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Posts
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Stacking a floor for a large room can be seriously time consuming. As in hours of time just getting the floor ready for decoration.
It can be worth it, though, with some nice multi-floor effects to pay back your effort. -
The best way to stack these days involves the Accent Lamp (from Lighting) and the Floor Tile (from Room Details). Just place the Accent Lamp roundabouts where you want to start stacking (you may have to stack two, which is easy, to get the right height), then grab a Floor Tile and float it in the Accent Lamp to the height you want to work with.
The Floor Tile is treated by the editor as a floor for any subsequent item placements, and you can stack Tiles on Tiles to cover the entire room.
Careful, though: the Floor Tile itself is transparent from the bottom, so it's best to then cover the tile with rows of counters from the Desks tab to create an actual floor/ceiling effect. (After the counters are down, you can go to "Current Room" and delete the Floor Tiles if you're a neat freak like me.) -
Quote:It's a trap!
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Conversations about Veteran Rewards are never good, thus my initial response condemning the necromancy that brought it back.
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Quote:********. If playing had anything to do with it, then the basis of rewards would be on time played, or some complicated algorithm balancing time played and time paid.It is to reward people for their time spent supporting and playing the game.
It only rewards time paid, and that is all it is meant to reward. -
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Quote:You still didn't have to pay for it, while they did.Something that was only obtainable through loyalty to a company was purchased by someone who has not shown the same loyalty. This would, in essence, make that thank you gift completely worthless, because now anyone can have it.
I really wish the people against this would stop trying to justify it any other way and admit that the reason the support the program as is and like the program as is is due to the feeling of being special, valued, and favoured it conveys. You like knowing that the time you've put in makes you valued more than the people that have put in less time.
It's that simple. It's human, it's understandable, and it's what's really behind all the objections. -
Bots/Traps is one of the classic Tankermind builds, as well as the AV-soloer. And your Traps should never be "supporting from the back" - a lot of Traps best tools come from being in the thick of things (Triage Beacon for the Brutes and Stalkers, toe-bombing with Trip Mine, Caltrops being a fairly short range power). With pools and FFG, you get just about the same personal defence as FF, with the utilities of Traps. And your Bots will only be a few points off the softcap with just their own bubbles, your FFG and Manoeuvres (close enough that Edict of the Master plugs the hole), so the added benefit of the individual bubbles from FF is minimal. And Traps offers a lot more tools for controlling the battle and attracting attention away from your bots (if not always on your MM, in the case of Acid Mortar).
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This isn't the Mastermind forum. No Necromancy.
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One of you should be Traps. Traps is awesome. Plus, stacked Enforcer buffs + FFG and Leadership from the MMs should get your Thugs to the softcap easy, with no expensive IOs required.
Thermal would be a good one for the other secondary, since you're avoiding Dark.
Pain might also be good. Pain might actually be better, because it's more team-buffing than single-buffing like Thermal. -
Quote:Another note: Scrapper players (usually) don't expect to be saved (which you probably already know), so it's okay to let them go sacrifice themselves. That's why we have the word "Scrapperlock".Edit: I wanted to add that holding aggro is only a real issue when you have an overzealous blaster or scrapper (because it's usually one of those two ATs lol) that charges in before you... this WILL happen but any team I've been on where that's been the case the "guilty" party usually responds to their death with "oops". lol
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I've never found Ballistas to be that tough, personally. Am I weird?
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Yes please. It would make organising super groups so much easier!
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Quote:I love this whole idea, but especially this part. The badge names are brilliance.Badges:
No ticket!: You've destroyed one of the 5th Column invasion blimps, nobody flies illegally in your airspace!
Mekapocalypse: You've destroyed the gigantic wunderweapon of the 5th Column. -
Quote:I whole heartedly agree. I actually have a couple toons that would not sit that demurely, and it kind of bugs me. Especially since they routinely wear pants (and it's not like the emotes stop skirts from clipping as it is.)Hn..too early to boot up my cerebral core.
/Signed, though. My main gripe is; give women the male sit emotes. Especially the bench sit ones. Females have '5' bench sit emotes...except 4 of them are all the same. The sitchair emotes are nearly as bad. It's majorly annoying. -
Quote:Won't anyone think of the children?!?A more serious argument than that YOU MAY BE COMMITTING CRIMINAL SEXUAL ACTS INVOLVING CHILDREN?.
You know, in nations owing fealty to the British Crown, the age of consent is 16, not 18. America is one of the few nations (and most states don't even conform with the stereotype) where there exists some belief that 18 is a magical age at which sex suddenly becomes okay.
You need to watch a little less Dateline, I think, and stop trying to protect other people's children. Protecting your own is work enough for anyone (and it really isn't our job to protect your children for you). -
The reason my Fire Corruptor doesn't use her Snipe is because there's just no need; between RoF, BoF, and Fireball most things are already dead, and those that aren't are easily dispatched by a Fire Blast or two.
So the main reason I don't use the Snipe is because it just seems superfluous. -
According to Mids, MM and Corruptor numbers are the same for defence (both at 2.63), with Corruptors granting a 15% vs. 11.3% damage bonus and a 10% vs. 7.5% to-hit bonus.
MM Vengeance has a slightly higher (1.2%) defence bonus, but a correspondingly lower (1.8%) to-hit and damage bonus.
Looking at the numbers, I stand by my statement. -
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Quote:One thing to note: several of Traps' powers (Acid Mortar, Trip Mine, Triage Beacon) require you to be on the ground to deploy them, so Hover-fighting is often counter-productive for Traps players.Travel powers? some people like super speed to zip away. Others, like myself, prefer flight and hover in order to watch battles unfold from above (and unobstructed) but it's really all about character concept.
I think some of them might be usable if you're hovering low (I've never played a Hover Trapper) but considering their usefulness, it's probably best to err on the side of caution and avoid Hovering/Flying in combat with your Traps characters (this isn't to say avoid Fly as a travel power if you like it, just turn the toggles off in combat.) -
Skip Time Bomb. Time Bomb sucks.
Pretty much everything else in Traps is awesome, and you should probably take it.
Also, Leadership is good for Corruptors. They have the best numbers for it redside (save for VEATS, which I don't count because they're not available to newbies), and your teams will love you for it. Manouevres + Force Field Generator should give over 20% defence to your entire team (including yourself, of course), which makes a noticable difference. -
Quote:This is one of the few cases in which Mids is wrong. End Redux enhancements in your summoning powers will both reduce the cost to you to summon and the cost the pets pay for their own powers. A little bit of End Redux in the Protector bots is a good idea. Ever since I put an Acc/End in my Protector bots their endurance has run out far less frequently, and I've personally tested to be sure that the summon endurance cost was reduced as well. (Recharge used to apply to pets too, but now it applies only to the summon power itself.)In regards to Bots, I'm especially interested in how the End component of enchantments affects them. In Mid's, it doesn't appear to reduce the cost of summoning the bots, so does that mean it affects the amount of end it cost them to use their powers instead?
That said, from a defensive standpoint, you'd be well advised to get the extra 5% ranged defence you need to soft cap it on yourself (I'm assuming an 11% buff from the Prot bots - IIRC, that's about what I get). This would be fairly easily achieved by slotting the Drones and Assault Bot both with full sets of Blood Mandate. I don't think the extra damage from the Procs you have in them is going to be worth not getting to that all-important 45% defence. With my Bots/Trap, the 45% makes her pretty much indestructible (it helps that my Bots also have soft-capped defences) and allows her to solo +1x8 with ease.
I don't think the stun enhancements in the Prot Bots is going to make a difference. I'd switch to Edict's Defence Aura held in the Prot Bots (I have both, personally) and switch out the stuns for something else.
On the subject of the Build-up Proc: I had Gaussian's in Tactics on my Tanker once, but even checking every 10 seconds it simply doesn't come up enough or stay long enough to really be worthwhile. My Assault Bot still destroys things with just a full set of Blood Mandate.
If you don't really want to mess with the Assault Bot's slotting, you can get the defence you need by fully slotting Caltrops with Pacing of the Turtle as well. PotT's -recharge proc might not seem like much, but I do notice a difference in incoming attacks between using and not using it. -