Starflier

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  1. Starflier

    /devices?

    [ QUOTE ]
    And a perma damage buff on it would NOT be overpowered. Many sets get just that in a perma-able form. Claws, Dual blades, heck ever super strength gets an 80% perma damage buff. For a set like devices where the buff wouldnt even carry over to anything in its own set that is justified easily IMO.

    [/ QUOTE ]

    The only problem with these examples is that these perma damage buffs come from the attack set. As such those sets are balanced around them. Without perma-Rage, an SS tank is pretty much bringing a pillow to a gun fight.

    Don't get me wrong, I'd love a damage bonus in TD, because /Dev is easily my favourite blaster secondary, but what would we have to give up to get it. The Devs are (probably) not going to give out something like that for free.
  2. [ QUOTE ]
    They are. They even released a demo of two Carp Meleers PvPing.

    http://www.youtube.com/watch?v=IhJQp-q1Y1s

    [/ QUOTE ]

    For a little more powerful attack, you shapechange into a bear and deliver a stunning blow.
  3. Starry Night with some Arachnos towers? Or the Baxter Building?

    Sometimes I wish I had artistic talent. Even enough to make stick figures would be nice.
  4. I'll throw in the Eastgate Enforcer to appear alongside the Gray Huntress.

    And here's a bunch of screenshots.
  5. Juggertha gets my vote, although Projectionist is a close second.
  6. Starflier

    New commish

    Colour would be nice, but I almost prefer it in the black and white. Bleak, with a little menace.
  7. I think if they make 'clown' MM's, I'll have to make a FotM uber pvp build for the express purpose of ganking them.

    Freaking clowns.

    *shivers*
  8. Starflier

    New commish

    That is very nice.
  9. I've seen it on my Shield tanker with Active Defense. Not all the time, but I've seen it. At least the green circle is noticeable enough to remind me to click on the thing.
  10. Arc Name: Rebirth
    Arc ID: 89483
    Faction: Hellions, Outcasts, Snakes, Infected
    Creator Global/Forum Name: @Starflier/Starflier
    Difficulty Level: Medium
    Synopsis: Shortly after your triumphs over the Outbreak virus, you find yourself once again contacted by Sergeant Hicks. He urgently needs your help. ((Intended for levels 2-10, something other than the sewers/sweeping/usual missions for new heroes))
    Estimated Time to Play: 60-90 minutes
  11. Well, I gave the MA a whirl and this is what I came up with. Could really use some feedback as this was largely an exercise in figuring out the mission creator stuff.

    Arc Name: I Love the Smell of Napalm...
    Arc ID: 60737
    Faction: Villain
    Creator Global/Forum Name: @Starflier/Starflier
    Difficulty Level: Not sure yet, although they whooped my MM. Shouldn't be too tough.
    Synopsis: 3 mission arc looking into the rise of a new mercenary group in the Rogue Isles on behalf of Arachnos.
    Estimated Time to Play: No clue/Long, but not terribly so.

    I'm looking for any feedback. Send me a pm or ingame e-mail.
  12. Throwing this in:

    Firey Aura: Blazing Aura's animation still causes some individuals migraines (similar to old sonic animations). Would be nice if there were a slight change to get rid of this. Possibly related to the 'pulsing' nature of the animation. Would also be of help to Tankers/Brutes.
  13. Great, I think I pulled a finger muscle from scrolling through all that.

    In all seriousness, great work. I haven't gone through everything, but I don't think I've seen a guide with more information. Ever.

    I especially liked the DM/DA controversies sections.

    Again, outstanding work.
  14. The taunt sets will slot in Invincibility, whether intended or not. I currently have the PZ psi proc in there on one tank (slotted to decide the argument last time it came up) although it's hardly worth it. Also, the ingame description of Invincibility does list Taunt under allowable sets, although other auras don't to the best of my knowledge.
  15. Well, I believe MA has actually been somewhat improved since I9. For example Eagle's Claw is now a 100% chance to stun, and the animations are quicker.

    Ask around on the scrapper forums for some help. Someone should have a build and some good advice.

    And welcome to the game/forums.
  16. Slotting Combat Jumping for end reduction is my biggest beef with the guide. It would be a complete waste of a slot, as the end cost on CJ is so low you get no noticable benefit in slotting an endred. While slotting for Jump or Def is not going to make you uber, it is a better use of the slot. It is also an excellent place to put a Karma KB protection IO, which may let you drop Acrobatics, freeing up slots and a power choice, as well as cutting back on end draining toggles.

    Just to illustrate my first point:

    CJ costs 0.0325 end/s to run according to CoD. An endred SO will drop that to about 0.0217 saving you about .01 end/s. Flares would run you about 1.69 end/s fired constantly, and would drop to 1.13 end/s with a single endred, saving you about 0.56 end/s.

    It's not the second slot in CJ that bothers me, it is just that an endred in that slot is effectively wasting a slot.

    All that said, keep up the good work.
  17. I just began a page for my new main Planet Smasher. New to the whole thing, but I think it's going all right so far. Will be looking to add more in the future.
  18. Starflier

    Tank Vs. Brute

    Nice.

    I like the looks in the eyes.

    I wouldn't mind seeing something in the (mostly) black background. Perhaps a silhouetted observer standing a window. This scene looks like something people would want to watch (at least from a distance).
  19. I'd agree with awesome on the prioritizing of Invincibility. In my opinion it's definitely worth getting at 18. For a respec build I don't see any problem putting it off a little bit, but for a levelling build I find it greatly improves the survivability of an Inv tank.

    Other than that, great job.
  20. [ QUOTE ]
    Good picture! Reminds me of the original superman animations cartoon

    [/ QUOTE ]

    Same here, definitely has that feel to it.
  21. Well colour me surprised. I'd forgotten all about this.

    Nice to see some people got something out of it, and even better to see others adding to it.

    - Using a free respec is as easy as typing /respec

    - To use a respec you earned through the trial, go to the lobby of the Freedom Corps building in Galaxy City (right behind Back Alley Brawler) and talk to Jack Wolfe.
  22. [ QUOTE ]

    Myth 4: Tankers are the only ones who need to manage aggro

    This one comes up a lot, and is completely false...

    Let me repeat: It is YOUR responsibility to manage YOUR aggro if YOU mess with a Tanker’s aggro.

    [/ QUOTE ]

    This is so very true. I couldn't even begin to relate the number of times I've seen a scrapper or blaster start attacking other groups, all the while expecting me to grab the extra aggro. My job as a tank is to protect the team, not to babysit some rogue teammate who decides to pull a Leroy.

    I've always liked having Taunt on my tankers, but one thing to remember is that Taunt is now available at level 10. When it was available at level 4, you could grab Taunt, and in addition to the gauntlet in your first attack, maintain a fair bit of aggro in the early game. But with Taunt pushed back, most tanks need a second attack early on to contribute to damage and work with gauntlet. Because of the tight nature of the low levels (ie. Foundation powers for primary/secondary, prerequisites for travel powers/stamina) many tanks simply don't have the room left for Taunt.

    Taunt is a great power (especially having no end cost), but if teamed with competent, knowledgeable teammates, a good tanker should not need it to maintain aggro.
  23. It could also just be a change in animations for a claws or spines power. I really don't think devs would waste time introducing another scrapper/stalker powerset which involves pointy things popping out of your hands/arms.