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  1. Ehh, if you're going to post a build with the intention of other people using it, I'd suggest you steer clear of taking dump powers instead of epics for story purposes. The idea behind posting a build generally is to display new combinations that one finds to have exceptional synergy...

    Of course, your mileage may vary...
  2. I got this idea while teaming with several other EB/EM Blasters about a month ago, the waves of knockback were practically hypnotic, and we had the damage to tear through about 80% of what we met, though the remaining 20% was more or less impossible, giving rise to the idea of a diverse set of Archtypes with the same general theme: Massive disorientation and Knockback through all things Energy!

    Tidal Wave

    Shard: Heroes only. Sadly no villainous equivalent to Illusion Control or Energy Manipulation.

    Overall Theme: Preferably, a similar origin, the powers of this team match eachother wonderfully. They smash foes with the fury of a tsunami of Energy.

    Backstory: These guys can be anything... But water-based backstores are especially classy.

    Group Make-Up: <ul type="square">[*]2 Invuln/EM Tanks[*]2 EB/EM Blasters[*]2 Kin/EB Defenders[*]2 Ill/Kin Controllers[/list]
    Stratagy: Amazingly, this entire team is specalized in close combat, with a focus on "close but ranged" where knockback is handled by the entire team and provides every bit as much controll as the controllers.
    Ideally, the tank would specialize in aggro control, slotting attacks with Taunt Duration to maximize his Gauntlet effect, as he is getting all the defence he needs from the defenders and controllers and plenty of damage from the Blasters of the group. With the amount of knockback involved, both tanks will want the Presance pool to keep enemies near and possibly even an interrupt-reduced Teleport to grab the especially far-flung foes. targeting binds are a must for these guys, as they will not want to have to hit the same mob twice with their many taunts.
    Blasters are ranged in name only, leaning greatly toward the blapper builds, since all of the heals will be inside the group, the blappers will want to be in the thick of it, dealing out single-target damage through the Energy Manipulation attacks as well as massively slotted Power Bursts to drop foes before they can be counterattacked. When the defenders get Fulcrum Shift, these guys turn into miniature gods of blue flying death.
    The defenders are the ones keeping the team in damage more than keeping them alive. If all is going well, the tankers should be keeping the Blasters covered, leaving the mainline Kineticists free to buff damage and attack speed through the roof and still have time to throw out their own Power Bursts. These guys will also want some slotted Teleport Foe to grab an emergency mob for quick buffs and heals when the knockack is going too well and the aggro management isn't.
    The Illusionists are extremely all-purpose on this team, with proper timing, their Group Invisibility is overlapping with a few DOs. One or the other will have a Phantom Army up for each fight with proper slotting, giving the tanks a whole other team of backup (with even more knockback) Emergency management with Flash, and even a little applied single-target damage with Blind/Spectral Wounds. The pacing of their primary leaves them even more time than the Defenders to throw out buffs and heals. The Illusionists also are the best canidates for teleport ally, since it can be used to position their pets.

    This team pretty much blooms at 32, with both of the blasters reaching Nova, both of the keneticists getting the ever beloved Fulcrum Shift, and both Illusionists getting their phantasms for even more energy blasting damage to add to the theme. The true insanity hits on this team at 38, with double the Novas, double the Fulcrum Shifts, and four members with the awe inspiring Total Focus. Main stratagy is to stay in a realtively tight group, sweeping enemies in one direction or another rather than dumping into the middle of a mob.

    Costumes: Anything will work, but some unifying element is always good.

    Alternatives: This team hurts a little without at least one of each member, the pairing of members is to help cover gaps, so the team can be as small as four, if need be. Though the team does lose a lot if it doesn't have both controllers to cover for each others' downtimes on powers. There's nothing against using Ice Tanks to make them at least a little blue... Fire and Stone really break it visually though... Besides, Invuln really works well stratigicly with Invincible's taunt and defence in one...
  3. [ QUOTE ]
    I totally agree with you, Ill/Kin is horribly gimpy. Spectral Wounds needs a HUGE damage boost (as well as PA) and Kinetics neds soooo much love I can't even begin to go into details. In the meantime, my scrapper would love to team with your gimped up build.

    [/ QUOTE ]Believe it or not, Ill/Kin can suck over a range of levels (particularly the ones between getting SipS and getting Phantom Army) This ~8 level span is where most FoTM players find themselves in the Hollows... Dying... Alot.

    So despite it's wonderful potential, the powerplayers don't get the instant gratification from it, and when you're grinding slowly at level 8 with no hope for uber until 16 (with other FoTMs flying past you)... Well, it's not a leap of faith the kiddies are likely to take.

    Just my 2 inf.
  4. I have an Ill/Kin and feel the burn of impossible soloing... On most teams, I'm more of a Kinetics Defender with some control rather than blasts. Other than travel, the combination takes a LONG time to bloom, I'm still dreaming of te day when I can port in my Dense and Speedy Phantasm in the middle of a Flashed group to get hit with a full Fulcrum Shift from inside my invisibility.

    On the other hand, Superior Invis+Siphon Speed+Recall Ally=a very happy team in the Hollows at level 10. I sort of picked the build for a theme rather than fast leveling.

    Inv/EM Tank
    EB/EM Blapper
    Kin/EB Offender
    Ill/Kin Deftroller
    Yeah, I'm plenty crazy.
  5. [ QUOTE ]
    Oh my god.


    [/ QUOTE ]Anyone have an ID for those monitors? I'm guessing they're a functioning base item that I won't be able to get in a million years, but still hoping...
  6. I just looked aroung the Arial Unicode MS set and was floored... Am I only getting all these characters (mainly the Chinese and Japanese ones) because of the language packs I've picked up or will everyone be able to see them?

    If for everyone, then it's time to give my MA scrapper's attacks their proper names. ^_^
  7. Last night I got my Ill/Sonic controller on an all controller team and did missions in Perez. Easily the best pick up group I've been in in months. Three levels in two hours with only one team wipe. (result of a huge patroll walking into an already iffy pull.)

    Definitely a lot of folks ther I would team with again.
  8. Seconding on dataset's comment, this guide really needs an update to reflect all the changes from I5 (Possibly with a name change to reflect the distinct loss Uber) and perhaps the ID changes as well.

    Or maybe we need to muddle through the ID issue on our own for a little bit...
  9. I'm thinking there needs to be a mission enter quote in a Freakshow mish that goes as follows:

    FS1: Kill Skuls-err Hiros!
    FS2: Lazy n00b. /ignore
  10. Feign

    Villain Emotes

    Yeah, these have all been mentioned before, but I haven't seen much of them and they are essential:

    Caesar style thumbs down (there might be a thumbs up that starts the same way, both under the "decide" emotes.)
    Pantomime firing a gun. So many uses for that one.
    Diva laugh, I've only seen it mentioned once (hand open at the opposite corner of mouth and an over the top laugh.) as well as pinky gesture laugh (Doctor Evil if it isn't already copyrighted)
    Finger across the throat. Again, many uses.
    [Censored]slap for those who don't have Spectral Wounds. The SW animation a perfect slap emote... (And it makes gray cons fall down and others get mad at you, priceless.)

    Pretty much all of these are the true essentials, and they work well for both Heroes and Villains.

    As for Power taunts try this bind...
    "powexec_name Fire Blast$$unselect$$em fancybow$$say Please allow me to introduce myself..."

    Exchange Fire Blast for any other power that lights up your hands. And of course you can change the saying. You could also do other emotes as long as they aren't cycling emotes (like dance).

    Or for an energy Melee tank.

    "powexec_name Barrage$$unselect$$em kata$$say I am the Rave Warrior!"