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Posts
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Joined
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Nice work swissy
MMOArt have some competition...
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Yay for demonic glowy cake!
enjoy xxx
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Particular favourites:
Armour Class (Oldie but a goodie)
Aggro Control (Watched this last night - superb)
Destiny (Whoa!)
Party Balance (Just)
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I'd personally prefer a "power boost" effect buffing heals, slows, resistances etc as teammates fall or run for it, but YMMV.
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Get yourself a free account on www.photobucket.com, and put the pix in there.
Then make a post and use the URL linky thing below the text input box to point us at the address of the piccies. -
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It would be cool if they added customisable plaques for sg bases. shouldnt be too hard to do either, also Id like customisable signs to be added as well so that i can give rooms names..
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...will you be like an estate agent...
"This is the bathroom...this is the bedroom...this is the kitchen..." DUH!!!
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I suppose could be used to trick the enemy in base raids. Top Secret Room - Dont enter. This ofcourse would be the death ray room
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I still want "Fake Plastic Lava" and "Ornamental Piranha Pool" as base defence items (Aux: Unnecessarily Slow Dipping Mechanism) -
Enjoying playing as Gamma Ranger, especially now I have Photon Torpedoes... sorry, Proton Volley. Coolest sound effect in the game bar none and a decent Snipe
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For PvE Irradiate and Choking Cloud, no contest really. The synergy those two powers offer is just mind boggling. Personally I really can't even think of a realistic situation where a rad/rad would want to use a snipe, there's always loads of better options available.
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I can... when I'm solo or in a small team and facing a damn great boss.
All delivered at max range...
Proton Volley > Lingering Rad > Proton Volley > minor attacks > Super Speed > run to range > Rinse > Repeat
Plus PV has, IMHO, the best sound effect in the game. Torpedoes away! -
You could set up something pretty cool using the Spiritual Advisor (floating statue) piece, but:
(a) it has to be crafted and
(b) can only be placed in an Arcane control room, which limits your other base options somewhat.
Turning a small room into a Garden of Remembrance with trees, big Arcane archway, the large stone block or multiple large mossy blocks for the tomb and a couple of torches - plus LOTS of SG banners - might work. If you do something, post it up... -
OK, that can work, but my personal opinion after having stuck with Ignite for 20 levels is to get something a bit more universally useful with a bit of range between you and the lightly grilled angry mobs
There's no really bad powers in AR, it's just one of two I didn't like out of the set and rarely used.
One thing Ignite did come in handy as is a personal "fire shield" - lay it down where you're standing to repel anything that wants to melee you. (Fireproof underwear advised.) -
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Weavster, how much would you say you depended on Fitness? I'm quite surprised at the damage output so far I can do and can easily keep running through an even level mission without pausing (using inspirations, of course).
I was thinking that combining the knockback powers would be enough to let me tackle enemies at my own pace...
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"Weavster"...? New one on me. It's "Dreamer" or "DW" to friends, Frazz-Dawg.
Stamina is sadly pretty essential, particularly with END-hungry weapons such as M30 (if you take it) Flamethrower and Full Auto. Not to mention Cloaking Device and Targeting Drone toggles. (I rarely turn either off these days...)
What you take to get there is up to you, but I always get Health as a matter of course.
Knockback can be useful but I wouldn't count on it to save your skin. Also be wary of using too many Knockback powers around herder-build Tanks (they're neat freaks, bless 'em, don't like things going everywhere).
BTW - if you really want to have a Commander Harris combat build, consider an AR/Energy.
You lose TD, CD and those lovely mines, but Build Up, Boost Range, and Power Boost can have you unleashing great damage over huge areas, adds a very reliable knockback power (jim-jamYAHA!) or two, and turns you from a Ghost Recon commando type into a guns-n-fists classic pulp hero. It's actually very workable... -
Ah right - nice one. Time to close this thread and start afresh mebbe?
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Super, smashing, great.
Speedboat temp power for star prize then?
Will see if I can be there -
Apparently so.
Here's Emily's final (respec) build...
01 Slug
01 Web Grenade
02 Buckshot
04 Caltrops
06 Taser
08 Swift
10 Targeting Drone
12 Sniper Rifle
14 Combat Jumping
16 Super Jump
18 Health
20 Stamina
22 Cloaking Device
24 Flamethrower
26 Beanbag
28 Trip Mine
30 Teleport Foe
32 Full Auto
35 Hasten
38 Acrobatics
41 Body Armor
44 Cryo Freeze Ray
47 LRM Rocket
49 Burst
There are many different ways to mix up your AR/Devices pot, but here's my 2 inf.
BEST POWERS:
Trip Mine - combine two of these with Teleport Foe for the safest (if slowest) way of disposing of Malta Sappers, CoT Earth Mages, Stalkers and other annoyances. Also good for enclosed spaces like sewers, doorways, and anywhere you can get the enemy down to a choke point. Pile up enough and you can take out almost anything.
Cloaking Device - all the fun of Invisibility in one easy to use power.
Buckshot - much maligned but a regular lifesaver as an "arrgh get away" knockback power.
"PROBLEM" (not necessarily bad) POWERS:
Time Bomb - much trickier and slower to use than the regular Trip Mine and the higher level of damage doesn't make up for it. By the time one explodes, you could have set up three regular mines and pulled or TP Foed the mob onto them.
M30 Grenade - quite high aggro and quite high END use plus knockback. May or may not be to your taste.
Ignite - Creates a static patch of flame. Useful for blocking things like stairs, doorways, and other things, but Caltrops will do the job too. Also has a fear component that will scatter carefully herded mobs, so not the best. Flamethrower has better damage and is much more useful.
GENERAL TIPS:
Slug - slot 1 acc, 3 dam, 2 range - gives you almost Snipe range with no interrupt.
Burst - very weak damage but useful to have something when you're low on END (and you will be). If you have spare slots, slot for DEF debuff. -
RL allowing, Ranger Emily will be there
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Please add Ranger Emily: Level 50 AR/Dev/Munitions (Natural)
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My 2 inf:
OFFENCE:
Skip Snipe powers, nice as they are - you're not supposed to be an offensive machine.
Go for fast-acting, fast recharge powers that don't tie you down too long and Knockback, Hold, or Disorient - anything to keep villains at a safe distance and help your team take them down.
BUFFING:
Heal Aura won't help you as much as Heal Other since people will largely be moving around too much. Forget Recovery Aura.
Fortitude and Adrenaline Boost together will turn any player into a killing machine, so put three Recharge slots in them and get Hasten.
Clearmind all players whenever you've got a spare moment for the status resist and small perception buff.
POOLS:
A stuck empath is a dead empath - keep moving, and keep moving fast! Consider Teleport (with Recall Friend for those "Rez Plz" moments), Super Jump, or Super Speed with Combat Jumping. Shoehorn Acrobatics in for a little mez / knockdown protection if possible. I have the scars to prove that Fly isn't such a great escape power any more... and Break Frees from immobilise powers don't seem to cancel the -Fly effect soon enough.
EPICS:
Power Mastery all the way - get 'em all. Boost (41) will increase your healing power and mezz powers, Temp Invuln (43) is a very decent resist, Total Focus (47) can help you give any unsuspecting villain a nasty headache and Conserve Power (49) will keep you going in panic moments. -
Pity we can't use stuff like Warburg buff/debuff powers without exploding everyone's GFX cards...