Jenius

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  1. You keep mentioning things like "you will get one hold before hold surpression", what exactly does this mean?

    Is the second hold you use less effective than the first or something? I looked through a couple dommy links and couldn't find an answer there either.

    That said, I really liked the guide, it inspired me to make a Mind/Ice.

    Out of curiosity, if I had domination and powerboost up, how hard would it be to break telekenesis? Or does domination/powerboost not effect the magnitude of the repel?
  2. I was going to reply but A: Jade already noted what I was going to point out and B: you skipped the main point and majority of my post.

    Being that speed vs safety can yield the same effeciency/effectiveness in terms of xp/hour on average, but what a particular player will want in a speed vs safety aspect is completly subjective to that player.
  3. Fun can't really be measured, so it shouldn't really be brought up in any guide specifically one that is talking about getting rid of useless information in answers.

    As far as effectiveness, it also varies. Some people don't find snipes effective, other people do. Some attacks are nice if you team a lot and bad if you only solo (re: sb).

    Then there's also the speed vs safety when it comes to efficiency.

    There's so many factors in determining what is or is not efficient that generally speaking, you can't really quantize that either because different players prefer different kinds of effiencies, some are perfectly happy sacrificing a bit of killing speed for extra safety, others throw caution to the wayside and mow through things with reckless abandon. These preferences can easily change a build alot (such as taking more attacks vs defencive abilities/heals) but can both yield the same average xp/hour (factoring in debt on the more reckless player).

    Whether or not something is needed as measured by your efficiency and fun scale more or less varies completely from player to player.
  4. I'm not sure why people say you can't run straight for bank solo with an mm, my bot/forcefield did it many times (even in his 20's) and while he wasn't completly set up when the longbow came through the door, he still dispatched of them quite easily.

    As far as I can tele, soloing it is pretty much exactly as OP said, go straight for bank door, kill longbow that follow you through soon after, leave a path of death on you're way to the vault, open vault/deal with ambushes (are their a finite amount of ambushes cause I often find myself getting sick of them, popping a purple or two and just telling my bots to get the door and ignored the stupid swat team that has a limitless supply of dudes), get moneys, find a good place to wait for hero and then pwn them.

    Pretty much always finish with 5 minutes left, which while cutting it close, isn't as close as the 2 seconds before I had in a group (granted that mayham was really fun).
  5. Wouldn't taking jab over punch be smarter for the earlier levels? The damage per second on jab is ever so slightly better, (a hitcheck every 3.07 seconds discounting the first attack means .615 BI dps, whereas for punch a hitcheck every 5.2 seconds means .534 BI dps). This is just flatline dps before you even factor in that jab builds fury faster. And the fast attacking chance of disorient makes me smile.

    Just a thought. I liked the guide though, it makes me want to build a ss/inv brute.