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Posts
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Joined
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1. Floors (So that we can finally build multi-level rooms, without having to stack items FOREVER)
2. Water Effects (I want a pool/pond in my base! And no, I do not want to use a slow field to accomplish that.)
3. Walls (It should be possible to create walls that are not a full square thick.)
There is so much more that I would like to see for bases, and hopefully some will make it to live in the NEAR future. -
That is a great accomplishment. Well done!
I am still over +200 badges away from there. -
Storm Summoning for MMs? Gee... who thought of that.
I love the plant controller though.
I had hoped for some better choices, but oh well... I guess you have to take what you get. -
I can't wait till all of Issue 12 makes it to the training room.
So far I love every bit of it, and for me this must be one of the best Issues ever!
Keep up the good work and give us Issue 12 NOW! -
This is a great improvement for The Hollows, and it was finally time that something was done about it.
The zone is nice, but due to the hardships in maneuvering it pre-travel power, makes this zones a major pain in the back!
I also like the feature of repeatable missions.
Thanks a lot for Issue 12! -
That sounds awesome!
Thanks a lot for Issue 12, so far from what I have read it is going to be one of the best updates!
When does it come to the training room now? ? ?
Hmm, hmm... are we there yet? -
Thanks for the awesome guide!
I hope that you are still playing the game.
In regards to I11 being out now, did you create a new build to reflect the changes that have been made since I7?
Thanks! -
Thanks for bringing it back!
I always enjoyed those Rikti massacres, uhm... I mean arrests -
I finally got some pictures of my alt sg base together.
Base Overview
Entrance
Entrance Hallway 1
Entrance Hallway 2
Entrance towards power room and tp rooms
Power Room
TP Room 1
TP Room 2
TP Room Overview
Control Room
Control Room Complete
Storage Room
Storage Room towards Entrance
Crafting Rooom and Enh Storage
Iinfirmary Entrance Area
Infirmary Entrance Area 1
Infirmary - Surgery Area
Infirmary Overview -
As already was mentioned before, the good thing about IOs is that they will not decrease in % when you level, whereas SOs do.
In my opinion, IOs offer you the best inf/% ratio. -
I also would like to see a sg invention salvage storage. Right now you need to have at least two people to make that happen. Impossible if the salvage you try to swap is going to one of your alts; especially difficult to accomplish in a pure "alt" sg like mine.
Edit: SG recipe storage would also be nice to have! -
Global: @Zynap
Gender: Male
Age: 34
Height: 5'6"
Location: Virginia, USA
SG Affiliation: Chaos Control (all alt SG)
Recognizable Characters: Lord Aakan, E M T, and E M T II -
Since I am playing alone most of the time I decided to form my own Super Group.
Name: Chaos Control
Members: 16 (all alts)
Member level: 1-41
My two main characters are a lvl 41 earth/storm controller called Lord Aakan and a lvl 32 emp/rad defender called E M T. I also have a small base. -
Very nice post PredatorD.
Just a few points I want to mention:
1. I would put another slot in Commando and slot it with EndRed. The level 32 upgrade really makes him drain his endurance fast.
2. Instead of Trip Mine I went with Resuscitate as my lvl 35 power. I find it handy to have a rezz power available instead of relying on awakens all the time. I know what Trip Mine can do from my Fire/Dev blaster and probably going to take it later. (I know that I can not use it on myself nor on my henchman)
3. The medicine pool is a very good pool power for a mastermind. The main drawback however is that both heal powers are interruptible.
Heal Other slotted with 3 RechRed and 3 Heal heals will heal quite a bit. Heal Self has saved my life already a couple of times, I would also recommend to slot it with 3 RechRed and 3 Heal. It also keeps my inspiration tray from stocking up to much on greens. The medic just does not heal reliable enough to depend on him.
4. So far I do only have 1 EndRed in all my toggle powers and doing fine. But I plan to slot them with a second EndRed when I can spare them.
5. Web Grenade, is a very versatile and good power. I use it to lock down bosses so that I can put my traps down right beside him. I recommend to slot it with at least 1 RechRed and 1 EndRed. When you spam your Web Grenade it will drain your endurance pretty fast. Along with the Web Grenades that your Spec Ops have it should be possible to lock down bosses for good. Web Grenade + Caltrops works wonders
6. Caltrops are very good to keep melee npc's away from your henchman. Just throw them down in front of your henchman and you will have a npc free zone. I recommend slotting this power with 2 RechRed and 1-3 Slow. -
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Do not trust scrappers to act properly in groups.
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Do not blame an entire AT for the actions of one bad player.
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/signed -
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More experienced players should not type /unhide
[/ QUOTE ]
Why not? -
[ QUOTE ]
Do not trust scrappers to act properly in groups.
[/ QUOTE ]
<looks around> I have no idea what you are talking about.
<shrugs and runs into the next group and starts scrapping> -
There are 2 things that I have to comment about.
1. Medic:
Even if you set him to defensive he will still start to attack the moment either of your team is attacked. My Medic seems to be the one that is always dieing first. A tactic that I use is to issue the attack and then right away call my medic back. I created a macro especially for my medic.
It would be nice if the stance settings would be changed a bit, i.e. passive: lets your henchmen only use powers that are self or party useable like aid other. This way the medic could be set to passive and would heal those that need it but would not engage into combat.
2. Pulling:
Most of the times I just issue the default "Attack" setting to start a fight. However in big groups or with tough enemies I always use one of my Spec Ops to pull with his Sniper Shot and that works most of the time. -
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Stalker
None
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erm, what? the Assassin's Strike is a toggle dropper on top of insane damage. at least 100% chance of 1, but multiples happen often
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Are you sure about that? Well that would be nice.
Gonna add it to my list then ! -
Brawl (33% chance to drop 1 toggle)
Blaster
Ice
Frozen Fists
Ice Sword
Fire
Fire Sword
Fire Sword Circle
Energy
Energy Punch
Bonesmasher
Electric
Charged Brawl
Havok Punch
Devices
Trip Mine
Time Bomb
Brutes
None
Stalker
None
Corruptor
Plenty
Dominator
Firey Assault: Incinerate and Combustion
Psionic Assault: Mind Probe and Psy Shockwave
Thorny Assault: Skewer and Ripper
Icy Assault: Ice Sword and Greater Ice Sword
Energy Assault: Bone Smasher and Total Focus
These are all the powers that I could get together so far. -
Thank you for posting this very helpful and informative guide!!
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Thanks for taking the time to write this down.
It will proof very helpful for me in the future -
Thank you for the all the changes, especially for the AV/Hero one.
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I am getting an error message when I try to play the damaged files.
Gonna post it tonight when I get back home.