Tahliah

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  1. Tahliah

    New to MM's

    Quote:
    Originally Posted by _Klaw_ View Post
    If you like Vomit humour . Demons are great for a first MM because they can look after themselves and do great damage however some people don't like to team with them because they are too big and noisy. Thugs and Ninjas are also good choices for damage.
    Agreed. My first MM was ds/poison, and I just love her and have a lot of fun on ds/poison (and the amount of damage those guys toss around is pretty amazing, too). As for the big and noisy thing, just set up an <em atease> macro for them, that makes them all stand still (i.e. no roaring/snorting/snuffling/grunting, either). Well, I guess that's just the one I use and any em command would work fine, come to think of it.
  2. Just started a new ice/ice blaster named Super Surpurflous (misspelling intact). She's a thing of beauty.
  3. My favorite tanker in all the land runs with my ice/ice or fire/fire blaster. He herds the map, I decimate them. Good times.
  4. Quote:
    Originally Posted by PoliceWoman View Post
    Just something that I've been wondering, that I thought I would put up for discussion.


    QUESTION: Is it ethical to 1-star obvious farm arcs in AE without playing them? Why or why not?
    Without playing them how can you be sure they're farms? So yeah, I'd say that's unethical (by my own "standards," such as they are). I've downgraded every farm I've actually run, though, just for wasting my time.
  5. Quote:
    Originally Posted by Kokoro View Post
    Hi all,

    With only 6 different secondaries to choose from as a Blaster, I feel like Blasters could use a few more secondaries. Don't get me wrong, I like the secondaries that exist already... even Devices. However, with the Pistol primary, I wish there were a secondary that would allow me to make... say, a cowboy/cowgirl.... or even a "all-natural" human character (aka, someone who does not shoot fire or ice out of his/her fingertips).

    So, I was thinking, what might work. Hence, I came up with the notion of Rope Manipulation.

    * Lasso: Single-Target, Ranged Immobilize (Rope loop around person's legs)
    * Hog Tied: Single-Target, Ranged Hold (Rope loop around person's arms and legs)
    * Climb: Travel Power (similar to a Teleport)
    * Trip Up: Single-Target, Ranged Knockdown (Rope loop around person's feet)
    * Jump-Rope: 10-20sec, Self + Recharge (You exercise and work up a sweat)
    * Rope Burn: 10-20 sec, Self (Adds Fire Damage to other Rope Manipulation powers)
    * Bondage: Single-Target, Ranged, Damage Hold (Hog Tied, but really really tight)
    * Hang Him: Single-Target, High Damage Immobilize (Person hangs from a tree)
    * Rope Trap: Location, AOE Immobilize (like a trip mine, but no damage, does an immob)

    Just a thought.
    What's with all the hate? Rope isn't a bad secondary (and yes, I agree that the lynching thing is ungood), but why blast the OP? Rope could be good as a secondary blaster set, geesh, we already randomly freeze them in chilblain while blasting them with fire (should make a sauna not a dead baddie), so this doesn't exactly slip through the realms of super-reality.
  6. Quote:
    Originally Posted by That_Ninja View Post
    I was hoping this thread would be about actual Hero Mastermind power set, as in, a Mastermind power set where you control heroes.
    heh, I like this idea. An MM running around with a bunch of tights-clad "capes" who do the MM's bidding with a vacant expression on their faces, maybe have lurchy movements as their inner hero tries, but fails, to rebel . . . .
  7. Quote:
    Originally Posted by Rajani Isa View Post
    We need more tests. Lets see if the witch floats.
    Throw her into the pond!
  8. Quote:
    Originally Posted by Negative10 View Post
    Ah okay, will check my toons, although I am pretty sure I don't have any, unless stuff on Auction counts to the total.

    The direct mail sadly won't work at the moment as it says attachments have to be sent to a @'handle' when I try to mail the character directly.

    Not sure if thats because she is under lvl 10?
    Try sending it to your global name. I haven't tried sending an email from Toon A to Toon B, but I know that you can email your own global name and access it from any toon on any server: while logged on to Toon A (at or above lvl 10), drag and drop whatever you're sending or type in the amount of inf you want to send, then send the email to your global id (@global name), type in some sort of message in the body of the email (can't send empty emails), and then you switch to Toon B (any lvl), and voila! your email, with attachment, is there. Toon B, however, will not be able to send emails, even via your global handle, until s/he hits lvl 10.
  9. Tahliah

    Plant Superteam

    Thanks, Loupy, I wish I'd seen this thread earlier, it sounds like I'd drag down the super plant team by being so far behind. It sounds awesome, though, and I will look for updates to read about the team's amazing feats.
  10. Tahliah

    Plant Superteam

    This sounds like fun! I'll roll an /emp or maybe a /kin. My global's @Tahliah, but as I'm late to the thread, what level is everyone now?
  11. Quote:
    Originally Posted by Negative10 View Post
    After a long absence, I decided to resub after being inspired by the idea of it going free to play. As although I am happy to pay, my wife who isn't as big a superhero fan, will only play if it has a free model. So from the Freedom update she will be willing to run with me. Thus I am back, and subbing for the time being, restarting my starting characters I had left on Defiant.

    Been ages since I played though, and a few things are making me scratch my head. I've had a brief look around here, but with work time fast approaching and this site being sadly blocked there. I was thinking perhaps I might get a more direct response from the community on some queries before I try to log back in tonight.
    1. --->> No, just hit backspace to respond.

    2. --->> You can store your salvage in the Vault (or whatever it's called redside :P or the bank in Praetoria), these are in most zones, including Pocket D, and most bases. You can store recipes you don't want to carry around at Wentworth's (or the Black Market redside or the Trading House in Praetoria).

    3. -->> People do different things with sgs, some do put all their alts in one server in one sg, others don't. It's up to you completely and depends what you are looking for in an sg (a group to do missions/tfs/trials with, a cozy hang-out for yourself and few friends, a solo storage/transport hub, some combo . . . whatever).

    4. -->> Depends what you've bought, but as you're just coming back, then you get a travel at lvl 6 and another 14. If you've got a toon somewhere that is level 20, I believe with one of the recent updates, you've unlocked warshades and peacebringers, each has an inherent travel (teleport and flight, respectively). No idea what the redside versions are/have. Capes are unlockable at lvl 20 via the representative in City Hall (and someone somewhere redside). Auras at lvl 30 (same rep, same City Hall), and that may actually be lvl 40 (haven't done that in a while).

    5. -->> yes, there's a mail system, you'll see it on your chat menu. It's intuitive, so just open it and you'll see what to do. You can mail most things (not merit rewards of any kind, but recipes, salvage, enhancements, influence).

    6. -->> with GR you will have the same character creator options that you have now, so you will be able to make characters in Paragon, the Rogue Isles, or Praetoria. If you choose Praetoria, you'll be able to decide what you want based on the two choices there: resistance or loyalist.

    You won't need to pick a hero / villain side until you leave Praetoria at 20. I highly recommend running through all four alignments in Praetoria (there are "good" resistance and "bad," ditto loyalists). The writing is great, the stories absorbing, it has a great beat, and you can dance to it. Heh. Anyway, the point being that you won't have to choose right away, and you can change your mind throughout the process.

    And even if you do decide to be a villain (or hero) and then decide you want to be a hero (or villain), no problem. Just do a series of tips and switch alignments. In an upcoming issue, all ATs will be available in one new starting zone that will be (from what i understand) sort of neutral, a proving ground of sorts before moving on to Paragon or the Rogue Isles.

    It's a lot to take in, I know, and I'm not doing a great job of explaining it. But welcome back to the game.
  12. Quote:
    Originally Posted by Bubbawheat View Post
    This is great to see, I've played almost all of these arcs and they are very good. I even made a trailer for Hero in Need.
    That trailer is awesomeness. I want to run that arc. NAO.
  13. Some of those attacks sound awesome, actually, but they're probably not graphically-feasible (yet). I, too, like the idea of a single boss-level henchman/men that, unlike the controller's pet, would be more powerful and customizable (and of course have mm controls).

    And as Samual_Tow mentions, this could be a whole new AT, not necessarily an MM or 'troll. It could even be some sort of AT that spawns a mirror version of your own toon but that you control. This would at least fit with the new "other self," "doppelganger" stuff that's going on. I'd get into summoning another "me" who could do things that my own toon could not.

    Heck, imagine the possibilities. They could even use existing sets: you create this base [insert name] AT as a blaster (say), then you decide if you want to summon your other you as a tank or defender or . . . because the "new you" wouldn't be a full AT and would only have two or three slottable powers it may not be a game breaker (I have no idea, actually, more maths-minded people would have to chime in) . . . but the single, MM-style controllable pet AT would be fun.
  14. Quote:
    Originally Posted by Shubbie View Post
    Honestly Im not sure what they need to do.

    Im just saying I feel nearly useless playing my ice/ice blaster

    My Ta/arch however is awesome, and I know ive knocked that set in the past, but after the changes they are finnally good.

    Ill put it this way, Ive pulled bad teams out and got TF's finnished with my Dom or Def, when a team starts to go bad with my blaster, I just fold it early and dont bother.

    All subjective but true.

    Removing nuke crashes is probably a good start though.
    So you feel useless on your ice/ice blaster (but acknowledge that TA/arch is "awesome") and start a thread about how superfluous blasters are? I'm sorry you can't play your ice/ice blaster (is it a build problem? post it and let's see), but maybe that's a good reason to start inviting them to your teams. Maybe you'll happen upon someone who can show you how to play/build/not be "useless" on your ice/ice blaster?
  15. easiest way is to use the email system and email it to your global
  16. Quote:
    If you're so worried about numbers you won't invite an AT, well, that's fine with me - we won't be playing together, and while you're agonizing over .000000127dps, I'll be having fun with my team made up of "Hey, bring whatever you want, just don't be a twit."
    /this

    (and it's really hard to imagine that anyone who has . . . oh say, a blaster and a defender will be tripping over themselves to team with you on your "no blasters allowed" tfs)
  17. Tahliah

    Endgame Ice/Ice

    My main and badger is an ice/ice blaster, and I love love love her. She solos well and contributes to teams well in terms of slows, even holds, certainly damage.

    I might tweak a few of your slotting choices. You don't need that many slots in health or stamina (use the three health procs, the perf shifter +end and maybe the perf shifter end mod, anything beyond that is overkill on a lvl 50 with incarnate powers), and I'd move those slots to your "key" powers (obviously this depends on what you're slotting for, but it seems this build is all over the place).

    As an ice/ice blaster, you shine in two areas only: damage and slows. While people may say to build for def/resist, I've never seen much point in that simply because gimping my blaster to stay alive rather than decimate baddies doesn't make sense to me. Kill fast, kill often, and what you can't kill slow the heck down so that it can't hurt you or your team mates.

    This is where the much-maligned ice patch can come in handy. I can't tell you how many times I've dropped that, hit hover, and smited (smote?) the baddies slipping on it (it's also very handy for other squishies, and you'll find your ice patch loaded with trolls, defenders, and other blasters who appreciate the melee mitigation ice patch provides. When I run with people whose play style I'm familiar with, I'll often drop it for trolls, blasters, or defenders and then move in to drop blizzard). Of course, you can also use ice patch strategically, placing it in doorways, choke points, or on the sidewalk near doors in BAF (and a zillion other areas I can't think of right now).

    So with this (my own theory of ice/ice blasters, granted) in mind, I'd move some of those health slots (you'll never get enough regen to make up for your low hit points/low defense/low resist) and stamina slots to hover, blizzard, and maneuvers.

    Dump stealth (you have a stealth proc in fly) and pick up hasten. You want to kill fast, kill often. This means you need recharge. Put a LOTG +recharge in the new slots in hover and maneuvers. Get cardiac or musculature radial in alpha (both 33% end, tho you can get 45% on total cardiac core) so you can use those powers when they recharge quickly.

    If you're going to use blizzard, use it. That means going all in. 6 slot that bad boy, and you'll be amazed at the massive carnage that results, include the Ragnorak chance for knockdown, this will help a great deal should any baddies survive the initial hit (while you gobble blue inspirations, hit your toggles, and fire up aim and build up to pick off the survivors). They'll be flopping around, so you can get your end up and finish them off.

    Another change I would make is relatively minor: you're not going to use bitter freeze ray as often as you use freeze ray (the former just has too long an animation and starting it attracts aggro in most cases), so move your UC to freeze ray, add a chance for smashing damage to bitter freeze ray (pretty useless in freeze ray, I tried it), and hit sappers (and other blaster gnats) with that from afar.

    Also, get frost breath (if you don't like the animation, you can change it at the tailor). This power is beyond amazing: target the farthest centerish (it's a cone power, so think about what you target with it for maximum damage) baddie in a mob, hit them with frost breath, smack down some shiver, and pick off the stubborn with bitter ice blast (or even just drop an aim + build up ice storm). That's it. Mob done. In end game/incarnate content, toss a shiver, hit frost breath, drop blizzard. Mob done. There are, of course, varying reviews of frost breath, but I count it among the main powers in the set for my play style.

    Are you slotting Hecatomb in ice sword for the bonuses? It's not a power you'll use often (if baddies are getting within melee range of you, things are not going well, and an ice sword won't change that, no matter how well it's slotted). I'd take two of those slots and put them in ice storm (or hover). Ice storm isn't so much about damage as it is about mitigation. Ebs, AVs, every baddie will try to (slowly) run away from ice storm (this may irk a few tanks, but I wouldn't recommend dropping it on the tank, use it for back-line squishies who are being rushed, or when soloing). You're going to fare better with recharge or slows than with a once-in-a-never melee power.

    Some people swear by Vengeance, and I do see why, but it may be more efficient and useful to take assault instead? My thinking is that endgame, anyone who dies isn't going to lie around waiting for you, they're going to hit the hosp and get back asap. Taking assault, with the other leadership pool powers you have, will provide the same effects without the crazy chat streams (But I was just about to use my vengeance, you made me waste my vengeance, wahhhh, my vengeance).

    So I guess my recommendation is to move all those slots out of powers you either don't need (stealth) or won't use (ice sword) and putting them in your "shine" powers: ice blast, bitter ice blast, blizzard, shiver. Get positron's blast or purple sets for those, and you'll be so happy with your ice/ice blaster that you may never play another toon (heh, okay, that's hyperbolic, but you take my point). If you don't want to slot/build for damage and recharge, you can certainly do so for def/resist (if you do this, dump frozen aura, stealth, and vengeance and get the fighting pool for tough and weave), but pick one. That will help your toon's build jell and shine for you.
  18. Tahliah

    Lore Choice

    Quote:
    Originally Posted by JayboH View Post
    For several months I have had all 5 incarnate slots at tier 4, and have been using Radial Seers. My main is a fire/fire scrapper and I started making Phantoms as they do a bunch of fire damage and I notice the boss does a ridiculous amount of damage compared to my Seer boss - one of the attacks does over 700 damage.

    Problem I am having besides having to return to iTrials (soon to be owned by Apple?) is that if I ever chose to run around farming the demon map that I now have a melee pet buffing their invincibility, and that adrenaline boost isn't perma unlike fortitude from seers.

    Help me chose!

    I tend to prefer going with an invincible buff pet over two damage pets as I already do insane damage - technically one shouldn't be able to out-damage a fire/fire scrapper with any other scrapper combo as it is.
    As you can equip different lore pets (once you've made them), just . . . well, equip different ones for what you're doing? Run seers in your farm, phantoms everywhere else (or whatever).
  19. [QUOTE=BrandX;3726393]The best badger, is the badger you have fun playing regardless of badging /QUOTE]


    /this, so so this
  20. I badge in fits and starts, but my badger is an ice/ice/ice blaster (with pyronic judgment). She solos well with decent holds and slows, and does decent damage.

    One day I'll worry about the heal badge (Rebirth seems like it would be good for that).
  21. Ha, love the AA set. I'm spent, though, on creating fun sets, so you win. Yay!
  22. Quote:
    Originally Posted by Stone Daemon View Post
    Cat Assault!

    Level 1- Tabby Toss
    Ranged, Minor DMG (Lethal), -Defense
    A quick, underhanded toss of a cat is sure to surprise an enemy.

    Level 1- Calico Chuck
    Ranged, Moderate DMG (Lethal), -Defense, Minor DoT
    More powerful than tossing a Tabby, you forcefully throw a Calico at the enemy, surprising it and watching as it claws his face.

    Level 2- Release the Blues
    Ranged Cone, Moderate DMG (Lethal), -Defense, Chance for knockdown
    A pack of Russian Blues escape from you, running over and clawing any enemy in its way.

    Level 6- Burmese Bowler
    Close, High DMG (Lethal/Smashing), -Defense, Chance for knockdown
    A very angry Burmese cat is hurled point blank at an enemy, possibly knocking it down.

    Level 8- Siamese Snipe
    Sniper, Extreme DMG (Lethal), -Defense, Knockdown, Moderate DoT
    You throw a pass worthy of a game winner, only it’s a pissed Siamese at 40 mph slamming directly into an enemies face. Ouch.

    Level 12- Aim
    Self +To-hit, +Damage
    You ready your arm and prepare for the next throw, increasing your accuracy and the force of your throw.

    Level 18- Yowling Kennel
    Targeted AoE, Fear, -Defense, Mag 2 Immobilize, special
    You throw a kennel of screeching cats at the enemy. The enemies quake in fear of the release of yet more rabid, angry cats.

    Level 26- Shorthair Shockwave
    Targeted Aoe, Moderate DMG (Lethal/Smashing), -Defense, chance for knockdown, special
    The kennels door explodes outwards, and a horde of angry short-hair cats are suddenly released, flying in all directions and knocking into any enemies that happen to be nearby.

    Level 32- Kitty Cannon
    Targeted AoE, Extreme DMG (Lethal/Smashing), -Defense, chance for knockdown
    You’ve put your most ferocious feline into a cannon. And it’s aimed directly at an enemy that is about to get a fun surprise. (Functionally identical to Full auto)





    Fish Assault!


    Level 1- Anchovie Assault
    Ranged, Minor DMG (Smashing/Cold), -regen
    A quick barrage of small fish are thrown at the enemy, covering them in slimy fish goop.

    Level 1- Trout Toss
    Ranged, Moderate DMG (Smashing/Cold), -recharge, -speed
    Stronger than an anchovie, throwing a trout at an enemy is sure to slow your enemy up!

    Level 2- Pufferfish Grenade
    Targeted AoE, Moderate DMG (Smashing/Cold), Toxic DoT
    A tossed, angry pufferfish is not something you really want near you. Watch out, it may expand rapidly!

    Level 6- Fish Boomerang
    Close special, Moderate DMG (Smashing/Cold), -Recharge
    A very special fish is thrown that rebounds after it hits an enemy, usually careening into another nearby enemy.


    Level 8- Aim
    Self +To-Hit, Self +DMG
    You prepare your hands and put in your noseplugs. You are now prepared to throw those fish with great accuracy and more force.

    Level 12- Swordfish
    Sniper, Extreme DMG (Cold/Lethal), Minor Lethal DoT
    You carefully aim and hurl a swordfish at an enemy, impaling him and causing him to slowly bleed out.

    Level 18- Piranhas
    Cone, Extreme DoT, (Cold/Lethal), Chance for -resistance
    You carry around a bucket of pirahnas for just such an occasion. Be careful in storing them--they are pretty much always hungry!

    Level 26- Salmon Slammer
    Close, High DMG (Cold/Smashing), Chance for knockdown
    A high density tube of salmon smash into your enemy at point blank range, dealing heavy damage and possibly knocking them down.

    Level 32- Blood in the Water
    PBAoE, Extreme DMG (Energy/Lethal), Moderate DoT, special
    Sharks are summoned from the plane of water to surround you and defend you from any threats. They also have freakin' laser beams attached to their heads. After summoning them, you are drained of endurance and unable to recover for a short time.
    Ha! I love these (and the others you've posted), and you know how they say imitation is the sincerest form of flattery? Well, I thought I'd try.

    Clown Summoning
    Level 1: Clown horn
    Ranged, cone. Minor psionic damage, fast recharge.

    Level 1: Summon hobo clowns
    These clowns have your back. They will look sad and downtrodden while making outrageously grand gestures , stirring sympathy or mild amusement in their targets. Targets will be pacified or laughing so hard that their damage and tohit are severely reduced.

    Level 6: Equip clowns
    You enhance your underlings’ power, giving each of them a bandana-on-a-stick that they will use to smash your foes; they will also each be granted the ability to kick the enemy in the shins, dealing minor smashing damage.

    Level 8: Seltzer water
    You use your seltzer water bottle to spray foes, decreasing their defense and chance to hit. Debuff, ranged, cone

    Level 12: Call rodeo clowns
    Moderate psionic damage as they shout and flap their arms at the enemies, terrorizing some of them.

    The protector rodeo clown, when equipped, has a brown-bag bottle of moonshine to share with you and nearby teammates. Minor area heal, minor +regen/+recovery

    Level 18: Clown car upgrade. You direct your minions into a summoned tiny clown car, and after they all pile in, the car races to your target. At which point, your minions all fall out, causing the ground to shake and your enemies to be knocked down. The impact from the car and resultant quake disorients foes, weakening their response time. –acc, -recharge, -tohit

    Level 26: Street mime
    Your powerful street mime will seduce your enemies, causing them to stop what they are doing and watch your mime dig an imaginary ditch; still slightly under the seductive allure of your street mime, some of the enemies will then gladly walk through the imaginary door your mime opens for them. Only to find themselves sucked into nothingness, unable to return to the fight.

    Level 32: Upgrade street mime
    Your street mime will, while pretending to walk into an imaginary hurricane, build invisible boxes around your enemies before throwing an invisible grenade at them. Your mime can also now make balloon animals, which he will fill with toxic chemicals before hurling them at the enemy. AOE, Extreme, Special
  23. @Doc, I filed a stuck petition, and they came as soon as they could.

    @Broomhilda, heh

    In the end, someone else who'd also just logged rather than quitting the TF was on, and we finished the final mish (a blaster and my troll), so all's well that ends with TFC.
  24. Quote:
    Originally Posted by Golden Girl View Post
    But Primal Earth is being invaded by Praetoria, which is the focus for the first stage of the Incarnate system - so technically, those Tips are all Incarnate content too.

    Oooh, so if we could get iXP, Astral and Emp merits, and/or threads in tips mishes . . . *sigh* I'd be a happy happy camper.
  25. Quote:
    The trials aren't popular because they're so incredibly wonderful. The trials are popular because they're the only way of getting *multiple* classes of rewards.
    /this