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Supertanker

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Everything posted by Supertanker

  1. I had +40% Damage on my Inv/SS Tank for awhile, so +120% with Rage. 15% of that came from Assault, and 10% from the Assault Hybrid, so it was pretty easy. I could have probably added another 20% if I really built for it (by breaking up the Might of the Tanker ATOs, for example.) It's fun and definitely noticeable, but eventually I dropped Assault and settled at a passive +20% Damage (for a nice even 100% with Rage.)
  2. This change also makes all your Primary and Secondary powers available before the Epic pools open up, no awkward overlap.
  3. Dark Melee and Psychic Melee both have a "mystic" feel, and Electric Melee if you're going for a Shazam/Thor type.
  4. Earlier power availability is cool- makes leveling up more interesting with more options available but still the same number of enhancement slots.
  5. Not having to worry the Psi Resist IOs has made slotting pretty straightforward:
  6. The mindset was money. One path was free content (I think shards) and the other premium paid content (threads). Something like that, it's been a long time, but that's why there's two systems.
  7. Getting that Prismatic Aether drop for the "Save Atlas Park" arc is some nice free money that will pay for SOs for a long time. I wonder what their price will settle at.
  8. Buffing Invulnerability was hilarious but I'll take it. I was able to drop all my Psi Resist IOs and still end up with higher numbers than before.
  9. Because it gets a ton of use for the first 40 levels.
  10. 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:)
  11. 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".
  12. Maybe the "Chance for Knockdown " IOs (Kinetic Combat, Avalanche, Ragnarok) could be changed to Chance for Knockdown/KB to KD like Overwhelming Force.
  13. 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.
  14. Oops, I meant the Total Focus (and Thunder Strike) animation. It has Super Strength feel to it.
  15. 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
  16. It helps starting characters buy and upgrade SOs early.
  17. Tier 9 Whip attack could be just shooting a pistol instead
  18. Then sell your Uncommon Salvage. Easy money.
  19. 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.
  20. Super Strength's secret weapon is Rage's +ToHit. I get annoyed whiffing at Nemesis Lts. on my other characters.
  21. It should be there. It's just a small bonus, but I find it helps enough that I generally only use FA against Arachnos.
  22. 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.
  23. What's funny is they made Willpower a better Wolverine set by adding Heightened Senses.
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