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Posts
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Joined
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I'm not sure how possible it is to actually softcap Thugs/Dark, though an effective soft cap after factoring in to-hit debuffs from Fearsome Stare and Darkest Night is easily acheivable.
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Quote:Ding ding ding. We have a winner!The first few times I did a Mayhem I ran right to the bank and got demolished. Now I work my way slowly, cleaning out the trash, boxes, dumpsters, and sides, etc. before going to the bank. That way I don't have a large mob of Longbow attacking and it's much more relaxed. I usually end up with over 20 min. to do the bank itself.
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I hate doing Mayhems with teams, because no one does Mayhems right. Everyone freaks out too much about the timer.
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Quote:*sniffle* I'm going to cry. Our little Traps Defenders are all grown up now!Normally on a Team, you see the people with AoE heals popping them off very often, but I provided excellent protection from my Traps, and the FF Drone, that I was litterally complimented by 3 members of the Team at the good job I was doing.It was a proud moment!
But seriously, don't bother with Time Bomb. It really is as bad as everyone says. -
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One thing to keep in mind, if you're going to team: the bonuses of the Enforcers do stack with the bonuses from other Enforcers. So a team with two Thug MMs gets twice the bonuses for each MM's Thugs.
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Do not slot the Prot bots with more than one Heal. The higher their heal, the less frequently they use the heal. Keeping their heal values lower, counter intuitively, vastly increases the lifespan of your Battle Drones.
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AE badges are mostly global. You earn them on all characters no matter what.
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I pretty much only team when my VG mates are doing things.
The fact that my main 50 can solo +1/x8 missions (with barely more difficulty than being on a full team) may have something to do with that, however. -
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I think all travel powers should be unlocked at level 6. This whole "it's not that hard" thing just serves as a detriment to new players. Earlier travel powers means earlier access to the "Woo, I can fly!" aspect (getting to fly again is why I gave CoX a second chance), which is one of the biggest draws and best aspects of this game.
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I vote to merge the markets. It would help both sides - I notice a lot of salvage discrepencies (something sells for 100,000 blueside but 100 redside, for instance) that would aid blueside as much as red. Having more people redside won't address the issue as much as simply merging the markets would.
The two sides fight different foes throughout their careers, and drops are linked to whom you fight, so they have vastly different salvage pools. Adding more people to one side or the other will not change the simple fact that one side gets more magic, the other side more tech. Merging them is the only way to get those two pools to mix. -
Perhaps this issue could be addressed by simply removing DOs and TOs, which are stupid anyway. Why should we have this geometric scale of enhancement, rather than just having the same enhancements throughout?
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Thugs/Traps is probably the best thing since Bots/Traps.
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A high-damage Hand Clap, possessed by most SS AVs.
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Quote:Not true for all ATs. Tankers get better defence from CJ.If endurance really doesn't matter to you (which might be why you're comparing Stealth to CJ in the first place), your best bet is actually Maneuvers because it contributes more defense than either CJ or Stealth (Scrapper numbers: 2.275% +def compared to 1.875% +def).
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Ever since I could tell the game to pretend I was a full team, my Bots/Traps has stopped worrying about joining others. She just runs through missions set for 8 without breaking a sweat.
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