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Everything posted by Snarky
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I was going to respond to Carnifax above. Yes 3/8 of a team rolling hot is unneeded. A super hot ROFLSTOMP team develops a leapfrog rythym working 1 1/2 to 2 giant pulls at a time. Now, about that Taunt... If I build a Tank, I take Taunt. If I build a Brute, I do not. This is partly historical, partly style. First, the history. I started Redside, on Brutes. A few months after Good vs Evil came out. There was no inherent fitness. There was an extra power pick required for a travel power. So you are 4 power picks down from what you get today. I soloed a lot, still do. I ran heavy. Still mostly do. Meaning a tendency to Invulnerability builds, which, even on SOs, a SS/Invul build is mean. When I started to team I learned people just wanted me to run into a mob, maybe "pull" with mutagen or taser inherent origin power. THey did not shame you for not taking taunt, not on live teams Redside. Some complained in public channels. sure, but i cannot recall being shamed for not having taunt. I carry resentments way too long, I would remember lol. It worked. Redside ROFLSTOMP tactics just require you to cannonball and take the Alpha (and Beta, and...) surviving that to continue on. Or being able to pull and take whatever hate you get for that. Second, the Style. Picking up from the last paragraph. Taunt is largely unnecessary in modern tactics. My current main is a Dark/Dark Brute. I have Tanked I-trials with it. I have no Taunt....AND a Stealth Aura. The Brute is hiding. But with a damage aura, a fear aura, and a stun aura going once i cannonball into the midst of 17 bad guys and drop a few AoEs they tend to ignore my teammates. They are 'taunted.' Lastly. My Tanks (I do have a couple) ALWAYS take Taunt. To me, and this is personal, A Tank is not a melee damage dealer. A Tank is one of the easiest controllers in the game (well, to run it PRO requires deep knowledge, but to start...) to run. The control power is forcing the enemies to only attack you. The build is designed to soak all the damage they will throw at you for doing your job. It is a beautiful mechanic and a perfect platform to run it on. But Taunt is not necessary in modern CoX. Then again, neither are Tanks necessary. The Agro mechanic is necessary for a fun game. Understanding how mobs will react and taking advantage of that is required for fun play. But you do not need a Tank to do that or Taunt power. Tanks are the epitome of controlling mobs using the "Taunted" power. If you enjoy that playstyle my friends you will always find a home on a City of Villains, er Heroes, game server. The power is so great that they put a hard cap of 17 mobs on the thing. It is freaking mind control. So, Tank on, and Taunt on, and enjoy the battle.
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Tankers are very useful in the End Game. Part of this always depends on a teams style. But part of it is almost hard and fast not changing. Take the BAF for instance. In general, you want a Tank to pull the AVs to the tennis court. No, you do not have to do it that way. No, you do not need a Tank. You are going to want a Tank to pull the AVs to the tennis court. I tanked a high Psi damage i Trial in my Dark armor Brute. practically made for the job, 90% psi resist. and someone needed to hold agro. Did it need to be a Brute with 90% psi resist, high health, and the best self heal in the game? No. But it was just easier. I think i used my heal once in that entire trial. When I play a squishy (rarely, although I am experimenting again) I always try to find a Tank to work near. Whether that is low level teams or incarnate teams. You can shed agro by hopping over the Tank and getting the Tank between you and w/e you just pissed off. works 100% of the time 90% of the time. After that quick reset I can go back to blasting or doming or w/e. Are Tanks absolutely necessary? absolutely not. This is not WoW. When redside was designed the Devs envisioned MMs being the Redside Tanks. But Redside teams had no patience for the pets and developed ROFLSTOMP tactics. The whole mission is one long drive-by on a good Redside team. and half the time they are using semi-squishy fire armor Brutes to pull it off. I have seen trollers farm with more style and nearly as fast as any Fire brute. crazy to watch. As long as the trollers and doms on a team keep track of the mob behavior they can handle all the agro in regular play, at least with a good team. The trick is to mez, buying time to kill. Which means people need to kill lol. But it sure makes life easier to have Tanks. Many people enjoy running Tanks. Just sort of works itself out.
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Yeah, most high end builds depend on Superior versions to top them off. Even my beloved Invulnerable isnt truly softcapped until everything is topped off at 50. But seriously, what the heck pre 50 is going to stop Invulnerable with 35% defenses? Uh, besides Arachnos, Carnies, freaking Rularuu, the PPD with Psi. Ya know, I need better armor...sigh.
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And there it is. I struggle with Blasters. But for the strangest reason. The description says they are ranged. Ranged?!? It literally took me years to accept they were designed as Blappers. Range was an afterthought. Still, even after fully understanding that, I look at the description. Where's my ranged T9s? Where? Why all the melee attacks? Why? So, there we go. Some things will never be right.
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Beyond the adjectives. Real AT damage ratings!
Snarky replied to Snarky's topic in General Discussion
THis was posted in the Sentinel Archetype threads. This is one of the reasons I started this thread. Where do the ATs really (no, REALLY) stand? "Almost every AT does more DPS than a Sentinel. Even Tankers. The Tanker sheet is using purely wagged enhancement numbers and no actual optimized builds. I changed the sheets to operate off of drop downs for secondary and primary instead a sheet for each attack set. I'll probably port the Sentinel sheet to work like this, it's just easier to change things this way. Tanker Sheet: https://docs.google.com/spreadsheets/d/13czdhsxYChsOfEHJMRk6dJIlJ_YogIB_q_G-0l8HD5w/edit?usp=sharing Corruptor Sheet: https://docs.google.com/spreadsheets/d/1buBhaMjezBrNDf_lWklDFeA1AxsnGiPZQwCC-dbTg0s/edit?usp=sharing Dominator Sheet: https://docs.google.com/spreadsheets/d/10GVDAM2e7SPbRSKNC2PrcKENY00GPg7lfJ-re8GgHR0/edit?usp=sharing Edited Tuesday at 04:44 PM by underfyre" -
Back on live if you stayed in the winter zone and logged there then came back after it closed I want to say you emerged at the door in Pocket D. Same as if you logged out in a mission. You emerge at the door. Dim memory though. Like so many others.
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About once a year I go searching for a pure ranged character. Never satisfied I go back to Bruting. Stares at feet. Okay so here I go again. This time I chose Electric. I have never fully dived into Electric for various reasons. These are mostly artistic, so will mean little to most other people. I just ran an Elec/Invul Sentinel up to 50 and was not as unhappy as I thought I would be. So, off to real blasting. I do have one question. Is the Voltaic Sentinel worth it to keep throwing out for the damage buff? I am guessing it is, even though I hate pets. The build came togethr remarkably well. At least...I think so....I never build Blasters and most of my Brute designs I steal from Hyperstrike! Anyways, here is the build. Softcap Def to Ranged, AoE were the goals. Somehow it managed softcap to Energy, Negative, Fire, and Cold with me literally paying no attention to those numbers. Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Elec Time Defense: Level 50 Magic Blaster Primary Power Set: Electrical Blast Secondary Power Set: Temporal Manipulation Power Pool: Flight Power Pool: Fighting Power Pool: Leadership Power Pool: Speed Ancillary Pool: Mu Mastery Hero Profile: Level 1: Charged Bolts -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(3), SprWntBit-Acc/Dmg/EndRdx(3), SprWntBit-Acc/Dmg/Rchg(5), SprWntBit-Dmg/EndRdx/Acc/Rchg(5), SprWntBit-Rchg/SlowProc(7) Level 1: Time Wall -- PcnoftheT-Acc/Slow(A), PcnoftheT-Dmg/Slow(7), PcnoftheT-Acc/EndRdx(9), PcnoftheT-Rng/Slow(9), PcnoftheT-EndRdx/Rchg/Slow(11), PcnoftheT--Rchg%(11) Level 2: Lightning Bolt -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(13), SprDfnBrr-Acc/Dmg/Rchg(13), SprDfnBrr-Acc/Dmg/EndRdx(15), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(15), SprDfnBrr-Rchg/+Status Protect(17) Level 4: Ball Lightning -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(17), SprBlsWrt-Acc/Dmg/Rchg(19), SprBlsWrt-Acc/Dmg/EndRdx(19), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(21), SprBlsWrt-Rchg/Dmg%(21) Level 6: Time Stop -- Lck-Acc/Hold(A), Lck-Acc/Rchg(23), Lck-Rchg/Hold(23), Lck-EndRdx/Rchg/Hold(25), Lck-Acc/EndRdx/Rchg/Hold(25), Lck-%Hold(27) Level 8: Aim -- RechRdx-I(A), RechRdx-I(27) Level 10: Chronos -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(29), GssSynFr--ToHit/Rchg/EndRdx(29), GssSynFr--Rchg/EndRdx(31), GssSynFr--ToHit/EndRdx(31), GssSynFr--Build%(31) Level 12: Zapp -- Thn-Acc/Dmg(A), Thn-Dmg/Rchg(33), Thn-Acc/Dmg/Rchg(33), MlsFur-Acc/Dmg(33), MlsFur-Dmg/Rchg(34), MlsFur-Dmg/EndRdx/Rchg(34) Level 14: Fly -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(34), BlsoftheZ-ResKB(36) Level 16: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), Ksm-ToHit+(36) Level 18: Tesla Cage -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(37), SprEnt-End/Rchg(37), SprEnt-Acc/Hold/End(37), SprEnt-Acc/Hold/End/Rchg(39), SprEnt-Rchg/AbsorbProc(39) Level 20: Temporal Healing -- Prv-Absorb%(A) Level 22: Kick -- FrcFdb-Rechg%(A) Level 24: Tough -- Ags-Psi/Status(A), Ags-ResDam/EndRdx(39), Ags-ResDam/Rchg(40), Ags-ResDam/EndRdx/Rchg(40), Ags-ResDam(40) Level 26: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42) Level 28: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42) Level 30: Tactics -- RctRtc-Pcptn(A) Level 32: Thunderous Blast -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(42), SprFrzBls-Acc/Dmg/EndRdx(43), SprFrzBls-Acc/Dmg/Rchg(43), SprFrzBls-Dmg/EndRdx/Acc/Rchg(43), SprFrzBls-Rchg/ImmobProc(45) Level 35: Time Shift -- SphIns-ToHitDeb(A), SphIns-Acc/ToHitDeb(45), SphIns-Acc/Rchg(45), SphIns-ToHitDeb/EndRdx/Rchg(46), SphIns-Acc/EndRdx/Rchg(46), SphIns-%ToHit(46) Level 38: Time Lord -- GldArm-3defTpProc(A) Level 41: Hasten -- RechRdx-I(A), RechRdx-I(48) Level 44: Charged Armor -- StdPrt-ResDam/Def+(A) Level 47: Electrifying Fences -- Artl-Acc/Dam(A), Artl-Dam/End(48), Artl-Dam/Rech(48), Artl-Acc/Dam/Rech(50), Artl-Acc/Rech/Rng(50), Artl-End/Rech/Rng(50) Level 49: Voltaic Sentinel -- SlbAll-Dmg(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Quick Form 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 -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1484;671;1342;HEX;| |78DA65D4C94F13511C07F037ED1B4A374B2D0888485B04698BA585E251A36C1A694| |2843B99B46399A4B44D97448F1E3C18BD9BA888071750C125AE37D77F42FD17502F| |AE89A9BFF6FB6BD33813E033FD2DEFBD799D47F2ECB46B7BEEFC51A1B8A7B25AA9B| |47C9CFE96F5A29AD432464AD0E59DC9EA29FF92B1AAFBA7F5337AAEA4DB283AC075| |CBA7B55C464F476B45E5A291D2B21861A8915FAC140AF96239BAA4AF92944E6A39A| |350C96A65239F13CE857C3E1B9DCD1A9995B21BF7B55B2397F1D43FCDEB5A5A2F96| |568C82A3FE79B1A0EBE9EE9982918A3626485668C8DADDB91E5AD730FD4645E3AAA| |A62430A1197C2B2C9DE83F23EFB00B66DC163A196DE2D05B96DD8FE907D041D8FD9| |27708CBA14EE5504C67329AC05EEB2B21276A830465D56EEB55EB522770DEEBECEA| |EC1CE1BEC3A9CA235ABDCAB7EB7D4637B7EB03F61CF2FF637DCFB078E53970DBD8A| |2D229063A7695C3B8F6BBF85FA7DB7D93B70FF5D7683DD8413D4E5E45EE71AC6F3A| |FB337D98B64508AC025F63274D282DCE8B5B83F62BCC02738F819DAA9C6A3A0C6D3| |85FD1FEC64FF52B85F8A44EDED458DEA7D8D7D3EF0867DCBBE83C3EFD90F70969ED| |D873508DF0EF6D9427376613CD17501EBB052AC1B31D93D89F98763F0609C9D6013| |50524F2F7A945E5E7B88D7EEA55C1FE7FAFECBF928D7CFF3F7AFD1FC3E290ED7CE2| |2EFF3C053AC3DF40C869FB32FD89770F4153C41CF18E4FD09DAF08CA3EDAC1D1E72| |B04ED6054F52EF10AF65681CB120AD6F84DFA5117E87C658E11522C2F591DA86D1F| |7A3781B67B5AA46AD2AEA25ABC2781B6B63DBE12475C5F8FB891DE1775236CF2EFD| |D02502B27124ABD553E166B61A3655C64C91B82932618A244C917953644136FF2B0| |8A51EB17734CF7A75C74159A535FBB53512C0CE7E31557D6B8D5CC1F3FF031BF9EE| |F1| 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Weekly Discussion 83: Task/Strike force revamps - in detail
Snarky replied to GM ColdSpark's topic in General Discussion
I suggest a "hot fix" on the Synapse. Very easy. No change, except one major one, easy to implement. During the 2-...6? kill all misssions. Default them to small maps. When a team gets the small maps it knocks 20-30 minutes off the length of the TF. When the team gets endless large maps like the #1 warehouse it feels like the TF takes forever. With an experienced team being able to bring it in under 1:30 barely and and a team of newer players (and we still get them!) looking at a 1:45-2Hour grind. Lot of good suggestion in here thanks. THis is a very easy patch that would add a lot to QoL -
Thats why I avoid the Rikti stuff. Ever since the aliens started taking over Cleveland pretending to be City Officials and Corporation owners. Sheesh, like I need that in game too.
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hmmmm, i ran this at level on my Brute Redside story arc toon , was just the right level when it came out. Granted this toon was pretty enhanced even at that level, but it wasnt "SO MUCH TOUGHER THAN EVERYTHING I HAVE BEEN DOING" I do know Redside lore pretty well. I thought the story just was a marvelous work of moving the plot of Redside into the future. I wrote a glowing review somewhere on the boards about it at the time. Just gave me a great feeling the city is still moving on and the lore is getting deeper. Again, I did not find it mechanically challenging. And i seriously suck at mechanics. I mean, I am not a good player lol. No really. I am still Bruting even though I started playing before fitness pool was inherent and travel powers were unavailable until 6 (hover) and the real travel at like 14. Incarnate trials I have run a hundred times I will look at some days watching another player and be like. "Oh, thats why we do that..." But yes, If you are not steeped in lore it might mean a lot of nothing to you. Story I do pay attention to. That is why I love Redside, dislike Blueside, and hate the politics of Goldside. This arc was a lot about another deep lore thing in the city. If you do not care what is happening beneath Sharkhead or why Lord Recluse got his powers then you also wont care much about one of DR Vahziloks Eidolons seeking assistance. When I compare it to the Dreck that is the Hero side joining the w/e Super club at level 4? it is not even close for me. The villain story arc (contest of death?) was a little better than that horsecrap. But that is not saying much. THis new story arc I just loved. Sorry you did not like it though. Maybe it is a Redside vs Blueside thing. I struggle to run any Blueside content. For me, being a Venture Bros style Supervillain and a member of the League of Calamitous Intent is where it is at. Someday you might look at the Redside version and see if it is any better. Sigh, and someday I will need to run that Blue...
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Are you talking about the new arc (Docc Buzzsaw villain side) I have only done the Red version nd I thought that rocked with a side of choc cheesecake. If you are talking about the corny joining a hero club with Flambeaux and the thing that makes mooorp noises I get your point. Tough to suffer through even as a joke.
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I am trying to ensure I understand this. Luna in Ouro sells old anniversary badges at the cost of 100 per badge. 9 total? But only during May?
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For my runs I put a +stealth proc in run or fly on my Brutes. Although this last Brute was Dark/Dark so stealth was built in. Not sure if a +stealth proc is allowed under these parameters though. The stealth is ghetto, but it works well enough with Brute armor once you know the maps. Run fat boy run!
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I did this "hardmode" on live a couple times Redside on SS/Invul Brutes. (I was newish, broke, and enjoyed solo play....good enhancers cost bucks back then) When the Willpower Armor set came out I was in love lol. So I did that 3-4 times more over the years. Although the last couple I think I was dropping in some really good enhancers as soon as they were available. If I had to do this on SOs and "non "named" inventions. (which I assume you mean no procs/globals, just common and uncommon sets, no rare sets?) I would indeed choose a Willpower Brute. No doubt. They run like a champ on SOs, at least solo fighting +0/x1. With the changes in Energy Melee I might choose that over SS. In fact I know I would, just to see the differences, get the feel. So, for me, given your parameters, Energy/Willpower Brute.
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What is confounding me is what Hero / Villain would take the name. And for what reason. More likely the name was thrust upon them. You don;t just wake up one morning and go "My super name is Power Creep" or "Taserface" Probably some newspaper called them that and it stuck. But that still brings up why. I do love the rom-com idea. Maybe have the character hopelessly in love with Flambeaux, or Ms Liberty. Or a random female he meets on any particular day (careful RPing that one lol) But that still does not address the issue of how he got his Nom de Guerre or, more hilariously, what he insists his super name is but no one uses. His powesets, like in much of Marvel's and DCs soap Operas, take a back seat to the drama.
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Another thing to keep in mind is the Procs are NOT nerfed by things that crush your End recovery. They still Proc happily along....
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I am interested in a deep yet casual discussion of the damage output of each archetype. Are the rating on the character creation screen accurate, or even close to the reality? For purposes of this discussion let us consider a mushy stew of the "average" powerset example of each set. Yes, we all know fire Brutes and Blasters do more damage. Just shove the sets in the bag and grind until a sort of average number pops out. To rate this please use a scale of 1-100. Blasters (I assume, the topic will explore) will be the top damage dealers at 100 on average. In this case a Fire Blaster rated individually would prob be 105? 110? But we are talking the nonexistent "average" Blaster. There should be no one at a 1. The lowest damage I assume would be ? Controllers ? according to the game startup screen. An "average" controller would do % of the average Blaster and that would be the effective bottom of the scale. The game description has Blasters damage output as 8 melee 10 ranged, an average of 9. Which is horse crap because making a ranged Blaster is like threading a needle in a car on a bumpy road. Maybe if you consider PBAoE as a ranged attack I would agree. That is iffy at best. Yet can we all agree that on average Blasters are the top damage dealers? If so, the average Blaster (doesnt exist, just a placeholder) is therefore our default 100. If the descriptions are accurate a controller has a melee of 2 and a ranged of 3. Therefore as the average of 9 on the above scale for a blaster becomes 100, the "average" controller (IF we agree with the assessed values) would be around a 30. I am relatively happy calling an average Blaster a 100 on the damage scale. But I have seen people do wild things with Controllers. 30% Blaster damage output? Or was I just watching a great player with an outlier build? But where does an average Brute stand? I do not think we can fairly average Brutes damage rating for ranged and melee. Melee is just about all they do. So I would rate their damage output (and really any ATs output) based on how much they actually smack enemies with. For clarity all ratings should assume +0 mobs in a standard Task (Strike) Force setting. This is about as close as CoX gets to a regulation tournament course to play on. Some of you (I have read with great interest the detailed analyses!) will have data sets that have been meticulously mined and thought about. Thank you. I am (almost) as interested in how players "feel" about how each AT performs as well. Please keep this jovial and fun. In the end it means nothing. It has been on my mind to ask the question for over a week. So, I asked. Thank you for your responses. And yes, if you feel my setup for the parameters and metrics above are wonky please so so, and why.
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City of Heroes is a band of geeks who love creating characters unlimited by most game designers narrow choices and exploring content with those characters.
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I have started the marathon. I rolled a SS/Invul Brute to solo every contact Blueside. By this I mean unlock and run every contact, and every mission from that contact until they stop giving missions and tell you "go away now." I run at +0/x1. I will team for TF, done at levels appropriate. THis is pure Blueside, so no wards or vigilante. Straight up Hero content. I have never succeeded at this Blueside. I have Redside somewhat regularly, and managed Goldside a couple times on live. Today is the ugly task of writing down every contact and their mission levels lol. The first of a few steps to ensure nothing is missed. I zip up to top of level range and then shut off experience at 4, 9, 14, 19, 24, 29, 34, 39, and 44. The only break I allow myself is any contact that offers missions from x-50 I run those missions at 50, and after incarnating at that. Unless it is something logically needed like joining Vanguard. There is still a crapton of content to slog through. Since I run this content very rarely and some of it maybe never or once I will be reading a lot of the dialogue as well. You find out some neat stuff this way. This will be a semi regular project maybe devoting 8+ hours a week on, so it will not be done anytime soon. I have two other "mains" I am running. A dark/dark brute and a squishy I keep rebuilding. changing powers, ATs, and levelling back up. Sooner or later I will find a squishy I like. Or, ....maybe not lol. I chose a brute, because this is the only toons I have ever run to complete these exercises Red or Gold. Back on live my favorite for this was a SS/Willpower. THis was due to the smoothness of the powerset and the lack of real stress on the build. Although I do remember 20-24 on Sharkhead being painful hunting slag golems. Other than that it was generally just a matter of getting through it. Thanks to modern enhancers and advice ( and a level 50 build I ran non-stop for months) from people like Hyperstrike (thanks for the build) I know that even if it is slightly clunkier at times levelling the SS/Invul will be much smoother in the end. This project is all about getting comfortable for the long haul. I will update this very irregularly. I did want to share my love of City of Heroes with the community and my happiness at being able to start a project like this for 2021. THis is a great game, even, sigh, the antiquated old Blueside content. Who knows, I may even feel heroic after a few months of running this guy. Yeah, prob not. Thought I would throw it out there though.
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Which brings us to the great Fury nerf. Brutes may peg 100% Fury for a second using the villain alignment power or in some other rare event. Then they slide down to....not 100%. I forget the exact number, 75-80% my old memory want to say is the number the Devs decided Fury should sit at and that is effectively 100%, because you will rarely (and I mean freaking rarely) ever see it blip above that. The decay below that is not too heavy, but pushing it above that requires rockets and magic and a touch of unobtainium,
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back in the day i bought an egg timer and kept it next to my keyboard lol. if i used unstoppable (and I don't) I would no doubt use my phones stopwatch that i use for workouts. Another ghetto trick, and i love lazy ghetto tricks, is to pop an inspiration of any red, yellow, purple, orange etc. 1 minute....and as they starts flashing, another, then a third. It is not exact but if you are trying to time that crash to the second you are pretty much screwed anyways. After 2 minutes you need to be finishing up and getting to a secure spot.
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if you want to play in a giant online "community" i am sure you can find a world of warcrap out there. i have a one man SG so i can easily access enhancers on the different builds i experiment with. Since the PUG groups on Excelsior are outstandingly good i really do not find the need to hover in an SG chat room or even use private channels. i just log on, look at LFG and join a great team rocking through content
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People may have many strategies to play with Fury. You can sweep all that out of the way and get right down to it Brute Force style. Brutes generate fury when attacking and being attacked. That last part...being attacked. Brutes are nearly as tough as Tanks. A Invulnerability Brute, and a few others like my Dark/Dark Brute are probably tougher than a Fire Armor Tank. So....Brutes get Fury by being attached plus Brutes shrug off most attacks equal CANNONBALL into a large spawn. Then your Fury bar is pegged to as much as it is going to get. There is a lot of history behind Fury, the Fury nerf, the Fury nerf fix, and on and freaking on. just jump into the largest group you can handle and let them give you the power to kill them. 90% time it works 100% of the time.
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I was fortunate enough to know a great storyteller who used a lot of alternate worlds. It helped me think of the possibilities as they might be, rather than just assume everything is the same in a different world. Between Ouro and a billion different alts all trying to re-write timelines and re-experience things it is easy to forget "paragon City" as we know it in the run from 1-50+Incarnate is a very brief period of time. In the timeline where you take a villain and break out of the zig, er, defeat a Shivan in Galaxy, um...crap, it started already. Okay, so in the timeline where you become a Supervillain the Freedom Phalanx is being overwhelmed by you and other villains and Arachnos schemes. Culminating in the LRSF. Oh, and the Ritki thing. They have a LOT on their plate. And in that very specific timeline it does not go well for them. As you play through Redside you defeat their agents, befoul their attempts at being heroes, and in the end defeat them.