Sailboat

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  1. Quote:
    Originally Posted by Bandeeto View Post
    The "real numbers" descriptions
    Note that the in-game descriptions of ALL Tanker attacks include an AoE component (usually 5 targets) even if the attack is only single-target because that's the effect of Gauntlet "taunting" enemies around the one you attacked. Gauntlet is a PBAoE "taunt" at the point of the attack.

    This is quite confusing if one is unfamiliar with the set and trying to use these descriptions to tell if a given power is an AoE.
  2. Quote:
    Originally Posted by Teikiatsu View Post
    What about letting it damage Phased targets?
    *Picks up jaw off floor*

    That's a brilliant idea! It wouldn't be game-breaking because the Axe isn't very good, but it would add a ton of flavor -- it's a ghost-slaying axe, not just a zombie-slaying axe.

    Creative idea.
  3. Can't seem to get two of the new Boomtown exploration badges, End of the Line and Towering Inferno. End of the Line looks like it's on the tip of the broken-off monorail line, judging by Badge-Hunter's snapshot, but I've crawled all over that and the ground below it without getting the badge. The picture for Towering Inferno is harder to match up (sooty and smoky area) but I've jogged all over the burned-out top of that building and finally gave up trying to blunder into the badge marker.

    Any suggestions? Is it possible these are bugged? Or am I simply missing my targets?
  4. Well, that's pretty screwy in practice. A stealth IO in Super Speed doesn't make you visible when you start running, although it sounds like it would when you turn on the SS toggle. But in practice you can run, stop, run and stay stealthed. But not with Teleport?

    Hrm, anyone tried a stealth IO in Super Jump? Do you uncloak for an instant every time you kick off the ground?
  5. Anybody who's not deadweight and who is having fun. Bonus points for occasional snappy banter.
  6. So I have one of these. It works.

    Mostly.

    After I port I am stealthed for a period of time...I assume it's the "120 seconds" period, but I haven't actually measured it. I can get fairly close and not be seen, but it's not true invisibility.

    I can walk around the enemy in a circle, and (as long as I stay that certain short distance away) not be seen. I can walk AWAY and not be seen. I can TELEPORT INTO close-but-not-too-close range and not be seen.

    But if I teleport again while relatively close, I am suddenly seen right at the moment of teleporting.

    So, once I am, say, 30-40 feet from the enemy, I can walk out of close-ish range and stay stealthed but I can't teleport out of range without waking up the spawn and getting attacked. I am visible for an instant right as I 'port.

    What's going on here? Is this working as intended, or a bug?
  7. I've recently taken to running Oroborous arcs with Nemesis in them to pile up Fake Nems and Merits at the same time. The Nems are always in my level range when in Oro flashback mode, not gray, so I get other rewards too.
  8. Sailboat

    Claws/wp or sr

    Claws is already a blindingly fast-recharging set, and SR gives you Quickness to stack on that. That's very nice, and to some extent you won't need to have lots of power picks open for attacks, since you'll be able to get them back fast enough to build a decent chain with a few attacks.

    That said, I otherwise agree with Cyber_naut. My own Claws Scrapper is /WP, mostly for concept, but I haven't regretted it.
  9. Quote:
    Originally Posted by Blue_Centurion View Post
    When a tank could taunt an entire map, and pull a parade through Perez Park, that was when not doing much damage was a reasonable trade off.
    When a Tank could taunt an entire map the other ATs were superfluous and everybody knew it. That was only good for Tanker egos.

    And "not doing much damage" isn't a tradeoff Tankers have to make. Tankers are the most damaging Heroside archetype*.

    It's true.

    *Except, of course, for the specialist damage-dealers, who admittedly do more damage for a significant or even extreme tradeoff in durability.
  10. Quote:
    Originally Posted by Airhammer View Post
    Well as a person that plays many tanks I find that I do play different styles on different tanks.
    Roger that. I really enjoy several different Tanker combos, and find myself altering my play depending on the strengths and weaknesses of each. My Fire/Fire/Pyre Tanker recently received a compliment I liked (which I hope doesn't annoy other Tankers): "You kill like a Scrapper!"

    Quote:
    Originally Posted by Aluminum Man View Post
    I think I19 unsettles the "standards" that have developed over the years of travel power/fitness/fighting/ 2nd travel power or whatever and makes things that much more interesting.
    Good point. One of the aspects I'm most looking forward to is the ability to shift critical powers earlier in my build instead of being locked into predetermined picks from 14 to 20.


    Quote:
    Originally Posted by Aluminum Man View Post
    With the Incarnate system kicking off in a week or so I suspect the standards for high-level play are going to be in a state of flux comparable to that of low level play as inherent fitness becomes a factor. Time to unlearn some of what we have learned.
    Agreed.
  11. One weird thing with Storm Defenders -- Hurricane tends to scatter enemies radially away from you, making it tricky to keep a lot of foes debuffed (you can do it but you have to move around a lot unless you have good terrain).

    However, one foe goes straight back from Hurricane and there's no one else for him to be forced away from. So Hurricane completely owns any solo enemy who's not an AV. Even a mid- or lowish-level Storm Defender who has trouble with medium-sized spawns will totally dominate lone bosses. As soon as I get Hurricane, I like to go looking for them (Steel Canyon has a lot of solo Outcast bosses running around in the teens, for example). It's great fun to throw a red Lead Scorcher around and have him completely in your power. My Storm defenders are always on the lookout for single powerful enemies.
  12. Quote:
    Originally Posted by TonyV View Post
    There's so much wrong with the OP, where to start...
    You left out the fact that the OP appears to be written in Pooh Case (in which Words are Captialized Almost at random as if Important).
  13. I agree that Martial Arts has a similar hard-hitting single-target attack chain, satisfying sound effects and good dominating secondary effects.

    I do love Broadsword though. As I have said elsewhere, Broadsword is a toolset...and every tool is a can opener...and the can is labeled "whoopass."
  14. Try Vidiotmaps in the Badge-Hunter site: Vidiotmaps

    Once you've clicked on a chosen map, then notice above the map there's a pulldown menu currently showing "Interactive" right next to the zone name. If you pull that down and toggle it to "Viewable," and hit the "get map" button next to the zone name, it will show you what level and type of enemies are in each colored area of the map. For some reason that's ONLY available on the "Viewable" option.

    For example, I picked Skyway City. The bottom-most red area (by the faultline entrance) over on the left margin says "Clk 17-19, Lst 17-19, Trl 15-19."

    That means you will find Clockwork and Lost there ranging from levels 17-19, and level 15-19 Trolls.

    This is a gigantic help in street hunting or especially when sent to find a particular group. A few clicks and you'll know where to fined Vazhilok in Steel without having to beg in broadcast.
  15. Sailboat

    Build Advice

    Quote:
    Originally Posted by Caulderone View Post
    I don't really have much to add to the good advice so far, but I will say this.

    Mocking Beratement actually rocks all the way out to 6 slots. The 5th slot is a huge F/C defense bonus and the 6th is a ever juicy 7.5% recharge.

    MB is just awesome.
    Heh, I was scanning the thread to see of anyone had added this. That recharge bonus doesn't even conflict with the LOTG 7.5% bonus so you can have 5 of each. If you can scrounge the slots, MB is very worth slotting out.
  16. Sailboat

    First 50?

    Last night I pulled out an alt for a Numina Task Force. Even though that's a "lower" level TF than the alt was (she was 40), she motored up from 40 to 42.3 during the TF without even trying. A few hours of fun and I've closed a substantial amount of the distance to 50.

    All you gotta do is play...especially teamed...even the supposedly "long" levels fly by.
  17. Quote:
    Originally Posted by Hot_Head_Mike View Post
    Oh and also, who here calls asking someone to join your SG threw a tell 'Spamming'?
    Quote:
    Originally Posted by Hot_Head_Mike View Post
    How long has sending a private message at players leisure been considered 'spamming'
    Well although it is sometimes used to connote "repeating the same message over and over" because spammers usually do repeat the same message over and over, the original usage of "spam" meant "unsolicited contact from someone you didn't know trying to promote or sell something."

    By that original (and still highly relevant) definition, what you did was precisely spamming.
  18. Quote:
    Originally Posted by Demobot View Post
    There are 12 melee attack sets, 12 ranged attack sets, 7 PBAoE sets, but only 5 TAoE sets. Considering just how many TAoE attacks there are, this is paltry. More options are always good.
    Truly an idea whose time has come.
  19. I have no idea what epic to pick for a team-built Earth/Rad Controller. I like the holds, so maybe Power Boost? Does that even work with Volcanic Gasses, though?
  20. Concur that of the primaries, MA, DB, Katana, and perhaps Claws are the flashiest / most stylish choices.

    I will add that I personally find MA/Shield (with the right shield customization) a very good-looking and stlyish combo.

    Also, as regards fun and versatility, I've been pleasantly surprised by Broadsword/Shield. I made one for concept and found out by accident that the combination of ruggedness and hitting power are outstanding. Long before adding set bonuses, stuff that might overpower Shield's defense is thwarted by Parry or mercilessly cut down by Broadsword's hitting power. Boosted by AAO, Broadsword has carved my way out of trouble more times than I can count.
  21. Quote:
    Originally Posted by Electric-Knight View Post
    I do think it is crazy that we won't need to add slots to reach the cap
    Yeah, that seems funny, but since Super Jump and Super Speed already hit their caps with one decently-filled slot at 50, it seems only fair to let Flight work the same way, and not pay extra slots.

    Teleport is the odd man out in this, still requiring slotting to optimize, but at least it feels a little different mechanically, and of course it's already the fastest.
  22. Quote:
    Originally Posted by Coyote_Seven View Post
    I want a badge for destroying 100 of those "Lab Equipment" objects that have a chance of giving a temp buff or debuff in that particular tech lab room.
    Test Subject, perhaps?
  23. Point of order: The Incarnate slotting that gives the large recharge bonus plus healing looks attractive to Fire Tankers. Consider that some of that recharge bonus will be reduced by the ED caps...but all of it will improve stuff that's substantially below the cap, such as one- or low-slotted Consume. So an Incarnate build like that could easily pick up Consume for emergencies with one of the one-slotted powers opened up by the Fitness Inherent change.