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Biff Pow

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Everything posted by Biff Pow

  1. Right-click on the Global tab, choose Edit Tab, then General, then Remove>>.
  2. I'm pretty sure all those +Def pool powers give Psi defense now (they didn't use to.) But Invulnerability isn't as weak to Psi damage as it used to be, either. Unyielding, Resist Energies and Unstoppable all give Psi resistance. Invincibility gives a little Psi defense. It's not a big deal anymore.
  3. My Inv/Psi Tank will be sticking with Energy Mastery. Focused Accuracy is just too useful, and now they've reduced its End use too. He also uses the Force of Will pool, which I think works well with the Psi theme too. But I'm glad they're adding sets and giving us more options.
  4. Maybe I'll give Storm Blast another shot.
  5. The Winter themed enhancement sets all give a lot of +Defense, especially when they're boosted to Very Rare (at level 50).
  6. I've started a few characters on Torchbearer and have been surprised at the good names available. I lost interest in one and deleted the character, then soon saw someone else using the name. I'm just glad it found a new home.
  7. Mostly police scanner and bank missions to 20, then add in Tip missions. As long as your character can gradually increase difficulty, it goes very quickly.
  8. Move Flurry to the third tier and make it a cone attack.
  9. Now would be a good time for veteran players to delete or rename some of their lesser used characters to free up names for the new players.
  10. Yes, there's Spring Attack and it is cool! I just wish it had a shorter recharge time. I don't know much about Mids compatibility but here's my build to see if it works and give you ideas. InvSS.mbd
  11. My alternative to the indestructible Tanker lately has been to go in the complete opposite direction- the massive damage Blaster. It takes some getting used to (did you know there's badges for being defeated?), but at higher levels you start to feel just as powerful in a different way.
  12. Just one Rare Salvage drop, sold in the Auction House, can fund SOs for quite a few early levels (as long as you're not upgrading every level.) And you can buy a Rare Salvage for the 5 Merits you get for the starting zone exploration badges. Yeah, this info isn't exactly new player friendly, but isn't figuring out strategies like this part of playing games? (And honestly, how many new players is this game really getting?)
  13. I like Resilient for Invulnerability, since it effects so many powers and pushes the exotic Resists over 70%. (The ToHit buff also effects Invincibility a little bit, it's a bigger deal with Inv/SS because of Rage.)
  14. My suggestion to help Endurance problems (and I realize some people won't like it) is don't take Hasten. One power that saps your End every two minutes is bad enough, two is asking for trouble. Yeah, you can hit Footstomp and KO Blow a couple seconds faster, but by the endgame purpled-out build, I barely notice the difference. I'm surprised you'd have Accuracy problems, I think the +ToHit from Rage is one of the best parts of Super Strength. I still take Focused Accuracy though, for the +Perception and ToHit Debuff resistance, but generally only need it running fighting Arachnos.
  15. I think a Melee/Support AT could work if you switch some of the Ally-only powers to include the caster.
  16. I've always avoided the Fighting Pool on my Melee characters, especially Tanks. I already have a set of Melee attacks, Tough is redundant, and Weave might be nice to have but isn't necessary. But since we can now skip our Tier 1 secondary power, it's a little easier to fit in the Fighting Pool, and having another AoE attack (Cross Punch) would be nice.. So I finally added the Fighting Pool to my Inv/SS Tank. Cross Punch does almost as much damage as Haymaker, but can hit up to five targets- that's great! And it recharges just as fast as Haymaker. Also it can Stun and Knockdown targets. Cool. But wait there's more- every target you hit increases your Recharge and ToHit for six seconds! It's weird how much this attack does. I used to have Spring Attack from the Leaping Pool. It's a fun way to enter a fight, does decent damage, but has a very long recharge. I kind of wish I could stick with Spring Attack, but Cross Punch is just too good. So you win, Fighting Pool.
  17. The good thing about Psi is a lot of the sets have a Confuse power that lets you recruit a helper buddy against resistant enemies.
  18. Can confirm this is a great combo. Sleep the whole group (and it's auto-hit, there's no mess), hit the Boss with Screech and the EM attacks and they're too stunned to fight back.
  19. Throwing a big chunk of ground should feel more powerful. Adding AoE knockback (or knockdown) would help without adding any damage.
  20. Yikes, no. Boggle is awesome. I think an easier "controlled" Insight would be just have Concentration automatically grant Insight.
  21. I think the secondary powers should crossover if you take both travel powers. Ex: Afterburner with Mystic Flight, Double Jump with Mighty Leap.
  22. Sleep is the only auto-hit, though. It's nice not worrying about a bad roll.
  23. 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.)
  24. Not anymore, since they added Psi resistance to Invulnerability.
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