Starflier

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  1. Damn, the explosion cuts off the obviously more awesome part where those two chicks head butt each other. Hard. I can't stop watching it. I know the head butt won't come, but I keep hoping it does.

    Pumpernickel.
  2. New group time is 7 ET on...



    Wednesday!


    Wednesday... what a funny looking word.
  3. Starflier

    Yay for Club ♥

    Access to the super tailor chick in pocket D? Awesome, since that runs more points than the pack cost me.
  4. Quote:
    Originally Posted by Knowmad View Post
    Beast/Poison sounds good.
    Likely going to be my choice as well, but for concept reasons.
  5. Starflier

    Yay for Club ♥

    I love the jeans. Pants that don't clip with normal styles of boots (motorcycle, smooth, work, etc).
  6. Tough and Weave will be a big help. I almost always throw Combat Jumping in as well for a little more defence and some utility. At the very least he should be using Temp Invulnerability, Unyielding, Invincibility, and Dull Pain. By 30 I usually have Tough Hide and Resist Physical Damage as well.

    Hard to say too much more without knowing what his build is like, or what you were fighting, but Inv is definitely a solid set. Call_Me_Awesome has an excellent guide on building Inv tanks for the soft-cap that you should take a look at as well, which will make that tank nearly indestructible.
  7. I like the jeans, I really like the jacket, and I don't have the Pocket D teleporter, so I'll pick up this pack. Still ticked about missing the Halloween pack, but that was more an issue with me being a cheap ******* trying to wait for points than spend five whole dollars.
  8. Invulnerability.

    Close second: Martial Arts.
  9. Quote:
    Originally Posted by Fireheart View Post
    Better still, team up with Another Energy Blaster and just ignore the whole 'KB is Bad' issue completely!
    Pretty much how I run my Merc/Storm. If badguys are on their feet, I'm not doing my job.

    I do agree on the Energy/Energy blaster though. That was the first non-melee character I got to 50. Want to smack some guys from long, long range? Okay. Want to wreck some face up close and personal like? Okay. Plus blasters get mini-Fury and junior mez protection. Load Power Thrust with some KB and enjoy the view as the cocky sob that just mezzed you goes flying into a different zip code, taking a shot or two before he even lands.
  10. Street Justice does pick up some decent AoE mitigation, with Stun in the cone and KD in Spinning Strike.
  11. Starflier

    Arepeeees? :3

    Impressive VV page Woot. Great detail work.
  12. MA is quite good for tanks. You lose some of what makes it nice for scrappers (crits, increased crits) and get +10% def to all added into Storm Kick. This is huge for tankers. My SR/MA was at 30%ish for all three positions by level 12. It also gets four ST attacks by 16. Storm Kick, Crane Kick, and Cobra Strike are all good, and Thunder Kick adds in bruising and can't be skipped, so you might as well get some use of it.

    I do miss the crits, and waiting to 35 for AoE is kinda sucky, even if I'm used to it with other tanker secondaries.

    I've got a level 30 Shield/StJ who is fairly effective. While I've got plenty of experience with MA on scrappers (2 @ 50), I haven't played enough with StJ to really make a fair comment on it. By all accounts it compares favourably with MA and other sets. The "combos" aren't really a big deal. Connect with 3 attacks and the finisher gets a bonus. Less intensive than the Dual Blades system, but some people can't handle the responsibility.
  13. I like the second MM attack, because it amuses me when the hawk scales up while attacking the giant shivan in the tutorial. Hard to judge damage as I only have one pet so far, but the howler wolves do seem to have a lot of additional dot which is just going to pooch people's perceptions.

    And if I'm reading the power description right, the level 18 power provides pet attacks a chance to crit just for taking the power, even if it isn't active.
  14. Another issue with Arachnos using WMD's against Paragon, aside from ticking off the heroes and military, would be ticking off the villains that make Paragon their home. Sure, getting on Mister Manners' bad side wouldn't be great, but pissing off the Crimson Face-eater is really not going to do you any good. Circle of Thorns, Crey, Nemesis... there are any number of powerful groups invested in Paragon that would oppose anything too catastrophic. And any chance to backstab a rival is well worth it.
  15. IIRC, a lot of attacks were change a long time ago from knock back to knock down to make them more melee/team friendly. Assuming I'm remembering correctly, that only applies if you haven't played the set in years as I'm pretty sure it was one of the sets affected.
  16. Oh my! 40% of new powersets have been melee and melee AT's make up 40% of the non-EAT AT's! Conspiracy!!

    Edit: Beaten to it by Tenzhi. Which sucks because I had to bust out a calculator to do that kind of hardcore mathematical calculating.
  17. February 12

    [Link Removed due to Inappropriate Content: Blood] ~Mod13

    Yay!
  18. On my grav/sonic I tend to use wormhole to help the tanker herd up enemies. He goes in and engages, I dump a second mob on him (and Disruption Field) and we all go to town.
  19. Is that like the kids' version of a high-five, because sheesh that's a tiny little hand.

    Also, originality is simply a failure to find and reference sources.
  20. Invulnerability and Martial Arts

    Two Inv/ tanks at 50, two MA/ scrappers at 50, yet oddly no overlap between the two.

    At one point, when we only had 12 slots per server, I had 7 Inv/SS tanks on Virtue. Inv is simple and elegant, and MA is a sexy pile of animations and ST face-kicking fun.
  21. Quote:
    Originally Posted by PleaseRecycle View Post
    But what if you ran out of endurance?
    Wait a minute to recover.
  22. Integration. Huzzah for immortality.
  23. I don't even have a character with $250 mil, so I don't have that problem.