Starflier

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  1. Another issue with MA Arcs is that really good feedback can be rare. Given the number of arcs created, it's rare to get someone to even play the missions, let alone give you helpful feedback.

    I've got two arcs, one for villains, one for pre-10 heroes, and I've managed to get great feedback on both which helped me tone down a few enemies in both arcs.

    Some of the issues would come from intent, ie people who like tough challenges, and some likely come from inexperience, ie hey, I think I'll give every critter Extreme SR! I'm not really an 'in it for the challenge' type of guy, I'm just here for fun, so I try to make custom enemies to fit that mold. I did have a custom lt, DB/SR scrapper, that got changed to WP because it was frustrating me to no end.

    I definitely agree though that if custom critters are dropping any kind of tank with regularity, they're likely much too hard.
  2. Blueside:

    Earth/ troller with Thermal or Sonic secondary.
    Fire/Stone tanker.
    Fire/Electric blaster.

    Solid offensively and defensively and if ya go with Earth/Thermal, you have a kinda fire theme going for ya.

    That said, anything will work. The game isn't that hard.

    Redside:

    I have less experience villainside, but I might go with the following.

    Elec/Inv Brute.
    Fire/Thermal Corruptor.
    Dark/WP Stalker.

    Lotsa offense, not so much on defense.

    A team of three will do well no matter what the power or AT combinations. Tactics go a good long way in the game, as does knowing what the other guys on the team are expecting.
  3. [ QUOTE ]
    EDIT: And looking at the numbers, MA gets a worse rap than it probably should.

    [/ QUOTE ]

    *Looks at his four martial artists...*

    Yes, it does.
  4. Starflier

    Vet Power Choice

    If I'm using damage types resisted by ghosts, and/or don't 'need' an extra attack, I take the Ghost Slaying Axe. If I need an extra attack to fill an attack chain, I take Sands of Mu.

    Sands of Mu is a superior attack in pretty much all regards, but I'd still rather be using my secondary attacks because I can slot them.
  5. I have 2 Defenders, a level 38 Kin/Energy I've been working on for two years, and a level 28 TA/A that I've only recently been playing.

    The Kinetic def can make teams into gods. Transfusion, transference, speed boost, and fulcrum shift don't just tip the balance in your favour, they kick the other kid right off the end of the seesaw. When he needs to, he can do his own thing, but Kin offers little mitigation and I feel especially squishy when I play it.

    The trick arrow defender on the other hand doesn't experience the great highs of the Kin, but she also doesn't feel the lows. She doesn't need teammates to buff, just a place. The rest of the team charges in, and she lays down a field of debuffs so foul even the toughest enemies are easily cut down. All this she does with smooth animations that rival MA in their grace.

    Kinetics is a very noticeable set. People notice never getting low on end, or dealing damage with numerical values they can't count to. It's flashy and always in demand. Trick Arrow is much the opposite of that. Sure, the animations are noticeable, but their effects are much more subtle, though still potent.
  6. The AoE fear might work while you`re in close, but it likely won`t add too much. The fears in the Presence pool need a lot of slots to be effective, and double stacked can take problem mobs out of the picture for a while.

    Downside to fears though is that when a mob takes damage they are allowed to retaliate with a single attack before going back to cowering. That doesn`t make them useless though, as even if you`re running a damage aura, the fear still helps slow the rate of incoming damage, although not as much as someone who isn`t using aoe`s.

    I`ve only used Presence on two characters, both tanks. I generally jumped in and used the AoE fear, followed by the ST on an lieutenant. This locks down a good chunk of the mob for a short while, and will cut down the incoming damage.

    While I do enjoy the presence pools and the fears that it provides, I don`t really think it`ll be super helpful on a Fire blaster.
  7. I'm still levelling my MA/Fire, but I'm planning to go for +Recharge with set bonuses. Get HF and Consume up more often, and get a smooth attack chain. DT`s mitigation is immense, and I can only imagine it getting better when it`s up more often.

    Temp Protection I might pick up late for the slow resists, in addition to the Winter's Gift unique. Also a decent spot for the Steadfast uniques. People generally don't take it because before the debuff resistance, all it provided was a little cold res since you`re pretty much already capped versus fire..
  8. Inv/SS by a mile. It's iconic, it's in-game all around solid, and I can go from min/max to comic book with a build switch, yet be solid either way. I enjoy the way it lends itself to concepts. It's what comes to mind when I think Tanker.
  9. [ QUOTE ]
    Whoever told you Inv/SS isn't any good was lying out their teeth to you.

    [/ QUOTE ]

    This. Inv/SS is one of the best combos for both damage output and mitigation. Not to mention how iconic the combination is. I always feel a little more super while playing one of my Inv/SS tanks.
  10. Starflier

    Dual tank teams

    [ QUOTE ]
    I could definitely see some synergies with a WP/Axe and WP/Mace.

    [/ QUOTE ]

    Bill and Ted's Viking Adventure?

    For a two tank duo, efficiency would be more important than survivability. You're already crazy tough, so I'd go with primary sets that can focus on offense a little more. Right off I'd dump Stone/: it's just too much. It pains me to say it, but I'd probably dump Inv/ too, it's not as bad as stone for this sort of thing, but no damage aura or end recovery.

    I'd recommend Fire/, WP/, and SD/ for primaries. Fire and WP both have end recovery, and SD has the ever-sexy Shield Charge, but lacks endrecovery. Two Shield tankers, one Axe, one Mace, would be insane. Alternating shield charges combined with secondaries that are good at both ST and AoE damage. Great damage and great defenses. Endurance could be an issue though.
  11. Katana goes well with pretty much anything. It does great damage, and perhaps just as important, has Divine Avalanche which increases your own defense when it hits. DA adds a good amount of survivability to any secondary. FA provides some decent damage resistance, and an excellent self-heal, but it has no defense, something DA can provide. Layering mitigation is very effective for increasing survivability.

    I think a Katana/Fire scrapper would be quite the killing machine.

    The great thing about the scrapper sets are that all the sets are good, and they all go together. Some pair together better than others, but there's no such thing as a bad scrapper.
  12. [ QUOTE ]
    [ QUOTE ]
    It's a great secondary, but so are... well... all the other secondaries.

    [/ QUOTE ]

    Which is why the scrapper forums almost completely lack the drama of the other forums around here.

    [/ QUOTE ]

    Oh gods above yes. A hundred times yes. It's the whole reason I come in here from the Tanker forums from time to time.
  13. Let's see: toxic damage, resistant to immobs which a lot of controllers/blasters use, toxic darts that debuff recharge, exploding zombies that can pretty much wipe a team, lt's/bosses with def debuffs/stun auras/supermega heals, lt's that can rez minions. Yep, Vahz are a massive pain in the rear at low levels.

    Personally, I find FA to do well against the Vahzilok at low levels for a few reasons. Resistance to stuns is in Fire Shield, the first power. Toxic Resistance is built into Healing Flames which you can have really early. And zombies just don't like being set on fire.
  14. To be honest, I can't recall ever seeing a Psi/ blaster, let alone a Psi/MM. Kinda wierd. You'd think I'd have noticed some by now given the thematic pairing.

    You'd be fairly unique anyways.
  15. Starflier

    Lost Name?

    If you're unsure of a name, just use the Check Name feature. If it comes back 'available', it's free and not on the list, 'in use' means it's taken, and 'unavailable' means it's on the banned names list.
  16. I know the feeling. My car is on its way out, and we both know it. It's just the when that eludes me. In the driveway? Rolling down the highway? Going around a sharp curve? The suspense is killing me!

    Kung Fu Clowns are funny. Dramatic Prairie Dog is dramatic, just like Virtue. And how can you not laugh at violent penguins?

    How about an honorable mention from the Darwin Awards?
  17. Starflier

    Lost Name?

    The name may have been put on the 'unavailable' list since the game went live. They add stuff to the list from time to time, and this kind of thing has happened to others. If that's the case, you're out of luck. Such names aren't taken from characters, but if you delete to reroll, you won't be able to use the name.

    Use the check name function. If it says 'name is not available', that's likely the case. If it says 'name is taken', then you're just really unlucky and someone took the name, but I doubt that's the case.
  18. [ QUOTE ]
    I do believe it's a Toxic_Shia original.

    Mostly because of the style and the humor value thrown in.

    [/ QUOTE ]

    And because I mention it in my sig?
  19. Fitness. Tough works because it represents the troll toughness, but since you're /Inv you already have that in your secondary. A little regeneration, and better conditioning are likely the best way to go with the strong, powerful troll warrior.
  20. Starflier

    Going rogue

    I would prefer a single pistol to two personally. Dual pistols to me has always said 'over compensating mama's boy' while one just shows you know what you're doing.

    As for Demon Summoning, it could be cool I suppose. Flares, Fire Blast, Fireball for MM attacks?
  21. Some stuff just isn't allowed.

    Can't use the pet name Ace, which screws up my Starship Troopers crew of mercs.
  22. Because people asking constantly for SB drives people insane.

    sb plz
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    sb plz

    Welcome to your life as a kin.
  23. That build is almost exactly the same as my MA/Regen. Even down to the APP power choices. Stamina is good to have. QR, Stamina and EndReds and I still burn outta endurance. I don't have MoG though. I hear it's good, but I haven't bothered to respec into it since they changed it.