Starflier

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  1. 52 vol 1 TPB [+1]52 vol 2 TPB [+1]
    52 vol 3 TPB [+1]
    52 vol 4 TPB [+1]
    Identity Crisis TPB [+1]
    Superman: Red Son TPB [+1]
    Hulk "Planet Hulk" HC [+1]
    Hulk "World War Hulk" HC [+1]
    New Avengers vol 1 "Breakout" TPB [+1]
    Buffy the Vampire Slayer - Season 8 vol 1 "The Long Way Home" TPB [+1]
  2. The lag and mapserves wouldn't irritate me that much if it was really busy, but it isn't. I've been red side mostly, and it's a ghost town, and blue side wasn't terribly busy when I went over there for awhile.
  3. First off: CMA's Guide for Soft-Capping an Invulnerability Tanker

    Inv is a solid set that wants to be in the middle of as many enemies as possible. FM has lots of AoE's and wants to be in the middle of as many enemies as possible. So, you've got synergy on your side.

    FM lacks mitigation, but a well-built soft-capped inv tank shouldn't need much in the way of mitigation, as it'll be damned tough on it's own. I don't have much experience with FM, so I can't really give much advice on that.
  4. I don't think I'll be changing any of my 3 MA scrappers much animation-wise. The one is supposed to be more brawler than artist, so she might get some punches, but I don't like the new MA stuff all that much.

    As for the SS stuff, only one I really like is the Footstomp alternate, although the original is still better. I may fiddle around a bit on my 3 SS tankers and see which fit the characters better.

    I've always liked the MA and SS animations, so I'm kinda the wrong audience for these changes.
  5. Tankers - 6
    Scrappers - 4
    Defender - 2
    Controller/Mastermind/Blaster/Brute/Stalker - 1

    Back in the day I remember having 7 of 12 slots just for Inv/SS tankers, so I'm getting a little more variety in there. Only 3 of my 17 are under 30, so unless I get some cash to buy extra slots, this is what I'll have. Even then, my next two planned characters are tankers (Inv/Stone, and Inv/Elec) so the balance won't really be shifting.
  6. Well, of the SS and MA alternate animations, about the only one I really like is the 'ground punch' for Footstomp. The MA ones are particularly 'meh'. The KOBlow alternate is okay. The Eagle's Claw alternate is just bad.
  7. Starflier

    Weakest Combo?

    Stone/Ice tanker in Granite soloing Invincible missions?

    Me playing a blaster?

    A PuG of noobs doing the Cavern of Transcendence?
  8. Congratulations!

    [ QUOTE ]
    Smersh

    [/ QUOTE ]

    Let's just hope she looks more like her mother.

    I kid, I kid. Again, congratulations.
  9. Starflier

    making a trio

    I vote for Earth/Rad. Lots of Def Debuffs, and staggering amounts of AoE control. And Stoney is badass for a pet.
  10. Try using the /sync command. Use /sync or /synch a few times, and should clear up the issue. It happens sometimes.
  11. Starflier

    New to Invul

    A Bare Bones Inv Tanker: TI, DP, UY, and Invinc. 4 Slots into the toggles, 3 Res(or Def)/1 EndRed, and 6 into DP, 3 Heal/3 Recharge.

    Of the other powers in the set, Tough Hide is the best to get, followed by RPD. Both offer a good deal of mitigation when added to what you already have.

    REl and REn are useful, but skippable. If you have power slots available, go for it. If not, no biggy.

    Passives you could either leave with the base slot, or 3 slot. I generally 3 slot them, because if I'm taking something, I may as well make it worth it.

    Unstoppable is an interesting, and phenomenal power if you learn to use it. If you don't, it's a death sentence. It's a true 'god mode' tier 9, but you pay for that with a massive crash that can kill you if you're not paying attention. 1 Res in the base slot and you should be good to go. Capped Resists to everything is a lotta fun, and the extra recovery is very nice. I actually use it as a recovery buff mostly on the characters that have it. All that said, it is rather skippable for the most part, since you won't often need the extra durability, or want the crash.

    I recommend Tough/Weave for the added survivability, and also because as an Inv tanker you're likely going to need powers to sink all those extra enh. slots into.

    Inv tankers can get by with very few powers, and still be decently tough. A nice benefit of that is that the set costs less end to run than the other tanker primaries, somewhat making up for a lack of end recovery (other than Unstoppable).

    Build it right and play it well, and it'll handle whatever you can throw at it.
  12. Congrats! And very nice piece of art.
  13. Achille's Heel procs in your soldiers should help debuff enemy resists a bit. I've got one in each of my pets and it does help with some of the tougher targets. My Merc is /FF so no real boost there, although the knockback is a thing of beauty with all ranged pets.

    The final upgrade at 32 helps alot. Adds a bunch of cones/aoe and some debuffs to your pets.

    Mercs will never be top of the heap for damage. Plain and simple. They aren't terrible, but I doubt they'll knock anyone's socks off.

    As far as Pain? Not a clue, I've never tried the set.
  14. Shiny tights for gloves/boots. And hey look, we got that last issue.

    Okay, Electric Melee for tankers. Oh, next issue you say.

    Seriously, every feature I've wanted from the game will soon be implemented. I've wanted those two things since I started in Issue 3. I'm a happy camper. Now if I could just get some damned free time to actually play.
  15. Starflier

    Tanker Rivalry?

    I usually try to sort out how things'll work early on. If I'm tougher, I'll take point, or at least split the alpha with them. If they're tougher, I'm likely only a split second behind grabbing strays and watching for runners.

    I don't really like competition, so I avoid that. I'd rather work with the other guy. I do check out builds/info to get an idea of what to expect though. I have some faith in people, but not enough to follow the newbie with no toggles or status protection into battle and endanger my teammates.
  16. [ QUOTE ]
    I saw electric melee for scrappers and sighed...because I'm going to have to reroll Lighthammer. But, it was a sigh of relief because he will now get to be what he was always MEANT to be. A scrapper, not a blaster.

    [/ QUOTE ]

    Pretty much the same issue I have. Been saving Stormrazer for an Inv/Elec tanker forever. Just recently came up with an Inv/DB tanker and ran her upt to the mid 30's. Sure I could reroll, but I've already done that once before when she was an AR/Elec blaster.

    And now my fallback names are gone too, like in the last couple weeks. Looks like I'm going to be going back to the well again for something fantastic before I16 hits.
  17. [ QUOTE ]
    [ QUOTE ]
    To hell with colour customization, Electric Melee for tankers!!

    [/ QUOTE ]

    Seconded!

    Final Super Speedster can be an Elec/SS scrapper insted of a Elec/Elec blapper!!!

    [/ QUOTE ]

    If I were more excited about finally getting Electric Melee for tankers, I'd be running in circles in the streets screaming and flailing like a muppet.

    I've wanted an Inv/Elec tanker since I started playing this game. I'm going to Thunderstrike EVERYTHING!!!
  18. To hell with colour customization, Electric Melee for tankers!!
  19. Sweet Zombie Jesus!!!

    First shiny tights for boots and gloves, now Electric Melee for tanks!? There is officially nothing left on my 'want' list for this game. I've wanted an Inv/Elec tank forever.

    I'm going out of my freaking mind.
  20. I would pick the Earth/Thermal controller. I have one of these, and it's freaking awesome. I dislike the penalties of stone/granite, and I'm not a fan of EM, so it's not a hard decision in my opinion.

    That said, Earth/Thermal is a beast on teams. Shields, heals, buffs, debuffs, a rez, and a pile of AoE control make for a fun, gfx card melting time. Damage sucks before you get your pet though, and sucks hard. But stoney is awesome smashy goodness personified. He's such a little trooper, all buffed up, charging the ranks of enemies by himself.
  21. Once. Way, way, way back in Issue 4 from a friend who was leaving the game for awhile very suddenly.

    Nope. Never sent one because anyone I want to talk to I usually see online anyway. Given the way I just mass delete any e-mail I get, in game and in RL, I'm not big on the idea of e-mail. Chances are it'd never be read anyways.
  22. The best attack chain for DB, that's relatively easy to achieve, is Blinding Feint -> Attack Vitals combo. It's a late blooming chain, since you're in your 30's before you get all the powers and slot them. This is my go-to chain for damage and soloing.

    I actually prefer the Weaken combo to the Empower combo. Empower doesn't add much of a buff over top of what Blinding Feint already provides, and I find the -def/-tohit of Weaken makes for a decent opening strike debuff.

    You might also look at the Sweep combo, which does PbAoE knockdown as a means of leveraging Burn. Then again, I find Burn to be too much trouble while solo, and use it only when it's convenient (ie. on a team with controllers, or against mobs that won't run).

    You don't need the combos, but they can provide some nice mitigation effects (knockdown, -tohit/-def) which can add another layer to your team protection.
  23. Starflier

    Drones go BOOM

    [ QUOTE ]
    Explosions are awesome, everything should explode.

    [/ QUOTE ]

    Then Goldeneye for the Nintendo 64 is just the game for you. Shoot a chair, it explodes. Shoot a table, it explodes. Good times.
  24. I would:

    - cut end costs across the board
    - make Focus Chi's damage boost be entirely composed of energy damage
    - abolish the stun portion of Cobra Strike, change the damage to DoT, and add a -res/-def debuff

    I like the animations as they are.