Jump to content

Psylenz0511

Members
  • Posts

    338
  • Joined

  • Last visited

Posts posted by Psylenz0511

  1. 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

  2. On 5/29/2020 at 11:40 PM, Rillion said:

    Would love to do the very same if there's a group of players closer to the GMT +0 time zone - UK player here

    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

  3. 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.

    • Like 1
  4. 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

    • Like 1
    • Thanks 1
  5. 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.

  6. 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.

  7. 6 hours ago, Dixa said:

    do you mean if you cast empowering circuit then do insulating, they won't get the absorb shield?

     

    that would be a set-breaking bug. anyone can confirm?

     

    No, the separate powers stack. I was asking which individual abilities do not stack on themselves from the same caster. Such as: I cannot stack absorb shields on themselves.

  8. 3 hours ago, Peacemoon said:

    I can share my build tomorrow when I’m back at my pc.
    But the main one is rad infection 4x Dark watcher and 2x defends debuff (I think defence debuff + defence debuff&end redux)

    Rad Heal - 6 slot numina for ranged defence. The unique for +recovery/regen lasts 2 minutes and since this is a self heal it’s usually okay here. You don’t need the bonus on you all the time but uptime would be near 100% in a team.

    AM 3 slots- recharge IO, performance shifter end mod, performance shifter end mod& recharge 

    Lingering Rad - 6 slotted with the turtle slow set for the ranged defence. Not the best stats with this set but with global bonuses it works. The -slow is almost a root even at level 25 with attuned so I’m happy...

    Enervating end redux x1. Mids has the end cost for this doubled, its 0.52/s.

    choking cloud I skipped as have mostly cone attacks, but if you take, 6 slot lockdown for the ranged defence and hold proc which would work well.

    mutation I skipped, see my other thread on this..

    fallout im still deciding how to slot. As above.

    EMP I just got it today but same. Though the epic hold proc for damage would be perfect if you can afford.


    I’ve taken every leadership pool power and don’t regret it. Victory rush is great and can alternate with AM at low levels for nice recovery. I would take victory rush at 14/16 if you can. Leadership is just amazing for defenders. 
     

    my character has only 3 or 4 attacks so worth bearing that in mind as that’s my play style. Hope that helps. Just stuff I’ve figured out myself and I like ranged defence.

    I slot my rad/rad defender on Live more heavily for recharge in AM, LR, EMPulse. I wanted LR up as fast as possible for boss fights and the steady supply of -regen. I also took hasten. I played my defender in melee range using the EF and RI to make a safe space. I also took teleportation to TP into groups and hit EM Pulse before they knew what hit them. Choking Cloud was also an important part of my debuffing arsenal

  9. 1 hour ago, Nemu said:

    The best advice for people playing on a team with electric affinity support.

     

    "GET IN THE DAMN SPHERE!" Yes even you the blaster that thinks range = safety. Spoiler alert it's not.

    QFT, some blasters even get so far away they don't get the chain effect. Darwin will sort out those blasters.

     

    I like to think of 3 different distances: melee distance, squishies might not like that AV foot stomp, step back a bit; second - kinetic distance - the sweet spot, all the buffs, few of the PBAoE dmg and well within attack distance; the third is long ranged, as in don't you like Faraday Cage/Dispersion Bubble/Fulcrum Shift?

     

    Kinetic (Faraday/Dispersion) Distance for the win!

  10. Thank you for the replies.

     

    On another topic, in the mastermind forums they gave the indication that you do not need a defeated ally to use defibrillate. Is it like Howling Twilight in that regard?

  11. 10 minutes ago, Sir Myshkin said:

    There was room for improvement:

     

      Reveal hidden contents

    Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    Bots EA: Level 50 Magic Mastermind
    Primary Power Set: Robotics
    Secondary Power Set: zn_Electrical Affinity
    Power Pool: Leaping
    Power Pool: zn_Experimentation
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Battle Drones -- SprCmmoft-Acc/Dmg(A), SprCmmoft-Acc/Dmg/Rchg(3), SprCmmoft-Acc/Dmg/EndRdx/Rchg(3), SprCmmoft-Rchg/PetAoEDef(15), SlbAll-Build%(31), OvrFrc-Dam/KB(33)
    Level 1: Shock -- PreOptmz-EndMod/Acc/Rech(A), PreOptmz-EndMod/Acc/End(37), PreOptmz-Acc/Rech(37), PreOptmz-EndMod/End(46)
    Level 2: Rejuvenating Circuit -- Prv-Heal(A), Prv-Heal/EndRdx(5), Prv-EndRdx/Rchg(5), Prv-Heal/Rchg(7), Prv-Heal/Rchg/EndRdx(7), Prv-Absorb%(46)
    Level 4: Discharge -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(9), PreOptmz-EndMod/Rech(9), PreOptmz-EndMod/Acc/Rech(11), PreOptmz-EndMod/Acc/End(11), PreOptmz-EndMod/End/Rech(19)
    Level 6: Equip Robot -- EndRdx-I(A)
    Level 8: Photon Grenade -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(25), Bmbdmt-Dam/Rech(34), Bmbdmt-Acc/Dam/Rech(34), Bmbdmt-Acc/Dam/Rech/End(34), Bmbdmt-+FireDmg(45)
    Level 10: Energizing Circuit -- PreOptmz-EndMod/End/Rech(A), PreOptmz-EndMod/End(21), PreOptmz-EndMod/Rech(21), PwrTrns-+Heal(37)
    Level 12: Protector Bots -- SvrRgh-Acc/Dmg(A), SvrRgh-Acc/Dmg/EndRdx(13), SvrRgh-PetResDam(13), ExpRnf-Acc/Dmg(15), ExpRnf-+Res(Pets)(29), LucoftheG-Def/Rchg+(33)
    Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A)
    Level 16: Faraday Cage -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-EndRdx/Rchg(17), UnbGrd-Rchg/ResDam(19), UnbGrd-ResDam/EndRdx/Rchg(36), UnbGrd-Max HP%(36)
    Level 18: Speed of Sound -- WntGif-ResSlow(A)
    Level 20: Empowering Circuit -- AdjTrg-ToHit/EndRdx/Rchg(A), AdjTrg-EndRdx/Rchg(43), AdjTrg-ToHit/EndRdx(43)
    Level 22: Maneuvers -- ShlWal-Def/EndRdx(A), ShlWal-Def(23), ShlWal-Def/EndRdx/Rchg(23), ShlWal-ResDam/Re TP(25), LucoftheG-Def/Rchg+(45), Rct-ResDam%(46)
    Level 24: Tactics -- EndRdx-I(A)
    Level 26: Assault Bot -- SprMarofS-Acc/Dmg/EndRdx(A), SprMarofS-Dmg/EndRdx(27), SprMarofS-Acc/Dmg(27), SprMarofS-Dmg(29), SprMarofS-Acc/EndRdx(31), SprMarofS-EndRdx/+Resist/+Regen(33)
    Level 28: Defibrillate -- RechRdx-I(A)
    Level 30: Pulse Rifle Burst -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(31), SprWntBit-Acc/Dmg/EndRdx(39), SprWntBit-Acc/Dmg/Rchg(40), SprWntBit-Dmg/EndRdx/Acc/Rchg(40), SprWntBit-Rchg/SlowProc(40)
    Level 32: Upgrade Robot -- EndRdx-I(A)
    Level 35: Insulating Circuit -- DctWnd-Heal(A), DctWnd-Heal/EndRdx(36)
    Level 38: Scorpion Shield -- LucoftheG-Def/EndRdx(A), RedFrt-Def/EndRdx(39), RedFrt-Def(39), RedFrt-Def/EndRdx/Rchg(45)
    Level 41: Web Envelope -- GrvAnc-Immob/Rchg(A), GrvAnc-Acc/Immob/Rchg(42), GrvAnc-Acc/Rchg(42), GrvAnc-Immob/EndRdx(42), GrvAnc-Hold%(43)
    Level 44: Kick -- Empty(A)
    Level 47: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(48), RctArm-ResDam(48), RctArm-ResDam/EndRdx(48), RctArm-ResDam/EndRdx/Rchg(50)
    Level 49: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(50), LucoftheG-Def/Rchg+(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- UnbLea-Stlth(A)
    Level 1: Supremacy
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- NmnCnv-Regen/Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A)
    Level 1: Battle Drone
    Level 12: Protector Bot
    Level 26: Assault Bot
    Level 50: Musculature Radial Paragon
    Level 50: Preemptive Radial Flawless Interface
    Level 50: Barrier Core Epiphany
    ------------

     

     

    
    
    | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
    		|-------------------------------------------------------------------|
    		|MxDz;1565;726;1452;HEX;|
    		|78DA6594D94F135114C6EF74A696160A05CA5EA0EC58E840D577C3528C4223B2A94|
    		|FA4961626E9967648C09DFF047D727FD5B8451363F4CFF0CD0D2561751D4FE73BB6|
    		|4D3A69F3EBFDE67CF72C9D3BA1B5F18A47A7364E0AC935160F67B38BA170568F661|
    		|25A72C91A0A2F6B115908611B4DE9596F70C446BF9B0B018BB3AB89442AA9CEA42E|
    		|A5742D92ED2ABA35BA1A8BA9C17834A267B44838BE38128B69494D5F1715D3A9545|
    		|C9D8A86D35A72D96D2E826BE968464B44937A58D752C9AAFF114BD14C76454B3BCD|
    		|F584B6BCA293C5134C6B11B52853281C8972D5EB8D54A04ADFA756C19761156FA88|
    		|580222C6F99EFC0CAF760DB98C5A4F703D6977D79AF2C7E29A6D6FD937900FA0FC1|
    		|2B142B711EE923FCCA27E667F0C817E657D0BF055E25AFCC5E99F72DE37DCB7E800|
    		|ECEEFE0FC35BFC1E7D41F5A3484B58310B08B1724D8783FDB1FC435FE053B0C66CE|
    		|95A3040E5AC06B548B9D7BB6730E37D7E2E65ABAF7C1976429E73CE5DBC2D42A769|
    		|87B60E53666EAD9E5D9D64926EBA940A784BA9DAC5DA7DC55D0AC55BB988D6B8FB9|
    		|0FD61C805D87CC1FE03479AB790ED52DD06E90560BCD52BB89FCBE5BCCDB6035D55|
    		|1C739EB26E0AB3FC33C0D364E82835CA77F07EB5AF236700F0D3CFB573493269E49|
    		|D305CCA9799EB9007AE6C0B6F38AE9F15EC4FA26D5DBC23DB40C60BF67B45F2BEFD|
    		|77A877D77C1DE7B60DF7DE603E643F03579DB79BF76AE6F83727442933ACF4AA6D6|
    		|35093EA1B67AD08FDCE342AFBD0E662538E8041F536C3FF651FACF6196476798B3C|
    		|C399EF53C68A1790D703D03065D422645454645CD8DB2551143C730DDA14E5AF711|
    		|DBC04007A89067181ECB3057197033F91FF228F9934B9F5C265F89325CA2044A94E|
    		|325CA8912652AA7F0532064741A2A4419D34AFECD2024D36177E5CFBBB1E5A0BBEC|
    		|96FC3833DF8BB50574F4AD58EB47DC76B1E685365E786719415FFE7C1A13BEFC738|
    		|96B8A4E4640E2121B0ABF0BD7662E822DFF0055281623|
    		|-------------------------------------------------------------------|

     

     

    I still don't get why folks are bent on including Hasten into Electrical Affinity when it has no appreciable value to the set. At best it shaves one or two seconds off 90% of the sets powers when paired alongside 80-90% additional global recharge, and the kicker is that many of those powers it does impact none of them can be stacked. The above build is 77.5% Global w/o Hasten, and if Energizing Circuit is spammed every 15/s, that's equivalent to 40% additional global on long-cooldown abilities... which the only power that even matters on is effectively Defibrillate.

    I totally get this about hasten. Sure, you have power recharging faster, but how many more activations per minute do you get from it? There is a liimit on click based abilities based on activation time! Recharge is overkill with the Electrical affinity abilities.

  12. 21 hours ago, Psylenz0511 said:

     

     

    Late to the party, again. It is my understanding in game that some of the Circuits do NOT stack. Word of mouth is that empowering and insulating circuits do not stack. Are there other abilities that do not stack? Do they not stack period or just not stack from the same caster? Thank  you for any replies.

    No takers on these observations?

  13. On 4/1/2020 at 8:29 AM, Neiska said:

    Hello fellow Overlords!

     

    I just wanted to start a discussion for the new powerset, specifically as it applies to us Masterminds. So we can brainstorm togeather and possibly numbercrunch some things and come up with some playstyles/theories on how to use it! Please if anyone here was involved with the Beta testing feel free to give the rest of us any insight or advice!

     

    First for convience heres a copy/paste from the notes - 

     

    -------------------------------------------------------------------------

     

    New Support Powerset: Electrical Affinity

    You are able to control and manipulate electricity to aid your allies and weaken your enemies. Some Electrical Affinity powers build Static, which increases the number of targets your Circuit powers can chain to.

    • The set has been built around chaining powers and a stacking / combo system that's similar to those found in many of the more modern melee and ranged damage sets, with a focus on wide variety of buffs for the whole team as well as damage and endurance debuffs for your enemies.
    • Electrical Affinity also introduces and makes use of a brand new mechanic which allows powers to dynamically change the number of targets they can hit - in this case, the four Circuit powers hit more targets for every stack of Static that you currently have.
    • Electrical Affinity is available for Defenders, Corruptors, Controllers and Masterminds.
    • Electrical Affinity has both a Hero (blue) and Villain (red) default theme available for all ATs, along with the light and dark customisation themes.

    Powers

    • ShockTherapy_Shock.png.47ac6e7922aa47a49b8a4f9b0a01c904.png T1: Shock (Ranged, Foe -DMG, -End, -Recovery, -Regen)
      • Strike a single foe with a highly-charged electrical shock, draining some endurance and moderately reducing their recovery, regeneration and damage output. Recharge: Slow
    • ShockTherapy_RejuvenatingCircuit.png.9d37e1718186c520d2153b9a61fdfe38.png T2: Rejuvenating Circuit (Ranged (Chain), Ally Heal, Self +Static)
      • Create a circuit of healing energy between several nearby allies, healing them for a small amount. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Rejuvenating Circuit grants 1 stack of Static. Recharge: Moderate
    • ShockTherapy_GalvanicSentinel.png.b58b41d878755ee68754ec83933028a7.png T3 (Defenders, Controllers and Corruptors): Galvanic Sentinel (Summon Galvanic Sentinel: Ranged Debuff Special)
      • Summons a Galvanic Sentinel to your aid. The Galvanic Sentinel shocks and weakens your foes, draining some endurance and reducing their regeneration, recovery, and damage output. The Galvanic Sentinel can be buffed and healed, and may be targeted with your Circuit powers. Recharge: Slow
    • ShockTherapy_EnergySink.png.fa738ffe201d15a1ff2049e3d40dea86.png T3 (Masterminds): Discharge (Ranged (Targeted AoE), Foe -Dmg, -End, -Recovery, -Regen)
      • Unleash a blast of electrical energy around your target, draining them and all nearby enemies of some endurance. This will also reduce their regeneration, recovery, and damage dealt for a short period of time. Recharge: Slow
    • ShockTherapy_EnergizingCircuit.png.8a9a5dc9b610aae36727dab25de5034b.png T4: Energizing Circuit (Ranged (Chain), Ally +End, +Recharge, Self +Static)
      • Create a circuit of pure energy between several nearby allies, restoring a small amount of their endurance and significantly increasing their attack rate for a short time. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Energizing Circuit grants 1 stack of Static. Recharge: Slow
    • 23345712_index(1).png.1b4c0554c35eefaf23422283a20502cc.png T5: Faraday Cage (Location (PBAoE), Team +Res(All DMG but Toxic, Status, Knockback, -Rech, -Rec, -End))
      • Create a large energy barrier at your location which provides all allies within resistance to all damage except Toxic. They are also protected from status effects, knockbacks, endurance drain, recovery debuffs and recharge debuffs. Casting this power again will move the energy barrier to your location. Standing inside your own Faraday Cage will grant you a stack of Static every 5 seconds. Recharge: Moderate
    • ShockTherapy_EmpoweringCircuit.png.1fea10aa19ad95294de2f3546ddb6384.png T6: Empowering Circuit: (Ranged (Chain), Ally +DMG, +Tohit, Self +Static)
      • Create a circuit of empowering energy between several nearby allies, increasing their damage output and chance to hit for a short time. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Empowering Circuit grants 1 stack of Static. Recharge: Slow
    • ShockTherapy_Defibrillate.png.4240c0c29aaf0058ef648d0c6d0a5ed4.png T7: Defibrillate (Melee (Targeted AoE), Ally Rez, Foe Sleep, -End, -Recovery)
      • Strike a target with a highly-charged jolt of electricity, reviving all nearby allies and draining all nearby foes. Any enemies affected will be drained of some endurance, have their recovery reduced and be put to sleep for a short time. Defibrillate consumes all stacks of Static, and the strength of the offensive component of this power scales with the number of stacks consumed. Allies will always be revived with full health and endurance regardless of the number of Static stacks consumed. Recharge: Long
    • index.png.f5fb8575eb7ab70f373c9a5d7f5f6319.png T8: Insulating Circuit (Ranged (Chain), Ally +Absorb, Self +Static)
      • Create a circuit of protective energy between several nearby allies, granting them a small protective shield. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Insulating Circuit grants 1 stack of Static. Recharge: Slow
    • ShockTherapy_AmpUp.png.9996c312ee1471de094ef91f460cef0e.png T9: Amp Up (Ranged, Ally +Special, +Recharge)
      • Empower an ally with raw energy, causing all of their abilities to unleash chained bolts of electricity at nearby foes. These bolts drain a small amount of endurance and have a chance to knock up the target. Amp Up also moderately increases their attack rate and greatly boosts the secondary effects of their powers. Their power effects like heals, defense debuffs, endurance drains, disorients, holds, immobilizes and more, are all improved. Recharge: Very Long
    • ShockTherapy_Static.png Static (Circuit Boost)
      • Every stack of Static you have increases the number of targets your Circuit powers can chain to by 3.

     

    ---------------------------------------------------------------------------

     

    edited for length

     

     

    Late to the party, again. It is my understanding in game that some of the Circuits do NOT stack. Word of mouth is that empowering and insulating circuits do not stack. Are there other abilities that do not stack? Do they not stack period or just not stack from the same caster? Thank  you for any replies.

  14. I am looking for a guide. Reading through many sources, I found one of the EA abilities does not stack. I would like to know the ins and outs of the specifics of each ability, especially the tier 9. Thanks in advance. (I am guessing the ability that gives an absorb shield also does not stack from the same source.)

  15. You have quite selection. Of the three: empathy, thermal, or kinetic. I would go thermal. The shields along with thermal heals and the debuffs including -regen make this a potent power set. If you felt more open to cold, I would choose that over thermal, the big difference being sleet. Sleet/Freezing Rain is a monster ability.

     

    Adrenaline Boost is a pretty big deal for Empathy. In the upper levels you can really make a difference in boss fights. 

     

    Kinetics has an often overlooked damage mitigator besides the transfusion heals. Siphon power and fulcrum shift reduce the potential damage of incoming attacks. Transfusion is +heal -dmg and -regen although the -regen is admittedly small. Siphon speed is a good debuff, too. Siphon speed's -speed is an irresistible debuff. Think about that when you are chasing Diabolique all over that outdoor map.

  16. Hi all we are just getting started. The idea of an all-defender/corruptor team hasn't really gained a lot of members yet. I started an all corruptor SG "Everlasting Corruption" Join the global channel "Buffed Up" or send me a tell to @Psylenz 

  17. The Super group was formed 12/17/2019. We set up a global channel "Buffed Up". We haven't really set up any ground rules yet. There is a spartan base with teleporters, crafting tables, and a merit ATM with also rez circles. The SG is all defender, Everlasting Defenders. I am leaning to an all Corruptor SG in coalition with the defenders. That would be a sweet way to retain the identity of both groups and teaming through coalition and the global channels.

    • Thanks 1
  18. I want this to happen so bad. Last night I was on a P:ositron, random group, 4 defenders, 2 corruptors, 1 controller and a stalker that was nearly invincible.

     

    Let's shoot for a group in KR at Blue Steel 7PM Tuesday 12/17 EST on Everlasting

×
×
  • Create New...