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Posts
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Haven't been monitoring the boards a whole lot but did see the screencaps of these new slots. Is it confirmed that these will be released during I20?
I have no intention of derailing this thread, I just wasn't sure if I missed some big news.
I'll probably be grabbing Barrier, the -Res proc, don't know the difference on the Judgement stuff, and I'll be grabbing the IDF lore pet. Battle Orbs look cool.
Edit: Just saw the newer screens in the I20 Beta section... hmmmmmmmmmmmmm. Interesting. I like how the second Barrier does a x2 ally res. However, I think I'll probably be going with one of the heal pbaoes. Considering I'm pet heavy, even moreso with lore, I think I'll gain more of a benefit from the heal/regen for my pets. If the +hp applies to my pets, even better. For pets I'll either go with battle orbs or IDF (I thought they were the same). IDF is a pretty cool looking group aesthetically and I think they may fit my theme more than clocks. For Interface, I think Reactive is the definite winner. -
I've always thought the IDF battle orbs look pretty awesome sooooo no, I would not want to delay this for whatever reason you all feel entitled to.
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Most single target holds/stuns in the game are mag 3. Most bosses in the game have mag 3 protect to hold/stun so you will need to apply your mez twice for it to take effect. It will only take effect for the duration of time left on your original application. There are some mobs that have higher mez protect so just think of this as a general guideline.
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Go take your copy of Black Ops to Gamestop and see if they'll give you $60 trade-in credit.
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I'm surprised he likes anything that isn't a single player game.
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Can you toggle Beast Run and Combat Jumping simultaneously or is it tue same idea as Ninja Run?
I have a feeling I already know the answer, but I thought I'd cross my fingers and ask. -
Well, the WS being referenced in my experience is "THE" MF'in Warshade around here. I've teamed with him a few times and with some others a couple times as well. Maybe my expectations were just high from all the hype, but it just seemed a bit lackluster to me. Not saying they're horrible, at all, just wasn't "wow'd".
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Quote:Confusing AVs isn't my idea of accomplishing a fantastic feat. Just spam with a non-aggro power at long range with permadom? C'mon, really? It's just a big trick, and you know it.I'll agree when you show me a VEAT who can solo the Master of LRSF or solo Lusca. Until then, have fun playing in the minor leagues.
Once again, I'm stating that pound-for-pound (overall), VEATs are at the top of the list for me. They're not top DPS, not top debuffer, not top buffer, not top in tanking, but they can do it all, and do it very well. It's definitely not a one trick pony, like a lot of the other FotM stuff out there. -
Pound for pound, I definitely feel VEATs are the top AT. My crab's at high defenses, 50-55 S/L/F/C RES, 2100+ hp, massive mez protect, +180% recharge, strong AoE chain, 3 awesome pet powers, lots of -RES, and also supports the team through 5 leadership toggles. I just don't think anything else will top that for my playstyle.
Once I started playing my VEAT and realized its potential, it kinda just ruined every other AT for me. In regards to WS, I've teamed with some of the "top MF'in" Warshades out there and just wasn't very impressed. Watching them faceplant is a bit disappointing after hearing all the hype.
I think everyone who plays a VEAT will agree with the OP, but everyone else may not agree. VEATs don't provide flashy graphical buffs/debuffs so their awesomeness will go unnoticed. Also, epic ATs alone will drive some people away because they seem confusing to build. Considering red side is less popular than blue, red epics would be even less popular. Honestly though, I don't mind because the less attention we get the less of a chance for nerf.
In summary, VEATs = best. -
Using a Cardiac Rare and have been having no issues. I'm a crab with all 3 spider pets and yes they receive the level shift.
The only time I mapserved was when I was on an ITF and the MM had a Nerve Rare. Us 2 were the only ones with rares. Team mapserved a few mins in to the first mission. We restarted and removed all rares. We finished the first mission just fine. Beginning of 2nd mission I slotted my rare (secretly, because I wasn't buying this story) and the rest of the TF went smoothly.
So far, I've seen this happen to MMs. Maybe it's a specific AT or rare combination that is leading to this. I know that if I run missions by myself with my Rare I'm having no issues at all. -
Running Cardiac Partial Core Revamp.
Ran many missions this morning (instanced, indoors, outdoors, etc), no mapserv. Ran an ITF an hour ago, me and an MM had rare (he had a Nerve one), resulted in epic team mapserve. Removed rares, did okay on mission 1. Mission 2, I put the rare back on with no mapserve for the rest of the TF.
I'm using a Crab with all 3 spider pets. Was thinking perhaps it may be related to some sort of player/pet level shift issue. Not sure.
I personally haven't had any issues with this aside from the ITF with that other MM. I'm always wondering if perhaps this is character specific or specific to a certain Rare(s).
In summary, "The problem is not me so don't ask me to remove my rare!" -
The main reason I keep around TT:Leadership is to give my pets the to-hit bonus. I realize that my teammates would probably be okay without it, but my pets would miss a lot more often. Plus, as you mentioned, it's nice to have when fighting some high def enemies.
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Overall, they do add a significant amount of damage and mitigation.
I have all 3 spider pets on my build and I can manage fine without them, but I really don't see why I would want to. Ever. -
The general consensus would agree on doubling up assault and maneuvers. Doubling up Tactics, however, would be the iffy area. Personally, I don't see the benefit because with other set bonuses you'll be getting a lot of Acc bonuses and you're already getting 18ish out of one Tactics. With my current build my 'last to hit' is rarely anything other than 95%.
I realize that this is also a benefit to the entire team and not just myself, but honestly, I don't know many 50s who don't already have their own ToHit/ACC issues covered. Having more dmg is not wasteful, having more DEF is usually not wasteful, but having more ToHit can be wasteful.
Depending on your build you can probably find something better to spend that power choice on. -
SoA do not gain access to blueside Epic Pools. They can only use the Patron Pools.
Also, double tactics is overkill. I would highly recommend taking Call Reinforcements instead. -
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Quote:On a similar note, I always wished that knockback would provide additional damage if the target was knocked in to a wall/object. The Marvel HeroClix tabletop game provided this mechanic and made knockback much more wanted.Then fliers should take damage when they fly into a building at 60 mph. ^^
I realize that this will never be implemented in the current engine, but just something to keep my fingers crossed for CoH2. -
Did all six of them complain about not being able to remove the backpack?
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These guys actually remind me of Synapse/Neuron and their Marvel vs Capcom-esque alternate colors.
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Alright, who wants to make a Virtue SG of these guys? I got dibs on the blue one.
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As Chaos mentioned, you'll be wasting powers if your opener (should be Venom Grenade) ends up recharging before you cycle through the rest of them. With 8 AoEs this is very likely to happen.
My recommendation would be to drop some of the AoE and pick up 2 more leadership powers and Call Reinforcements. -
Not sure if it would technically be qualified as a 'bug', but yes, if you take ANY crab powers on any of the 3 builds, the backpack will exist on all 3 builds.
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Game is already way easy mainly due to what Dech's has mentioned. Enemy AI is very dumb. There's mention that this would ruin the ability to take 8 of any AT and just go for it, but I don't think that's the case. Besides, how good do you feel about yourself knowing that your 8 of any AT wipes the floor with a bunch of 'dumb' mobs? There's nothing self-fulfilling about that.
When it comes to challenge, enemy AI will always rank higher than mobs being buffed. Fighting enemies at +4 just means it'll take longer to defeat enemies but it will still be the same redundant battle formula.
What Dechs has proposed is what I've always wanted to see in this game, but I know this will never happen. Just at look at how much complaining has been generated from some of the new content (Trapdoor and Battle Maiden). If this game were too become more challenging the forums would just implode. -
We're already starting to see this with the new incarnate TFs. Battle Maiden has very little trouble hitting soft-capped characters.
Really though, a big part of the problem is that the current IO sets allow for building high defense, but building high resistance isn't nearly as easy. I'm not sure what the thinking was with this and I'm not even sure if they plan on releasing more IO sets (I haven't heard the slightest hint regarding this) so building RES will always be difficult.