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Posts posted by Biff Pow
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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.
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Storm!
in Archetypes
Playing a Storm/Elec Blaster. Cool so far, still figuring out the best attack combos and how Storm Cell plays into everything. I love Direct Strike.
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Even if you want less enemies, I find upping to at least x2 team size is better because you will get the occasional Boss spawn, and they're much better xp. I find certain enemy groups (like the Lost) spawn Bosses more than others.
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10 minutes ago, biostem said:
Well, maybe instead of all that, simply have a set that can only be slotted if the power deals the appropriate damage type. This hypothetical set could include damage or other procs, and since it simply checks if the power deals the correct damage type in order to slot it, you wouldn't need to specifically modify the power...
That's all my suggestion is. Every power already has attack type: melee and Smashing, ranged and Energy, etc. We already have IO sets for the first type, my idea is new sets based on the second type.
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3 minutes ago, biostem said:
Not so much damage types, but I think we need IO sets that combine a mez effect with damage - most, if not all of the hold sets, for instance, do not buff damage at all, yet nearly all such powers *do* deal damage. A quick check here seems to hold true for other mez effects as well...
Yeah, I've made that suggestion before too. Or even add +Damage to the existing mez sets.
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My suggestion is for more sets like "Overwhelming Force", the Universal Damage Invention Origin set- attuned, unique, but not Superior levels. Instead of Universal Damage, each set works in specific damage powers: Smashing, Lethal, Fire, Cold, Ice, Energy, Neg. Energy, Toxic, and Psionic attacks.
An example would be a set called "Future Sight", which can be slotted in attacks that do Psionic damage. The proc enhancement would be a short +Defense boost. Set bonuses would be similar level to Overwhelming Force, maybe even sharing some, plus new bonuses not seen in other sets. Maybe +ToHit (instead of +Accuracy), or resistance to types of debuffs?
If you like the idea, feel free to suggest other set ideas. I feel the procs should avoid effects already associated with that damage type (ex: Ice doesn't more Slow Movement, maybe chance to create a small fog patch?)
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My builds tend to be so normal (entire Primary/Secondary, very few Pool Powers) that I think they might count as abnormal.
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6 minutes ago, StriderIV said:
I never worked boggle into my Psi/Shield Scrapper build. Maybe I should give it a shot. How do you typically use it?
I usually use it on Lts., since Minions die quick anyway. Best on debuffers (they debuff their allies instead), or a damage helper against Psi-resistant enemies. But a lot of the time it's just for fun, like boggle the Crey Lts. who throw a Confuse grenade and suddenly all your enemies are fighting each other.
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Passively hitting 90 resist without tier 9 powers/Incarnate powers
in Tanker
Posted
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.