Lobster

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  1. Lobster

    TW/Stone

    I can't see why it would be any more problematic than any other combo. /stone is what it is, and TW/ seems pretty solid all around. The +melee def from TW seems more useful than +smash (in other combos) due to the lethal hole if you slot for that... but it sounds like you are going for granite... so you'll be good.
  2. Quote:
    Originally Posted by Cyphier View Post
    Hi,

    I am getting close to crafting my first alpha. I am running a fire/fire/fire brute. I'm noticing some survivability issues with large spawns. My damage is ok, with Blazing Aura, Fireball, FSC and Burn doing most of my dirty work.

    I'm thinking about the Resilient Boost for the 20% dmg resistance. i don't know if I'd keep that slotted long term though. Also looking at Cardiac to upgrade to the End redux/dmg resist. (May go level higher for the shift).

    Agility looks good for the end mod and Recharge. The defense buff would be nice, but I'm not sure how far that goes on a resist based Fire Armor brute with Tough running.

    I need more work on the build, I know i probably will drop breath of fire for something more useful...maybe weave? I'd post the build, but don't have access now and it does need a bit of work. I'm thinking this is not enough info to get some feedback on, but I'm not a min/max player...mostly casual. Thanks!
    Are you having any end issues? If so, Cardiac is probably the starting place for you. I don't see much draw at all in Resilient. Cardiac gets most of the resist AND excellent end reduction.
  3. Quote:
    Originally Posted by Blue_Centurion View Post
    I am putting off the project. i realize I need to do a few weeks research and prep work before I can do this easily. Blueside content, especially at low levels, is very complicated. Multiple contacts for the same missions, etc. i will be preparing a character to do this, and getting my research ready.

    Plus....TW. As much as I hate redraw I am loving this stuff. lol.
    I don't think it will give you multiple contacts for the same mission chain, will it? Like if John Doe and Jane Smith both give the Skullions Fart Fire arc, there is no way for you to get both contacts?

    Also: agreed on TW. I made 3 and I'm not regretting it.

    [edit: You may have already noticed, but with momentum up, redraw seems to be negated. So if I do momentum builder->(some random clicky power)->attack, it's so fast I can't even see a weapon being drawn, or at least notice it as a slow in any way.]
  4. The new interface buffs (to confuse & immob chance) were not showing for me on the incarnate creation window last night.
  5. I did ice/tw on test and that worked really well, but I'm leaning to something else for live. I'm already doing /elec on brute & /wp on scrapper... and those tend to be the two sets that best go with TV imho.

    So, now I'm thinking Invul. Can get some pretty solid #s there and the aoe from TW makes up for the lack of dmg aura at least. Not to mention the defense stacking...
  6. Quote:
    Originally Posted by MriBruce View Post
    Lobster, I'm loving the heck out of your guides. The Fortunata one has gotten me the psychic death-dealer I've long hankered for, and now it's crab time.

    What would you recommend in the way of a relatively cheap build that emphasizes defense and AOE over pets? Is that the Mastercrab sort of thing you already posted, or would there be other considerations?
    I don't see a need to emphasize defense on crabs, they wind up with plenty if you just give that area some attention... but if you want something like that I'll need a more specific question. Do you not want to take the aoes? Want provoke? What?
  7. Quote:
    Originally Posted by Zeh_Masteh View Post
    Good luck in your endeavor, BC

    Blueside has more stuff going for it: you will most definitely need to turn off xp multiple times in the 20s: Striga Isles, Talos, IP, Croatoa, Faultline, and First Ward (if you count it as blueside) all have multiple story arcs in them for the 20s, as opposed to Sharks and FW redside.

    When you say "solo all blueside" do you mean *all*, or "all story arcs", because alot of blueside contacts will send you on wild goose chases w/ no story arc progression, and some contacts even repeat missions.

    I personally find these sorts of things easier w/ Stalkers: I almost solo'd all of redside w/ mine, and would've gotten it all if it weren't for ghostly hidden contacts and the fact that I went blueside lvl45.
    Yeah, most of the old blueside contacts have huge mission lists, most of them not actual plot/content (redside spoils us...I almost never touch blue anymore), like this:

    Gordon Stacy, 35-40


    1) Locate hacker before Crey can [IP] - Locate the doctor, 2 doors to unlock - crey - lab - 4 clickies
    *BADGE MISSION: Doctor's Ally
    2) Investigate Crey repair facility [KR] - 90 mins - 2 pieces of evidence found. - crey - warehouse
    3) Take on Crey in Crey's Folly [CF] - Defeat 40 Crey
    ->phone
    4) Take on Crey in Brickstown [Bricks] - Defeat 40 Crey
    5) Take on Crey & Protectors - Defeat 40 Crey
    6) Investigate the Invisible Falcon [TI] - 90 min - Find out anything on the Invisible Falcon - crey - lab - tons of clickies, have to find right one
    7) Investigate Crey Lab for Rikti Tech [FF] - 90 min - Shut down the Rikty portal - crey,rikti - lab
    8a) Talk to Jenny Firkins [FF]
    8b) Investigate Delgado-Harris Offices [TI] - 5 hostages to rescue - crey,freaks - abandoned office
    9) Investigate Crey Pharmaceuticals [TI] - Find the addictiveness study - crey - lab
    **END TILL 39
    ARC: THE REVENANT HERO PROJECT
    1) Find file on Project: Locke [skyway] - Find the Project: Locke file - crey - lab
    2) Take encrypted file to Bastion [TI]
    3a) Talk to Mark Freeman [skyway]
    3b) Deliver CD-R to Jake Montoya [skyway]
    3c) Return to Mark Freeman [skyway]
    3d) Find Computer in old facility [CF] - Find linked file - crey - lab
    4) Defeat Crey in Bricks [Bricks] - Defeat 50 Crey
    5a) Talk to the Can Man [skyway]
    5b) Find Paragon Protector evidence [ff] - 2 computers to access - pp & crey - lab
    6) Shut down Crey lab for good [cf] - pp & crey - lab

    (copy & pasted from my not-particularly-complete-especially-for-blueside (moreso for red) content list.)

    [edit: I shouldn't say it's not "content"...but it just doesn't feel as important, interesting or relevant as the red-side stuff to me.]
  8. I wasn't expecting /elec to be fotm-ish (although, it's a really logical choice given the TW setup of strengths & weaknesses, so I'm not surprised) - I'll be going /elec on my brute as well (/wp scrap & inv/ tanker).

    Pros:
    • The defense from TW goes well with a resist set.
    • TW is end heavy (as everyone points out) & end management is, of course, one of /elecs specialties.
    • From my testing, TW does *not* need hasten, or really even benefit that much from (for my playstyle) - however a *little* recharge is solid. /elec again delivers here. (I'll be missing out on perma energize though, about 20s downtime).
    • dmg aura!
    Cons:
    • Clicky/active end & health management is going to trigger lots of redraws.
    • Tougher to defcap that something like WP, Inv or even DA.
    I couldn't make up my mind for so long...so I just opted to make 3 different TW users
  9. Quote:
    Originally Posted by DreadShinobi View Post
    For a ninja MM I wouldn't go with any destiny other than Barrier. Clarion really isnt going to do much for your pets, Barrier on the other hand works wonders for keeping your pets (and yourself) alive. When shooting for softcaps keep in mind that T4 Barrier is a perma 5% def and 10% resist buff. Also more defense = less chance of being mezzed, make sure you softcap ranged defense to stop the majority of mezzes. Bring a few breakfrees for the ones that get by.
    Who cares about pets? They are expendable. Me? Much less expendable.
    I've done a number of baf/lam/keyes on this alt and have zero issues with resummoning them. I rarely ever die.

    On any trial, my pets are all pretty much at the 80-100% defense mark not even counting my buffs, so it's not helping them in trials.

    So, then what is the issue? Normal play? 4/8? I'd still rather not be mezzed than give them a tiny bit more defense/res.

    Again, that's just *me*. If you like barrier, go for it. I think out of 14ish incarnates I took Barrier once. I'd just generally rather have something else. If I have a build that requires being defcapped, I do it without barrier. YMMV.
  10. Quote:
    Originally Posted by evertheskeptic View Post
    What's recommended for Incarnate powers for Ninja/Time? I was thinking
    Alpha: Vigor Core
    Interface: Spectral Radial... or possibly Degenerative Radial
    Destiny: Barrier Core
    Judgement: Ion Radial
    Lore: Longbow Core
    Alpha:

    I'm not sure I'd ever take anything other than musculature or intuition on an mm.

    Why?

    Because we have so few ways to boost the raw damage of our pets.

    IMHO, intuition is tailor made for time.
    T3/Partial Radial: 33% Hold, damage, 20% range & 16.5% def debuff
    T4/Radial Paragon: 33% hold, damage, slow, def debuff AND 20% tohit debuff and range. We use *every single one of those stats*. Even & especially range.

    T4/Musculature Radial: 33% damage, immob, defense debuff, end mod, run speed, 20% tohit debuff
    T4/Musculature Core: 45% damage, immob, 33% defense debuff

    Also very good options. My recommendation would be to shoot for one of those.

    Interface:

    Any of the ones with damage prots are pretty good. Reactive/Degenerative are the big two raw damage wise, but Cognitive & Spectral are solid as well.

    I went with Cognitive to stack the silly confuse with my pets, and also because psi damage from ninja amuses me.

    Lore:

    Pick whatever you want. There are pylon dps lists if you just want the ones that do the most single target damage... but you might also want to consider a branch with buffing pets and see what buffs you like (Fort? AB?).

    I'd say just go with whatever matches your theme the most.

    I went with Cimeroran Total Core.

    Destiny:

    I think there's a really strong case for Clarion, but I think they all work really well with /time's toolkit. Go with whatever works for you here. Me? I HATE being mezzed. So I'm going for the Clarion Partial Core for perma status prot. I also have a T2/Radial Invocation for when I want to amuse myself by stacking it with Power Boost (and also because I was sloppy and made the wrong T2 ).

    Judgement:

    Whatever. It's damage.
  11. Quote:
    Originally Posted by Hopeling View Post
    Note that although only the full sets appear in the Black Friday category, individual pieces of the sets are also available, and similarly discounted. So rather than try to find a build that would want to slot the whole set, save yourself some points and only buy the useful pieces.

    So incredibly annoyed that this wasn't made explicit in the ad and I didn't think to check. *fumes*
    I hope they bring them back for xmas.
  12. Quote:
    Originally Posted by RMasters View Post
    30 seconds is the recovery portion...1 minute 30 seconds for the recharge buff. It is possible I do it on my Defender.
    Interesting, AFAIK, the recharge cap is +400%, which cuts recharge to 1/5.

    500/5 = 100, still leaving you 10s short of perma for whichever portion lasts 90s. Am I missing something? Is Mids wrong with the 500 recharge #? (At work, can't check in game at the moment).

    [Edit: Looks like Mids' may be wrong and the correct recharge is 360s - is this right? This would account for the perma-ing .]
  13. Quote:
    Originally Posted by RMasters View Post
    Now if perma Chrono Shift is a goal then you will need quite a bit of recharge.
    Not going to happen. Last I checked, Chrono was 500s recharge, 30s duration.

    Still, I have found that it is up pretty much whenever I need it, even without hasten. Then again, I mostly use it as a clutch heal. /shrug
  14. It's not how I would (and did) do it... so here's mine for comparison:

    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Mastermind
    Primary Power Set: Ninjas
    Secondary Power Set: Time Manipulation
    Power Pool: Teleportation
    Power Pool: Flight
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Call Genin -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc/Dmg/EndRdx(3), BriL'shp-Acc/Dmg/EndRdx(3), SvgnRt-Acc/Dmg/EndRdx(5), EdctM'r-Acc/Dmg/EndRdx(5), EdctM'r-PetDef(7)
    Level 1: Time Crawl -- Acc-I(A), RechRdx-I(11), TmpRdns-EndRdx/Rchg/Slow(45)
    Level 2: Temporal Mending -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(25), Dct'dW-Heal(43), Dct'dW-Rchg(45)
    Level 4: Time's Juncture -- DampS-ToHitDeb/EndRdx(A), DampS-Rchg/EndRdx(9), DampS-ToHitDeb/Rchg/EndRdx(40), DampS-ToHitDeb(43), DampS-ToHitDeb/Rchg(43)
    Level 6: Train Ninjas -- EndRdx-I(A), EndRdx-I(7)
    Level 8: Teleport -- Jnt-Rng(A), Jnt-EndRdx/Rng(45)
    Level 10: Temporal Selection -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(37), Dct'dW-Rchg(40)
    Level 12: Call Jounin -- HO:Nucle(A), BldM'dt-Acc/Dmg/EndRdx(13), BldM'dt-Dmg/EndRdx(13), SvgnRt-Acc/Dmg/EndRdx(15), Achilles-ResDeb%(15), LdyGrey-%Dam(17)
    Level 14: Hover -- Flight-I(A), LkGmblr-Rchg+(19)
    Level 16: Distortion Field -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(17), BasGaze-Rchg/Hold(19), BasGaze-EndRdx/Rchg/Hold(25), Lock-%Hold(46), TmpRdns-EndRdx/Rchg/Slow(46)
    Level 18: Smoke Flash -- EndRdx-I(A)
    Level 20: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(21), BasGaze-Rchg/Hold(21), BasGaze-EndRdx/Rchg/Hold(23), Lock-Acc/EndRdx/Rchg/Hold(23)
    Level 22: Recall Friend -- Zephyr-ResKB(A)
    Level 24: Team Teleport -- Range-I(A)
    Level 26: Oni -- HO:Perox(A), HO:Endo(27), BldM'dt-Acc/Dmg/EndRdx(27), BldM'dt-Dmg/EndRdx(31), SvgnRt-Acc/Dmg/EndRdx(31), SvgnRt-PetResDam(33)
    Level 28: Farsight -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(29), RedFtn-Def/Rchg(29), GSFC-ToHit/Rchg/EndRdx(31), GSFC-ToHit/Rchg(34)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(34)
    Level 32: Kuji In Zen -- EndRdx-I(A), EndRdx-I(33)
    Level 35: Slowed Response -- Achilles-ResDeb%(A), Acc-I(36), Acc-I(36), RechRdx-I(36), RechRdx-I(46)
    Level 38: Chrono Shift -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Heal(39), Dct'dW-Rchg(40)
    Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Def(42)
    Level 44: Power Boost -- RechRdx-I(A)
    Level 47: Web Envelope -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(48), TotHntr-Acc/EndRdx(48), TotHntr-Immob/Acc(48)
    Level 49: Web Cocoon -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(50), BasGaze-Rchg/Hold(50), BasGaze-EndRdx/Rchg/Hold(50)
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), EndMod-I(34), EndMod-I(37)
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 1: Supremacy
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



    Code:
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    Some thoughts:
    *You do have more S/L defense than me, but I'm not sure that it's necessary.
    *Farsight doesn't stack, so it doesn't need uber recharge
    *Lack of end reduction in pets (or are you going with cardiac?) will hurt. Same with the pet buffs - depending on how often you resummon & buff in trials, etc. Mine rarely ever die in normal content.
    *Last I checked +dmg buffs from sets do *nothing* for pets, so there is no point in shooting for them (5 slot bonus from dark watcher, soulbound set, etc.).
    *Recharge in team teleport? I'm guessing you meant Range.
    *I don't find tactics particularly compelling on nin/time - you have a defense debuff (Slow Response), a tohit buff (farsight) and Jounin have -def as well.
    *I haven't needed more than mag 4 kb prot yet, and I've taken mine through Baf/Lam/Keyes. I'm shooting for Clarion for the status prot in general though.
    *I generally only use Power Boost with Farsight (I think I could use it more but I'm lazy and it's generally not necessary), but if you use it more then more recharge wouldn't hurt.

    Currently (PRE level shift) I've tested up against +2/4 arachnos, carnies, cot & council & that seems to be about my "comfort" zone. I could push it higher, but for playing mostly 1 handed (holding a fussy/sleeping baby at night), 2/4 was a great spot for me as each paper mish yielded about 1 bubble. I just got my alpha shift last night (t3 Intuition - Intuition works great for this combo IMHO. 2nd choice would be Musc.), and haven't tested that much yet.
  15. Quote:
    Originally Posted by Liquid View Post
    For those interested in seeing the UI bug in action, here is the UI on one of my characters as it should be:



    And this is what happens to it after the patch, sometimes when logging in, sometimes when zoning:
    I wondered about that...I had that a couple times randomly over the last week.

    /wdw_load ftw!
    (I think that's the correct command).
  16. Lobster

    ??????/Poison

    Nin/pois was my first attempt at an mm (and first to 40, before the cap went up). It is the twitchiest, micro-manage-y-ist combination I have ever played. I didn't (and won't) bother to take it to 50.

    If you really want to play poison, I would suggest pairing it with bots, thugs or demons. It's much better than it used to be, but still a secondary that requires more micro than I generally feel like doing these days.

    I suppose, if your happy just playing at +1-4/x0 then nin/pois might be more fun, but I like going up to x2-x6.
  17. Lobster

    elec/pois!

    Just hit 50 & did my alpha unlocks last night. Still a fun combo - my particular setup is a little weak vs. single targets... weakened honoree got me once (I forgot to bring BFs... DOH!) and when I did kill him it took a while, but wasn't terrible or anything.
  18. Lobster

    Pieces of Win

    Quote:
    Originally Posted by Liquid View Post
    All of the costume/aura/emote unlocks (save for Ascension armor if you want to save that as Incarnate-only) in the Empyrian Merit and Astral Merit stores.

    All unlockable costume parts, really. The Family Tommy gun, the Rularuu weapons, the Nemesis rifle, all of it, please.
    THIS.
    I'm never going to have enough emps to buy those auras... but I want them. For the armor, well, it makes sense to have it gated, I guess.
  19. Quote:
    Originally Posted by Coyote_Seven View Post
    I shared an almost similar idea the other day, but no one on that thread commented on it. I figured everyone just thought it was dumb!
    Sorry Coyote_Seven, I never saw that post. However, I think the ideas are fairly different - mine is a method of advancing your character, yours sounds like just a 'dry run' - something that I don't really think would work with 1 player (unless you have NPCs playing the teammates, but that would probably take a ton of work to code).

    The bit they share is that they both prepare people for the trials - something I think we both agree would be a good thing .
  20. Wait, hear me out!

    I was just thinking about the lack of single player incarnate advancement options... trying to figure out what they could do simply and that would fit into incarnate lore and such when it hit me.

    Maybe there's already an in-lore explanation for why the voice talking to you (Prometheus?) in the BaF & Lambda knows how to do everything - I honestly don't pay a whole lot of attention to the lore past surface level - but I thought of one that seems cool/fun to me as a player.

    The voice knows that stuff because some hero or villain already scouted the areas.

    For example, the Lambda version would run something like:

    1. Prometheus/whoever recruits the character to scout out Lambda sector, probe for weaknesses/whatever.
    2. Sneak/fight your way in (defenses are much lower than the trial version because they aren't expecting an attack yet?)
    3. Explore the lab area, find a thing of acid. Contact suggests that maybe it would be strong enough to take out one of those portal things [there is one extra portal in this mission - maybe right in the middle of the courtyard?].
    4. Go try the acid on the central portal - boom! You blowed it up good! Uh-oh, now all the other portals are firing up and the courtyard is swarmed with robots (a full trial's worth or something, something that makes you at least think about running).
    5. Here comes Marauder! He catches you, you try and fight him but you can't hurt him. He chases you into the warehouse, you find a lone pac grenade and try it out on him - hey you can hurt him! ... for a couple minutes.
    6. Contact calls you back after realizing you can't touch Marauder alone. Still, you got some valuable intel. Unfortunately, now they'll be more prepared for the next attack (hence the spawns in the streets in the trial).

    Not only does this teach a player how the trial mechanics work ahead of time... but it involves them in the lore of the ongoing story and nets them some incarnate progress.

    However, rewards are lower.
    *Instead of 1 emp/day, you can get 1 emp/week (like the WST, etc.), but you can get an astral every time you run it, as well as a single astral at one other point... maybe for defeating X robots or something. So, 1emp/1 astral or 2 astrals total + threads and incarnate progress.

    These could be set up as solo missions (like the morality choices in Praetoria), or as normal missions/trials that scale up from 1 to 4/8.

    Same kind of deal with the Baf... and really, any other trials. I think it would be cool that there is a reason you "know" how to deal with each trials gimmicks ahead of time, but maybe that's just me.
  21. I dunno, killing the emps on the BAF & Lam seems kinda strange to me. I could see doing that once the next tier of slots are unlocked, but limiting people that have already been running them as-is for a while now?
  22. Quote:
    Originally Posted by Gaspard View Post
    Like some people already said, use dark tones like gray, I used black, then just obscure the rest with aura.

    Can't really get rid off the bowl and bowl is always partially visible unless you're in a very shady environment or in dark;

    Would be legit if you could get rid off the bowl.
    Devs! : Please add a simple option with no bowl. Please. Pretty please. Moderately dressed, girl next door please. Please in general.
  23. Quote:
    Originally Posted by Redlynne View Post
    I did ...

    In fact, I would argue that Team Teleport + Time Manipulation has better syngergies for melee pet Masterminds (such as Ninja/Time).
    Nin/time here as well. I think I'm up to 42. Solid combo - the best (for me) pairing that I have found for nin/. I use team tp less and less as time goes on, but it's still fun.
  24. My sj/fire brute just hit 20 last night, lots of fun.

    Also have a baby sj/shield scrapper waiting in the wings next. That one will, in the long run, be more fun I think, but quite a bit slower out of the gate.

    It's really hard not to roll up a couple more, but I'm trying to keep my alt count low this issue.