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  1. I'm confused...

    What you're saying is: Jonin Ooi is a nazi and TG wants to whip out his Nazi B-Gone™ spray?
  2. Archy

    City of Farm

    If you take a thing like Luck of the Gambler +recharge it used to sell for between 7-15 million inf before the Katie Hannon TF nerf...now theyre going for 50-100 million. Coincidence?
  3. Archy

    Farming Brute

    Not to mention the nice tohit against vengeanced nems or tohit debuffing possesed scientists.
  4. [ QUOTE ]
    Heya, just wondering, the fire melee set seems like a nice high dmg set with some AoE capabilities.. BUT no stun, no disorientate, no hold, no sleep not even a knockback ??? so why would you ever go fire melee ? O_O

    [/ QUOTE ]

    Answered your own question.
  5. Shouldnt this totally be in the Guide section?
  6. [ QUOTE ]
    Some of the origin temp powers seem to set up containment better than others. I think only natural doesn't have some mild mez built in.

    [/ QUOTE ]

    This made me chuckle
  7. [ QUOTE ]

    Any recommendations for origin though? I hear that magic is so over-used the prices for inventions and such are through the roof? Does origin really matter that much?

    [/ QUOTE ]

    Origin basically has no impact on gameplay apart from maybe if you have a concept, and the type of enhancements you can use (if youre using DOs and SOs) or *shudders* RPs.

    The "magic" I think you've heard about is that all mobs have a chance to drop invention salvage. Some only drop tech invention salvage, some magic invention salvage and some both types. This salvage is needed to craft IOs. Main reason why magic salvage tends to be more expensive than tech is that techdropping mobs are much more common than magic so the supply is bigger.

    [ QUOTE ]
    Also, I understand that it's a good idea to enhance any damage powers with the full 6 slots, but are there any reasons whatsoever to also enhance things like healing and, if so, should that be done before or after one slots the damage powers fully?

    [/ QUOTE ]

    Well...depends on a lot of things. Do you solo a lot? You planning on being a damagedealer or support orientated player or possibly both? And if so what do you wanna concentrate on first? It also very much depends on the power if its worth slotting or not.

    [ QUOTE ]
    Yeah, Ill/Rad is a great combo, it even looks good when Archy is playing it, so it's got to be REALLY good

    [/ QUOTE ]

    Shush you!
  8. I would probably suggest playing Illusion/Radiation first. It's fairly newbie friendly and also great fun to play.

    The powers are fairly straightforward and it works well with fly (my ill/rad is the only toon I have with fly).

    It isnt the most damaging combo there is but has a very consistent damageoutput over all 50 levels.

    [ QUOTE ]
    I've read through a lot of the posts here, but to be frank, I don't always understand the reasoning behind them or the enhancement slotting validity/purpose. A small explanation concerning the build would therefore also be appreciated, so that I know why I'm doing what I'm doing

    [/ QUOTE ]

    Too many things to put in one post here I guess. If you have an specifics I'm sure myself and others will be happy to help.
  9. It's *fantastiske*....honest!
  10. Le n00b vs. El n00b....sounds fun!
  11. [ QUOTE ]
    and Psi damage (which all tanks fear)


    [/ QUOTE ]

    my WP/Em doesn't...only thing he fears is excessive debuffs (I'm looking at you Vanguard Renegades!!)
  12. Ice is definately one of the better and for me by far the most fun to play.

    My WP tank is scarily surviable and is great as a scranker but the tauntaura is pretty bad so unless you get taunt and spam it like crazy I wouldnt recommend it as a "classic" tank.

    EDIT:

    [ QUOTE ]
    yeah what are you personal opinion listing of the 5, because i started playin a ice but i got told that they are rubbish, and rather not start playin a tank then realise he can do the job as good as others. i always thought that ice was nerfed and weak

    [/ QUOTE ]

    Just wanted to add you should take this person out back...and stone him for his heresy!
  13. ok ok ok...

    ...yo mum's so fat she makes Xanthus look skinny!
  14. hey!

    Yo mum's so fat she has her own gravitational pull!!
  15. [ QUOTE ]

    [ QUOTE ]
    woooooo! another PvP toon to gather dust in the corner of Pocket D

    [/ QUOTE ]

    No way! Just need 5 more purps and another LoTG to have it ready to go... then I'll always have the last resource of '/t @archy, yo mum's so fat that...' and taunt you to the arena damnit

    [/ QUOTE ]

    heeeey! hang on...!

    Yo mums so fat she's nicknamed the Iberian Peninsula!

  16. woooooo! another PvP toon to gather dust in the corner of Pocket D

    Anyways....grats man
  17. Your build is a lot more endheavy than mine and im not sure why you're slotting Stupefy's in Bonesmasher?

    I agree that some of my slotting is a bit off for PvP but thats mostly a leftover from that toons PvE days (such as the 6th Mocking Beratement in taunt etc.).

    Also worth noting you can't slot tauntsets in tauntauras anymore.
  18. [ QUOTE ]
    so is icicles not needed in pvp then coz i thought it would be good for when things like stalkers get near me?

    Also I hear presence pool power is good for fear in pvp as well any thoughts on that?

    Oh yes last point what is good about laser beam eyes then never had it before?

    [/ QUOTE ]

    Icicles is a really good PvE power and ok to have in duels but kinda redundant for the most part in PvP. Stalkers have insanely high AoE defense with Hide up so chances are that Icicles won't hit a thing. Best defense against stalkers is movement...simple as.

    Presence pool is good and if you can fit it in I would probably go for it. It's tricky to fit in here but you could do it. This build is slightly more duel orientated and it would probably have Challenge over Laser Beam Eyes and Intimidate over either Swift or Energy Absorption if I was to make a slightly more team orientated build.

    Laser Beam Eyes is pretty naff to say the least on a tank but I took it cos I had spare power, for some setbonus' and having a ranged attack.

    EDIT: wooo! GG style postin' ftl!
  19. [ QUOTE ]
    That build pre purps, arch? and no accuracy in taunt?

    [/ QUOTE ]

    Don't have purples on him as they're not worth it for the most part imo.

    There's a bit of acc in Taunt. That coupled with setbonus' and FA it ought to be fine.
  20. [ QUOTE ]
    I would get permafrost in earlier in to that build, atleast in so you have it in WB, because its in WB and RV the Ice/em tank shine´s

    [/ QUOTE ]

    Don't really do zones...arena is where it's at.

    Guess you could swap it round with Swift if you wanted to
  21. It is very good but it's also purely PvP based.

    I had a hybrid for quite a while which worked great in both PvE and PvP. That build had whirling hands and icicles instead of swift and laser beam eyes.
  22. My build:

    Hero Plan by Mids' Hero Designer 1,30
    http://www.honourableunited.org.uk/mhd.php

    Level 50 Mutation Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Energy Melee
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Frozen Armor -- HO:Cyto(A), LkGmblr-Def/EndRdx:50(3), LkGmblr-Rchg+:50(3), LkGmblr-Def/EndRdx/Rchg:50(5)
    Level 1: Barrage -- Stpfy-Stun/Rng:50(A), Stpfy-KB%:50(15), Stpfy-Acc/EndRdx:50(15), Stpfy-Acc/Rchg:50(23), Stpfy-Acc/Stun/Rchg:50(29)
    Level 2: Hoarfrost -- Dct'dW-Rchg:50(A), Dct'dW-Heal:50(5), Dct'dW-EndRdx/Rchg:50(7), Dct'dW-Heal/Rchg:50(7), Dct'dW-Heal/EndRdx/Rchg:50(9), HO:Golgi(9)
    Level 4: Bone Smasher -- C'ngImp-Dmg/EndRdx/Rchg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(11), C'ngImp-Acc/Dmg/Rchg:50(11), C'ngImp-Dmg/Rchg:50(13), C'ngImp-Acc/Dmg:50(13)
    Level 6: Wet Ice -- EndRdx-I:50(A), EndRdx-I:50(33)
    Level 8: Chilling Embrace -- EndRdx-I:50(A), Taunt-I:50(17), Taunt-I:50(17)
    Level 10: Hurdle -- Jump-I:50(A), Jump-I:50(25)
    Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(19), RechRdx-I:50(19)
    Level 14: Super Speed -- HO:Micro(A)
    Level 16: Combat Jumping -- LkGmblr-Rchg+:50(A), Jump-I:50(21), Jump-I:50(21)
    Level 18: Glacial Armor -- HO:Cyto(A), LkGmblr-Def/EndRdx/Rchg:50(25), LkGmblr-Def/EndRdx:40(27), LkGmblr-Rchg+:50(27)
    Level 20: Health -- Mrcl-Rcvry+:40(A), Numna-Heal/EndRdx:50(23), Numna-Regen/Rcvry+:50(29), Numna-Heal:50(33)
    Level 22: Stamina -- EndMod-I:50(A), EndMod-I:50(31), EndMod-I:50(31)
    Level 24: Super Jump -- HO:Micro(A), HO:Micro(31)
    Level 26: Energy Absorption -- HO:Membr(A), HO:Membr(34), P'Shift-EndMod/Rchg:50(34), P'Shift-EndMod/Acc/Rchg:50(34), P'Shift-EndMod:50(36), LkGmblr-Rchg+:50(36)
    Level 28: Build Up -- HO:Membr(A), HO:Membr(36), HO:Membr(37)
    Level 30: Swift -- Run-I:50(A), Run-I:50(33)
    Level 32: Hibernate -- Dct'dW-Heal:50(A), Dct'dW-Rchg:50(37), Dct'dW-EndRdx/Rchg:50(37), Dct'dW-Heal/Rchg:50(39), Dct'dW-Heal/EndRdx/Rchg:50(39)
    Level 35: Energy Transfer -- C'ngImp-Dmg/EndRdx/Rchg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(39), C'ngImp-Acc/Dmg/Rchg:50(40), C'ngImp-Dmg/Rchg:50(40), C'ngImp-Acc/Dmg:50(40), Mako-Acc/Dmg/EndRdx/Rchg:50(42)
    Level 38: Total Focus -- C'ngImp-Dmg/EndRdx/Rchg:50(A), C'ngImp-Acc/Dmg:50(42), C'ngImp-Acc/Dmg/Rchg:50(42), C'ngImp-Dmg/Rchg:50(43), C'ngImp-Acc/Dmg/EndRdx:50(43), Mako-Acc/Dmg/EndRdx/Rchg:50(43)
    Level 41: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(45), Mocking-Taunt/Rchg/Rng:50(46), Mocking-Acc/Rchg:50(46), Mocking-Taunt/Rng:50(46), Mocking-Rchg:50(48)
    Level 44: Focused Accuracy -- GSFC-ToHit/EndRdx:50(A), GSFC-ToHit/Rchg/EndRdx:50(45), GSFC-Rchg/EndRdx:50(45), HO:Cyto(50)
    Level 47: Laser Beam Eyes -- Dev'n-Acc/Dmg:50(A), Dev'n-Acc/Dmg/EndRdx/Rchg:50(48), Dev'n-Acc/Dmg/Rchg:50(48), Dev'n-Dmg/Rchg:50(50), Ruin-Acc/Dmg/Rchg:40(50)
    Level 49: Permafrost -- S'fstPrt-ResDam/Def+:30(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- QckFt-EndRdx/RunSpd:50(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]+3% DamageBuff[*]+4,26% Defense(Smashing)[*]+4,26% Defense(Lethal)[*]+4,58% Defense(Fire)[*]+4,58% Defense(Cold)[*]+3% Defense(Energy)[*]+3% Defense(Negative)[*]+3% Defense(Psionic)[*]+3% Defense(Melee)[*]+3% Defense(Ranged)[*]+3% Defense(AoE)[*]+1,8% Max Endurance[*]+21% Enhancement(Accuracy)[*]+8% Enhancement(Heal)[*]+68,8% Enhancement(RechargeTime)[*]+3% Enhancement(Stun)[*]+10% FlySpeed[*]+185,3 (15,4%) HitPoints[*]+10% JumpSpeed[*]+MezResist(Held) (Mag 2,75%)[*]+MezResist(Immobilize) (Mag 6,6%)[*]+MezResist(Terrorized) (Mag 4,4%)[*]+2,5% Recovery[*]+44% Regeneration[*]+2,52% Resistance(Fire)[*]+2,52% Resistance(Cold)[*]+10% RunSpeed[/list]


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  23. [ QUOTE ]

    But you're right, those don't really helped with CC. I didn't know CC took so long to kick though....I'm really unconvinced by Grav/Rad synergy atm (all though I have little experience with Rad)

    [/ QUOTE ]

    Rad synergizes well with everything but obviously some more than others as Carni has already stated with his fire/rad example.
  24. Send him a globaltell maybe? Crazy idea I know but it might just work
  25. [ QUOTE ]

    The only other KB is Propel... and its not aproblem if you spam immobilise.


    [/ QUOTE ]

    Grav's immobs doesn't give the -kb as all other controller immobs do....it's holds does.

    [ QUOTE ]
    I am not a PvP'er, but Grav/Rad can be a mean controller in duelling PvP, due to its very high "burst" ST damage (propel) that sets it aside from other controllers.

    [/ QUOTE ]

    It's more a case of Rad being really good in duels + the insane amount of holds and immobs you and the Sing can spam.