Obscure Blade

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  1. I understand it's pretty good, but haven't tried it myself.

    However, since you've been away, did you hear that Dominators just got rebalanced? The damage boost was removed from Domination and made part of the basic AT modifier, so in terms of damage it's like being in Domination was ALL the time. And the attack sets were also all rebalanced. So, for example /Energy is now one of the best sets; while the damage of /Psi is now more evenly spread instead of mostly concentrated in Psychic Shockwave ( TK Thrust is now good damage for example ). All in all I consider it a buff.
  2. Quote:
    Originally Posted by Shadows Strike View Post
    Can i get a sample build? and is there any other secondarys that mesh well with Ill?
    Here's Local Man's previously mentioned guide. As for a build, I got to 50 mostly using the build in this old guide. It's pre-IO ( and a little hard to read in places after the forum move ), but useful for early on when you probably won't be using IOs anyway. The main difference is that with unlimited jetpacks around the corner I'd put Fly off until 22 to fit Stamina in at 20. The builds start in post #6 if you are interested.

    As for other secondaries; Trick Arrow is very good, as is Storm. /Rad is probably the easiest to use, arguably strongest and what I'd recommend for your first though.
  3. One suggestion. Take either Combat Jumping or Hover - probably Combat Jumping for Immobilization protection - and stick a Karma -KB IO in there. You can make room by dropping Aid Other/Self; personally I find it unnecessary on a /MM. Especially one with -kb protection and a mezz to keep something alive yet harmless, like Cosmic Burst's disorient. That makes it easier for Drain Psyche to regenerate back any damage.
  4. Obscure Blade

    Dark Armor Angst

    The main thing that bothers me about it is that some time ago the spines on my Spines/Dark stopped showing while Cloak was up. That spiky ball of gloom looked cool.
  5. If you want to solo with Ice Control, you might want to try an Ice/ Dominator instead of an Ice/ Controller. Dominators have damage instead of buff/debuffs for their secondary, which makes soloing with a low-damage primary like Ice Control quite a bit easier. Especially pre-pet.
  6. Quote:
    Originally Posted by MentalMidget View Post
    Well i tried a plant/EA and plant hold strangler didn't prevent stone spears from performing KD.....maybe it's that way for all of EA.....lets some one with a higher toon test it out, you may be screaming doom fer no reason.
    The Plant Immobilizes stop KB ( my Plant/Storm uses them for that a lot ). Gravity Holds are the Holds that stop KB.
  7. Quote:
    Originally Posted by Zekiran_Immortal View Post
    I just wonder how it stays on. Magnets in his forehead?
    Well. You know how Recluse's extra arms are really part of his body, a side effect of his powers?

    That's right; Statesman isn't wearing a helmet. He's growing a shell.
  8. Quote:
    Originally Posted by Obscure Blade View Post
    And now, someone in the thread on the newest patch notes said that Stone Spears now uses the Ground Punch animation.
    Just checked; it does do Ground Punch now.
  9. Quote:
    Originally Posted by Obscure Blade View Post
    Infiniti upthread was right; adding the Ground Punch animation for one of the powers even as an alternate would help that. Or maybe the hand clap animation.
    And now, someone in the thread on the newest patch notes said that Stone Spears now uses the Ground Punch animation.
  10. Quote:
    Originally Posted by Frosticus View Post
    But I raised that issue when it was first announced and even commented on how repetitive an earth/earth build would be with 3 "must have" powers using an identical animation.
    Infiniti upthread was right; adding the Ground Punch animation for one of the powers even as an alternate would help that. Or maybe the hand clap animation.
  11. As said, one -KB IO is enough for the vast majority of KB. The way I've heard it put; get one, or get three KB IOs; two IOs don't protect you from much if anything that just one IO doesn't, and eats an extra slot.
  12. Quote:
    Originally Posted by Jade_Dragon View Post
    I always figured the reason for no Swing Line is that it's just too engrained a concept with a copyrighted character.
    Not much more than a power like Energy Blast. There's quite a few line swinging/climbing characters. Now if the power involved shooting webbing or the lines ended in little bat-grapples it would be another matter.
  13. Quote:
    Originally Posted by Prof_Backfire View Post
    There's plenty of ways to get knockback protection these days, I'll look into those.
    Yes; a single -KB IO will protect you from those Ruin Mages. With my Dark Armor guys I typically get Combat Jumping and stick a Karma -KB in it, so I can also run around with immobilization protection and still see my costume.
  14. Quote:
    Originally Posted by UnicyclePeon View Post
    I'm glad it has Power Boost. I personally prefer more layers of safety, even well into the range of overkill. Also, does Domination increase mez duration? You said it did but I never noticed.

    Anyway, I could live with build up but I'm happier with Power Boost. I like to be able to take my time.
    I personally was hoping for Earth's Embrace.
  15. Quote:
    Originally Posted by Little_Missy View Post
    I'm a bit sad to hear that Rad blasts have higher recharge times on Blasters, since that was part of what I liked on my Rad defender ... a fast, but low damage per hit kind of powerset, where you could stack your defense debuffs quickly, so that the team could actually benefit from it.

    What good is it to the team, if the Debuffs lands just before the target dies ?

    That's just silly.
    I'd expect a "fast but low damage" blaster to suffer from the little problem of being dead, which is even worse for the team. And debuffing isn't really the main job of blasters.
  16. Obscure Blade

    Few MM questions

    Quote:
    Originally Posted by Zanthar View Post
    1. Set bonuses: Do these only apply to the MM? for example if there is a set bonus of +2% damage is that only for the MM?

    2. If the above question is true, does this mean that the best course of action is frankenslotting?
    Set bonuses apply only to you; and personally I generally frankenslot most characters.

    Quote:
    Originally Posted by Zanthar View Post
    3. I want decent survivability with the build for soloing but i want those thugs hitting hard, what would be a good second for that? What would I slot for?
    Thugs/Dark is the classic; but anything goes with Thugs, it's one reason they are popular. Slotting would depend on the secondary.

    Quote:
    Originally Posted by Zanthar View Post
    4. Leadership Toggles seem to be a must for Thugs as it adds to the ones stacked from the MM inherant and the Enforcer leadership. Are these abilities worth slotting or should they stay as one slot?
    Eh, it's not a "must", although they do benefit from it. If you take Tactics I'd slot it some.

    Quote:
    Originally Posted by Zanthar View Post
    5. What pools are standard for a thugs MM? Tough/Weave? Fitness?
    Fitness; Aid Other on powersets without a heal.

    Quote:
    Originally Posted by Zanthar View Post
    6. Any of the Duel Pistol abilities worth slotting up or taking or should i ignore them completly?
    I don't bother with the personal attacks. Especially with Dual Pistols coming in Going Rogue.
  17. Obscure Blade

    Allow..

    Quote:
    Originally Posted by Zanthar View Post
    MMs to walk through their own pets and if grouped allow the players in the group to walk through them.
    Um, it's worked like that for some time now.
  18. Quote:
    Originally Posted by Sailboat View Post
    This got lost in the shuffle.

    I would take each as soon as it's available, frankly; I find myself facing Ruin Mages before level 11, so I don't hesitate to take status protection early.
    I think you are referring to Madness Mages; Obsidian Shield will protect from them, but does nothing against a Ruin Mage's earthquakes.
  19. Quote:
    Originally Posted by The_Coming_Storm View Post
    What if you were a Plant / Earth? fail
    Air Superiority to the rescue!
  20. I'm not absolutely sure this is a bug or if I'm misremembering, but in the last mission of Darrin Wade's arc the Living Armor bosses move around in a "standing around" idle animation. I recall that they used to stand completely still before animating and attacking. I don't think they were targetable before attacking either. It was much more of a surprise the old way.
  21. Quote:
    Originally Posted by Obsidian_Force2 View Post
    Most sets get it with a few exceptions and Kheldians,SoA's, and I believe Mastermind Primary totaly out of the picture.
    Necro Masterminds get tintable blasts and upgrade FX. Probably because they are more pure FX and not 'Use a device' or 'throw an object' powers.
  22. Obscure Blade

    Zombie Thermal

    Flaming green zombies! Or purple, or blue . . I've been looking forward to this ever since it was announced that MMs were getting /Therm.
  23. Quote:
    Originally Posted by EU_Damz View Post
    Yup the WW teleporter is actually MUCH more handy than first thought. Great to go from a mission straight to the auction house to make a quick sell. Good thing the timer on it isnt time but uses, so you charge up how many times you can use it.
    It was in fact originally on a timer. At some point they switched to charges, which is as you say much more useful.
  24. Obscure Blade

    i16 open beta

    Quote:
    Originally Posted by theheat View Post
    Where can I read about the new APPs, or can you read about them yet, I'm downloading test for the first time cause with this issue, I really can't wait to see what they are.
    In this thread.
  25. Obscure Blade

    i16 open beta

    Oooo. Thorns, Metal, Crystal and Slate options for Spines! Those last two are a surprise, and quite cool looking.