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Supertanker

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Everything posted by Supertanker

  1. 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.
  2. 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
  3. 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.
  4. 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?)
  5. 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.)
  6. 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.
  7. I think a Melee/Support AT could work if you switch some of the Ally-only powers to include the caster.
  8. 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.
  9. 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.
  10. 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.
  11. Throwing a big chunk of ground should feel more powerful. Adding AoE knockback (or knockdown) would help without adding any damage.
  12. Yikes, no. Boggle is awesome. I think an easier "controlled" Insight would be just have Concentration automatically grant Insight.
  13. I think the secondary powers should crossover if you take both travel powers. Ex: Afterburner with Mystic Flight, Double Jump with Mighty Leap.
  14. Sleep is the only auto-hit, though. It's nice not worrying about a bad roll.
  15. 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.)
  16. Not anymore, since they added Psi resistance to Invulnerability.
  17. I'm going to assume Barbie Q is already taken
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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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