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Biff Pow

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Everything posted by Biff Pow

  1. A while ago I started a Water/Earth Blaster named Molasses Man, and used the Slime aura to be extra syrupy. But I guess I got distracted by other characters and deleted him.
  2. What really helped me enjoy Blasters is control powers. Siren's Song in Sonic is a big one, it almost feels like a cheat, but really any Torrent power helps too. Knock everybody down then run into melee range while they're getting up.
  3. This isn't really true anymore, Invulnerability's base Psi resistance is only 5% lower than the other non-S/L damage types. So you can slot the Impervium Armor IOs, but there's other options. I prefer six-slotted purple sets so you get the 6% Psi resist, plus 6% Toxic resist, and also 10% Recharge at the fifth slot. My Invulnerability Tanks generally have over 70% Psi resist without using any Impervium Armor (and also before the Might of the Tanker proc).
  4. It's a superhero world, radiation is more likely to give you powers than kill you.
  5. I know Invulnerability isn't thought of as an offensive set but Invincibility provides +ToHit and if you slot the Gaussian's Chance for Build Up it fires off a lot when surrounded by enemies.
  6. Max needs to answer his phone or get off my contact list
  7. When you enhance a category (Accuracy, Damage, End Reduction, etc.) over 70%, the value will start to drop. It goes off a cliff after 90%, making added enhancement almost worthless. Certain categories (Defense, Resistance, Range) are lower enhancement rates, so the drop off starts at 40%, the cliff is around 55%.
  8. The Arachnos Mu guys are definitely a pain, especially when a bunch of them spawn together. They are a case where Hand Clap is helpful, since they don't really get knocked down but do get stunned. I don't find any other Arachnos very difficult, so I always target the Mu first. But if there's a lot of them (or two Bosses) and you don't like relying on inspirations or Incarnate powers, Unstoppable is also a last resort option.
  9. Hasten will knock another two seconds off of KO Blow and Footstomp when active, which isn't insignificant but also not game-changing. I just prefer only one click power with an endurance crash to pay attention to versus two.
  10. Pretty much all the accolades can only be unlocked by playing the game.
  11. I don't use Hover but my build does have Combat Jumping, and also Spring Attack, which is a fun way to leap into a group of enemies. I keep it pretty simple- Unbreakable Guard in Resist powers, Shield Wall in Defense, purple sets in attacks, plus the usual +Def, +Res, +Regen, etc. IOs. Only 50% in Recharge bonuses (I find chasing more makes very little difference) but also 80% resistance to recharge debuffs. Tanker (Invulnerability - Super Strength).mbd
  12. The compromise on Regen was a new Regen-esque set that used the revamp ideas (Willpower) so I think they should do the same with Super Strength- a new set that exists alongside the old one.
  13. I know, I just wish it was even easier because clearing inventory is the dullest part of the game.
  14. I wish there was a big "sell stack" button next to "sell" to speed up the vendor-ing process.
  15. Everything in this list with an Earth icon is a global effect, meaning it doesn't have to be in an active power to work: https://homecoming.wiki/wiki/Enhancement_Sets
  16. The Gaussians Build-Up used to double up sometimes in Invincibility, but that was changed at some point. I even saw it triple stack a couple times. Even without that, it's still definitely worth slotting.
  17. Yes, the chance for build up increases with enemies around you. If you're in a group of 10+ it fires off a lot.
  18. I've been soloing through the Task Force Commander TFs this week so I can confirm Inv/Energy is a strong combo and the AoE is actually pretty good. Just remember to use Power Crash in Energy Focus Mode when you herd everybody up. Also I don't use the quick Energy Transfer against AVs, I use Barrage for the debuffs. Not sure how much of a difference they really make, but it's working.
  19. Dr. Vahzilok getting Biff Pow'd
  20. The thing about Recharge is it's diminishing returns. The first 100% (usually just from enhancements) is great, the recharge time is halved. If you add another 100% you're down to one third, and over that you're just shaving off seconds. Now, those seconds might be important to you and that's fine, but sometimes you might be missing out on better build choices. Like, my Energy Blaster can Nova every sixty seconds. I could take Hasten and slot LotGs and get that down to maybe 45 seconds, but I really like my build and also a Nova every minute is pretty great already.
  21. It's honestly not bad. Energy Melee has a cone and a Melee AoE, Super Strength just has Footstomp (which has a longer recharge than both.) It's more the feel of stunning enemies vs. shaking the screen and knocking them down. Part of the reason I slot the Avalanche set in Whirling Hands is it just feels weird if my Tank isn't knocking people down.
  22. My main Biff Pow is Invulnerability/Energy Melee. I think you see less of them because EM's AoE attacks are weaker, and the set doesn't have as powerful a feel as Super Strength (with KO Blow and Footstomp's big boom), but it's very strong against hard targets, and you don't have to watch for a Rage crash.
  23. Biff Pow

    Twist on a Tank

    My Inv/Psi Tank leans into Confuse effects- Contagious Confusion in Boggle, Cognitive Interface, now just added the new Chance to Confuse IO. It mitigates damage, adds some damage, but mostly it's for entertainment value.
  24. I auto-complete the "Complete the Dilemma Diabolique Trial" mission at the end of the Dark Astoria arcs.
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