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Everything posted by Biff Pow
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One nice thing about Kinetic Melee if you're looking for Defense bonuses- there's lots of places to slot the Winter IO sets.
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Basically, yes. Fire/Cold isn't hard, pretty much every purple set gives 6% resists, some also give Psi/Toxic. Shield Wall and Unbreakable Guards for E/N, and the Tanker sets for everything.
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You can get a lot of resist and defense bonuses from Invention Sets, and then with the Might of the Tanker proc get up near 90% resistance to everything. But honestly, once you're up to the 70s or so in resists (plus capped S/L), you're already taking so much less damage that 90% is overkill. Mids numbers can be misleading, or use really weird builds that aren't fun to play, I prefer to go by in game stats. Here's my Inv/SS in a fairly basic situation: two enemies in Invincibility range and one stack of Might of the Tanker.
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60% is decent Accuracy. In situations where you're missing a lot, it's usually +ToHit that you want (or ToHit Debuff resistance), not more Accuracy.
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Sonic Blast kind of does the opposite- put the minions and Lts to sleep with Siren Song while you deal with the boss. And it's auto-hit.
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Invulnerability has four auto powers and just three toggles (which are pretty light on endurance.) It doesn't really need a recovery boost.
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This is my final build, so it's very purpled-out. Blaster SonicEnergy.mbd
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I'm all for a toggle, but I know how upset some players get when you threaten to take away their double-stacked Rage (which I think it overrated myself.) A mutually exclusive option would be a better idea. I agree, but I also don't think Fiery Aura works thematically for Stalkers. Keeping ATs theme-based kind of went out the window years ago.
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My problem with the -damage crash is it just feels kludge-y. I think an increased endurance crash gives the same effect (better calm down) but it would feel more natural than 'no damage for ten seconds.' Yes, there are other things to do during those ten seconds and powers that will work, but mostly you're just hovering over the key for Footstomp or KO Blow waiting for the crash to end.
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Get rid of the -damage and -defense and increase the endurance crash. Increase the damage of the first three attacks. They should not do less damage than Fighting Pool powers.
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I think a reasonable change is Hurl remains a single target attack but causes AoE knockdown like Gravity Control/Propel.
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While I haven't done it on Homecoming (just don't have the time), making AE missions is a lot of fun and its own type of content. If you ever feel bored with the game, start making up your own stories.
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Letting go of Def and giving in to the concept
Biff Pow replied to hoodedKitsune's topic in General Discussion
I find there's a balance where chasing a certain bonus too much can hurt your build in other ways, or just make it not as fun. I see a lot of builds that skip fun powers (like Boggle in Psi Melee) because they have to fit in so many pool powers. My Blasters generally end up around 30% defenses and that works great. If I tried to push it into the 40s I would have to give up offense or utility and end up worse off. -
My Inv/SS Tank now has a 90% damage bonus with Rage running instead of 100% which barely makes a difference except I really liked that round number. (Yes, I could find another 10% in bonuses but I like my build as is.)
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Why is there no Armour set in the game?
Biff Pow replied to Scarlet Shocker's topic in General Discussion
I think the Tech power pool should be Power Armor instead of Gadgetry, with Iron Man-type powers. A blast that can come from your hands or eyes, flight with rocket effects on your feet, maybe a +ToHit targeting computer. Also add an aura like the H.U.D. display but more solid so you can have a faceplate that flips down when you're in combat. -
Thoughts on Making a Good Shield/ SJ Tank?
Biff Pow replied to Arnabas's topic in General Discussion
This is especially true with Shield Defense, because it really doesn't need many slots beyond the two main +Def powers. True Grit can wait, Phalanx Fighting isn't very effected by enhancements (not at all when solo), Active Defense and Against All Odds don't even use any IO sets (except Taunt), etc. It's a good set to go all-in on offense. -
For unkillable with no FX it's hard to be Invulnerability
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Thoughts on Making a Good Shield/ SJ Tank?
Biff Pow replied to Arnabas's topic in General Discussion
My Shield/Justice Tank is just at level 35 right now, so don't consider me an expert, but my strategy has been six-slotting my attacks so I can use IO sets like Touch of Death and Mako's Bite for the positional defense. My defenses are around 38% right now, which I feel is pretty good for my level and that I don't use the Fighting Pool. For endurance I just have the Miracle +Recovery in Health, which makes a difference but I will get low if the fight goes long (like Freakshow with their healing/rezzing.) -
Thoughts on Making a Good Shield/ SJ Tank?
Biff Pow replied to Arnabas's topic in General Discussion
Do you have attacks slotted? I find sometimes when people complain about endurance on Tanks it's because they're barely doing any damage with their attacks. Or they're running Hasten when they don't really need it. -
A lot of this kind of stuff is covered in Day Jobs.
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Same, the only ones I keep are the passive boosts and Blessing of Tielekku.
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Willpower definitely helps with endurance as you're leveling up, but overall I find Invulnerability to be a lot stronger.
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When you start in a new zone, zip around and get exploration badges. If you don't know where they are, defeat some enemies until they drop a tip. Each zone gets you 5 Reward Merits, which you can use to buy 10 Enhancement Unslotters. Sell those in Auction House and you'll make 600 thousand-plus every few levels.
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Super Strength Epic Power Pools! Sentinels can already get KO Blow, so what the heck.
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/Energy has some heavy hitting attacks, it's very satisfy to move in and destroy the Bosses. I like the classic Energy/Energy but Sonic/Energy is also fun and great for soloing (most due to Siren's Song.)