Tired Angel

Super-Powered
  • Posts

    953
  • Joined

  1. There is a two part one of mission given out by Dr Shelly Percey where you get bonded with a Nictus gaining some temp Nictus powers. I always enjoy playing that mission.

    The whole of the Faultline Arcs are great fun and always love running those. Particularly like the Arbiter Sands one in the Agent G arc.

    The Television missions are great fun because the mission text is funny
  2. Quote:
    Originally Posted by Aett_Thorn View Post
    Melt Armor is a waste of a power pick. It's not that good, and it's on a long recharge.

    I say go Pyre Mastery, get Char, Fire Blast, and Fireball.
    I have to agree with Aett on this one - Ive been running Melt Armour on my Fire/Fire Tank for a while but don't get much use out of it to be honest. So I am planning on respecing into Fire Blast when I do my inherent Fitness respec at I19.
  3. Just want to say thanks to those who turned up for the all Tanker Citadel TF on Defiant last night. There was 7 of us and we managed to get through the TF in 1hr 30mins, a decent time in my opinion.

    It was great fun and look forward to repeating it on Union next week hopefully!
  4. Im going to be running an all Tanker Citadel TF (lvl 25+) for this month's Tanker Tuesday with Defiant being this evening. Kick off at 8.15pm (UK time, 9.15pm Euro time) so hopefully see you people later
  5. Quote:
    Originally Posted by Dark_Respite View Post
    Wormhole.

    Michelle
    aka
    Samuraiko/Dark_Respite
    This this and this!!

    I actually prefer using it in Perez Park - I always wonder if they land on the otherside of the park
  6. It does look pretty epic! Looking forward to giving this a whirl
  7. Ive gotten my Shield/Electric tank to lvl 36 and so far he has been great fun to play.

    Shield Charge is great power and I can't wait for Lightning Rod so I can alternate my TP attacks. The thing is it works great as an opener or as a power to use once you are in the mob and have gotten a nice damage boost with Against All Odds.

    Solo I am currently running on +0 level with a team size of 3 without problem, I haven't tried pushing it higher. Although I did run a few missions at +2 with a team size of 1 after fogetting to reset my difficulty and I could manage those fine as well.

    On teams he is a very solid tank dealing out some nice AoE damage and not taking many hits. As you say Phalanx Fighting grants is a great defence boost on teams.

    Although I haven't started IOing the toon (apart from the Steadfast Protection +defence IO which is dirt cheap and easily slotted) but having played around with builds it isn't that much of a challange to softcap the positional defences.

    The only downside I find with Shield Defence is the click Mez protection!
  8. If you are going Ice APP then Smashing/Lethal Softcap might be a way to go as it already gives you a boost.

    On my Grav/Storm I have aimed for lots of +recharge and +recovery on his build mainly because getting Tornado and Lighting Storm out as much as possible and to help counteract some of the heavy endurance costs of Storm (and I guess Artic Air if you take it).

    It also meant I can drop Hasten on his build (Im aiming for 80% recharge on the final build and have hit about 45% so far) as I find the crash can be difficult to manage if involved in a long battle.

    A high recharge will also help with getting Ice Storm out as much as possible.
  9. Hiya everyone

    I was going to try and run a all tanker TF this evening on Union but am still not well enough! Sorry everyone

    So I am going to just go ahead and post the dates for this months Tanker Tuesday EU and hopefully this time around Union will be a bit more successful.

    Tuesday 19th October for Defiant

    Tuesday 26th October for Union

    The plan is to run either a Sister Pysche TF or Citadel TF (so 20+ or 25+)

    Meet by Blue Steel in Kings so numbers and teams can be sorted at 8.15pm(UK) / 9.15pm (European).
  10. Quote:
    Originally Posted by AWRocketman View Post
    I would question Gale's ability to get you out from being over your head when the rest of the Storm powers can't

    Even if you never use it to heal anything, you still can use its one slot as a mule for one of the healing sets' procs.
    That is true, Ive never really done slot mule thing so didn't think of that


    Quote:
    I don't disagree with what you're saying, especially at lower levels. However, it really comes down to a play style thing at higher levels where you can have capped def/-tohit. I respecced out of it a while back on mine after I found that I never needed it. Additionally, while in theory the Dark Pit/Thunderclap thing can work, TC is a PBAoE and Dark doesn't do well up close.
    Again true - I guess I come from a controller background so that is my playstyle and combine that with my other Tanker background I guess Ive always been a melee centric player
  11. Quote:
    Originally Posted by AWRocketman View Post
    - I'm not a fan of Gale. Some are, but I think it's a waste on my Storm/Dark. It's a busy toon to play and Hurricane does a far superior job of positioning mobs. Take O2 boost instead.
    The OP does say that this is their solo build and they will be dropping Gale fro O2 on their team build. As Storm/Dark doesn't get any healable pets then there is no point having 02 boost on a solo build and Gale will be useful for those "oops, Im over my head moments"

    Quote:
    - Stormies tend to be more ranged than melee and your choice of an Epic pool is primarily melee. Power is my favorite because it has Power Build Up which has a nice effect on the Dark secondary (massively boosts -to hit) and gives a nice damage boost. I like to fire off Power Boost, shoot in Tenebreous, Hurricane them to a corner or wall then let off off the rest of the havoc. The larger -to hit in TT helps you get past the alpha, not to mention the nice boost to defense you get from Steamy, Hover and other defense powers. It is trivial to cap the first shot.

    ....

    - I'm not a fan of Dark Pit. Mag 2 blows and it has low accuracy. Minions are going to be missing anyway. Likewise I don't like Blackstar because of all the toggles it kills. Drop flight (use Ninja Run), those two and pick up the Fighting pool. With decent IO slotting you can get 30%+ ranged defense. It will pop up to high 30s with PBU, meaning that TT will cap out your defense. On top of that, with Tough and Temp Invuln running you can get to tanker level resistance against S/L and decent against all other common types except negative and psionic. With the Power epic Conserve Power helps manage all that endurance usage.
    Just a couple of points I am going to disagree on here. Dark Pit may be only a mag 2 stun but if you are soloing then the majority of the mobs you will be facing will only be minions, on my Dark/Storm I find it invaluable especially once slotted for some recharge and accuracy. On top of that you can stack both Thunder Clap from Storm and Oppressive Gloom from the Dark Mastery for some impressive perma-stun action. And with TT they won't be moving anywhere.

    Also if someone is on a low budget then Stun sets are quite cheap in comparison to anything else. And this includes the Purple Set. I would recommend slotting the Stupefy and Absolute Amazement sets as both can provide some nice Recharge and Recovery bonuses, two things I find are needed on a Storm toon.
  12. Who needs to be a melee character to perma stun stuff:

    Storm Summoning/Dark Blast/Dark Mastery Defender

    Dark Pit stacked with Thunder Clap stacked with Oppresive Gloom

    You've also got the Pseudo Controller:

    Dark Miasma/Ice Blast Defender

    With three holds from just primary and secondary along with a fear cone plus add a fourth hold from either APP/PPP.

    Change Dark to Trick Arrow and you have up to 5 holds and a sleep.
  13. Quote:
    Originally Posted by Lemur Lad View Post
    If your heart was set on making him deal damage, you can even sneak some in through the back door, so to speak. A lot of those sets have damage procs, and you could slot one or several into Fluffy. However my understanding is, the proc will only have a chance to fire when he uses a power that takes that kind of set (in other words a Hold dmg proc will only fire when he uses his Hold, not on every one of his powers).
    I think you were going to add a proc to Fluffy then I would add the Cloud Senses Chance of Neg Energy Proc from the Accurate To-Hit Debuff set mainly because I think most of what Fluffy does inlcudes some sort of To-Hit Debuff so it has a greater chance of going off.

    Edit - just checked Red Tomax and Fluffy has 3 out of 5 attacks which do To Hit debuff, one of which is TT which is a Cone
  14. I would recommend slotting it with whole 6 parts of the Multi Strike set as that will give you over 3 SOs worth of damage, 2 and half SOs worth of accuracy and most importantly 3 SOs worth of endurance reduction if slotted at lvl 50. So it covers all the important aspects of the power.

    The set bonuses probably won't be as useful as some of the other sets but that depends on what you are aiming for on your tank. They do proivde a little AoE and Melee defence which may be useful if you are aiming to softcap defence.
  15. Quote:
    Originally Posted by Silas View Post
    As an aside, I think its amusing that almost all of the Dream Teams that include Tankers specify that it would be their own Tanker they're bringing
    I like tanking!
  16. Quote:
    Originally Posted by Marcian Tobay View Post
    FYI, two weeks from now, the episode is called "Duet".

    Other than that, I like your post. Some fair points, and I would also like to see Rachel get less lime light.
    Ooooo - I didn't know that!!

    The only problem with watching a show while its airing for the first time is the wait between episodes
  17. Bah - did have a big long post written out but my browser crashed and I lost it all

    My main points were:
    * Very happy with the Britney episode, generally don't like her songs but they were quite fun and well performed this time
    * Very happy with the Brittany character, don't think she needs to be developed to much otherwise her one liners and mad monologues would lose impact
    * Rachel's voice and character are getting annoying. At first first her voice was immense but as they have started it high it doesn't have anywhere to go and has become boring, unless she does something more interesting than a showtune/depressing ballard such as Telephone. Her character should have grown up a bit more since the end of season 1 and her whinging is getting on my nerves.
    * In fact her two ballards at the end of the two new episodes have annoyed me a bit
    * I think there should be greater effort at mixing things up with other cast. They started doing it well during the second half of season 2 with Mercedes/Santana duet, Kirk/Mercedes duet, Mr Schu/Neil Patric Howard duet, the Lady Gaga track, Toxic track, Like a Prayer etc. I would love see more mixed duets or cast stuff which doesn't just have one lead singer.
    * Also to develop the characters more. As I said I think the Rachel character isn't going anywhere so time can be taken away from her and given to develop the relationships that started to grow in season one. E.g. Mercedes/Kirk, Kirk/Finn, Mercedes/Quinn, Quinn/Santana, Tina/Artie/Mike, Noah/Finn, Noah/Quinn
    * Please please please please please bring back Sunshine (Charice!)
    * They're lip syncing has kind of gotten a bit sloppy ever since towards the end of the 1st series so I would like to see that get better.

    I know we are only two new episodes in but I have loved this series and would love it to get better!
  18. My name sake and main toon is a Gravity/Storm controller and was my 2nd 50 in game.

    He is great fun to play - he solo's at a nice steady pace and has lots of tricks up his sleeve for all situations. I rarely have any problems soloing except when I run into an EB without noticing

    On teams I am a bit more restrained. The Crushing Field+Freazing Rain combo is gold. Wormhole takes a lot of practice - either hover and knock them into the floor, send them into a nearby wall or corner or sometimes you can judge the knockback distance in a tight corridor so they end up in the same place as they started.

    When things do go a bit belly up then you can just unleash the chaos! The same when you are up against an EB/AV or something that is resistant to KB effects.

    I can of view it like Storm from the X-Men, she holds in her powers most the time but when she loses then let destruction reign!

    Ive gone through quite a few respecs to get his build 'just right' and I am in the process of IOing him out. The plan is the aim for a high recharge so powers like Lightning Storm, Tornado, Gravity Distortion Field, Freezing Rain are available more often.
  19. Im not very good a critiquing builds but a couple of things popped into my head reading what you wrote:

    * You say you are taking into account inherent Fitness, however you haven't put any slots aside for it. The inherent version will be slotable that we know, however we do not know if the base values will be the same/higher/lower. At this stage I am assuming it will be the same base values so running it unslotted may cause endurance management problems.

    * You say you want to be able to herd large groups and maintain agro however felt that Patron Pools added nothing to your toons. Can I suggest you re-evaluate using the Soul Patron Pool. You get a hard hitting single target attack and an AoE attack both of which do to-hit debuffs so will stack with your defence from Shield Defence and will allow you keep hold of agro at a range. On top of that you get Darkest Night which is a toggle AoE damage and to-hit debuff, again stacking well with Shield and can help keep hold of agro at the edge of groups.

    Just my thoughts.
  20. Well lets have a go:

    1) Stone/Electric/Soul Tank (my one is only lvl 5 but lets pretend!)
    Stone for Granite Armour, Electric for AoEs, Soul for Darkest Night/Dark Obliteration

    2) Electric/Shield/Soul Brute
    Electric for AoE, Shield for Shield Charge and Grant Cover, Soul for Darkest Night/Dark Obliteration

    3) Fire/Shield/Soul Brute
    Fire for AoE, Shield for Shiled Charge and Grant Cover, Soul for Darkest Night/Dark Obliteration

    4) Radiation/Sonic/Soul Defender
    Radiation for AM, Choking Cloud and Debuffs, Sonic for -res, Soul for Power Boost

    5) Illusion/Radiation/Stone Controller
    Illusion for PA, Radiation for AM, Choking Cloud and Debuffs, Stone for Fissure and Rock Armour

    6) Fire/Kinetic/Stone Controller
    Fire for damage/control, Kinetic for SB and damage boosts, Stone for Fissure and Rock Armour

    7) Bots/Traps/Mace Mastermind
    Bots for damage, Traps for defence and debuffs, Mace for AoE immob and Scorpion Shield

    8) Fire/Kinetic/Electric Corruptor
    Fire for AoE, Kinetic for SB and damage boost, Electric for Thunder Strike AoE

    The second brute I would rather drop for a dominator but I can't because of the rules.

    Basicly with these combos there should be plenty of stacking buffs (loads of recharge, +damage, +endurance), loads of debuffs (-regen, -to-hit, -damage, -defence, -resistance), defence, control and loads of AoE damage.

    Because there is plenty of endurance boosting powers (2xAMs, 2xSB) people can drop Stamina and take the leadership pool instead for additional defence, to-hit and damage buffs.
  21. Ive been playing with a lot of potential builds for lots of different ATs and so far I haven't really come accross any builds that have caused me any problems in terms of lack of slots or concept.

    The main benefit I have found is bringing forward powers which I was 'forced' to put off because of Fitness. The levels where I end up taking the extra powers are at levels 22, 24 and 30.

    I am finding myself taking Aim/Build Up type powers on toons where damage isn't the main focus (e.g. Tanks and Defenders). In a similar vein I have now started taking God Mode powers which I would have previously skipped for greater survivability in general (e.g. taking Tough/Weave).

    I also tend to take Recall Friend a lot as well - which you can explain in loads of ways including it just being magic or an upgrade to the Medi-Port system which everyone has access to.

    Ive also taken Travel powers on toons which couldn't fit them in before.

    I also find Combat Jumping a good power to take which isn't concept breaking. Particularly if you are already taking Swift and/or Hurdle in Fitness.
  22. My Dark/Ice will be picking up an extra attack (Ice Blast), Aim and Ive decided to chuck in Black Hole (without any slots) for kicks! I don't plan on using it except as a "You know the red button you're not meant to press? Its time to press it!" Slightly unrelated I am going to take the Soul Mastery PPP instead of the Psychic Mastery APP.

    My Traps/Sonic will be picking up Amplify along with more of the Leadership pool. I am also going to go the Mace Mastery PPP.

    My Rad/Dark will be picking up Recall Friend, Hover and Combat Jumping as mainly he is already very slot starved and it allows me to get a couple more LotG.

    My Storm/Dark will be picking up the Stealth Pool because I really want Phase Shift on this character for concept reasons but didn't have room for it originally.

    My Dark/Rad will be picking up the Leadership Pool

    My Kin/Arch has Fitness (unslotted) currently because he already has all the Leadership powers and it would help me manage my endurance slightly if Transference missed. So taking it out allows me to fit in an extra attack, Inertial Reduction and Combat Jumping.

    My Traps/DP will be picking up an extra attack or two along with Stealth (for concept reasons).
  23. Sorry everyone I am going to have postpone the Union Tanker Tuesday today, I have come down with what I think is the flu so am not well enough to run it!

    Really sorry everyone and I will run it on Union ASAP
  24. Quote:
    Originally Posted by CoX_Zombie View Post
    Never bring a nerd to a sword fight!
    You never know - if you do you this it might be the one in a million chance they will win