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Depends on what turned you off with Spines. If it was the icky factor instead of the mix of ranged/PBAoE/Single-target, you might like the vaguely similar Claws. Claws has great AoE and is a fast, moderately flashy set.
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Quote:Agreed. That's sort of what I was getting at: my perception that some posters were downplaying certain threats (defense debuffs, slows, etc.).But I think its appropriate when talking generically about "strong" tanker builds that you assume the tanker won't always be able to pick the threat, and needs to be strong against all of the normal threats in standard content, and even (these days) on both the red side and the blue side. You can say cold damage is the least common (and it probably is) but does that mean you're disqualifying your tanker from tanking the Winter Lord?
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Quote:I think at this point in the discussion, the definition of the threat being survived will make the biggest difference between these primaries. Dark's greatest strength in survivability hinges on the amazing heal, which is pretty vulnerable to recharge debuffs, to which Inv is less vulnerable and WP hardly at all. Dark wil require several (let's say, three) -knb IOs to be regarded as roughly secure from knockback; you can cram one into a travel power, but the others are likely to cost you two slots. How much impact does that slot cost have?So what I am saying is that this would clearly put Dark as the *next* most survivable tanker to Stoney? KB prot can be built in easily, ddr would still be an issue - but other than DDR, there doesn't seem to be anything that would prevent us from placing dark as clearly the second most survivable tank?
Dark looks very good with solid resists, some controls, and the fantastic heal; defense and recharge debuffs and the slot cost of -knb offset some of that. How often do you feel like you encounter slows and debuffs? I think that might be where we are differing. Willpower suffers from defense debuffs less than dark but it still suffers; Inv suffers measurably less but still suffers some unless it consumes slotting with otherwise-not-useful excess defense. Slows hurt Dark pretty harshly, Inv a little, but Willpower essentially not at all.
Good point, clicky mitigation consumes both animation time and operator attention (decision cycles), at least to some degree. -
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Quote:Thanks for the shout-out, but I was running Fire/Fire/Pyre (L'Oriflamme). I think the Inv/Axe was...KangarooRed (am I mangling the global?) running Radical Raptor. I just talked about the Joy of Axe because he was giving me flashbacks to my Shield/Axe.Thanks everyone for running this event - it was nice to see tankers just smashing everything in sight. Sailboat's Inv/Ax, based on CMA's builds
Quote:Thoroughly enjoy the pre-TT 'appetizer' of 3 Paladin GMs at the TT wall. Great way to start things up! -
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Quote:The sword sets (Broadsword/Katana) are the classic recommendations for survivable, well-rounded, affordable -- fun being subjective. They have Parry/DA for solid addition to your defense, a little defense debuffing and a tiny accuracy bonus, and a good mix of single-target and AoE.Hello there,
I am a long time returnee, I used to play back since launch to when Villains launched, left, came back, left, RL attacked, Beat down the RL Taskforce and now Im back.
I am a very big fan of in your face smash mouth characters and thus like Brutes, Scrappers or Tanks. Im sure other ATs can be smash mouth.
I see ALOT of END game "billions of influence and time spent" builds. Those are awesome, dont get me wrong, but if you left back say when Villains was new, and recently came back and wanted to level a new Scrapper what would you make in Mids? I am curious to see builds people can come up with for a returnee who wants to level a few characters for fun, solo is my preferred playstyle but I group when people want too!
I am by no means sure of what to take and I want to have fun, and not die every 5 seconds. It should be survivable, fun, well-rounded, VERY affordable to someone not able to grind or play the market, doesnt have to be OP, just FEEL OP lol
Thanks for taking the time to read
I see Kat/WP recommended a lot as sort of a hands-free build (just use Divine Avalanche when it's up and stand near some guys for the regen bonus); I'm more a fan of BS/Shield just for all the nifty things it brings to the table. The use (almost abuse, really) of Parry does amazing things for your durability. I ran a low-cash-invested BS/Shield character from 1 to level 44 without dying once to any cause whatsoever before buying the farm in a mass of +1 Carnie bosses a tank had herded up. -
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Regarding choice of what archetype and primary/secondary powerset combo to play: There are a mind-boggling number of possible combinations in the game. All of them are playable, and most of them are reasonably well-balanced.
My advice to newcomers is to try a few different kinds of characters. Let your imagination roam and make some combination that sounds cool, try to get a name you like, and a costume you like. It may sound implausible, but I've found that little things sometimes make me love a character a lot more than I expected I would, and conversely some characters who are mechanically very strong have never really gelled for me because they didn't have that certain intangible "something."
Then go forth, meet people, have adventures, and keep your eyes open! One of my favorite things about is game is the enormous variety of different colorful (literally!) characters you'll see wandering about. Unlike some games, this one doesn't have a single theme like "high fantasy" or "steampunk;" you'll see every sort of look, personality, and backstory eventually. -
Out:
*Inf stranded when a player leaves the game
*Base upkeep (probably insignificant)
*Marketeer altruism (Crazy 88s, Fulmens, and other forms of deliberate counterinflation) -
Hrm. Sets have a minimum level, so level 1 (or 4 for Ninja/Beast Run) is as good as 10. Perhaps disposable Stalkers (for the Hide power) could run from badge to badge getting zone accolades, then throw in the vet merits, then grab $20 mill from e-mail, snag alignment merit, roll 5, delete.
Kind of a silly project. -
I wonder if "The Grease Stain" is taken on every server?
Quote:For what it's worth i'd be willing to lock a level 10 to run Posi TFs with you.)
Quote:You can get recipes of any level you want with Hero/Villain Merits in Fort Trident/The Crucible if you use the level slider when buying specific recipes. If you choose the Random 5 Recipe rolls for 1 Merit, you can choose the level range of the recipes you get, but the recipes will actually be your own level or the max level of the recipe, whichever is lower.
Yeah, I hate to ride on someone else's coattails though, so I'd want to do the fighting myself. -
There's an app for that!
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I have a couple of characters level-locked at 10 from my old "Perfect 10" project.
I understand that farming for recipes at level 10 is extremely inefficient (and the selection is pretty narrow too). I mostly do this to amuse myself.
The Inherent Stamina change should have significant impact on my level 10 builds; I am re-examining which AT and powersets to use for this (previously I mostly used a Kat/Regen Scrapper for the Divine Avalanche and Quick Recovery).
To date I have been using AE to farm tickets (yes, in case you're wondering, it does in fact take a level 10 a loooong time to save up for a gold roll).
Is there any other way of getting merits for rolls at level 10? Can't run tips that young (or even get tip credit while teamed); could join Oro merit arcs but can't start them (can't get to Oro); can start New Posi Part 1 if I can get two other players (I do have one buddy who sometimes joins me with his own 10), but New Posi Part 2 is level 11-16, so apparently that's out, and Part 1 only awards 11 merits (so 2 runs per gold roll). Any other ideas? -
But this is what we asked for.
Look, there are three possible states, period, for endgame content:
1) Endless new material constantly being created by a staff which would have to be much larger than the playerbase (since it's more work to make content than to speed through it).
2) Little to no endgame content (50-and-you're-done).
3) Repeatable endgame content that will take a while so there's a lot more to do at 50 (i.e., grind).
Option 1 is not possible; simply can't happen. Option 2 is what COH/V originally had, and everyone whined for "a lot more to do when you're 50;" i.e., option 3 -- grind.
Now we have it. It is exactly what we (overall) asked for, without being option 1, which cannot exist. -
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You know, I proposed making a Stalker specifically to level-lock and run tip missions, and the replies on the Stalker board were pretty meh about the idea for some reason.
One caveat to the OP: you ask if "people lock around lvl 30 for the most profitable selections." Well, truth is, people level-lock because they want to get recipes of that level (or in a few cases because they are altruistically feeding the market with mid-level recipes -- there's a project going on in the Market forums if you're interested), but NOT because mid-level recipes are "more profitable." While it's finally being recognized that some of the entry-level recipes are more useful, almost all prices remain best at level 50 (or top level for the set if that's not 50). So if it's just cash you want, level-locking isn't very useful. But if you'd like a shot at some level 30 Obliterations, for example, and there haven't been any on the market for 4 days, it's one thing you can try. -
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Resurgence is the self-res power for Willpower. As such, it hardly ever gets clicked (one hopes) But Mid's indicates it will take a Perf Shifter Chance for +end. Would the proc work when Resurgence hasn't been clicked? or only when it's clicked?
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Not really sure what "only getting base speeds" means. IIRC, the breakdown of the display shows some extraneous plus and minus numbers that are the result of some compromise for Hover speed or some muddled thing like that.
However, it doesn't really matter. Due to the new flight speed change, no level of flight requires any speed enhancement whatsoever -- you should see a light blue number, indicating you're at the speed cap. Not only will adding a higher-level flight speed enhancement not increase it, but taking everything out of the slot entirely won't decrease your speed. -
No, but that sounds like a very cool, unusual combo with a lot of tools. Now you've got me thinking about it.
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Uh...someone named Call Me Awesome posts in your thread with huge links in his signature to two Invulnerability guides and you want a pointer to "CMA's" guide to Invulnerability?
Look, my own impression of the guide AND the set aside, that's been one of the most talked-about and recommended guides on the forums for a long time. The indication that you're unfamiliar with it says volumes in itself.
Yeah, Brutes aren't especially tanks.