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You can do it much more simply than that. Your character (any gender) does not make the Tough animation or sound effect if you are moving. just start running (or flying) forward and activate Tough. I've used this for years.
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Quote:I'm guessing you really meant s/l and e/n, as I believe I have read other posts in which you have emphasized the prevalence of energy damage in the late game. Also, a Fiery Aura character gets so much fire resistance, it takes the pressure off your fire defense.For typed defenses, only S/L and F/C really matter for most of the content
edit: Also, the Gaussian's isn't helping either positional or typed defenses very much by itself -- I'd only invest in it if I were building up significant defensive bonuses from other sets as well. -
Your datalink goes nowhere. Can you post the data chunk?
Offhand I am surprised to hear you've tanked the ITF, as Willpower can have problems with the heavy defense debuffs there -- I have not tried it yet myself, but am concerned about my own Scrapper's performance there. How did it go? Did you rely mostly on the regeneration?
Giving the build a very cursory glance, I see a lot of sets that give positional defense -- this surprised me, as Willpower gives you decent typed defense, and I'd have thought you'd be better off building for that. I am interested in plugging this build into Mid's and seeing the totals.
I don't mean to sound like I'm doubting you -- the build probably performed well for you. I like Claws/WP more than I expected to, myself. I'll look over your build in more detail when I can get it into Mid's and see if I have more concrete suggestions. -
I'm down with everything but this part:
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Aha! Nice to be able to link yet another forum ID to someone on my friends lists!
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Piffle, I just realized I forgot all about TTJ earlier this week. Ah well.
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Quote:This closely matches my experience. My two most-played Tankers are Fire/Fire and Inv/SS, both 50 (I also have a 50 Shield/Axe and various other combinations at lower levels). I think my Fire/Fire is pretty durable now that she's fully kitted out with expensive gear, but I have to admit she's no match for the Inv/SS when the red and purple mobs cluster around thick and fast. Conversely, she does a ton more damage. I like them both for different reasons.While I know it's possible to build a highly durable Fire tanker I doubt anyone would claim it's inexpensive; Invuln will easily outsurvive most Fire builds. My experience with my Fire tank is that I have to be on my game with Healing Flames and very active in order to survive things that my other tankers take in stride. On the other hand Fire/Fire has tasty damage output so it's a tradeoff.
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Quote:No, that's the goggles. The goggles, they do nothing!Are you saying all the flight enhancer I/O sets with +flight speed do nothing?
Quote:No, he's (she's? darn gender neutral internet) saying they're unnecessary in Fly, which is one of three powers that can take those enhancements. They definitely still have an effect in Hover, and probably Group Fly, although I wouldn't know about the latter because lol, Group Fly.
Quote:I know I'll regret asking this. Why did the Devs create Invention Origon enhancements sets for flight that have enhancers in them that do absolutely nothing?
Much later, Swift was modified to affect Flight speed, and Flight speed was buffed, maybe more than once.
But you're looking at it the wrong way. Flight isn't "limited so that it's speed can't be enhanced by IOs" so much as it is now "already performing at the absolute peak the Devs will allow -- without any investment at all on your part." It's a GOOD thing for you and for your build that it's this way.
At one point in the game, ONE jump enhancement in Super Jump capped your jump speed, but THREE flight enhancements in Flight did NOT (quite) cap your Flight speed. So it cost you more slots and a lot more end and was STILL substantially slower and STILL not capped. Flying characters usually paid the extra slots -- for the privilege of being slower.
This change means that at least flying characters aren't paying a two-slot penalty for parity any more.
So spread your wings and fly! Fly like the wind!*
*not a hurricane-force wind, mind you. Flight caps at 58.something mph at level 50; putting it at Force 11 on the Beaufort Scale of wind speeds, defined as 56-63 mph. The next higher category, 12, is considered the start of actual hurricane wind speeds. -
I love SR, but for pairing with BS, I'll also recommend Shield.
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I really, really want a Bite powerset. Especially now that the Animal Pack is out. That would be perfect for this concept.
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Quote:Roger that -- teams require some restraint, but solo, open everything. I've repeatedly found that I die more when I apply some powers and think "that's enough" than when I just click every damned thing I have and bring it.Especially if solo, don't hold back, they get the kitchen sink. You are a storm, maximize the 'cane and the rain.
Also, I don't know about x8. Hurricane is one of the game's greatest debuffs, but without terrain, it tends to spread out a large group radially. You CAN work with that, by constantly moving to keep touching them with the debuff, but it's labor-intensive. A few enemies are easier to keep clumped...and ONE enemy you can totally own with Hurricane, because he can't radially scatter form himself, and you can just follow him everywhere, keeping him helpless.When passing through the streets, if I see a solo boss, I start to salivate like I've heard Pavlov's bell.
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Hi there. Sailboat, on @Sailboat in game. I'm online in the evenings (Eastern time zone) pretty frequently. Been kicking around Guardian, mostly, for years, with occasional forays onto other servers.
I've played with you before, Kragothe -- most recently a few ITFs. If I am not mistaken, we've even talked "dogs" briefly. That's one of my pack wearing the goofy angel costume in my avatar (Simone). -
Quote:If by "damage" you mean Build Up and/or Aim...I generally advise against autoing those anyway. They add so much benefit that it's worth timing them to use with your best powers or against key enemies. If you let auto-fire determine their availability, you will have the boost at times you don't need it and will be without it at key times. Recognizing when to use Aim and Build Up and budgeting the time for them is IMHO a one of the ways a skilled player can play Blasters better than a button-mashing monkey.The reason I ask is because my En/En blaster has hasten/boost range/damage
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Quote:Rapid orbital ejection? No no, the Distressed Urban Youth Space Program Act uses language focusing on rehabilitation rather than punishment:I enjoyed thinking of it as a pseudo-volunteer distressed urban youth space program with a focus on social reintegration through rapid orbital ejection.
- The Program prepares participants for re-entry into Paragon City society.
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Note also that "Beginner's Luck," the free to-hit adjustment for young characters, expires at level 20, which may have further contributed to the frustration of being 21. It's generally regarded as the nadir of your character's career for a reason.
On the bright side, the 20s should bring a sharp increase in effectiveness and several key powers, and slots are finally starting to pile up. -
At least his powers recharge faster now.
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I guess I don't understand why multiple full sets of the best gear possible is considered some sort of minimum standard for pvp. It strikes me as the equivalent of never going to war until you develop F-22 Raptor stealth fighter aircraft.