Starflier

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  1. Starflier

    WM or BA w/FA

    Well, War Mace and Battle Axe are quite similar. No 'bad' powers in either set. War Mace is a little bit better in the AoE department. Battle Axe has the consistent knockdown secondary which could be of use if you want to take burn.

    I'm currently running a WM/SR brute and find WM quite impressive. Up to 24 so far, and don't have any of the AoE's yet, but the 4 ST attacks I have flow nicely and hit hard.

    If I had to pick, I'd likely go for WM/FA for the extra AoE potential, although you can't really go wrong with either combo.
  2. I'd also recommend picking up the leadership toggles, which will buff the team in addition to whatever else you happen to be doing, and don't require much maintenance/attention.
  3. I'll recommend a scrapper or tanker. Willpower paired with Broadsword (for the scrapper) or War Mace/Battle Axe (for the tanker). Slower, heavy hitting, set and forget playstyle. The tank will get QR early on for extra awesome, and the scrapper would get Parry early on for added toughness.
  4. Starflier

    Fun with Freaks

    My MA/Fire/Body is 46 and so much fun to play. Going for perma-Haste to leverage HF and Consume. Few things are more fun that activating FE and BU and wiping out a spawn with Blazing Aura and a single application of Consume. Crane Kick decked out with one of the IO knockback sets for a finishing move: sends the ******* flying across the map.

    Play alongside a MA/WP scrapper and a Stone/WM tanker. Definitely pumping out the damage there, and usually still standing when the /WP goes down. Then again she's a little crazy in the head.
  5. Those procs suck. Trust me, I've tried them. Spending all that inf and one enhancement slot so you can see a green +28 pop up every few minutes is super-mega-awesome lame.

    Jacob's Ladder is great. Learn to use it well and it'll be a heavy hitter for you. Plus it's all energy damage which is nice.

    I'd also agree that the proc is probably better off in Thunder Strike, although the only time I've used it was in Dragon's Tail on a MA scrapper. I personally have an Explosive Strike Chance for Smashing in Thunder Strike. A little extra kick, and it's a dirt cheap proc to get ahold of too.

    Haven't tried Electric Armor, and haven't gotten to LR yet, so can't really comment on those things.
  6. Quote:
    Originally Posted by UberGuy View Post
    Martial Arts is significantly weak in AoE potential. The last I recalled, Dragon's Tail was too expensive and too long to recharge for its damage - probably more than its KD component accounts for. That knockdown is quite useful most of the time, but it doesn't really mean MA is very effective at AoE. Sadly, MA suffers badly from this kind of unclear focus in general - despite its issues, EM does have very high likelyhood of single-target stuns and an "exotic" damage type. MA has always suffered from not really seeming to know what it's trying to be good at.
    True. But Dragon's Tail is much more useful as mitigation than WH, especially on a first application. And MA is pretty and fast.

    Colour customization is what finally got me to play EM. No longer stuck to the ugly pink things, I coloured 'em orange and just pretend stuff's exploding when I punch it.

    My advice on EM, skip Whirling Hands. It just sucks. Or pretend it's a PBAoE taunt.
  7. Anyone else having issues saving edits?

    Can't seem to save changes to Wrecker Wren's page today.
  8. Quote:
    Originally Posted by _Chin_ View Post
    Cheers, I've already got kick from the fighting pool and was planning to pick up tough and weave at 32 and 35...pushing back stomp and shield charge to 38 and 41.
    I read this part, and this song began playing in my head.

    It's not the worst idea I've ever heard, but putting off what may be the two best aoe attacks in the game is a little on the crazy side.
  9. Scrapper or Brute, Fire/Regen or Fire/WP
  10. Quote:
    Originally Posted by Werner View Post
    TL;DR - HOLY **** IT'S SPARTA! GET IN THE CAR!

    Ha! That made my day.

    The only DA character I play is an Elec/DA scrapper. A weird combination to be sure, and one I'm still trying to figure out 27 levels in.
  11. The Lady Fade (@Starflier, MA/Regen, Level 50)



    Sarah Stone survived praetorian earth by being the best. Among Marauder's army, few were feared like Lady Fade. A brutal warrior, it was said she had once bested the archvillain himself in single combat. Despite all that, she was not a bad person. She longed for a simple life where she did not live in fear. When a raid on primal earth was interrupted by heroes, she slipped into the night and disappeared into Paragon City.

    And just because it's a pretty cool screenshot...

  12. Welcome back. Unfortunately, low-level tanking is rough for every set. Just the way it goes. Not much you can really do at level 12, but teaming would help since you would have teammates to deal damage while you try to hold aggro.

    First and foremost, slot endurance reduction into your attacks. Attack powers are the primary source of endurance usage on most characters and, for the most part, use more of your endurance than toggles. Frankenslotting your powers can really help with this. It can allow you to get good values for accuracy and damage, as well as getting significant amounts of endurance reduction.

    IO set bonuses for +Endurance and Recovery can usually be had for a 2 or 3 slot investment in a power. I used this to get a 22% recovery bonus on my Elec/Dark scrapper, before stamina, which made a significant difference. Since most set IO's are also multi-aspect IO's, you also get some of the benefits of frankenslotting.

    Combining the first two suggestions, consider IO'ing out your character at 17 with level 15-20 set IO's. This will help you get decent enhancement values in all your powers, as well as allowing you to grab some of those helpful set bonuses. It can also be done for fairly cheap. Rare salvage at low-levels is fairly cheap, as are a lot of the recipes themselves. Just try to avoid recipes that need a lot of the arcane salvage (ie. Luck Charms) since those can get quite pricey. It also puts you ahead of the SO/IO at 25 crowd, where recipes and rare salvage start getting expensive, without sacrificing a lot of enhancement value.

    Dual builds can also help out, especially with a set like Stone Armor. Make a build for teaming and one for soloing. My soloing builds are generally built for more attacks, and lighter slotting in the toggle armors until late in the build.

    Those are more 'everyone' ideas than Stone/Stone specific, but might help you out anyways. Someone with Stone/Stone experience should be along to give you some more specific tips.
  13. On my Inv/DB tanker I took all the attacks, except for Power Slice. When I run solo, a have a tray for Blinding Feint and the AV combo, and One Thousand Cuts. When I'm teamed, and generally surrounded by a lot of enemies, I have another tray that is Blinding Feint and all of the AoE attacks. Enemies go down pretty quick in teams, and I've found combos to be too much hassle for myself to be bothered with in those situations. It also keeps me from needing one solo build and one teaming build. It works out fairly well for me.
  14. I play a Electric Melee/Dark Armor scrapper, so I'll offer what help I can.

    That said, where to start?

    Endurance Reduction - entirely too much of it. 1 is sufficient in attacks, and 1-2 max in toggles. With level 50 IO's you'll be far surpassing the ED limits with 3 IO's. Should save you some slots to put into your attacks.

    Theft of Essence: Chance for +End - Get it and slot it in Dark Regeneration. Has a chance to activate for each enemy the power hits, restoring 10 endurance each time it does. Drastically cuts the net cost of this power, occasionally turning it into a net gain. This one enhancement is one of the single best things to happen to dark armor.

    Stamina - since you already have 4 slots, fill them with 4 from the performance shifter set for some good bonuses.

    Health - too many slots in here that would be of better use elsewhere.

    Attacks - too few early on. 1 until 22? You'll be smashing your face into your keyboard. Chain Induction: swap end mods for damage.

    A lot of room for improvement, but a combination that can be a ton of fun to play. I'm sure someone can add in some better advice.
  15. One at the moment.

    Warrior Widow (TA/Arch). The wife of a murdered samurai warrior who joined a group of rebels in an attempt to find and kill the evil master that slew her husband and had him labelled a traitor. A miscast spell sent dozens of men and women from the final, epic battle to present day Paragon City.

    I used to have another (DM/SR scrapper) who was essentially a man driven by revenge to study the blackest of magics, blah, blah, blah, who learned to step outside of time, effectively becoming an immortal, time-travelling psychopath bent on butchering every last member of the CoT and BP. Never could get into the character, being as absolutely evil as he was, and gave up the name (used for a name change by some level 50)

    I've had others, that are ancient, or immortal, but only those two who were true time-travellers.
  16. Starflier

    All Tanker Teams

    I think an all tanker team would be... liberating. No need to worry about someone squishy doing something stupid. Heck, throw assault and tactics on everyone and they would all be sporting Rage. Smashy, smashy, and all that. I've wanted a static team all decked out with leadership toggles forever, but none of the ones I've been on have wanted to 'gimp' themselves taking leadership powers.
  17. Quote:
    Originally Posted by Ad Astra View Post
    I think the main reason MA is getting a bad rep right now is that the damage is Smashing and lots of the higher level baddies resit Smashing a lot (but some don't).
    Fixed.

    MA has excellent ST damage, but lackluster AoE damage.

    Two of my favourite scrappers to date are my MA/Fire and my Elec/Dark, so I'll recommend those, although they'd both be late bloomers due to end usage.

    *insert obligatory 'roll 2 emp/sonic defenders' suggestion*

    Perhaps a Fire/Electric tanker running with a Sonic/Sonic defender. Should turn Rikti into mincemeat.

    A pair of Elec/Shield scrappers would likely level everything in sight with rolling nukes.
  18. I'm in the middle of a Band of Brothers marathon on Spike TV which is awesome since it's one of the best things ever put on film.
  19. Yes.

    Proof-> The Virtue Name Watch

    Picked up the name Incorruptible yesterday, which is pretty decent in my opinion.
  20. Starflier was the best name I had early into my time with CoH and became my Global when we had the chance to change them the first time. Changed my forum handle to match. The Starflier is the starting ship in the game Freelancer, although that hadn't actually come to mind when I was coming up with the name originally, even though I love that game.
  21. Starflier

    Focus Chi

    I have it on two of my four MA scrappers. On my /Regen for making sure DT takes down most mobs on my alpha for mitigating their alpha, and on my /Fire because Focus Chi + Fiery Embrace = Awesome, lots of Awesome, like 'did I just kill that whole mob with Blazing Aura and Consume' type Awesome. My /WP doesn't have it, but not for any real reason.

    I don't generally go out of my way to get build-up powers either. They're nice, but I don't usually miss them that much.
  22. Quote:
    Originally Posted by Kheldarn View Post
    I have no idea who Claire Forlani is... >.>

    But I like the sketch!
    Claire Forlani from Mystery Men, CSI:NY and Meet Joe Black, among others. And a very nice sketch indeed.
  23. MA is awesomesauce. Sure, the AoE damage might be underwhelming, but Dragon's Tail is one of the best AoE mitigation tools available.

    And Crane Kick slotted out for knockback is epic win.
  24. Quote:
    Originally Posted by Missy_K View Post
    Missy K needs a gun!
    Buy the temp power revolver?