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Posts posted by Biff Pow
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I think the secondary powers should crossover if you take both travel powers. Ex: Afterburner with Mystic Flight, Double Jump with Mighty Leap.
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5 hours ago, Eldyem said:
Am I missing some context here? Every Control set has multiple forms of AoE lockdown. AoE sleeps aren't even unique to Mind Control. Holds and Stuns completely stop enemies from attacking, Confuses stop them from attacking you, and Fears slow down how often enemies attack considerably. In fact, Sleep is one of the least effective forms of AoE lockdown.
Sleep is the only auto-hit, though. It's nice not worrying about a bad roll.
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It is weird that most purple sets have a 6% Fire/Cold resist bonus but only three sets give 6% Energy/Negative resists (and they're AT-restricted, so you can only access one at most.)
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Not anymore, since they added Psi resistance to Invulnerability.
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I'm going to assume Barbie Q is already taken
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I just levelled up a Sonic Blaster (but /Energy) and really liked the set because it's Controller-ish. I would use Sirens Song to take most enemies out of the fight while I concentrate on the Boss, but to do this you have to use single target attacks. At higher levels I could be more of an AoE Blaster, cycling Shockwave and Sirens Song to both damage and control a group. And of course Dreadful Wail to nuke everyone whenever it's up.
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Here you go, capped resists with Invulnerability!
...Okay, and three stacks of Might of the Tanker (also bonus Gaussian Build-Up!) But seriously, even 70+ in all the exotic damage types is ridiculous. Remember when Arachnos was a pain because of all that Psi and Toxic damage? Haha, not anymore.
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The ragdoll physics really seem to effect the Behemoth Overlords, they get caught up on objects or sometimes just stay laying on the ground. You think they're defeated until you see their healing flames animation.
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11 hours ago, Galamane said:
How's it working for you post 50?
Great, just going through the Incarnate arcs now. Just got the T4 Spiritual Alpha, both the +Heal and +Stun help /Energy, and of course +Recharge helps everything.
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I've been playing Sonic/Energy and find the stuns stack together really well. It's easy taking out Bosses when they're just stumbling around.
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Move Detective Selnum out of the police station and into a beach house on one of the islands to the north.
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I like it when a confused Boss wipes out some Minions for me. They're not worth much xp and it speeds things up so I can get to the next group and next Boss.
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The Fighting Pool is like a mini Melee Primary and Secondary. If you take it on a Melee AT that already has a bunch of Melee attacks and defenses, it's going to feel redundant. This is a build choice, not a game problem.
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Put the Gaussian's Chance for Build-Up in Invincibility, it fires off a lot when you have a big group around you.
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Invulnerability is by far my favourite defensive set. I like its simplicity, four auto powers and three fire-and-forget toggles. This also kind of applies to Super Reflexes, which I would like more if there was anywhere to slot Resistance IOs.
The other great thing about Invulnerability is it's constantly getting buffed, and it's hilarious to see how much more of an unkillable monster you can create with each new update.
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I have a hard time sticking with Blasters because they don't scale up into higher difficulties as well as Tanks, but I finally found a great combo in Sonic/Energy. The AoE Sleep and lots of Stuns makes it very safe, but if things go south just nuke everyone.
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I slot the Steadfast Protection and Gladiator's Armor +Defense IOs as early as I can, also the Shield Wall and Reactive Defenses +Resist. On Invulnerability Tanks I always slot the Gaussian's Chance for Build-Up in Invincibility right away (conveniently they're both available at level 18.) But mostly I stick to SOs until level 25 or so.
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It's too bad "Storm Summoning" was already taken because it's a better description than Storm Blast.
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Buy low, sell high
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Ah, a good old Tankers and Taunt thread. Takes me back to 2006.
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My suggestion would be to turn Flurry into a cone attack like Shadow Maul, but move it to the third tier (need two Speed powers to unlock it.)
Then either drop Whirlwind down to the first tier (it's not like people are going to be rushing to take it anyway), or add a new single target attack (with a teleport effect, a quick entry into melee.)
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Arachnos is also a pain without Focused Accuracy.
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I've played Super Strength far more than any other melee set, so it's probably my favourite even though I find Rage kind of kludgy. It's very powerful, no complaints about that, but when I'm on my other characters I appreciate not having to watch for a "crash".
More recently I've played Psychic Melee a lot, because I love Confuse powers, and also slicing through Shock Treatment when she's in that annoying Power Surge mode is very satisfying.
My suggestion for a new melee set would be "Mighty Melee", a Super Strength-like set that can be ported to all ATs. That way no changes need to be made to Super Strength, which would probably upset a lot of people even if they made the set more fun.
Psi Melee Insight change (scrappers)
in Suggestions & Feedback
Posted
Yikes, no. Boggle is awesome.
I think an easier "controlled" Insight would be just have Concentration automatically grant Insight.