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Shivans use Rad powers. Is there any chance they have the Rad power that stops regen? That would explain RTTC crapping out on you.
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Quote:I made a FF/Cold Defender for the Iron Eagles, a hardcore supergroup. Hardcore (as interpreted by the Eagles) is a throwback to Diablo 2 Hardcore mode -- your character dies when defeated and can never be played again (at least as an IE; we typically resigned from the SG but kept the toon if we liked it). So an Iron Eagles team can afford NO defeats, period.In a bubbler vs. cold choice, I'd easily go cold. It's more than a one trick pony, which to be quite honest is the nature of force field. Mind you FF is the best at it's one trick by a good margin, but I don't think it's enough.
In that admittedly unique circumstance, the "one trick" of FF is well worth it. In more normal play, although I love force fields, I admit I think the general trend of this thread has a point. But I still do like FF. -
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AAO has a shortish range -- a normal spawn will not be grouped tightly enough to get a lot of them in range (and thus a big damage boost).
So surprise per se means you'll do less damage. Run, jump, or (for style points) teleport in, then stall for time (taunt, use another attack) while they shoot off their ranged attacks, then draw weapons and rush you. Once they're clustered in tight (and AAO is pushing your damage way up) hit Build Up, Shield Charge, and any other PBAoEs you might have.
That's for optimizing dmage output -- if you are getting too much damage input while playing that way, you may need to open with a surprise SC as you have been doing. -
And I want the "Invention" tab (and the corresponding entry in the list) to be a different color than the rest. It would be easier to spot it quickly when I am crafting set recipes.
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It's worth noting that one of the reasons for having limitations on storage is to give an incentive to move items into circulation instead of just piling them up in storage. It is intended that players will feel the urge to trade things in order to open up available inventory slots for new drops.
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I was paired with Turkey Lurkey, and given one of his sidekicks, Turkey Lass.
Here is her original look and brief info:
http://turkeycreaux.deviantart.com/a...-Refs-97437450
Here's my re-imagining:
Turkey Lass
Quote:http://i135.photobucket.com/albums/q...ontcloseup.jpgTurkey Lass was mortified! She'd left her small village and traveled thousands of miles to join the famous superhero, Turkey Lurkey, as his sidekick. Armed with the famous Turkish composite horn bow, and the power to strike evildoers with her mind itself, she had looked forward so eagerly to helping him fight infidels as a representative of her proud and warlike country.
Imagine her confusion and embarassment when she discovered he was named after that OTHER kind of turkey!
Unable to swallow her pride and slink home, she vowed to ignore the misunderstanding, endure the taunts and jeers of the criminal element, and carry on with her mission to fight crime and represent Turkish national interests. She just prayed that no one back home had a working television!
http://i135.photobucket.com/albums/q...hotos/rear.jpg
http://i135.photobucket.com/albums/q...os/withbow.jpg
http://i135.photobucket.com/albums/q...entalblast.jpg
For reference, here are some traditional Turkish wedding dresses. Note how complex and layered they are; the costume creator isn't designed for this sort of exotic use. -
I got your Great Knight Nerf right here, buddy.
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I'll take the obvious easy targets.
Firstly, look up ED and read about it -- your slotting is prehistoric. In particular, note this:
Quote:It is possible to make too much of that rule, and it doesn't really apply to multiple-category set IOs, but generally, any time you see more than three damage, resistance, or defense enhancements slotted, it means you're doing it very wastefully.Due to the diminishing returns of multiple enhancements of the same type, it is clearly inefficient to put more than three Single Origin enhancements of a given type in one power. For instance, three damage Single Origin enhancements will give you "the most bang for your buck."
There are a lot of discussions about whether Weave's bonus by itself is worth taking on a Fire Tanker. My stance is that it would be nice to have, but since it gives much less advantage to a Fire tanker than any defense-based Tankers, I usually find something I want more. But it is a valid option for those who want it.
But there's no reason to take it so early, at 20, before Stamina (!) and Combustion, and there's no reason to put off Fire Sword Circle any later than the earliest you can pick it up, which is 28 iirc.
Fiery Melee gives strong single-target attacks -- much better than Spines, for example -- and the current paradigm with custom AE bosses and so on makes ST attacks more important than they used to be. You're missing out on a lot of Fiery Melee's potential power by taking NO single-target attacking capability at all.
Don't slot Stalagmites for damage (it's not really a damage power), especially if you leave the excellent, efficient damage power Incinerate unslotted. Six-slot Incinerate before you put any damage enhancement into Stalagmites, at the very least. -
Yeah, he popped into the second attempt at the TF about an hour or two later. He was very polite, but of course we no longer needed the help. I'm not too worked up about it, they have to have been crazy busy considering the reactivated players and the 2x exp madness.
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Quote:Lots of ATs can't scratch, much less take down, Jurassik. And be careful about demanding an increase in damage for a Kinetics user -- Fulcrum Shift is hands-down the single most overpowered power in the game right now.OK, I saw a couple of semi-related threads, but I figured I'd throw out a more general question on tips for defender damage.
I can build incredibly powerful support defenders, but DPS always seems anemic on all my defender toons. My 50 Kinetic/Ice defender can literally solo tank Jurrasik indefinitely (went at him for a half hour once just for fun), but even throwing FS and Siphon Power constantly, I can't even scratch him. -
Quote:I can see why you feel the Corruptor competes too closely with Defenders, but I don't get the Blaster comparison. OF COURSE Blasters do tons of damage; it's all they've got, really (excepting minor controls here and there). Blasters want some more survivability and would love Defender buffs.I was simply looking for general ideas to get my damage a bit closer to a Blaster's or Corr's so I can solo a bit easier.
Quote:Other than the obvious stuff like 6 slotting every attack power, lol. There is Twi's route, but I'd like to be more effective soloing without spending multiple billions of influence on my build. Guess I'll have to find some sets with decent damage bonuses, rely on Assault and buffs/debuffs. -
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Over the three-day Double Exp weekend, I had a few instances of the "mission door is underneath the Founders Falls AE Building bug," including one that made a Task Force impossible to complete. We wound up quitting the TF and lost several people when we re-formed.
It's frustrating to have to quit a TF for technical reasons and it's somewwhat more frustrating to waste a lot of time on 2xp weekend.
Today's maintenance should patch that bug. It's an extra day of maintenance, but (I assume) that's because they're uploading the new patches (this one and this one, if I understand correctly.)
Aside from keeping the hamsters fit and trim, maintenance periods can introduce vital patches.
Sorry about the impact to your available playtime. -
New body "skeletons": animal forms, quadrupeds, snakes, spiders, insects, tentacled things. Yes, it's a ton of work, but it's another unexplored threshold they could take us across if they're looking to add yet more Awesome.
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They can still level-grind, you know. They're still doing it. They're not herding helpless custom-designed foes who can't fight back, but the level-grinders are definitely grinding somewhere, somehow. They keep telling us that the Devs stopped them, but the Devs just stopped them from getting it for free.
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Quote:I've recently experienced repeated instances where my 45-second and one-minute recharge powers become available again while I'm still fighting the original spawn. Had it happen this weekend on a Task Force; I'd gather the bad guys with my Shield Tanker, pop off Build Up and Shield Charge (both 46 second recharge powers) and have them become available again while foes were still alive. And we had two Blasters (one of them Fire) and a Rad debuffer on the team. It certainly can happen.That mimics my experience on my Dark/Dark corruptor. Either the 2nd set of Tents/Nightfall drop the spawn (or the first set if my team has other AoE besides mine) or something bad happens and I die. Whether that's just because Fearsome Stare missed (or I sucked at lining it up) or I get mezzed and lose DN or the enemy just gets lucky, fights do not last 45 seconds normally, even against +2s.
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It's true that one of the advantages of being a Tanker is that you can usually afford to completely ignore the other guys beating on you while you focus on one particularly critical target. So you could put your blinders on and just concentrate on the Sapper until he's on medical leave.
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I don't like it -- knockback is a major feature of superhero comics, and I'm also concerned that this would further ghettoize knockback players: "You can't be on the team unless you've slotted the -knb IO to reduce your knockback."
However, I MIGHT get behind this idea as long as the actual property itself was officially named "Suck."
"Sure, just take your Energy Blast and add Suck to it, and we'll let you on the team!" -
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Quote:Nitpick: Healing Flames heals off your BASE hit points, not your MAX.Tanker:
Built in taunt effect with each attack.
More hitpoints (which also means self-heals like Healing Flames will heal for more, being a % of max hitpoints).
See here for educated discussion.
Tankers will still heal more, of course, but you won't improve it by adding the hit point accolades, for example. Nor can you improve it by adding heal bonuses from IO sets, since those don't work in heals that provide resistance, and HF gives Toxic resists. -
Quote:I was tempted to get smart-alecky and say "Well, how useful is Howling Twilight when your team is getting wiped?" to insinuate that you should at least have tried it as an opener rather than saving it.Uh, no, it's only proof I don't know Howling Twilight as well as I might. I don't use it much, and mostly as a rez or -regen on EBs/AVs. The recharge makes it less useful to me than you'd suggest.
But then I realized that Howling Twilight is really freaking useful when your team is being wiped,even if you use it afterward. So I can't fault you for holding it in reserve. Howling Twilight is the New Shimmer of superpowers! -
Quote:Exactly. I worried about this too, but the truth is, I've never recognized someone as a previously-ignored troublemaker plaguing me after being freed from the ignore list by a spammer. I figure if they're not bothering me now and they're still here, maybe they've reformed.I'm not sure it matters. I used to have quite a lot of "real" players (non-spammers) on my global ignore list. Now all of them have been bumped off and my entire list is spammers, many of whom have also been bumped off. Even though all the real players I'd been ignoring were bumped, I haven't seen a single message from a name I recall putting on the list. Most of them just don't play anymore, I suspect.
Here's another thing you can do -- use the player notes function to flag people who are a problem. That way you can remind yourself why you're avoiding this person, and if he or she pops off the ignore list for some reason, you can re-add in the event that he or she makes trouble again.