Heraclea

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  1. Has anyone ever even tried to tank a New Positron I on a shield tanker?

    If so, were you able to successfully complete the final mission?
  2. Sans serif anything is the work of Satan.
  3. Heraclea

    HBD Angryellow

    Congratulations, and many more!
  4. I typically take both Tough and Weave on just about any melee character. I don't prioritize them, and often take them quite late in the build. Of the two, Tough is generally the less important, but the alternate path to Weave involves taking both Boxing and Kick, and there's even less point in that.


  5. If I stand still and don't make any threatening moves, maybe it will wind down.

    If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest.
  6. Quote:
    Originally Posted by Dechs Kaison View Post
    It pretty much only comes from beating people in the face until they fall down and don't get back up. To that end, people have taken this pursuit to the extremes, such as soloing Pylons, AVs and GMs, even duoing a mothership raid, all without temporary powers.

    By choosing a tanker, you cut yourself off from being able to do those things. Tankers are the least damaging AT, and unlike defenders, have very limited means of increasing that.
    I'm not sure that tankers do less damage than defenders or controllers; those ATs are the ones I find it very difficult to play solo.

    But I don't care. My tankers, all of them, do enough damage. For me, it's about avoiding frustration, what some players call "challenge". My tankers may not be the fastest to achieve any game goal intended to be achievable by solo play, but they will surely achieve it, and do so without ever having to retreat or run back.

    Games I quit playing all featured "challenge": repeated occasions of failure, wipe and start over, complicated choreography that had to be learned. I don't want that. This is an unpopular opinion, apparently, among some other posters. It nevertheless is one I hold quite firmly.

    And that's why I gravitate towards tankers. I want every fight to be a simple battle of attrition, a case of last one standing, and I want to make sure that I am the one that's left.
  7. Quote:
    Originally Posted by States View Post
    I figured that I would write a short suggestion or request for the power invulnerability, I've noticed through the years that this power has been lacking in the endurance ability, and I know with good slotting you can keep that from happening.
    Invulnerability is probably the best general purpose defense set for tankers right now, fairly good for scrappers; brutes have a bit more of an issue because of endurance, but Reflexes is worse in that department. For a tanker, it can be made close to Stone in durability with none of the playstyle or aesthetic annoyances. And as noted, there are things in your build that you can do for endurance, even without resort to set IOs.

    This is from someone who has always thought the endurance mechanic has always been the least attractive feature of the game, and should be way less conspicuous. Invulnerability now has plenty of compensation for its lack of a recovery tool, though.
  8. Aye! Happy birthday and many more!
  9. Quote:
    Originally Posted by Lillika View Post
    Leaving aside storylines and such, what do most people think is the right amount of missions in an AE arc?
    My tastes probably differ, but most of the arcs I've seen with more than three probably felt a bit padded to me. It's OK to go to four or five, but really one or two of those should be an easily completed gimmick mission or plot twist.

    I think it's quite feasible to tell a complete story in a single mission.
  10. Question: how will this work on custom critter AVs? By default, any custom critter spawns from 1-54.
  11. I remember when actually owning a computer you could program in BASIC was a remarkable thing that put you at the vanguard of the elektronik supersonik future. I probably had more fun with the Vic-20 than with any other computer I have owned since then.
  12. Quote:
    Originally Posted by Electric-Knight View Post
    Hmm... that's kind of odd. I wasn't aware that the prestige rewards were affected separately and differently than the xp rewards.

    Is that a change from what you found before?
    It is a change from the way it used to be: all of them were linked, and a reduction in one yielded a reduction in all the rest. When I was testing, I was running on a level 50 and assumed that since inf and tickets had been partially normalized that XP had been also.

    I wonder now if it's possible to create custom mobs that give no XP but drop tickets and inf. That would create another set of issues.
  13. Has this been at least partially mitigated or rolled back by the last patch? I entered one of my arcs on Live (Death by Snoo-Snoo) that had been utterly ruined by the patch, because it had 10 hostage rescues. The XP being handed out seemed to be mostly complete, and seemed to rise, but only slightly, as hostages were freed and escaped.

    That arc has a lot of custom power selection critters in it, so it may not be the best for testing.

    Update:

    Yes, the XP reduction for hostages, at minimum, seems to have been partially mitigated by the most recent patch. I tested this on Who is Kidnapping the World's Great Philosophers, #253920. That was severely affected because it features eight rescue events. While the rewards did rise as hostages were freed and left the map, they were no longer nearly as bad as they were when the previous version of the patch was live.
  14. Quote:
    Originally Posted by Quinch View Post
    As the title says, I'm wondering if there's a way to have a hostage guarded by a single named boss, and if so, how exactly?
    If you have the memory space, I would try this:

    - Create a second copy of your custom or standard/mix faction;
    - Add your boss to the copy of the faction;
    - Flag your boss as a unique spawn; and
    - Set the copy rather than your main faction as the spawn guards.

    This may not guarantee that the boss character will spawn at all, but if he does spawn he should be unique.


  15. Elvis was not at all happy with the new backup singers.....



    If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest.
  16. I'd look at one of the more AoE focused secondaries like Fire, Electric, or one of the weapons sets. Your Ice primary and its slows do well keeping the mobs bunched up around you, and for a solo or small team tanker the main concern is with being able to mow down large numbers of mobs. Those will all get the job done.
  17. My main villainess isn't evil so much as she's chaotic: a rogue Amazon who discovered that she didn't mind the company of men all that much. She left chasing her fantasies, and found the reality disappointing, but she had burned too many bridges along the way.

    I have villains that are much more evil than she is, though. One's a botanist who amassed a fortune in her youth poisoning her wealthy husbands and taking their stuff. But watching people die from poison is entertaining even without financial gain.
  18. Axe is a solid secondary that mixes well with almost every primary. The only combination I would shy away from is Dark. That's an endurance heavy primary that excels when you add specific synergies (stun, fear, endurance recovery, self-heal) from your secondary, and Axe is an endurance heavy secondary that does not offer any of those things.

    Fire/Axe offers more synergy; the knockdown would seem to help Fire a whole lot. Willpower/Axe is good: there's a lot of AoE in Axe, and the knockdown does no harm.
  19. Since Doc Delilah is already taken by an actual redname, I must choose the guise of the archvillain who is in fact my archnemesis. Craftier than Nemesis, meaner than Lord Recluse, it could be none other than....

    .... the diabolical....


    . . . . . . . . . . . . . . . . . . . . .MOLD WALL !!!!
  20. Quote:
    Originally Posted by MeanNVicious View Post
    Also I see friendly objectives drain XP now. What objectives can we use now to really pack mobs into a map without losing XP over it ? I used to buff mobs by having a ton of "rescue hostages" but that is very bad now, lol.
    Use destroyable objects. And, if you're using customs, you can put in fight-a-boss events that don't actually use bosses; any of your custom minions will serve. (For supplied critters, fight a boss objectives have to actually be bosses.)
  21. Artistically, the new Posi TFs are miles beyond Old Posi.

    They no longer have the primary value the old one had, which never was merits, although they were nice. Running one old Posi could boost a character from 10 to 15+ in an evening. That put Synapse in range, and Synapse still boosts you from 15 to 20 in an evening. That's when most characters start to get interesting, once you put the Stamina grind behind you.

    (Then again, the Stamina mechanic still remains the single biggest game play issue in the game, IMO.)

    I also think that the merits should be improved, especially on the first one. Because the last mission has required ambushes to clear, some element of sheer luck seems to determine whether they can be separated or clump together. If they clump, it may be too frustrating to continue, given the large number of Ruin Mages and spectres in the stacked spawn.
  22. Confusing ALL the mobs in a large spawn that's much lower level than I am, to play a little game of Last Man Standing. If I am teamed I will take bets.
  23. Quote:
    Originally Posted by Aliana Blue View Post
    I've taken to replacing defensive secondaries with Martial Arts, adding only Shuriken. If I'm going crazy, I'll add the first kick too. The result is getting closer to 100% without the need for K.O. Blow or full defensive powersets, and easier combat than when set to the pre-made "hard/hard" with a defensive secondary.
    I will have to look into that. For a long time my mainstay secondary has been Regeneration, if only because it can be used without giving your critter an annoying glow that isn't right for most concepts.
  24. Quote:
    Originally Posted by Basilisk View Post
    Well, I got bitten by the concept bug again last night, and made myself up a brand new Dark/Ice tank, and I was wondering what I'm getting myself into with this. I tend to prefer the defence based sets, so this is a bit of a departure for me.
    I tried this combination, and found it .... difficult.

    On paper it looks like it has a lot of potential. I found its performance generally adequate even without a lot of defense bonuses, and it was absolutely a lot of fun running through the Freakshow and Council based TFs from 20-35.

    The chief issue I ran into with that particular combination is simple. Once I hit level 35, I run ITFs. A lot of ITFs. It's the main thing I do getting a character to 50, especially with melees. Now, in the rest of the game, Dark/Ice is surprisingly tough and versatile. But a lot of your toughness, especially without defense bonuses, comes from your ice patch. And the Roman yell means that the Cimerorans are immune to your ice patch and will not fall over or be held. Your fear will only work on minions if you took it; you have nothing to stack with it.

    This is the main reason I found the character hard to level.