Sailboat

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  1. Quote:
    Originally Posted by Lord_Kalistoh View Post
    Years ago, in a tabletop superhero roleplaying game, our characters were actually swatted WITH RMS TITANIC, which had been lifted from the sea floor by some sort of stupendous water elemental, iirc.

    One of us made a "luck" roll, so one of the smokestacks lined up with the team and instead of all dying, we found ourselves scooped into the bowels of the ship.

    I would totally make a character who could wield the Titanic as a weapon.
  2. Yeah, my Fire/Fire got to 41 and looked at the epics and said, "You mean I can get even more fire?!?"
  3. Sailboat

    Claw/SR?

    Quote:
    Originally Posted by SuperJe View Post
    I really like the idea of the quickness+spring+hurdle+CJ
    What's "spring?"
  4. Dark Armor's best mitigation is its fantastic heal. It'll fix just about any damage in a crowd. They have to kill you before it recharges again or they'll never do it. The sooner it's up, the less time they have to kill you, the tougher you are.

    Hence the recommendations for Hasten.
  5. Are these considered "auras?" Is it possible to have an old-style aura AND leave an Ice Path or Rainbow Path behind you when you move, or is it just one or the other?
  6. Quote:
    Originally Posted by Telperion View Post
    Though the damage seems minimal, it actually adds up significantly as an incredibly endurance-efficient source of damage, even moreso during Fiery Embrace uptime.
    Blazing Aura also requires no animation time when you're fighting -- you can run your other attacks and it keeps doing its thing -- and no attention from you, the player...nothing to click, no need to pick a target or place a targeting reticle on the ground, and do on.

    Essentially while you are playing the character consciously, Blazing Aura is accompanying you and fighting by your side.
  7. Quote:
    Originally Posted by Vice_Virtuoso View Post
    If you're Thermal or Sonic, Cardiac would make up for the rest anyway, and my ranged characters tend to have Cardiac..
    There are parts of the game that take place before Incarnate trials. I know, weird, huh?
  8. Quote:
    Originally Posted by Deus_Otiosus View Post
    Those HP are 12% extra HP native to Brutes that has nothing to do with SD for the most part.

    And the regen your talking about is like 3 HPS. (Off the top of my head, haven't checked).

    This is a silly thing to argue
    I'm not really arguing. It's just that you said better OWTS numbers are the "only real advantage" for making a Brute. Are they significantly better than that 12% hit point difference?
  9. It's certainly true that there are numerous things that can beat their way through a Fire/Fire Tanker's mitigation. There are a lot fewer, however, that can do it before they themselves are melted to nothing. The oft-repeated maxim that killing the enemy is the best debuff is fully realized in the Fire/Fire Tanker build.
  10. Quote:
    Originally Posted by Deus_Otiosus View Post
    And then you add SD into the mix, and the Scrapper shoots way past the Brute's DPS with the only real advantage on the Brute end being getting more out of OWTS.
    And the hit points. And the regen that flows from the hit points.
  11. Quote:
    Originally Posted by Mr_Zek View Post
    All un-subbed for longer that a year accounts, have them purged. We are paying to play, they are not. Dont want to lose your names? Dont cancel your subscription.
    It's worth noting that the last time they did purge names, they found that so few of them were subsequently picked up and used by current players that they felt the whole exercise was not worth the trouble. And it wasn't much trouble.
  12. Quote:
    Originally Posted by Nihilii View Post
    SS/Fire takes that expectation, beats it up, grabs its lunch money and runs away cackling like a madman.
    Nonsense. An SS/Fire Scrapper would still do more damage. :P
  13. Game balance would suggest that, Brutes being tougher than Scrappers, Scrappers should do more damage. Your conclusions seem to be in line with that expectation.
  14. General consensus is to slot for typed defense, then for hit point bonuses, then for +regeneration. +Recharge is all-but-useless to Willpower, so your primary's needs govern how much emphasis you put on +recharge.

    I should add that it's pretty hard to get to the soft cap without giving up other stuff in your build, BUT Willpower performs pretty well even below the softcap. Some people shoot for 32.5% so they can hit a small purple insp. to reach the soft cap; you'd also benefit from some defense slotting even if you have less than that.
  15. Quote:
    Originally Posted by Vice_Virtuoso View Post
    Now that endurance reduction is largely useless in these powers, I would only ever put more than two slots in these powers if I aimed for specific set bonuses.
    Quote:
    Originally Posted by Psychoti View Post
    If I still played my FF defender I'd likely just use 2 slots and invention IOs.
    But two level 50 IOs will not reach the ED cap on these powers, so you're saying you'd underslot them to save a slot?
  16. Quote:
    Originally Posted by Bloodspeaker View Post
    Mother Pucker, the Kissing Assassin.
    I once had a Diablo 2 Amazon who specialized in the spear class weapons and wielded a really powerful rare War Fork I'd found (this was before Elite weapons had been added to the game, so a War Fork was a high-end item at that time).

    She was called Mother Forker.
  17. Here's mine:



    Made before the Beast Pack; he now has the better Beast Pack cow tail, but I kept the mostly-human face.
  18. Most players who take Pyre mastery are looking for Fireball. A few might want Char to slot for set bonuses (for example, 2 Basilisk's Gaze IOs will get you a nice energy/negative defense bonus). Hardly anyone takes it just for Melt Armor. I myself have in the past argued that melt Armor is...not useless...but I still hesitate to advocate for it.

    What I am suggesting is that you take, and slot up, Fireball -- or drop the Pyre mastery pool entirely, and instead grab Energy Mastery for Conserve Power and Physical Perfection, both of which ought to help with your endurance issues. If you have slots left, Energy Torrent (unlike the Blaster version, the Tanker ancillary version does knockdown, NOT knockback) will give you even more lovely knockdown mitigation.
  19. Quote:
    Originally Posted by ClawsandEffect View Post
    Don't be discouraged by us saying healing isn't very useful in the high level game. If my guess is correct and you're playing an Empathy defender, then later on you will get some VERY powerful buffs, which will make you quite useful to just about any team.
    Yeah, Empathy as a whole is a very potent set; I'd never turn a character of any AT with Empathy down based solely on powerset. (Being a complete bozo, maybe. :P)

    Quote:
    Originally Posted by ClawsandEffect View Post
    Also, as you get higher in level, you'll find that as you're using your buffs, you'll find that you have more time to blast as well, so start slotting your attacks up too.
    There have been threads about Empathy Defenders soloing various hard challenges.

    Welcome to the game!

    One suggestion I have for newcomers is to use both friends lists, the server-based one and the global one, and to make "player notes" (right or left mouse, I forget, on a player's name and click 'add note') when you meet players you hit it off with. You can type some little reminder to yourself like "TFed with me, was funny" or "Great guy but don't talk politics with him" that will help you to remember the player, even if he or she is on a different character. I find the player notes feature helps prod my memory and smooths social interaction.

    Friends lists and the previously-mentioned global channels are far and away the main way I hook up with people in the game. They will help you.
  20. I've traditionally slotted the click-type ally shields (the ones that just got the new, improved function, like Force Field bubbles) with 4 slots, because they're worth fully enhancing, and it was useful to reduce their end cost so I could spam them on a whole team. 4 slots lets me put in an end reducer and 3 regular enhancements, or get a 4-piece set bonus and still hit the ED cap using mid-30s IOs.

    But the new changes seem to promise we won't have to cast these nearly as often. So I could, in theory, save a slot in each of these by just three-slotting with plain enhancements of the appropriate type. More slots is good!

    Of course, then I wouldn't be getting that 4th slot set bonus. I know the correct answer is "it depends on what you're doing with the character," but I thought it would be worth discussing: will you 3-slot or 4-slot these now, or vary it character-by-character?

    I haven't changed any characters yet, but I'm thinking that on characters I plan to fully IO out, that 4th slot bonus is still pretty attractive.
  21. Quote:
    Originally Posted by Amy_Amp View Post
    What I don't get is why people don't use 2 A-merits for something like a LotG: def/+recharge, craft it, sell it, and repeat the process until you can just buy the PvP IO outright. 15 of those with a profit of 120 mil(estimate) means you are well over 3 bill and you have 5 merits left over.
    I get 15*120 million = 1.8 billion, not 3 billion. Am I doing it wrong?
  22. Quote:
    Originally Posted by Slazenger View Post
    If Orange PvP recipes are 35 merits why arn't pve orange recipes the same price they are suppose to be the same rarity, so the line that these pvp recipes are rare just dosen't cut it for me.
    Well, if as few people played PVE as play PVP, maybe PVE orange recipes WOULD be as expensive.
  23. Sailboat

    Lack of Alpha

    After today you can do it yet another way:

    Quote:
    Alpha Slot Vouchers are a boon if you prefer to play alone. Once one of your characters completes an Incarnate Trial, you can purchase and use an Alpha Slot Voucher. Each of these vouchers lets you unlock the Alpha Slot for another of your Level 50 characters.
  24. I only figured out that you could put that IO there a few months ago. It's handy to have a mule power that's useful on teams.
  25. Quote:
    Originally Posted by Madadh View Post
    I seem to recall that Atlas was always more popular mostly because of the plaza and the HUGE Atlas statue, but it got magnified WAY to the extreme when AP got a WWs and GC didn't..
    And again with Fort Trident, not to mention an already-existing portal to the RWZ.