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Quote:my highest incarnate one aint quite there. Got them all before except the hybrid before the hybrid went live, then it went ot the way side for another toon that was at tier three for everything. Currently only one with hybrid in the set (the test dummy) is the one with all tier threes. Not sure if I'm going to go for hybrid for any other toon until it is needed for one of the incarnate powers slots above it.This is one feat I am trying to achieve on a single character, specifically my main. Its not something I grind on a daily basis but it is a goal I work toward. I am sure there are people that have managed to do this. I estimate it would take about 60 Very rares (I haven't sat down and counted) or maybe even 100 or in terms of Emp merits that would be nearly 3,000 at 30 merits per Very Rare.
Would be cool there was a badge associated with this but since more and more abilities are added would be hard to keep track. Maybe if they added a badge for having both very rares in a single tree's power. (IE one for musculature, one for cardiac, etc)
I am sure some people would view this as insanity the same way I view doing a man build or a brawl build to level 50 solo insanity.
So is anyone else going for this? How far along are you? I would say for myself I am maybe 15-20% of the way. -
Gotta love when that happens.
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Quote:I would think too that this could work. if any incarnate power thus far should work when exemp., this probably should be the one.Nother random thought brought up in one of the other threads.
Hybrid is probably the most maligned incarnate power to date. Some people don't like the effects, they don't like the click/toggle mix, or they don't like the 2 minute up 2 minute down time. Or whatever.
And it has some decent numbers behind it but nothing even close to the scope of the other slots.
So, why not let it function below the Incarnate Cut off? (Level 45 for those that don't know) The devs have talked before about incarnate powers that functioned while exemplared in some way. It seems like this would be a decent way of boosting Hybrid's reputation and use. In Incarnate content it's pretty lackluster, but outside of it I could see TF teams using it a fair bit. Maybe I'm just dreaming.
Still, just a suggestion. -
Quote:GB3 really? Hopefully they dont bolo it.http://spinoff.comicbookresources.co...hostbusters-3/
Looks like it's a done deal, GB3 still will happen but no Bill Murray. -
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Quote:I'm not sure about the rate of use for warmace. But three toons with it and enjoyed every last one of them. It's fairly quick animations, hard hitting, and and a couple of good aoes. And it dont kill end like mad either, besides a couple of powers that one end reduce will fix.So lately I've been using my lvl 35 war mace/will power character and I am very impressed with the damage he deals. I can easily solo +0/8 with just SOs. Crowd control, whirling mace, and shatter just tear up mobs.
So my question is.. why don't i see more people using it? It seems like one of the most powerful melee primaries I've seen so far.
Good set but maybe from back in the day when it was considered broken stigma still attached to it or something so people dont try it now. Not sure why more people dont use it. -
Quote:Aint seen it but from the previews it looked like another Bourne movie but heard it suppose to be closer to the original book than the the original movie was. Also a friend told me that they dont even go to mars.Anyone else see it yet?
The story felt like The Bourne Identity or The Long Kiss Goodnight, but in a sci-fi setting. There were essentially no twists to the story, and worst of all: NO KUATO!
I did learn that in the future we will drink Heineken from futuristic bottles and all music will be dubstep. -
Quote:out of curiosity, what names are you going for that is not available?Will there be another wipe so people can have names to use? It's so crazy that the dead realms have all the good names reserved still and yet theyre never active.
Anyone know if they're working on a way to improve this? It's getting very limited for creations and imagination. Alot of us are already using capital I as lowercase L to bypass this. -
Quote:That was for the WP tank. Not WP stalker, sorry if that wasnt clear. And I know that stalker doesnt have rttc and instaed of a heal so regen is not as high so I focus more on the resistance and damage on that type of wp. Not sure what the regen level on that one, but I play it more like the brutes I have-kill quickly before anymob becomes a problem.The Stalker version of Willpower has Reconstruction, not Rise to the Challenge. Fast Healing and indirectly High Pain Tolerance are your sources of +regen. I very seriously doubt that you had higher regeneration on an equal level Willpower Stalker compared to a Regen Brute.
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Basically sums up my reason for playing. and building tanks. and if it's warpped up into one package- "because that is what I find enjoyment in."
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Quote:Good idea...if more people used it more. The time it takes sitting there for Q currently, is more than enough time for two back to back runs of the DFB including forming the teams. If more people used it as you said, the time will greatly decrease. How can we convince other people or sufficient quantity of people to get on board and to somehow let fresh players, which many are know that the q system exist and how it works. Many fresh people dont even know about the q thing until later but since some are from other games, they naturally find broadcast and loos for team that way.Now that I have your attention...
This is not about DFB in general. It's a great way to knock out the first few levels.
It's not about people grinding it up to some arbitrary level. What you do with your characters is none of anybody's business.
It is, in fact, about how to make sewer trials easier.
What most people know, but not quite register, is that Death From Below trial is that DFB is a turnstile trial. That means that, while most who start DFB runs do so by pre-assembling a team and then queueing, whereas those looking for a trial ask or wait for announcements to be made, at which point they contact the leader.
Now consider the role of the leader once the trial is underway. It becomes, to all intents and purposes, superfluous. Certainly, there is always room for leadership, but it ceases to be enforceable and so far I haven't seen a situation where enforcement is needed. As with all trials, the team composition is locked, and mission is fixed - all the team leader can do is kick a teammate should the need arise, and that too can be done via kick voting.
Consider the team composition. Whereas most task forces do require a certain versatility {leading to turnstile's rather... anemic reception following incarnate trials}, low levels are an almost universal equalizer - with nearly no powers at their disposal, there is very little difference between most archetypes at the outset.
Now, in turn, consider the turnstile mechanics. All it requires of its participants is to queue themselves for the trial. All it requires of the trial is a critical mass of queued participants. Once these two requirements are fulfilled, all the participants are whisked away into the trial and can merrily go on their way.
It bypasses the need to organize a team - the game does that for you. It bypasses the need to assemble everyone into the same zone, or for that matter, the same instance - it works anywhere, even inside a mission. In short, it provides a degree of convenience with no cost involved.
So the next time you're forming a DFB - or looking for one - don't tell people to send you a tell {if they can}. Instead, tell them to queue up. I have little doubt this will not be an overnight change to the DFB teaming mechanics, but as more and more people begin using the queue to join the trial, the quicker and more convenient it will become to the point where forming DFB teams will become as quaint and outdated as the old sewers themselves.
Queing-good idea but it's downfall is it's under used overall. -
Quote:InterestingContinuing from my thread about a Ring Toss power set, I've taken that idea to a Thrown Weapons idea.
Toss Ranged, Minor DMG(Lethal)
Tosses weapon at an opponent that causes Lethal damage.
Dual Toss Ranged, Moderate DMG(Lethal)
Tosses two weapons an opponent that causes Lethal damage.
Follow Through Ranged, Moderate DMG(Lethal), Self +DMG, +To-Hit
You perform a feint attack that deals moderate damage. After this attack hits, it gives you a large bonus to Accuracy and Damage for a brief time.
Multiple Toss Ranged (Cone), Moderate DMG(Lethal)
Tosses several weapons in a cone in front of you. Good at close range.
Calculated Toss Sniper, Extreme DMG(Lethal)
A long range shot. Like most sniper attacks, this power has a bonus to Accuracy, but is best fired from a distance, as it can be interrupted.
Special Coating Change Secondary Damage/Effects
By purchasing this power, you will be granted toggles that change your secondary damage type on most weapon attacks from lethal to cold, fire, toxic, or energy. These toggles are mutually exclusive and only one can be active at a time. If no Special Coating toggles are active, the player will revert to lethal weapons.
Trip Toss Ranged, Minor DMG(Lethal), Foe Knockdown
You aim for the targets feet to trip knock them off balance.
Head Shot Ranged, Moderate DMG(Lethal), Foe Disorient
You aim for the opponentÂ’s head, causing moderate Lethal damage and disorienting them for a few seconds.
Swirling Fury Ranged AoE, Moderate DMG (Lethal)
You spin around in a circle, tossing your weapons in all directions.
Ideas for weapon customization: Knife, Ring, Metal Fan, Shuriken, Boomerang, Buzz Saw, Hubcap, Needles, Hatchets
*Thanks to Leo_G for the suggestions of Needles and Tomahawks (which I called Hatchets to cover all various looks like a Tomahawk or Woodcutter's hand axe).
*Special Coating was previously named Weapon Swap
*Follow Through was previously done as Concentration, a buff without an attack
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Quote:coool.Meh, I am a personal chef for an insanely rich guy. I get to feel rich and use his stuff without actually having to pay for it. I'm staying.
I know I boloed a dish when husband kindly suggests take-out and or find him in the kitchen the next day. Which seems to happen pretty often. -
Quote:meh not bad as it sounds. Alot of times the regen is discounted. in certain situations, my WP hit a point of more regen than the regen brute, who resistance to just about every damage is lower than the WP and fewer xp. Like I said I make it work and never had problem with it. Just as I have problem with other things that no one else seem to have problem with. Different things work for different people. And this one WP the way I build them just happens to work for me. And having played blaster before, the WP takes hit way better than any blaster that I played. And I played my WP stalker no different than my brute besides that it usually one hit one mob per group but the rest is fought the old fashioned way.Sure, whatever works for you. But the way I see it, your WP characters are practically marching into elemental and energy attacks unprotected. You see, practically all armor sets have a measure of protection against most types of attacks to varying degrees with a few niche exceptions:
Dark Armor:
(Smashing) & (Lethal) = Gets moderate protection to both from [Dark Embrace]
(Fire) & (Cold) = Moderate protection to both from [Murky Cloud]
(Energy) = Only minor protection, a reduced amount from [Murky Cloud]
(Neg. Energy) = Higher than normal protection thanks to [Dark Embrace] and [Murky Cloud] stacking resists
(Psi) = Unnaturally high protection because [Obsidian Shield] offers a lot of res to only psi
(Toxic) = Only minor protection, a reduced amount from [Dark Embrace]
Ice Armor:
(Smashing) & (Lethal) = Moderate to high protection from [Frozen Armor], [Wet Ice] and [Energy Absorption] stacking def and [Icy Bastion] granting resistance temporarily
(Cold) = High protection because practically every power grants cold resist and stacking defense from [Wet Ice] and [Energy Absorption]
(Fire) = Minor to moderate protection from [Frozen Armor] and [Permafrost] stacking reduced resistance plus stacking defense from [Wet Ice] and [Energy Absorption]. [Icy Bastion] temporarily boosts protection by a large amount
(Energy) & (Neg. Energy) = Moderate to high protection in a similar fashion as Smash/lethal but using [Glacial Armor] instead.
(Psi) = No direct protection
(Toxic) = Minor to moderate protection from [Hoar Frost] and [Icy Bastion]
Those two sets are balanced in a way that, with the powers taken, you'll have some answer to most types of damage. It may be to varying degrees (like Ice's weak protection to fire in most cases or Dark's lack of comprehensive protection against energy) but there's something.
Willpower is no different except while Ice is generally defense and Dark is generally resist, WP uses both for different damage types to varying degrees.
Willpower:
(Smashing) & (Lethal) = Moderate to high protection from minor def from [Heightened Senses] and higher stacked resist from [Mind Over Body] and [High Pain Tolerance]. [Strength of Will] temporarily boosts protection with more moderate resists
(Fire), (Cold), (Energy) & (Neg. Energy) = Low to moderate protection from minor resists in [High Pain Tolerance] and higher defense from [Heightened Senses]. [Strength of Will] temporarily boosts protection with minor resists
(Psi) = Moderate to high protection from def in [Indomitable Will] and resists from [Mind Over Body] & [High Pain Tolerance]. [Strength of Will] temporarily boosts protection with more minor resists
(Toxic) = Minor to moderate protection from resists in [High Pain Tolerance] and [Reconstruction]. [Strength of Will] temporarily boosts protection with more minor resists.
If you eliminate Heightene senses, you're basically leaning on minor protection for 4 common damage types with the only supplemental protection coming from healing/regen. Because the resists in HPT and SoW are of the small variety only amounting to around 24% resists at most. For perspective, Ice's minor protection from fire can amount to around 28% resists (not counting the minor defense) and Dark's minor protection from energy is 23% resist and both have means of stopping enemy action as well as healing and damage auras (in the case of non-stalkers) on top of that.
So yeah, walking around on your WP characters is like walking around without Murky Cloud on a Dark Armor or Glacial Armor on an Ice, all of which are sitting ducks to any type of Fire, Cold, Energy or Neg. Energy attacks.
Not that it's impossible to play such a character...most of my Blasters only walk around with protection to either ranged and smashing/lethal or or fire/cold/energy/range...but that's a *BLASTER*. They aren't trying to take a whole bunch of hits. Not that a Stalker is either, but if you're a Tanker or Brute walking around with Blaster level protection, something is horribly wrong... -
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Earth control/fiery assault dominator. Made around a concept.
Overall impression: good set, good combination, good controls and good damage.
Purpose: Solo play dominator.
Levels:1-32, First power taken was fossilize. I used this power often, 1-50. In solo play, the mobs consisted of usually two ,a lt and minion or three minions. In a two enemy mob situation the LT is the first toget locked down while the other minion or minions in case of a group of minions. The free minion or minions is usually blasted with the fire powers especially incinerate, which usualy dispatched minions quickly while maintaining the hold on the LT or held minion if for some reason dispatching the minion takes longer than the hold duration or it doesnt last long due to the enemy resistance to hold. AT level 6 quicksand came into play it slowed down the closing speed of the free mobs not to mention affected them in other ways that made them easier to shoot until SOs came into play. By level 12, the opening attack changed from fossilize to stalagmites and holding the one that it may miss or the closest or highest ranking mob, usually the LT and then burn them to death with the fire powers. By the time eartquake came available, it became the alpha strike, then followed by a hold then stalagmites. From here it was like this until level 32.
32-50: The Rock man becomes available and the game changes. it is like having a personal tank. That thing is resistant to most types of attacks, especially toxic and psi, which by 32-50 have become very common mob enemy damage type along with energy, which the Animated Stone has about 60% resistance to. I usualy just spawn him in the middle of the mob to catch the aggro and go to work from there with the other earth powers. If a boss is within the mob, I may or may not lay down volcanic gases or I may just hit dom and hold them while the stone deal with the minions.
Overall, the combo is pretty simple and straight forward to play solo, even if things dont go as planned or extra mob is aggroed, there is enough powers in the set to either impede the mob and or dispatch them quickly with fire attacks. Very good for solo play and can do ok on teams. The immob powers I skipped, but is very useful in teams to quickly lock down a group of foes after they are bunched together. Skipped salt crystals.
Pools powers chosen: tough, health and stam(respec to make them inherent), heal self/aid other (not often used but after inherent health/stam not many other choices I wanted).
Patron power: took Mu Mastery charged armor and surge of power.
Alpha slot: Cardiac
Judgement: Fire
Lore:Unlocked but Not chosen at the moment.
Detsiny:Unlocked but Not chosen at the moment. -
yea I used the game launcher and I'm VIP. It didnt work so well. I'll figure it out on my own, if I do figure it out. Dont need anymore posts saying "it's impossible" because they never had problems and etc so I'm not going into details. There have not been one case of "going into details" that actually ended up well. Dont have patience nor energy to go through that crap again. It's no big deal if I cant get it working, it'll go live eventually anyways.
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Quote:just by doing it, and focusing on resistance and regen.That's how I do it. ITF is favorite thing to run on my WP, even brute version. out all sets i've played, had least trouble with WP. although never tried any tf on the stalker as it was a pure solo toon. Solo content can be or I have done it something as squishy as a i6-i8 era AR/fire blaster. So no probs there.I never said don't do it.
But while skipping it may work for you, you can take that same playstyle and apply it to ELA.
Though I am interrested in seeing you in action on them, as I've built WP Tanks, Scrappers, Stalkers, and running such things as ITF without the defense leads to a lot of faceplanting. So I'm curious how you got around it -
still having issues getting beta to work. oh well. may have to wait till it comes out anyways, plus hate working a character and cant transfer it to live server especially a set that i start to like.
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Quote:Have at least three WP tanks, three WP brutes, one claws/WP stalker, not heightened senses and loved it that way and had no issues. More than likely I will continue on building more WP in the future in same manner. a manner that works for me. ---->Keywords: ...That Works For Me<----. and my particular playstyle.If you're looking to skip Hieghtened Senses, I'd skip WP all together.
WP is a mixed set, yes, but it's a mixed set that relies on defenses, and only becomes better when you stack up that defense for great S/L/E/N Defense and as much F/C Defense as you can get without hurting the damage.
and Spine/WP sounds like a good combo, so does the spines/DA and Spines/electric. -
Quote:Yeah, but I dont do IOs, so the difference between the electric tank and brute is pretty noticable especially in itrials. Very recently I played them back to back after the thread start date to see in iTrial. The brute got floored more easy (relatively) then the tank version of electric armor, although only when I stopped attacking. The tank didnt kill as quick but the hea;lth bar hardly went anywhere.Brutes can reach the S/L defense cap much more easily than tankers. For what it's worth.
For the OP: Speaking honestly, as someone whose mains are tanks and regularly plays them, you're better off picking a brute if you want to contribute the most you can to a team. An incarnate raid can use one tanker for the resist debuff, and that's it. You're better off picking any other AT than a tanker (Well, maybe not a peacebringer) if you already have one, and in a large raid you're going to have at least one. The tanker can survive better, but it's not really enough to survive the things that will flatline a brute with the same powersets, so ultimately the increased survivability is a bit pointless. This is speaking from the perspective of someone with some PL'd (but not IO'd) brutes with some of the same powersets as my tanks. Maybe it's worth it to be an elec tank...but you run into the same issues - not much will kill an IO'd brute, and the vast majority of things that do will kill an IO'd tank too.
Think as many posters said, when you IO out both, the difference become a little smaller, but looking at them both, and assuming that they are both slotted the same (which they probably shouldnt), the the tank still would have edge in survival then the brute version overall as the set, iirc give the same percentage of buffs/procs regardless of tanker or brute so the tank still would still have advantage. Now if ya slot them differently, say going for max resistance, damage, and recharge, the brute may gain advantage as it seems you can get the brute to near max resistance (although it will take more than the tank) but max is max. Then damage, the brute will have edge here, and recharge about the same for both. IN the end from what I figure and, I could be wrong as vulture driving a Lambo while snorting crack in Utah, seems like an fully IOd Brute and fully IOd tank would be about the same in survival but brute gets edge in damage. But The whole IO thing is irrelevant for me so not sure of the point in me even mentioning it.
But with straight SOs, there is a noticable, at east noticable to me (KEYWORDs: TO ME!) difference in survivalbility of brute and tank of the same powerset.
But allthe information given was very good though and most of it was was very useful insight that applies to me. -
Quote:Sounds very interesting, especially with the animation glitches. I remember spine in pvp pre-i13. Those things was everywhere and be a pita to get ahold of especially if ya trying to fly to catch a flying spine and they hit you with the anti-fly power before the air sup.For me personaly...i found it amusing that the first atatcks in the spines set take over 3 seconds to animate and complete their attack animations...making focus appear as you start an attack and it vanishes before the attack completes...very funny.
But aside from the that the set seams to work fairly well still.....On a stalker though its slow component still isnt as great as on a scrapper but then i think that might be due to some of the other things scrappers can get that basicaly stacks the slow more.
And when combined with the new Bio-Armor it works fairly well too....the graphics for it match the graphics for bio-armor in my opinion very well indeed...though you might want to tweak stuff a bit inthe costume creator to get the look you want...i mean you have like 4 differing spines looks and a few variations onthe bio-armor too...combined with costume stuff.
There are a few oddities still though old stuff that I think everyone knows this if they played spines much....some of the animations wont always play....so sometimes your character just stands there...while the sound effect goes off and the enemy gets hit...but thats something that has been there since time immoral with spines...and you can still force a bypass on some animations by jumping still...and you can still one shot certain other archtypes with certain attacks in the pvp areas(ie you hit the other player till they have barely any health and the damage over time kills them anywise)
So it works about the same as it always has....just has the amusing focus loss with some of the attacks currently.....though thats getting fixed soonish...
Oh and dont forget to slot your knock down invention origins into the powers as those still work extremely well with spines.
I dont know why but i feel like most of the time almost every hit I do with spines knocks the enemy down.
SO they fixing the animations though. It was only a matter of time though.
Wel lI wont have to worry about knockdown inventions because I'm old fashioned SOs. But I can see how spines and knockdown would be amusing, not for the mob on the buisness end though, but for the player.