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Posts
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Joined
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So, I have made a couplehealers and haven't realy stuck with them because I feel like it's a bit repetitive, but it just donged on me, THATS WHAT HEALERS ARE SUPPOSE TO DO IS JUST HEAL! So I am curious if I play another Defender, what is a fun secondary to use?
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I just created my first brute last night and I love it! The damage he does is sick. My question is, is Elec. Arm. a decent secondary? What powers can I skip in the set? I am a team player, I dislike soloinng.
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Could someone explain to me how to have the start chat bubble that is above the toons head when a player is chatting? I used to remeber how to do that but I just got back into the game from a long break and for the life of me....can't rem how!
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I have a AR hero blaster and I love it. I have never used Archery or Trick Arrow but thinking of a villian with two different weapons, I like the idea. I created the toon, Mecha Morbid and I haven't finished the tutorial b/c I had to log off the instant I logged into Breakout, so when I get home tonight, I am anxious to ply my first villian.
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I have been toying around with the villians and i like the power sets for curruptors. The sets I am interested are Assualt Rifle/Archery(or is it Trick Arrow?). What are some opinions and tips that I should consider? I am NOT new to to CoX, just new to villians.
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I am rnjoying a AR/Dev blaster. I have him @ lvl 13 witch isnt to high but I just got Sniper Rifle which is great. Probably not the best for soloing but I am great on teams. I think, and this is only my opinion, butr the most fun blaster type. But also I'm not a long time vet with deep knowledge of the game. I'm jst having fun playing my blaster.
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OK, I have been playing CoH/CoV for a long time. Sadly to say I have trouble deciding when to take my travel power. Recently I have been relying on the bank mission rewards for travel but they are temp. Is it worth still taking travel powers even if I have the packs? I have on my main toon I am playing now, a tanker, I have both the flight and jump packs but I know they will run out.
When is a good time to take the travel power? As soon as it is avaible? I know this post may appear ignorant, but for some dumb reason I tend to wait on travel powers and cursing myself for waiting down the line. Also, does it depend on what AT you are playing when to take a travel power?
Watchdog Willie - Freedom
Plant Priestess - Freedom -
I am playing a WP/Mace tanker and love it! I am a team player, not much of a soloer. He's only lvl 12 and I havent got into origins yet. I haven't really skipped taking any WP choices b/c frankly, I like them all so far. The same goes with the mace, the first three choices are outstanding with damage unslotted so far. I Is there any power choices for Mace after Taunt that I should avoid?
My ideas for origins when I get the infl. saved up, I am wanting to slot my attacks with ACC and DAM. Is that adequate for a team tanker? Any other ideas or recomidations? I am not sure if I will be spending the millions and millions of infl. on IO's but then again I want this tanker to be one bad ***.
I am also seeking advice on how to slot WP b/c I have not used it before.
Thanks for the input!
Watchdog Willie - Magic Tanker - Freedom server
Plant Priestess - Science Controller - Freedom server -
I recently respec'd my lvl 24 plant troller. She has EMP as her 2ndary. Even though I have enough healing powers with EMP, would it be ok to take Spirit Tree to boost my healing capabilities? Is this power not worth taking? Another factor I am wanting the power is for RPing purposes, but I dont want to take the power if I will miss out on another power much greater than Spirit Tree. I seen it used once on a team and I thought it was useful but have read that it isnt useful. What are your thoughts players?
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Playing only my 2nd blaster ever, being a vet since 2004 with periods of not playing, I recently rolled a fire/fire blaster. Before I get her to far, she is lvl 10 now, what powers can I skip? I have witnessed a lot of fire blasters w/ Rain of Fire, but the description says it has low damage. Is this something I can skip? I recntly done a respec for my toller and forgot how dreadfully long it was and I didnt want to go through it agian b/c I picked some ****** powers with my troller I didnt care for and I didnt want to exp. the same with the blaster that I am having so much fun with.
I do not solo, I am a team player if that makes a difference in what powers I can skip. -
What does YMMV stand for? What is a nuke? I have not heard of these terms yet and I am seeking for answers. What a great forum we have here, eh?
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If a tanker has melee not with an axe or mace and equipped with the shield during combat, does the toon swing puches with shield in hand? For instance, Energy Melee I believe first set to choose from is like a two punch combo, how does the animation be effected while the shield is equipped? I know that a power from Super Strength, I believe it is the 3rd punch you can select where the animation is kinda over-head, is it haymaker? Or the one before that, how is that effected with a shield equipped?
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OMG I love the display picture you have Dersk, that is freaking sweet!
So nothing is odd about the animations which is what I was wondering. The reply bout the axe hitting the shield is tight. I'd like to see that. -
When a tanker is created with the Shield Defense power, how does it effect the animation of melee combat? If the shield is in hand, what does the animation do with shield in hand? I want to roll a toon with SD b/c it is new to me and I want to try something different but I was wondering what the animations look like during combat.
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I am a mature and experienced player. I have tried SS/Inv and Mace/WP and thought so-so on both. Neither tanker I created did not get past 20 b/c I got, honestly to say a bit tired of just smashing things but that's what a Tanker does. But that does not scare me away from this class. I always see teams looking for tanks and that keeps me motivated to keep in mind they are fun and usefull.
I am always wanting to be on teams, not much of a soloer, but anyone got any recomendations for a good team playing tank? Should I stick with my toonss that I have allready? I am more than willing to re-roll a new toon.
Plant Priestess
She-Fire
Duke of Dudes
Ho Lee Cow - all on Freedom server -
I have recently created a toon of a fire/fire blaster. LOVE IT! The damage is nice and to me, it appears not much End. drain. But I started out on a full team in the sewers.
Any advice? I am a team player alost all the time. What powers can I skip? I have had this problem on taking powers that suck.
She-Fire on Freedom -
I just reached lvl 16 the other night and took Seeds of Confusion. I havent really had time to use it but I read this power is very useful. In what ways, how do I use this power to benefit my team? I also have the one (can't remember the name) that puts targets to sleep. That I like but a lot of times my teammates slice through the mobs, so when I respec, can this power be forgotten? I am asking for advice on what other powers that are ok to skip. My secondary is EMP if that makes a difference.
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Wow, I seriously thought I was the only person like that! I am a vet since a year after launch and I have yet to have a toon to 50. I'm serious...I do take long breaks but when I come back, I have trouble deciding what type of toon I want to stick with. My first ever toon is lvl 38. He's a elec/elec blaster but I wanted to start from scratch on a new server and I do like the noob feeling again.
I love to team, I do not solo much at all. Honestly, I will avoid soloing at all costs. I am NOT into AE. I love running missions and I do also like my toon to have some strategy. I tend to lean more to distance attacks but I do like the melee. -
So if I go with troller, what is best recomended for main power set? Plant has been highly recomended.
What bout grav/emp? -
Yes, I have read of the Seeds of Confusion before here in the forums. I even have a toon name thouight of with plant/emp.
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I think AE can be useful, a learning tool but man there should be regulations. I get annoyed when new players have no idea that there are other zones. I have yet to play on high lvl teams b/c of my serious altitis. I'm a vet for several years with several breaks and love the new learning experinece learning the new material playing the game and reading the new info on the forums.
AE is a plague imo. -
I am curious and confused on whether to to take an empathy defender or a trooler with empathy. If I take a emp def, what are some good options as secondary? I been eyeing emp/electric. What is another good secondary that will make the def fun?
As where if I create a troller with emp, which troller set holds targets the greatest? Which I mean as what control power will have the highest accurarcy? Which control power has the longest hold duration?
Oh and I will ne bot doing AE. I am old school, I like to run missions and such. -
I got him up to lvl 9 on 2 sewer runs. I like the powers so far so good. I did realize yes caltrops are almost obsolete in big teams but I just then blasted away with my AR. Beanbag I can see the advantages and I like it. Not so good on damage yes, but the Disorient time was nice which can come in handy.