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Biff Pow

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Everything posted by Biff Pow

  1. 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:)
  2. 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".
  3. Maybe the "Chance for Knockdown " IOs (Kinetic Combat, Avalanche, Ragnarok) could be changed to Chance for Knockdown/KB to KD like Overwhelming Force.
  4. Can we call it the Aggrorithm?
  5. 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.
  6. Oops, I meant the Total Focus (and Thunder Strike) animation. It has Super Strength feel to it.
  7. My Super Strength for Scrappers: Punch Haymaker Smash (cone attack, Energy Transfer animation) Build Up KO Blow (or different name, should be weaker version) Confront Handclap Hurl Footstomp
  8. It helps starting characters buy and upgrade SOs early.
  9. Tier 9 Whip attack could be just shooting a pistol instead
  10. Then sell your Uncommon Salvage. Easy money.
  11. If you really want to add more AoE damage to Super Strength- instead of Handclap I'd make Hurl a Ranged AoE, just because it looks weird throwing a big rock into a crowd and only hitting one guy.
  12. Super Strength's secret weapon is Rage's +ToHit. I get annoyed whiffing at Nemesis Lts. on my other characters.
  13. It should be there. It's just a small bonus, but I find it helps enough that I generally only use FA against Arachnos.
  14. Assault Hybrid gives a passive +10% damage. Split the Might of the Tanker IOs into three pairs and that's another +12%. Four purples in Laser Eyes Beams gives another +4%. Not saying this is ideal but it all starts to add up and make a noticeable difference.
  15. What's funny is they made Willpower a better Wolverine set by adding Heightened Senses.
  16. Willpower was the Regen rework.
  17. Looking for underground mission doors in Brickstown.
  18. With Invulnerability, all five Resist powers are available by level 12, and now that we can use SOs early they give you some good resist numbers. Put the +Def IOs in the passives for an extra defensive boost. Honestly though, since this game began one of the best early defense powers for me has been Air Superiority. It reliably keeps Bosses off their feet so a lot less damage is incoming.
  19. My suggestion is just to create a separate "Might Melee" set that doesn't have Rage and can be ported to Scrappers/Stalkers. No changes to Super Strength so no one can complain (but they would anyway.)
  20. I find one stack of Rage to be enough, especially with the Gaussian's Build-Up in Invincibility going off all the time. A Rage crash every minute would be super annoying, and I can see why people are complaining if that's what you're doing.
  21. Invulnerability can handle the -Def well but if you're worried, hit Handclap and most enemies around you spend the drop getting up from the ground or stunned. The -Damage is no fun but at least the Judgement powers work once you're Incarnate. Otherwise you can use the hit to Taunt and maybe re-position.
  22. Footstomp + Mighty Judgement
  23. LIke I said, I'm not squeezed for powers. I'd trade power picks for more enhancement slots if that were an option.
  24. It's a free slot. If I don't take Unstoppable, I have to use up a slot from somewhere else for the +Def IO. On my builds, I'm squeezed for slots but not powers, so it's an easy choice.
  25. If new sets are the easier option, I'm all for that. I just thought it would be nice to make some existing sets more useful.
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