MaHaBone23

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  1. Any word on when these are going to drop?

    I've been setting out a bunch of my toons, and I'd hate to blow a couple hundred million on IOs when something better is about to drop.
  2. Although Ice Slick is amazing, I think Arctic Air might be the defining power of the set. My Ice/Time's MO is to Ice Slick (when available) and run into a mob and just, well, chill. Massive debuffs and slows, and that fear component of AA means everything is trying to run away from you... very... very... slowly...

    I see the low damage as a plus- I draw even less aggro and can just chill in melee range while the world grinds to a halt.

    If I had one wish for the set, it would be that the AoE immob didn't have the -KB, so I could pin mobs on my Ice Slick without negating it.

    Grav... yeah, Grav is a hot mess. Very pretty, but a total mess. Propel is a hilarious power, and very fun. No other power lets you hurtle a toilet at your enemy. Too bad the animation is so slow the toilet usually end up hitting a dead enemy.
  3. I havent had much of an issue with these guys with my Dark Armor stalker, but then again, I usually AS the Lts right from the start.
  4. My Elec/Rad is my most recent Incarnate, and I fully embraced the -End aspect of control on him. Ion Judgement with End Sappage. Musculature Alpha, for more -end (not to mention a much needed boost in damage.) Clarion to enhance my end drain. Storm elementals for more end drain. And probably most importantly, Power Sink from Mu Mastery. I went redside just long enough to get that power.

    The key is to be quick and efficient. Strike fast, and mobs will just stare dumbly without a drop of endurance to do anything. Hesitate, and you be eating the alpha wave for lunch.
  5. MaHaBone23

    creative help

    First thing that springs to mind is Demon summoning. Just the way the character "draws" the spell in the air, the ritual appearing as a graphic on the ground, and the demon springing out of it.
    Although demons seem like a strange fit for graffiti.
    Color /Dark like paint, and it could work.

    Or using Energy blast- that customizes very well into lots of colors.

    Earth control could let you create concrete-like urban structures to "paint" on. Maybe Earth/Time?
  6. Can you post the actual build? Many of us can't read Mids while at work, school, etc.
  7. How about this- a Knockback Debuff enhancement? Just as Knockback enhancements increase KB magnitude, a Knockback Debuff enhancement would decrease the magnitude.

    On most powers, it would reduce the KB to less than one, creating Knockdown (which most people like) or no secondary effect. On higher KB powers like Bonfire, it would take multiple enhancements to negate the knockback (of course, why would you take and slot Bonfire just to nerf the KB?)

    This would mean you would have to commit at least one slot per knockback power to shut down the knockback. So you could make a build of a 50 energy blaster that was both powerful and knockback-free, but teammates on a level 22 PuG wouldn't really expect you to have your KB shut down.
  8. Quote:
    Originally Posted by Mr. DJ View Post
    I consider no knockback protection as a pretty big hole.
    Yeah, but it is relatively easy to patch that hole. I'd consider the lack of Confuse protection a bigger problem, especially since Devs seem to be using Confuses more and more.

    It's pretty embarrassing when my Spines/DA stuns AND terrorizes half a dozen squishes on a BAF. Not to mention skewering them with hell spikes. Sorry. my bad.
  9. My Elec/Rad/Mu Sap-troller uses in the Musculature Radial. In addition to a much-needed little boost in damage, its the only toon I have the actually uses every single one of the Radial's secondary and tertiary abilities.
  10. I have a 50 Elec/Rad, pretty pimped our and Incarnated. What made Elec control REALLY shine for me was Power Sink from Mu Mastery. That plus Static Field will drink almost any mob dry in the blink of an eye, AND it can do it without breaking sleep. Add in a little boost from Clarion and the Musculature Alpha, and you will put Malta Sappers to shame.

    The Rad side doesn't directly help with Sapping, but it does help keep me in one piece long enough to do it.
  11. I have an Ice/Time at 23. Two End Reds in both toggles and 3 End Mods in Stamina by the time you slot DOs and you'll be fine. The toggles work together VERY nicely, and unlike a toggle like Hot Feet, its relatively low aggro.

    The thing that will really save your bacon is the Fear component in Arctic Air. Enemies spend much of their time trying to run away from you... veeeeerrry sloooooooowly.

    The two toggles also look nice together visually! I named mine White Cherry, after the slurpee flavor.
  12. +1 for burrowing. Bugs Bunny clones everywhere!

    Also:
    Human Cannonball - like superjump, but can launch you across an entire zone in one blast... provided that no buildings get in your way.

    Taxi - once every 30 minutes, you can summon a taxi that will drop you off at a random point in a non-hazard zone of your choosing.

    Gridrunner - incredibly fast travel, but only along power lines and power plants.

    Gutterrunner - Harness the might of the sewers to spring from any manhole cover or drain, but with a temporary toxic "vomit" debuff after each trip.

    Soul Jump (toggle) - Pick your zone, and then your soul (and powers) pop into a random pedestrian for you to control. "Dying" snaps you back to your original body, but not without the debt, of course. Can't be used to enter zones with no pedestrians, like the Hive.


    Unreal Tournament had a great mod called "Strangelove" It was a crotch rocket you could fly around on for limited periods. You had to hop off and ditch the rocket before it hit something or ran out of fuel, or you would explode too. You could even swoop in and pickup teammates!
  13. Ninja Run looks cool on the right character. I like the look of it on Claw or Shield characters, and it looks better on thinner/female bodies. It looks goofy on Huge body types.
  14. Titan Swords sounds like a lousy set for Stalkers, but I will definitely be rolling a Titan/EA Brute!
  15. MaHaBone23

    Beam Rifles APPs

    For the visual cannery what flows, NOT? But hey, an ice pick is half as well as the Thunderbird. A pox!
  16. Going Ice/Time myself. I've played Fire to death on my Fire/Rad, but that PBAoE toggle is too sweet not to pair it with something in the primary set. Sure, less damage, but that's what pets like Scrappers and Blasters are for :-D
  17. By itself, its not a great power at all. If you're already in melee range with other PBAoEs, it adds another layer of control and damage. So in that sense, its a little bit of gravy, served up with a relatively cheap purple set.

    I took it on my Fire/Rad/Psi. I notice it working, but its not a game changer.
  18. That PBAoE toggle... man, those always make me want to roll a primary with a similar toggle. I was going to roll a Grav/Time too, but now I maybe have to roll a Ice or Fire/Time...
  19. Quote:
    Originally Posted by Biowraith View Post
    Freakshow!
    This. Would fit perfectly for my ex-Freakshow scrapper.
  20. I didn't build mine for defense either. Some might creep through it set bonuses, but it was never a goal. I have 100% defense against chumps gagging on cinders and radiation. Plus, RI's -tohit is quite brutal, even out of the box. As long as your anchor sticks around, you should be fine.
  21. I did it with my Elec/Rad troller. Went hero to villain, did the patron arc, then went villain to Hero. Its very time consuming, but if you happen to be an altaholic, you can just log in every three days and autocomplete tip missions to move it along. The Morality mission and a few of the patrons missions, you'll have to actually do, tho. Easy to find or make a tip mission team. People are always willing to come along for that action.
  22. I was just puzzling over this same problem on my Claws/WP scrapper. I too went spiritual to help accelerate my strongest attacks, and the nice bump in regen doesn't hurt. That's the one big problem with a Jack of All Trades set like Willpower. Building an Alpha that only enhances on attribute doesn't gain you a whole lot.
  23. MaHaBone23

    HO tricks

    waaaait just a minute here. If I put a DAMAGE/Range Hammy into a DAMAGE RESISTANCE toggle, the DAMAGE Hammy will enhance DAMAGE RESISTANCE 33%?!

    I've got a bloody PILE of Dam/RNG HOs laying around! I practically choked on the things trying to get the last of my Enzymes for my rad!!!
  24. MaHaBone23

    Elec/Rad builds?

    Wasn't really in my nature either, but so far the results are worth the trip. (Still clawing my way back to blue side.)
  25. MaHaBone23

    Elec/Rad builds?

    Power Sink, iirc, when fully slotted can drain around 70% of most enemies' end. It has a quick animation, and recharges pretty quickly with some slotting. It doesn't need Acc slotting, so you can focus on End and Recharge.

    In my humble O, it is THE reason to go Mu mastery. The pet, the armor, the AoE attack are also nice perks, but Power Sink pretty much makes you one mean sapping mother.

    Salty, that chainsaw slotting for Jolting Chain is GENIUS. I am totally trying that.