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Posts
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Looks interesting. Personally though, I think you're making it harder on yourself by tackling such a large timeline. While its good to have a universe with such an intricate backstory, I think you'd be better served with just condensing most events to one 5000 year block with a milestone happening around every several hundred years.
A lot can happen in 5000 years, even rise and fall of entire civilizations. The closer they happen in a timeline the more immediacy they have on the next event. It also makes managing your universe a lot easier.
Also Sci Fi history works best (IMHO) if used as an extended metaphor for human history because it saves from having to make up a lot of stuff. The rise and fall of the Roman empire seems to be one of the most heavily lifted metaphors for sci fi empires. Using a model like that would probably help in your world building.
A universe, even a sci fi universe is just setting(aka window dressing). -
For lvl 16 you have way too many defense powers and not enough attack powers. By 16 I like to have at least a 4 attack chain. Shadow Maul, smite, siphon Life, and (power pool attack, boxing, Air Sup) of your choice.(or you can leave TOF for this slot since you have some vet attacks.)
Take Siphon Life Asap, it does great dmg and gives heal.
Always take your mez protection when its available.
So get to a trainer activate your alternate build and repick some powers. You should start seeing an improvement in survivability and attack power real soon. -
I'm disappointed they didn't change the animations for the 2 ugliest kicks in the set, Thunder and CAK. I hope they'll add alternates for them once it hits closed beta.
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I like the rage clone idea for focus chi and making MA a knockdown/stun set.
The combos however, I'd rather leave to DB. -
I was thinking, if you could go to the tailor and redesign MA's animations and names to make it more aesthetically pleasing how would you do it? What would your MA set look like?
Power order, cast times, and secondary effects stay the same. The only thing you can change are the superficial things like the power name and look of the animation. If you choose a different animation it will be sped up or slowed down to fit in that power slot, for example if the number 8 power takes 2.6 seconds to cast the animation regardless of what it is will take just as long.
Caveat: the animations and names must exist currently in game, but they can obviously come from different sets, so if you want to change Eagle Claw's name to Ripper you can.
My new MA would mostly stay with the current MA look with a few minor changes.
Thunder Kick--> Name change to Cobra Strike uses Cobra strike animation.
Storm Kick--> same
Cobra Strike--> name change to CAK uses CAK animation
Focus Chi--> same
Crane Kick--> name change to Thunder Kick side kick animation stays the same.
Warrior's Challenge--> same name use the tarzan animation chest banging animation from??? Integration or is it Instant Healing.
CAK--> name change to Crane Kick uses Eagle Claw animation
Dragon Tail--> same
Eagles Claw--> same name but uses the Ripper/Shockwave animation.
I would have a very aerial flipping out set. -
Yeah, I have the same problem on my MA I've tried EC, jumpkick(don't ask), TK, SK and then replaced JK with boxing. Dmg is meh.
I avoided CK because I hate knockback and CAK cause its ugly. Now I figure I'll have to put them back in. I just can't figure out a good enough chain right now though. -
Lol I deserve that, I did a search of guides and found someone asking this exact same question. If only I used the Search sooner...
Move along nothing to see, return to your normally scheduled programming. -
Okay I did statesmen taskforce last night for the first time and all went well until Ghost Widow. It was a eight man team: 3 controllers 1 fire/kin, 1 stone/kin, ill/Rad, 2 tanks 1 fire/ss, 1 stone/Em, 1 blaster fire/fire, 1 defender healorz, and me scrapper dark/regen.
The problem was even though we could do enough damage to dent her. We couldn't overcome her self heal. Her insta-death hold was no problem for the stone tank as he never seemed to be hit by it. But it seemed her heal was autohit and though supposed to be a cone hit like a aoe.
THe tactics we used was for the tank to hold aggro at range and get GW to chase. The kins sapped speed. The regen debuffed. When the triangles dropped and conts locked her up me and tanks would run in and do some melee poundage, when holds dropped we would back off. Somehow though she was still hitting something to heal herself and the only thing in range was the ill pets.
I kept asking if the controller if she was healing off of his pets, he said no she couldn't. Is that true?
Are there no ways for melee toons to take her out or would they have to generate more damage than her heal can overcome? When we stood still and just went toe to toe with her it was a stalemate.
In the end we tried to lure her back to the ship for turret help and the Longbow, but that only made it worst because she could target the turrets for heals too.
I was just wondering because we had to quit after not being able to take her. (btw had no problem with Mako, Scorpion, or Scirocco) -
I tried this last night on my 50 elec/elec brute (yeah I know scrapper forum), but none of my scrappers are speced to survive that room. I killed dread first, he happened to spawn the closest, and then started clearing the one of the boxes. I nearly got it cleared when my comp crashed.
I was so frustrated I didn't try again. But it was fun one of the most exhilarating fights I had in a long time. Oh and Fury + Build Up + Lightning Rod + Power Sink + Thunderstrike + Chain Induction while in the middle of the first wave ambush was the most beautiful vision of carnage I have ever seen in this game.
Scrappers need Elec/Elec NOW!!!!!!! -
Personally I'd rather not see Shields unless they combine Forcefield and the Shield into a Forceshield set. It will be a translucent energy circle like the one Cap carried when he lost his Vibranium/Adamantium one. Now that I'd take... regualr shield = meh.