Sailboat

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  1. So far I've only fought her with a high-flying Energy/Energy Blaster. I just kind of stayed way the hell up there and hurled long-ranged damage at her and ran away to use my pool heal when I got hurt, then came back.

    I say we take off, and nuke the site from orbit. It's the only way to be sure.
  2. Quote:
    Originally Posted by Xarathion View Post
    Case in point, I made all my Thermal Corruptor's powers a bright green, as a visual cue for the healing attributes of the flames. However, it means that I cover people in bright green flame shields when I buff the team.
    You can color each power differently, so you could make the heals bright and the shields duller if you wanted. You can also color two different shields differently, in case you have trouble telling whether you just cast Fire Shield or Plasma Shield on someone.

    Quote:
    Originally Posted by DreadShinobi View Post
    I personally try to color my Fire/Plasma Shields and Ice/Glacial Shields to be as visually invisible as possible. It is easy enough to read buff bars to see when people need more shields.
    Quote:
    Originally Posted by Griff Mender View Post
    My thing is, I need dispersion bubble to be visible so I know that it's covering the team.
    You can also have different power color setups with each costume change, so you can make a second costume slot with the same exact costume but dimer power effects, and switch over if anyone complains.
  3. I've never experienced any fight in which Broadsword felt weak, even against highly resistant foes. I concur with Werner that "lethal damage is less of an issue than most people make it out to be."

    Don't underestimate the effectiveness of the secondary effects -- knockdown and knockup, def debuff, and of course Parry's buff. I like to say Broadsword is a toolkit...and every tool is a can opener...and the can is labeled "Whoopass."

    I have a level 42-43 BS/Shield Scrapper playing "hardcore," the voluntary playstyle in which you delete a character when he or she is defeated. The fact that this one is 42+ means that he's never been defeated. I do play him more cautiously than my regular (non-hardcore) Scrappers, but still, that's a long time to stay alive on a character without set bonuses (I don't spend big money on him because I might have to delete him at any moment).

    I agree with Local Man that the AoE seems pretty well-balanced; the fast recharge and great area coverage of Slice makes it more effective than it looks on paper, and you can add Whirling Sword, Headsplitter, and Shield Charge. And single-target is great, because Hack is such a hard-hitting early-tier attack.

    Broadsword also has very good-looking models available.

    You can opener is ready. Open that can. You know which one.
  4. To the OP:

    Don't take this personally, as this is my own rant about something I encounter all the time in posted builds these days: why won't you six-slot your attacks? You've got LOTS of underslotted attacks, key ones, not just Boxing or set mules.

    At first I thought, "Maybe it's a build with a special emphasis." So I looked, and it's got a whopping 67.5% global recharge bonus. But what's the point in underslotting the recharge in your attacks and then "making up for it" with more expensive global recharge? You've used the saved slots to five-slot Combat Jumping? Planning to jump them to death?

    And if it's a recharge build, why are the Crushing Impact sets four-slotted, when that fifth slot adds recharge?

    I'm not really an expert on Hami-Os, so I could be missing something, but the slotting on Soul Drain looks expensive for what you're getting out of it -- why spend big influence for damage on Soul Drain at the cost of underslotting main attacks?

    Also, I'm not sure the Shield Wall sets are giving you much value for money.

    As a generalization, any character intending to enter combat can afford to six-slot several attacks, and almost certainly would perform better if he or she did. Sometimes a nice purple set, or frankenslotting, enables you to get good enhancement out of only five slots...at which point you can put a proc in that 6th slot, thank you.

    Click attacks are your main endurance cost, almost all of your animation time, and other than positioning, form the bulk of you decisions as a player -- it seems logical to me they should get the lion's share of the slots and enhancement. Taking slots out of these powers is stealing potential effectiveness from the bulk of what you personally are doing when you're playing.
  5. Thanks. I finally autocompleted it without incident. Fell asleep night before last wandering the halls looking for survivors. Guess I'll look for it again and /bug it if it gives me any lip.
  6. Probably the most classic pairing is the Inv/SS Tanker.
  7. Amyone else having trouble with this mission? I've done it successfully in the past, I think, but for the last 3 days I haven't been able to complete it. The first objective is to free the hostage, then defeat the leader of the ambush. Well, after freeing the hostage, the mission objective changes to 'defeat the leader...' and I am attacked by Commander Pike. I defeat Pike...then everyone in the room...then clear the entire multi-floor mission...but still no reward, no end of mission, nothing.

    Am I doing something wrong?

    Hero alignment, 9 other tips completed, trying to reinforce my alignment.
  8. Sailboat

    AoE Monster!

    Quote:
    Originally Posted by AnElfCalledMack View Post
    Less than you'd think.
    Fire/Fire/Pyre Tanker. The build gets one more PBAoE (Combustion) and a Taunt aura to keep everyone in the AoEs, and is sturdy enough you don't need to put up with under-enhanced AoEs to crank out enough defense to survive.

    Mine can almost chain FSC, Combustion, Fireball, and Burn continuously, while running Blazing Aura. And I don't have a ton of recharge.
  9. Sailboat

    "Best" buffer

    Quote:
    Originally Posted by ketch View Post
    Especially an emp with Power Boost and Vengeance.
    Depends on your standard of performance, I guess. If "no deaths" is your standard for best buffer, Vengeance entirely useless.

    Certainly the "hardcore" supergroup I occasionally run with has no use for it.
  10. Quote:
    Originally Posted by Baler View Post
    Apparently it's a bug with Rogues at the moment. A friend in game has been having the same problem and he was told this in reply to his petition.
    Quote:
    Originally Posted by Blood_Beret View Post
    Oh, no. Devs hate Rogues more than villains.
    Quote:
    Originally Posted by Hot_Head_Mike View Post
    I'm experiencing this on my rogue.
    Quote:
    Originally Posted by Gehnen View Post
    My Rogue went from 24 to 25 without a single tip. I figured it was just really bad luck, but this is some kind of known issue?
    Look, everybody...the name of the expansoin is Going Rogue. GOING. Coming back from Rogue, well, you're on your own.
  11. Sailboat

    "Best" buffer

    Quote:
    Originally Posted by Memphis_Bill View Post
    "About resistance" means a lot more than FF, quite honestly. While FF is about buffing Defense (and doing some knockdown/back/shoving stuff around,) Sonic not only buffs your resistance, but DEbuffs the enemy.

    ...

    But Sonic does quite a bit more than just "add resistance."
    And although Force Fields was my first love (literally -- my first significant character was a FF Defender), I'm compelled to add that "just" adding resistance has a nice effect in itself. When things go wrong with defense, they can go horribly wrong. Things go "less horribly wrong" with resistance, allowing more opportunity to recover. Big hits become modest hits; a life bar that would have vanished in two huge gulps becomes one that moves downward in stages, allowing some time to take other protective actions.

    Ideally, of course, a team would have both. There was this one team I was on with five different defender primaries....
  12. Sailboat

    SS/Inv

    Once you have enough defense to soft-cap (my own guy soft-caps smashing, lethal, energy, and negative with one enemy in range of Invincibility...and fire/cold with 5 or so guys in range) you can drop Unstop as it is of limited utility. I did. Now that I can add one-slotted wonders back in due to inherent fitness, I might re-take it with one slot just-in-case, but haven't respecced yet.
  13. Sailboat

    SS/Inv

    Well, I pretty much concur with Finduilas on the specifics and on his unstated overall criticism: the posted build doesn't seem to have any designed goal in mind.

    Take a look at CallMeAwesome's guide here as well. My suggestion is that you work up a build based on what you see in CMA's guide and the thread Finduilas linked to, taking care to have the good attacks well-slotted, and post it here for further review.

    Taking Hurl will work out fine. My own Inv/SS Tanker takes Footstomp, Knockout Blow, Hurl, and a few more (be sure to take and slot Haymaker, as it's a fast-activating mainstay of your attack chain) and he's plenty strong.

    Another suggestion I have -- if you're going to go for a defense build, consider Mocking Beratement in Taunt. Perfect Zinger is good too, but I rally liked MB in my own build.
  14. Quote:
    Originally Posted by DreadShinobi View Post
    You also have to use confront to keep Avs from running since fire aura doesnt get a taunt aura.
    Blazing Aura doesn't count?
  15. Quote:
    Originally Posted by Electric-Knight View Post
    I will mention (you slightly touched on it) Caltrops can (and possibly should) be placed just near trip mines (behind the mines/ahead of where the enemies are running towards) to make enemies that are running towards you not run too fast and avoid the damage of the explosions.
    Very few things are worse than leading a string of enemies towards you over your field of devastating KABOOMS only to see them run by it all with explosions being nothing but pretty behind them.
    I generally throw the caltrops just slightly behind myself after placing the trip mines. The radius of the caltrops will slightly over lap onto the trip mines and should cause the enemies to slow once they HIT the mines and not before (which would cause them to turn and mostly avoid the trip mines).
    Right, lay 'trops so that the leading edge of the 'trop field slightly overlaps the minefield. Enemies entering the caltrops will slow and ones behind them will not slow, thus catching up and bunching at the mines, if you do it right. It's like a crowd at the beach running into the water...the lead ones slow and the leading edge of the crowd becomes denser.

    Another point: I skimmed the guide when you posted it for review, and I didn't see this point brought up, but I apologize if you've already touched on this...

    Everybody knows burst damage is great...especially for Blasters, because they lack the defenses to stand up to sustained pounding. They prefer to lay the hurt down and win.

    Trip mines appear slow and useless to some players because they involve delay, but they are a way of shifting damage (and all-important animation time) forward in time and releasing it all in one burst. Rather than animating a long attack chain while being pounded on, and while they enemies are regenerating hit points, one can animate placing a bunch of trip mines in advance, and have them all go off while you are ALSO animating your normal attack chain for the ultimate in stacked-up damage all at once.

    That's why trip mines let a Blaster do things that would otherwise be completely out of reach.
  16. Quote:
    Originally Posted by MrLiberty View Post
    The MA/Fire (Pre patch haven't played him since) had two annoying bugs. Burn does self damage (Doesn't on Tanks)
    I could have sworn I saw a patch note claiming the self damage bug had allegedly been fixed, but I couldn't find it just now.
  17. Quote:
    Originally Posted by Angelofvalor View Post
    I have to admit quickness is looking very nice due to martial arts slower recharges
    Say what?
  18. I think that the no-jump limitation is the only one you can't overcome with set bonuses, and as such, unlikely to be removed. It IS a significant problem that affects the usefulness of these tanks...but it's the only one that can't be easily mitigated, so as long as they want Granite to pay a penalty, this one will probably be in place.

    However, if they remove it, and allow limited small hops to get over curbs and guardrails and the like, I'd prefer if they let you step on and flatten the curb or guardrail instead of hopping nimbly over it.
  19. Ah. Yeah, the defense is suppressed. Frankly I wouldn't expect Weave or CJ to keep me alive in a large spawn even if unsuppressed. I believe Blasters who softcap get the vast majority of it from set bonuses, which don't suppress.

    I was just getting at the fact that you can generally tap a breakfree and just start hammering your attacks again without rebuilding your defenses.
  20. Quote:
    Originally Posted by Obitus View Post
    Scorpion Shield, Weave, Combat Jumping, and Hover all qualify.
    Uh...those drop when you're mezzed? I haven't tried them on a Blaster, but I don't recall Tough or Weave dropping (not sure about CJ, frankly) on my Shield Scrappers and Tankers when I'm tardy recycling their click status protection and get mezzed...and I do notice AAO dropping and having to retoggle it. This is since the change to toggle dropping, of course.
  21. Quote:
    Originally Posted by Rodion View Post
    If you carry a 3-4 break frees and replenish them as you use them by combining other inspirations status effects become almost irrelevant, especially on teams where someone else is drawing aggro while you're mezzed.
    Another nice point is that few Blasters depend on droppable toggles (although I guess Hot feet is one), so the moment you hit the breakfree you're able to plunge back into your attack chain. And powers continued recharging even when you were mezzed, so the disruption will be minimal.
  22. Quote:
    Originally Posted by Flarstux View Post
    You may love the Incarnate System, you may adore inherent Fitness, you may be in need of a change of undies over the new TFs, level 20-30 stuff, or Primal Visitation Rights to Praetoria, but the REAL STAR of I19 is...

    The Paragon City Monorail!
    It's a stealth nerf to SG teleporters!

    /fakerage
  23. I have a baby MA/Shield. She's too low to confirm, but I expect that Shield's AAO damage buff will synergize very neatly with Dragon's Tail, the sole PBAoE. Coupled with the crit boost from Eagle's Claw and a good bit of recharge to bring it up quickly, this might be enough to finally give a Martial Artist significant AoE capability. DT is already a pretty good PBAoE.
  24. Quote:
    Originally Posted by _eeek_ View Post
    Have not yet tried one, but a damage aura tank (elec, fire, dark) might be just the thing for you to get the most damage out of your tank along with EM. But if you want to stay alive really, really well, do a defense-based armor set. If you don't want Shield, try Ice.
    New Burn is very nice once again, but elec and dark also have nice things that make them unique. One of the three might be just the ticket.
  25. Quote:
    Originally Posted by Emberly View Post
    Post hoc ergo propter hoc.
    hoc ergo propter hoc.

    Okay, I posted it...now what?