
Psylenz0511
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Everything posted by Psylenz0511
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I don't know of any group doing this specifically, but it would still work on an all Rad/x defender team: dmg, recovery, recharge, some mezz resist, rotating anchors would debuff defense and resistance, stacking lingering ratiation two or three times, rotating nukes, rotating EMPulse - oh my, gives me chills. Let's not forget a good mixture of sonic debuff, rad blast debuff, water debuff, dark blast debuff, mmm. Toss in dual pistols, fire blast, ice blast, psy blast for flavor.
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Looking for Defenders again on this fine Sunday
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I am looking for all defender action this afternoon, starting around 2ish EDT
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I have been trying to promote all-defender activity this week and I will see what is out there this weekend, too, Friday night, Saturday and Sunday
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I will be looking for more defenders to team with this afternoon. See you soon in Paragon.
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Playing a Trick Arrow defender compared to empathy or thermal is as different as a blaster from a tank. I love Trick Arrow on a team and think they are one of the best for team multiplying for -def -res soft control with the oil slick slip and slide and some good AoE dmg. In short, it depends on the Defender primary and the player's playstyle emphasis what to expect from a defender.
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not many so far, its been a nice weekend and the holiday has many people afk
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I am going to stick my nose in CoH for a minute or two, but I had unexpected company this weekend. Sorry for the late notice.
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I am on Amazon Burning looking for defender recruits :D. Its 1:24PM EDT Everlasting server
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Most useful Defender build for current fast endgame?
Psylenz0511 replied to Substaticman's topic in Defender
Don't underestimate snow storm. It is a top-notch snare/slow, Leveling up you will like the interrupt feature that keeps embalmed vazilok, energy mages, skyraider engineers, etc from doing their most annoying actions. -
You don't need to take all the rad blast powers to be effective. To me , neutron bolt, irradiate, proton volley, cosmic burst, neutron bomb (although this aoe is a bit slow) and atomic blast are a good package. You can proc out the defense debuff slotting and targetted AoE slotting.
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Interest in the superteam seems to be rising again. I will make every attempt to be online at 3PM EDT (New York TIme) on this coming Sunday to just meet up socially to get logistics worked out. Some casual defender-heavy teaming would be appropriate, too, but I am not expecting a full blown team run right away. Add me as a global friend @psylenz and send me a private message.
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Add me as a global friend, send me an offline private message if I am not online at the time: @psylenz and I will get us connected.
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I like your thinking
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Yesss, leadership is not wasted, but I was thinking mezz protection from dispersion bubble, and the little bubbles stay with you even if you stray from the group. I accidentally omitted Time, I like time. I also adore electric affinity, especially the Faraday cage.
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The SG is on hero side but I think SGs can invite villains to the SGs now.
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If I were designing an 8 man defender superteam, I would want: A Forcefielder for maximum defense early on, near defense cap when level 25 enhancements are slottable. A Dark Defender, which synergizes so well with max defense. It also has debuffs to incoming damage potential and damage resistance of foes, and Howling Twilight, the stun that also rezzes A Storm Defender; with the knockback to knockdown IOs available some of the annoyance factor in storm is lessened. A Kinetic defender; you know the buffs, but the -damage debuffs are too often overlooked. A Traps defender; great buffs, even better debuffs with big -regen The last 3 slots could be filled equally well by Cold, TA, Empathy, Thermal, Nature's Affinity, Poison, Sonic, and Radiation. ... we are going to need a league to fit all the goodness in
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If we ran at 2PM or 3PM on Sunday EST (New York Time) wouldn't that be 8 or 9PM GMT? I would love to make a transatlantic teamup happen
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Personally, I would go Sonic/FF for the -resistance
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There are numerous defender sets which do well in close, melee or what I call kinetic range. Kinetic range the foes can't reach out and smack you but you are still in range of kinetic buffs and debuffs. Forcefielders do well in close range, the dispersion bubble adds a nice layer of defense to the melee fighters. Traps can pretty much go where they please as long as the forcefield generator is defending and protecting from mezzes Radiation finds the safest place up close to the debuff anchors since not only the anchor but nearby foes are debuffed. Choking cloud requires melee range to hold/debuff the largest number of foes. Electric affinity is a set I play in close kinetic range to whatever the tank or brute is smacking. Being close to the tank or brute you can easily select them for the initial and higher buffs. This is made possible by the protection of Faraday Cage, which protects from mezzes and resists incoming damage. Kinetics I play live in melee, just a few steps behind the meat shield on the team. As long as my kin gets the transfusion heal and transference endurance replenishment I am close enough. After the poison defender gets its debuff aura, the best place to debuff is in the middle of a crowd. Having teammate buffs and a taunting melee teammate make life easier for a poison, but the poison set is very deadly to foes on a poison defender. Nature affinity is a set I like to play in close as well. I personally believe the lifegiving spores buffs and entangling aura benefit the centrally positioned and melee teammates the most. In summary, there are plenty of options to play a defender in close range to your teammates with melee attacks.
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Hi, folks, I am still alive after 2 Covid testings (both negative) and tax season at the CPA office. I am ready for more CoH gaming. I would like to do a superteam, just let me know what server what day. The SG on Everlasting is still there. I also made an SG and a base for the corruptors if there were interest in an all corruptor supergroup/team
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I was glad to find that somebody else built an Electric/Shield brute. I am saddened there is no discussion on the merits of the build. I am going the combat jump > super jump > spring attack for the third target aoe charging attack on my minotaur/brute named Thunderbull. Totally not min/maxed, but I like it for thematic reasons.
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I don't understand the hate for jolting chain. It's an aoe knockdown and it's effective mitigation
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I used to have all the resistance types of foes in my head. IIRC vahz burn good, but cryo rounds are sub-par on the undead. I usually used chem rounds on tough foes like Rikti, Malta, and Arachnos. I like that -dmg. Mix it up and experiment, some foes don't resist cryo well for instance.