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Posts posted by Biff Pow
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6 hours ago, Golden Azrael said:
I put this in Foc' Acc'. It didn't work? I had to turn Foc' Acc' on.
Azrael.
It should be there. It's just a small bonus, but I find it helps enough that I generally only use FA against Arachnos.
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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.
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11 hours ago, KaizenSoze said:
The problem is coming up something that is not a willpower clone.
The concept in my mind falls inline with idea of regen, Wolverine.
What's funny is they made Willpower a better Wolverine set by adding Heightened Senses.
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Willpower was the Regen rework.
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On 1/8/2022 at 6:45 PM, ninja surprise said:
Ever been confused by something in the game where after you figure it out you chuckle in relief that nobody can actually see you?
Looking for underground mission doors in Brickstown.
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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.
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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.)
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2 hours ago, Sovera said:
Who runs Rage without stacking it, Snarkums? Once stacking Rage the crash happens once a minute.
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.
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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.
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Footstomp + Mighty Judgement
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3 hours ago, Hyperstrike said:
No. You had to invest in the power to get that slot. That's the very opposite of "free".
LIke I said, I'm not squeezed for powers. I'd trade power picks for more enhancement slots if that were an option.
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1 hour ago, Hyperstrike said:
And even if you're loading up on Psi-Resist bumps, you have 7 normal Resist powers (3 active, 3 passive and Tough, which on an end-stage build should just be turned OFF). So you don't need that slot.
In short. Unstop is a waste of a power pick and any extra slots devoted to it may as well have been flushed down an outhouse.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.
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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.
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The second. Damage as part of the Enhancement, like the new End Mod sets.
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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.
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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.
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Porters' strategy is luring dumb NPCs into another room where they will be immediately killed.
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It's hard to follow Inv/SS because you get spoiled by the +ToHit bonuses.
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The whole point of the Incarnate System is to make you overpowered.
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I haven't played goldside past level six or so.
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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.
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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.)
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On 8/31/2021 at 2:44 PM, Jacke said:
Everyone, if you take Taunt on a build, at what level do you get it?
Right when it opens up at level 10.
Auto-hit AoE control power that needs no extra slotting? Sign me up.
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I had this problem with the Outcasts auctioneer mission. Completed the hunt part in a radio mission and had no mission door afterwards.
Rage changes?
in General Discussion
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Super Strength's secret weapon is Rage's +ToHit. I get annoyed whiffing at Nemesis Lts. on my other characters.