-
Posts
2093 -
Joined
-
I usually tend to not stick with any character that can't handle +0/x3 with minimal problems, so I stick most of mine at +0/x3 as soon as they can handle it (which is usually pretty darn early) and increase it as necessary. By the higher levels, my Brutes range from +0/x3 to +2/x8. For many builds, it depends a lot on what faction I'm fighting. Now that difficulty changes are free, I don't hesitate to turn it up or down as needed.
-
Quote:Well, there is /petcomall stay. I tested with my bots a little, and it seemed like if I set them to stay, they'd properly shoot enemies with ranged attacks... unless an enemy got close, in which case they'd use their brawl and then go into punchzerker mode. Setting my bots to stay a good distance from the enemies, then running up and placing caltrops a safe distance ahead, I've had pretty good luck at keeping my bots out of melee.EDIT: An easier (harder?) fix to going through every individual pet and changing their powers would be to come up with a command that orders your pets to not move under any circumstances, yet remain aggressive or defensive. They can call it hold ground or something. When ordered to attack, they will attack anything that comes in range, but won't leave their location to chase runners or use melee attacks.
-
Another problem with huge maps, especially at low levels--there's a very good chance you'll level in the mission and end up fighting -1s for the rest of it. Or even -2s or -3s if you level multiple times.
-
Quote:Those things are pretty mean. I don't think I've ever dropped one before they swarm me to death or I ended up just running away.Speaking of missions designed to send you to the hospital, the first time I did Darrin Wade's arc I got completely pwned by all that living armor in the midnighter's club that gets mad at you (I think it's the last mission for him).
I was playing a mastermind, I can't remember for sure but I don't think I even had any pets out lol. -
Quote:Yeah, agreed. The older books are still plenty good by themselves, and while most of the books are pretty friendly to a newcomer picking them up, they still work best read in chronological order.Ooooh, I'm on the borderline of disagreeing here
I can see what you mean, his later books are far superior and he really got into his writing style after a few books, but there is a definite character progression if you read the books in publication order, especially for the likes of Rincewind and Granny Weatherwax.
Besides, it's not like the first couple of books are bad, they're just not as good as the later books, makes more sense to start that way and let it improve, bit like being fed sirloin steak for years then being suddenly given burgers instead -
Quote:Yes.Vigilante/Rogue Task: Watch and Ponder
- In this task force, your Vigilante/Rogue character will have the opportunity to watch a burning orphanage full of children burn to the ground.
- Will you sip Enriche or stand in the warm orange glow of the flames and ponder how you can make money off of this?
-
Quote:On my Earth/Fire, things usually end up locked down enough that I'm quite safe in melee... which is coincidentally also the best place to use Combustion. Usually, spamming Fire Breath and Combustion a few times will mow down the minions, then I can treat all the lieutenants and bosses to Incinerate, Blaze, and Fire Blast until they keel over.I know Incinerate is a good attack, I really like it on my FM/SR Scrapper. I'm not sure if it'll be worth picking on a Dominator, though, if it's going to be my only melee attack.
Consume is nice to keep around, but I agree with PhroX that you could skip it if need be. I like to drop it when it's up to boost my recovery until Domination recharges.
For ancillary pool, you might want to also consider one of the sets that offers a +defense toggle (Mace and Ice Mastery, I believe.) As I piled on +recharge, I eventually hit a point where my AoE controls were up every spawn, so I could generally solo very large spawns, but those same spawns could shred me in seconds if I got unlucky and missed a few or a patrol wandered into the mix. Layering some defense on really helped. Plus, they can take LotGs! -
That one was awesome, but I wouldn't wanna do it if I weren't sure of the character's capabilities. Think I had six separate bosses chasing me down at one point... good way to keep me on my feet while playing my perma-dom.
-
-
Quote:Same here. I also just plain don't like origins in general--they work for some of my characters, but others just get confusing. If a character is durable enough to survive fights because of a mutation, but uses naturally-trained kung fu to fight, are they Natural or Mutant? If they're super-strong due to a lab accident but amplify it with a suit of power armor, are they Science or Tech? I tend to just pick a best-fit origin, but they're loose enough that I mostly ignore them.I wish there were some way to change our origin. I've had characters start as one origin and then as I develope them and choose new powers, decide that their powers grow in different way (or even completely alter the character which isn't uncommon in comic books). But once you choose an origin at character creation, you're locked into it unless you want to delete and start over.
-
Quote:All three combos would be very strong.Any thoughts on how Dark/Sonic, Traps/Sonic, and Rad/Sonic would play differently?
Like Amy said, Dark/Sonic would be control-heavy to the point where you could skip some of it, and it'd probably also be the slowest soloer of the three, but also the safest for most of the game. All three of these combos can be pretty safe, but it's hard to top flooring every enemy's ToHit while fearing them.
Traps/Sonic is a pretty good jack-of-all-trades. You make up for the relatively poor solo AoE damage of Sonic Blast by being able to put spawns to sleep and then plant bombs on top of them. As an added bonus, you walk around with your own mezz protection, pack superb -regen, and have a pet that can let you take alphas of x8 anything.
Rad/Sonic is pretty similar to Traps/Sonic in a lot of ways. You don't get explicit mezz protection (instead relying on -ToHit, sleep, and soft controls to just keep the mezzes from landing,) but get more reliable debuffs, Accelerate Metabolism, and a heal in exchange, as well as one of the best AoE control powers in the game. -
Quote:This is similar to how I have Neon Jenny set up. Fire/Rad Corruptor. Green and brown Fire Blast makes excellent Captain Planet style generic pollution.Captain Vaserbeam, a Rad/Dark Corrupter whose powers are all recolored to the same nasty, dirty greenish brown. It's supposed to be that he's taking all of the pollution in the area and redirecting it in a condensed form. Which is why all of his powers weaken, slow down, or damage the enemy in some way.
Magatama, my Rad/Energy Blaster, has all of her attacks colored a pale yellow, and is actually shooting people with super-intense sunlight.
Hail Striker, my Storm/Archery Defender, is actually shooting icicles and lightning bolts out of her bow. This one, the game obviously doesn't let me customize just yet. -
Empress Tier, my DM/DA Scrapper. Got her to about 30, at which point I looked at the next 20 levels of powers, didn't see anything that would particularly increase her capabilities, and got bored. This was pre-IOs, and a nice level 50 build would give me something to play toward.
Also, Reisa Cobblestump, my steampunk mad scientist AR/Traps Corruptor. The one corruptor I ever really enjoyed playing. Her soloing got pretty slow by the mid 30s, so I got bored and wandered off. I've rerolled her, but I'm rather less enthusiastic about the combo now that I have a level 50 Traps/ Defender.
The biggest regret by far, though, is probably deleting my original 50, Kelenar. I did so way back before CoV, when slots were really tight. It destroyed about 30 HOs in the process. Several years later, I made a new Storm/ Defender and leveled it to 50 to apologize to the universe. -
Quote:This is the big one for me. Oranbega does it too--if you've ever tried to stealth x5 and up spawns with lots of Behemoths on Oranbega, you'll notice that the enemies pretty much pack up the entire hall, wall to wall and floor to ceiling. That's friggin' annoying. I think a lot of the old maps could use to be widened.its to easy to get stuck in there and its very hard to get an unobstructed view of the fight.
My biggest problem with caves isn't their twistiness or how nonsensical they are, but how spread out the spawn points can be. It feels like I have to run half a mile between spawns sometimes, which is annoying on my Brute. -
Quote:Your taste is good and you should feel good. Look into Baccano.Trinity Blood, Trigun, Cowboy Bebop, Samurai Champloo, and a few others I neglected to mention the first time: Samurai 7, Basilisk, Fate Stay/Night, and the very short anime adaptation of Devil May Cry was actually pretty good (they got the same guy to voice Dante that did his voice in all the games, so there's no disconnect between the games and the series)
I've agreed with a lot of different people through this discussion, so I'm not even going to try quoting all of the relevant bits. Long story short, it's not necessarily so much about flash as about making sense--the big charge-up time for Energy Transfer, I'm okay with, but the three seconds of bouncing and juggling guns like some kind of jester on crack that most Dual Pistols attacks have annoys the crap out of me. It's probably the only set I'll never play because of aesthetics. My favorite sets tend to be the straightforward ones, animation-wise--Claws, stone melee, katana, and archery are all up there.
Big, flashy attacks are cool... but they should also be used sparingly. If the paladin holds their sword in the air, spends a few seconds calling down blessings on it before it starts to glow, and then slashes it down on their enemy so hard that the pavement cracks... while striking down the final boss... that's pretty cool. If they do it every time they hit a minion, it's dumb as hell. Ideally for me, the long animating/super-flashy attacks would only really be used for tier 9s and other suitably dramatic powers. Alternatively, the flashy animations would occur about one in ten times a power was used. -
Quote:And Mace Mastery for delicious Scorpion Shield and PFF! Having constant defense to protect me from those 5% of guys I miss with Stalagmites, a power to save my butt when things go pear-shaped, and two extra slots for LotGs is just too delicious for me.The Epic pool selections for this set really give you a chance to personalize an Earth/Earth. Soul Mastery's Soul Drain is amazing when used on enemies who are on a space with stacked Quicksand and Earthquake, and it's also good for using dark Consumption. Mu Mastery's Surge of Power will give you more resistance while you're running around in melee against enemies much less squishy than you are, and it has Power Sink. Mako Mastery has Water Spout, which works well with Stone Cages and Quicksand as another means of mezzing enemies.
-
Quote:Dark Miasma isn't weak in any sense of the word. You've got a fat AoE heal that also debuffs, a toggle that does a hefty -tohit and -damage, a monster fear cone that also does massive -tohit, and a big ol' -resistance patch. That's all before level 16, mind. Later on, you get a pet with a killer -tohit aura that also heals and spams other useful things, which allows you to really focus on the fun bits.
Consider Traps too, it's a killer set that pairs super well with lots of things. Don't listen to the fools that think traps is all about setting up and then hoping you can entice something into your mess; it's only as slow as you make it and plays very well with fast teams and soloing. Plus, hey, mez protection, -def, -dam, -resist, -tohit, what's not to like?Quote:For primaries, I would recommend Dark or Traps. Dark is a bit more liked on teams, but Traps is certainly no slouch. Both have incredibly powerful debuffs that make them good for soloing as well as teaming.Quote:Dark sounds like the perfect fit for what you're asking. You could say that it "blooms" early, but in fact it's a set with very strong powers throughout all 32 levels. While I'm fond of my Dark/Dark Defender, the damage is indeed on the lower end of the spectrum.
Traps is also nice for the mentioned reasons. Teleport Foe is a very fun ability to combine with all your traps, and is a neat way to melt troublesome targets quickly. Trick Arrow is similar to Traps. The main difference for solo play is that instead of drawing your enemies into your "trap zone", you're basically firing your traps at the enemies and trying to make sure they stay in range of them. -
I always just assumed it meant you were better at shooting them in places that hurt. At level one, you're just sort of barely nicking people, but by fifty, you're getting crippling pinpoint shots with every attack. And yes, this only really goes so far--if that were the total reason, a level one AR blaster would still have a chance to kill a level 50 minion without much fuss.
-
And Time Lord's Boon! (Though WW Teleporter is the one I get on pretty much every character.) I just wish these things refilled faster. I burn most of them way faster than they refill.
-
Hm, after stopping it mid-animation with a screenshot, you're right. I always thought it looked like you were throwing out a pair of metal blade-things, especially since they spin, but they do look more like a generic shockwave. Lame.
-
I would expect it will have a chance to heal the drone every time it fires.
-
400 million was the highest price I saw for crafted Apocalypses, and I recall Hecatombs as being lower when I checked. Maybe I was doing my marketeering during a low price point or something. Gonna have to check the market this evening and see what prices are at now. If I could've made an extra 50 million per IO by waiting another few hours, I'm going to need to experiment a little.
-
Shimmer-Strike regularly leads ship raids. Those are the only raids I find merely tedious instead of mind-numbingly boring, so I can't say much about the others.
-
If you want team support and a mix of melee/range, I'd suggest making a Dominator and taking it heroside. Doms do a nice mixed of damage and control, and their damage is split between melee and AoE.
-
Last time I was crafting them for fun and profit (about three days ago,) most recipes for the damage sets were going for 150-300 million. Which I don't recall as being incredibly out of the ordinary compared to pre-i18 prices.