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Mezmera

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Everything posted by Mezmera

  1. I'd advise Darkseid to tread carefully; Martha has been uttered.
  2. Says the one calling others petty and how great they are in comparison with their first comments in the topics. You said it once and were heard in another topic. Just quieting the echo before anything tries to get dragged back up.
  3. Ran it a few times today. Lots of fun and very challenging. Finished it twice on Relentless today. First run we started with 7 and no tank but all of us were game so off we went. We had a few VEATs to start which are quite strong for this with all of that super Leadership. We were rolling through but lost 2 to RL stuff. The 5 of us were able to finish it in a bit of a slog but we were able to adapt to optimal tactics for the boss fights once people became familiar with what was going on, the Ripple fight was especially tough on our MM with those pools so we had to choose a different area and be sure to kill those Shimmer's. It's pretty quality that we were able to finish more than half of the SF with the team being a dom, a MM, Crab, blaster and a sentinel. The Ripple AV was tough and no one to taunt the big guy off of Becky. Even still it didn't feel like we couldn't do it at any point. Then I got on another with some that I know from Excelsior. It does show through how much better it is to have some balance on the team. It was great to have a good tank and the few times he did go down the others were able to step up and keep things going while he was down for a second. We were able to finish it in just under 2 hours, it was pretty fast paced and fun. I'd think once everyone gets familiar with this it wouldn't be far off to say to expect it to be about a 1:15-1:30 long SF with doing all the side stuff on relentless with a well balanced team.
  4. I'm enjoying the variety in the difficulty settings very much. Its noticeably tougher with those special powered baddies but still pretty fast paced on the more relaxed runs. The tougher version is pretty fun and keeps you on your toes, the auto-hit type of stuff is well done with plenty of visible warning (unless you turn a corner at the wrong time). After you do it a few times you start catching on. This feels like just the right nuanced step up while still encompassing everyone's play time.
  5. Yes some of us do just like to play video games and give some advice on things they're familiar with without it turning into what some of the topics have. After a 3rd topic devolving it has been handled. No need to bring up a dead topic. You must care some about your ego for you to want to chime in twice about how saintly you must be. "Superman and Batman" are trying to not bicker thanks. Hopefully you were able to filter through and find some info useful to you.
  6. Fun SF, a little bit long, or short depending which setting you're on and what crazy blaster you team with. But as you say @Cobalt Arachne which I thought just after finishing it, there has gotta be parts we could have skipped by but being on Relentless you don't know where and who will spike you hard if you try to sneak by. Plus you don't want to miss something new. I ran with a well coordinated team where we had lots of defensive buffs and a good mix of things. I was the only control toon on the team but being in domination while alive the control I was laying out felt very meaningful. It's real apparent a good balance of a few things on the team would be very beneficial. Just about everyone had the Leadership pool which made it feel like it was an old school power team. One thing to note is the big Brit can get stuck in the concrete between the two depressions. He eventually squeezed his way out but it took him a good while. Also killing the guy on the tank too fast can bug being able to access the portal. All in all good stuff, it was fun to fight enemies with these advanced abilities.
  7. If we're going by what's feasible there's 8 good powers likely already in place to port over to craft up an assault for a Dominator. Depending if they want to add a Snipe type of power to the set or not the only other thing they'd need to come up with is a beastly ranged whip attack as the t9. If they're able to craft whole new zones and the like surely they can hash together one good ranged attack for a whip and paint over any swords in the melee swirly attacks. Dom's have by far the lowest power combination totals. You melee are doing quite well in that area, but I wouldn't have a problem if they wanted to craft a new defense (gravity perhaps) for you to coincide this assault for doms, so long as blasters finally get left out of an update for once. Yes what's feasible and fair I agree.
  8. Procs aren't dependent on animation times. They are dependent on internal recharge values of that specific power. As for Meteor it seems like they are making it a more action packed version of Archery's t9. By the description it seems to be the same except for the knockback and the extra mechanic in the power set. So if there's complaint about it animating slow and doesn't get to blast as many people as you wanted then Archery would like to have a word.
  9. Hold up! A build up type power okay but a taunt/placate power? Is there some suggestion that dirty meleers should be getting this before Dominators?! Whips and Dominators go together like Peanut Butter and Jelly. Why ever would the focus of a whip set to be to craft it for a melee set to start?! Melee has more than enough assaults already, they can wait in line behind doms on this one! On the subject I have a psychokinetic (psi whips) assault dom on another server. It is stupid strong. It is put together with the 3 animations from Demon MM's for the whip, a power boosting build up type power, what seems to be reworking of 4 sword swirl attacks and then a unique ranged one with a whip/hold which the hold animates like Ghost Widow's hold. I'm not saying I like the look of going from a whip to swords but there's gotta be a way to hide the look of the swords. Most of the set though flows and looks quite nice and plays awfully fun. So yes lets get Dominators a whip set and then after while proliferate it to melee to dirty up.
  10. I'll have to concur with @Dispari about these sets. Ice Mistral: good set, could use one with dmg/slow so pretty well done here. Travels: the first bonus needs chopped off and the last two moved up a notch. Not many people should be wanting to devote 4 slots to a travel unless you're the flash and even then his fancy unique IO is time travel. The uniques aren't enticing to slot. D-Sync: neat and all the same as the rest of those special enhancements with a few special divergent ones but none that look all that more valuable than the regular Cyto's. I'd like to see this have 1-2 really good unique ones that are so attractive you almost HAVE to slot them. In fact I'd like to see each of those Hami's, Titan's, etc. have 1-2 special ones of their own only dropped from those events. Great intent overall but the travel ones are a little lackluster I agree.
  11. I'm one of those savages that gets suckered into running +4x8 itf's without using any inspirations. Getting to use one every 90s will still feel like cheating. But getting to use a good one once when you could really use one would be cool.
  12. Yeah that'd be neat. Though 30s seems a bit insignificant. I'd think 3 minutes (or only once per complete run) would be more meaningful if you were to allow it and t4's can be in play just not the dual team ones.
  13. I think most likely some of the prior task forces for sure. I think they mentioned adding this option in the future to the itf so likely most of the level 50 task forces I'd bet is their target along with crafting their new content.
  14. But they are a very strong mez. Of all the controls sleeps are the most instantly impactful and are the easiest to break by clumsy teammates. Sleeps are a Jekyll & Hyde type of power. With the current strategic style and game play of teams I see no reason to have a sleep in your bag of tricks if you have plenty other alternatives like Mind Control has. I have Mass Hypnosis in a 3rd build in preparation to help people get badges for the old school LRSF other than that I see no use for the power no matter how accurate you make it, which is fine there's other powers to take. Just pointing out this tinkering doesn't make it any more attractive.
  15. Yeah it's more that I was hoping for an additional shiny like blasters always get. Heck I'd even be willing to share those fancy robes with blasters for yet even more winning. 😜 Can't wait to give a go at your new story and I'll be sure to set a few tomatoes aside for Cobalt if there's any parts I don't like.
  16. Although I find it strong to be able to for certain Mass Hypnosis 16 targets I wasn't missing much before and it's not like the few missed couldn't be handled alternatively. I'm not sure auto hit will make the power any more tempting to take since the targets will likely just be awoken by a fireball a second after anyways. It would likely make sleeps a bit more impactful to have in your arsenal if it offered some type of drowsy effect where the targets awoken have a -tohitt debuff for a bit.
  17. The new strike force and using it to introduce harder gameplay is a fabulous idea. It gives Villain's a quality event to do on that side being 35-50 and starts the needle moving toward more impactful things to do. Although. Blasters are always winning, like every release. It is a little vexing easily overlooked with the new SF and some highly requested costume pieces. I was hoping we would get access to those seer robes, Widow's flowing hair and Des' boots, and maybe throw a few bones for the guys. If we're adding iconic pieces like Aeon's gloves, which he's gonna be mighty pissed when everyone shows up wearing to his fancy new shindig by the way, I'm hoping these are on the radar.
  18. I thought this was a given, isn't that the villain code? All villains know the lackey gets all the blame and the mastermind all the adulation.
  19. Most often you pair Cool Whip with Pumpkin Pie. Pumpkin's are plant based, obviously it's from Plant Control... 😜
  20. My Mind/Nrg/Soul does 2:20 which she isn't even all the way spec'd to just fight pylons. She doesn't have Adrenalin Boost nor a bunch of pets from Dark Control. Dark/Fire would do quite well with the time but don't undervalue Soul Mastery. The Seer pet does quite nice damage if you learn to keep it alive, Soul Drain nets you quite a nice damage boost, and Dark Consumption makes good use of that pvp -res proc. Yes sleet is nice consistent -res but you can get quite a bit more out of Soul if you try.
  21. They likely mean Consume but it's a clicky, if it's anything like Soul Mastery's Dark Consumption then yes it procs very well. I made my /Rad into a ST machine with all those achilles procs in the attacks along with Energy Transfer, she hits real hard, but it's more of a singularly focused character. Not sure I'd go with /Rad. It's a very slow animating set. It hits hard but it's more ST focused and slow. Likely wouldn't pair well with Plant. I'd look for something else, Fire is always a good fallback, when in doubt go Fire. Also, I wouldn't expect much aoe from Energy, Whirling Hands is meh. If you go Soul Mastery you can pull lots of great aoe from that pool so your Secondary can be adaptable to what you might like.
  22. I haven't gotten SO's since my first toon when Homecoming became public, plus now with SO's being available from 1-21 its a bit different although early level enhancements are never as costly as high level ones. I'd ballpark it out at yeah about 15-20 mil I bet.
  23. I agree with most here saying it is an okay power in conjunction with other mez protection taken more for the knockback protection. Achieving defense caps is far more beneficial against mez than most any shield offered to squishies beyond Rune of Protection. I'd rather not waste a power pick on this and go for a defense power. In pvp it's an entirely different matter, squishies almost always take acrobatics. It gives you a starter pack of 10pts kb protection and cuts the mez time of any holds that hit you in half. Combat Jump is a nice little power pick though from Leaping. It either comes down to CJ with one power to spare or Leadership if I have a few powers to choose.
  24. So what you're saying is that the study making fun of "conspiracy theories" just likely may be showing as "conspiracy facts" since the term was coined by the federal government to begin with... Big Foot is real confirmed! Also yes to all these hat options if they'd ever be doable.
  25. If you've played the new Energy Melee with its mechanic it is pretty much the same thing with how Total Focus interacts with Power Burst. When you can you lead with Total Focus which automatically builds a release for Power Burst that adds 2/3 more damage to it. Its a very strong 1-2 combo then I follow it with the Snipe.
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