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Posts
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Emp on it's own ain't great. But multiple ones buffing each other are about as far from "low powered" as you can get in this game...
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For sheer power, I would lean towards a controller, simply cos most have AoE Immobilises with -kb, hence allowing you to take full advantage of Tornado. Fire/ and Plant/ are the two which stand out to me.
That said, my Storm/Ice Defender is great fun -
Just something that came to mind as I was fighting Arachnos earlier - how about letting Electric Blast have the Mu lightning attacks as alternative animations?
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Quote:Admittedly, of the 4 ATs with KM, Brutes probably get the least out of it, largely down to KM being a set that relies a lot on +dam through PS. Stalkers and Scrappers take far better advantage of it's mechanics.I'll have to take another look at it then... in beta I was horribly disappointed in a KM Brute's damage. Granted Brutes are the worst AT to play Kinetic Melee on since it relies on a damage buff and Brutes have low base damage, but in general it seemed sub-par compared to my Axe and Dual Blades Brutes (and those aren't exactly top Brute sets). I found it to be much like Dual Pistols: not horrible, but a few percent behind most other sets. Especially with a "normal" build that doesn't have massive recharge to get Power Siphon up half the time.
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Yeah, they're up. You have to use the "Buy Character Transfer" option, but it lets you do it for free anyway. Threw me too the first time round
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Hurdle + NR for travel, Hurdle + CJ for in-combat movement. Pretty much all my characters have this these days.
edit: Plus the GvE jump pack for the occasional high wall/building I need to jump. -
Ergh...IMO, SS is probably the worst designed set in the game. 5 crap powers, 1 OK one (KO Blow) and two stupidly good ones (Rage and FS), plus Taunt of course. It just about works overall, but it's a really bad way to go about it. A well designed set has 9 good powers. SS really needs the "Psi Assault" workover done to it IMO.
Quote:Dual Pistols and Kinetic Melee are both really flashy but numerically sub-par sets. They both have long animations and relatively low DPA, not horribly so but enough to put them near the bottom in sustained damage.
I'm with you on DP though. As someone's sig says, its not the worst set. Actually, for defenders, it's very nice due to the high debuff numbers on chem rounds, but overall, for killing stuff, there's better options all round. -
Quote:To expand on this, with ED softcapped damage slotting (ie ~90-100%) and no other +dam, then, for a Fire/Fire, FE is pretty much the same as before (barring the slight boost to the non-Fire damage). Add in any other damage boosts - BU, res insps, kinetics buffs etc - and it'll outperform the old version. The increase for F/F isn't as significant as for other secondaries, but it's still nice.Fiery Embrace only buffed fire damage for 20 seconds, everything else was at 10. Keep in mind that many of Fire Melee's attacks have another damage component (Lethal is in Fire Sword, FSC, and Greater Fire Sword), so Fiery Embrace wasn't ever buffing all the damage in those attacks for the full 20 seconds.
You get more benefit with the more damage you have, too. So slotting well, using inspirations, outside buffs, etc., will all make Fiery Embrace add more damage to your attacks.
Also, note that the quote from Castle Acemace put in earlier is looking at Greater Fire Sword. -
"Money for nothing and your chips for free"
In my defense, it makes more sense to an 8 year old than the actual lyrics... -
Just as a note, some of the GR enemies are very tough for the levels they appear at compared to "old" content.
As for a character which is "bad-a**" at lower levels, I'd consider having a look at a Katana or Broadsword scrapper. They've got very good damage output (as a result of being scrapper primaries) while Divine Avalanche/Parry gives them a nice bit of survivability. Regen or Willpower would be excellent choices for your secondary, as they've got good defenses, as well as endurance recovery powers. -
Quote:"Product type: Japanese Snack Treat"Transformers are nice, but...
I'll take one styled like the Yamato anyday...
Thank you for the time...
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I logged on last night in order to pull a few valuable things, only to find GR had gone live a day early
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This in itself could be a little misleading. While technically, resistance does resist resistance debuffs, due to the way the maths works, in practice, a reistance debuff will always increase incoming damage by the same percentage (as opposed to absolute value) regardless of any resistance the target has (ie a 25% -res will always multiply incoming damage by 1.25). As such, I find it easiest just to ignore the "res ressing -res" effect.
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Quote:Nice storyYep, my name-sake is technically a demon as well (or maybe an Imp would be a better description). In terms of hierarchy she's almost as low as one can go and her sort are typically used as snacks by any bigger or badder demons who are feeling hungry or just malevolent.Tradionally she'd be a short-lived mouthful for one of them and relies on her illusion powers to survive there.
Happily whilest in the process of becoming a short-lived mouthful she got caught up in a CoT summoning spell aimed at the Beserker which was hunting her and got dragged into the Hollows with it, managed to escape and was rescued by a patrolling hero. Paragon City is a far nicer place to be than the infernal frozen abyss so she stayed.
My only demon character is basically a rebellious teenager. Of course, when your parents are demonic fiends from hell, things like listening to rock music or getting a tattoo aren't exactly that rebellious, so to really annoy her folks, she decided to head up to Paragon and become a hero -
Quote:But it can still benefit you by acting as a prequisite to Weave (assuming you've not got +def set bonuses)There's one exception: a perma-granite stone tank. Properly-slotted* Granite + Stone Skin will put you well over the resistance cap, and because of the way resistance debuffs work, you get little to no benefit from being over the cap.
*Note: people have a habit of not putting enough enhancement slots into Granite, or of using it as a set mule. If you're not getting at least 75% resistance and 30% defense out of it, you should re-think your slotting. -
Do they need it? No. Will they benefit from it? Yes.
Smashing and Lethal are the two most common types of damage in the game, so increasing your resistance to them is always a good thing. On top of that, Tough is also a prequisite for Weave, which provides a nice increase to defense.
Inv, for example, gains a particularly large benefit from Tough because it already has very good SL resistance. Due to the way resistance (and defense for that matter) works, the more you have to begin with, the more each additional point is worth. With Tough, you can pretty much ignore these damage types as you'll be at (or at least very close to, I forget the exact numbers) the cap of 90% resistance. Inv also benefits greatly from Weave, as it stacks nicely with the defense from Tough Hide and Invincibility.
In the end, it really comes down to how tough (sorry, bad pun...) you want your tank to be. If you want to just run normal missions with a good team supporting you, then in general, you can probably get by without it, particularly on a Stone/* tanker. If you want to be able to jump into +4x8 mobs with no support and laugh at their pathetic attempts to damage you, then Tough and Weave are very useful. -
Zombies don't have to have spirits or such, they could merely be dead bodies given a semblance of life by your character's magic. While this might go against social norms, I wouldn't say there's anything morally wrong with it. A dead body is just a lump of useless flesh. Whatever gave it life - whether a spirit, or just electrochemical impulses - has gone, so why not do some good with it?
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Praetorian Elvis might still live, you never know....
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No unfinished contacts. I don't mind missing a contact, but once I've gotten one, I have to fill up their progress bar. Even if it means turning off exp. Dunno why, it just really bugs me to see those empty bars. To make it really wierd, I'm perfectly happy with empty bars on the detectives/brokers. In fact, I make sure they're empty...
No non-sensical powerset combinations. I'm not an RPer, and while some of my chracters have a background, many don't, yet their powersets have to make sense together. No matter how fun a, say, Fire/Psi dominator might look, I can't see any reason for the character to have both fire and mental powers (beyond something generic like "they had two mutations!"), so I won't play them. Power customisation has definately helped me here, but there's still some that I won't play.
No repeated powersets within an AT. Same drill as usual.
Log off at day job locations.
Quote:There's a few mispellings I use occasionally like "y" for "i" or "k" for "c", but in general, I agree with this. Numbers (unless theres a story reason for it, eg a Mark 2 robot), double letters or even worse punctuation marks (though hyphens can be OK) are horrible. And don't even get me started on xxDARKLORDxx...1. Never use numbers or deliberate mispellings to get a name (ie. Frosty Lad 2 or Fir3 Girl or Robotronnn) I cringe every time I see someone else do it.
(Though I did try to have a double-letter mispelling once. I wanted to create a character who was a clone of one of my mains, albiet with some different abilities, and doubling the "n" in her name seemed a good idea. Except it was taken. Which is odd, as my characters name is not something I made up and I certainly have the correct spelling of it)
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Quote:The thing is, while this is a nice idea in theory, what are "appropriate powers"?. I mean, if you came to a sturdy locked door, while as you say things like SS have an obvious way through, when I think about it, most powersets would have some way past.For more objective-based instances of using your powers, there could be hotspot markers visible on the map that only glow brightly for the one whose powers can trigger it. Such as a sturdy, stuck door blocking a shortcut has a hotspot marker for anybody who has Super-Strength, Psi or what have you. If someone without the appropiate power stands on the marker, it will list the powers needed to interact with this spot.
My Fire/Fire tanker would melt/burn his way through.
My Trap/Sonic defender would plant a bomb on it and run round the corner while it blows up.
My DB/SR Scrapper carries a pair of Vanguard energy blades which would be able to cut through.
My Fortunata would mind control an enemy and get him to unlock the door.
And so on...
If I came up to a door that was only openable by a SS user when there was clearly some way my character would be able to get through that the game won't let me use, I'd be pretty annoyed.
Don't get me wrong, I'm all for more interactive enviroments and so forth, but don't limit them to certain powersets in any way.