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Posts
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i would take hurlde and SS out and put the other Epic earth power into it. They are awsome team-aggro-powers, great control.
Hurl i took out due its long animation since epic has better ranged powers (with mez effect). -
I asume you do have the mez-protect shield?
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Outside the fact you might try posting a topic a little bit less 'caps and cencored', Blasters with BU/Aim can hit basicly through any Def-based armor (it are defence armors, not resist armors, thus not lowering any incomming damage).
Upcomming defence changes in Issue7 pulls the balance back a bit, defence-based players get less chance to be hit then. -
As confirmed from the immobilize trick against most AV's, they just use some stupid range attacks against you, instead of (like infernal/mother mayhem) those destroying pbaoe's.
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If you want a less-squishy/soloable firetanker you wont get the full build untill 30ish and still not having taunt.
2 shields, jumpset (3), fitness (3), fighting (2), BA, BU, consume, selfheal, 3 attacks (barrage,bonecursher,whirlinghands) and finaly hasten. 35/38 reserved for ET/TF. Then luckely after that a respec to get rid of the lower-lvl attacks to compensate upcomming epic attacks and to get taunt
For stone its just a mather of getting to 32 -
02] Rest -->Heal(2) Heal(3) Heal(3) EndMod(5) EndMod(5) EndMod(7)
I would go 2 recharge, 2 heal and 2 endmods.
So you can use it more, Rest gives resist to TP foe in PvP. -
Ah u n000bbbbbbbb
Its 73|-| ... 7 = TTTTTT
n00b0rzZzz!!11 -
[ QUOTE ]
This looks shopped, I can tell from the pixels and having seen a number of shops in my time.
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Or just used the demo editor to get them on their place and make a simple screenshot?
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But if you are 'going up' from a SJ jump and get a glue arrow, you wont be dropt down dont you? likewise caltrops you need to be on that place. And even if your -jump will trigger, i asume by speed/height you will fall down far outside the range of the attacker.
As far i know, flying and getting hold, will drop your straight down instead of the SJ 'flying down'.
And how can you ever get the speed to keep up a SJ'er? Even 3 slot fly-spd and powerboost i'm not able to catch up a SJ'ing stalker (or added boostrange). -
I gues everyone is free to give his/her opinion about certain builds. Go check the 423784728947023 posts about the Tankerset and 'how they should be playing'. Might not be on the most friendly way, but there is a point of truth.
Not to mention the fact most parties would be looking weird at the fact your pets just standing there doing nothing while you keep blasting off your 'pistols'. Effective? Have to be seen. Free to do so? Sure, go ahead.
(do note the I7 minor aggro/taunt pets seem to have). -
IR goggle and a few CMs and go fly around above the base to target villains
Use a dropout to launch your attack, i am quite happy with Fly. I use those 30min temp powers to get SJ & Stealth, having SS & fly as travel powers. Though ttue, in PvP they might cut back the end-usage since its not the safest power to use anymore (SJ is way faster to get away), wich was main reason in PvE why it had more end-usage.
True, SJ (in combo Hurdle/CJ) is imho a bit overpowered, the easy way to get out of battles is far too easy imho. So true, add way more -jump effects in immobilize powers, would make it more even.
As for KB protection, its the balance of the AT. Fire is overall more powerfull in offence and has selfheal, likewise the elec brute has ranged superpower, end-drainer. Other then those 2, iirc no other AT has no KB protection. -
They are far from 'master blasters', wont fit the name at all
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That was my new tactics on my trickarrow MM, hopefully its a bug in I7, but sometimes it takes quite a while for the pets to understand i'm under fire (thus also them) and they have to return fire.
Add the fact Medics healing is a big bugged, still have to train my mercs alot -
Each time a topic starts about peoples view 'what is tanking?' & related, God kills a Stalkers...
No wonder they got big buffed last patch...
To say it stupid, i choose my character from the set "Tanker", whatever i pick, whatever i get, i will be and stay a 'Tanker'. Game-hardcoded. -
Everyone with 8 purples running is basicly unkillable
My 32 blaster even tanked Psi clockwork the entire fight, even taunt of tankers couldnt take the aggro away, now thats a 100% pure pwnzing -
aggree, bots can heal themselfs and bubble eachother. TrickArrow has some great aoe control, once you get the whole set it (so far i tested) becomes even a very high damaging set (oilslick with -40% resist debuff). Take self-heal and add some interupt-enh's to it to heal yourself.
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The bodyguard feature is fun, but serious dangerous.
I was doing 1 mayhem mission where i got a claw/SR scrapper-like hero (even lvl, orange to me), the first slash she gave me wooshed my 1st and 2nd tier pets straight to nearly 0, after that she did the aoe claw-attack and only my big bot was left in battle blinking red hp-bar.
I think only dark has serious use of this feature, since they are the only 1 able to do a aoe heal. Maybe in teaming with a rad/fire/kin corrupter it might be more safe, but i think twice before putting them in defence mode
vs normal mobs (lts, maybe bosses) its a awsome feature, but vs EB/AV or anything else 'strong', its serious dangerous to use. -
I think each primairy and secondairy has his pro and con, although Robots seem overal pretty strong (even psi resist, 2 healers, great damage) yet get stuck quite alot due their size. Even I7 test the Ninjas are still the most stupid pets around, running around to nowhere for unknown reasons, though their def (and new system) might make them more viable.
Secondairy Dark seems FoTM (year maybe), poison is the single target spammer (i kinda love psn), TrickArrow is great at higher lvl but has serious long animationtimes and finaly Traps i never tested but sure they are good also
I just pick the secondair based on my pets, but seen the thugs in action the US-servers... they are some pretty nasty fighters. -
Erm.. the Group Invis people (ill controllers) already being used for the PA drop team and to have them nonstop GI everyone on the map, gonna take ages.
And i dont see any 'less' effect if a character is drawn 'transparent' instead of solid. Any hard evidence on the fact GI will reduce lag?
Just go into 'safe mode' and the only lag you get the is effective server-lag, no more pc-lag. -
I tried this build yesterday on testservers, IT SO ROCKS BADLY!!
Plight couldnt even touch me, azzw00ped him in a 15-0 flawless victory. AS strikes are merely a little tickle, 1 attack chain later and we got some dead stalkers
(disclaimer, this information is _not_ based on reality what so ever. Names/AT/powers are taken for added sarcasm purposes. I am not responsible in any way of any wrong or weakened performance of your tanker in either PvP/Arena/PvE. Do not read this post if you not aggree with this disclaimer, this message will self-destruct in 10 seconds) -
so he is the ultimate poison buddy. Since all melee powers (i gues hurl will be included) having the lvl38 poison power would make him way stronger
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oooh sorry, totaly misread.
tier, pets, thugs, henchman.. too many words -
I went for the full earth set, took them all 4. Holds for the annoying sappers or runaways, the immobilze for the AV's (stupid tactics
). Stalgmites i use to draw a nearby little group of mobs while i am busy a few yrds away. Damage isnt realy great, stun is pretty low but its a aoe around the mob, wich gives that tiny extra bit aoe-control. Finaly saltcrystals is my favorite. Though they nearly instant break free, the aoe-range is really big and has a pretty high accuracy (i went of acc/acc/rech/rech).
With all those from earth, you can create pretty cool chains of attacks to draw 99% of the group nearly instantly. -
Hm.. minor dissapointed about the 3rd lvl pet. Was hoping he was a SS-style wacker, would make the lvl38 become awsome power (all other 3rds are mostly ranged).
Do they also have some mezz attacks or will they be in the 32 upgrade power? (drones get them from the 32 upgrade, that stun grenade - mercs have them with 1st upgrade).
Still a bit 2-side, but i think the thugwar power will make me just give a 'i like thugs' rating(though serum is a realy cool power too
)
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Hm.. thats pretty interesting.
Your thugs can become good figthers then, specialy with /dark if you tone down mobs acc/dmg/resist. instant damage imho will be way faster then the Merc DoT's (when mobs hp left at 10 and Merc1 starts a 5-5-5-5, Merc2 still can start his 5-5-5-5 when the first 5 hits of Merc1, highly annoying with Mercs...).
Based on bubbles of the robots, i gues they gonna be stacking. Cant wait for the big pet and the upgrade power