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Posts
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Just FYI, my experience with a Storm/Dark Defender was that the more aggressive I was and the more I moved around, the more successful I was. Just standing back stunning things with Dark Pit and Thunder Clap is good on teams...but solo, or on teams that are having an aggro crisis, the more active I was, with Hurricane and knockback, the better things worked out, even though it was hard keeping track of everything in the flying, swirling chaos.
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Constipated -- You've sat through the longest task forces in the game!
Seriously, I'd like a badge for never having been defeated. It would go away upon any defeat for any reason. This would be useful for "hardcore" characters. -
Are you sure about that? My Spines/Dark Scrapper seems able to ignore multiple Sappers...they do knock down his endurance, but not completely...and he has negligible defense (Steadfast 3% and Combat Jumping).
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No kidding. I got a level 50 Posi proc the other night, and I remember being able to unload those for 5-7 million. Checked the market and there were 257 languishing in inventory and the last 5 had sold for 1,000 to 1,200.
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Quote:Does this mean my suggestion for realistic boob physics actually stands a chance?!
Hooray!Quote:Yeah, but it'll take six years and a paid expansion to come to pass.
The whole thing will probably be ruined by Chinese silicone farmers. -
Quote:Wellllllll...I'm sure opinions vary, and I like my own Stone/Fire Tanker, but IMHO Stone is both so strong defensively and so limited in offense and mobility that I kind of feel like it's not as good a candidate for Incarnate bonuses. No matter what you do for offense, that same change would be MORE effective on a non-Granite, and it hardly needs any defensive buffing.I am leaning toward my Stone/Fire/Pyre Tank but would sure like to see what others think.
But my thoughts went to Tankers first myself, so I get that oart.
That's you? I see that character in WW on Guardian a lot. -
Solo or not, I consider getting Tough fundamental to making Invulnerability shine as a Tanker set -- that 90% s/l resistance is is huge, and every time a Rikti sword hits me for 39 damage instead of 390, it makes me grin. Fun factor alone compels me to take it.
Suit yourself in the case of Rage, but stacking its to-hit buff with Invincibility's is a very nice synergy, one of the things that makes Inv/SS a truly big-league powerset combo. -
Quote:I'm going to add "Cursing," which is a third technique in which the Tanker runs into a spawn, and while he waits a second for it to cluster around him more closely, a Peacebringer blows the spawn to the four winds, widely scattering them across the room.I think we're getting into definitions now; in my opinion we have two basic strategies.
"Gathering" or "Bunching" would be the tanker grabbing a spawn and getting them to gather in close to him, but not bringing them to another location.
"Herding" on the other hand would be the tanker running into a room, snagging the aggro cap and then bringing the mobs out into the hall or to another area for the team to take down.
Optionally, a Controller now immobilizes them in their new positions. -
However, the Ghost Slaying Axe is really good for slaying ghosts, who tend to resist the negative damage from Sands of Mu. So if you already have a functioning attack chain, or are veteran enough to pick up both Sands AND the axe, it's very good for dealing with nasty COT ghosts.
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Quote:Ah. Well, they've certainly muddied the waters terminologically. If they aren't global set bonuses but are bonuses to your entire character (and thus "global") they really ought to specifically up-front SAY "they aren't global set bonuses" in that announcement.Exactly. Alpha slot bonuses are not set bonuses, they behave as enhancement bonuses directly slotted into all of your powers, so the spiritual ones are a godsend to FA toons.
Just relying on the official word so far, if it wasn't for the clarifications you guys have made here (assuming, of course, those clarifications are correct), I wouldn't have the faintest idea how these things actually work. -
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Quote:Apparently I completely misunderstood the math. I saw "+20% global resistance" and "x above the cap" and concluded, "Hell, the resistance cap is 90%. My Fire Tanker is already at 70.2% s/l resistance...this will take her to 90%!!!"Edit -> and as far as the math goes, I think this is how it'll work:
Fire Armor base numbers: 30% for S/L. You can enhance that to the decently functional cap of 1.56%, bringing you up to 46.8% S/L Resistance.
Let's say we get to the Radial Paradigm level of the Alpha slot. That's a 20% Resistance boost, 2/3rds of which ignore ED. Since we're already at the ED cap, we'll get a 16.7% boost on top of what we've got, bringing the modifier up to 1.727. This will cause our Resistance value to become 51.8%. Not a huge boost, if you ask me, but it might be worth it.
Edit2 ->
If we add Tough to the mix, it also gets the bonuses of this slot with no additional cost. So, that's the 15% base value, times the same 1.727, and we end up with 25.905 S/L Resistance from Tough. Total S/L Resistance: 77.7%
Whereas before the Alpha slot we were at about 70.2% Resistance to S/L. This is a functional increase of 7.5% Resistance. Dang.
But that's wrong, I take it, from what I'm seeing here? -
I've had a lot of fun with Shield/Axe, which has decent AoE and (unlike Mace and EM) no stuns, but all knockdown for mitigation.
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Quote:To clarify, AAO already taunts, even unslotted. A Taunt enhancement just extends the duration of the Taunt effect. And for one slot, I'd consider the (long) duration good enough and put end reduction into that slot instead.On the enhancement side, it gives you the option to add either Reduced End, Increase Attack Rate or Enhance Taunt Effectiveness. I obviously chosen Taunt being that I wanted to aggro as many foes as I could handle.
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I see that this guy has already been answered sufficiently. However, I will pick this low-hanging fruit:
Quote:If that's true, you were looking at the best possible items in the game. So your question isn't about casual players or even serious players, it's really "what is the extreme high end game supposed to be like? how hard should it be to get the hardest to get things? will this game be easily 'finished' or are there long-term things to work toward?"I set up a build this weekend while away from the game. I logged in this morning to price the build. Many of the enhancers I were looking at were 2 billion PER ENHANCER.
I guess the answer to that depends on individual taste. But bear in mind that you're looking at the tip-top-extreme case...once someone has done that, they've really wrung a lot out of the game system.
Let's reverse your logic for a moment. Let's say I want the best house money can buy, and I make a post demanding that YOU (yes, you, Blue_Centurion) sell it to me for whatever I feel I can afford...or work as a laborer building it for me. How do you feel about that? Are you ready to let ME set the price for YOUR efforts? -
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Usually the numbers flying up from enemies in my Burn patch are orange, but sometimes they are gray. Even when I cast Burn the moment it recharges from an orange-number episode, it will still do gray occasionally. I am soloing, inside an instanced mission, without any NPC allies, so I know it's not someone else's numbers. But the numbers are gray just as if they were someone else's damage.
I know Burn's a pseudo-pet, and I assume sometimes the server might lose track of who cast it? I can't say with absolute confidence if I am getting exp/rewards for the gray damage kills, but I think I am. -
Just out of curiosity, are you the Mustang Kid with a typo, the Mustard Kid with a typo, or does Mustand mean something I'm unaware of?
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Quote:Might also help to acquire this Day Job badge and charge it up before your prestige farming runs.So what unusual things can you do? Well, you can hunt bosses [If I recall, they give disproportionate prestige.] You can do TF's [maybe, or maybe not,disproportionate prestige- but you're doing a lot of missions and beating up a lot of guys. Volume, volume, volume.] I think there's a large XP/inf/prestige bonus for completing story arcs; you could look into Ouroboros.
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If one starts Self Destruct, can one then cast Secondary Mutation? If so, turning into a Ritki Monkey and then blowing yourself up really ought to count for the Zookeeper badge.
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What if Spider-Man developed entirely different, possibly problematic powers from the famous bite?
Spider-Man, Spider-Man,
Does whatever a spider can
Sucks the juice, out of flies
Stares you down with eight simple eyes.
Look Out!
Here comes the Spider-Man.
Spider-Man, Spider-Man,
From the ancient Arachnid clan.
Hardened crooks quiver like gelatin
At his hideous exoskeleton.
Look Out!
Here comes the Spider-Man.
Spider-Man, Spider-Man,
From the mind of the Lee that’s Stan.
Teenage boy, so frustrated,
Might get eaten after he has mated.
Look Out!
Here comes the Spider-Man! -
Quote:This part I don't get. What does "worked a bit like Heightened Senses from WP" mean? As far as I know, Heightened Senses provides some defense and +perception...but SR already has Focused Senses, which provides +perception and more defenses.MA/SR scrapper with a special Spider Web APP which included a custom travel power and a "Spidie Sense" which worked a bit like Heightened Senses from WP I guess.
Between FS and Elude and the fact that the game gives you full defense even when attacked from behind, think you could simluate Spider Sense well enough.
And I agree with others that Super Jump is roughly analogous to web-swinging...except the parabola is upside-down, a frown instead of a smile, if you see what I mean. I'd also give him Jump Kick for flavor -- Spidey does a lot of crouching and hopping in battle.
I'd add the Scrapper Mastery set Darkness Mastery -- it has a hold and an immobilize that could help give the feel of webbing...the tentacles are even fibrous in a way. Just define it as little tech devices in your concept/origin story; you don't need to take Weapons Mastery.
MA (using some of the new animations)/SR/Jumping Pool/Dark Mastery Scrapper.