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Posts
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Doesn't imply a city zone wide assault would be in-character for a highly secretive group like that though. What with all the "Secrets" and "Shadowy" and "Hushed" bits in there. That's what I was referring to, not the helicopters.
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Mmm, stacking Petrifying Gaze with Soul Storm is very sexy indeed. Bosses spinning in the air.
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- Malta and Knives of Artemis could spawn from black helicopters that land near wherever loads of players gather, or otherwise parachute in,
[/ QUOTE ]Doesn't quite seem their style. -
I believe the already existing Dark AoE immobilize powers are named "Tenebrous Tentacles". Just mentioning.
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It's not as fun when you notice everyone and their mother has a SS/WP Brute as well, though. Last LRSF I was on had 3 SS/WP Brutes on it.
lolfotm -
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Mastermind
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2 taunts
[/ QUOTE ]Doesn't seem very gimped there. Now if only you'd have any actual pets you'd be fine and dandy. -
Just that there's not really much DefDebuff there to enhance, compared to the returns you'd get out of enhancing Darkest Night. Stick an Achilles Heel proc in them if they take it and be done with it, focus on damage enhancements. Enforcers spray the area full of cone death.
In reply to your points:
1) Enforcer Maneuvers are extremely good.
2) Not as good but you could slot a BU proc there. Granted, this wouldn't enhance the ToHit at all, but I wouldn't advise this in any case.
3) Scrap the DefDebuff and buy an Achilles Heel proc. It's pretty much the best proc in the game (in my opinion and surely the opinion of many others). Either that, or put that extra slot elsewhere.
Why should you take Shadow Fall?
Your Necro/Dark didn't have any Defense to stack it with. Thugs have two pets with Maneuvers (which is better than Leadership Maneuvers, closer to VEAT maneuvers), which stack with eachother. As you might know, the more def you have, the more value you get from additional defense in terms of reducing your current damage income.
In addition, it offers not-too-shabby-at-all numbers of exotic resistances to stack with that Resistance aura IO (Soulbound Allegiance?) - AND Terrorize protection/resistance. Granted, the amount of mobs in the PvE game that use Terrorize is rather... limited. Still, it's there for when you need it.
As for the endurance cost, stuff a few EndRedux in it and it's good. What else are you spending so much endurance on aside from spamming TG and channeling Darkest Night (which should have plenty of room for EndRedux itself as well if you're not slotting for ToHit Debuff)?
If you plan on having Enforcers in Bodyguard mode, it'll definitely pump up their survivability by a noticeable amount.
However, in the end it's your character and your vision. I'm just being a little overly enthusiastic about persuading you, but I suppose not every power is for everyone's playstyle. -
I kind of do like the idea of SG Accolades.
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Wait. You think slotting Darkest Night for ToHit Debuff is worthless, but you slot Enforcers for DefDebuff.
I don't see the logic.
Oh, and take Shadow Fall. -
How about waiting a bit with the DOOMsaying, considering we're not expecting any changes to Spines before around summer 2009.
*crawls back into his corner to bicker about Claws* -
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My only disappointment is that female Wolf Spiders don't get the boots that are drawn in the CoV collectors Edition Art book (page 17 for those who have it).
[/ QUOTE ]Link to scan? -
Thugs/Dark has great survivability to the point of being ridiculously unkillable against even to tough odds. Just stand in the middle of the punks and spam TG. Shadow Fall stacks with Enforcer Maneuvers (which does real well at keeping Punks alive when you get two Enforcers to stack it) for that extra little bit of Defense, and some exotic resistances. Darkest Night complements the +def extremely well with the -tohit.
I have a Thugs/Dark myself (concept being a Skulls Bone Daddy) and I just plough through anything that doesn't have ridiculously huge amounts of AoE (like Scrapyarders spamming firebombs freakin' everywhere). I do like to think the two punks are helpful, especially as they cause knockdown at range on top of the damage. The Arsonist, meh... I've heard he turns useful past 32 with Fire Bomb. Before that, he's only good for killing runners if he manages to land a Scourged Breath of Fire on them. Molotov Cocktail deals like zero damage. Oh well.
Besides, what else would you take at level 1? Pistols!? Dual Wield is pretty much the only attack you'll get that doesn't outright suck. Not that it's good either, but if the pistols are part of your concept, I'd get it instead of Pistols or Empty Endurance Bar. -
Oh, and there totally needs to be a huge yellow "OH THE HUMANITY!" message on everyone's screen in the zone (similar to "SHIELDS DOWN!" in the RWZ) whenever a Zeppelin is taken down.
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My only comment is why 5th Column?
[/ QUOTE ]Why the bloody hell not? Not like there's any cooler factions in the entire game. And they -are- going to make a comeback sometime in the future.
Armored zeppelins with paratroopers... *drools*
And why no EB badges?
Warwolf Berserkers - Alpha badge or Pack Leader badge
Vampyri Supremes - Parasite badge or Impaler badge
Raserei - Ubermensch badge or Super Soldier badge
All merely examples, of course -
Thanks, will give it a try.
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Can anyone recommend any mobs that will constantly keep chaining mezzes on a player that count towards the badges, but would be unable to kill an AFK even-conning Brute or Crab Spider?
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ii) being allotted a story arc (i.e. the book icon) upon a referral before even speaking to the new contact
[/ QUOTE ]HATE -
I meant the "how do you beat him" bit in reply to the bit about running into melee to beat a guy with a big gun, because it's clumsy to use, not in terms of game mechanics. Melting your foe's brain by staring at him would most likely not be hindered by wielding a large blade.
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/Archery Defenders. Defender secondaries are good for the stacked secondary effects (especially Sonic Attack), not the "damage". Archery has none except for Stunning Shot. What's worse, it's all Lethal. At least a Corruptor will deal okay damage with it when Archery/TA gets ported over to them due to a higher damage mod and Scourge.
When Defenders get Thermal, and Fire to go with it, I'm probably gonna add another secondary to the "Why would a Defender choose this?" list to go with Archery.
Don't hurt me, I won't hold prejudice towards a person or kick them from groups or anything based on build. I just won't understand why you'd pick it (aside from concept of course!), or why the Devs let you have it.
Speaking strictly from a game mechanics point here. If you have a great concept for your archer, I'll end up liking it regardless. -
Raven: I did say to exclude most mobs with guns that also use melee weapons. However, I don't see why wielding a sword would get in the way of mentally blasting your enemy.
Knife wielders and gun users aside, how do you beat a guy with a sword and psi-powers? -
I do believe sarcasm is lost on this one.
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Pfft, that's your choice
[/ QUOTE ]Well, technically the respec trials (at least the 24-33 ones) are meant for newbies who screwed up their builds, who will more often than not end up doing it in a PUG with their silly builds and lacking knowledge of gameplay.
Which is why the Villain respec sucks for not being newbie-friendly. -
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5) Outbreak. Surely no-one (except very new ppl) use this facility anymore, except for getting the Isolator badge. Either change the no. of foes to 20 or 50 to speed this up, or get rid of it completely.
[/ QUOTE ]Don't touch my free trip to level 2!
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edit: oh, and nobody is one shotted, because they know to stay out of LoS
[/ QUOTE ]Try a PUG sometime.