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Force Redux

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Everything posted by Force Redux

  1. Welcome back! Are you on Everlasting? I think I teamed with you in PI...
  2. Hello. The like the inherent stealth, also a good LotG holder Targeting Drone replaces need for Tactics. Frees up a pool. I often forget to fire Build Up, so things like Devices and Martial are useful to me. Caltrops is so useful for both damage and area denial. Trip Mine in Devices is not interruptable, and is better in every way then the version on Traps. Can easily toe bomb. Even at range, things draw close enough for Mines and Caltrops. IIRC only TA if purely ranged secondary. But Beam had so many good powers it doesn't matter if you drop Taser. I never found myself wishing I had the stun... I don't like Gun Drone, but it's perfectly viable to keep it. I think it's a nice combo, but so seems /Plant too (which is ranged only also gives up some melee too). I can post my build, later this week, of course.
  3. I know folks like this combo.... But the concept for one eludes me. Trifid Tac Ops? Space Elf? Warhammer 40k Treant??
  4. Just going to add that I'm leveling an Ice/Ice/Cold and it's such a great combo as previously described. Control, damage, survivability, all in one chilly little package. Appreciate the info in this thread.
  5. Beam/Devices can play entirely at range and is one of my favorite characters.
  6. I personally keep Fly, as it is faster by a smidge and has some ther benefits, after the travel patch, but I could see dropping it if needed. I have yet to have anyone ignorant enough about the power or too lazy to use Null the Gull yell or threaten to kick me when using Group Fly since the improvement, but it has happened in the past, sadly, so it's a backup power also in the event I'm on an MSR or TF and I get flak for using it. Dropping Fly means losing Afterburner, but flight is so fast these days I don't really notice it when used.
  7. hello Res. Smalltalkjava pretty much summed out how to replace a Hami-O. Any combo IO (that can even be boosted to +5 levels) can approximate a Hami-O until you decide to go and replace it. For Necro/Dark, yes, it is a more controllery set, the trade off being somewhat less damage, but you will lock down things and debuff their to hit even more. On mine, I run them with either Diagmanetic or Spectral Interface for even more debuffing/immob shennanigans, because no one can stack up Interface procs like a MM can! @Nyghtmaire (where are yoooooouuuuu Nyght!!?) posted a solid Necro/Dark build in my guide's thread if you want to review it. Personally, for me, Necro/Dark and Demon/Dark are both equally enjoyable. Demons are a bit more innately tougher and do more damage, but Necro is more controlelly and just as safe after things get locked down/debuffed. Plus the knights are fun to watch knocking things up and down. And they all ignore slows from Malta. I'd still get group fly for them, even if they are more melee-centric, as they can benefit from it like all pets can when dealing with odd map geometry and z-axis. Glad you are enjoying! 🙂
  8. Cleaning up my roster, here are some names now free for use: Android Assassin Blabber-Mouth Cold-Steel Criminal Offense Mirror Mage Miss-Demeanor Moon Caller Mrs Fission Purple-Rain Star Nomad
  9. I'm away from my computer, but I'll be happy to detail a response later this weekend
  10. Sounds like fun!
  11. I have a similar play style @Snarky so I'm reading this with interest. Have an Ice/Temp but I'm eyeballing a reroll to full icey madness.
  12. Also, to answer OP: DEMON/COLD: Demons get hit less often but will need to rely on demon heals to top off health. Has good debuffs, just like fire, so those are about even. Comes with an AoE stealth. Infrigerate can be procc'd to be a nasty ST attack. DEMON/THERMAL: Demons get hit more often, but you have healing aplenty to keep them upright (along with improved resists, so damage should not be too spikey). Forge is a great buff that Cold doesn't get. Both are fantastic. Just different feel.
  13. Thanks @1seanv23 - yes, so many great guides on the fold forums, now just adrift in the memories of Wayback Machine. I am glad my guide helped a number of folks. Definitely catch me on @Force Redux on Everflasting. I don't play other servers, but I'm on at odd hours, and not as much as I used to be. Always down for a team if I have the time.
  14. @Crysis Yes, I've heard fantastic things about Demons/Storm...if I didn't already have a demons, I might try one! The linkage was directed more toward @res1972 since he'd asked for some hard numbers and I had them available. @TygerDarkstorm Thanks for checking, I was starting to wonder what I might have done to my account to hide my siggy, lol.. but yes, it is hidden on Mobile unless you run it as Desktop site. 🙂
  15. I had one back on live, too, and its a classical pairing, though probably now is a bit overlooked for Demons these days, though I still see plenty of Necro/ running around. I agree, I think Necro/Dark is one of the strongest pairings for Necro, and really emphasizes the controllery-ness of Necromancy. I have one incarnated on Everlasting these days, myself.
  16. No surprises that I would say Dark Miasma for your primary. Has all the debuffs you need and then some. It's an active set, so should be your focus of attention.
  17. Easily my Demons/Dark Mastermind, Artemis Hex. Shadows, whips and demons never get old.
  18. Yes, two great sets, even better together!
  19. Yes, @brasilgringo truly an amazing combo, between two fantastic power sets! My favorite MM since CoV launch!!
  20. @res1972 Importing some of my numbers here from my guide. On top of the numbers for Resistance and Defense below, realize that Dark Miasma typically throws around 36% -ToHit Debuff rather casually through Darkest Night and Fearsome Stare (which combines with the Defense numbers below), and can raise it to 41% by using Twilight Grasp. Dark Servant can add another ridiculous 60% or more -ToHit Debuff if he gets involved in the fracas and is properly slotted for -ToHit: [Exerpt from Gather the Shadows: A Dark Miasma Primer for Masterminds]: Demonlings (Resists) 74% Smash/Lethal 52% Energy/Negative Energy, Psionic 90% Fire (Fiery Demonling); 65% Fire (Cold Demonling); 56% Fire (Hellfire Demonling) 56% Cold (Fiery Demonling); 81% Cold (Cold Demonling); 56% Cold (Hellfire Demonling) 60% Toxic (Fiery Demonling); 60% Toxic (Cold Demonling); 85% Toxic (Hellfire Demonling) Demonlings (Defense) 19% Melee 19% Ranged 34% AoE 19% S/L/F/C/E/N/Psi Gargoyles (Resists) 60% Smash/Lethal (Ember Demon); 79% Smash/Lethal (Hellfire Gargoyle) 52% Energy/Negative Energy, Psionic 72% Fire (Ember Demon); 77% Fire (Hellfire Gargoyle) 47% Cold (Ember Demon); 56% Cold (Hellfire Gargoyle) 60% Toxic (Ember Demon); 85% Toxic (Hellfire Gargoyle) Gargoyles (Defense) 19% Melee 19% Ranged 34% AoE 19% S/L/F/C/E/N/Psi Demon Prince (Resists) 66% Smash/Lethal 60% Fire 64% Cold 52% Energy/Negative Energy, Psionic 68% Toxic Demon Prince (Defense) 19% Melee 19% Ranged 34% AoE 35% Smash/Lethal 29% Fire 39% Cold 19% E/N/Psi
  21. My guide, linked below my signature, has hard numbers for demons / dark resistance, defense etc
  22. Check out my guide in my signature... 🙂
  23. I didn't want to sound biased or derail from Thermal/Cold via the OP, but you summed up my experiences very well 🙂
  24. Also Shadow Fall in Dark also boosts some resists and a bit of Defense. Honestly, can't go wrong with any of these, as many have reported excellent results with thermal & cold, too.
  25. Well, uhm..it IS dangerous... For Hellions! 😃
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