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Posts
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Joined
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That happens to me sometimes on Virtue... in Boomtown.
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I have a hard time playing a powerset more than once, but if I ever did it would be with Invulnerability. That's one of my favorite sets I've played yet. Second place would probably be Super Strength.
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Snoviet... it's brilliant. Completely brilliant.
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My Necro/Poison MM was my first villain 50, and my second 50 ever. He's been shelved for as long as I can remember, much to my disappointment since I really like his name and concept and everything. I've decided I want to bust him out again, update his build for I19, blah blah blah. Except I've encountered a pretty significant roadblock - I don't know a whole lot about Masterminds... especially how to slot them.
So I guess what I'm here for is... I need help figuring out what exactly I should build for with an MM. Should recharge be a priority to get more out of /Poison's debuffs? I would ask about defense, but for some reason it doesn't seem wholly important if I'm not gonna be standing toe to toe with something myself. Correct me if I'm wrong, though.
Also, how would you guys recommend slotting the pets? I know there's procs for pet sets that offer like... resistance and defense, are those worth it?
Basically, I really want to bring this character back from the dead (fitting, 'cause he's Necromancy)... but I feel like I'm totally blind about how to do so. Masterminds just aren't as straightforward to me since they're so unlike other ATs. If someone could point me in the right direction, I'd feel way better about taking shots in the dark. -
I really, really like the way Super Strength is delivered in-game. Screen-shaking goodness combined with the explosive sound of punching someone square in the face? Ain't nothin' else like it, son.
There's not much that makes me feel more super than punching a guy so hard he goes flying up into the air or stomping (or punching) the ground so hard that it knocks everyone off their feet.
Also, I don't even have Hurl on my SS Brute. I don't really think it's so good that it would be worth rearranging the set for it. -
I've been wanting to do this for a while. I'll keep an eye out in the channel - I'm free most days, so hopefully I'll be around. I didn't even know they were run semi-regularly.
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Quote:You know, as someone with a Shield character as one of his favorite characters, the amount of hype Shield gets still blows me away. I remember once I was on my Spines/SR shortly after making him (I think I was on a sewer run) and I got a tell saying something like, "Hey man you should reroll to Shield Defense, it's way better." I don't think he realized my primary was Spines, but you get the idea.Shield Defense. The way some people go on about it you'd think all the other armor sets ceased to exist the day Shields got added to the game.
So I add Shield Defense to my (short) list, most definitely. It's the only time I've ever had anyone tell me that I should reroll into a "better" powerset. -
I remember a thread here a while back about someone soloing an AV on a WP/SS. It's not unheard of.
I also keep hoping that one day I might stumble across a thread where je_saist actually makes a return to a thread. Until then... I suppose it's still entertaining enough to see him continue to be inexplicably (yet with such confidence!) incorrect. -
My vote also goes to Willpower. I love my SS/WP Brute, but as far as defensive sets go I'd much, much rather be playing something else. I've got friends that swear by it... even some that put it on all or most of their melee characters. IT BLOWS MY MIND.
And then also Kinetics. While I do love a good Kinetics character, people that lose their friggin' minds about this set push me away from it... you know, the types of people who firmly believe that they'll die if they don't get SB or if a Kin isn't on their regular ITF or something. It's very, very useful, but holy geez. -
Well, of course Storm Summoning is the obvious choice for fun chaos. I've got a Storm/Energy Defender that was crazy fun all the way to 50, and even though it was slower to solo, there all the loud, flashy powers and crazy knockback gave me a sense of power that other sets just couldn't do.
And then also, my Assault Rifle/Mental Blaster. So much fun. Even though a lot of people are like, "Ew gross AR nasty ugh," I think that it, combined with Mental, is incredibly potent and awesome and super fun. You don't know fun until you've felt the echoing pings of Full Auto come from your own character after you jumped away from firing off Drain Psyche and Psychic Shockwave.
Another person mentioned Traps... I have a Sonic/Traps Corruptor at 30 now that has most seriously become one of my favorite characters I've ever created. Traps is one of the most unusual sets I've played I'd say, and on both teams and solo he's great. In fact, just earlier today I had my missions set to x6 and didn't realize it until a few missions into soloing when I finally noticed that group sizes were a little large. But with all the debuffs... teams love him too. I haven't had a character yet that seemed so incredibly useful. You could probably pair it up with really anything, too. Fire/Traps, Ice/Traps, even Rad/Traps... I just really, really love Traps. -
I'd have to say that the one character I really don't enjoy playing that much is Suspense, my Dark/Nin Stalker. He's still sitting at 50 and I bring him out occasionally, but I think that the Stalker AT just doesn't really... click with me. I really like Ninjitsu... but I really dislike the way Stalker primaries are set up, with two powers taken away and devoted to Assassin's Strike and Placate. I think I would've liked Dark Melee more on a Scrapper. But yeah, he's definitely my least favorite out of my characters.
I've also got Drug, a Necro/Poison MM and my first villain 50, but it's not so much that I dislike him - actually, I enjoy the concept and his powersets and everything, but when I bring him out it's like I totally forgot how to play him, so he's been shelved for a while (until I feel motivated to relearn the ropes, I guess).
Then there's a few characters that never made it to 50 and were deleted... like my old Sonic/Elec Blaster. I hated that character. -
Well, I'll echo the sentiment of skilled/competent players. I've seen all sorts of power combinations, IO'd and non-IO'd, with a very, very aware player behind the wheel do amazing things.
BUT!
I really, really, really love support. All kinds of it. I've been on teams where we'd recruit, say, a Force Fielder and people were unhappy that they weren't Rad or Kin, but really any support set (hopefully played by someone who understands how their powers work) is great imo.
I also like it when people use powerset combos that are pretty unique. Though I don't have a problem with "FotM" sets or anything, it does get kind of tiring every now and then to keep running into Elec/Shields, Fire/Kins, etc. after a while. -
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Quote:That's a very, very narrow view of what a hero or a villain is.All Dark Miasma/Melee/Blast powers cannot have light shades/hues. I think they made PD and Empathy the way they are because of thematic reasons. A villain cannot feel empathy (the intellectual identification with or vicarious experiencing of the feelings, thoughts, or attitudes of another) as they have usually become disconnected to society or other people in general. In the same respect, heroes cannot (or rather should not) use the Pain Domination set, as it is rather self-serving. However, I do agree that both sets should be able to change their color as they see fit. One could argue that a villain might use PD as a false empathy; to trick people into thinking they care.
I would love to see bright options for Pain Domination. As it stands, I think it looks pretty by default but I wish I could match it to something without having to make that something dark. -
It'd also be cool if we got sonic guns for Sonic Attack/Resonance, kind of like the Goldbrickers use I guess.
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Rage.
Freezing Touch - ARM THRUST OF DEATH, YEAH!
Ground punch for Frozen Aura would be tight. Maybe even Solar Flare.
I'll echo the "no sword" idea.
That's all I can think of off the top of my head. I'll have to go look through my characters later.
Also, it'd be awesome if we could use the default power colors for custom animations... 'cause sometimes I like using the default colors, but if I only want to change one option (say, ground punch in SS), then I've got to recolor the whole set if I want it to match. -
Ah man, wish I saw this before, would've loved to run an all Blaster ITF. I'll keep watching for more of 'em I guess... I'd be down for an all Tanker one as long as I'm available. Could be fun.
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Quote:No, most of us understand that... but most of us can't pick just one. I picked the four (out of MANY) that I have enjoyed enough to invest much of my time and money in. Past those four, I don't think I could pick just one... 'cause they each fill very different roles that satisfy whatever I'm feeling like playing at a particular moment (which changes now and again, mind you).Amazing how many folks apparently didn't read this far in the OP. (emphasis mine)
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Inv/Ice Tank - Was hard to level up, but at 50 set up with IOs he's crazy fun.
Fire/Shield Scrapper - Crazy fun to level up AND crazy fun at 50. I love taking him on TFs and large teams. Some people think Shield Defense is weak prior to IOs but I found the set still really enjoyable before IO'd him out.
AR/Mental Blaster - A lot of people don't like AR, but I love the way it plays with Mental. It was one of my most fun characters up to 50, up with my Fire/Shield, and is still a complete blast to play. Full Auto is sooooo satisfying.
SS/WP Brute - Because there's nothing quite as addicting as footstomp. -
Oh maaaan, these guides are great. I read through the Storm one while I was leveling my Defender... and I've since read through them all. I've made like... a billion Corruptors since then because you make them seem so fun. And I mean... they are fun. That's why I can't decide which one I want to level right now. SIGH.
And seriously, the guides are great to get a good idea of how the powers work together, which is awesome. Very well done. -
I like 50. It's a nice number. And since this game revolves around me, well... I'm sure you get where I'm going.
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Why do I enjoy playing my tank?
Because it's like the fun of being a Controller with the awesome of being right in the middle of entire 8-man groups without having to worry about dying because you're just that B.A.
I'm not gonna lie, having my first and main character be a Tanker makes everything else a little underwhelming. There's just something about seeing a whole group turn and start attacking you while you're just egging them on that really gets me going. There's nothing quite like going toe to toe with an AV, either.
I can tank on my Scrapper, but he doesn't make tanking fun like a real Tanker, nor does he do it quite as well. My Invuln/Ice will always have a special place in my character roster.
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While I do agree that the shift+click bind makes Teleport much easier to use (as I do use it), the power in its current form remains not very new-user friendly in my opinion.
What I'm trying to suggest is something that takes away the necessity for a bind and lets it function better out of the box. Honestly, even without a complete change to "Toggleport", it could still use having its end cost reduced for the sake of the lower levels where it can have more of an impact. As it stands, assuming one is using TP nonstop, it costs 3.25 end/sec (I believe, this is just off of memory). I also do still think that the immob effect should be breakable by movement, with the duration increased for when it's not broken.
However, I also recognize the problem of the permanent targeting reticle essentially removing your ability to target an enemy with the mouse should it be used in combat. This seems to me to be the biggest issue with the suggestion.
Thanks guys for all the input, these are definitely aspects that I hadn't thought of.