Sally_Storm

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  1. New one for you:

    Name: Sally Storm

    Origin: Science

    Powersets: Martial Arts / Invulnerability / Body Mastery

  2. Thankies one and all!

    Big /em praise to everyone who's teamed with me over the last 10 levels. I couldn't have done it without any of youu guys!

    Also, a BIG thankyou to my SG, Honourable United. You guys have been a great bunch, and we've had some awesome teams over the last few months

    A new PB has arrived on Defiant: Her name: Quasaria Storm! Keep an eye out for her!

    Sally will of course still be played I love her too much to shelve her

    Thanks again everyone, and remember:

    KICK'EM IN THE JIMMIES!!!
  3. He's been playing since January of last year, and now he's finally made it!

    Yes everyone! Krunch has finally made it to the big 50! Lets give him a big handclap/footstomp!

    Now he can stop being the xp-fiend that he is :P

    GRATZ TO KRUNCH!!!!
  4. So am i right in assuming that Hami isn't gonna pwn us until next month then?
  5. It seems a little odd to me why the devs would design an endgame challenge which is rife with lag and/or mapservers. Is there no way for them to upgrade the servers at all?
  6. Xiro, just one quick question. Your strategy for tackling the Hami nucleus itself is to just use ranged attacks coupled with holds and buffs, leaving the melee-ers outside the jelly. Will we scrappers/tankers still get the kill reward (ie. a Hami-O) even if we don't actually damage the nucleus itself?

    Newbie question, I know....but then, I ain't never been on a raid before
  7. I would've thought that xp/HOs were rewarded once the nucleus was destroyed, as once it goes, the whole blob disappears (so i'm told)
  8. Cheers Mr ?

    I've parked myself outside the Hive, now all I gotta do is bring me a spoon
  9. *facepalms yet again*

    I'm just digging myself a bigger and bigger hole, aren't I..............
  10. Found it

    It might be a good idea to repost it up here Xironia, so it's easily accessible to us newbs
  11. *facepalm*

    Sorry, syn, well picked up....i was a tad shlozzed i'm afraid.

    It should read "take jump kick"
  12. Woops....realised you've already made your choice

    D'OH!
  13. 1) Considering you're a Super Reflexes Scrapper, combat jumping isn't actually that useful to you. The defense bonus is something like 2.5% and, as a reflex scrapper, you MADE of defense. If you want to keep superjump then i'd suggest you take combat jumping and slot it for disorient duration. That way you have a viable status power.

    I managed quite happily on my MA/invul scrapper with only superjump from levels 29 through to 44. The trick is to use very short hops, (which keeps your speed up when travelling long distances) and only jump for great lengths when you've got an obstacle in the way.

    SS isn't particularly necessary, and as you're a scrapper, stealth isn't really an essential. You need to be up close and personal, stoppping yourself dying by killing everyone else first. I would keep hasten though. It's a handy power. 3-slot it for recharge and then leave it alone.

    2) When thinking about fly, bear in mind it's the SLOWEST travel power of the lot, and if you keep jump, you'll be using jump mostly, and not fly.

    If you're still set on it, then here's my advice:

    Skip hover completely. It's just not worth it as a power. The whole principal of a scrapper is to meet the enemy head on, not crawl slowly towards it like an asthmatic ant with some heavy shopping. This is doubly true for MA scrappers, seeing as we have no ranged attacks at all (unlike spines, claws etc etc). So take air superiority. Even if you rarely use it, it's a better choice than hover.

    Yes, fly is end heavy, but if you slot it with one or two end red So's you should be able to fly, even with toggles on, and still recover end (providing you have triple slotted stamina)

    You really should NOT be using fly in combat. It's too much of an end drain when coupled with attacks, it actually LOWERS your accuracy, and because of travel suppression, every time you execute an attack you actually switch to hover mode for about 2-3 seconds, which really stops you from moving at any reasonable speed. Superjump is much better in combat than fly. The exception to the rule being, of course, airborne foes.

    3) Again, hoever for scrappers is pretty much a waste of time. it's just not worth power slot. I've rarely met the obstacle that I can't clear with superjump, even when its only single slotted. SS and SJ are a pretty good combo, but unless you don't want to be hopping constantly, SS isn't really necessary.

    4) Again, with TP, you have to take travel suppression into account. After 'porting, you're completely immobile for about 2 seconds, which means if you're not in melee range with an enemy, that's 2 seconds you can't do anything in, so it requires a fair bit of skill with the power, which I see a too much hassle, as superjumping in takes almost the same amount of time anyway

    IMO not very practical for a scrapper.

    5) A friend of mine(Jakey K) is MA/SR and he actually had the exact same idea as you it's a very good tactic but you've gotta be prepared, as it WILL take some getting used to. Be prepared to go "WOOOOOOOOOOOAAAAAAAAAAAAAAAAAAAH!!" a fair few times before you get used to the sudden shift in speed. It's expensive yes, but it's about 2/3 as fast as SS, and its almost completely end-free (except sprint).

    If you're going by that route, however, i'd still recommend you take SJ to compensate for your lack of vertical movement. (See earlier in post)

    That's my two inf hope it helps

    -Sally
  14. I'd like to make an appearance. Got a raid cossie all set up so I'm a-rarin to go!

    I only have a vague idea about raid tactics, so will there be like a briefing over whats gonna happen?
  15. [ QUOTE ]
    I'm there i also challenge all of HU, in seperate duels to fight my controller exemped to level 37, All matches rated, if you win you get 1mill inf

    [/ QUOTE ]

    I'll have a go, Nova I think you'll be pleasantly surprised with Sally I know Xanthus was

    If/when I get knocked out, and if/when you get knocked out, we'll have a duel
  16. I wonder if Mr Bridger has perused the thread yet......
  17. I enjoyed our little bouts last night, Xan they were good fun

    True, your travel powers were VERY effective in keeping you alive, but dont forget that I had travel powers too then, and if we'd both been without, i'd never have caught up with you think about it. Your singularity slowed me down so much I HAD to have SS/SJ on in order to even catch you.
  18. hmmmm....we may have to have another HU v PD match could be interesting
  19. Sally_Storm

    Martial Arts

    Glad to see you are embarking on the fine art of Martial Arts Here's a pointer or two

    MA is accurate : The base accuracy for any scrapper powerset is 75%. MA has a base accuracy of 85%, making it the most accurate powerset a scrapper can take.

    It's all about the damage With MA, there are no constant debuffs associated with your attacks (eg. def debuff with katana/claws, acc debuff with DM) But some of the attacks DO have status effects.

    Thunder Kick - Disorient (Low chance)
    Crane Kick - Knockback (medium-high chance)
    Dragon Tail - KnockDOWN (high chance)
    Eagles Claw - Disorient (medium chance)

    Going PvE? Then take my advice: FORGET about taking cobra strike or crippling axe kick. They're basically MAs "status" moves. CS gives high chance to disorient, and CAK give high chance of immob. However, they do really sucky damage, and although the chance of them inflicting status on an enemy is high, it gets comparatively weaker against lts/bosses/EBs/Avs. Anything lt or higher, and it's really not worth the endurance required to use it

    Warriors Challenge is,like all scrap-taunts, a judgement call. If you want that extra bit of aggro, take it, but IMO it's really not worth it. The best way to get someones attention is to kick'em in the jimmies The best way to ensure your teammates don't get aggro is to take out the offending baddies as quickly and efficiently as possible, not trying to get em riled up by making inappropriate comments about their mothers

    Anyway, hope that helps
  20. [ QUOTE ]


    Also, don't forget that this tournament is open to ALL levels. Say some poor pre-14s come along. They'll get absolutely thrashed by anyone with a travel power. I guarantee that if we allowed travel powers, they'd never have a CHANCE of winning a single match.
    [ QUOTE ]


    Wait, what? If I fought a pre-14 surely I'd be exemped to their level? You can't have travel powers before 14, so the playing field would be levelled (apart from the fact that all my attacks would be 6 slotted with SOs and his probably won't even have TOs in them).

    [/ QUOTE ]

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    GAH! I'll forget my own head next....sorry, my bad
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    You can buy Web Grenades, which are -fly, from the arena shop. Also, no blaster will kill a decent scrapper from range. You've gotta get into melee and whack 'em with your toggleknockers. There are also ways to exploit the map to force a flying blaster to come down to your level (such as moving under the trees in the perez park map etc etc).


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    [ QUOTE ]
    The scrapper won't win by running away though. If he's regen, the tank won't kill him through IH anyway. If he's DA, he can't use Dark Regen without standing next to the tank. If he's SR, he has no self heal. If he's invul, then I suppose your point stands. He's still not getting any kills when he's running though

    [/ QUOTE ]

    I agree with both your replies to my examples, but i'm afraid the point still stands: Travel powers in the arena are open to exploitation, and the only way we can ensure that the playing field is truly level

    To top that off, if we didn't limit travel powers, the Kheldians'd be clamouring in the streets, /em protest - ing

    [ QUOTE ]
    Phase Shift lasts for 30 seconds, and then has a recharge time of about 5 minutes on it. You can't use phase shift to win an arena fight like you could back in I4. Granted, in the 30 seconds where they're phased the pets can attack, but I seriously doubt anyone would die in that time.

    [/ QUOTE ]

    Ah...thanks for clearing that up mate I didn't know the numbers for PS

    However, again, point that the power is open to exploitation still stands During those 30 seconds the troller is able to COMPLETELY nullify any damage against him, while at the same time dishing out damage via his pets. I know that powers like MoG and Elude and Hibernate do much the same thing, but with MoG/Elude the opponent still retains a CHANCE to hit, and the "crashes" when the powers expire and the HUUUUUUGE recharge times mean that they're not really powers to be activated lightly, and with Hibernate the tank has NO ability whatsoever to do damage to his opponent. Compared to them, PS has very little for its user to whinge over.

    I know, this only affects a minority of players, but the point is, it IS exploitable, and thus the point still stands
  21. [ QUOTE ]

    This time, could we please have travel powers ON? It shouldn't matter too much if your opponent runs from you, he won't won the match that way.



    [/ QUOTE ]

    The problem with allowing travel powers is that certain toons will have an unfair advantage over others.

    Example 1: A blaster with fly vs a scrapper with SS We all know the blaster would win, and the scrapper would never be able to touch the blaster

    Example 2: Scrapper with SS takes on a Tank with SJ. Again, the advantage goes to the first dude. If the scrapper finds his precious HP dwindling, he can just activate SS and peg it out of there. If he's regen aswell, he can switch on instant healing and by the time he lets the tanker catch up to him, he can be fully healed again.

    Also, don't forget that this tournament is open to ALL levels. Say some poor pre-14s come along. They'll get absolutely thrashed by anyone with a travel power. I guarantee that if we allowed travel powers, they'd never have a CHANCE of winning a single match.

    Incidentally, this is also why we at HU discourage the Kheldian AT from participating in our tourneys, as they have access to both fly and tp, and to my knowledge they're actually able to use these powers DESPITE the travel power restriction.

    [ QUOTE ]
    Could we also have limit stealth powers OFF? I don't use invis, but I'm not bothered if other people use it either. They aren't going to kill me by hiding.

    [/ QUOTE ]

    Again, this could present an unfair advantage to certain types, which is why we turn this option on.

    Think about this example: Illusion/* troller. Granted, Mr illusion troller will have access to his main powerset invises, but if we allow pool stealth powers, he will be able to activate his phase shift power, which prevents him from attacking or being attacked. Now say he uses his PA/Spectral Terror/Phantasm powers and then goes phase shifted. The guy he's facing will never even gett the CHANCE to hit him, yet he'll be taking damage from the trollers pets. That's the crux of the matter. I agree with Xanthus, I have no qualms with people using STEALTH powers, but in my eyes, the opponent should at least have a chance of winning, and someone who is perma or nearly perma phased has a huge advantage.

    -----

    To sum it up, we at HU want to make sure that EVERY entrant is in with a chance of winning, no matter what their AT or their power choices or their level. We're just trying to level the playing field here

    --------------------------------------------------

    EDIT:

    Also, Xanthus, you're quite right that the fleeing flee-er won't win the match that way, but don't forget, our tourney rules state that in the event of a draw BOTH participants advance. I personally had this work to my advantage:

    Sally Storm (MA/Invul Scrapper) took on Captain Cathode (Rad/Elec) Defender. The match ended in a draw, and we both advanced to the next round, where it was Sally v Cathode v Raphael De Arca (Ill/Kin Troll). Raph and Cathode had to divide their attention between 2 opponents, it allowed me to pick them off one by one. The advantages of a draw means that the next round may let you take down an opponent you couldn't normally take down if he's trying to kill you AND someone else.

    That's the thing, you see. If someone wants to push for a draw, then with travel powers/stealth, they can do that with very little risk. If someone wanted to push for a draw WITHOUT travel/stealth...well, that's a viable tactic, but there's suddenly much more risk involved, especially if your opponent is a ranged fighter.