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Note that even before you get GR, you can spend 20 million and 50 reward merits to get an A-merit every 20 hours, and reward merits are now even easier to come by than ever is you do the Weekly Strike Target for double rewards. This will let you bank up some A-merits before you get GR, if you like.
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Quote:Jab is the worst Tier 1? Worse than Frozen Fists? (Not sarcastic; I don't really know what the worst Tier 1 is, not having made a point of looking for it). At least Jab has Rage going...it seems wasteful to hit Build UP for the other Tier 1s.Wow, that's an enormous buff, especially for sets with a tier 1 that was already good enough to use. I'm pretty much all about super strength, with the worst tier 1, so I'd like to use it as little as possible; it lasts 10 seconds?
Pro tip: slip a proc in too (I like Hecatomb here unless I am trying to uuse the set intact somewhere else). -
Quote:This is an exaggeration. Inspirations only help you overcome mild, limited defense debuffs. At 8-player settings, Longbow Nullifiers will put your defense numbers deeply negative, and chewing on some medium purples won't bring you back up unless you're chewing on 4 or more, and how often can your tray sustain that? In the ITF, last night, I tried this exact strategy, and they blew right through various combinations of purple inspirations unless I pretty much dumped my tray out each encounter...and I had good lethal resistance (70-75% on a Fire Tanker) and a fast-recharging heal.When ranking Tanker sets it is important to look at two things: resistance and self-healing. Defense is less important because we can reach the soft cap with sets, pool powers, inspirations, and team buffs extremely easily. When facing defense debuffs, inspirations can help overcome them for power sets that lack defense debuff resistance.
Defense debuff resistance is enormously valuable to enduring such attacks. Electric and Dark do not have it. Only in carefully-selected environments do they get to keep their defense.
I'm not saying they're weak. But externally-added defense is fragile without debuff resistance and it's not "easily" offset. The alleged power of resistance-only sets with large IO investment is partly an illusion. -
Well, I tried your spelling in the Merriam-Webster dictionary (M-W.com):
Quote:dilemna
The word you've entered isn't in the dictionary. Click on a spelling suggestion below or try again using the search bar above.
1. dilemma -
I can't believe it won't affect the damage caused when I hit the now-relatively-lower-level foes. Surely I do more damage if I conn higher.
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I've skimmed this thread and might have missed it if someone else said it, but I don't think the Spiritual Alphas will make the pets attack any faster, just in case you're wondering, since pets not longer get recharge bonuses at all. They might benefit from the +damage in Musculature, for example, but not from the recharge in Spiritual.
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Quote:My Tankers have routinely received 6-10 shards per ITF, weighted more toward the high end of that range (only gotten 6 once).i've also been keeping tabs on their shard-drops from TF's lately, to make it consistent i counted only the same TF for all of them (ITF).
in 1 ITF 'normal' run (kill a lot but not excessive) i got:
tanks : 3shards
blaster: 6shards
scrappers: 8-10shards
it really seems like my tanks are quite incapable of getting shards and it's really started to aggrovate me (especially considering how many we have to get!)
has anyone else experienced any differences between AT's?
I'm going to chalk this one up to random distribution. -
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Chariots dominated warfare and toppled empires for 500 years. In a way not unlike the topic of this thread, they enabled an archer to stay at range and deliver lethal strikes his enemies could not endure, and also to pursue those enemies when they tried to flee.
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Since it's tied to the Tier 1 power, you can test this yourself by making a baby Tanker. Brawl something, look at the damage number. Then use the Tier 1 attack and brawl it a second time, and note the increased damage number (it won't look like a lot on level 1 Brawl, but it will be significant on your higher damage attacks). Bruising is quite nice for dealing with bosses and EBs.
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Question: does it show anywhere? The Wiki says "it shows 50 (+1)" but doesn't go into detail as to what "it" is that is showing that, or where to find it. I made my first level shifting Alpha incarnate doohickey tonight but don't see any evidence of the shift on the monitor.
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Quote:I'm not sure that's disagreeing. When I said WP was usually ranked 3rd/4th, I didn't go into detail; but usually the ranking I recall is Granite, then Inv, then WP or Elec or Dark or perhaps Shield, depending on the poster. If your post could be interpreted to mean you rank Dark and Elec third, there's room for you to put WP in 4th place and be in rough agreement with me.Im going to have to disagree with this statment.
The 4 Toughest Tanker sets (in my view) are Stone, Inv, Dark, and Elec.
Quote:Dark and Elec while not packing the massive biuld in Def of Inv each have much more utility and tools to work with then Inv and in most cases have superior Res (save for S/L... but Elec is VERY VERY close behind Inv even on that and I mighyt add that Nether Elec or Dark have the huge Psi hole that Inv has).
Also, I hardly ever notice the "psi hole" affecting the outcome, unless I'm taking the alpha of the Clock King or multiple Carnie bosses.
No question the sets you mention are strong; in fact, any Tanker set can be made quite hardly with a skillful build.
Quote:my Willpower/Axe tank is 50 (Early 50, I haven't tricked him out with the various IO sets and such that I'm looking into yet.) and does quite well in a lot of situations. The only times I've ever really had problems were any enemies that did -regen (Which I understand is pretty much the kryptonite of a willpower tank, so no sweat there.) and in situations where I'm tanking an EB or AV (And ONLY the EB/AV.) and my regeneration isn't really cutting it vs the damage I'm taking. -
In and of itself, WP is roughly the third or fourth most durable primary most of the time we forumgoers rank the primaries. I haven't played one to high level yet, so there may be something I'm unaware of, but I'm surprised you're feeling squishy.
How important is damage output, single-target and/or AoE?
Off the top of my head, I'd rank only Invulnerability and Stone (in Granite) as tougher than Willpower, and Inv only by a nose. Are you using Invention sets? Do you want to use them?
If it's spikes of damage you don't like, you might want to consider avoiding the mostly defense-based sets like Shield (although I personally like it) and go for one of the heavy resistance-based sets: Electric or Dark, or even Invuln, which is sort of a hybrid. -
Yeah, I'm not sure about that either. Footstomp hits more enemies than Axe's Pendulum, but not more than Mace's Crowd Control. My Axe Tanker can chain together Cleave, Pendulum, and Whirling to keep attacking almost constantly (especially if another AoE from outside Axe is thrown in, but SS can get those too). I know Footstomp is better than any one of those but I'm less sure that Footstomp + pause beats that whole chain.
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Quote:Eh. All the ranges are pretty short. The default base range for most ranged attacks seems to be 80 feet. Military engagement range has been much longer than that since at least the US Civil War -- and that's only because, before that, smoothbore muskets had a short engagement range. The old composite bows used by Assyrian charioteers outranged 80 feet.Yes, but what I am saying is that a normal Olympic Archer has to shoot 72 arrows, in groups of 12, at that distance (70 meters). I would think that a "super" hero would be able to shoot EVERY arrow at snipe distance. Not just 1 attack. Seeing as how an Olympic archer can.
And while an argument could be made that an Olympic Archer does not have an enemy attacking them at the same time, I still stand by my statement. Either we are super or not. Also, I am not really seeing how increasing the base range for archers (or any other blaster power for that matter) would really be all that game breaking. It would only come into play on outdoor maps, and the occasional long hallway in an indoor map.
However, I am sure somebody will come here and tell me how extraordinarily game breaking that would be. "in their eyes" that is.
It's a compromise, possibly based on keeping the combats smaller in area to reduce processor burden, for all we know. At least you're able to shoot 80 feet; the super strength guys can't even pick up the dry leaves that fall off the trees, let alone a car. -
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The Total Focus animation takes enough time that you can reach over and tap the F10 key to yell your battle cry just before pounding the bad guy's head in. Just sayin'.
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To be fair, when they eventually do shut the servers down, the players who want to destroy the universe will at last have their moment of triumph.
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I'd like to second the idea of using Munitions for your ancillary pool. If you like to stand off and snipe, it does have a second snipe.