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Posts
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Joined
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Most fun: Wormhole. So many fun things you can do with this power: Make it rain NPCs, bring them inside stores and buildings, bounce them off walls, etc.
Least fun: single target buffs. Having to keep a team of 8 buffed up is more chore than fun. -
I think most of the posters in this thread misunderstood the suggestion.
As I understood it, there would be an accolade based on day badges that allows one to summon a gladiator. One could summon a gladiator upon earning the appropriate badges and "charging" the accolade like other day job accolade powers.
The only PvP portion of the suggestion was to make PvP reputation affect the day job accolade in some way -- longer lasting, higher rank, whatever.
So the suggestion, to add a day job that allows one to summon a gladiator pet, is awesome!
I also like the suggestion to have PvP reputation give it a little longer lasting, or perhaps make it controllable in PvP like a mastermind pet as someone else suggested.
And personally, I would like it if it summoned a gladiator at random. While it might be a bit gameable (only acquire the gladiator badges for powerful gladiators) I think that a long recharge and the fact that some gladiators wimpy gladiators are almost unavoidable would keep it from being over powered. -
But here is the real question:
Why is it always 12:01, January 29 in the picture? -
BaBs:
Hope all is well. If not, fret not, things will get better soon. -
I shiver with antici -
pation -
I usually blame Con, but this time I'm going with Enrious.
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Quote:OH! That reminds me of the other reason I don't like snipes. So many times I've tried to get a snipe off other than the first shot, only to have the mob killed by someone else and the snipe STILL goes off and wastes endurance.
where timing is thrown way off by other people
Also happens to me with propel from gravity.
Man, I hate when that happens. -
Masterminds.
I rolled a few over the years but just couldn't get into them. I'd get into the teens and just move on to play something else and never come back.
I finally got a merc/dark to level 50 on the last double XP weekend and have been playing it at different levels, learning some bind tricks, and giving him some set bonuses. It's grown on me a little bit and I can see how another primary like thugs or bots might be even more fun.
The only thing I don't have a 50 of is a warshade. I have PB and a crab and a fortunata, but no WS. I guess I should make one for completeness sake. -
No wonder you died! Your inspirations aren't properly sorted.
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A fire tank has decent resists and a great heal. I think the best complement to it is to add as much defense as you can. You have to decide if you are going to go for positional defense (melee, range, and/or AOE) or typed defense (smash/lethal, fire/cold, energy/negative, psy and toxic). Some good sets for this are reactive armor, kinetic combat, Mako's Bite, most of the PBAOE sets, and the 3% global defense from steadfast protection and the PvP IO. The 3% def PvP IO alone will run you 2 billion+ but the others are cheap, especially in comparison. However you go about it, you will want to hit the magic soft-cap number of 45% defense or as close thereto as possible.
The other thing I would build for is recharge. That will make your healing flames come up more often. Between your resistances, added defense, and a huge heal every 10 seconds or so, you will be tough to kill. Most of the purple sets give a big 10% recharge set bonus at 5 pieces. Lots of other sets give 6.75 to 5% bonuses. Just remember that you can only have 5 bonuses of the same size. So if you had 6 sets that gave you a 10% recharge bonus, for example, the 6th set would not give any bonus at all.
The third thing I would build for on a fire tank is HP. Fire doesn't have a way to cap its hitpoints at 3212 like other sets. The higher your hitpoints, the higher your heal and regen. Lots of commonly used sets give extra hitpoints for slotting 2 or 3 of a set.
Good luck! -
Quote:Uggh! I remember one time I covered every square inch of a three floor office map several times looking for the missing critter in a kill all. I contact support but kept looking anyway.I have to agree with this... I've done missions before that I've cleared except one enemy or one glowie and spent more time looking for them than the rest of the mission.
I finally found a tiny clockwork gear in a corner office, under a desk. I would have paid good money for a homing beacon that day. -
You can't snipe and move or move and snipe.
The only Snipe I've used to great effect is moonbeam. The other dark powers let me use it in melee without interruption. -
Sorry, ma'am, I didn't know so I assumed you were a "sir." I was thinking about Inv/SS which is what the OP mentioned and what I have most experience with. I did not consider the other secondaries at all. And finally, I consider inspirations an outside buff since it is not a part of your build. That's why I said:
Quote:But I get your point. Invincibilty and tough hide give typed defense so it's better to build on those strengths. Fair enough. I agree.So you're better off going with positional defense with friend buffs, defense inspirations, and accolades. -
Quote:No, sir, I am not confusing defense with resistance. I was not talking about slotting for positional defense, I was talking about aquiring it through outside buffs. And while you can soft cap both, soft capping just S/L is terribly easy and fairly cheap to doI think you're confusing Invul's levels of resistance with defense; it starts with exactly the same amount of defense to E/NE damage as it does to S/L. Most players concentrate on increasing S/L defense first when slotting for defense bonuses, but it's no harder to soft-cap E/NE than it is S/L. As a matter of fact, a well-built Invul tank can soft-cap both S/L and E/NE defense; F/C usually lags behind, but that's more because it's a low priority than any inherent difficulty in soft-capping it.
IMO, intentionally slotting for positional defense on an Invul tank when it already has substantial amounts of typed defense to everything but Psi is a waste of influence and plays against Invul's strengths. -
On my inv/ss, the only AVs or GMs that take special tactic or preparation are Ghost Widow or Recluse on the STF. Oh, and Mother Mayhem and the Clockwork King since their psi attacks cut me to the bone.
For most AVs I just straight up tank -- jump in, get in their face, punch them and call them dirty names. For psi powers or the STF, you need to have capped defense. Invulnerable can be capped to smash/lethal easily enough but GW and Recluse also use a lot of negative energy and energy attacks. So you're better off going with positional defense with friend buffs, defense inspirations, and accolades.
I don't find that Romulus is particularly damaging to my tank. He's obnoxious because of his clouds of doom. You can neutralize them by having someone taunt them away, overpower the heals with brute force and debuffs, or pull Romulus up to the rooftop and keep the fluffies down with any -fly powers. -
Quote:?? Are you sure that was worth crafting?
29 Befuddling Aura Confuse/rng -
I know we have some whip action coming in Demon summoning, but I think that they could make an entire set with existing effects and some creative animation. With power/weapon customization, you might be able to chose between a rope or an effect that could be colorized for more Green Lantern-esque, telekinetic, or other fun back stories.
1) Lasso - Your whip forms a hoop, encasing your foe and preventing him from attacking - your basic hold.
2) Whiplash - A quick, low damage, fast recharging power with a chance to disorient.
3) Whirligig - Your whip coils around your foe, immobilizing him. You quickly jerk it back causing foe to spin in place and knocking back others nearby (whirlwind).
4) Firewhip - You set your whip on fire and target an enemy damaging him and those around him (targetted AOE, like Fireball)
5) Allez-oop - Your whip encircles your foe and a quick tug lifts him into the air and sends him flying (lift). I'd like it even better if it pulled and dropped the enemy behind you with an inverted knockback or a teleport effect.
6) Aim - Duh.
7) Double-whip - You crack two whips at your foes, injuring multiple enemies with a chance of reducing perception and a chance to disorient.
8) Giddy-up - You crack your whip behind an ally temporarily causing increased attention and motivation (enforced morale)
9) Round-up - You flail both whips all around you at incredible speeds causing massive damage. The multiple sonic booms disorients survivors and reduces their perceptions. -
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On my villains, I usually get the Arena +endurance day job first. It's conveniently located close to the trainer, BM, and vendor and fairly centrally located. It's always good to have a little extra endurance, especially pre-stamina.
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My name is Bionic Flea and I approve of this message.