TypicalHero

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  1. [ QUOTE ]
    screenshots of the all the costume pieces.

    hero 1 - unpadded gloves and boots
    hero 2 - padded gloves and boots

    villain 1 - unpadded gloves and boots
    villain 2 - padded gloves and boots

    [/ QUOTE ]
    after seeing those screenies I gotta buy this. That plus jumpjet is too cool.
  2. I understand, but I don't PvP, and I really don't feel like speding hours in PvP just so I can add another section to my guide.

    Maybe, somewhere down the line, if I start to PvP then I'll come up with some stuff.
  3. [ QUOTE ]
    I agree. Nice work.
    The thing with Kels is that unlike your other heroes they have set origins & some pre-existing back ground. So u r kinda restricted when it comes to make a BG for them.

    [/ QUOTE ]
    I don't think of it this way. I kinda think of it as the devs giving you inspiration to work out your background. I've seen some people make some really cool backgrounds for their khelds.
  4. [ QUOTE ]
    Not sure of the exact date, and the OP is probably long gone now, but 70 years ago is the time the A-Bomb was being developed to be dropped on Hiroshima and Nagasaki...

    Either way, great post.

    [/ QUOTE ]
    So maybe they just thought that we'd all kill ourselves so it wasn't worth it?

    EDIT: OR, maybe they thought we'd all kill ourselves so they were gonna be ready to take over when it happened, but we-being the stupid blundering humans that we are-didn't manage to kill ourselves so they didn't get their chance. Then of course the PBs came and blew their cover.
  5. Marker for me: Update Completed
  6. Strategies
    Getting multiple enemies into your E-Drain (need at least 3 enemies in mob)
    1) AS first Enemy
    2) Use lunge on Second Enemy and immediately run to third.
    3) Use Air Superiority on Third (Second enemy will most often start running toward you, although there are a select few who wont)
    4) Position yourself so that you have both enemies in cone range and use Throw Spines
    5) Once second Enemy runs into melee range use Ripper (should hit both if you position yourself correctly)
    6) use E-Drain (can also be used as soon as second enemy runs into melee if your low on end)
    7) use impale on third enemy
    8) Kill off enemies and use Aid Self
    you just killed a mob of three enemies and ended with close to full health and full end. Now just rinse and repeat.


    Taking out Bosses
    I know that you’re probably laughing at me right now but the first couple times I encountered a +1 our +2 boss I got the floor wiped with me. Then I came up with this strategy.
    1) Kill all enemies that will aggro onto you when you attack the boss. You want to have a 1 v. 1 fight. This can be done by ASing the mob you want to kill then immediately Placating the boss, killing any other mobs that aggroed to you, running a decent distance from the boss, breaking line of sight, and waiting for Placate to recharge.
    2) Use Build Up + AS on boss, then proceed once through your attack chain
    3) Once done with your attack chain, Placate the boss. If the Boss managed to hurt you a lot, run a decent distance from him and use Aid Self
    4) When ready to start the fight again use another AS on the boss and use your attack chain again
    5) By now he should be dead, if not, then just rinse and repeat every time Placate comes back up.

    If you still have trouble with the boss, just use a lot of purple and red insps. After level 38 you’ll be able to just use Overload.

    Knives Of Artemis
    I’m including this section because I have seen a lot of complaining about this faction on the boards. Luckily, Spines/* has just the tools to deal with this pesky buggers. First, let me say that it would help immensly if you could get a ranged attack from a mayhem mish that does moderate to high damage, they help immensly (although it is not mandatory).

    1) Impale a target from the farthest range you can and then imediatly break the line of sight. (Sometimes this will make it so that you only aggro one of the enemies, but other times the whole mob comes) If the whole mob does not come then simply wait for Impale to recharge and keep impaling your target till it dies.
    2) After the target dies the rest of the mob will definitly agro onto you. As they are running at you, use placate on one of them.
    3) when the mob gets there use ripper on a target (Hopefully you’ll get a crit) and Air Superiority if you have it. The key here is to keep the mob knocked down while you kill it so it doesn’t have time to throw Caltrops.
    4) Kill the other target from range by using Impale and Throw Spines.

    This strategy has often helped me to avoid having ANY caltrops thrown on me, thus greatly decreasing the amount of time it takes me to complete the mission. I’ll tell you right now that the key is to use impale to immobilize the targets and then kill them from range. So mess around with this and you may be able to find a much more efficient way of doing this.

    I hope that this guide was of some help to you. If you have any additional questions do not be afraid to send a PM to me and ask. Good luck on your hunting.
  7. Energy Aura Set
    Hide – No option to not take
    This is what makes you a stalker, If you don’t take this power I will hunt you down and delete your character, but since you’re required to take it I think you’ll be OK. *****

    Kinetic Shield – Available at level 2
    Provides defense to Smashing/Lethal/Energy attacks. You should pick up very early in the game since most enemy attacks are Smashing/Lethal. *****

    Power Shield – Available at level 4
    Provides defense to Fire/Cold/Energy/Neg. Energy. Will become mandatory in the later levels but is pretty much useless in the lower levels. I would recommend picking it up in between the levels 16-20. After that, it becomes a very useful power and you’ll want to have it on as much as you can. *****

    Entropy Shield – Available at level 10
    A lot like Power Shield, fairly useless at the low levels, becomes pretty much mandatory after the high teen levels. I would say to pick this power up in the 16-20 level range also. *****

    Energy Protection – Available at level 16
    Not a very useful Power. I would recomend skipping it and using the slot to pick up a more useful Pool Power (Will explain useful Pool Powers later). *

    Repulse – Available at level 20
    This is a situational power. It is pretty good for PvP and kinda good for PvE. I myself pass this power up in favor for a Pool Power or a power from my Primary/Secondary that I still need to pick up. * (But I heard that it’s much more useful if you PvP)

    Energy Drain – Available at level 28
    This is the main reason you chose /EA as your secondary. Put two slots into this power at level 29 and Put three recharge reductions into it. After that you’ll want 2-3 Endurance Modifications. With three recharge reductions, it will be up for every new mob when you solo. If you put 1 end reduction into all your toggles and main attacks then this power will let you go without Stamina easily. I’ll go into the best way to use this power on a Spine/EA in my strategy section. 3RECH 2-3 ENDMOD*****

    Conserve Power – Available at level 35
    Many people don’t like this power because it’s up for 1.5 minutes and takes a long time to recharge. However, if you’re already going to be taking Hasten then I would strongly suggest that you take this power since with Hasten and 3 recharge reducers, this power becomes a lot more useful. It is also great for dealing with the crash from Overload. I would suggest 3 Recharge Reductions. *****

    Overload – Available at level 38
    This power increases your regeneration rate, caps your defense, and gives you a considerable HP boost. The +regen is good enough that I don’t usually have to worry about using E-Drain while I have this running (in fact, I’ve noticed that in a lot of battles I actually GAIN end durring the battle). The only hole in this power is that it doesn’t give defense to psi damage; however, if I’m going to encounter an enemy that uses psi, I usually just take a purple pill and that’s enough to keep me on my feet long enough to kill the enemy (and since Overload increases your HP it still helps a lot against Psi enemies).
    The most used way to time this power is to use Hasten at the same time and then when Hasten drops you have about 30 seconds left of “God-Mode”. The crash on this power is extremely easy to manage: all you have to do is pop a blue pill, use conserve power, then use E-Drain on the next mob and you’re at full end again. I’ve even had it drop in the middle of battles and barely taken extra damage since you can get your toggles on again so quickly. If you take Hasten then you can activate Hasten and Overload at the same time, When Overload drops you activate Hasten and Conserve Power, and when Hasten comes back up Overload should be up again. Suggested slotting is 3RECH 1HEAL 2DEFBUFF (you should not slot more than one health SO since one will bring you so close to the HP cap that you only gain another hundred or so HP for a second health SO). *****

    Pool Powers that I find useful
    Flurry or Jump kick
    Both of these powers are very useful before level 18 since they will help you scrap it out. I would suggest taking one of these at level 10 as your pre-requisite for your travel power. Later you can respec out of them since they become less useful at level 18 and useless at level 26

    Air Superiority
    This is a great power. Coupled with Ripper, you can keep a boss almost permanently knocked down, which greatly will reduce the damage you take! I also like to use it before I use Placate or Aid Self. It makes it less likely that they’ll get off an attack and interrupt your Aid Self or make your Placate not Hide you.

    Hasten
    Helps you get Overload and Conserve Energy up more times. Extremely useful

    Aid Self
    Since you don’t get a self heal power with /EA you should definitly consider taking this power (you’ll need either stimulant or Aid Other as a prerequisite). E-Drain keeps you at full end, and this power helps keep you at full HP. It is interruptible though, so any mobs that use a lot of DOT attacks will become a big pain in your rear end.
  8. This is a guide for Spines/EA Stalkers, other stalkers can use this guide to understand these powers, but the stratagies are strictly made for Spines/EA stalkers and will not always work as well as on other Stalkers (You can try though, they might). I have rated the powers from 1-5. Any powers that are rated 5, should definitely be taken. Test out the other powers before you decide to skip/take them since they might be good for your play style. I also included descriptions of attack Chains that I have found to be helpful at certain levels (This is only my opinion and you may find that other attack chains work better for your playstyle). Please keep in mind that this guide is only PvE and does not have anything to do with PvP.
    P.S. I just want to say: “Respecs are your friends!” So feel free to choose powers that are good at the lower levels (like Barb Swipe) and then drop them in a respec when you decide that you don’t need them anymore. Because some powers are really useful in a certain level range but become almost useless after you get higher.

    Spines Set
    Barb Swipe – Available at level 1
    This is a very good ability for the lower levels, but becomes less useful once you get Ripper. It has very close to moderate damage when the Toxic damage kicks in, and along with Lunge, can be used to scrap it out with targets until you get Impale and Ripper. I would not put more than four slots in this since all it really needs is accuracy and damage. 1ACC 3DMG**

    Lunge – Available at level 1
    Very good power for a filler in your attack chain for all levels. Helps keep the Toxic DoT damage up when fighting Lethal/Smashing resistant enemies (common in the high levels). Also good in the low levels to compliment Barb Swipe when you want to scrap it out. Again I would only four slots this power. At level 10 I would pick up one of the attacks from the travel Power Pools (Flurry, Jump Kick, or Air Superiority) and my attack chain would be Jump Kick -> Barb Swipe -> Lunge -> Barb Swipe -> Jump Kick (Just sub in whatever power you decide to take in place of Jump Kick) 1ACC 1END 2DMG (before E-Drain) and 1ACC 3DMG (after E-Drain) ***

    Spine Burst – Available at level 2
    Not a very popular power among Stalkers. Not a good power for use on teams because it pulls you too much aggro and you die easily (not great defense with /EA), and when solo you aren’t typically fighting enough enemies for it to be very good. There are soloers however, that like this power and you might too if you mainly solo. 1ACC 3DMG 1END ** or **** (depends on your style)

    Assassin’s Impaler – Available at level 6
    DO NOT SKIP! Get this power immediately at level 6, it is the reason you became a stalker and it makes soloing SOO much easier. 2ACC 3DMG and 1RECH if you can spare it *****

    Build up – Available at level 8
    DON”T SKIP THIS EITHER! This is another very manditory power. With Build Up + AS, you’ll be able to one-shot Lieutenants. At level eight, when you first get this, you should save it for the Lieutenant at the end of the mission or for when you get in a really hard fight. 3RECH*****

    Placate – Available at level 12
    DO NOT SKIP (jeez, I’m getting tired of saying that)! This is when you’ll finally feel like a stalker, this power makes one opponent stop attacking you and puts you back into Hide mode. On a regular three enemie mob you should AS the first one, scrap the second one, then Placate->AS the last one. This makes the fight go quicker and you’ll come out of it with more health. 3RECH *****

    Impale – Available at level 18
    This power has a slightly long cast time but is well worth it. It is ranged, does great damage (high), immobs the target, and does good toxic damage. It also has a fairly good recharge time. All these attributes add up to make this power your biggest DPS dealer. You will learn to use it a lot. This power will make scrapping the second enemy in a mob much quicker. It is also a good power to use on enemies that like to run away since it immobs. My attack chain after picking up Impale was Impale -> Barb Swipe -> Lunge -> Impale 2ACC 3DMG 1END or 1RECH*****

    Ripper – Available at level 26
    This power does higher damage that Impale in a melee range cone, and usually knocks the targets down...are you even going to consider skipping it? Once you have Ripper you can consider doing a respec and losing Barb Swipe for something else since Lunge -> Ripper -> Impale -> Lunge will probably become your new scrapping attack chain. This power also does very hefty toxic damage and will make it so that you will finally be able to keep up toxic damage on bosses that are Lethal Resistant (like Freakshow bosses). Same slotting as Impale. *****

    Throw Spines – Available at level 32
    This is a good power while solo and while on teams (although you shouldn’t use it too frequently on teams). It does moderate damage in a ranged cone that has good width and a good amount of depth. Great for solo since it costs low endurance (by now you’ll have Energy Drain anyways so Endurance isn’t an issue), and does good damage. Like Ripper, you can use this power to keep constant toxic damage on Letha Resistant bosses even though it doesn’t do more toxic damage than lunge (damage is still damage). I would recomend replacing lunge with Throw Spines in your attack chain once you get TS fully slotted. I say this because TS does slightly more damage than Lunge but does it in a cone. Often times, by the time you get around to the last guy in a mob he’ll only have ½ HP left anyways. It also is used well in one of my Strategies which will be explained below. 2ACC 3DMG though you can get away with just 1ACC. ****
  9. marker for me: update Completed
  10. Marker for me: Update Completed
  11. Marker for me, update completed
  12. Marker for me, Update completed.
  13. [ QUOTE ]
    First, I would give Spine Burst three or maybe four smilies. It is all but worthless PvP, not very helpful solo, but is very helpful on teams, the bigger the better. If there are lots of enemies around (10+ or so), it can be your single most damaging power in terms of total damage done to all. That it will put the small -recharge and -speed debuff on everyone it hits is nice too -- hard to tell how much that actually helps but in the long run it probably helps more than you would think.

    [/ QUOTE ]
    I can really see your point. It's a big your mileage-may-vary power. Some people love it. Some hate it. I loved it on scrappers but I just hated the aggro it got me on Stalkers (I used it too much when not in ideal situations).

    I also agree with you that it's easy to do without hasten but I have one power slot left over so I decided to get hasten since it would help with the other attacks too.

    Thank you for providing a second opinion on these powers. Its hard to provide an unbiased opinion since a lot of powers are great for a person that likes to do things one way, but suck for someone who wants to do things another way. This is the first guide I've ever written and I am glad to have help.
  14. Strategies
    Getting multiple enemies into your E-Drain (need at least 3 enemies in mob)

    1) AS first Enemy
    2) Use lunge on Second Enemy and immediately run to third.
    3) Use Air Superiority on Third (Second enemy will most often start running toward you, although there are a select few who wont)
    4) Position yourself so that you have both enemies in cone range and use Throw Spines
    5) Once second Enemy runs into melee range use Ripper (should hit both if you position yourself)
    6) use impale on third enemy
    7) use E-Drain (can also be used as soon as second enemy runs into melee if your low on end)
    8) Kill off enemies and use Aid Self

    you just killed a mob of three enemies and ended with close to full health and full end. Now just rinse and repeat.


    Taking out Bosses
    I know that you’re probably laughing at me right now but the first couple times I encountered a +1 our +2 boss I got the floor whipped with me. Then I came up with this strategy.
    1) Kill all enemies that will aggro onto you when you attack the boss. You want to have a 1 v. 1 fight. This can be done by ASing the mob you want to kill then immediately Placating the boss, killing any other mobs that aggroed to you, running a decent distance from the boss and waiting for Placate to recharge.
    2) Use Build Up + AS on boss, then proceed once through your attack chain
    3) Once done with your attack chain, Placate the boss. If the Boss managed to hurt you a lot, run a decent distance from him and use Aid Self
    4) When ready to start the fight again use another AS on the boss and use your attack chain again
    5) By now he should be dead, if not, then just rinse and repeat every time Placate comes back up.


    I hope that this guide was of some help to you. If you have any additional questions do not be afraid to send a PM to me and ask. Good luck on your hunting.
  15. Energy Aura Set
    Hide – No option to not take
    This is what makes you a stalker, If you don’t take this power I will hunt you down and delete your character, but since you’re required to take it I think you’ll be OK.

    Kinetic Shield – Available at level 2
    Provides defense to Smashing/Lethal/Energy attacks. You should pick up very early in the game since most enemy attacks are Smashing/Lethal.

    Power Shield – Available at level 4
    Provides defense to Fire/Cold/Energy/Neg. Energy. Will become mandatory in the later levels but is pretty much useless in the lower levels. I would recommend picking it up in between the levels 16-20. After that, it becomes a very useful power and you’ll want to have it on as much as you can.

    Entropy Shield – Available at level 10
    A lot like Power Shield, fairly useless at the low levels, becomes pretty much mandatory after the high teen levels. I would say to pick this power up in the 16-20 level range also.

    Energy Protection – Available at level 16
    Not a very useful Power. I would recomend skipping it and using the slot to pick up a more usefull Pool Power (Will explain useful Pool Powers later).

    Repulse – Available at level 20
    This is a situational power. It is pretty good for PvP and kinda good for PvE. I myself pass this power up in favor for a Pool Power or a power from my Primary/Secondary that I still need to pick up.

    Energy Drain – Available at level 28
    This is the main reason you chose /EA as your secondary. Put two slots into this power at level 29 and Put three recharge reductions into it. After that you’ll want 2-3 Endurance Modifications. With three recharge reductions, it will be up for every new mob when you solo. If you put 1 end reduction into all your toggles and main attacks then this power will let you go without Stamina easily. I’ll go into the best way to use this power on a Spine/EA in my strategy section.

    Conserve Power – Available at level 35
    This power, coupled with E-drain will make sure that you don’t need Stamina, which is good since that means you can take Aid Self which you DO need. I would suggest 3 Recharge Reductions.

    Overload – Available at level 38
    It’s like elude + dull pain...who in their right mind would skip it. The best way to slot this is with 3 recharge reductions and 3 defense Buffs. You’ll want hasten so that you can run that after you click this power to shorten the down time. It also has a very easy-to-manage crash (You lose all Endurance). Just Pop a cab and use E-Drain on the next mob.


    Pool Powers that I find useful
    Flurry or Jump kick
    Both of these powers are very useful before level 18. They will help you scrap it out. I would suggest taking one of these at level 10 as your pre-requisite for your travel power. Later you can respec out of them since they become less useful at level 18 and useless at level 26

    Air Superiority
    This is a great power. Coupled with Ripper, you can keep a boss almost permanently knocked down, which greatly will reduce the damage you take! I also like to use it before I use Placate or Aid Self. It makes it less likely that they’ll get off an attack and interrupt your Aid Self or make your Placate not Hide you.

    Hasten
    Helps you get Overload and Conserve Energy up more times. Extremely useful
  16. This is a guide for Spines/EA Stalkers, other stalkers can use this guide to understand these powers, but the stratagies are strictly made for Spines/EA stalkers and will not always work as well as on other Stalkers (You can try though, they might). I have rated the powers from 1-5. Any powers that are rated 5, should definitely be taken. Test out the other powers before you decide to skip/take them since they might be good for your play style.

    Spines Set
    Barb Swipe – Available at level 1
    This is a very good ability for the lower levels, but becomes less useful once you get Ripper. It has very close to moderate damage when the Toxic damage kicks in, and along with Lunge, can be used to scrap it out with targets until you get Impale and Ripper.

    Lunge – Available at level 1
    Very good power for a filler in your attack chain. Helps keep the Toxic DoT damage up when fighting Lethal/Smashing resistant enemies (common in the high levels). Also good in the low levels to compliment Barb Swipe when you want to scrap it out.

    Spine Burst – Available at level 2
    Not a very popular power among Stalkers. Not a good power for use on teams because it pulls you too much aggro and you die easily (not great defense with /EA), and when solo you aren’t typically fighting enough enemies for it to be very good. There are soloers however, that like this power and you might too if you mainly solo.

    Assassin’s Impaler – Available at level 6
    DO NOT SKIP! Get this power immediately at level 6, it is the reason you became a stalker and it makes soloing SOO much easier.

    Build up – Available at level 8
    DON”T SKIP THIS EITHER! This is another very manditory power. With Build Up + AS, you’ll be able to one-shot Lieutenants.

    Placate – Available at level 12
    DO NOT SKIP (jeez, I’m getting tired of saying that)! This is when you’ll finally feel like a stalker, this power makes one opponent stop attacking you and puts you back into Hide mode.

    Impale – Available at level 18
    This power has a slightly long cast time but is well worth it. It is ranged, does great damage (high), and immobs the target. It also has a fairly good recharge time.

    Ripper – Available at level 26
    This power does higher damage that Impale in a melee range cone, and usually knocks the targets down...are you even going to consider skipping it? Once you have Ripper you can consider doing a respec and losing Barb Swipe for something else since Lunge -> Ripper -> Impale -> Lunge will probably become your new scrapping attack chain.

    Throw Spines – Available at level 32
    This is a good power while solo and while on teams (although you shouldn’t use it too frequently on teams). It does moderate damage in a ranged cone that has good width and a good amount of depth. Great for solo since it costs low endurance (by now you’ll have Energy Drain anyways so Endurance isn’t an issue), and does good damage. It also is used well in one of my Strategies which will be explained below.
  17. [ QUOTE ]
    So far I hear many rumors about new power sets and the ones I hear over and over are: Street fighting and Shields.

    While I guess they each have a cool power or two. I think neither seems strong enough to warrent their own power set.

    May I suggest perhaps they would make good Pool power sets, as any hero should be able to learn how to use a shield or kick Frostfire in the jumblies.

    I'm afraid I have not been here from the start but I do not know when the last time the added a power pool set was. I hope they will prove me wrong (lord knows it wouldn't be the first time) and come out with some kick butt sets.

    What say you?

    Archbishop

    [/ QUOTE ]

    Just wanted to say: I'm completly with you on the new power pools frontier. I would love new power pools.

    But the thing is that They prob won't be adding too many too soon. I think that it's rather hard for them to add new power pools and acctually make them worthwhile. This is hard because they want to make them okish but also make sure that they can't overpower anyone.

    Power pools can be taken by absolutely every character no matter what (unless they restrict certain ones for EATs like for the Khelds). This means that they'd have to test the new power pool with ever combination of powersets in ever AT.

    This could end up being a whole lotta work. And then of course they're BOUND to let something slip by accident that goes live. Then when they fix this thing that was never supposed to happen they get all kinds of crap on these forums from people that liked the extra power.

    Again I'm 100% with you that it would be cool to have more power pools, but not if it takes way too much work and keeps them from giving me other goodies.

    Oh and I'm pretty sure that these have been announced as actual Power Sets. And I'm not sure but I think the "Shield" set you gave is actually supposed to be an "Armor" set for tankers. The way that this will work is the tanker gets a new piece of armor with every power. (Technology and natural origin themed it seems). Not sure about my info. feel free to correct me if i'm wrong
  18. I'm 100% behind the debs making it so that 50% of the enhancement drops are for your origin no matter what. The way it currently is in the low levels you can live off TO drops because everyone can use them.

    But once you start to get out of using TO drops (around lvl 20 i'd say) pretty much all the enhancement drops are completely useless. Most of the time they won't be for your origin and when they are they aren't even usually one that you can use. On those rare occasions that they're a kind that you can use they aren't the right level

    I think if they made at least some kind of percent that they would definitly be our origin it would make it a bit kinder so we could actually USE the dropped enhancements for something other than selling