Not_Rhino

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  1. Quote:
    Originally Posted by Jade_Dragon View Post
    Now that Corruptors and Dominators have Electric you could probably make a fairly decent Mu.
    Now? Corrs and Doms have had Elec since Issue 12 bro.
  2. I made this flowchart to help decide what kind of controller to make:
  3. Lol at all the Brutes who were stoked that Claws for Brutes was "freakin amazing".
  4. In the context of the set, it's good. Considering I have a grudge against TA since I get frustrated whenever I try to finish my TA/Arch defender to 50 because of how little I feel like I'm adding to the team, whenever I'm not busy getting my *** kicked because I draw tons of aggro since everything I do is AoE... eh.
  5. Quote:
    Originally Posted by Feign View Post
    Wait, wait, what makes Spines a better AoE set than electric? I mean, I can imagine it's a better all around set, but for sheer number of AoE attacks and their availability, I think Electric has it hands down.

    I mean, I know there's spine burst and some range in spines, but how does that compare to Lightning rod+Thunder strike+Chain Induction? (I don't really count Clap, as it's more a utility power)
    Elec's AoE attacks all have small range except for Lightning Rod. Thunder Strike rarely hits more than 2 or 3 guys. I'd say Claws is better for AoE damage than Elec (I have a 50 elec brute and a 42 claw scrapper) just because Spin recharges so damn quickly and there's Shockwave as well. But, if you pair Elec with Shield, I would vote for that for best aoe damage, hands down. Shield Charge + Lightning Rod is just too much not to vote.
  6. Ill/Emp was my first 50, and I still play him. Good fun, fits themeatically. Great for teaming, good for soloing.
  7. Quote:
    Originally Posted by Trickshooter View Post
    Poor, poor Trick Arrows is kind of sad looking next to Traps.
    It was kind of sad looking next to every other Defender primary already anyways. I know someone will come in and be mad at me for saying it, but 45 levels of experience with my TA/Archery defender make me wish I had just rolled an Archery blaster.
  8. Not_Rhino

    Uber veterans

    Quote:
    Originally Posted by GarfieldZ View Post
    This for the uber vets! I class these as players who have like a 48 month badge and higher!

    for these uber vets, i have 3 question! what toons have you been playing for all this time? have you played one from when you started till now? whats your favourite build?
    1. Uh, none really. I guess my SS/Invuln tanker is still semi-active but he's only level 43. My next oldest respectable character is my Ill/Emp controller, my first 50 in 2006 after finally overcoming my altitis, followed by my Peacebringer who is also 50. I now have six 50s, each a different archetype, and three characters in the 40s, and a whole bunch in the 20s and 30s.

    2. Yes, my Inv/SS tanker as stated above. Originally named Not Rhino (as is my forum name) created in June 2004, a short time after I started the game and before the whole Marvel lawsuit news broke. Got him into the 20s and left him there for a while, been playing him a little every now and then and just gained 2 levels with him yesterday, bringing him to level 43. Unfortunately, in 2008 after 4 years of playing him off and on, I guess someone reported me and I was genericed. Changed name to Ceros, and then a while later decided to move him from Infinity to Virtue since Virtue is the only server I play now, and the name Ceros was actually TAKEN on Virtue, so I named him Rhino Rampage instead.

    3. My favorite build, tough question. I like most of the characters that I've played through to at least the 40s, they're all fun with the exception of my 45 TA/Archery defender, who dies far too often and doesn't seem to contribute very much to the team in comparison to other defenders, especially when wreckless teammates scatter the groups of enemies making my debuff patches completely worthless. Outside of that, I have fun on most of my higher level characters. I think, having played both Inv/SS and Shield/SS to high levels, I can honestly say I much prefer Shield over Invuln. My damage contribution is simply a lot higher, and I can still tank just fine. Very fun combination, but very end heavy. My ill/emp controller is a one man team, I know it's not a fotm build but, having played a Fire/Rad to 22 I don't think I'd trade /Emp for /Rad, but we'll see. My fire/kin corruptor is, obviously, a a damage powerhouse. Unfortunately, unlike fire/kin controllers, it's very dangerous taking on whole groups as a corruptor, but once Going Rogue allows me to have a Tanker to protect me more often (sorry Brutes, you just aren't as good, and most of you don't even care about tanking, which I completely understand) I imagine it will become a lot more fun. My mostly human form peacebringer is a jack of all trades who doesn't excel at tanking or at doing damage, but man, when the sh*t hits the fan and everyone dies, I know I'll still be alive, solar flarin' everything in sight. And of course, there's my elec/elec brute, I absolutely did NOT enjoy playing him against most enemies, but against Rikti and the like, I can solo +4 groups made for 8 person teams pretty well. Now that I have Energize, I imagine he'll be much better for typical play. Claws/SR is a very fun combination that lends itself well to a speedster character. My PBAOE might not be one-shotting stuff, but I can do it every 4.5 seconds.

    Overall, I'd say my SD/SS Tanker is maaaybe my favorite build. I got him to 50 in less than a month doing regular content, while my others took longer. He was an absolute blast to play once I got shield charge.
  9. Quote:
    Originally Posted by Obscure Blade View Post
    Or they could get Detonator like MMs do. Exploding Imps! Suicidal Singularities!


    On the plus side, Acid Mortar has persistent debuffs which would let your Phantom Army keep doing good damage even to knocked back enemies.
    Uh huh. And what about Mind Controllers?
  10. Not_Rhino

    Soloing set fo 8

    I bet my Ill/Emp could solo 8 man spawns at +2, maybe +3 difficulty.
  11. My SD/SS Tanker is my favorite tanker and easily one of my favorite characters. Out of all characters I've ever had, I got him to 50 the fastest (without powerleveling, that is). It was a struggle in the beginning but got a lot more fun after Shield Charge and even more so after Foot Stomp.
    Worst problem is easily end management. Defense is more than adequate, and with a little IO investment it becomes quite a strong Tank with very good damage. Might have to respec out of Stone Mastery now that there's that new +reg/rec power in Energy Mastery.
  12. Drop the presence pool. Invoke Panic will not work as you intend it to. Instead of being an "oh crap" button it will just do nothing but draw more aggro and mez a couple of minions, (maybe). If you have nothing else to replace the Presence powers from your main/secondary with, replace them with the Fighting pool, kick or boxing, then tough and weave. I thought the presence pool would be fun too, using my fear-inspired Dark/Dark tanker. Turns out, it wasn't.
  13. Quote:
    Originally Posted by Infinitessa View Post
    Thanks for the replies, I appreciate it.

    I am having a blast making my tank as "pure tankage" as possible. Think Taunt is his only attack that is six-slotted. Think 4 total attack powers, INCLUDING Taunt and Boxing. Think almost every power in the primary set six-slotted.

    Yeah, *that* pure lol.

    I actually had a build at one point that picked up Provoke (6-slotted of course) from the Challenge Pool, just so I could see what it was like having two AoE taunts. And the fears in the set fit with his theme. But I eventually respeced it in favour of Leadership.
    That's kind of stupid. The more attacks you have, the more you'll be attacking. The more you are attacking, the more aggro you will generate. Don't limit yourself to two or three real attacks, you're just boxing yourself in and even with full primaries and a bunch of pool powers to help you survive you'll have room left for at least five or so of your secondary powers. Take them. It makes you more useful to a team.
  14. Quote:
    Originally Posted by Coldmed View Post
    i have a 3.76 recovery rate plus i have conserve power.i also have taunt..

    i also have 88.15 % s/l resistance and 33& defense

    i "NEED" powersink why exactly???...
    If you have that much recovery, how much is the ancillary power really adding? Not much I assume since it's half the value of stamina. Why not, I dunno, drop THAT and take power sink? Even if you don't need the recovery, bottoming out enemies' endurance and drawing tons of aggro (you are a Tanker, yeah?) is an excellent tool to have.

    And I think the other guy was thinking of Power Surge. I think he was also thinking this was the scrapper forum.
  15. Quote:
    Originally Posted by Coldmed View Post
    well the only thing i could say is the drop powersink in order to get pp..

    you can take powersink then respec into cp and pp later on.im using recov bonus's and unquies on top of cp and pp..all will take care of the missing powersink.
    Drop POWER SINK? No. NO. A million times, NO. It's simply the best power in the set. You'd be a complete fool not to take it, ESPECIALLY as a tanker.
  16. Forget these niche sets. Water powers are where it's at. Blast, control, aura, armor, melee. Tons of untapped potential.
  17. Why does Mids now give you travel powers at level 6? Is it due to the veteran reward? Is there any way to disable that?
  18. Quote:
    Originally Posted by Nintova View Post
    Reptiles would not have body temperature control. It's a reptile thing.
    Ahem... dinosaurs are NOT modern reptiles. In fact, many scientists now believe dinosaurs may have had many characteristics of warm-blooded animals, including being endothermic rather than exothermic.
  19. Why would anyone expect an Elec Armor Brute to be tanking in the first place?
  20. I honestly hope they come up with some new options for Kheldians besides just color. Being able to not transform or have different transformation options would be cool.
  21. If you've played for 63 months and you don't know these maps well enough that you have to use a power to clear fog of war... I dunno what to say.
  22. If anything I'd consider Noxious Gas to be far more evil. I mean, infecting your own ally with poison and sending him in to essentially be a kamikaze poison dispenser? And what about Detonator in Traps? I suppose with that one the henchman at least tries to get rid of the bomb... Noxious Gas is just straight up evil. Which brings me to a question: how well are Masterminds going to translate as Heroes come Going Rogue?
  23. [ QUOTE ]
    [ QUOTE ]
    Redefine it as "Nausea Field" or something to that effect?

    [/ QUOTE ]

    That would actually make a good Sonic Resonance power.

    [/ QUOTE ]

    It already was. It was called Sonic Dispersion and it only affected allied Players with sensitivity to flickering.
  24. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
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    Edit: Note to devs: You really [censored] up on RSF, didn't you? Said, by the way, by someone who has completed it many times with many ATs.

    [/ QUOTE ]

    So have I. One of the most memorable was with 3 brutes, 3 widow/fort's, a dom (not perma mind) and a (i think) fire/cold corr. We woud have got master too, if BABs hadnt landed 2 lucky hits in a row on the /fire brute.
    I've also done the last fight (Pre Master badge) without anyone taking a death with the /stone brute teleporting into the middle of the heroes.

    [/ QUOTE ]

    Oh, well, good to know it's [censored] based on luck rather than skill.

    [/ QUOTE ]

    No idea what you're complaining about now. The only "luck" in either of his examples was BaB ruining what was probably not even a Master attempt by getting in two hits back to back. Defense is finicky like that.

    [/ QUOTE ]

    Funny, I wasn't aware /Fire was a defense based set. Wouldn't call it "lucky".
  25. No, we never will see it. It would change the very core of the game, and isn't necessary to boot.