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DougGraves

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Everything posted by DougGraves

  1. I know katana is better on a tanker than dual blades. Claws is better than dual blades. But the animations on dual blades is just so cool, I gave up on the others and am playing dual blades. Are there powersets you play just for the theme, looks, or animations that you would not normally choose to play because of the mechanics?
  2. I missed it. How did it go?
  3. No, it means that every person who owns stock in Walmart would be liable for it. Not just the Walton family. People would never buy stock in a company if they were liable for everything the company did even though they had effectively no say in the company's decisions.
  4. Welcome back. I remember a few months ago when I found out the game was back. I could not believe it was true until I was in game myself
  5. The gazebos used to be villains like you, until they took an arrow to the knee.
  6. Happy New Year!
  7. Guide to Leveling Elec/Elec Tanker Solo and Teaming This guide covers the power for an elec/elec tanker while leveling solo and with teams. How to use them, how useful they are, and how to slot them. It completely ignores end game and IO sets. Why Elec/Elec? AoE without END problems. Electrical melee gives you 3 good AoE attacks and a minor one, electric armor gives you solid protection with END discount, END restoration, and resistance to END drain. Why Not Elec/Elec? Those AoE powers come at levels 16, 28, and 38. Before that you have okay single target damage. And your armor is resistance only, no defense. Overall: Elec/elec is great for the two Positron and Yin TFs if you have Grounded. You can take the END drain of clockwork and freaks and keep fighting. It is a solid combination at low levels, but soloing you probably want to run past foes to get to the end instead of fighting through. The combination is better for teaming than soloing. Electric Armor Charged Armor is your standard toggle for smash and lethal plus energy. Run it always on teams. Solo you may leave it off early on when END is an issue but damage is not. Slot 1 END, 3 Resistance. Lightning Field is a damage and taunt aura. At low levels the damage can be useful solo, but the taunt may be more than you can handle in teams. Take in your teens after getting Static Shield. Slot 1 END, 1 Accuracy, 3 Damage. Conductive Shield is your second resistance toggle and a must have. Run it always on teams. Solo you may leave it off early on when END is an issue but damage is not. Slot 1 END, 3 Resistance. Static Shield is a toggle for most mezz protection and psionic resistance. Run it always on teams and solo if mezz is an issue with the villain group. Slot 1 END. Grounded is an auto power with some energy and negative resistance but also your immobilize and knockback protection. It also protects from END drain. Get this asap. Slot 1 Resistance. Energize is a small heal, plus a regeneration for 30s, plus a 60% END discount on your powers for 30s. On teams the heal is what matters. Soloing, the END discount is what matters. Slot 3 Recharge, 3 Heal. Lightning Reflexes is an auto power that gives you +20% recharge and increases run and flight speed. Unfortunately the recharge cannot be enhanced. Take it asap. Slot 1 Run or Flight speed. Power Sink drains END from your foes and gives it to you. It drains 40% of your foe's END, so you can slot it with END modification to drain them to almost nothing – with elec/elec this is effective. Even without END modification enhancements, a few foes will refill your END to full. Slot 3 Recharge. Power Surge is a massive Resistance and mezz protection boost for 180s and then a crash. It needs no enhancements except it has a recharge of 16 minutes. Keep this only as a panic button due to the crash. (You can take the Presence power pool and get Unrelenting to prevent the crash). Slot 1 Recharge. Electrical Melee Charged Brawl does minor single target damage but is very fast. It has a chance of putting the target to sleep which is useful solo if you leave your resistance toggles off. Slot 1 Accuracy, 3 Damage. Havoc Punch does moderate single target damage. It has a chance of putting the target to sleep which is useful solo if you leave your resistance toggles off. Slot 1 Accuracy, 3 Damage. Jacobs Ladder is a very small, short cone. It does high damage but has a long activation so the damage per time is low unless you hit several foes. It has a chance of putting the target to sleep. You can skip this power if you find it hard to use, or respec out of it once you have the AoEs. Slot 1 Accuracy, 3 Damage. Taunt is your standard tanker taunt. Take after you have static shield when you can survive the aggro. Slot 1 Range. Thunder Strike is a small radius, high damage AOE that does knockdown with a long activation time. Much easier to use than Jacobs Ladder. Solo and teaming you will want to use this all of the time against groups of foes as it does damage and the knockdown provides protection. Slot 1 Accuracy, 3 Damage, 2 Recharge. Build Up is +80% damage and +20% to hit for 10s. That is enough time to get off Lightning Rod, Chain Induction, and Thunder Strike. Slot 3 Recharge. Chain Induction is a moderate single target attack that jumps to other foes if it hits, making it effectively AoE. It is fast activating, but make sure you target a minion since it will not jump if it misses its first target. Slot 1 Accuracy, 3 Damage, 2 Recharge. Lightning Clap is an AoE knockback with a minion stun that has a 50% chance of stunning lts. Unless you can turn knockback into knockdown, skip this power. Slot 1 Accuracy. Lightning Rod is a short range teleport that does AoE damage and knockdown where you arrive. It's only problem is the 90 second recharge. Use this to start your fights. Slot 1 Accuracy, 3 Damage, 2 Recharge.
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  8. Guide to Controller Ice/Time while Leveling with Teams This guide covers the powers for an ice/time controller while leveling with teams. How to use them, how useful they are, and how to slot them. It completely ignores end game and IO sets. It also mostly ignores soloing as soloing with these sets is just too painful. Why Ice/Time? Arctic Air and Time's Juncture are both pbaoe debuff toggles. With them both on, foes around you are confused, with -recharge, -dmg, and -to hit. So you have permanent control in a large circle around you. Ice Slick around corners let's you prevent an alpha. And Ice Slick and Time's Juncture do not require to hit, so they are reliable. Time Stop gives you a second single target hold with fast recharge. And Time Crawl gives you -regen to take on AVs and GMs. Why not Ice/Time? It uses up a lot of END, locks you in place, and can therefore be boring. Because it uses so much END just to run AA and TS, you do not have a lot left to use your other powers. You need to slot for END in the powers you use. Also, you must stand in the middle of the foes. You cannot move over to heal an ally, etc. as if you move away from the foes your debuff goes away. You also have to get to the middle of your foes. Overall: Ice/Time is great early. You have AA and TJ at level 6, giving you great constant control. At level 13 you have Ice Slick 3 slotted for recharge. It does not get better than that. Given that it is terrible at soloing and in a team you have to stand in the middle of your foes, it takes dedication to a certain play style to love this combination. General Note: This recommends slotting one for accuracy. If you want to take on higher level foes than you, you will probably want to slot a second accuracy in your powers. This generally will not be a problem while leveling unless you sidekick up to level 50 teams. Ice Control Chillblain is a single target immobilize and DoT. It is one of your highest damage powers, so you need this for damage, but I rarely use this on a team unless it is full of controllers and lacks damage. Slot 1 accuracy, 3 damage, 1 end reduction - add 1 recharge reduction if you solo. Block of Ice is a single target hold and damage. As one of your two high damage powers you should slot this for damage, accuracy, and END. As you will have a second hold and END is an issue, slot for hold not recharge if you want more control. I use this every time it is up, targeting a lieutenant if possible to hold the highest value target I can. Slot 1 accuracy, 3 damage, 1 END reduction, 1 hold. Frostbite is a AoE immobilize with minor damage. Against a group of foes it will do more damage than Electric Fence and will set up containment if you get an AoE damage power from somewhere. I skip this power, if I were soloing I would take it. Slot 1 accuracy, 3 damage. Arctic Air is a pbaoe toggle. It gives foes -Recharge and -SPD and will Confuse them if it hits. It costs over 1 END per second so you need a lot END reduction. I keep this up constantly unless I am waiting and recovering END. Slot 2 END reduction (3 if you can afford it but you don't get much out of the 3rd). Shiver is a wide cone which gives foes -Recharge and -SPD. It has a recharge of 30 seconds so it is up a lot. I do not use it because it uses a lot of END I cannot afford and while theoretically powerful you cannot see the effect since you have so much other -Recharge. Slot 1 accuracy, 1 END reduction, 1 recharge. Ice Slick is the best power in the set. It is a ground targeted aoe that creates a long duration ice patch which causes foes to be knocked down repeatedly and they have -SPD. It can be targeted around corners, so you can use this to prevent your foes from getting off an alpha. I use this at the start of almost every fight. Flying creatures such as CoT spirits and multi-legged creatures such as Arachnos bots are immune to knockdown so this power is somewhat situational. Slot 3 recharge, 1 range. Flash Freeze is a targeted AoE sleep. It does a tiny bit of damage up front so it will not stack with other sleeps used before it, but the damage is too small to be meaningful otherwise. This is only useful as a panic button and most teams will wake up the sleepers immediately, so it is skippable. Slot 1 accuracy. Glacier is a pbaoe hold. It also gives -Recharge and -SPD in case they are not held. This is a great panic button since you need to be in the middle of your foes anyway. Slot 1 accuracy, 3 recharge, 2 hold. Jack Frost is a pet that does some damage, which is better than nothing. It may also hold a foe. Slot 1 accuracy, 3 damage. Time Manipulation Time Crawl is a single target debuff to recharge and regen. A target with this on gets slightly more debuff from Time's Juncture. A target with this gets +1 magnitude on the hold from Time Stop. So use this on bosses and then hold them. Or use on AVs and GMs for the -regen. Slot 1 accuracy. Temporal Mending is a pbaoe heal with additional healing for 6 seconds. Slot for healing not recharge to keep your END cost down. It is problematic to use because you want to stand in the middle of your foes but to heal you have to be next to your ally – so let your allies know to stand beside you. Slot 3 healing. Time's Juncture is a pbaoe toggle. It gives foes -Dmg, -To Hit, and -SPD. Only the -To Hit is enhanceable. It costs over .5 END per second so you need END reduction. I keep this up constantly unless I am waiting and recovering END. Slot 1 accuracy, 2 END reduction, 3 To Hit debuffs. Temporal Selection is a single ally buff that lasts for 2 minutes and has a recharge of 2 minutes. With enough recharge you can alternate between 2 allies. It gives +dmg, +recharge, and +regen. It is best used on a damage dealer such as blaster, scrapper, or brute. Slot 3 recharge. Distortion Field is a ground targeted aoe that leaves a field for 45s that debuffs -recharge and -spd. Foes have a 20% chance of a mag 3 hold. This also can be dropped around corners. Use this if ice slick is not up at the start of a fight or for foes that are immune to ice slick. You can save this for long lasting fights or to take on adds. Slot 3 recharge. Time Stop is a singe target hold with no damage. It can hold a boss if the boss has Time Crawl on it. So use Time Crawl on a boss, if you hit use Time Stop to hold them. If TC misses, use TS and Block of Ice to hold the boss. Slot 1 accuracy, 1 end reduction, 3 hold. Farsight is a pbaoe buff to you and your allies. It is a slight To Hit buff but a significant defense buff and perception buff. It has a 4 min recharge and 120s duration so you can make it perma. This is your only constant team buff and you should have it up all of the time. Slot 3 recharge. Slowed Response is a targeted AoE that gives foes -Def and -Res. This is how you contribute damage to a team. Slot 1 accuracy, 3 recharge. Chrono Shift is a pbaoe heal and +recovery for you and your allies. It has a 6 minute recharge and lasts only 30s, so this is a panic button not a regular use feature. You can slot it for healing or END mod. Slot 3 recharge, 3 heal/END mod. Edit: Added END reduction to chillblain and time stop, removed 1 end reduction from Arctic Air for better END management.
  9. At higher levels tankers are uncommon. Brutes rule high levels because of IOs and they do not herd. So players do not seem to understand herding even at low levels when it is useful.
  10. Are you looking for most powerful powerset combinations or actual builds? This thread tells you the most popular primary and secondary sets for each AT. Just know that Fire is used for farming so it is vastly over represented compared to how good it is in the regular game. Except fire/kin controllers are the best controllers.
  11. Is someone spamming about this in-game? A lot of people don't read the boards
  12. You can create the character and park it in an arena or pvp zone for a day badge and then rename it for free when you think of a name
  13. now if only there were a way to bind a slash command to a key so you did not have to type it every time.
  14. Happy Life Day
  15. Glad to help you. If you select the chest detail type "Over" then you can select a star (I think it is star 2) and it shows up on your vest. Color it appropriately and you have a nice badge for your western marshal (pic 1). But, because it is the chest detail, you cannot have it and a bolo tie. A solution for that is to have your vest open with a bolo tie showing, and using the retro belt with the star belt buckle acting as a badge (pic 2). Of course, as everyone knows, bolo ties were invented in the 1940's and are not period accurate for western marshals. So you should probably just go with the badge on your vest.
  16. That is a good name
  17. Is to compliment someone on their costume, character name, or biography. No matter how much influence they have, no one ever has too many compliments.
  18. why the switch to scrappers?
  19. I am impressed that you do this. I see you on doing this occasionally and have joined for a bit. It's great to have someone organizing teaming and doing the various task forces.
  20. I've been trying out stalker and was thinking of trying scrapper, since I haven't played one since coming back. I'm thinking of making a Tsoo so I am going with kinetic melee. Naturally ninjitsu makes sense for a ninja so I was looking at that. One of the powers gives stealth - is that stalker level stealth or just superspeed type stealth? And how is kin/ninjitsu on a stalker - or is there a better pairing for kin/ that would still work with a Tsoo concept?
  21. What would you make to play each Enemy group? - 1 reply When do you want villains scattered apart in a fight? - 17 replies The problem with stalkers - 21 replies Soloing red side I can see again how good the solo game really is - 9 replies this thread - 170 replies I create a wide variety of threads. Don't blame me for which threads people decide to reply to.
  22. welcome back
  23. What the redside contacts need is to act like your minions. At low level you are kind of ordered around and threatened, and for low levels it makes some sense. But really it should be people coming to you wanting to be your lackeys, praising you and saying how only you can do something. "I need you to hunt down Boss Nass. Arachnos will kill us if you fail." is far less enjoyable than "What a brilliant plan you have. I have found Boss Nass as you commanded, now you just have to go take him out." One has you feeling like you are a pawn, the other like you are someone powerful and important.
  24. You play level 12 stalkers at +4/x8? I am impressed
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