Sitriel

Legend
  • Posts

    1711
  • Joined

  1. Hmmm, yes, with Wentworth's/black market in place inf really shouldn't be a problem. If you know how to play the market your toon can be a millionaire as soon as he reaches level 5 (because it's a pain to move around without the temporary power from the first safeguard/mayhem mission).
    Actually, you don't save a single point of inf by upgrading your enhancements to e.g. 15++ as it only delays the spending of inf. To the contrary: You have more inf if you just sell the enhancements instead of using them for upgrading. The only exemption is if you upgrade something with higher level enhancements to something like 19+ as this would allow you to skip buying a lvl 20 enhancement for that slot.
    And at later levels, always make sure you use your respecs when levelling to 27 and/or 32 and/or 37 etc. before buying new enhancements (and sell all the old enhancements in the process... if you have some enhancements in your tray all the better). That way you will really save loads of inf.
  2. Lightning Field is good but not that good early on (as long as you are not speed boosted) as it can generate problems with fury due to both it's endurance cost and it's endurance drain (so, there may be situations where you can't attack and the enemies can't attack after a while).
    As soon as you have the right powers (and/or speed boost) to continually generate active fury Lightning Field is great.
  3. [/color]<blockquote><font class="small">Antwort auf:[/color]<hr />
    As far as the kin goes, I'd say choose all your secondaries (bar repel) and go for single target damage else the brute will lose its fury.

    [/ QUOTE ]
    Well, that's only true if the brute has not much AoE damage himself (and you will have that sort of problem anyway post level 38 - Fulcrum Shift is huuuuuuge at drawing aggro). A kinetic corruptor with AoE attacks will not be very happy with a single-target-damage-only-brute. (I was once in a team where three brutes were not able to keep the aggro off my sonic/kin, but two of them were /stone and not a single one had decent AoE damage, so that was no big surprise.)
    If both, the corruptor and the brute, have some AoE damage the corruptor might sometimes succeed in stealing the brute's aggro, but it will be aggro from dead enemies.
    The other thing is, a brute/kinetic duo with AoEs will find it a lot easier to generate active fury (from hitting many enemies in quick succession) than passive fury (from being hit... they just don't live long enough for that) which leads to a faster, more aggressive playstyle... which is a good thing for brute and kinetic corruptor alike.
  4. A /poison with medicine pool? Sorry, you won't have time to be your minions' carebear. The self heal just isn't worth the effort: Either you use Bodyguard and don't need it or you direct your troops from the back... and don't need it. (And make sure you take at least the armour from your PPP. Armour+Bodyguard = tough kill)
    On the other hand Leadership is a must. The good old Assault+Tactics combination works like a charm and with a rez in your secondary set you might want to top it off with Vengeance as long as you team occasionally.
  5. Don't know why /stone would be better than anything else. True, /kin does offset some of Stoney's drawbacks, but I'd rather have the craziest performance possible which means that personally I prefer anything but /stone.
    That said, I have to add that the brute's secondary set doesn't really matter, because you will be near-invincible anyway with a competent /kin behind (or above) you.
    The primary set will make no huge difference either, but you may want something with AoE power to maximize incoming xp.
    I was part of two semi-regular brute/kinetic-duos: my elec/elec brute was often accompanied by a fire/kin corruptor and my sonic/kin corruptor has teamed with a SS/invul brute. The killing speed was downright obscene. Enemy spawns were lucky if they survived our alpha strike, not vice versa. (Most of the times they did not. )
  6. [/color]<blockquote><font class="small">Antwort auf:[/color]<hr />
    Da rollt Skela an

    [/ QUOTE ]
    Wohl zu viel Schoki gegessen, was?
  7. *kicher*
    Ich muß mich auch immer dazu zwingen, CoX statt CoV zu schreiben. Ist für Außenstehende wohl schon ziemlich verwirrend, wenn der eine ständig von "Zeh-Oh-Hah" spricht, der nächste von "Zeh-Oh-Fau" und ein anderer irgendwas von "Kocks" erzählt.
  8. Sitriel

    div. Fragen

    Die sind ja fast noch schlimmer! Damit erst einmal Trotz zu bekommen is ja schon eine Aufgabe für sich. Nerft Trick Arrows!
  9. Sitriel

    div. Fragen

    Genau!
    Ist ja schon schlimm genug, daß die Defender das Heilen nicht sein lassen können.
  10. Sitriel

    div. Fragen

    Zumal die Wunschlos-Glücklich-Kombi bei Superhüpf-Squishies eh Flink+Hürdensprung heißt. Dafür kann man Gesundheit auch locker mal weglassen. Das bißchen Extra-Regeneration rettet einen Blaster auch nicht mehr, wenn er mal wieder zu viele Gegner viel zu sauer gemacht hat.
  11. Zuerst mal herzlich willkommen im Superhelden- und schurkendasein.
    Die VIP-Karte teleportiert dich in die Tiki-Lounge im Pocket D. Das ist zum einen ein stilvoller Ort, wo man seine Toons vor dem Ausloggen abstellen kann, und zum anderen kann man, je nachdem, wo man hinwill, auf diese Weise eine kleine Abkürzung durch das Pocket D nehmen.
    Und bei den Kostümteilen hast du wohl die "Justiz" und "Finster" Teile für Ober- und Unterkörper übersehen. Alle Teile sind beim Schneider oder beim Erstellen eines neuen Toons sofort auswählbar.
    Viel Spaß damit!
  12. Sitriel

    div. Fragen

    Nö, gibt's nicht.

    Außerdem kann man prinzipiell die Genauigkeit aus dem Inferno auch ganz weglassen, da man im Normalfall ja eh vorher Aim + Build up zündet. Ich werfe da lieber noch eine Recharge mehr rein und jage alles in die Luft, was mir über den Weg läuft.
    Das ist dann aber natürlich Geschmackssache.
  13. Sitriel

    div. Fragen

    Die Zahlen sehen gut aus bzw. eben nicht gut, je nachdem wie man's betrachtet (auch, wenn ich eher sagen würde, daß die Verluste noch höher sind, aber das können ebensogut "gefühlte" Verluste sein.).
    Ich glaube, damit ist dann auch klar, warum man allgemein davon absieht, irgendeine Kraft 4fach mit der selben Verbesserung zu slotten.
  14. Sitriel

    div. Fragen

    Yup. Am Schwierigkeitsgrad wurde nichts gedreht, d.h. niemand wird zu irgendwelchen Erfindungen gezwungen und mit "normalen" Slottungen kommmt man immer noch locker durchs gesamte Spiel.
  15. Well, WSs are one of the more challenging ATs to play. If you unleash their full potential they are devastating to the opposition. But if the most complicated AT you can think of is a scrapper you are more likely to be devastating to your own team.
    So, the team leader you mentioned had perhaps only met players of the latter kind and no first-hand-experience at all or he was told that they were no good and just tries to be a good parrot or he had tried them and failed miserably. In any case he was probably a n00b judging them based on his own shortcomings.
  16. Sitriel

    div. Fragen

    Na, dann erst einmal herzlich willkommen zurück und ich fang einfach mal an:

    1. Der Sinn von Erfindungen ist schwer in zwei-drei Sätzen zusammenzufassen. Manche geben dir einfach Temporäre Kräfte oder Kostümteile, während die Verbesserungen und Verbesserungs-Sets etwas kompliziert sein können. Vorteil von IO(Invention Origin)-Verbesserungen ist, daß man aus ihnen nicht herauslevelt und daß die hochstufigen einen höheren Bonus als SOs geben. Und dann gibt's da noch Verbesserungs-Sets mit Mehrfachverbesserungen, die ein Attribut der Kraft, in die sie geslottet sind, zwar nicht so sehr verbessern wie eine Einzel-IO, aber dafür eben mehrere Attribute gleichzeitig verbessern. Dazu kommen dann noch Verbesserungen mit Spezialeffekten (wie z.B. Schutz vor Knockback) und globale Boni (für alle Kräfte), wenn man mehrere IOs aus ein und demselben Set in einer Kraft hat.
    Wenn du keine Angst vor der englischen Sprache hast, kann ich dir da das UK-Forum "Inventions" empfehlen, da gibt es einige Guides, die dir helfen könnten... und dann gibt's natürlich ingame noch das Erfindungs-Tutorial in der Universität, das du dir am besten ganz genau anschaust.
    Eine Möglichkeit, in dem Itemchaos den Überblick behalten, gibt es nicht ingame. Man kann die zwar in Schließfächern lagern, die man entweder in der SG-Basis oder in der Nähe der Auktionshäuser findet (werden auf der Karte angezeigt), aber als "organisiert" kann man das nicht bezeichnen.
    Die beste Hilfe liefern da noch die Infotexte (die man für Erfindungsbergungsgut am besten an einem Erfindungs-Arbeitstisch aufruft), die einem sagen, für welche IO-Verbesserungen das Zeug gebraucht wird. Aber Vorsicht: Selbst dann werden nur die "normalen" Rezepte angezeigt. Die seltenen Rezepte (z.B. Kostümteile und Set-IOs) werden in der Aufzählung nur dann angezeigt, wenn man gerade so ein Rezept bei sich trägt.

    2. Viel Spaß mit ED. ED heißt "Enhancement Diversification" und sorgt dafür, daß mehr und mehr vom Effekt einer Verbesserung verlorengeht, je stärker man das jeweilige Attrribut bereits verbessert hat. Das heißt in der Praxis, von der dritten gleichartigen SO (z.B. Schaden) geht ein kleiner Teil verloren und schon die vierte ist nahezu wirkungslos. (Wenn du mit der Maus über die Verbesserungen in einer Kraft gehst, werden auch die prozentualen Verbesserungen angezeigt. Wenn's in die Nähe von 100% geht, ist die nächste Verbesserung verschwendet.)
    Das wirkt sich so aus, daß manche Kräfte nicht mehr sinnvoll 6fach zu slotten sind. Üblich ist es z.B. Hast und Stamina 3fach zu slotten. Andere Kräfte werden immer noch 6fach geslottet, aber man mixt da ein wenig. Eine typische Angriffsslottung wäre z.B.: 2xGenauigkeit, 3xSchaden, 1xAufladerate. Diese relativ einfache Formel wird heutzutage durch das Vorhandensein der Erfindungen natürlich etwas kompliziert. So kann man mit 50er IOs auch sehr gut slotten: 2xGenauigkeit, 2xSchaden, 2xAufladerate oder 2xGenauigkeit, 2xSchaden, 1xAufladerate, 1xAusdauer... oder man packt sich gleich ein IO-Set in den Angriff und wirft die ganze Rechnung damit völlig über den Haufen.

    Am besten schaust du dir einfach mal das genannte Erfindungs-Tutorial an und experimentierst ein bißchen herum. (Wenn's um verschiedene Slottungen geht und es teuer werden könnte, gibt's ja glücklicherweise den Testserver.)
    Wenn dann noch ganz konkrete Fragen bleiben... Du weißt, wo du uns finden kannst.
  17. Welcome to the land of mad bunnies!
  18. There is a very special problem with discussions like this one. There is no distinct line where you can say wether a tanker is a tank or not. Let's just look at the extremes: One tanker takes armours, taunt auras, taunt and powers from the presence pool and has some nice AoE attacks/control in his secondary pool.
    I think nobody would doubt that this tanker - if he is played like the build suggests - is most definitely a tank. However, not everybody would agree (including me) that this is the 'best' way to build a tanker since this toon would probably need only a part of his available aggro control powers to reach the aggro cap and the rest could have been used for survivability, damage etc. Although I appreciate the effort I could dream of a better addition to the team.
    The other extreme would be a tanker with no aggro control other than his inherent gauntlet for his single target attack secondary, something like an Invul/EM who skipped Invincibility, Whirling Hands and Taunt in order to make room for the fighting pool (or even more attacks like Flurry and Jump Kick). Most would agree that this toon is a tank no more, but for other people it's a tank as soon as it's sturdy enough to take the alpha. I really don't know why I would want something like this in my team.
    So, it's only natural that it gets more and more complicated for anything in between. It's all about where you personally draw the line.
  19. *waves with various purple tentacles*
    Welcome to the club and have fun! The Purple Flying Fortress of Doom is one of the greatest experiences you can have hero-side.
  20. Sitriel

    Kheldian Newbie

    Been there. Done that. Slots from level 3 and level 5 went straight into the Nova form.
    The Kheldian respec crash (and odd slotting results with slots missing and/or in strange places) was a problem encountered by many for a short time after I8 and has been fixed. IIRC it is still possible to slot forms from level 3 on.
  21. Sitriel

    Kheldian Newbie

    I hope the thing about dropping squid form at 22 was directed solely at PBs, because nobody should ever advise anybody to drop the WS squid form.
    Seriously, the Purple Flying Fortress of Doom is as godlike as it gets. Two Mires, an Eclipse and two to three Extracted Essences turn the well-slotted WS nova into a thing of pure deadly beauty (with bonus points if Hasten is up). Throw in a double-mired Quasar followed by Stygian Circle every now and then (before switching to nova form again) and the carnage is a sight to behold. It's like easy mode for speed junkies, only faster.
  22. Sitriel

    Kheldian Newbie

    That's a nice list there, Estarriol, and I wholeheartedly agree that the PB/WS question depends heavily on what you like to play.
    At some point I fell in love with sets that let me drain enemies for my own advantage, especially kinetics, so it is no surprise that the WS is more fun to me. Other players have considerably less fun with the crazy tri-form-WS playstyle and are better off playing a PB which is a lot more straightforward.
    Judging by the list of Blind's toons I would guess he is more the PB type, but I could easily be wrong since I have never seen him play.
  23. Sitriel

    A team stalker.

    Dark/Energy sounds nice and should do well in teams. Concept-wise it would be a being/armour suit/AI robot/whatever that drains life energy from his foes (by negative energy attacks) and uses it for his protection (the energy armour). Sounds scary... I like it.
  24. Sitriel

    A team stalker.

    Well, about claws... I really can´t recommend it. Yes, it has some AoE damage, but melee cones are not even close to being as team-friendly or useful as the control offered by fear and stuns offered by dark melee and energy melee respectively. In many cases corner-pulling is no option in a villain team, so positioning for those cones can be a pain in the backside.
    Additionaly claws are the way of many small hits as opposed to extreme spike damage aka stalking. You will hate your claws each time you face a freakshow boss in the late 30ies, because it takes ages (and a lot of endurance) to bring them down and you will try to eat your keyboard each time your AS misses against one of those. (The dark stalker on the other hand stacks ToF on these freaks and proceeds to tear them apart with style. )
    Because of this my claws/nin stalker didn't make it to level 40. He had worse dps than any of my other toons at that level and had little to offer other than that. There is something wrong with a toon that can't even touch opponents that are annhihilated by my masterminds, destroyed by my brutes, eaten alive by my dominators and obliterated by my corruptors.
  25. Cold. Optimise that -res.

    Seriously, I think it´s down to personal taste. Both secondaries offer nice synergetic effects. So, it's up to you if you'd rather work with anchors that are so damn useful but can be quite taxing on your endurance at times or if you would rather buff shields now and then and carry (among other very useful things) one of the greatest buffs a brute can get. (Frostwork is awesome, especially against AVs, Hamidon and similarly nasty things.)
    In any case your sonic/* corruptor will be an asset to a team. I guess I would go for sonic/cold since I find it easier to think of a concept for that kind of toon. (Something like a banshee bringing the chilling cold of the underworld to the world of the living blablabla... )