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Posts
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I don't think so, exactly. Early on they are in fact very easy to solo. Target and blast away at everything. It's only later when the enemies get tougher and have more tricks that blasters start having problems. Kind of the opposite of controllers that way.
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This is the third thread I've seen on this bug. It's very irritating when you end up blind because of all the giant legs.
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Considering that I have zero interest in grinding Trials I'd far prefer some new Dominator powers I'd actually use over Incarnate powers I'm not going to get in the foreseeable future.
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I think it's a bug of some kind. It happened to me, I waited and in about 30 seconds the event started anyway.
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Make a jarhead that's a Stone Melee character. It's a reservoir suit full of sapient liquid nanotech; the "stone" hammers and fists are some of its mass extruded outside the suit and condensed into solid form. With a Stone/Energy Brute you'd even have a nicely high tech force field to go along with it.
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Brain or brain-and-eyes: A mad scientist who tested a less-than-perfect invisibility serum on himself. Instead of just making him fully invisible for a short time, it made everything but his brain and eyes permanently invisible. He is not happy about this.
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Quote:I recall at least one themed VG that made a point of that; called The Army of a Hundred I believe.Hilarity? Thugs, hands-down. Picture eight people firing off Gang War at the same time.
These days we have Burnout (which allows for double Gang War), Thermal (because flaming Gang War is great fun) and AoE shield buffs; so I believe that would give you 108 flaming henchmen and 8 MMs, for a total of 116 guys on your side without temp power pets. -
Corruptors, generally. Solo, their wider range of tricks makes them more survivable than the one dimensional blasters. And on teams their buffs/debuffs are force multipliers that can do more than a little extra damage.
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I disagree; Energy/Traps works fine. Traps is in fact one of the best Corr/Def sets to pair with Energy Blast. The targeted and persistent debuff of Acid Mortar means that you can knockback your targets without nerfing your damage; and Energy Blast without knockback loses its main reason for being. Admittedly it's not so good for "toe bombing", but there's more than one way to play a /Traps.
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I have an Energy/Poison whose concept is that he's firing high pressure jets of chemicals; the brainless tank is perfect as a chemical resevoir. And my cyborg Dominator Mad Science just has to have the brain-in-a-tank.
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For a Storm:
Hasten gets several important powers back up faster.
Combat Jumping is very useful keeping you from being immobilized while you are trying to debuff & position things with Hurricane.
Hover/Fly is also useful for positioning Lightning Storm right over an enemy spawn, or flying over them out of perception range if you don't have anything to stack Steamy Mist with for full invisibility. -
I believe it was Zombie Man who pointed out on VirtueUnited that [Wolf Pet] is a valid Power Link.
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Is it shared across all your alts?
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Heh, they could have little refugee boats spawn every so often, and have an Arachnos Flyer show up and sink it.
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Also, magic is more powerful in Paragon than in most places since it's atop multiple ley lines; that attracts magic heroes & villains and is why Oranbega was founded on the same spot.
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Or that he is the guy we know as Primal Phipps; Praetorian Phipps crossed over years ago, assassinated the kind and gentle Primal Phipps, had Primal Phipp's family fed to Arachnoids and has been living a double life on both worlds since then.
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Low damage, high controls & debuffs.
Extremely nasty, gets strong early. Seeds + Roots + Freezing Rain melts crowds.
Highly effective, endurance pig.
Electric blast is sub-par.
Mine's only sub-30, but should be very nasty when she gets Rain of Arrows since that should sync nicely with Freezing Rain.