kingzoog

Apprentice
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  1. And to summarize it, rather roughly:

    1. Very few enemies resist fire or cold more than they resist lethal.
    2. Robots resist lethal and are often vulnerable to smashing. Oddly, they have normal resistance to toxic.
    3. Watery things (coral), plants (plant DE), cold things (Outcast Freezers and Hordlings) and Shivans are vulnerable to fire and resist cold.
    4. Things that shoot fire out of their hands resist fire and are vulnerable to cold (CoT demons, Legacy Chain fire blasters, Hellions). This does not apply to humans with flame throwers.
    5. Most things have normal resistance to toxic.
  2. That's useful. One carping point: I frequently sell in the market at minimal prices. I know I could make more inf selling at stores or in the base. It's not "Stupidity" that causes me to do this: I'm not trying to maximize my characters' inf. I'd rather keep the salvage and recipes in the game, keeping them available for players who might be able to use them and helping to limit prices, than take them out of the game and maximize my own profit.
  3. [ QUOTE ]


    Separate Key Powers: By keeping your important, slot-heavy powers away from one another you’ll have time to slot up one before another comes along. Remember that (with few exceptions) at the lower end it won’t hurt to wait two levels to take that power you really want.
    Problem Example:
    14) --> Super Jump==> Empty(14)
    16) --> Health==> Empty(16)
    18) --> Phantom Army==> Empty(18)Empty(19)Empty(19)
    20) --> Stamina==> Empty(20)
    Here we have an important level 18 power, Phantom Army, and Stamina side-by-side. Each calls for immediate slotting: splitting your slots each level leaves them both weakened, and ignoring one in favor of the other shows that another power that didn’t need slots might have been a better pick.
    Solution Example:
    14) --> Super Jump==> Empty(14)
    16) --> Group Invisibility==> Empty(16)
    18) --> Phantom Army==> Empty(18)Empty(19)Empty(19)Empty(21)Empty(21)Empty(23)
    20) --> Health==> Empty(20)
    22) --> Stamina==> Empty(22)Empty(23)
    By moving Stamina back just two levels (one power pick later), you are able to fully slot your important level 18 power without worry – and pick up another non-passive power in the midteens when most folks are bogged down with pre-stamina choices.

    [/ QUOTE ]

    Got to disagree with this one. I think you're overestimating the importance of slotting. Unslotted Stamina is still such an amazing improvement over no Stamina that I'm pretty sure I'd be happier with an unslotted Stamina at 20 rather than waiting to 22.
  4. My sons insist that using Combat Jumping or even just jumping is faster than Sprint. I think they're imagining things. Any opinions?