Sailboat

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  1. Quote:
    Originally Posted by Amy_Amp View Post
    And yet defenders have had Archery since issue 5.
    Probably mostly because of concept for Trick Arrow Defenders.
  2. Quote:
    Originally Posted by Sprite Fire View Post
    and out of your end recovery aura...
    Holy crap, there's an end recovery aura?
  3. Quote:
    Originally Posted by Johnny_Butane View Post
    They can "destroy" any zone they want. It doesn't mean anything.
    If you feel like that, why don't you try out "hardcore" play with the Iron Eagles? Death matters to them.
  4. Concur -- more slots into Parry (6), Reconstruction (5-6), Dull Pain (5 is probably enough), and perhaps Tough (4), taking them from Tactics, Maneuvers, and maybe even Physical Perfection if you need to.
  5. Sailboat

    Dual Blades

    DB doesn't directly have -resists in the attacks outside of the normal Bruising effect in Tier 1 all tankers get; Ablating Strike does however have -defense, into which you can stick an Achilles' Heel proc for occasional -resist.

    My general sense is that the damage is somewhat better than average, simply because of the bonus damage from Attack Vitals.

    There are two issues I can foresee with using it on a Tanker. Firstly, since Tankers have to take (and would be advised to slot) their Tier 1, which isn't used in either of the two mightier combos, it'll tend to require a lot of power picks to really use to your advantage (you shouldn't skip Blinding Feint either, you'll need six more powers to use both the AV and Sweep combos). Secondly, you may or may not find that the time pressure to chain the combos without letting them expire increases your workload when trying to simultaneously keep an eye on the battlefield when you're tanking for a team (obviously much less of a distraction solo).
  6. See? Sometimes I'm a nub.
  7. Quote:
    Originally Posted by SinisterDirge View Post
    So all this back and forth because I didn't say the bolded
    That's one way of looking at it.

    "All these dead bodies and twisted metal are just because I didn't say to cut the blue wire on the bomb, not the red one?"
  8. Quote:
    Originally Posted by _Pine_ View Post
    However, the new drag and drop feature has been a real blessing. Now you can just pick powers, regardless of the level the build is at, and then move it to a good level. So just start clicking powers! You can arrange them when your done.
    Can you drag and drop slots? Specific IOs? I get a little gray box when I try to do that which LOOKS like it'll work, but so far nothing's dragged and dropped for me. Feel free to say "Yer not doin' it right!'
  9. It's not that it's a "bad" word, it's that it's an ethnic slur. It's probably not the most offensive ethnic slur either, but they don't want to be in the business of permitting some ethnic slurs and banning others (can you imagine what the forum lobbying would be like? Ew.)

    I agree that it seems like that would be a useful word and it's not as offensive as some slurs, but I can see the company's viewpoint about not wanting to be in the business of legislating who can and who can not be insulted.
  10. Quote:
    Originally Posted by TehFiri View Post
    It is against everyones best interest to ban things unless they are broken. (For instance, before DR, stacking veng was banned, though you could still have it in your build for IOs and sets) Obviously this does not address the issue of accessibility.
    Well, maybe it's worth considering whether the Incarnate process is "broken" by PvP standards, and might need to be banned. That would save you the grind.
  11. Quote:
    Originally Posted by ATOFelix View Post
    ive been waiting 3 days for a reply after submiting tonnes of info to get access to my account, who should we contact to escalate it?
    Behold:

    Quote:
    Originally Posted by Necrotech_Master View Post
    in one of the threads about the security update, Zwillinger posted that if you did have concerns about your account not being eligible, you should PM him about it and he would do his best to fix it
    Quote:
    Originally Posted by Zwillinger View Post
    Just as soon as I can give you all an update, I'll do so .

    Thanks!

    - Z
  12. Sailboat

    Max Damage

    Quote:
    Originally Posted by Blue_Centurion View Post
    he is built as a Willpower/Super Strength/Energy Mastery. i want to stay with that..
    Well, you're working uphill a little bit, as Willpower doesn't add anything to your killing power (although it can fuel it with Quick Recovery!) and /Energy Mastery isn't going to add as much damage as /Pyre.

    One suggestion you probably already are aware of is to slot up your tier 1, Jab, since you'll be using it for the Bruising debuff. I like to put at least one big damage proc in there too (Hecatomb if you can manage).
  13. Quote:
    Originally Posted by dave_p View Post
    What, no Stone? Def + resists + regen/heals, further layered in self-gimped -rech, -dam, -speed, -jump/fly. First two are optional, at least.
    Sure, I wasn't attempting a comprehensive review of all powersets I'd consider "layered." I agree that the -rech and -dmg "layers" do indeed help survival -- of your enemies.
  14. Quote:
    Originally Posted by Jawbreaker View Post
    I'm assuming I want max +recharge.
    I'm not familiar with the patron pools, but Willpower gets effectively no benefit at all from recharge, and Claws has special fast-recharging powers as part of its secondary effect. I suppose if you want a top-end Claws attack chain you might need specific recharge numbers (they're in a thread on this very page); otherwise, however, I'm not sure Claws/WP benefits very much from recharge at all.
  15. Quote:
    Originally Posted by SinisterDirge View Post
    We are not going to be able to agree here. Obviously you are standing from a perspective that only uses the secondary as mitigation, no pool powers, no IO's, no primary/secondary synergy. Nothing but the defense set and SO's...
    No, I'm NOT arguing that. And you never argued that the entire character had layered defenses, although you might have been thinking it. You said DARK had layered defenses. Dark, dark, dark -- not Dark/Stone. THAT'S what I took issue with.

    Dark has resistances, a great heal, and insignificant +defense. If "resistances + heal = layered, that's stretching the word "layered" pretty thin. Maybe Dark's controls do count, and I should have thought of them as defenses (as opposed to "controls") in this context -- that's where you should have made your (verbal) stand, not on "but I've soft-capped" (not specific to Dark) or "but Stone..." (not specific to Dark) or "but pools..." which you just now introduced, also not specific to Dark.

    You're building a straw man by disputing claims I never made. I totally understand and enjoy synergies and all the other stuff you say isn't in my perspective. I was only saying that saying I don't find Dark by itself (as you implied) particularly layered. On that narrow ground, what is your response? If you meant to say something else, go ahead.

    Quote:
    Originally Posted by SinisterDirge View Post
    From that perspective, Willpower and invuln are not very layered either.
    Except that each has significant defense, significant resistance, more hit points, increased regen (huge for Willpower, somewhat less for Inv if you count the effects of Dull Pain's hit point boost on Inv's regen rate) and in Inv's case also a large, long-recharge heal. That's 4-5 types of defenses from the secondaries alone, not 2.

    Quote:
    Obviously, It cant be argued with you
    Sure it can.
  16. Quote:
    Originally Posted by Wicked_Wendy View Post
    inding 20 Vahzilok in Faultline can be a bit of a choir anytime since they revamped the zone but if there are three TFS all looking for them at once.. It gets NASTY. We all know how tough its gotten to locate Council in Boomtown since the 5TH Coulmn returned.. well try finding 20 to defeat when 3 other teams are there looking as well.
    Heh. Wait 'til Synapse is the WST/WTF. Huge herds of Babbages stomping through Skyway!
  17. Quote:
    Originally Posted by The_Coming_Storm View Post
    That does not answer the question because I am not a griefer.
    You appear to be a rather large rubber duck.
  18. Quote:
    Originally Posted by Indomitable View Post
    Most of the time, the damage classes are just there to mop up opponents already defeated by crowd control and debuffs.
    I have definitely felt at times that my damage-dealers were doing the manual labor of converting foes into exp and inf.
  19. Quote:
    Originally Posted by SinisterDirge View Post
    Plus the disorients and kd+kb from stone. All mitigation.

    Sailboat, I didnt realize that IOs were not allowed. I am still interested in knowing what you find to have excellent layered defences.
    Quote:
    Originally Posted by Amy_Amp View Post
    Didn't know it was required to have it to play.
    C'mon. You're just messing with me now. It's SinisterDirge who brought capped defense in as an example of layering, not me. And that capped defense can be achieved in this case only with IOs -- so I didn't bring IOs into it either.

    And now you're (SinisterDirge) claiming the knockdown in Stone makes Dark "layered?"

    Examples of layered defenses: Invulnerability, Willpower.
  20. Quote:
    Originally Posted by Scientist View Post
    Its fairly easy to test...but I never did it systematically.
    And you call yourself a scientist!
  21. Quote:
    Originally Posted by Leo_G View Post
    Hah, not particularly related, but my Inv/Kin Tanker is a martial arts master who can easily deflect attacks with but a touch. When he jumps into a spawn, he basically uses the 'at ease' emote just because he can ^_^ Makes the enemy seem pathetic by comparison when he can not be touched for like 5+ sec.
    Ah, the old "read newspaper emote while in huge angry spawn" I sometimes pull on my /SR Scrappers.
  22. Have you followed the suggestion to send a PM to Avatea? The rednames can sometimes fix this kind of thing for you. Worth a try. Good luck!
  23. The heck with account-wide rewards. I'm holding out until all the rewards are species-wide. That way if you, or any other member of your species, has gotten a given badge or reward, every other character on every other server on every other account in every other country played by every other human also gets the reward.

    Why should I have to grind for something somebody else has already done? It's pointless.
  24. I had made a temporary character on a friend's account to try the game when I was over at his house -- an MA/SR Scrapper. By the time I actually bought the game it was Issue 2; I remade the character on my own account. As Arcanaville says, early MA/SR was pretty iffy; the infamous "smell my foot" Storm Kick, the pre-buffed Scrapper damage, and /SR when it was not only low numerical values, but also hampered by level differences. Standardizing defense against anything up to +5 was a huge improvement to the game, but that would be years away; until then, +1 enemies did more damage to both a defense-based and a resistance-based character, but also were likelier to hit, a relatively greater penalty to the defense-based character, who in effect suffered reduction of his mitigation twice.

    I really didn't have my heart in the character anyway, and knew at the time he was just sort of a test bed.

    Seeking something that would be sturdy to solo, I picked, of course, a Force Field/Energy Defender (based on my hazy understanding that Dispersion Bubble would give him status protection). My level of understanding of the game's mezz system was thus inhibited by learning on a squishy who was unaffected by most mezz; for example, for a long time I thought there were two types of holds, one of which let you still attack (of course it was "immobilize" that had me confused). The game screens' inconsistent use of terminology (immobilize/snare, stun/disorient) further confused me.

    So on the first or second day of having my own account, I made my first real character, Airacobra, ominously named after a promising early-WWII fighter design that ultimately turned out to be disappointingly underpowered. I liked the "air stories" pulp genre; his first costume inspired by his 1930s Army Air Corps theme, and my very first attempt at a description/bio, are visible here.

    I played him for years as a "main." At first, people would put him on high-level teams for the bubbles even when he could hardly contribute anything else, but I felt like I was leeching when I didn't attack. So I perversely tried to keep him from leveling too fast.

    Eventually I got seduced by Controllers, then later Scrappers and Tankers, but I still have Airacobra with his original costume in slot #1. He's still only 43 or 44. He's lain largely dormant for years. At one point, when free server transfers were offered, I moved him to free up a slot; later I moved him back when another free transfer and the ability to buy character slots made room for him at home again.

    When I finally got into IOs, I formed grandiose plans to rebuild him into a soft-capped defense build with high recharge attacks; but the inability to have all the power pools I wanted thwarted me -- he had to have Fitness, Speed (Hasten), Fighting (Weave), Leadership (Maneuvers) and, uh, taht didn't leave room for Flight -- and if he's named after a fighter plane, he HAS to fly. I could imagine people saying "For crying out loud, your name STARTS with AIR!"

    It's only recently occurred to me that Inherent Fitness suddenly makes this build possible. AND the new high-end content seems to be making defense buffs a bit more appreciated once more. Hrm...hrm indeed.