-
Posts
9673 -
Joined
-
Last visited
-
Days Won
165
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Snarky
-
i waited 4 hours for a troll rave once and i needed just 2 stinking Supa Trolls lol
-
The Hellion Arson rarely take more than two hours to spawn. It may be roughly hourly. Basically, building is always catching on fire.
-
This is obviously the Imperial Snarky. A Metric Snarky is a volume of measurement for how much I post a vehement disagreement.
-
Out of curiosity before you dropped Invul for running out of endurance did you do any research on how to build it correctly?
-
Yes, the old Shadow Punch to hit Debuff is replaced (timer restarted) by the new one on the second hit. but... All the other Dark powers do stack. Same way, not with themselves, but with all the other Dark powers. So a Dark Dark Soul Brute could have simultaneously 6 melee to hit debuffs, Cloak of Fear to hit debuff, 2 ranged to hit debuffs from Soul, and a massive to hit debuff in the toggle from Soul. This is part of what I call the "faux defense" on Dark. Combined with non suppressing stealth, the Fear, the Stun aura, makes the to hit debuff part of a constant maze of roadblocks to enemies successfully attacking. Dark Invul would be missing the Cloaks, but has actual defense numbers, and importantly defense debuff resistance. Combining a to hit debuff like Dark with Invul is a strong pairing.
-
we are arrived compatible
-
What AT is best for tanking multiple groups? 'cause "Tank" ain't it.
Snarky replied to kryori's topic in General Discussion
glad you added that 'something' -
Shhh. Don’t remind people how old the game is 😂
-
What AT is best for tanking multiple groups? 'cause "Tank" ain't it.
Snarky replied to kryori's topic in General Discussion
Taunt. Brutes and Tanks get the “real” taunt power. It actually works. Really well. One of the strange idiosyncrasies of CoH is enemies are more “taunted” by the duration, not the magnitude. I can pull giant monsters from way away that are fighting 8 league mates back to the main scrum in a Hami raid with a simple taunt. All their agro means nothing. Master badge runs. A Tank can hover taunt over the AV in Eden and keep everyone from getting mauled by the AV stomp power, which it will not use. Easy master badge. Works to reduce Marauder’s giant AoE in Lamda as well by 80-100% depending on other ATs and players in league letting you do it. Tanking Lord Recluse in MoMLTF. Gonna do that on a “ I always Tank with my _______?” A Tank is not always needed. But there are situations where a Tank shines. Also, any steamroll team enjoys the simple push blade of a good Tank/Brute up front. My strategy is to move to the next main mob to be burned when enemies are 85-90% crushed. Gives me time to taunt and gather while everyone mops up. Then the team has a nice AoE target. You play your way. Enjoy. These are a few of the situations where I think a Tank provides an ability other ATs will struggle and possibly fail to do. Do you “always need a tank?” No. No, you do not. -
What AT is best for tanking multiple groups? 'cause "Tank" ain't it.
Snarky replied to kryori's topic in General Discussion
If you enhance Foot Stomp shouldn't even be a problem... -
complete introvert. very appropriately i have deleted 9 channels in the last week or two. two originally and 7 just now. all dead.
-
here is my current versions with a modification to Cloak of Fear slotting. i also changed out the Perfect Zinger for a Taunt I/O Tanker - Dark Dark v7.2.mbd
-
15. i found out a week ago when trying to join one. was a weird ten minute conversation on discord. lol i just trimmed down to 8. not even sure what 6/7 of those i deleted were. so.... who needs Snark's wisdom in their channel? lol
-
List of task forces and trials with completion times?
Snarky replied to BlackSpectre's topic in General Discussion
Redside - if you know Tarikoss 15-25 min. IF you do not know the shorcuts in redside strike forces they take a long time. This involves not just inside mission but the quickest way navigating zones sometimes. Redside is a place not friendly to tourists. It has different movement style than blue. Flight, normally pretty slow blue, is one of the faster modes redside. Knowing the helicopter lines helps quite a bit. If you do not know Tarikoss and most of your team is clueless it will be a long cruel slog. Prob an hour or more. Give me 3 people on my team that know it (including me, so 2 more) and a few bodies to throw at the final AV and it is probably a 15-20 min thing. Depending on one or two findable objectives. If all are in most probable spots 15 min. The Crystal Strike Force on St Martial is crazy if you do not know it. Same with most Red SFs. When you ask how long something takes that means you do not know the short way. So all Red SF will take an hour to two for you. Unless you are being carried by a speed team. If so, try to stay close to the fastest characters and watch what they do. For next time -
List of task forces and trials with completion times?
Snarky replied to BlackSpectre's topic in General Discussion
i know folks that can do a normal ITF in under 10 min. everytime. I mentioned to Task Force Jinkies I needed a Synapse. 34 minutes later it was done. They complained it was slower than normal, (no doubt because of me...) The game varies depending on Players, team composition, and mission settings. A LOT. -
-
Would you rather pop UNSTOPPABLE or go to the hosp?
Snarky replied to Azari's topic in General Discussion
i could see running a Brute Dark/Invul now juggling Melee Core Embodiment, Rune of Protection, and Unstoppable. You could then ignore building for any resistance and build for Recharge/Defense. With three massive huge resistance/status/regen/etc "oh crap" buttons always cycling you would be, well, unstoppable. THe only caveat being to watch the crash on unstoppable so you can spend a few seconds recovering. (dark consumption, inspirations) -
Would you rather pop UNSTOPPABLE or go to the hosp?
Snarky replied to Azari's topic in General Discussion
My most memorable experience for Unstoppable was on Live. I was playing a dark/Invul Brute. This was a pretty built up high recharge build. But Unstoppable was not perma. I was on a PUG... (it's me after all) and we were doing a Barracuda or a Dr Khan. We get to the end fight and the team gets overwhelmed. Not uncommon on live. Good builds were horrendously expensive. They all die. Except me. I start cycling through unstoppable. Shoring up the toon during the crashes with Dull Pain, Dark Consumption, Siphon Life and any imspirations that dropped. The team went to the hospital. Came in, and.... was overwhelmed. REPEAT above experience. The team came back the second time and we knocked Reichsman down. Hyperstrike swears Unstoppable is a delayed death sentence. But this old vampire has been cheating the grim reaper for a few nights. Having said that I use Hyperstrike builds and do not waste a pick on Unstoppable. -
Enjoy! A Fire Fire Tank should be a ton of fun. Look to some Farm builds for ideas on efficient PROCs to improve damage. No need to copy the while build as they are set up to defend against specific damage type.
-
What AT is best for tanking multiple groups? 'cause "Tank" ain't it.
Snarky replied to kryori's topic in General Discussion
Controllers are great. very powerful. way less damage than tanks, which... nvm enjoy -
What AT is best for tanking multiple groups? 'cause "Tank" ain't it.
Snarky replied to kryori's topic in General Discussion
and after listening to us argue for 3 pages. You got any ideas? Because yes, A Sentinel has the same agro cap as a Tank. Now tank the AV with it in a MoMLTF.... -
i am repelled this was necro'd
-
in my opinion you would want to look towards Hyperstrikes MoDurable Invulnerability builds. Invul is a hybrid Res/Def armor. Hyperstrike somehow finds every way to efficiently improve the performance of an already great all around armor type. Probably the closest you will get to the goal.
-
Yes, on my Dark Armor Tank and Brute I take Incarnate Melee Hybrid and Sorcery rune of Protection on a build that is already 90-100% Res on most damage types. The Tank sits at 88.8% Fire/Cold, 79.8% Toxic, and 73.1% Energy stone cold out of combat. The goal is not 90%, which is great, but 100% which is perfect. Because then your Resistance can only be debuffed by the extremely rare non-resistable resistance debuff power. Which is so rare as to almost not exist. The Incarnate Melee Core Embodiment and Rune of Protection both have a down time that cannot be affected by recharge. But they can be alternated, with an orange inspiration to fill any gaps during extremely tough content. Every armor will have weaknesses. Dark has almost no Defense and no defense debuff resistance. It does use stealth, fear, stun, and to hit debuff as "faux defense" and has the best heal in the game. I build to those strengths. Trying to slam 45 or 65% defenses onto a Resist armor set with no defense debuff resistance is not wise in my opinion.