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Posts
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TP Foe works fine - can pick up any minion and 90% of Lieutenants with 1 or 2 Acc slots.
Bosses are immune, but they're much more vulnerable with minions stripped away.
Oh, did I mention you don't have to be in line of sight when you TP a foe? -
Just my two inf, but I think both of you are missing a trick here: Teleport Foe.
"Telemining" your opponents onto a big pile of bangy goodness turns your Trip Mines from a "passive" attack - where you have to coax enemies on to your mines - to an active one, where you can safely dispose of Malta Sappers, Voids and other nastiness easily.
With four mines and a successful hit roll, you can also safely dispose of most player villains except Energy Stalkers. Even most Brutes will succumb with six or seven. Telemining's a different kind of villain hunting - rather than chasing them into their territory, find a popular battle spot and wait for them to come to you.
- Take TP Foe at either 26 or 30 (giving you access to it in Siren's.)
- Drop Time Bomb and shift Rain Of Fire to 35 (Time Bomb may have superior damage but is trickier to use, especially in teams. Two Trip Mines will give better damage).
- Attack sequence:
Trip Mine
Caltrops (stops them running straight off)
TP Foe
Fire Blast (finish them!) -
That's what I thought. Had been thinking of respeccing Ranger Emily from Munitions Mastery to Elec Mastery, but would probably be better off staying as a pure minion shredder.
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Fallout and Atomic Blast? You are teh crazy!
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...he don't know me vewwy well, do he?
Dreamer SMASH! -
How effective is EM Pulse at stopping AV Regen? Worth taking or is it not effective for long enough to make a difference - bearing in mind that it's a Nuke of sorts with full END drain?
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Thanks for the advice all.
I'm going to make an Offenderish build (with LR at 12) up until 20, then Freespec into...
01 Neutrino Bolt
01 Radiant Aura
02 Accelerate Metabolism
04 Radiation Infection
06 Irradiate
08 Hurdle
10 Hasten
12 Lingering Radiation
14 Super Speed
16 Proton Volley (sorry, I've wanted this ever since I first heard its sound fx...TORPEDOES AWAY!)
18 Health
20 Stamina
22 Mutation
24 Enervating Field
26 Aim
28 Cosmic Burst
30 Choking Cloud
32 EM Pulse
35 Fallout
38 Atomic Blast
41 Power Build Up
44 Temp Invulnerability
47 Total Focus
49 Conserve Power
...thoughts please? -
Decided to roll a Rad/Rad t'other night at about 1am, and found 5 other new Rad/Rads running around Galaxy...
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Not such a complete build, but what say you to...
01 Neutrino Bolt,
01 Radiant Aura,
02 Accelerate Metabolism,
04 X-Ray Beam,
06 Hasten,
08 Enervating Field,
10 Mutation,
12 Radiation Infection,
14 Super Speed,
16 Hurdle,
18 Health,
20 Stamina,
22 Lingering Radiation,
24 Proton Volley,
26 Combat Jumping,
28 Aim,
30 Choking Cloud,
32 EM Pulse,
35 Cosmic Burst,
38 Atomic Blast,
41 Power Build Up,
44 Temp Invulnerability,
47 Conserve Power,
49 Total Focus
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1. Carry Break Frees at all times if possible.
2. Stand in the middle of caltrops - may not stop the alpha attack but will give you enough time to turn to face them.
3. If your tactics are telemining, work out how much ground your caltrops cover and put your mines in a ring around yourself. It may not save you, but if you snuff it, they'll go off - ensuring any victory for the stalker is a Pyrrhic one at best. -
Just got my LRM, and all I can say is...
/em muhahahahaha
It rocks - can't wait to get it slotted. Hell of a recharge time though. -
There are triple ones, but they're all for the "minor" enhance classes.
I believe double HammiOs boost the two aspects by 50%, while triples boost each aspect by 30%.
Here's a list of the gummy jelly goodness on offer, just by beating the biggest AV in the game...
Nucleolus - Damage + Accuracy
Centriole - Damage + Range
Peroxisome - Damage + 'Mez' Effect
Endoplasm - Accuracy + 'Mez' Effect
Golgi - Healing Rate + Endurace Cost Reduction
Ribosome - Resistance + Endurace Cost Reduction
Microfilament - Travel Speed + Endurace Cost Reduction
Lysosome - To Hit Buff + Defense DeBuff + Accuracy
Enzyme - To Hit DeBuff + Defense DeBuff + Endurace Cost Reduction
Membrane - To Hit Buff + Defense Buff + Recharge Time Reduction
Cytoskeleton - To Hit Buff + Defense Buff + Endurace Cost Reduction
Note that Hammi-Os will not add an additional effect to a power.
EG: if an attack power accepts accuracy and damage enhances but not range or mez, you should use a Nucleolus but not Centrioles or Peroxisomes. I'm not sure whether you can still slot those two... -
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And yes, fully agreeing with Dreamweaver, LRM is blooming great, especially once slotted with 3 Damage SO's.
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*proud* I is no longer teh n00bzor.
...and I have a Dam/Range Hammy0 waiting for my LRM -
Since you have AR already, it's seriously worth taking Munitions. There'll be no switch time for using the gun (you'd have to keep drawing it if you use other powers) and you get a great hold (Cryo), an average sleep (Grenade), and a HUGE WONDERFUL snipe (LRM).
Body Armour's a relatively weak resist, but isn't switched off by mezzes and burns no END.
I would personally take:
41 Cryo
44 Body Armour
47 LRM
49 Sleep Grenade
If you really want another set, consider Force Mastery for Force Of Nature, Repulsion and PFF. -
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Munitions actually does even moreso with the sleep grenade, but the clear downsides of Munitions are that if you're going for shields, the one provided by the set is actually the worst.
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My 2 inf on Munitions:
- Yes, you get the AR animation draw time, but you also get the AR Acc bonus.
- Body Armour is still worth taking - if only because it can't be detoggled (what good is a better shield if you're stunned?), drains no END, and still slices a significant chunk off your damage.
- Sleep Grenade... is a bit meh, especially if you're playing in PvE a lot.
- Cryo Freeze is one of this set's two real gems - a fast, very accurate single target hold that'll freeze minions and LTs in a single hit and even make you tasty Arch-Villain popsicles with repeated hits. Serving suggestion: 2 Acc, 2 ReChg, 2 HoldDur. (If you have Targeting Drone, go for 1 Acc, 2 Hold & 3 Rechg.)
-LRM Rocket. Sniper range, Superior damage in an AoE. Joy
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Also in PvP none of players aren't robots as far as the system is concerned, so EMP does no damage (it rocks more in a fight against freakshow or nemesis waffles.)
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Nemesis waffles? Sound tasty. Do they come with maple syrup?
Damn, I hate diets. -
New theme song for my Robot/Traps Villainess, Agent Flux:
Blue Man Group feat. Gavin Rossdale: The Current
...they may look weird, but this lot ROCK. Also check out their superb disco/thrashcore/drainpipe take on I Feel Love with Annette Strean. -
My suggestion:
Add 15 second Debt Protection to all player attacks.
That way, if someone gets killed by PvE mobs, fair enough, there is debt.
If someone gets killed by PvE mobs during a PvP fight, there is not.
I feel this move would remove one of the root causes of the argument. Sure, it's messing with the Risk V Reward principle and it could conceivably be abused. But:
(a) it would actually encourage more use of the PvP zones
(b) it would eliminate much of the blame culture - no harm, no foul.
(c) IT'S A GAME. A game is fun. Dealing with "Sorry mate I didn't see you were fighting" tells from apologetic villains (!) and such is not fun, and neither is clearing debt. If something is not fun, people don't do it and don't pay £9 a month for it, particularly if they haven't been with the game long enough to develop loyalty.
Herewith ends my caffeine-induced-mini-rant. -
Me again.
With the Freespec approaching, I'm deciding on what to 'spec in and out.
Current build and ideas...
Web Grenade
Burst
Slug
Buckshot
Caltrops
Hurdle - Swapping for Swift
Targeting Drone
Sniper Rifle
Jump Kick - swapping for Air Superiority
Super Jump - swapping for Fly
Health
Stamina
Cloaking Device
Flamethrower
Ignite - Swapping for Beanbag
Trip Mine
Teleport Foe
Full Auto
Hasten
Auto Turret
Body Armor
Swapping SJ for Fly: yes, it's slow and chews up 3 slots for speed, but I've been slapped down one too many times by placing a jump JUST into Nemesis range.
Really Ignite is the only power I'm unhappy with. I'd very much like to sneak Taser in there too for the Boss Mezz Combo. Caltrops are essential for Telemining so victim can't escape, so it's down to...
- Burst: nice for DEF debuff and "out of END" moments.
- Buckshot: handy knockback for those "Argh get away" moments.
Would appreciate your thoughts. -
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Body armour a low res to smash and lethal passive just 8%base but whilst your being hit by all the other damagetypes its a wasted power choice, good though that its a passive.
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Just realised why Body Armour is a GREAT power choice - as it's a passive, it can't be detoggled by Nemis, Malties, or StalkersA toggle power might have better resistance but doesn't do you any good when Stunned or Held, which is a routine part of your average blaster's life.
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/agree with the hubby
Munitions has some fantastic toys and gives you the BFG to play with, but also has the draw time issue. Body Armour also has weaker DamRes than others - but it's a passive, no-END power, so if you have an END-hog attack chain it's worth considering. The other great thing is it's a resistance that can't be detoggled in PVP or by high-level enemies like Maltesers. -
You never know.
I wonder if status effects (armor etc) carry on while pumpkinned - flaming, glowing pumpkins might also be a bit of a giveaway... -
As a special request for Dead_Calm...
Check out this emote guide with all the new emotes...
...especially this one. (clicky)
I therefore reserve the right to liquidate any stalkers using this emote to hide, before pouring them into a pie case with muscovado sugar and light cream and baking for half an hour at gas mark 4.
To give this thread some actual point...
What's the oddest tactic you've yet seen used in PvP?
(and did it work?)