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Frozen Burn

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Everything posted by Frozen Burn

  1. I whole heartedly agree with @tidge here. If you take the AOE stun power (like i did), you need to invest slots in it to make it viable, and loading up on procs doesn't yield as great a reward as one might hope (and you'd need at least 2 generic Acc IOs (or equivalent) to make the power on par with normal powers). If you take it and invest the slots, it's better and more useful to use 5-6 pieces of a set of something to get the set bonuses. Time Shift is a power to help your survivability and provide damage mitigation vs. doing a few damage points. If you have another stun power, the even more better as you can then mitigate damage of bosses while you drop them with your plethora of other attacks.
  2. As stated above, not only does Taunt have a -range debuff, it also does not require an accuracy check whereas Provoke does. Taunt is far superior. Provoke is there for those who are not a Tank or Brute but yet want an AOE taunt. As for your situation - take Provoke anyway along with Taunt instead of Placate. It's far more useful to have 2 AOE "taunts" versus a placate power that you'll likely never ever use.
  3. Right, I forgot Field Op has a no fade option because its default "Original" setting practically near invis. But the point was.... it's all handled in the costume editor. 🙂 And I personally prefer the standard partial translucency and not being completely invisible - I worked hard on my costumes and I wanna see them! ....partially, at least. 😄 But as for the OP, I'm not sure anything is needed here, but I can't also come up with an argument against it either. Perhaps since this is all handled through the costume editor, another option of "outline" or whatever could be added. But "meh" - I'm indifferent either way.
  4. It's a costume option for stealth powers (Concealment pool, and at least Field Op for Blaster secondary, probably others as well - haven't tested/looked). You can choose: Original (normal translucency) Bright (add color to it) Dark (the dark theme as with most alternate options for powers that can be colored as well) Invisible Bright (practically complete translucency and you can barely see your character like KOA or Spec Ops Longbow) Invisible Dark (practically complete translucency but with the dark theme)
  5. I play a lot of blappers - it's my preferred playstyle. And there are several ways to go about it depending on your comfortability, playstyle, and skill. One way is to still go for capped Ranged defense and "joust" with your opponents - bouncing in and out of melee range - doing hit and run techniques. This takes timing, skill, and practice. But can be very successful and is easier to build for. Another way is to grab as much typed or positional defense as you can - it's difficult to get to full 45%, but that's okay. S/L and Energy are the main types to focus on as they are the more common damage types. Close is good enough and in fights you know are tough, a small purple insp puts you well over the cap. But this allows you to not be like a kangaroo bouncing everywhere and be a little more solid and sure-footed. (This is my preferred way.) Building a Resistance-based build is possible, but you still want to blend it with Defense as well. Additionally... Inspires are your friend in any case - use them. Your control powers are there for your survivability and can help make up for the shortfalls in your defenses, so don't dismiss them. Use your AOEs to clear as much of the mob as you can - even your cones can be used in melee range to get a certain slice of the "pie." Rotate through your targets with your ST attacks to kill, mez, or control the high priority targets - mez/control one while you kill another Lsstly, don't skip Golden Dragonfly - it's a fast heavy hitter and sometimes you can get crits from your stealth. Here is my DP/Nin build that I love. It's a beast, highly survivable, and deadly. Hopefully, it gives you some ideas. Good luck and have fun! Phantom's Sting - Blaster (Dual Pistols).mbd
  6. Unfortunately, you only get that while you are Praetorian and in Praetoria. As soon as you go Hero/Vig or Vill/Rogue, it turns into a red Longbow flyer or an Arachnos flyer. I really wished it would persist for those characters that start in Praetoria but sadly, it does not. So, splurge on your level 1 Praetorian and give them the 10 million for one and enjoy it while you can! 🙂
  7. While yes, this is the modern era, this is an old game and the old platform will not support such a feature. This was asked for even back when the game was live. The Devs would have to completely rebuild/rewrite the game to do this and that is years' worth of work - and given our small team of volunteer Devs - it would take decades to implement. But to your other point - yes, there is plenty of content to rotate a new character through, whether Hero, Villain, or Praetorian. I too have been in the situation where I thought a better secondary would go with a primary so I made a "Praetorian" version of my character - new arcs, new content, and you can then focus on other content once Hero/Villain-side than what you did before. Leveling to 50 is so easy and there is enough alternate content to rotate around so that it will be a while before you repeat it again with a new character.
  8. I love /Temporal. It has everything. hard hitting STs, AOE, Control, and +Rech buff. Personally, I didn't want to skip anything and I've found use for all of the powers with my Psy/Temporal Blaster (build below). I tend to play in melee range a lot to use the PBAOEs and Melee Powers. And the tremendous amout of control you have makes it easier than some other secondaries. One thing I love about the set is that your T1 immob will stack with your Hold (Time Stop) so that you can Hold bosses - that's right, when using the immob and your hold in sequence, the hold gets extra mag to hold a boss. I also have a set of Superior Blistering Cold in Aging Touch with the chance to hold proc - it procs fairly often and is a additional control that stacks with the Time Stop as well. End of TIme (PBAOE) - i like the full Superior Avalanche in it with the chance to KD. It does good damage and again, more control for survivability. Future Pain is great heavy hitter Time Lord is is extra +Rech and a nice mule for the Resistance specials. If there was a skippable power, I guess it could be Time Shift (ranged AOE stun). It's only mag 2, so you'll only get minions. However, I still find it useful as taking a group of minions out of fight is still worth it - especially if you're waiting on other powers (like your nuke) to recharge. Librarian Archivist - Blaster (Psychic Blast - Temporal Manipulation).mbd
  9. Ah ha! Cool. I did not know the original persisted as my one and only /Plant Manip had colored vines right from the start. I just thought it was how the power was and was kind of bummed when the vines went went away. Glad to know the intent is for them to stay! Yes, Devs - please fix it so that colored vines stay and don't fade away! 😄
  10. Oh! I totally forgot about that badge. Yeah, no recollection of whether River Rat was part of it or not.
  11. "Viva Praetoria" ??? What is that? And River Rat has always been 1 badge for many locations from the very onset back when the game was Live.
  12. I have 3 DP blasters and they all are beasts. I disagree with @FupDup in that DP shines best with a secondary that has strong AOEs vs leaning heavily on STs. My DP/Mental is a PBAOE Juggernaut that is built to stand in the middle of +4 mobs and level them quickly. My DP/Sonic is near the same and I even took Fold Space to bring more foes to me! (I would do this with my /Mental but it doesn't fit the concept.) My DP/Nin is perfect blend of AOE and hard ST attacks that easily destroys mobs. DP/Fire and DP/Martial would also be good combos and I will try them eventually too. To me, it's a fun set. But if you're a min/max'er and you're not enjoying it, then perhaps DP isn't for you. But it can be quite viable and fun.
  13. Old, very old map. I see that often in a lot clockwork arcs and occasionally in Carnie, KOA, and Malta arcs.
  14. It's all subjective and there can be arguments for either way, and I think it's all a matter of perspective. Yes, there are some obvious ones, like Iron Man stated in the OP as being Tech. Or Dr. Strange being Magic - clearly he learned to do spell work. But.... A demon might be considered "magic" origin, but it is what it is - it was born/spawned/created as a demon and it has inherent and natural abilities, it doesn't do spell work as it's magic is "natural" to it and therefore could be considered as a "natural" origin. Same could be said for a Mutant that was born that way - it's abilities being natural and inherent. Or, a science experiment could cause someone to mutate - so, which origin are they - Science or Mutant? What's the line between Science and Tech? They kind of go hand-in-hand. And yet, Natural abilities of smarts, braininess, and/or martial skills my be needed to utilize that Science or Tech and in which case... you can pick your origin. In the case of Batman, I think it's both Natural and Tech - he has, and uses, both. Unfortunately, our game only allows us to pick 1 origin. This where I think Dual Origin Enhancements should actually be better than Single Origin enhancements - you're tapping into more aspects of yourself as opposed to a narrow single side. ...but whatevs. 😄
  15. This is personal taste. I do not nor would ever slot one as my meteor kills them outright since I've chained plenty of AOEs ahead of time before it lands as i described in my first post. And as I also mentioned, if one or two bosses survive, they have only a sliver of health left and are easy pickings with ST attacks even if they are flung far away - you're a blaster and can easily reach them! 😄 I also like having the full set of Blaster's Wrath in it for the bonuses instead of losing a slot to a KB2KD io.
  16. Never skip your nuke. With Meteor, you just have to adjust your timing of it's use - like you do for Rain of Arrows in the Archery set. After you cast Meteor, you can immediately cast 2-3 other powers with the last hitting right as the meteor strikes devastating the mob. I usually hit my buildup/aim power, Meteor, Upthrust, and Rock Shards (especially great if you have your seismic shockwaves as damage is doubled, arc is widened, and target cap goes to 16). My Seismic is a /Martial Combat, so I will add in a Burst of Speed for more AOE damage right as the Meteor hits. Rarely does anything survive, and if they do, they're easy pickings with your ST attacks even though they've been flung away.
  17. Hi there. Why ageless? As a blaster, you have more end than you need. And you have plenty of powers to use that having more recharge really isn't necessary, especially if you Hasten. If you're having survival issues, switch to barrier. As someone who also solo farms +4x8 with a blaster (Ice/Fire/Fire), inspires are your best friend. Be sure to take enough to cap defenses, and convert drops into more purples (and reds as needed), and continue to eat them. Use Barrier for the times when inspire drops are low, and when it wanes too low, start back with the inspires and/or toggle on your Melee hybrid (although, I prefer Assault Hybrid for more damage). Also, Don't forget to use your Lore pets - preferably Radial as you'll get an indestructible buff pet. You do the damage, they are there to help a little bit but also help keep you alive. I like the Seers as the buffer gives me perma Fortitude and constant heals. Additionally, they pull aggro both off of you and to/near you - so, best of both worlds: damage mitigation and bringing more foes into your AOEs. ....but that brings me to my next point.... WB/MC is very fun to play - two of my fave sets - but this combo and your power choices would not be my choice for a farmer. You have minimal AoEs with this combo, and you're missing other powers in this build that you may want for survival and higher damage: Dragon's Tail is not only good for PBAOE damage, but also damage mitigation by knocking foes down. Many don't like Throw Sand, but again, it's damage mitigation even if it only stuns minions - it's still less incoming damage. I like to put the Stupefy Chance for KB in it too as it can then also KB LTs and Bosses, which is more damage mitigation when it procs. This is more for PVE, though, as I know typical farming builds can be tight. However, my Ice/Fire/Fire blaster that I farm with *IS* a PVE build. (Again, inspires and using the damage mitigation / control powers in your sets greatly help for survival not only in PVE but also in farming - so, just something to think about for your build, especially if you're having survival issues.) You are also missing Reach for the Limit which is auto +Damage/ToHit - something you'd want as well as a farmer. You are also missing Water Jet which is your heavy hitting ST attack. It's fast activating and you can get an instant recharge of it with your Tidal Power stacks for a double hit. I hope this helps some. Good luck!
  18. Neutropolis is lvl 14-20, so you were definitely fine for both IVy and Tilman being lvl 16. At the end of IVy, you get a intro dialogue box of Mother saying something about missing you, but you can't do anything - you always have to close that and go to your contact list to call her to get her missions.
  19. Can't open your file, but for your reference, here is my build.... Lots of fun and highly deadly and survivable. Phantom's Sting - Blaster (Dual Pistols).mbd
  20. Along the lines with what @Luminara described, I run solo a lot at +4x8 with my Ice/Fire/Fire blaster. I have tremendous AOEs unlike Luminara's Bane. And solo, I can refill my tray within 7-10 seconds. I generally have to stop attacking to click inspires or combine them to what i need, which then provides the foes a chance to actually live a bit longer, escape, or do damage to me. If I fail, I die. However, if there was auto-consume, I could just go go go and never stop and stay at max buffs all the time until the map ran out - and to me, this provides little risk and is exploitative and overpowered. This could be replicated at lower levels too which are supposed to not have that kind of power either. And this whole idea encroaches even more towards the "get max reward for little to no effort" that tends to keep creeping into the game. As for the trade off of x2 XP and no inf... that doesn't make you uber and able to walk through maps of mobs. So, no real comparison. There really is no trade off / sacrifice that makes auto-consumption of insps a viable idea, imo.
  21. Inspires are there to help, yes, but as you defeat things and get more inspire drops, you get buffed more and more and more and more with every defeat and without having to stop, react, and manually eat that inspire or two or five. Soon, you'd be at capped defense and resists, max health and end, and squishies could never get mezzed. Even though you might only auto-consume small insps, most everyone would auto-consume all sizes just because it would be greater buffs and you'd reach incarnate level buffs without even being an incarnate the more you defeat. Additionally, our inspire trays are limited for a reason. We start out with only a few slots in the early levels so we aren't overpowered for that content, but we gain more slots as we level and content gets harder. Auto-consumption negates that and provides an unlimited amount of inspires. So yeah, exploitative and overpowered. Again, if you hate small insps so much - reject them at the START vendor, get a few badges for it, and enjoy only the medium and large insp drops. 🙂
  22. Right, but it defeats the purpose of the OP where they want no small insps (incl awakens) in their tray at all. But this is all moot anyway as auto-consumption is overpowered and I don't see the devs ever implementing it as an option.
  23. Sorry, but immediately getting the buffs from all those inspirations as they drop is just too overpowered. People will certainly use it for the medium and large inspirations as well to make the exploit even greater. (Additionally, there is no way to consume (auto or otherwise) an awaken or other rez insp unless you're dead. So, there is a technical issue there as well.) If your goal is to just not get any small inspirations (or other sizes) so they don't fill up your tray - go to the START vendor and you can reject receiving any of the various sizes and types. You'll even get badges for rejecting them! I am greatly opposed to this suggestion.
  24. Hey @lemming. Thanks for putting this all together. I downloaded it and loaded it in, but it seems to only partially work for me. Some of the items when selected, I get a waypoint at each door that leads me to the objective (like some of the motes - not all) - this is perfect! But a lot of the other things, like all the plaques, I just get a way point that's ~1.5 mi away and nothing indicating which doors to take to get there. Any idea if this is something with the game, my install, or what? It'd be great to get the way point to lead me through the appropriate doors instead of just some random point off in the distance.
  25. That caters to lower level toons in the 13-week rotation and puts more higher level TFs/SFs/ Trials towards the end of the schedule. The current rotation allows both low level and high level TFs/SFs/Trials to be evenly and fairly distributed amongst the 13 weeks. Additionally, your ask would bring it down to 6 weeks, not 5 - but if you truly want 1 TF Commander TF per week, then you need to split Posi 1 and 2 into separate weeks which would then make TF Commander possible in 7 weeks. But again, this shifts the balance of the current schedule to put all lower stuff at the front and those people not interested in them, have to wait even longer to get to the higher level TFs/SFs/Trials they are more eager to run. And besides, if you REALLY want TF Commander that badly or that quickly... you can run all the TFs in 1 day. So, I would prefer we keep the rotation schedule balanced as it currently is.
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