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Posts
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Joined
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I have, in the course of my three or so years of active play, taken every one of the original powersets to 20. Every primary, every secondary, for all five hero classes. I have done the same with all villain classes except stalker.
Most of this has been on Virtue; I simply reserved a slot for each class, and deleted and rerolled the character when they hit 20 or 26. -
I had work at 6AM, as usual. This is draining to the soul.
*joins in with Cien's drum by loudly playing jazz piano* -
If you want a tour of the D, look me up in-game some time. I spend enough time in there (usually while LFT or working on something out-of-game) that I've a fairly clear idea of the regular groups and so forth.
Global is @Emgro, surprisingly. -
Randi McMan, the old-school "Iron Man" brawl-only controller, who used no pool powers save Aid Self (only out of combat) and ones that were generally seen as worse than nothing (such as taunts) or teammates only (on a solo character).
Got to either 16 or 20 with her. I don't remember how, or why. -
*climbs out of a manhole and sets up a lounge chair to eat donuts in*
Today, I set new heights of pedantry at work by going into a long monologue on the effects of humidity and temperature on adhesives. I doubt anyone will question me on anything for quite a while, and at least not make eye contact for a few days. -
*pops up from a manhole cover*
I'm not touching this one either. Been too many Emgro-vehicle interactions lately to suit my taste.
*settles back in a lounge chair to watch the carnage* -
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According to the in-game "Combat Attributes" display, your inherent stamina continues to boost your recovery while in Nova form. The icons also remain in your buff bar.
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While I think it'd be fun to help coordinate something of this scale, I'm completely out of practice organizing stuff in-game. I'd be game for helping plan a smaller event as a warm-up, though.
I do have an idea for something I wanted to try (on a smaller scale), but it's still in a very early stage. If anybody's interested in that, PM me and we'll talk. -
Emgro's V-day plans are up in the air and delayed a day. But it's a work in progress, and as long as the ball is in play, I can be disappointed later.
Last year I spent the entire day drinking. Whoohoo. -
Two solid VEATs might be an interesting combination, though not perhaps the uber-tier you're looking for.
Or maybe Night Widow and Rad/Sonic Defender. -
"Row well, and live."
That movie is probably in my favorite five, and that sequence is my favorite part of it. Anyone else remember it? -
Up to you, but I'd stick it here first. That way you can let all the cranky input sink to the bottom of the dom boards instead of having it in the final version.
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Well, that explains why he is in the Crazy 88's and I'm in the Dipsomaniac Hobo Intelligence Team, also known as the Dips-H... nevermind.
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Thanks for the tips. So far I'm loving the combination, although Electric Control seems a bit soft as far as control goes. (Compared to my last dom, anyway, who was Earth.)
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To reinforce my previous post, Stalker.
Scrappers can do things Stalkers can't.
They usually don't, though. I hate relying on any melee character I don't know. -
Today I got to teach cashiers than plantains are not bananas.
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Apparently most is inclusive of all, and some is not. Whee.
Hello, Rookerarians. -
My altitis has struck again, and I'm making an Elec/Earth Dom. Power choices for RP reasons, since Elec is kinda closer to Storm than anything else Doms get.
Anyway, seeing as I've never played any Elec character of any kind, and only have one Dark/Earth tanker (worst end hog ever), I was curious which powers are worth taking and when, in terms of a leveling build. I have Ninja Run and was planning on skipping a travel power (character is a Praetorian, unfortunately, so no easy temp travel) for a while at least.
Currently have:
1 ST Hold (Tesla cage?)
1 Earth Spikes
2 AoE Immob (may be a mistake, can reroll if it is)
4 The Chain Lightning KD/end drain power
6 Stone Mallet
Eight and up are not chosen yet. I'm less worried about slotting and endgame build than I am about power choices that'll get me to 50. Or 40 or 30, depending on my patience. Basically I'm looking for recommendations of solid synergies or stuff that's best avoided.
The other question regards the -end effects of Electricity Control. With Power Boost and a bit of End Mod slotting, is it possible to effectively drain Bosses and some EBs without also having the Electrical Assault secondary? -
I don't see anybody taking a scrapper over a Crab Spider VEAT, if you're looking for durability, ceteris paribus. While that scrapper may be tougher than the Crab alone, the added bonuses to the entire team outweigh it. Soak one alpha with pets, another with Omega Maneuver, Serum for emergencies, and a boatload of defense toggles make that Crab a pretty attractive option.
Scrapper for ST damage? Maybe. Durability? Dunno. They aren't tanks, or even brutes. Weaker taunt effects, less aggro management.
Then again, I really dislike playing Scrappers, so I de-value them. -
Could add a fat chunk of unresistable -regen to AS. Stalkers are not going to replaces the real debuffing classes, but they'd have a trick that the other melee classes couldn't trump.
Eight Rad defenders are better, yes, but they already were and always will be. The stalkers just need to have an edge on the melee people. -
Speaking of unhelpful KBs and Immobs, I was playing my Dark/KM tanker and doing quite well for myself on an eight-man +2 team.
Now, Dark has some nice PBAoE tricks. Death Shroud is decent damage when hitting eight or so enemies, and Oppressive Gloom is always handy. Plus, Dark Regeneration is always wonderful, assuming it has targets.
Unfortunately, a /Storm Corrupter and some sort of /Grav Controller decided that the winning combo was to scatter enemies in all directions and immob them. This is great when you're fighting swarms of purple Council who are quite effective at range against squishies, and your tank's only ranged ability is taunt. -
Stalker.
I don't think the difference in AoE or ST damage over time will make a significant difference when you've got Fire/Dark Corruptors and MMs melting faces at running speed already. But the extra ST burst damage from a Stalker may be helpful for knocking down bosses a bit quicker.
I prefer watching Stalkers as well, for some reason. Stand-and-swing is less interesting than bouncing around, charging up, and shanking. Also, years of Hollows Horror culminating in running Frostfire literally hundreds of times has left me with a minor twitch every time I see a scrapper move towards an unengaged mob. -
Quote:Yeah, I remember my first TF. It was Positron, and I was playing a... an... Emp/Rad defender, I think? Maybe, or could have been my blaster. Can't remember, was years ago. Took somewhere between 6-8 hours. Approximately 3/4ths of the team quit over the course of it, with about half of those returning at some point. Finished with four. Got my first SO, a level 20 Insight of Grey.I haven't tried the Barracuda SF.
But this makes me laugh and laugh:
My first Manticore took seven hours. Zero defenders, zero controllers [well, one who we lost in the first 15 min], one server crash, one power outage to the house where 3 of us were playing.
Truly we've lost our edge.
Terrifying that there was a time when a single SO was seen as a reward. Nowadays I would outlevel that SO in two or three days.
Lots of travel powers, IOs, overall buffs to player character power, and increased familiarity with game systems has really cut down on TF time. -