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Biff Pow

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Posts posted by Biff Pow

  1. 10 hours ago, PLVRIZR said:

     

    I have nearly identically built Inv tanks, JAW with St.J and NUT with SS.  I still play both, but almost always reach for SS first.  Foot Stomp is just so ridiculously satisfying.

     

    Super Strength's secret weapon is Rage's +ToHit. I get annoyed whiffing at Nemesis Lts. on my other characters.

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  2. 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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  3. 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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  4. 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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  5. 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.

  6. 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.

  7. 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.

  8. 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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  9. 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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