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Posts
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Joined
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Gotta agree, bubbles are teh uber on Mothership raids. We must have had 5 Dispersion Bubbles stacked together on the last one I was on, and Force Bubble kept being used to keep the various bosses and whatnot at bay. Very few deaths, gobs of vanguard salvage. Fun!
I may have to look at repulsion field again after reading this guide. I had it for a while on my Mastermind, then abandoned it due to end usage. My thought now is that my main purpose for FB now is to keep bosses from running into melee range and trashing my lower-level minions... perhaps I can start goofing around with repulsion field instead to keep things knocked around rather than holding them at range. -
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His build is built around developing an attack chain, getting taunt, and having TI and Unyielding all by level 10. By 20, having Stamina, Invincibility, and Whirling Hands. By 40, having Bone Smasher, Energy Transfer, Total Focus, and Whirling Hands 6-slotted. When I hit 22, I focused on getting Stamina and my toggle defenses 4 slotted with SOs. After that, offense took priority.
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OK, I've gone through the hero planner a number of times, and I have not seen how to get Stamina, Whirling Hands, Invincibility, Taunt, TI, and Unyielding by 20. By 22 yes, but not by 20. Unless you sacrifice a travel power, which I could see people doing with Safeguard missions. Did I miss something? -
I discovered an easy exploit to give yourself unlimited time on a Mayhem mission: use Knockback to throw the villain through the vault door. Easy to do, very repeatable. Once they're on the far side of the door, they don't aggro the door anymore, and they don't aggro you. The timer never goes off, and you have as much time as you want to clear the entire mission.
I'd really call this a "bug", rather than an exploit, because it prevents a successful completion of the mission, too. But exploits tend to get fixed quickly; bugs can go for a long, long time -
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For instance, your defense powers will work equally well against a Boss or any critter up to 5 levels higher than you, as it does for an equal level minion.
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I'm so excited! My Tier 1 henchmen on my Robot/Force Field Mastermind always died extremely easily. Casting force fields on them only marginally improves their survivability, since they are -2 to even-con enemies anyway. Considering I usually fight at +2 or +3, even enemy minions would two-shot them and mostly ignore their shields.
This will be a pretty MASSIVE buff to this particular Mastermind build. I'm glad it's being done -- my Ice Tanker thanks you -- but I'm concerned about the effect on a Bots/FF Mastermind. I rarely lose a henchman as it is... though the Tier 1s die easily, smart tactics can prevent their engagement in favor of the Assbot. I suspect that, with this change, "rarely" will become "almost never". Considering that my duo partner when hunting level 40 CoT in Nerva called playing with my MM "riding the gravy train of XP" the other night, I'm slightly worried... -
The Mook in the Bucket on the docks still wins for me. I've only heard this one time, but this one time the guy in the bucket says to all the guys around him,
"I, uhh, guess I'll let you guys handle this!"
Then he proceeds to hop aroundI just think that's one of the funniest touches. Nobody had mentioned what he says yet, so I thought I would...