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Posts
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I like to mix it up. Some females, some males, some heroes, some villains, across two servers I frequent. Curiously, though, I have more females hero-side and more males villain-side.
I also agree that the female costumes offer better variety, even more unisex variety, than the male costumes. I like the looks and animation on my female characters better than the males (and as someone mentioned, the male run animate looks a bit weird).
As an age-challenged (hah!) male lifelong gamer, I'm comfortable playing any gender, any race/species, any character class and have fun in creating the many different types of characters that come to the imagination. -
Quote:What hasn't been mentioned is the time-saving convenience of crafting at the market itself, saving a trip in and out of the base. Typically, I'll cycle 5 or so characters within half an hour (about 5 minutes each). Adding another, say, 5-10 minutes to zone in and out of base substantially cuts down on the inf I earn per minute logged in.
I have a single villain and a single hero that each have the table, and some of those uses
are convenient, but more often than not, I usually just end up using the base for crafting.
But considering the time it takes to actually earn the crafting badge, is it worth it? To each their own here, but it sure helps cut down the 'cycle time' of clearing the market positions of several characters.
(eta) What it actually means in RL terms is that I can cycle through more characters and clear their markets positions during lunch hour or a short session with crafting tables than if they didn't. The net result is more inf for the entire group of characters with my ability to clear the market positions of more characters in a limited time span.
(ps) As an introduction, I've been playing almost a year now and lurk (and chuckle at some of the posts here!) here quite a bit. I think market play is part and parcel of gameplay as I try to both optimize my characters' builds and how I play them in missions. -
Yes, pain domination is indeed quality stuff.
I'm playing a dark blast / pain domination corruptor now at level 31 who excels with groups, although solo can be problematic against larger bosses. The dark blast provides a full set of to-hit debuff attacks, some with various effects (e.g. immob) including a bonus self heal with the life drain. Most of the dark blast attacks are either single target or ranged cone attacks at 60'-80' and designed more to debuff and cripple than inflict damage on the enemy.
The ideal position for the db/pd corruptor is in the midst of the team, halfway between the front line and back line so that the whole team benefits from the area pain domination effects. As such, this build draws little aggro, usually debuffing cone-wide multiple targets at range already aggroed by the front line and back line while mixing pain domination powers with the attacks according to situation. The incessant to-hit debuffs (which increasingly will require less healing of teammates due to their being missed more often by the enemy over the course of the battle) combined with pain domination's excellent team buffs is a game changer in turning the tide of the battle quickly.
The only problems I've had playing him are 1) so many powers to choose from during play, making it a challenge to play optimally according to situation (no fixed 'attack cycles' or 'heal cycles' here), 2) endurance, even with fully slotted stamina and 3) soloability vs the largest bosses. Having said all that, he certainly ups the game for the whole team.
To answer your question, definitely thumbs up.