Sailboat

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  1. 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.
  2. Quote:
    Originally Posted by Arcanaville View Post
    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?
    Agreed. That's sort of what I was getting at: my perception that some posters were downplaying certain threats (defense debuffs, slows, etc.).
  3. Quote:
    Originally Posted by TheUnnamedOne View Post
    Also, what is a "Wing Recipe"??
    My guess is the costume parts (Draconic wings, etc.).
  4. Quote:
    Originally Posted by slainsteel View Post
    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?
    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?

    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.

    Quote:
    Originally Posted by Auroxis View Post
    [WP]relies on passive mitigation to stay alive (meaning more time to attack).
    Good point, clicky mitigation consumes both animation time and operator attention (decision cycles), at least to some degree.
  5. Quote:
    Originally Posted by Soul_Stormer View Post
    can we have a shard market, please?
    Hey, that would let us use market porters to get into the Shard quickly. Maybe we could get one in Cimerora too?
  6. Quote:
    Originally Posted by Wyldhunt View Post
    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
    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.

    Quote:
    Originally Posted by Major Deej View Post
    Thoroughly enjoy the pre-TT 'appetizer' of 3 Paladin GMs at the TT wall. Great way to start things up!
    There were three? I only remember two, but it was very graphically dense fight...did you guys waste one before I even turned around and noticed it?
  7. Quote:
    Originally Posted by Wyldhunt View Post
    Current primary character: The Amber Fist (Elec/Stone Tanker, Hero) on Guardian
    Hey...I saw The Amber Fist last night for Tanker Tuesday! (I was L'Oriflamme.) Interesting to read how the character was built.
  8. Quote:
    Originally Posted by Statesboy View Post
    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
    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.

    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.
  9. Quote:
    Originally Posted by Postagulous View Post
    Explosive Blast should have Manticore in it. Gives you 7.5% rech and they're cheap as dirt and are good.
    Explosive Blast will take snipe sets?
  10. Quote:
    Originally Posted by Postagulous View Post
    It's inherent now. You have the whole set from level one.
    Nitpick: Inherent fitness actually comes in at level 2. I don't know what that adds to the gameplay experience vs having it at 1.
  11. 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.
  12. Out:

    *Inf stranded when a player leaves the game
    *Base upkeep (probably insignificant)
    *Marketeer altruism (Crazy 88s, Fulmens, and other forms of deliberate counterinflation)
  13. 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.
  14. Quote:
    Originally Posted by Korith View Post
    Fight Giant Monsters?
    I wonder if "The Grease Stain" is taken on every server?

    Quote:
    Originally Posted by Schismatrix View Post
    For what it's worth i'd be willing to lock a level 10 to run Posi TFs with you.
    Ah, might be worth trying. My friend and I are on Guardian (although "leveling up" to 10 is hardly grinding. )

    Quote:
    Originally Posted by TheUnnamedOne View Post
    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, the "point" of level-locking at 10 was that random rolls are cheaper than picking specific recipes one at a time. Obviously, in practice, the difficulty of "farming" at level 10 pretty much negates that.

    Quote:
    Originally Posted by TheUnnamedOne View Post
    For AE Ticket rolls, if you have your level 10 join an AE farm lead by a good farming character, you can get tickets at a really nice pace. That's likely the least painful and quickest way to do what you're trying to do.
    Yeah, I hate to ride on someone else's coattails though, so I'd want to do the fighting myself.
  15. Quote:
    Originally Posted by Ironik View Post
    Also, split Neck items from Shoulders
    There's an app for that!
  16. 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?
  17. 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.
  18. Quote:
    Originally Posted by Hercules View Post
    And I'm curious what extra rewards, beyond extra XP, +1 provides.
    Let me know if your level-shifted Incarnate gains any XP.
  19. 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.
  20. Quote:
    Originally Posted by NuclearMedicine View Post
    Guardian tomorrow, see you all there!
    Hrm, that means I have to pick one of my Guardian Tankers.

    *enters deep thought mode*
  21. 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?
  22. 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.
  23. No, but that sounds like a very cool, unusual combo with a lot of tools. Now you've got me thinking about it.
  24. Quote:
    Originally Posted by slainsteel View Post
    High resistance, easier to soft-cap (not as much as invuln or WP, but more than ice/fire)
    Not to keep picking, but where do you get the impression that Dark is closer to the soft cap than Ice? I'm not an Ice expert, but sn't Ice relatively easy to soft-cap?
  25. Quote:
    Originally Posted by slainsteel View Post
    Which guide is this exactly?
    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.

    Quote:
    Originally Posted by slainsteel View Post
    Fire Aura brutes are one of the best farmers in the game, but the worst tanks *shrug*
    Yeah, Brutes aren't especially tanks.