Griff Mender

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  1. Quote:
    Originally Posted by Biscuits_EU View Post
    It's auto-hit..
    ......oh.
    And so I have achieved fail.
    Well then...carry on.
  2. My personal opinion, for a team oriented controller would be earth/rad. you get great controls and debuffs and you can find a great guide for it if you find Local_Man's Earth/rad guide. It is very useful early on and combining things like stone cages and radiation infection are low level wins for team support. Take hasten along with AM and work for recharge and you can get alot of those great AoE earth controls up even faster.
  3. Quote:
    Originally Posted by Garent View Post
    I am. It takes 2-3 trick arrow powers to equal the effects that a single power from other sets put out.
    But do you see Earth trollers shooting boxing gloves at people??? HA! I think not! (Again, Devs, $5 extra a month for a boxing glove arrow. I'm begging here)
  4. Quote:
    Originally Posted by Local_Man View Post
    The one time somebody said that kind of thing to me (in team chat), my response was something like, "If you don't like the way I handle my character, then I'll be happy to quit and you can find somebody else."

    The rest of the team told the complainer to shut up and asked me to stay.
    That's really funny. I got yelled at by a blaster for firing off a fulcrum shift right before he did his nuke and he was screaming about how I was causing him to over aggro. Never mind that by then all the mobs were dead and there wasnt anything to worry about. I went back to throwing down controls and chuckling quietly to myself.
  5. Quote:
    Originally Posted by Angelofvalor View Post
    Ok first question any changes to recall friend? Not sure if I would find hasten more useful or not, any current sample builds I can look at? Seems there has been some changes to dark anyways help me out here please its been ages I do not even remember how to play it!

    Thank you.
    Oh wow. See. this is why I fail. I go and post something without taking into consideration the OP...sorry. really.
    ok to answer the question. recall friend is super important cuz your rez is targeted off a mob and is AoE. So if your friend dies you can get within range of a minion, (and make sure its a minion if you are using it as a rez to make sure it hits imo) teleport your friend to you then hit the rez.
    Hasten is very useful and I think superspeed is a great match for dark since superspeed will combine with darks stealth power for full invis in PVE.
    And finally, for a build I would check out Darkity's guide in the defender FAQs section. It is still very valid and is very informative and put together well.
  6. One of my favorite things with Dark/Dark is how effective it can be with just SOs. My opening for almost all spawns is Fearsome Stare>tar patch>tenebrous tentacles>nightfall. By the time I get to nightfall everything in that spawn has so much -acc/fear/slow/etc on it that the team has nothing to worry about whatsoever. The other powers like combing howling twilight with dark pit and oppressive gloom seem like overkill in most situations. I still use them, cuz overkill makes me giggle, but the beauty of dark/dark is how easy it is to use.
  7. Quote:
    Originally Posted by McNum View Post
    Sadly, there's no boxing glove arrow.
    ........YES!
    I will pay an extra $5 a month just for a boxing glove arrow! You hear me devs! This is cash money I'm offering! It doesnt even have to be effective! Make it like brawl! I dont care! Gimme a color customizable boxing glove on my arrow!
  8. Quote:
    Originally Posted by Angelofvalor View Post
    I am looking for that kind of versatility but can you approach a fight in differant ways? I will most deffinatly try it past 30 thanks guys.
    Oh totally. Just like most classes that arent mindless damage machines (I'm glaring at you shield scrappers!) You can really mix it up. Ice arrow the sapper, oil slick and burning arrow, flash, glue, etc etc etc, you can have lots of fun and look cool doing it. If you build for recharge you can really have fun just spamming the insane debuffs without too much worry for endurance. Accuracy is innate with archery so you are good there and with archery you get a crashless fast recharging nuke that looks awesome. Go for it. You are going to like it.
  9. Quote:
    Originally Posted by Medic_brietz View Post
    I did this once with an alt build on mine for people who compalin about not getting SB.

    1. 3 slot that bad boy with run speed and make sure to use it in cavern maps
    2. ?
    3. laugh when they complain
    4. profit!
    HAHAHAHAHA! I actually did that! I had a concept toon speedster on Virtue who felt that if you werent moving at the speed cap you werent doing it right! (keeping superspeed on all the time even indoors. painful to play sometimes but a fun concept to try) And so I had SB 6 slotted with end mod and run speed and would hit people with it that I felt were moving too slowly.
  10. Quote:
    Originally Posted by Local_Man View Post
    Accuracy or Endurance? Neither. Recharge. The key is to get Seeds of Confusion and Creepers recharged as fast as possible. You also want to throw out Roots as much as possible for the Damage. You want Freezing Rain recharged as much as possible. You want Lightning Storm recharging fast, too. There are plenty of ways to get Accuracy, Recovery and Endurance bonuses from IO sets.

    Yes, you can get Recharge from sets, too, but that tends to be more expensive and take more slots.
    Im not really seeing any situation where Recharge isn't the right answer for this question. As far as I can tell there isnt a single controller who wouldnt benefit from recharge far more than other bonuses in the alpha slot. I know im taking it for my Ill/rad for sure.
  11. Whenever Im running with new groups I really enjoy seeing a high lvl TA/Arch. They seem pretty rare over on Virtue (tho im suprised that a concept oriented toon like that isnt more prevalent on the RP server...) The debuffs dished out by a high lvl TA are insane. With the resist debuffing they can do most teams I've seen them on just melt the enemy. I've started lvling one myself and am creeping up to 25 atm. Its been quite a bit of fun and while at the moment its not the most powerful low lvl defender I've played (that honor goes to my Dark/Dark defender who was scary overpowered straight out the box) but it does help out quite a bit. One of the best parts I've noticed is that it is very accurate and endurance friendly. Looking forward to i19 so i wont have to skip any powers early on in favor of fitness pool.
  12. I'm not sure what's wrong with me (or apparently all of us on this thread) but this sounds like so much fun it HAS to be made! I've been wanting to make a FF/NRG defender specializing in KB for so long now but had my enthusiasm tempered by the knowledge that I'd get kicked out of most pugs if I went crazy with it. But the idea of 6 slotting force bolt for recharge and knockback distance makes me giggle. Its already a fast recharge but to have it available all the time and have great distance on it would be awesome. Between that and Energy powers slotted for KB instead of damage...
  13. Quote:
    Originally Posted by Demondante View Post
    Yeah, i got lucky that no random people came by to help. Luckily, I didn't need inspirations either, I died twice, but it was because I was either watching something on TV or my wife was saying something to me. Biggest complaint is that they haven't fixed phantasm yet, his constant need to go into melee now is annoying.
    I would have to wait to summon him, usually a few seconds before I need to recast phantom army, so that he would take agro, and keep it during recast before he died again.
    Totally frustrating. Phantasm used to be so reliable! My big problem when trying Lusca was that for whatever reason when I summoned PA, they wouldnt actually start attacking right away despite being summoned right next to the tentacle i was attacking. I would then lose aggro and get killed pretty quickly. I was maintaining way more than enough recharge for Perma so I didnt have downtime at all between PA but the new PA wouldnt pick up the fight right away and thats what would take me out. The best thing that ever happened to me on my Ill/Rad was finally realizing (after spending my life savings of inf on recharge bonuses) that you can craft a recharge empowerment buff back at base and unlocking Geas of the kind ones. Once I picked those up I went from having just barely perma to very comfortably perma for any big fights
  14. Quote:
    Originally Posted by Demondante View Post
    Want to throw my 2 cents in and say Psi Mastery. PA and Phantasm does plenty of damage outside of Psi, so taking another psi attack to me is no big deal.
    But another awesome reason, is in my opinion, psi damage is much more common in late game, and indomitable will gives a NICE defense buff to psi damage on top of the mez protection. So if you get enough recharge, you can basicly have perma mez protection and up to about 20 something percent psi defense (can't remember off hand what the base psi defense is for it, but remember that its pretty good).
    Yeah, the psi defense is really nice, but the reason i picked fire over psi is that alot of mobs have good psi resist (like robots) and it's important to have a varied damage type for those specific mobs.
  15. I've been tossing it around in my head for the last week or so if it'd be worth it to go for one of the patron pools or keep the fire APP. Fire works so well with my perma PA ill/rad and its a very stable attack chain which i can toss fireball in with for some aoe when I can. But the idea of yet another pet to add to my dps is very tempting. Problem for me is that I cant afford to do both, 1 build with perma PA and fire and another with perma PA and mace mastery lol. Unless I get really lucky with hero merits in the next few weeks heh.
  16. Awesome job! I've tried to do that 5 times now on my Ill/Rad. Each time I give it a go I either screw up horribly or once I get in my GM slaying groove a team of players shows up to "help". So then it doesnt count as soloing anymore and I have to run away and gorge myself on Faultline Donuts! So, once again, great job!
  17. The builds displayed in Local_man's guide work great for both teaming and solo play. I went at first with his leveling up build up until about 47 or so with just SOs and the teaming went great. I went with both group and superior invis since i really enjoyed stealthing but i was suprised how little i needed to use group invis. If you go with Local's builds you can get a great one for decent inf with his middle of the road build and if you are GM slaying inclined you can go for his Perma PA build (which I finally got going around december of last year and love the heck out of). Mids is a great tool to see where you can save on IOs here and there. You don't need perma to be a great asset to your team or anything and his middle of the road build was a ton of fun to play. With i19 im thinking you can toss in a few of those powers that got omitted in the tight builds since fitness will be inherant, like the rez in radiation or recall friend things like that.
  18. Griff Mender

    Pet AI broken?

    Quote:
    Originally Posted by Postagulous View Post
    But they can't get hurt.
    But the thing is with PA is that we need them to attack as soon as they are summoned reliably to tank for us. especially when soloing big targets. Like I was trying to solo Lusca a couple of weeks ago for giggles (emphasis on try) and every time I summoned the PA practicly touching a tentacle they would just stand there. i wouldnt notice them not attacking until my enervating field toggled onto the tentacle and the floating sushi bar one hits me. the PA never attacked due to what I'm assuming to be range issues. like they couldnt make up their minds so they didnt do anything...
  19. Griff Mender

    Hero Mash-Up

    Aquateen

    Aquaman + Teen Titans
  20. Not quite a reject since i still actively play him, but I really liked the name for my Dark/dark/dark defender, Max Flatulence "The Marvel of Methane" used power customization to give all the dark powers a sickly flatulence like look. costume has a gas mask and the aura is flies buzzing around him.
    the bio was pretty good too. A frat boy who has discovered new and innovative uses for his digestive difficulties. He now wears a mask to protect himself from...himself. He fights crime with the power of his bowels.
  21. Griff Mender

    Buff vs Debuff

    Quote:
    Originally Posted by PC_guy View Post
    just a note: if im understanding you correctly, this is way too much work. having to do a macro before each mission is more work than, I atleast, would wanna do especially when its easier to just normal target but to each their own i guess.

    the biggest difference i've come to is, obviously, your playstyle and who you play with. For me, I can't stand just buffing and attacking and prefer to debuff and attack since its more active. also, i tend to team with more experienced players so most of the survivability buffs, like ff sonic and emp, isn't nearly as helpful as say a cold or dark.
    ok yeah just a lil misunderstanding. i dont make a new one each time. i have a base macro i edit the names on each time i go after a mission. you just select edit on the macro already premade and change the name. takes like....3 seconds. and it lets you flawlessly target the boss in any group right away and debuff the hooha out of him (hooha is a medical term) in most arcs you dont even need to change it since the group you face is the same. tho this is slightly tainted that i am a macro/bind freak.
  22. Griff Mender

    Pet AI broken?

    Not only have i noticed this with my phantasm but i also had a problem with my PA not attacking when summoned since i17 came out. didnt think it was related until i started reading the reports about pet behavior problems. i really hope this is fixed. or maybe im just imagining a problem thats worse than it is.
  23. Griff Mender

    Buff vs Debuff

    you can actually contribute even in a fast paced team as a rad debuffer with a trick i picked up from a friend a while back. Since on a fast team anything shy of a boss isnt gonna live long enuff for the debuff to last anyway debuff the bosses. The easy way to do this is make a targetcustomnext macro that you can edit per mission pretty darn easy. like say yer goin into a malta group mission. your macro would be like /macro Boss "targetcustomnext gunslinger$$targetcustomnext commander$$target customnext zeus" this will allow you to hit the gunslingers, tac ops commanders, and zeus titans first without having to search them out. you could bind it to your number pad if you wanted to and have like numpad8 be the target and numpad 4,5,6 or whatever be enervating field, rad infection, and lingering rad. (just example, thats whats comfy for my hand). i suggest the macro instead of the bind so you can edit at the start of each mission. but itll let you pick out the boss fast, debuff him hard, and the fast moving team is moving that much faster. ive played both debuffers and buffers to 50 several times so far and my own opinion is that i prefer debuffs. the reason behind it is that players do quite a bit to their own toons already to make themselves awesome. set bonuses, and just plain skill that sometimes buffs are overkill. like putting forcefields on a SR scrapper who is already capped out for defense seems a waste. but debuffing the resists of the mob that scrapper is attacking is win/win. I hope that trick here helps you enjoy rad. cuz its really a fun set.
  24. Quote:
    Originally Posted by vernichterhelge View Post
    i dont know i diddnt have the problem on my 3 soloing runs on lusca
    but i realized that it is best to throw them next to the head and the tentacle you wanna fight against so that the head is always attacking them. PA starts to kick ***** when they are attacked maybe lusca didnt attack them
    Great suggestion! i mean i need them to tank the head too so thats a great idea. im sure i can land placement correctly. water makes it hard to determine exact placement but ill work on it. pretty sure i can keep them out there i run a 223.75% recharge bonus during my GM/AV runs. so i get a little breathing room.
  25. Ok so here's my situation. I have my Ill/rad and i was attempting to solo Lusca the other day. ( I realize it probly would not have worked but hey. thats the kind of guy i am) so im outside of aggro range but have sufficient range + a little to summon PA right next to the closest tentacle. I summon them fire off my phantasm wait a sec, throw on my radiation debuffs. And then i notice it.....the PA was not attacking. they werent coming back to me or anything. but they werent attacking the tentacle they were summoned next to. next thing i know i have a face full of sushi and wake up in the hospital. I figured i probly just didnt summon them in the right spot so i wait for my recharges to kick in and give it another go. same thing happens. i try this 2 more times before i just decide to go pick on Paladin again. But what I am concerned about is that with every other GM i have tried to solo, my PA will start the fight right. why not with Lusca?