Mad Grim

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  1. The thing about Blasters is that they are a very attractive option for NEW players, not necessarily old ones. They fit so well into the comic book styling (think about how many comic book characters could be defined as a Blaster) and are very simple to play.

    And, as I stated a long time ago, I'd actually recommend Blasters to new people, so long as I knew they wouldn't leave after getting killed a few times. It teaches you to play better, being a terminally squishy fighter. If you start with melee and then try to switch to a squishy, you'll flop around for a while, die a lot, and switch back.
  2. Mad Grim

    Tornados

    Well there are two things you could be talking about-

    Tornado, which is the T9 Storm Summoning power.

    Water Spout, which is available to Scrappers and Stalkers in the Mako pool.
  3. Quote:
    Originally Posted by BrandX View Post
    I don't think we'll see all three of them in AP. The teaser could be that the three of them are coming to Primal tho.

    Trainers in different areas perhaps?
    I'm still hoping that we fix Galaxy City and they hang out there.
  4. The think is, Blasters can now handle being mezzed quite well. They have three moves to use (assuming you take them) and they regenerate rapidly.

    Short of adding actual mez protection, which I don't see them ever doing, it isn't going to get much better.
  5. Quote:
    Originally Posted by Ultimus View Post
    Hmm why is that?
    No idea, but I'm not complaining. Its like super scourge on RoF, just a great bonus.
  6. Quote:
    Originally Posted by Siolfir View Post
    Referring specifically to Martial Assault, which will be a Dominator secondary, Energy Blast won't work because that's a separate Assault.
    But then you'd be asking for Ki Control. Which, while it would be cool is not the next control set I'd want to see.
  7. Well, in the Martial Combat set itself, there is Ki Push, and it looks amazing. Also really fun to watch.
  8. Energy Blast animations don't need to be changed to look like that. They already do.
  9. No, I think only Burst from KM crits from hide 100%. All other are 50%.

    But yea, Stalkers are great now.
  10. Quote:
    Originally Posted by Starsman View Post
    I got to say I am a bit disapointed with Martial Assault, out of personal expectations mostly.

    I keept daydreaming of a Street Fighter inspired set that would use melee attacks and Hadouken fire balls for the ranged attacks.

    (image clipped)

    I guess the concept still can happen if they end up creating a Chi Blast set in the future.
    A Ki Blast set would be great, but I think for now Energy Blast will do. Same look, same damage type, probably the same effects.
  11. Quote:
    Originally Posted by Bronze Knight View Post
    Chainsaw Nun-chucks: Almost as dangerous to the enemy as they are to you.
  12. Mad Grim

    Best Tankermind?

    I'd say /Time is the best for tankerminding. Time's Juncture is a debuff aura and helps with taunting, farsight can make all your pets (and you) invincible, you have a strong heal, an you are all around really hard to kill. And thats without IOs.
  13. *insert set* or you're doing it wrong is always a silly thing to say. Why? Concepts. Also, different sets perform differently, it is hard to say one is in every way better than another.
  14. Quote:
    Originally Posted by Trickshooter View Post
    It all makes sense now.
  15. Quote:
    Originally Posted by cursedsorcerer View Post
    I meant to say that Spines would probably work well for Bio Armor thematically. It might not necessarily work for all character concepts.
    Oh. Well, yea, it would. The 'original' spines has a rather bio armor-y look.
  16. Mad Grim

    Scrapper Love

    Quote:
    Originally Posted by _Pine_ View Post
    And just be a petless demon mastermind for 3 whip attacks.
    Only if you want to have to spend billions to be in any way effective.

    Whip Melee please!
  17. We don't need non-combat incarnate powers.

    There is no sense in saying incarnate powers are OP. That is their entire point. At the Incarnate level you are a team unto yourself. The Incarnate powers are supposed to completely nullify the normal game. If you want to play without being over the top awesome, then turn them off.
  18. Dominatrix showed herself to be on the side of Primal, not necessarily Hero. I'd place her more as a Rogue, given her backstabbing tendency.
  19. Quote:
    Originally Posted by cursedsorcerer View Post
    What about Spines?
    Well you see, I already have the concept of a Cthulu worshiping pirate captain. And I have the costume. I think StJ/Bio works better for him that Spines.
  20. The AoE damage seems to be an afterthought, the main purpose seems to be to quickly move in and out of melee.

    Though we couldn't see the damage, due to the enemies being hacked. It just showed them taking the hit, no orange numbers.
  21. As far as double weapon customization, I don't see it as being a problem. As you said, Shield Defense can already cause this effect.

    But the redraw would be hell.
  22. Quote:
    Originally Posted by Miakis View Post
    There's the Organic Armor Sword from the old Mutant pack, and a couple beam rifle weapons are sorta Biological-looking. but yeah, some other sets don't really have much for that.
    Titan Weapons has the Demon Axe.

    So that leaves Axe, Mace, most of the gun sets, and Staff.

    Personally I'm gonna be pairing it with SS or StJ.
  23. Quote:
    Originally Posted by Samuel_Tow View Post

    Both of those have already been done in the game, and they've been done pretty well. Both, incidentally, come courtesy of Nemesis Rex, that alternate version of our own Nemesis who conquered his own world, then proceeded to conquer many alternate dimensions. When our own Nemesis encounters him, his first thought is "I wonder if I can't get the heroes off my back and fighting him?" And it works. We've gone to dangerous worlds and sealed them off before, as well, and the Nemesis Rex dimension is one of those.

    Regardless, though, you're right that it's a risk. But it's also the kind of risk that a villain really has to take in order to shoot for greatness. Being a villain isn't all deus ex machina and villain sue. It's hard work and dedication, it involves danger and failure and it's something you earn. That's what makes good villains great and interesting villains worth reading about. If anything, making Recluse's job harder ought to make his eventual success all the more impressive.
    Well, if it comes to a stand off of multi-dimensional conqueror vs multi-dimensional conqueror, I think I'd put my money on Recluse.
  24. So you're not saying to change the current secondary to be all melee, you are instead saying that they should be given ANOTHER secondary, something no other AT has. Because Melee vs what they have now is completely different. So you'd have an AT with two secondaries, making it even harder to balance.

    I don't see how that's any better.
  25. Quote:
    Originally Posted by cursedsorcerer View Post
    Sorry to slightly derail this thread, but actually we are being teased more by I24 and the lack of an overview page and the knowledge that a LOT of awesome stuff will come with the Issue.
    I will repeat what I said when the first leaks started, something that continues to be proven.

    This is the best issue since issue 1.

    With the possible exception of whatever issue City of Villains came out in.