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Everything posted by Spaghetti Betty
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I find the easiest way to complete that mission is to open up the contact window and select Complete Current Mission from contact.
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Officially Unofficial Weekly Discussion #3: Praetoria
Spaghetti Betty replied to SeraphimKensai's topic in General Discussion
I think there's a lot of high notes to sing about Praetoria. The environment is really good. Everything visually tells the story it's supposed to (First Ward/Night Ward being #1 IMO). All of the new mobs are fun to fight. I only have 2 gripes about the content there, one very real and the other extremely superficial. The real gripe is that the content is not team-friendly in the slightest. All of the arcs (including First/Night Ward) feel like they were designed to be ran by a single player. That attributes to it being a ghost town. My superficial gripe is about the awful Praetorian lab maps. I don't like them. Fighting mobs in them is a chore, especially Clockwork. There isn't enough "stuff" in them.- 50 replies
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If you were to add a zone to Paragon City...
Spaghetti Betty replied to Techwright's topic in General Discussion
I'd like to suggest an underground zone as well - Oranbega. Sure we visit the area in missions, but it's screaming for a fully fleshed out zone. -
I feel like this is a little disingenuous. That version of MoG also existed in a time where it was easily perma'd, meaning most fights came down to "oh, they don't do Psi damage? Guess I win". That is obviously no longer the case, and I would even argue that the biggest drawback of current MoG is that it exists on Regen as we have it now.
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Hey guys, I'm back. It's been awhile. I feel like I've been personally attacked by the updates we've received over the past few months, as they caused me to throw this project in the dust. But, I have some great news. I found a Dominator I really enjoy playing! And it wasn't the Plant/Earth. Or the Dark/Fire. It wasn't the Grav/Psi, either. Although I didn't completely give up on any of them they are just on "vacation". It was my brand new Illusion/Savage Dom. Illusion Control may not currently be the best on Doms, but I find myself really enjoying how unique of a playstyle this toon brings. The mix of melee, pets, TPing around with Savage Leap... There's just nothing else I've played quite like it. Currently level 46, but 50 is right around the corner. I'm experimenting with Soul as my epic/patron, and I'm digging having Soul Drain plus an extra AoE, but I'm not completely sold on it. I heard Ice Mastery is great too, so I might try that out before I make a concrete decision. Once again, thanks to all who gave me advice throughout the journey. None of it ever went to waste, and I used the knowledge gained from the original trio to great effects while lvling the Ill/Sav. It just goes to show that in order for me to find something with an identity I truly like requires the biggest left turn and a timely update from the HC team. Build thread coming hopefully soon! EDIT: I just wanted to add that Unkindness is hands down one of the coolest looking powers in the game.
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I've been finding myself having a ton of fun with an Ill/Sav Dom recently, something that never existed until now. I'm not the biggest fan of Dominators, but something about the mix of powers this toon has access to is so fun and I can't get enough of it. I might actually hit 50 soon. Speaking of, there's a thread I have to necro.
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I decided to roll a Fire/Stone like this. No Hide chosen whatsoever. Played by my usual x8 difficulty with amps. What can I say other than it sucks. But that was implied. 1-10 was tedious. I at least have AS full of procs Prestige Enhancements so that it can potentially delete 1 target by itself. Can't wait to get it to 50!
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No IO sets yet. Just ATOs and a handful of procs. The normal loadout of defense and recovery procs, and I fitted Combustion and FSC with a FOTG and Achilles Heel proc respectively. Normally when I spot a boss I don't like in a mob, I'll use Combustion + FSC to soften them up, Build Up then do Incinerate -> Fire Sword -> GFS. With AAO behind all of that, I'll watch a +2 boss go from full health to less than 1/3.
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My Ice/Stone was a blast to play up to 50 and beyond. It was just a very smooth experience overall. Ice Patch kept me very safe and made sure I didn't have to worry about runners. Never once felt like my damage was low. In fact, I still use this scrapper for 4* ITFs.
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The original proposed change was for BoF to deal a massive 45 second DoT on hit. I believe on an enhanced Scrapper it did somewhere in the 1k dmg range. IMO this would've been an incredibly unique addition, but it was axed since that meant mobs got it too. Also, update on that Tank. With Incinerate, Fire Sword, and GFS I am absolutely tearing through +2 bosses. I still recommend picking of BoF for progression and respeccing it out later, as you get it early and it does deal pretty solid damage during a time where you don't have many ST attacks.
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I like balls. I agree that we should look at balls more.
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DFB with x2 exp should get you to 8
Spaghetti Betty replied to Yaliw's topic in Suggestions & Feedback
Yes, this really works. Everyone toon I start gets Amps (at lvl 1 they are 1k each and you can buy 8 stacks) and 2x XP then immediately bumps diff to x8. Go into City Hall and find the legacy contact for your origin. Even if the powersets you pick have no AoE, Sands of Mu and positioning will destroy lvl 1 mobs. First door mish will put you around lvl 5, next one will put you around lvl 8. If the toon you started has early access to an AoE this process is even faster. -
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DFB with x2 exp should get you to 8
Spaghetti Betty replied to Yaliw's topic in Suggestions & Feedback
My strategy for making a new toon is always the same. Set diff to x8, go straight to a legacy contact, and let lvl up insps carry me through 2 door missions. Lvl 8 in less time than it takes a DFB to form and run. -
I haven't played Battle Axe on a Tanker yet, but I have done an Axe Brute. I think I just wanna emphasize how crazy and dynamic of an effect Axe Cyclone is. Has anyone tried jousting with it yet? For as long as the move is active, the affected mobs will be drawn to your position, even if you are moving. I have been doing this to successfully create massive pools of mobs while on teams. Having access to the ability to control game space on demand like this has my brain turning in interesting ways. On the Tanker end of things, I did roll a Shield/Fire Tank and I'm blown away by how well it performs. Although I'm sure the power unlock changes certainly helped the experience, I was soloing +1x8 by lvl 20 something (it was like 22 or 23). By that point I had Shield Charge -> Combustion -> FSC deleting mobs. Breath of Fire dealt enough damage for me to experiment using it as a cleaving ST, but I will probably respec out of it once I have Incinerate and GFS. Really fun toon!
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Sorry, I just have to comment on how funny the idea of "Hard Mode PI Radios" is. Maybe at 4* the mobs have stacking Tactics and Maneuvers? Honestly, repeatables are fine, for many of the points echoed here. They are filler missions for those that may be strapped for time. The only thing I could possibly add the conversation is that zones that don't have some form of repeatable missions get some, like Perez Park and Terra Volta.
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Well, the big one is that the Archetype Origin enhancements that Scrappers get are a massive game changer for them. The really big one being Critical Strikes: Chance for 50% Crit. You slap this in one attack and when it fires, your next 1-2 attacks (based on animation time since the proc lasts for a set duration, but 1-2 is a good rule of thumb) are more or less a surefire crit. If you understand the melee set you are using well, then this one enhancement alone can turn your Scrapper into a powerhouse. Stalkers get controlled crits out of the box, so their ATOs are geared more towards optimizing those controlled opportunity strikes. But a Scrapper will (mostly) be more durable than them. In my opinion, Scrapper or Brute is gonna be more of a personal choice of whether you want to sacrifice some durability for higher damage potential (Scrapper) or if you'd rather have a safer, more streamlined experience with the understanding that you'll need teammates to really see your damage numbers soar (Brute).
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Running the tutorial over and over for 50k a piece sounds like a pretty depraved way to make inf. They can have that for the sake of the new player that needs help not drowning.
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I could see this being a reward for completing a tutorial. If one skips the tutorial, then it's safe to assume they know what they're doing. In Outbreak, you help stop the rampage of a new drug (which was conveniently dropped off by a CoV player). Freedom Corps commends your efforts by allowing you to grow stronger with their Superpowered Field Trainers (and giving you 50k). In Breakout, Arachnos helps you escape from the Zig because they see great potential in you. It wouldn't be uncharacteristic of them to throw you a few resources with their Quartermasters so they can monitor your growth. In Galaxy City, I dunno. I guess BABs gives you a coupon for a 5 Dollar Biggie Bag or something. Or the Freedom Corps thing I said earlier.
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All of them. This Hero build was built using Mids Reborn 3.4.6 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! twisted samsara: Level 50 Magic Scrapper Primary Power Set: Dark Melee Secondary Power Set: Radiation Armor Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Soul Mastery Hero Profile: Level 1: Smite (A) Superior Scrapper's Strike - Recharge/Critical Hit Bonus (23) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge (34) Superior Scrapper's Strike - Damage/Endurance/Recharge (37) Superior Scrapper's Strike - Accuracy/Damage/Recharge (39) Superior Scrapper's Strike - Damage/Recharge (39) Superior Scrapper's Strike - Accuracy/Damage Level 1: Alpha Barrier (A) Unbreakable Guard - Resistance (9) Unbreakable Guard - Resistance/Endurance (13) Unbreakable Guard - RechargeTime/Resistance (15) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 2: Shadow Maul (A) Eradication - Chance for Energy Damage (34) Eradication - Accuracy/Recharge (48) Eradication - Accuracy/Damage/Recharge (50) Armageddon - Chance for Fire Damage Level 4: Proton Armor (A) Unbreakable Guard - Resistance (15) Unbreakable Guard - Resistance/Endurance (21) Unbreakable Guard - RechargeTime/Resistance (23) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 6: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (7) Kismet - Accuracy +6% (7) Shield Wall - +Res (Teleportation), +5% Res (All) (9) Reactive Defenses - Scaling Resist Damage Level 8: Siphon Life (A) Superior Blistering Cold - Accuracy/Damage (39) Superior Blistering Cold - Accuracy/Damage/Endurance (40) Superior Blistering Cold - Accuracy/Damage/Recharge (40) Superior Critical Strikes - RechargeTime/+50% Crit Proc (40) Touch of Death - Chance of Damage(Negative) (42) Mako's Bite - Chance of Damage(Lethal) Level 10: Fallout Shelter (A) Steadfast Protection - Resistance/+Def 3% (11) Unbreakable Guard - +Max HP (11) Gladiator's Armor - TP Protection +3% Def (All) Level 12: Hasten (A) Recharge Reduction IO (13) Recharge Reduction IO Level 14: Super Jump (A) Winter's Gift - Slow Resistance (20%) Level 16: Radiation Therapy (A) Superior Avalanche - Recharge/Chance for Knockdown (17) Theft of Essence - Chance for +Endurance (17) Eradication - Chance for Energy Damage (19) Scirocco's Dervish - Chance of Damage(Lethal) (19) Obliteration - Chance for Smashing Damage (21) Touch of the Nictus - Chance for Negative Energy Damage Level 18: Touch of Fear (A) Eradication - Chance for Energy Damage (48) Eradication - Accuracy/Recharge (48) Eradication - Accuracy/Damage/Recharge (50) Scirocco's Dervish - Chance of Damage(Lethal) Level 20: Beta Decay (A) Achilles' Heel - Chance for Res Debuff Level 22: Boxing (A) Empty Level 24: Tough (A) Unbreakable Guard - Resistance (25) Unbreakable Guard - Resistance/Endurance (25) Unbreakable Guard - RechargeTime/Resistance (34) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 26: Soul Drain (A) Armageddon - Damage (27) Armageddon - Damage/Recharge (27) Armageddon - Damage/Recharge/Accuracy (29) Armageddon - Recharge/Accuracy (29) Armageddon - Damage/Endurance (31) Fury of the Gladiator - Chance for Res Debuff Level 28: Particle Shielding (A) Preventive Medicine - Chance for +Absorb (31) Preventive Medicine - Heal/RechargeTime/Endurance (31) Preventive Medicine - Heal/RechargeTime (33) Preventive Medicine - Endurance/RechargeTime (33) Preventive Medicine - Heal/Endurance (33) Preventive Medicine - Heal Level 30: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 32: Midnight Grasp (A) Hecatomb - Chance of Damage(Negative) (42) Hecatomb - Damage/Recharge/Accuracy (42) Hecatomb - Recharge/Accuracy (43) Touch of Death - Chance of Damage(Negative) (43) Mako's Bite - Chance of Damage(Lethal) (43) Cloud Senses - Chance for Negative Energy Damage Level 35: Ground Zero (A) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown (36) Eradication - Chance for Energy Damage (36) Scirocco's Dervish - Chance of Damage(Lethal) (36) Obliteration - Chance for Smashing Damage (37) Touch of Lady Grey - Chance for Negative Damage (37) Shield Breaker - Chance for Lethal Damage Level 38: Gamma Boost (A) Performance Shifter - Chance for +End Level 41: Moonbeam (A) Superior Winter's Bite - Accuracy/Damage (45) Superior Winter's Bite - Accuracy/Damage/Recharge (45) Superior Winter's Bite - Accuracy/Damage/Endurance (46) Apocalypse - Chance of Damage(Negative) (46) Gladiator's Javelin - Chance of Damage(Toxic) (46) Sting of the Manticore - Chance of Damage(Toxic) Level 44: Shadow Meld (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (45) Recharge Reduction IO Level 47: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 49: Meltdown (A) Unbreakable Guard - RechargeTime/Resistance (50) Recharge Reduction IO Level 1: Critical Hit Level 1: Brawl