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Posts
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Joined
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this is one of the reasons I would love to see a martial art themed secondary for blasters (sorry I know this is a corruptor forum)
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Ahh but isn't that the zen of CoH. On any good team any archtype is superfluous? Yet you need characters to make a good team, but if all archtypes are superfluous what makes a good team...ohhhmmmmm ohmmmm...chanti chanti chanti
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I built a speed based character that was based on dark melee/super reflexes mainly so I could pull up the dark maul/sands of mu/flurry combo. I eventually shelved him because I had issues with having to line up the cones all the time, I may try the slotted quick route with MA/SR (using sands of mu and flurry).
((Oh awesome link Dr. Mike)) -
I find my tanks tend to have two jobs, on strong teams they alpha soak (and I am very addicted to fire melee) and then become a walking PBAoE, on mish mash teams then I resort to pulls and herding, and then become a walking PBAoE.
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Melt armor is so so..long recharge...went ice with my old fire/ice tanker..loved it especially on the old Demon farm maps
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Two words...Chilling Embrace...get it...live it...love it...proc it...
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My wife and I play duo empaths alot and often I will take AP over heal other because as some have said in the later stages of the game, buffing is the major part of the empath game. So I view healing as an emergency back up, with healing aura being fired just to provide some personal healing and keeping the group topped off. The only time when I ever have healing aura on auto is when I am dual boxing and don't want to juggle as the characters so much.
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No that wouldn't be over powered..that would be beautiful
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Like Mike says...depends upon your situation..now if said AV is being aggroed by a tank and his back is to you...well..kidney punch the bastich...
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Hmms I sorta like the Ice/Fire combination myself, nice high damage single target, good mitigation with FR, and even ice storm helps out.
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Love the set, great job! I get this song stuck in my head while I was reading it
http://www.youtube.com/watch?v=aWxBrI0g1kE&ob=av2e -
A use I have found is around a will power tank or scrapper, sleep the mob surrounding them and it gives sometime for their regen. to catch up.
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I was checking mids for my trick arrow/ice arrow and I saw in that OSA gave a -20 percent to hit on mobs. However there is no mention of this on the power description in the game, was wondering if this was a real bonus to the power or just a mistake on mids.
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Well I got my defender up to 22 (altitis and wanting to get a Dominator hero side). So far, I am really feeling the lack of a self-heal, but I am going to hold off and hope things get better with oil slick arrow for handling the agro I get when soloing. I do wish that glue arrow was like disruptor arrow, and could be placed in a spot instead of having to be shot at an enemy. Definitly a team character at this level.
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I have a 50 Elec/fire tank, and I found that tough makes it a lot easier. Plus if you pick and choose your enemies you find you are more than tough enough to take on groups most people have problems ie. Malta (heh sappers), Carnies, Rikti...
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There are two things I would change on FFs. One is give Force Bolt the tanker bruise treatment, let give a -20 percent resitance to damage which would imho give FFs a stacking bonus for the new changes to the Defender inherent. Two is let you spray paint advertisements on Dispersion bubble and give you 100 inf. everytime someone clicks on it. Change its name to GoogleAolTimewarnerMicrosoftApplebubble.com
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Umm I always put it and CM on my emp/defender partner..and no for other reasons besides shes my wife and her father owns more firearms than a milita group
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*laughs* what I ment was with PGA and the -recharges from the other powers helps I am looking more at the dam. debuff that PGA applies more so than the sleep which I view as a plus
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Well I have gotten Glass Arrow up to level ten, doing Hollow arcs and radio missions in KR. It is very nice with the stacking slows, and getting ice arrow makes up for having to put off freeze ray until the middle teens, right now she feels like a safer ice blaster. The -recharge with PGA helps neuter the mobs, while glue arrow lets me set them up for freeezing breath. So far very fun and very safe.
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Well I was spitballing ideas up on the wall and thought, I have never seen a TA/Ice defender...well so I rolled one up today and seems pretty fun sorta plays as a light blaster immbolize..arrest..immbolize arrest..so has anyone else played this sort of character. I think at the higher levels she will be a beast with oil slick, ice storm, and blizzard..and with two holds and lots of synergy with stacking glue arrow and the slows from ice blasting. Any other thoughts out there on this subject?
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fireball>taunt...nah get quicksand heh
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looks at Bill..so how long do you think you will be able to stand playing this tank?
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Just got my elec./earth up to level 12...wow static field is very nice suddenly I went from having a hard time soloing to smooth sailing it meshes well with tremor because as someone earlier said they are asleep when they get back up. Give your electric/whatever until level twelve before deciding to hit the delete button
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I agree that Jolting Chain is a control power and not a damaging one, however I would love to see a heavy hit on the first target in the chain and a bleed off of the damage as it jumps from one target to the other. That way it would IMHO make the power more useful to the trollers and a oh crap I need to do more damage now to a hard almost dead single target.