Starflier

Renowned
  • Posts

    2217
  • Joined

  1. Tankers aren't needed blue-side. They aren't an integral part of blue-side teams.

    Then again, there is no AT in the game that is. Same holds true red-side.

    Think of tankers as melee controllers. They dictate who the enemy can and can't attack, much like a controller. Taunt and gauntlet combine to reduce incoming damage to the rest of the team by a significant amount that is rarely appreciated. A well-played tanker helps to focus the support the team needs. Instead of healing the whole team, the defenders and controllers can simply focus on keeping one person alive; the tanker takes care of the rest.

    Brutes, like scrappers, exist to do damage. It's their purpose. Tankers can do damage, but it isn't their purpose in a 'team role' kind of way.
  2. Starflier

    Energy Blast?

    I really like the 'feeling' of power with the knockback/sound effects. My Energy/Energy blaster uses hover, so the knockback is generally knockdown. I tend to use the set mostly as a single target set because the mass knockback of the aoe's can be annoying no matter how good you get at controlling it. The cone attack is nice though if you want to mitigate an alpha strike.

    When teaming with random people, ie PuG's, I find it helps to a) hold back on aoe's and b) let the team know that if you knock it back, you intend to kill it. I'm not saying 'don't use aoe's', just saying to learn to recognize those circumstances where your aoe damage will be overshadowed by the knockback. Hover-blasting from above the spawn solves a lot of these issues though.

    And Nova is just pure win.
  3. Everything works well with Axe as long as you don't slot any KB enhancement, which would be fun, but insane. Axe's secondary effect is knockdown which goes well with every primary to add to your mitigation abilities. Pick whichever primary you like, they'll all benefit from being paired with Axe. I prefer Invulnerability myself, but Shield is pretty nice as well. Willpower is nice if you like soloing, but holds aggro about as well as a cute little puppy.

    As for Axe itself, it's a pretty simple set: take powers, slot them, hit things till they fall over. No bad powers, no 'hard to figure out' powers, just good old fashioned butt whooping. I had thought of making a guide to Battle Axe at one time, but a) Maltese Knight beat me to it, and b) after naming it "Take Powers, Slot Powers, Kill Things", there wasn't a lot left to add.
  4. Can you specifically place them in AE missions? I don't recall seeing them as an enemy, but I've only tried my hand at a couple arcs.
  5. Yeah, everyone just left. Well, 2 of the 3 of us that were teamed.
  6. Yes, most likely the WW fix since the markets are back.
  7. Starflier

    Um... Melee?

    I certainly recommend a healthy mix of ranged and melee attacks for blasters. For blapping this obviously gets skewed to melee, and for rangers gets skewed more to ranged. Since most of my blasters are /dev I don't really have the choice.

    For my namesake Energy/Energy blaster Starflier, she goes for the Pew-Pew-Pew-EatSomeTeeth style of play. Mostly ranged with a little melee for effect. Hands down my most survivable and fun to play blaster.
  8. Well, I've got the day off so I'm good for starting whenever. Currently running Mag (xp off) through some arcs for merits. At 85 so far, which may be the second most I've ever had on a character at one time.
  9. I believe that it's a statue of M1, an old hero. Also has a statue in Galaxy City, the one that gets you the 'Tank' badge.
  10. I prefer the crashless nukes to the traditional nukes. I like to roll along and dislike the crash slowing me down. That said, traditional nukes do a metric ***-ton of damage which is rather impressive.

    Since it seems to have been forgotten in the tangentially pointless e-peen contest, I'd like to point out that AR also has Flamethrower.
  11. Quote:
    Originally Posted by Psiphon View Post
    I've been considering making a resistance based armour (Electric or Dark) to use with Katana.
    Any one know how the two would compare in regards to survivablilty and general performance?
    Well, I have a Katana/Electric at 25 and like it so far. My guess would be /Dark for survivability because of the auras, /Electric for damage because of the recharge bonus and end recovery. A little oversimplified, but just my thoughts on the two.
  12. Quote:
    Originally Posted by Anaku View Post
    Cut the Blue Wire
    If by 'Blue' you mean 'Green' then yes, you should cut the Red wire.
  13. If two glowies are close together, you can click one, then the other right after, and complete both to save time.

    Don't know if the same applies to more than 2 glowies, but it does work with 2 at once.
  14. A little longer than some, but still short by my usual standards. My supersoldier, recycling an old costume.

  15. If brute force isn't working, you're not using enough.
  16. Starflier

    Is it true...?

    There are some gay/lesbian-centric super groups around as well. Not sure where they are, or how active, but hunting them down might be a start. But like others have said, I can't remember ever seeing any anti-gay stuff while playing.
  17. My new corruptor on Justice, more than slightly inspired by the Losers:

  18. Since I figure a pre-meeting briefing would be customary for this sort of thing, Magmauler's VV page.
  19. Inv/DM is a very good tanker combo. Good damage, great utility, and ridiculous survivability.

    Must haves: Temp Inv, DP, Unyielding, Invincibility, Siphon Life
    Strongly Recommended: Tough Hide, RPD, Dark Consumption, Shadow Maul

    Inv brings strong defense and resistance numbers, while Dark brings tohit debuffs and a fast recharging heal and an end recovery tool. I don't think you can put together a better combo for a tank.