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Biff Pow

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Everything posted by Biff Pow

  1. Flight. Because flying.
  2. This reminds me of an old screenshot I call The Rock Show
  3. I mean, you CAN get to +80% Damage with Shield if you build specifically for it. Assault Hybrid, Assault from Leadership, split up Might of the Tanker into three pairs, gather five 3% bonuses, the 2.5% from five Shield Walls, etc etc. But you're giving up a lot to do that, and you'd still be lacking Rage's +ToHit bonus, which is arguably as good as the +Dam. I would just take Rage. Yeah, the crash is awkward but it's just ten seconds every two minutes (I don't double stack) and you still Taunt, Handclap, use your Incarnate Judgement power, move around, whatever.
  4. My suggestion for a third level 4 Fighting Pool power would be "Block". A click power that gives +Def for a few seconds.
  5. I'd like to see new Epic Pools for all ATs, covering more themes. Most have Fire and Ice sets, but how about Storm powers, or Kinetics? Maybe a set using the new Symphony powers. Or a mini-Mastermind set (like a Sidekick.) The good thing about the Epic Pools is you can only choose one, so they're easier to balance, and they can add some flavour to make your character feel more unique.
  6. I just find all the bonuses really useful. Endurance reduction, Energy resists, some Defense, then Psi/Toxic resists. Combined with the Fire/Cold resists from very rare IOs, it's easy to get into the 70s for resistance to everything (except S/L which is obviously capped.)
  7. Everybody's in the same city. Splitting the player base into three different worlds was a mistake.
  8. Well first, the 80% isn't really accurate, but more importantly, it doesn't apply to Bosses, which is where the real xp is.
  9. I like the Freaks, they're easy and a lot of xp. I usually gain an entire level just from the first mission of the Freakalympics arc (rescue and lead out three hostages, lots of ambushes.) And you can usually avoid their heals if you time your attacks right (on Minions and Lts. anyway.)
  10. Biff Pow

    Why tanker?

    I was JUST fighting Freakshow, and my strategy for them is to have the right combo to avoid their heals. At level 27, I can beat +1 minions with a simple Jab, Punch, Haymaker (Haymaker always last) with Rage running. I hit Lts. with KO Blow and they can be finished off before they recover from the hold. The Tank Bosses are tougher, but sometimes I luck out with a well-timed KO Blow. Super Stunners are a pain though, I try to jump away as a I throw my final shot to avoid their rez, but that doesn't work very often.
  11. Biff Pow

    Why tanker?

    The good news is Super Strength Tankers now get Rage at 24 and Footstomp at 30, so that long haul with only single target attacks is a little shorter. I deal with endurance through the 20s with Inspirations, which isn't too hard because End ones are generally the only ones a Tank needs. I would add IOs as you level up instead of waiting until level 50 (buy attuned if you can afford it.) Two slots of Unbreakable Guard give a 2.5% End discount, in all five resist powers it's pretty noticeable.
  12. I had +40% Damage on my Inv/SS Tank for awhile, so +120% with Rage. 15% of that came from Assault, and 10% from the Assault Hybrid, so it was pretty easy. I could have probably added another 20% if I really built for it (by breaking up the Might of the Tanker ATOs, for example.) It's fun and definitely noticeable, but eventually I dropped Assault and settled at a passive +20% Damage (for a nice even 100% with Rage.)
  13. This change also makes all your Primary and Secondary powers available before the Epic pools open up, no awkward overlap.
  14. Dark Melee and Psychic Melee both have a "mystic" feel, and Electric Melee if you're going for a Shazam/Thor type.
  15. Earlier power availability is cool- makes leveling up more interesting with more options available but still the same number of enhancement slots.
  16. Not having to worry the Psi Resist IOs has made slotting pretty straightforward:
  17. The mindset was money. One path was free content (I think shards) and the other premium paid content (threads). Something like that, it's been a long time, but that's why there's two systems.
  18. Getting that Prismatic Aether drop for the "Save Atlas Park" arc is some nice free money that will pay for SOs for a long time. I wonder what their price will settle at.
  19. Buffing Invulnerability was hilarious but I'll take it. I was able to drop all my Psi Resist IOs and still end up with higher numbers than before.
  20. Because it gets a ton of use for the first 40 levels.
  21. I'm team "slot your attacks early" to counteract the enemies' rising health. Especially now that we can use SOs so early, they make a big difference. (And I also throw in some useful IOs, here's an example of my Tank at level 15:)
  22. I'm a big fan of knockdown as mitigation. If a set doesn't have kb/kd, I'll add it where possible with IOs (Avalanche, Kinetic Combat, etc.) It also just gives attacks a more powerful feel, more "super".
  23. Maybe the "Chance for Knockdown " IOs (Kinetic Combat, Avalanche, Ragnarok) could be changed to Chance for Knockdown/KB to KD like Overwhelming Force.
  24. Can we call it the Aggrorithm?
  25. I'd just like to see Damage enhancement worked into more sets, so you don't (for example) have to choose between a set that adds Damage or a set that increases Hold duration. There should be a set that does both.
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