DreadShinobi

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  1. Quote:
    Originally Posted by Seldom View Post
    a video game trial that's made to challenge.
    CoH is not "made to challenge".
  2. Should be tauntable. I have noticed after they get taunted into penelope the first time its hard to keep them there or bring them back even spamming taunts, but thats why we kill them as soon as theyre in melee with her and/or use immobilizes/holds.
  3. Anything that is +3 with Lore pets. With that said of your toons MMs typically have a really easy time on doors. The Brute wouldnt have confuse protection so getting up close to the door wouldnt work unless you have clarion or alot of breakfrees.
  4. When I run MoMs I call for everyone to back away when there is 5 secs left to the Pink Circle drop. Usually everyone except 0-2 people will back away. If a pink circle is triggered by the people who didn't back away it is usually easily managed by Rebirth if its 1-2 circles or the AV can be pulled out of it (except malaise, moving malaise is more work than its worth). Ideally though, people will just pay attention and move away from the AV when called to spread out so that melee won't be restricted for the next 20 seconds.
  5. Quote:
    Originally Posted by Leandro View Post
    If you are on a team of 1 when defeating an AV you need for Dreamwalker, the defeat will not count. This can easily happen because the teams get all screwed up when you enter the trial, leaving a full team and a bunch of teams of 1.

    I have definite proof of this being the case from tonight, when both Caleb and Lord Winter didn't count when the teams were all screwed up, but in the next run we got Lord Winter again, this time with the teams properly arranged, and we got credit for it. So, these AVs follow the "10% damage from your team in order to get credit" rule.

    Lesson learned: if your league gets messed up when zoning, and you're going for the badge, don't attack Malaise and just keep yelling until the teams are fixed.
    Why didn't your league leader just fix the teams in the first place?
  6. Quote:
    Originally Posted by Xzero45 View Post
    There's a difference between spoiling it within a thread, where you can choose to avoid it by avoiding said thread, and spoiling something in the thread's title, where you can't really avoid seeing it unless you just don't go looking for threads at all. Which means pretty much avoiding the forums altogether.
    It's pretty hard to not know at this point. It was on the NCsoft Launcher. People have been talking about it in game, on the forums, etc. It's not really a spoiler when its confirmed by the devs.
  7. Inertial Reduction is more important than Speed Boost for a good time on the "expert" course.
  8. I'm enjoying Terranova. With that said though, Fox has had better programs that have been cancelled in the past.
  9. Quote:
    Originally Posted by all_hell View Post
    cj
    tough weave
    maneuvers
    hasten super speed
    amen!
  10. Quote:
    Originally Posted by Golden Girl View Post
    You should have done that with your BAB thread yesterday
    lol really.
  11. DreadShinobi

    Hero One TF?

    Quote:
    Originally Posted by Ultimus View Post
    On the very same page that you linked,

    Quote:
    Most of the surviving eight comprise the Freedom Phalanx, except for Back Alley Brawler, who founded the Regulators.
  12. DreadShinobi

    Hero One TF?

    Quote:
    Originally Posted by Ultimus View Post
    Its Back Alley Brawler that will die
    BaB isnt an official member of the freedom phalanx.
  13. DreadShinobi

    TW/Elec - weave?

    Quote:
    Originally Posted by Combat View Post
    If you can afford it, it is good to get AoE and Ranged to 32.5 or 45%. That would allow you to softcap to all with a purple, which would greatly increase the total survivability. Smashing/lethal defense is nice, but has several drawbacks. First, DS will only improve smashing, meaning you will be able to cap against smashing with just it, but will have to get 45% lethal defense on your own, essentially gaining no benefit from DS. Secondly, it will only protect against smashing and lethal, which isn't incredibly versatile. It is easier to build for though.
    Reasons to go S/L softcap:

    1) It is easier to reach high levels of S/L compared to positionals because you only need 1 type of set bonuses vs 2-3. Kinetic Combats also make it significantly easier. You will have to burn alot more slots trying to get positional softcap compared to S/L softcap and/or not reach 45% softcap.
    2) Defensive Sweep doesnt have to be used. Infact if you can softcap without it thats even better, since you don't have to rotate a lower damage attack into your attack chain. Crushing Blow is great for your DPS. I consider Defensive Sweep to be great for leveling, however once you're 50 and all kited out, Crushing Blow is far superior.
    3) It doesnt "only" protect you against Smashing and Lethal. Smashing/Lethal defense protects you against everything that has that type of damage in the attack in them, which is alot of attacks. (for example Bone Smasher deals energy and smashing damage, if something hits you with bonesmasher it will check for the highest defense to one of the types you have (melee, energy, or smashing) it doesnt matter if your energy or melee defense is low since it will check off your 45% S/L defense and probably miss) The stuff that gets through S/L defense (psy, electric blast, fire blast (not melee), dark blast (not melee), and radiation blast mainly) you have resistance to in spades sans dark blast, which can be worked around with insps in the occassions it comes up. The other big thing that gets through S/L defense is ranged mezzes, which is one thing to always note when building for S/L on a squishy, but brutes have mez protection, so this is a non issue.
  14. DreadShinobi

    TW/Elec - weave?

    Slotting for defense is absolutely worth it, if possible aim for the 45% S/L softcap in some fashion. Layered mitigation will carry you a long way.
  15. Well if they ever did a psychic melee set (and if they were going to do it, I would have guessed they would have done it already, but with all the new sets spewing out idk) at least 2 of the powers would be Mind Probe and Psychic Shockwave and 1 would be Concentration (BU), and 1 might be Telekinetic Thrust, though that has gross knockback.
  16. Quote:
    Originally Posted by False_Fiction View Post
    People have always discussed builds on the respective AT section. I can't see why would it change.

    I think it's fair to say that over 70% of ATs posts are about builds' questions n criticism. Even some of those that start off as a regular topic, might end up with a build suggestion somewhere. Yes, it can be annoying to see 5 similar posts on the same page, but at least it keeps that section active.
    This.
  17. DreadShinobi

    MoM Successful!

    8 man TPN complete too. 4 am trials ftw.
  18. Khelds need more help than Tanks.

    Also, doesn't OPs suggestion break the cottage rule?
  19. DreadShinobi

    ST damage

    Quote:
    Originally Posted by StrykerX View Post
    Fire and Beam Rifle are the best primaries for ST damage... Fire has Blaze (the highest DPA attack a Blaster can get) but also has a slightly weaker than normal tier 2 blast, and Beam Rifle has the extra damage from Disintegration plus a full strength tier 2. Of course the absolute best ST damage a Blaster can do comes from mixing Blaze in with high DPA melee attacks (Fire/Electric is probably top of the list) but for ranged ST damage Beam Rifle is also a contender on hard targets.

    Ice Blast is a pretty hard hitting ST set since it has full damage tier 1 and 2 attacks and one of the best tier 3s that isn't Blaze. I'd rank it 3rd on hard targets and 2nd (just behind Fire) on things that will die before Disintegration really matters when it comes to pure ranged ST damage. /Ice is pretty middle of the road on damage, but it has lots of mitigation to help you stay standing in melee so that's something. Ice/Ice isn't going to do as much ST damage as an /Electric or /Energy Blapper or a Fire Blaster with a secondary that has decent melee if survival isn't an issue, but it will outdo most everything else (probably including Beam Rifle once melee is factored in, since Beamers can't mix in melee attacks without redraw penalties lowering their DPS) and will be able to use melee in situations where most Blasters couldn't.
    Nailed it on Fire. Blaze+melee attacks from /elec, /em, or to a lesser extent /mm makes for the highest DPS.

    However I would say Ice would beat Beam on ST dps due to not causing redraw by cycling in your secondary's melee attacks. You can't talk about top ST dmg without factoring in the secondary. Beam Rifle's T3 is also on the longish side compared to Blaze and BiB. Ice should be able to pull the same top chains as Fire can replacing Blaze with BiB; BiB would just do a bit less damage and also require more recharge than Blaze. It gets the added benefit of accepting more damage procs via slow sets. With that said I've never played Beam Rifle (and never plan to buy it), and the above is merely taken from looking at the numbers and the negative effects of redraw.
  20. Quote:
    Originally Posted by BlackTabby View Post
    Dread can you host that badge run this weekend? Id like to break 1300 and get mom out of the way.(badging slows down my other projects)
    I can't commit to weekends (hence the reason I don't have any of the Keyes badges)

    Sorry