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Everything posted by Biff Pow
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No, you'd need a third SS for the slow resistance. Just the +7.5% movement speed for both pairs.
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Rage stacks but you're also shortening the time between crashes. I prefer to just let it run out then hit it again at the end of the crash.
- 60 replies
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- build
- build advice
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For a nice inherent speed bonus, this slotting with two Performance Shifter and two Synapse's Shock (one End Mod and one +Bonus each) gives +30% run speed. It's good for Recovery too.
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Get a lot of enemies around you and the Chance for Buildup goes off a lot, sometimes even doubling up.
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It's kind of helpful if you want to focus on one of the aspects- you can get the extra healing without giving up Health slots, or extra recovery without giving up Stamina slots.
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(edit: not sure how this turned into a quote, it's my statement.)
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I just find it funny that a Brute can have Fury and Rage running then also use an Enrage Inspiration. Kind of thematic overkill. I have my own ideas about Rage and Super Strength, but it's a popular set so the probably the smartest idea is to change nothing.
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What Combat Attributes do you monitor?
Biff Pow replied to Yomo Kimyata's topic in General Discussion
Damage bonus, for the Rage crash -
Moving missions from AE into the "real" game seems unnecessary, just make more use out of the Devs Choice/Hall of Fame tags, or some new "official" designation.
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Inv/SS Tank builds, plz Superman themed if possible
Biff Pow replied to TIto Vendetta's topic in Tanker
I've been working on this build. It's not over the top defensive like most Tanker builds, but the mix of resists, defense and regen makes it very sturdy. And fun! Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! InvSS: Level 50 Science Tanker Primary Power Set: Invulnerability Secondary Power Set: Super Strength Power Pool: Flight Power Pool: Leaping Ancillary Pool: Energy Mastery Hero Profile: Level 1: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(9), UnbGrd-EndRdx/Rchg(9), UnbGrd-Rchg/ResDam(33), UnbGrd-ResDam/EndRdx/Rchg(33), UnbGrd-Max HP%(33) Level 1: Jab -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(3), KntCmb-Dmg/EndRdx/Rchg(11), Acc-I(11) Level 2: Punch -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(5), KntCmb-Dmg/Rchg(5), KntCmb-Dmg/EndRdx/Rchg(13), Acc-I(13) Level 4: Fly -- Flight-I(A) Level 6: Air Superiority -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(7), KntCmb-Dmg/Rchg(7), KntCmb-Dmg/EndRdx/Rchg(15), Acc-I(15) Level 8: Unyielding -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(19), ImpArm-EndRdx/Rchg(19), ImpArm-ResDam/EndRdx/Rchg(36), ImpArm-ResDam(36), ImpArm-ResPsi(36) Level 10: Taunt -- Taunt-I(A) Level 12: Dull Pain -- NmnCnv-Heal(A), NmnCnv-Heal/Rchg(48), RechRdx-I(48) Level 14: Afterburner -- Rct-ResDam%(A) Level 16: Resist Physical Damage -- ImpArm-ResDam(A), ImpArm-ResPsi(31), StdPrt-ResDam/Def+(31), GldArm-3defTpProc(34), ImpSki-Status(34), Ags-Psi/Status(34) Level 18: Invincibility -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(27), ShlWal-Def(27), ShlWal-ResDam/Re TP(37), LucoftheG-Def(37), LucoftheG-Def/Rchg+(37) Level 20: Knockout Blow -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(21), SprGntFis-Acc/Dmg/Rchg(21), SprGntFis-Dmg/EndRdx/Rchg(23), SprGntFis-Acc/Dmg/EndRdx/Rchg(23), SprGntFis-Rchg/+Absorb(25) Level 22: Resist Energies -- ImpArm-ResDam(A), ImpArm-ResPsi(50) Level 24: Resist Elements -- ImpArm-ResDam(A), ImpArm-ResPsi(50) Level 26: Tough Hide -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(43), ShlWal-Def/EndRdx/Rchg(43), ShlWal-Def(43) Level 28: Rage -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(29), AdjTrg-ToHit/EndRdx/Rchg(29), AdjTrg-EndRdx/Rchg(31), AdjTrg-Rchg(48), RechRdx-I(50) Level 30: Combat Jumping -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(46) Level 32: Unstoppable -- ImpArm-ResPsi(A) Level 35: Focused Accuracy -- RctRtc-Pcptn(A) Level 38: Foot Stomp -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(39), SprMghoft-Acc/Dmg/Rchg(39), SprMghoft-Dmg/EndRdx/Rchg(39), SprMghoft-Acc/Dmg/EndRdx/Rchg(40), SprMghoft-Rchg/Res%(40) Level 41: Physical Perfection -- NmnCnv-Heal(A), NmnCnv-Regen/Rcvry+(42), Mrc-Rcvry+(42), RgnTss-Regen+(42) Level 44: Laser Beam Eyes -- Apc-Acc/Dmg/Rchg(A), Apc-Acc/Rchg(45), Apc-Dmg/EndRdx(45), Apc-Dam%(45), OvrFrc-Acc/Dmg/End(46), OvrFrc-Dam/KB(46) Level 47: Super Jump -- WntGif-ResSlow(A) Level 49: Hand Clap -- Acc-I(A) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Heal(A), NmnCnv-Heal/EndRdx(17), Heal-I(25) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(17), EndMod-I(40) ------------ -
It works great with no extra slotting.
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5 Things to Encourage Conventional Leveling
Biff Pow replied to Kraqule's topic in Suggestions & Feedback
I feel like the travel power at level 4 was the best encouragement. Early leveling is so fast now I don't think anything else will convince the people already skipping it. -
Let Detective Frasenbacker's dog out of the trailer
Biff Pow replied to Biff Pow's topic in Suggestions & Feedback
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Sometimes the Game is Just Really Generous
Biff Pow replied to ImpousVileTerror's topic in General Discussion
I like when I gather a huge group together for Lightning Rod + Ion Judgement, and the rewards announcements flash on the screen like the opening credits for a movie. -
Put the +Perception IO in FA and you don't even need to turn it on.
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Characters where you took the WHOLE Primary and Secondary
Biff Pow replied to Heraclea's topic in General Discussion
I've made a lot of Invulnerability characters and always take all nine powers. I usually take most of the Secondary powers too, but often swap out one attack for Air Superiority. -
Yes. With six slots you could have five first tier bonuses, or a five tier and a two tier, two first tiers and a third tier... The goal is really just to create more Invention Set combo possibilities. If it seems too powerful, making it unique is a good idea.
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This is an idea to add even more diversity and (imo) fun to Invention Sets. Is it too powerful? Maybe, but I'll throw it out there and see if there's any interest. A new Wildcard IO would not give any direct enhancements, but would count towards the Invention Set Bonuses of every other IO slotted into the power. Example: if you have one "Thunderstrike" IO and one "Devastation" IO slotted in an attack, you get no Set Bonuses. But add a Wildcard IO, it counts towards BOTH and now you get the first bonus for both sets. The trade-off is that the Wildcard itself is a wasted slot, it doesn't enhance the power at all. Only one Wildcard IO allowed per power, so you can't get two fourth-tier bonuses. I'm not even sure how often people would use them, this idea is just a fun option to add to creating builds.
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Confuse is the most "trickster" power, I feel. Making enemies fight each other, summon pets that then attack them, buff you instead of their partners. And it's a lot of fun.
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The Dark Astoria storyarcs help because you can get an Incarnate component at the end of each (with a chance for rare ones.) I'd also recommend ignoring Incarnate Shards, they barely drop and just confuse things. Build everything with Threads and Empyrean Merits.
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Keep your xp on, the Incarnate powers are just as powerful as purples (or moreso) and easier to consistently work towards than random drops and an ever-changing market.
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What enemies do you find most difficult/what kills you the most?
Biff Pow replied to Peacemoon's topic in General Discussion
Yeah, I target the BP "Sorrow" characters first, their debuffing is really powerful. Luckily they're nice enough to glow green for me to spot them. And of course the Sappers. Sappers must think the entire world hates them, because they can be standing next to the most evil villain in existence and they'll get targeted first. -
Take Air Superiority as an early attack, and combined with Flight that unlocks Afterburner for fast flight speed. Air Superiority's knockdown is also a good defensive tactic for keeping Bosses off their feet.