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Supertanker

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Everything posted by Supertanker

  1. This is cool, I've always felt like Electric Blast didn't quite fit the Storm/lightning theme.
  2. Cool, your second pic caught me mid-Eye Beam zap. It was fun smashing with all Tanks again.
  3. Everyone in the same city, no splitting up the player base. No Player Villains, but you can create villains (and their henchmen, lair, etc.) for others to fight in AE-style player generated content.
  4. I would do +2 x4 or so (depends on the character), purple bosses are where the xp is at.
  5. If I were making a Speedster, I'd probably go with Electric Melee for the lightning theme, the teleport from Lightning Rod, and Chain Induction is kind of like running around hitting multiple targets.
  6. And it has Boggle! Confuse powers are so much fun.
  7. No this isn't a request thread, it's just for fun. I've got a Phantom Army (okay, two Phantoms), confused enemies fighting each other, cool effects- Psychic Melee plus Incarnate powers feels like an Illusion Tanker.
  8. I'm constantly surprised by some of the names available on the lesser played servers. I hope the name release gets implemented eventually, but in the meantime try out Torchbearer or Indomitable.
  9. Somebody's level 25 Family ambush hanging out in the woods in Perez Park while you're trying to get to a mission door...
  10. I'd add an entire new zone Goldside with no announcement, and see how long it takes for someone to notice it.
  11. I love making them blow themselves up then the hostage they were guarding comes running away unscathed. Now that's super magic!
  12. Also- if an enemy buffs its allies, confusing them means they will buff you, which I find even more fun.
  13. This reminds me of an old screenshot I call The Rock Show
  14. I mean, you CAN get to +80% Damage with Shield if you build specifically for it. Assault Hybrid, Assault from Leadership, split up Might of the Tanker into three pairs, gather five 3% bonuses, the 2.5% from five Shield Walls, etc etc. But you're giving up a lot to do that, and you'd still be lacking Rage's +ToHit bonus, which is arguably as good as the +Dam. I would just take Rage. Yeah, the crash is awkward but it's just ten seconds every two minutes (I don't double stack) and you still Taunt, Handclap, use your Incarnate Judgement power, move around, whatever.
  15. My suggestion for a third level 4 Fighting Pool power would be "Block". A click power that gives +Def for a few seconds.
  16. I'd like to see new Epic Pools for all ATs, covering more themes. Most have Fire and Ice sets, but how about Storm powers, or Kinetics? Maybe a set using the new Symphony powers. Or a mini-Mastermind set (like a Sidekick.) The good thing about the Epic Pools is you can only choose one, so they're easier to balance, and they can add some flavour to make your character feel more unique.
  17. I just find all the bonuses really useful. Endurance reduction, Energy resists, some Defense, then Psi/Toxic resists. Combined with the Fire/Cold resists from very rare IOs, it's easy to get into the 70s for resistance to everything (except S/L which is obviously capped.)
  18. Everybody's in the same city. Splitting the player base into three different worlds was a mistake.
  19. Well first, the 80% isn't really accurate, but more importantly, it doesn't apply to Bosses, which is where the real xp is.
  20. I like the Freaks, they're easy and a lot of xp. I usually gain an entire level just from the first mission of the Freakalympics arc (rescue and lead out three hostages, lots of ambushes.) And you can usually avoid their heals if you time your attacks right (on Minions and Lts. anyway.)
  21. Supertanker

    Why tanker?

    I was JUST fighting Freakshow, and my strategy for them is to have the right combo to avoid their heals. At level 27, I can beat +1 minions with a simple Jab, Punch, Haymaker (Haymaker always last) with Rage running. I hit Lts. with KO Blow and they can be finished off before they recover from the hold. The Tank Bosses are tougher, but sometimes I luck out with a well-timed KO Blow. Super Stunners are a pain though, I try to jump away as a I throw my final shot to avoid their rez, but that doesn't work very often.
  22. Supertanker

    Why tanker?

    The good news is Super Strength Tankers now get Rage at 24 and Footstomp at 30, so that long haul with only single target attacks is a little shorter. I deal with endurance through the 20s with Inspirations, which isn't too hard because End ones are generally the only ones a Tank needs. I would add IOs as you level up instead of waiting until level 50 (buy attuned if you can afford it.) Two slots of Unbreakable Guard give a 2.5% End discount, in all five resist powers it's pretty noticeable.
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