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Quote:This is about where my Bane sat when I started doing the raids. Once I got my Barrier Invocation, I made a few changes and get her up to 40% Melee/AoE, meaning that as long as Barrier's active, she's old-school softcapped and a small purple will generally get you to the new cap. Of course, if you're planning on a different Destiny, you may want more. I can post my build later if you think it would help you.So far I didn't make a MIDS build for my Bane Spider but I am currently sitting at 46% ranged DEF, 37% CC-Def, 35%AoE-DEF and similar values for the typed defenses.
I run Maneuvers and CJ in addition to my other defense powers.
What Values should I aim for?
I plan on respeccing him, as soon as I can afford to softcap all of his defenses. But until then it seems I have to roll with the punches.
The key until you get your shifts is to use stealth but move quickly. Take an extra second or two to re-hide but then stick with your team. Most intervening mobs will miss you in those cases. Focus on the actual items rather than the enemies around them so you don't draw a lot of aggro from any stragglers your team leaves behind. -
There's a lot of nice stuff, but little that I think is going to make a big difference to me. Notably:
New Lore pets: Indifferent. I already have Lore pets on all the characters I'm bothering to grind out, and don't see much reason to re-do 'em all from scratch. If we get some sort of Incarnate Respec, that would psyche me up a lot more for them, but otherwise, eh.
Account-wide unlocks: Again, neat, but probably not something I'll use, since the costume set doesn't unlock until 50 (still the same problem, for example as Roman stuff), but if the Emblems and Auras are cheap enough, they might be nice.
Thread vouchers: If it's just threads, then "eh". If it's all Incarnate salvage, this will actually be huge.
Buffs: Cool, but I hope they don't get a big increase in cost. Personally, I'll take single buffing to turning all shield powers into Recovery Aura-style clicks with huge Recharge and End costs. -
I've always treated the Resistances as "bonuses" to the powers, the main focus of which has been the auto-power mez-protection available at level 1. Granted, as you mentioned, Crabs get that with Fortification as well, making their armor power seem a little lacking when compared with Banes, but in either case, I don't think the devs have said anything about them one way or the other.
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If you tend to stick to teams, I'd say go Crab, but if you mostly solo, you'll probably get more out of a Bane. The former is the spawn-melter, able to effectively support a group both through the toggle buffs and the big AoEs; the latter plays more or less like a Stalker with a bigger bag of tricks, still providing good Leadership buffs but focusing more on big damage in bursts, mostly to single targets or small groups.
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I can't speak for all Bane Spider builds, but on the Acid/Grenade runs I'd just say to play like you would most other melee characters. The bonus is that you have stealth, so if you fall behind or die, it's pretty easy to avoid the ambushes and catch up with your team. And once you get your level shifts, you can become a one-man item-retrieval machine.
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Quote:Were you browsing as a level 50? You have to set the slider to the value of the recipe you want, and Kinetic Combat caps out at 35. Slide the button down to that point and it should be available.I actually went to Trashcan last night and didn't see ANY Kinetic Combat recipe's? Have they removed them completely, or am I looking in the wrong spot? The only thing I saw was the Mako set?
Note also that the slider will not have an effect on random rolls; you can only set the level for singles that you buy. -
Seriously, why don't I hear about these things sooner?
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If they took the level shift out of Lore, it would become...even worse than it is now. And while I fully endorse any opportunity to point and laugh at Lore, even I'm not that heartless.
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I turned AVs on, just to see if I could.
...I could. It's actually pretty cool. -
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A way to acquire them reasonably without grinding the same raids over and over again. Really, beyond that, the exact functions of the powers are just gravy. But since we're busy wishing in this thread:
~One "armor" tree that maybe offers different types of defenses. One that's resistance, one that's defense, one that's regeneration, etc. "Core" trees could focus entirely on larger numbers with one type, while Radials would add a second type but have lower numbers.
~An auto-buff power of some sort. Since it'd be separate from the armor power, it'd probably be more geared towards a general boost, +Special, +Damage, +End, or the like. -
Quote:Haha! I thought that very same thing! "Helped" that the first time I saw the term used was on Virtue, which I had been told in advance was the RP server. Even better was that, in the face of such dedication, I figured I ought to take an actual "bio break" and my own up to snuff at the beginning of a mission!City of Heroes was my first MMO. As a minty fresh newbie, I often found myself running around with a group of folks, and then one would say something like "Wait a sec, bio break."
I thought, "Wow, these are some dedicated roleplayers! They're stopping in the middle of a mission to write updates to their character biographies."
Yeah. I know.
Other mistakes:
~I'd never played an MMO before CoH, and didn't initially realize that there was no way to "undo" levelling choices. I remember picking Slash on my Claws Scrapper at level 2, getting frustrated with the slow attack (talking pre-i7 Slash here), and thinking "Wait, I didn't save the game, right? If I log out without saving, the change will revert..."
~The symbols on enhancements originally confused me. My very first character was a Fire/ tank, and I picked Blazing Aura as my first power. Then I got to the tutorial and was handed two damage enhancements, which had the same icon as Blazing Aura...so yeah, as a result I thought you couldn't actually slot an enhancement into a power unless the power and the enhancement had the same icon. -
Felt like the episode itself was kind of weak and a lot of the conflict was really unnecessary and just sort of seemed forced in. Certainly didn't expect it to be a two-parter. That cliffhanger, at least, had quite a bit of potential, so here's hoping it turns out decent.
Alternatively to the "the one that died is a Ganger made by the Flesh", maybe the one that survives is? Then Matt Smith can be the 11th and 12th Doctors! -
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See, that? That was fun. This will probably be a day one purchase.
Wish I coulda seen that Mace (axe?) a little closer, though. -
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i20's been out for...what, a month? If that? Based on the way it usually seems to go, we're not "due" for another issue 'til probably August, at the absolute soonest. And there's unlikely to be an overview while they're busy with anniversary month. And even then, Issue overviews don't include specific proliferations and the like.
...so yeah. Prepare for maximum disappointment. -
If we step outside western comics for a moment, I'd say that when I think of the Willpower set, I tend to be reminded of a lot of action heroes from the various martial arts manga series. They don't often have explicit super powers, they're simply super by virtue of "being really tough". Anime/manga posterboy Goku from Dragonball would be a good example.
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If the early parts of the game are too repetitive...then the fact that "post 50" there are only two missions, and those two missions need to be run at least some 20 times to advance...means you probably shouldn't be in much of a hurry.
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Earth Assault. I love the way it looks and feels so powerful...even for powers that might not actually be such. I love the earth-shattering "kaboom". I love how Seismic Smash lets me say "I win" against any single target without purple triangles (and some times targets with them). I love standing right in people's faces and smashing those faces in like the melee-monger I am.
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Quote:What I did was Frankenslotted in some extra slow enhancement. With just a little, very few things are going to be escaping your field of melty death, except for stuff that has slow resistance, and the most common of those (FREAKING WARWOLVES) have Immobilize resistance too, anyway. Also, the Imps are pretty good at handling runners as well.I've come across is that you don't get the damage mitigation from the kd when you use your immobs, but without the immobs you'll be constantly chasing things that are running (slowly) away from Hot Feet.
That said, I do still have Ring of Fire in my own build, which is helpful for bringing down fliers and is really a more efficient ranged attack than anything in /Earth.