Sailboat

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  1. On a large team, you should be able to expect some support. I find that soft-capping makes you tougher, but "wastes" any defense buffs you get; if I were expecting to be on large teams lot of the time, I'd find it perfectly acceptable -- maybe even desirable -- to be below the soft-cap for defense, and thus better at something else, and permit teammate buffs to make up the difference. With Tough for 70% S/L resistance, and some-but-not-softcapped defense, a Fire Tanker will find that every buff added -- to regen, as heals, as defense or resistance, and even recharge buffs, will all improve survivability immediately.
  2. I go through phases where it's mostly one character I play for a while, with dalliance in others, then I eventually switch my interest to another character.

    The ones that get the most mileage are the ones with good costumes, bios, and themes going.

    But...if there's trouble brewing...if there's some dangerous thing planned that people need help with...I usually pull out my tricked-out Inv/SS Tanker. Or, as one global friend put it, "This is going to be epic. Dude, go get your monster."
  3. I try to be nice to people on PUGs...who knows when I'll see them again. But occasionally I will intend to send a tell to a friend saying something like "I don't think this guy gets it" or "Team leader is very indecisive, sorry this is taking so long" and discover to my horror I've dropped it into team chat.
  4. Quote:
    Originally Posted by ClawsandEffect View Post
    I wouldn't have a problem displaying my first name.

    I would have a serious issue displaying my full name though.
    Can't we just address you respectfully as "Mr. President?"
  5. Quote:
    Originally Posted by Test_Rat View Post
    I have to come to the conclusion that the stalker AT is simply not accepted as a positive addition to any team in City of Villians, and I can only see this growing worse come Going Rogue.
    Quote:
    Originally Posted by Test_Rat View Post
    Thier survival is on a order of magnitude less than a scrapper.
    They do less damage on Average than scrappers by a significant amount, and even when things are most optimal they only outdamage scrappers by an insignificant amount.
    I can't even GET a Scrapper on my City of Villains teams. You're LUCKY.
  6. Sailboat

    Alright, WTF?

    Quote:
    Originally Posted by Wicked_Wendy View Post
    To TRULY.. TRULY make this as obnoxious as possible the car should be sitting in 2 handicap spots and, of course, have NO handicap plate attached.
    Well, to me the peak of obnoxious is when my old company parked a company car at the airport for one of the executives. A secretary drove the car there, and I was asked to follow so I could drive her back.

    She drove right to the very first handicapped parking space by the exit, fished out the handicapped hang tag the company maintained so that it could park executive cars anywhere it wanted, and got into my car without batting an eyelash.

    Bear in mind that the executive being pampered in this way owned a castle in Europe...bu rather than ask this millionaire to pay cab fare, or walk 100 feet, the company kept and abused a handicapped parking permit.

    That's obnoxious.

    To the OP: Don't you think that a lot of people will have real-life commitments on a holiday weekend and be less likely to participate in double exp? And complain? Doesn't it make sense to schedule these things for unremarkable normal weekends and not times with lots of social obligations?
  7. Quote:
    Originally Posted by Redlynne View Post
    it is also true that every single scrapper primary has an Immobilize of some sort.
    Is that really true? I can't think of one in Fiery Melee...or Broadsword/Katana...or Claws...Really just Dark Melee's Midnight Grasp and Martial Arts' CAK.
  8. That's a fairly broad topic to address. I fuond that I was able to skip Chop (the Tier 2 attack) and not miss it on my Tanker; you've got Beheader, Gash, Swoop, and Cleave for a rough single-target chain, and then Cleave, Pendulum and Whirling Axe for an AoE chain (I count Cleave as either because the damage is so good that I don't mind using it for single targets, but it *can* hit multiple foes and I like throwing it into a crowd).

    When pressed, I would consider skipping (or taking fewer powers from) the Ancillary/Epic pool if I had to drop something to fit in solid a Axe attack chain and all the Invulnerability powers I wanted.
  9. I get tough with my Tankers if they give me any lip.
  10. I noticed Sunday night that Guardian was the third most heavily-populated server. That's new for us, or at least uncommon. Usually Infinity and Justice at least are more populated, and Guardian is traditionally a middle-of-the-pack server, size-wise.

    Not sure what happened. Maybe a millyun tiny pepsimen logged in and threw our headcount out of whack?
  11. Maybe this would be a better name if he went in the other direction (hero-->villain), but I'll offer it anyway. The idea of a mixed-morality silver character immediately brought the work Tarnished to my mind.
  12. Sailboat

    Herding Tank

    Quote:
    Originally Posted by PumBumbler View Post
    Justice uses a herd-to-spot during the GM phase of hami raids and herd-to-center for ship raids in order to maximize the number of incoming mobs while the raiders are massed together. It increases the chance of a wipe but it is really fun. Lost count at 28 Rikti Magi once during a wipe but no guts, no glory.
    Eh, sometimes there's guts. Watch your step, it's slippery.
  13. Sailboat

    Herding Tank

    Quote:
    Originally Posted by Ice_Ember View Post
    any tank can herd...
    Sure...but Granite/Ice will make you wait for it.
  14. Sailboat

    Herding Tank

    It's worth noting that on some kinds of small teams, Herding can be advantageous. Especially if there are only a few AoE or the AoEs are not very wide in area coverage. Bunching up a group of foes tightly can improve those AoEs, and if there are only a few of them, the time spent gathering the herd can coincide with the recharges of the team's AoE capability.

    Also when fighting extremely tough foes, it can be used to limit the chance of blundering into nearby spawns.

    But I agree that it is no longer "the" tactic and is largely situational now.
  15. Whoa, I just saw someone sporting the visual effect of Invincibility! (The rays that radiate from the center of your body.) It's been missing for a long time. Did today's patch restore it? I tested it myself and it's definitely back, baby. Groovy!
  16. Still missing from the game: a whistling sound (like a bomb being dropped in a movie) when you fall a long distance.
  17. Quote:
    Originally Posted by Emberly View Post
    I'm not sure if you're serious. The problem with the red market isn't a lack of cash on the part of villains, it's a lack of supply. The reason my WP brute isn't kitted out with Kinetic Combats isn't because I can't afford the five sets I want, it's because they just aren't there to buy.
    Supply is also short of demand heroside. I am not at all sure this will be an improvement for heroside-only players.
  18. Note however that Ninja Run jumps substantially higher and farther than Combat Jumping, so you won't be missing CJ's mobility, at least.
  19. Forgive me for going off on a tangent here -- it's not you specifically, it's something I've seen a lot of players do.

    Quote:
    Originally Posted by ClawsandEffect View Post
    Question:

    Why are you using Kinetic Combat at all with a set that gives you positional defense? Kinetic Combat is best used with Willpower or Invuln because the defense it gives is typed Smashing/Lethal. Shield Defense is positional defense, so you'd be much better off using Touch of Death, Mako's Bite, and Scirocco's Dervish, among others.

    Kinetic Combat is just a lot of expense for very little return here.
    Quote:
    Originally Posted by Ravenbane View Post
    Well, they both give positional and damage-type defense, but yes, KC gives a larger bonus for damage type than position. I did it mostly because I get the set bonus from KC at 4 IOs, but not until 6 with ToD and MB.
    I've seen a lot of people give that reason, and like the build posted here, in many cases the player goes on to four-slot the attacks, actually saving the other slots.

    I have no idea why anyone would do this on a Scrapper.

    Storm Kick, Crane Kick, and Crippling Axe Kick are mainstays of the set. By underslotting them, you are robbing Martial Arts of its birthright.

    At the risk of telling others how to play, might I venture that the purpose of a Scrapper is to fight, and for that you'll want to have several hard-hitting attacks well-slotted. Reaching the soft cap (or any other goal) by de-fanging your Scrapper is really only reasonable for exotic experimental builds and odd role-playing choices. And yet I've seen lots of players excited about the idea of "saving slots" use Kinetic Combats to make feeble combatants.

    Sometimes I imagine that the poor typed-defense sets can't buy Kinetic Combats because so many positional defense builds are vacuuming them up and using them to make weak-hitting softcapped builds.
  20. Quote:
    Originally Posted by BlissfulChaos View Post
    ive had this toon for well over 4 years
    At least you have all the Veteran reward attack powers.
  21. I always say that, if Scrappers and Blasters are the "bullies" of heroside teams, Controllers are those guys who hold your arms behind your back while the bullies punch you.
  22. "Nothing touches the tired spot." -- Abraham Lincoln
  23. Eh, my problem as a Tank is the teammates all using their AoEs just as I start into the enemies -- before I have aggro firmly in hand, and often before the alpha. So the Blasters die again, when if they had waited 2 seconds they'd be happy little exp factories.

    Please send me some of the players who wait for the Tanker.
  24. Quote:
    Originally Posted by Decorum View Post
    Eh, I can live with that kind of broken. Invulnerability was always way too flashy for what it was anyway.
    Yeah. You can turn it off now thank God, but one of my characters still rocks the shiny "Look at me!!!" rays. Errr, when they work right.
  25. It's worth noting that Taunt only gets 5 enemies max per use. So all you Blasters who "strip the aggro off a Tank without Taunt" are going to strip 11 of his 16 targets off him even if he does Taunt.

    I'm all over the map myself -- some of my Tankers have it six-slotted (great set bonuses are available), some don't have it at all. One has Taunt and Provoke (Granite Tanker, got tired of wishing Taunt had recharged). One determinant is how squeezed I feel for power choices; another is (sometimes) concept.

    Also, when I do use Taunt, people who attack before I Taunt, or at the same time as I Taunt, get the aggro just as surely those who attack before I use Gauntlet or before my aggro aura ticks.