speed of both Hover and Fly. I then slot Fly with a Winter's Gift +KB Protection, because I'm usually playing a squishy that needs all the KB prot they can get.
  12. I take Fly on almost all of my characters, because it's fun, cool, and easy to use. Yes, it's slower than the other travel powers, but I don't care about that. When I don't take Fly, I take Super Jump. I hate Super Speed, because I hate running into things like a hyperactive squirrel on crack without vertical control. I don't take both SJ and SS, because why waste a power selection on two travel powers, when one will usually do (either Fly or SJ)?
  13. The additional level shifts apply only to i-Trials and Incarnate-level zones, and Dark Astoria is the only one of those I'm aware of. Consequently, you'll only see the level shift values greater than 1 in i-Trials and Dark Astoria. Everywhere else, you'll see only the 1st level shift value. https://paragonwiki.com/wiki/Level_Shift
  14. Yep, this is true of all of the immobilize powers, including those in the Epic Power Pools.
  15. The original Positron TF was a real challenge back in the day, before inherent Fitness. It was a long, hard, slog. And auto-exemplar/sidekick wasn't a thing, so you had to be careful about team composition, or else folks would out-level the TF and get kicked from it if they DC'ed (which happened a lot more back then on dial-up).
  16. I have not noticed this.
  17. Which version of Mids? There was a bug in older versions that allowed it, but that's no longer the case with current versions of Mids (v. 2.6+).
  18. As a mez-sensitive Blaster, I approve this message. 🤣
  19. There's an in-game tool for rating other players and adding notes, which applies to their global handles, not just specific servers/characters. This tool saves its data only on the client side, so it's only useful/readable by you alone. A friend of mine uses it religiously to keep track of players he likes and dislikes, so he can check them when forming or participating in teams and leagues. You might want to avail yourself of this utility. That's too much work for me, so I just /friend people I like, and /gignore the onerous ones.
  20. My base entrance has a quartermaster, nurse, trainer, and tailor standing nearby, next to 4 zone portals, so I can pop in quickly to use them as needed, and then pop out again just as quickly.
  21. My head canon for my heroes switching to red side for the patron powers is that they're "going undercover" to infiltrate Arachnos, and then take advantage of the situation to get the benefits.
  22. My Fire/Ice tanker is named "Eyjafjallajokull", and she's great fun. She'll be even better when the tanker changes go live.
  23. Rathulfr

    Grav/Energy

    The main trick that's "new" (sort of) is leveraging the KB-to-KD IOs to keep mobs bouncing up and down like popcorn kernels instead of knocking them all over the place. That seems to be pretty handy.
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