Tulare

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  1. I played my Def up to about 11, but I think I have bailed on him. I have however seen the beauty in Bots/Traps, though I never could take the Bot clanging, now it doesn't bother me. Maybe I need a harder hitting set than Archery for my Def, or maybe I just had a few rough missions the last time I was on him.
  2. I actually played a Dark/Dark Cor, but only to 17. What you said about Dark's scourges feels right. I remember sitting there thinking about how long all the fights were, but I was pretty safe for the most part.
  3. Quote:
    Originally Posted by Godpants View Post
    Late to the party here, but I think many mobs will flee if they're under a persistent debuff effect, which Acid Mortar provides. Also, I'm having great fun and success with my Traps/Dark, especially because Tenebrous Tentacles immobilizes the baddies so they don't run away from their nice acid shower. The -to hit debuffs stack well with FFG, too.

    Finally, don't ignore the huge -62.5% recharge debuff in Web Grenade.

    Good luck!
    I have actually been considering a Dark/Traps corruptor, I'm a little curious about the tentacles plus caltrops, but that may be something that is only good for long fights.
  4. Tulare

    Positron AV

    Wow, I am impressed. I had a heck of a time beating the elite version on my Inv/SS tank, it was some odd mission that had an evil version of Manticore(?) in it to. Once he debuffed me, I was in big trouble.

    Way to go man, you have some serious skill.
  5. Well my Traps/Archery just hit 6 and picked up Acid Mortar just before I took a break. I have 3 attacks so far, which is weird, but it plays fine. I have Caltrops and Acid Mortar now and I expect the Traps stuff to just starting coming as I level now. I have plenty of respecs (36 month vet), so I think I am going to go as long as I can on the temp travel powers, then respec at some point and get a real one.

    I have it in my search info that I am Traps/Archery and have already had 2 invites, so that is good, I wasn't sure I would get invites much till I had FFG. I'm thinking a group status protection must be pretty awesome at low levels, even some tanks/scrappers would benefit.
  6. I got a pretty good feeling that I am going Archery. I think it will work nicely, especially since I think I can work Blazing Arrow in right at 10.
  7. That was a strong point about PT and RoA. I am also thinking you could try and throw Explosive Arrow right after RoA, but I haven't picked up that power on my Blaster yet, not sure if it is sweet or meh.
  8. One request, if I can make it. Please drop the somewhat personal attacks, you are making my sad titled thread a bit emo. It isn't emo, it's sad!

    Ok, wow you guys gave some awesome insight. I had no idea about the Triage area, I had the power on a low level MM once, and even at that level I liked it, but I am a BG junkie. For the way I play I think I would be able to strafe well enough to stay in range. I am thinking throwing down Caltrops somewhere around the Triage would even make it easier to stay where I need to. (Sorry if that point was brought up, I tried to read everything, but to be honest you guys overwhelmed me with all the awesome information and pictures.)

    My thing with trip mines. On my Fire/Dev I have them with 3 damage and 3 recharges, I also have hasten. I know the awesome damage they do, and I know how quickly they can be stacked. For me though, after doing it a few fights in a row I just get bored with it, maybe I need to only stick with really stacking them up for a tough fight.

    I love the idea of this set and wanted to try it just out of curiosity, but you guys have made this set sound a lot stronger than I expected.

    Now to glean even more from you all. I am really thinking about ordering Going Rouge to get DP, I like what I have read about the set, but I have a few questions. What level do Defenders get Swap Ammo, and will I have to wait a lot of levels for a meaty(nice damage) attack? Also, feel free to tell me why the secondaries you choose rock.

    Thanks again.
  9. I have to admit Traps/DP does interest me, but I haven't stepped up and bought Going Rogue yet.

    Thank you for the information on Ignite, I wasn't aware of that at all. I should have mentioned that I am also a big fan of the nukes that don't wipe out your end. That being said I guess I need to focus on AR, Archery, or DP.

    Has anyone done a guide on Defender Traps yet? Something that points out what powers are awesome because you are a Defender, and what powers (like trip mine from what I read) were scaled back because you are a Defender?
  10. Traps is really interesting me to a point. I "think" that if I was to make one I would skip the last two powers though. I have a /Dev and either I set up mines, or I don't, it just isn't that important whether I use them or not.

    That being said, we come to the sad. I just really don't like the Defender secondaries for the most part. I have started an Archery Blaster, so I'm not sure I want a weaker version of Archery to play with. Sonic, for me is cool the first few yells, and then not so much. AR is not going to happen. Energy is also about in the same boat as AR for me. Ice I'm not too sure about, it might be fun. Electric for me is probably a mix of Sonic and AR/EN, cool for a bit and also just not interested. Rad does interest me some, except X-ray is just such a weak animation to me, I'm not sure how long I could watch it. I am guessing that it is one of the better Rad blasts too.

    So, what did everyone pair with Traps and how is it going?
  11. Quote:
    Originally Posted by ShadowsBetween View Post
    Errr... I don't have a thugs MM with Leadership, so I can't check. But I thought that the player's and the thugs' Leadership auras *do* stack. For the Thugs, at least. (They won't stack for the player character, you'll only have the benefit from your own auras, but the pets will get the stacked benefit of all three.)
    That is the way I figured it worked. From what I have read a Bots/FF has defense that stacks nicely, I figured the mostly offensive buffs would stack nicely to.
  12. First thanks for all the responses. I did level a Mercs/Traps to about 14 before, and reading the posts has reminded me of sitting there and wondering why things aren't dead yet.

    So that being said, in an effort to jack my own thread. Since I plan on running the Leadership powers, will I get some sweet stacking with Thugs? (I really like all that has been said about Bots, but the clanging. )
  13. I have a Ninja/Dark that just hit 32. So I got my last upgrade power hoping it would get me to enjoy it more, and I am not. I think it is the mix that has gotten to me, they melee, they range, sometimes the run around confused.

    I figure I want a group that plays ranged, and I am not in love with listening to robots stop around behind me. I balance things in my play, I am not a full on Tankermind, but I am heavily reliant on Bodyguard. I am usually always the first to attack (sometimes I get it right enough against AoE mobs that I am the only AoE victim), then I do what I can and attack here or there.

    So I am considering Mercs, but I need some tips on secondaries. I think Dark is awesome, it can heal and debuff. I don't like the poison animations at all. Traps has a lot of goodies, but I think I need a group heal the way I play. Trick Arrow just has no place in my heart. I have basically no experience with Pain and Therm.

    So I want a group heal, and I know I need debuffing for those nasty fights. As with my Ninja/Dark I do plan to have Stamina and run Assault/Tactics. Also I love the whole soloing Elites thing, those are some good fights.

    Thank you guys for any advice.
  14. I hear you plainguy, I have a Fire/dev that is 33 right now I think. I don't really play him at all because it is just boring. I either am heavily reliant on trip mines, or I don't use them at all. I'm not sure if it would satisfy me or not, but seeing the shield pet from traps come over, and maybe replace the timed bomb would be cool.

    AR has never been boring to me, but there is a pile of AR/Dev blasters I have made and just bailed on. I have no idea how to make the combo have any more pop to it, but then again it is hard to ask for more when /Dev has Targeting Drone.

    I'm not sure what other characters you play, but I would try something like an Energy blaster. Mine has been plenty of fun and I either look really powerful (about 85% of the time I'm guessing), or I get a few misses and the badguys get to laugh at my face plant. Also, for some reason all the things that I seem to want from playing AR/Dev I feel like I have in Claws/SR, but I can't really explain.

    So, if you are really in love with your AR/Dev and want more from it, go for it. Bring up any points you can express that may help the combo interest you more. You are coming from a good place and trying to do something you feel is positive for the combo. Let the negative people be negative and ignore them before they infect you with it.
  15. Quote:
    Originally Posted by Aggelakis View Post
    Badges > Veteran > scroll down to the correct vet number, select "Claim" on the goodies
    Thanks Aggelakis, that sounds like how it used to be, I just wasn't seeing what I needed to.
  16. I have been away a while and from what I can tell mine are accounted right. Last time I played though I think it was under the badges tab that you claimed them, I can't figured out how to claim them now. Can someone let me know?
  17. I'm not sure how many of you may have seen the Pepsi commercial, but they so stole this idea. I say they need to be brought down, unless Kythorn maybe asked them for a ball since the Devs are to busy fearing the idea.
  18. Tulare

    Bodyguard

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    an invul tank actually has a chance of fighting back if he's tpfoed though. a mm has the lowest HP out of all heros/villains, and loses their offensive power and bodyguard when tpfoed

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    I agree, TP Foe has ridiculous Range. That should be cut to 60-80 feet in PvP like any other ranged attack. What makes TP Foe exempt from basic normal range in PvP and shouldn't there be a pool power resist for TP Foe? Manuevers maybe?

    I don't know about you, but most of the time I get tp foed, it is into a) a drone, or b) a group of 3 or more and then you get tp'd onto caltrops, ice slick, tar patch, etc, then you get hit by major toggle dropper and then you are just like a babe for the taking. A double AS will take a tank out as long as they both hit. Doesn't matter what AT, the difference between the tank and the MM is how long it takes for you to die. You need to get around that. If you are getting tp foed by 1 person, you should be able to find out where they are camping and stay out of their range.

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    I agree, TP Foe has ridiculous Range. That should be cut to 60-80 feet in PvP like any other ranged attack. What makes TP Foe exempt from basic normal range in PvP and shouldn't there be a pool power resist for TP Foe? Manuevers maybe?

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    So you want it to be changed to "almost teleport " foe? What makes it exempt is the fact that it's teleport! it does take a tohit roll. You can only tp foe 1 person at a time- what happened to your teammates? All in all sounds like a tactics problem than a power problem. The power seems to do exactly what it's supposed to. Worse comes to worse TP yourself out (or have a teammate do it).

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    I'm sure plenty would throw a fit, but I'd like to see TP Foe has some risk to it in PvP. Say if it hits you TP the foe, if it misses you are TPed to the foe. Melee classes may like the results either way though.
  19. [ QUOTE ]
    I can kick around debris but I can't kick a red ball...Monkey is sad

    No more kicking around bullet casings (although cool), would be cooler as a red ball. I hope if we keep up support like the PDP, it will get implemented...

    Big Red Ball...Now
    Big Red Ball...Forever!



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    Not to mention that there are hanging signs that can be knocked back and forth as well.
  20. I've started a Thugs/Poison MM and am very pleased so far. I know that Poison Trap was supposed to get better with I7. I'm wondering how much better it is, and if anything else was changed/buffed/nerfed?
  21. I'm very much looking forward to (though I don't believe I'll be here to see it) how this game reacts when there is some competition. I'm wondering quite a bit how the "balance vision" will hold up then, that day however, is over a year away from what I know.

    For me, I just want something that felt like it used to be, getting that I4 feeling back might not be what I need, just to feel Super or Super Powered. If I can get that from another game, I wouldn't have any reason to stay here other than friends.

    Friends is one thing this game has done a great job with, friends lists were nice, SGs/VGs even better, Global Friends best of all. A lot of us have made connections that are very hard to sever, we quit from frustration then we comeback, repeat as needed. In all honestly I've found that I actually spent more time BSing with my friends than actually playing anymore. I also did my first Hami raid the other day, usually I preferred to do what ever else to escape a lag fest, now I'm doing it just to do something different.

    Used to I would want to get a character to 16-20 and really see them start to get more powerful and round out, now it's trying to get them to 22 and fund them when I can to get SOs, or trying to fit in power pools to fill the gaps that have been made.
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    But never mind that. If anything makes a hero feel super in this game, it's trouncing large numbers of minions.

    Plowing thru the minions establishes the hero's power level, and makes the battle with the elite boss a duel of titans rather than just two Paragon City citizens having a slap fight with carp.

    The minions provide the necessary perspective. The more minions you can take on as you work your way to the boss, the bigger the fight feels against the boss.


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    I find your ideas interesting and would like to subscribe to your news letter.

    The missions should feel like a build up leading to a major showdown.
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    That was pretty much my reaction, too.

    All the physics are client side only, and no information about them is passed from client to server -- so, it's strictly a visual on your machine. That means, there is no way for people to play volleyball, or kickball. We could put one in that only you, the player, would see, but I imagine that isn't what everyone would like.

    Sorry, folks.

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    If Kythorn says, you make it happen. Don't make me bring some SMASH into this, you won't like me when I SMASH .
  24. Not to start rumors, but I heard the Big Red Ball defeated I7. That's what really caused the hold up.
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    I wonder what the dev's think about this idea....

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    Well I don't remember Statesman mentioning this anytime that he has explained what fun actually is. So I'm guessing at some point we'll see it, then when we obviously forget what fun is, they'll take it away, or nerf it into a marble.