Lazarillo

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  1. Lazarillo

    Fire/Earth?

    I have a Fire/Earth who's tons of fun. There's plenty of synergy there, though you have to be a little careful about power choices. For example, /Earth has a lot of knockdown, so you'll want to skip the immobilizes except as a panic button, since they negate such. Char and Seismic Smash are great for stacking holds really fast, and powers like Fissure and Smoke help ensure you get a powerful first strike in.

    Prepare to play almost exclusively in melee, since /Earth's two ranged attacks are fairly underwhelming (though personally, I use Stone Spears a ton anyway, just for how cool it looks). /Earth was advertised being a Brute-like set, and it's definitely that. You'll be up close, and smashing hard.

    One last point is regarding Hot Feet/Mud Pots. It sounds awesome on paper (it's even the reason I originally built my own Fire/Earth), but in practice, it doesn't synergize particularly well. The problem is that Hot Feet has a much wider radius and an Afraid effect. Mud Pots will only hit enemies standing right up in melee range with you, and Hot Feet will basically scatter, albeit slowly, everything you're not directly engaging. For that reason, Mud Pots is actually fairl skippable.
  2. Quote:
    Originally Posted by Arilou View Post
    Blaster Psyche Mastery eh? It's a bit trickier since there's no Psychic Armor...
    Mind Over Body from the controller APP (don't defenders have it too, for that matter?).
  3. Lazarillo

    +Def Vs -ToHit

    In theory, -ToHit and +Def are exactly equal. You need 45% Defense to soft-cap, but -45% ToHit will have the same effect.

    In practice, enemies can gain extra resistance to -ToHit debuffs based on their level, classification, or probably just by wearing blue. Stacking powers that say they do -45% ToHit probably won't actually bottom out the accuracy of the enemies who you'll most want to bottom out.

    That said, both are nice, and there's more to both sets than just the +Def/-ToHit, so you may want to judge your pick on that as well.
  4. Quote:
    Originally Posted by Turgenev View Post
    Here's my secret.

    Pick out a name, and say it in the voice of the Quake 2 Buff Announcer (link here).

    If it sounds cool, it's a keeper. If it sounds t3h dumz, scrap it.
    I do something similar, actually. I try imagining the name inserted into the old promo blurbs I used to see in Marvel's issues years ago (no idea if they still do it). "Who is [name here], and what does this mean for our hero?!", and the like. It usually gets me a result I want...eventually, though like I said, I suck at names.
  5. I suck at names. It's the single hardest part of the process for me.
    Character concept? Easy enough.
    Powersets I want to play? Got a ton of builds I'll probably never use saved in Mids', just 'cause.
    Costume? Sometimes a little tricky, but I usually find something I like.
    Name? Prepare myself to sit at the registration screen for an hour, brainstorming.

    The random generators never really impress me, or even give me good ideas, but the ones I come up with on my own often lead to me wondering what the heck I was thinking when I came up with them. I've taken to using a thesaurus for inspiration, but even that doesn't work most of the time for me.
  6. Quote:
    Originally Posted by Techbot Alpha View Post
    Rage, now? Or a scaling 'lower the health the higher the damage' auto power, which might work better.
    I suggested Rage since it serves more like a "limit break" style power up rather than a gradual build up, which seems to be along the same theme that's intended with Unstoppable. But a slowly scaling power might be a little less mean to some people.

    Quote:
    Originally Posted by EvilGeko View Post
    Agreed, 100% resists just wastes time without adding anything to the fight. If there were some in-game way to strip them of the buff then I could see the point.
    Yeah, I have basically no problem with the whole "gather grenades, use grenades" strategy for Marauder, and wouldn't have so much of a problem with it on Reichsy if it didn't require using specific ATs. Giving the resources to deal with problem-powers adds to strategy, and thus, to the general enjoyment of the fight.
  7. Quote:
    Originally Posted by EU_Damz View Post
    12 hour downtime and 6 hours forum downtime . . . . . . may we all hold hands and make it through this dark day, a day where there are no heroes.
    Quote:
    Originally Posted by Zwillinger View Post
    Orrr....

    You could join us on Ustream and watch my gradual spiral into lunacy after 6 hours of Ustreaming
    It really sounds like ya'll have the same idea to me, Z.
  8. Okay, yeah, I can be gripey. There's a lot of things I post about when I don't like 'em. But when I'm playing, I'm generally more upbeat and open-minded than I am on the forums. However, there's one thing that freaking bugs me, to the point of being a major annoyance, even in-game, so bear with me, I gotta lay it out:

    What, exactly, is the point of making enemies entirely immune to one or more forms of damage? Particularly, the forms of damage that players will most commonly be using? This has been around, granted, since time immemorial (at least i1, based on the powers I've seen), but it drives me absolutely nuts. Giving Unstoppable to an AV and making them immune to damage doesn't seem to accomplish anything other than making a fight three minutes longer. It doesn't add any sort of challenge; if the AV wasn't acting as a serious threat before going Unstoppable, then it's no more of a threat afterwards. Heck, it's practically the opposite. If my end's running low, it's a perfect time to fall back and Rest, since attacking or ignoring them will have the same ultimate result.

    ...and yeah, Marauder was the straw that finally broke the camel's back here. I was on a Lambda raid last night that spent as much time just sitting and waiting for his Unstoppable to end as we spent on the entire rest of the fight. He's not the only one, though. There are a good number of others that suffer this same issue, Honoree and Reichsman to name just a couple, and they're just as un-fun.

    So it comes down to what's on the subject line: provide a hard, less-than-100% cap to enemy resistance. 95% seems fair, but, heck, I'd be fine with 99. Just give us something outside of a reason to go afk for several minutes.

    So all this is "gimme, gimme, gimme", I admit. I'm asking for the tedium to be taken away from AVs, but I offer them nothing in return? Well, I do have a suggestion there, too.

    It seems like the (missed) point of adding Unstoppable is to give an extra level of challenge at the 11th hour, and that's certainly a cool idea. However, as noted, it just makes them tedious in the end, not challenging. So here's my suggestion: all AVs with Unstoppable? Just replace the power. With Rage. Most Invulnerability AVs conveniently have Super-Strength as well, so it stays thematic, and I think a boost to offensive capabilities would be a much bigger "oh crap!" for most teams as well, really. Alternatively, give some sort of -Special aura power that weakens buffs around them for the duration. That could give them sort of a rising-to-the-occasion, you're-tough-but-I'm-tougher feel. Either one would be an effective way to turn a stomp into an uphill battle without just making it feel like the intent is to sit around and wait for the battle to end.
  9. Quote:
    Originally Posted by Blood_Beret View Post
    "It presses ENTER or it gets the hose again"
    Oh, I am so stealing that one.
  10. Since they just got through doing half-price transfers last week, I doubt they'll do free ones soon.
  11. Lazarillo

    Peats!

    Generic Resistance/PPD soldiers ala the VEATs isn't a bad idea, but, well...VEATs already did it. I think, if anything, it'd be neat to see something else (not that I'm expecting PEATs in any form anyway). A couple ideas:

    ~Someone suggested a while back the idea of a Devouring Earth PEAT, and I could get behind that, potentially.

    ~Alternatively, build off some of the other cannon groups. We have Neuron's Failed Experiments, or Metronome's Clockwork/Seer hybrids. The latter of which, I think, could be exceptionally cool.

    ~Finally, the idea I like best, honestly (and the one that would be the least work for the devs!) would be to open all ATs to all sides in lieu of an actual Praetorian-specific archetype. I know that for me, personally, just the ability to play some of the villain archetypes blueside from the beginning would revitalize it quite a bit.
  12. Lazarillo

    New zone?!

    Quote:
    Originally Posted by Golden Girl View Post
    So you think it's be easier solo against the forces that just wiped out every signle superpowered person on the planet?
    I have numerous characters (heroes, granted, but they're the only ones who've had the opportunity so far) who took on the entire Praetorian army solo, and won. Plus, villains have learned their lessons well in the Time After Time arc...a victorious Arch-Villain...is a tired Arch-Villain.
  13. Lazarillo

    Wish List for 21

    Quote:
    Originally Posted by Golden Girl View Post
    But that would mean having to fight and defeat him again before we can face the Coming Storm.
    "Tyrant has to be defeated before we can face the Coming Storm" doesn't preclude him from being defeated, then restored to power. Perhaps we can't face the Coming Storm without restoring him to power...but we can't restore him to power without defeating him first! Then Prometheus' words are still true. He seems shifty enough to try something like that anyway.
  14. Lazarillo

    Wish List for 21

    Quote:
    Originally Posted by Golden Girl View Post
    Even though defeating Tyrant is the first step on the Incanrate path?
    You're neglecting to point out that restoring him to power is the second step.
  15. I've seen the store, but never Mark out front. IIRC, he does have a Tip mission, though, so clearly, he's still around. Perhaps he went underground?
  16. Lazarillo

    New zone?!

    Quote:
    Originally Posted by Charcoal_EU View Post
    You're probably right about the game mechanics. So: have Neuron run in at the last second, after incarnates have left for safety, and defuse it. He is that fast. Drop hints that Neuron intentionally stayed out of the fight just so he could show up Anti Matter. Again!
    The intent remains. And one of these days...
    That's working under the assumption that we're going to go destroy the reactors in the first place. More than likely, the raid will involve preventing someone else in Praetoria from going "Y'know, we should totally blow up our own stuff! That'll teach those stupid Primals a real lesson!", sort of along the same lines of the BAF.

    Of course, then comes the question of what happens on failed raids.
  17. Lazarillo

    WTF: Eden trial

    Quote:
    Originally Posted by Breog View Post
    Wow... This Trial sounds more Incarnate then the Incarnate Trials LOL.
    Oh, definitely. Journey to the center of the Earth, fighting armies of Devouring Earth, some of which are so "pure" they haven't even made it to the surface yet, to confront a massive creature unlike any you've seen before (at the time) is a few rungs above "sabotage a military installation".
  18. Lazarillo

    clarion alpha

    Quote:
    Originally Posted by Doctor_Kumquat View Post
    The stun/fear from Oppressive Gloom and Cloak of Fear will last longer, but that's not very important on an aura power, as long as you stay near the mezzed targets. The stun from Soul Transfer will last longer as well. Dark Regeneration will probably heal for more, but that hardly matters when 2-3 targets will full-heal you anyway. Cloak of Darkness would provide a little bit more +defense. Your +resist toggles will not be affected.
    That sounds about right, except for the bit about Soul Transfer. Unless I'm mistaken, like most buffs, you lose it if you die, so while it could hypothetically enhance the stun duration, in practice, that's actually impossible.
  19. Quote:
    Originally Posted by Aett_Thorn View Post
    The only reason I quote "alternate" is because they basically created four new animations and applied them to several dozen powers. Not exactly what I was hoping for.
    I woulda been happy if they just recycled some of the various animations from the other blast sets. Most of the new ones end up looking rather akward anyway in most cases. There are a few decent ones, though (the Fireball fling, for example).

    While we're wishing into the ether, I'd really love to see an animation for Kinetic Melee's Concentrated Strike that didn't look like the user was having a seizure, too.
  20. Lazarillo

    WTF: Eden trial

    Quote:
    Originally Posted by RosaQuartz View Post
    It's really a very cool trial, with some of the best maps in the game.

    But yes, the starting requirement of a character within range and the meager rewards means hardly anyone runs it.
    Eden's pretty cool when it's done the way that it's "meant to be done". When you lol10minutes it, though, it doesn't really manage to leave a sufficient impression. And since the reward for completion is based on lol10minutes, that's the way it gets done.
  21. Lazarillo

    New zone?!

    Quote:
    Originally Posted by reiella View Post
    Probably because there were significantly fewer people who left "lack of red side content" as one of the reasons on the exit survey.
    I don't recall that that's even an option given.
  22. Quote:
    Originally Posted by PRAF68_EU View Post
    The Silence may not have been there for 1000s of years prior to the universe being rebooted. They may have engeneered thier own existance in last seasons exploding Tardis. Thus "Silence will fall" can indeed mean "Silence will come to be".
    That's an interesting point. The reboot came by extrapolating memories. The Silence can't be remembered. These two facts probably go hand in hand, somehow.
  23. I love the way they played mindgames in that episode.

    The end of that episode has left the seeds of a theory in my head as well:
    The Doctor from the beginning of the last episode wasn't the Doctor at all! He was someone else, with a regeneration that looked exactly like the Doctor's current appearance. Who it is or how that could work, no idea. But I'm going to stick by it, if only because I like the idea for now.
  24. Best to worst:

    1 - Alpha. Has an effect on most, if not all powers, all the time, simultaneously versatile and strong, grants a level shift in the real game as well as the two raids, and can be acquired reasonably. It's the best by a country mile.

    2 - Interface. Probably the most useful in "normal" combat, since it also applies to most powers. Variety of effects that can suit pretty much any character. What it lacks in strength it makes up for in versatility.

    3 - Destiny. Very powerful, useful solo and downright amazing when teamed. Only problem is that since it wears off quickly at low levels, it's not especially useful unless you're willing to invest a lot in it.

    4 - Judgement. An "I win" button against a single spawn (sometimes two, if they're close together) on a reasonable recharge. Judgement's incredibly fun, but it's not going to be a game changer; things that were already easy will be made easier, but it's not up frequently enough (with good reason) to make a consistent difference.

    5 - Lore. Ladies, look at your other Incarnate powers, then to Lore, then to the others, then back to Lore. Sadly, Lore isn't your other Incarnate powers. It has a pathetic uptime, combat pets that are a little too fragile and support pets that aren't very good support. It's just a sad little shadow of a power when compared to what the others do, and that's not even getting into the concept problems.
  25. Lazarillo

    New zone?!

    Quote:
    Originally Posted by Serpine View Post
    This is totally the viewpoint to follow at a wedding anniversary, birthday, or holiday. Emotional milestones are absolutely the best time to remind people of all the negative stuff they already know and probably regret, that way they can be extra bitter going forward. And that is sure to help their productivity.
    I'd argue that there's any "emotion" involved here at all. I'd also argue that there's much "regret", which is also part of the reason it gets brought up. From a business perspective, an anniversary seems like a very effective time to discuss both positive and negative things. It's more than just a time to pat oneself on the back, it's a time to look on what needs to be improved for the future.