10 Habits That Will Save Your Life Someday


American_Knight

 

Posted

"Never get involved in a land war in Asia..."

Some good ones in there.

8 b) When you have one, let your Rooted Status-Proof Tank exit the mission first.

11) Inspirations are cheap... use them. Only one of them is even semi-useful when you are [censored]-up on the floor

12) When SK'd, be aware of where you teleport... especially if your Mentor is Hovering/Flying above and behind you. TP goes 100 yds, and losing your mentor by being 103 yds away really hurts.


 

Posted

0) PULL rather than charge


50 Fire/Dev | 50 AR/Dev | 50 Ninjas/FF MM | 50 Bots/Dark | 50 Kin/Rad |
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"Rare is the man so noble that he will always give thanks for that which is freely given." -Jock_Tamson

 

Posted

Very good tips, and ones you might not think of right off.

For me, the one about never going into the center of the room first really hit home. I've been doing that all along without even thinking about it. I'll skirt the edges of the room, clearing out anything lurking there, before heading into the center.

In short, know the layout of the enemy before you attack.


 

Posted

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"Never get involved in a land war in Asia..."

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The second though not as well known is "Never bet a Sicilian when death is on the line!! HA HA HA HA urp?......


 

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"Never get involved in a land war in Asia..."

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The second though not as well known is "Never bet a Sicilian when death is on the line!! HA HA HA HA urp?......

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Its "Never go against a Sicilian when death is on the line!! HA HA HA HA H*dies*"


 

Posted


If you see a mob you haven't encountered before open the action menu and click on Info.

You will learn something about the mob, maybe something that will effect how you fight it.

regards, Screwloose.
"If everybody is thinking the same, then somebody isn't thinking.


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Posted

Pull? Your kidding right? CHARGE IN!!! Full speed ahead and bring a world of hurt in with ya. You may think I'm a scrapper, but I'm not. I'm a controller. I charge cause 2 seconds after I charge all the enemies stand there, clutching their heads, cursing for looking up when I said "say cheese" *FLASH*


 

Posted

Turn off your AOE toggles on a runner so you don't agro mobs he runs through. Learned this the hard way with my rad/rad def!


 

Posted

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0) PULL rather than charge

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not when you have an invul and a fire tanker in your group!

(and the mobs are usually purp to the invul too!)


 

Posted

DONT be too brave! Ok you are a hero, i know. But you'll be needed on the back too.


 

Posted

Top 10 is good, but why not a top 100!

My contribution: Slow and steady saves debt. Fools rush in where Heroes fear to tread. You can play a good tactical team of 3/4 (and get better xp) where a bad team of 8 would die everytime.


 

Posted

Never invade Russia in Winter...

Seriously, all good ideas.

11. Stealth/Invis is also your friend. Scout the room before you engage & draw less aggro.


@SBeaudway on Pinnacle, TaskForce Titans Supergroup.

 

Posted

Heal up between battles.

Really! I know people like to get on a roll and keep it going, but if you don't have a healer in your group, then you are going to have to wait and heal now, or later. You may as well take a lot of short breaks and be fully up snuff each time in case things go south, than to go into a lot of battles progressively more injured, then take a LOOOONG break to heal.

Ingot


 

Posted

X) Communicate: Tell your teamates what your intents are. You may know what you are doing, but if you are planning to snipe/infect/tp the boss and your teamate is planning to snipe/infect/tp you are working at counter purposes.

X) Never target a teleporter as the "center" of an AoE attack, unless it involves a hold. Nothing is more frustrating than when your anchor is 100 yards away from the other mobs.


 

Posted

[ QUOTE ]
[ QUOTE ]
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"Never get involved in a land war in Asia..."

[/ QUOTE ]

The second though not as well known is "Never bet a Sicilian when death is on the line!! HA HA HA HA urp?......

[/ QUOTE ]

Its "Never go against a Sicilian when death is on the line!! HA HA HA HA H*dies*"

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Actually it's "Never go in against a Sicilian when death is on the line!! HA HA HA HA H*dies*"

More good advice: "get used to dissapointment"

Ian Moore


 

Posted

Rule #21421:

Scrappers like to charge into groups of stuff whether it will get you, me, them, us killed. Sometimes a little reminder for us to slow down a bit will let the rest of the group heal up before the next herd of mobs. Although, being able to keep up with the scrappers can make missions go alot faster....

And no....I don't speak from experience.....that often....


 

Posted

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My contribution: Slow and steady saves debt. Fools rush in where Heroes fear to tread. You can play a good tactical team of 3/4 (and get better xp) where a bad team of 8 would die everytime.

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Don't be too afraid of debt. Taking on risky groups that net you 5000 xp/hour, but losing 1000 xp/hour to debt is still quicker than playing it safe with groups that never kill you, but only pull in 2000 xp/hour. More fun, too. Plus you may be surprised to learn that you can actually handle a lot tougher groups than you think you can...


 

Posted

[ QUOTE ]
Rule #21421:

Scrappers like to charge into groups of stuff whether it will get you, me, them, us killed. Sometimes a little reminder for us to slow down a bit will let the rest of the group heal up before the next herd of mobs. Although, being able to keep up with the scrappers can make missions go alot faster....

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Rule #21421a:

If you need a break and the scrapper charges into the next herd of mobs, take your break anyhow. A lot of scrappers (especially regen scrappers) don't really need much (if any) downtime and would rather take on a tough fight solo than sit and wait for everyone else. (IOW, most scrappers seem to have ADHD.) If he dies by not waiting for you, it's his own fault, but he probably doesn't mind much - most scrappers are used to dying, so there's no reason for you to get yourself killed by charging in with low HP and no End trying to save them.

(For the record, I mostly play hyperactive regen scrappers...)


 

Posted

2.a) Don't go afk outdoors if you can avoid it. Duck into a nearby store, City Hall, or other building instead.

4.a) Do not turn on your travel power before entering a fight if it is Super Jump. Turn on Combat Jumping instead - it costs less end, gives you a Def bonus, protects you from Immobilization, and Super Jump has no discernible activation time.

4.b) Turning on Fly while fighting is probably also a bad idea.

4.c) You can't turn on Teleport because it's not a toggle.

4.d) Rule 4 really only applies to Super Speed.

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8 b) When you have one, let your Rooted Status-Proof Tank exit the mission first.

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8.b.2) Status-proof scrappers also work well. And those with mobile status protection are even better.


 

Posted

Don't look a gift horse in the mouth.

11) Invite a controller to your group. They are good people and the mystical gods will smile upon you.

12) Pulling is slow and inefficient. I remember in the TV trial my group wanting to find ways to solo pull the Freak Tanks. I explained that you won't be able to solo pull them in the reactor. Charging in and controlling a fight is the best part. (ok, I'm a controller)


 

Posted

11a) No, seriously, invite a controller.

Also, as an alternative to being careful when elevatoring and/or exiting missions - go stealthy instead.


 

Posted

#+1: Never run/sprint around a corner on an indoor mission

#+2: Never let a Fire/* blaster fire first on a mission. There are not enough healers....

#+3: Reduction of damage is always better than healing damage. Reduction is preparation (control, buff/debuff, bubbles) while healing is reaction.

#+4: Mitigation of aggro is always better than concentration of aggro on one hero. Pulling and controlling (mez, holds, etc.) are prime examples of mitigating aggro.

#+5: An AoE hold is usually superior to an AoE attack. Unless the AoE attack eliminates the entire enemy force, a hold is superior. If the AoE attack does eliminate the entire enemy force, then that blaster should be solo'ing . AoE attacks coupled with a buff/debuff fall under #+3 above.


 

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4. Before going into a tough fight, activate your travel power (so you can get away in a hurry if you need to).


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No. In a tough fight where every bit of Endurance counts, you need to turn off non-essential toggles like Sprint and Travel Powers. Turn them on again if you decide you need to flee, not before.