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Supertanker

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Everything posted by Supertanker

  1. 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.
  2. 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.)
  3. 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.
  4. 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.
  5. LIke I said, I'm not squeezed for powers. I'd trade power picks for more enhancement slots if that were an option.
  6. 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.
  7. 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.
  8. The second. Damage as part of the Enhancement, like the new End Mod sets.
  9. To increase the usability of some lesser used sets, is it possible to add +Damage to the Mez and Debuff Invention Sets? It could be a lesser amount than the offensive sets (maybe around 60% Damage for a full regular set, 80% for purple sets.) This would really open up a lot of sets that are usually ignored, and create a wider variety of builds. I think some players would like to build for enhancing secondary effects to their powers, but the zero damage enhancement is just too steep a trade-off.
  10. Pre-tricked out build/Incarnate powers, Unstoppable is a good power for fights where you're getting End drained and could lose your toggles. But mostly I just use it to slot the Gladiator's Armor +Def enhancement.
  11. Porters' strategy is luring dumb NPCs into another room where they will be immediately killed.
  12. It's hard to follow Inv/SS because you get spoiled by the +ToHit bonuses.
  13. The whole point of the Incarnate System is to make you overpowered.
  14. I haven't played goldside past level six or so.
  15. Instead of Gadgetry, how about Power Armor? A Flight power with rocket boot SPX, a ranged blast with an Arcane Power-type effect but "Target Locked" or something like that. A passive resist armor power. Yeah, it would have overlap with other sets but so does the Fighting Pool and people keep taking it anyway.
  16. I go for a lot of Energy/Neg. Energy and Psi resistance because S/L and Fire/Cold are really easy to come by from offensive sets. So Unbreakable Guard, Impervium Armor in the resists, Shield Wall in the defense powers. Not slotting Dull Pain might seem weird but honestly I barely use it. (One IO missing here is the Reactive Defenses: Scaling Resists, because I have it in Combat Jumping.)
  17. Right when it opens up at level 10. Auto-hit AoE control power that needs no extra slotting? Sign me up.
  18. I had this problem with the Outcasts auctioneer mission. Completed the hunt part in a radio mission and had no mission door afterwards.
  19. New Presence Pool travel power: "Where'd they go?" It's a teleport but only works when no one is looking.
  20. Depends on your secondary. With Super Strength I find Accuracy in the 50s and 60s to be enough because Rage gives a big ToHit buff. I'm playing an Energy Melee Tank right now, which is cool, but all the whiffing is kind of annoying.
  21. I mean, the level 49 character would still be there, just with a generic name (if someone took it.) They just have to think up a new name, which I don't see as a huge deal. Renaming is free and easy.
  22. I just don't see the point of two combat toggles, and this includes Combat Jumping and Acrobatics. Just have the regular travel power and the combat version, which replace each other when turned on. But whatevs.
  23. I read the thread title to the tune of "I Left My Wallet in El Segundo".
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