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Everything posted by Heraclea
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Bio, WP, and Radiation are the defense sets that do most for passive regeneration. I've yet to make a Willpower tanker though I have many WP characters; they are sentinel, scrapper, brute. Building for anything other than defense bonuses tends to be a lot cheaper and easier.
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I find the latter is more typical of Brutes than Scrappers: the Fury mechanic means that they always have to rush to the next spawn. Which is why they tend to build like tankers; Brutes are much more compelled to min-max builds than Scrappers are. With the scrapper you have a lot more build freedom to make concept characters, because no one expects you to tank, and you don't have to build for sustain or survival nearly as much. Pine's to the contrary, I don't think regen is available as a tanker primary. In its current state it wouldn't work. Regen on a brute is tempting in the lower levels, but doesn't give you the survivability for the late game. Regen scrapper is still viable. I rolled one on Homecoming for a specific purpose. She is my lowbie task force merits farmer: great fun on a Citadel or even a Synapse, but struggles with late game content. I didn't take fighting pool on the character; it seemed to be lipstick on a pig where Regen is involved.
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I did my darndest to give my illusion.rad controller the look.
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Street Justice doesn't have Foot Stomp, which is rather the point of Super Strength on a tanker, with reliable knockup in a solid PBAoE attack. But it does have several PBAoEs and wide cones, and is generally as interesting or more so with regard to animations. A lot of the damage in SJ comes from a rudimentary 'combo' system, where some attacks are builders and others finishers. There's a lot more finesse in Street Justice, which makes it a bit more attractive in my mind's eye for an Amazon concept. I would say that both sets are rough equals in their Tanker form.
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REALLY Looking Forward to the Holiday Events!
Heraclea replied to Abraxus's topic in General Discussion
I have made an archery/devices blaster for the specific purpose of trick or treat. /Devices is the queen of trick or treat. -
In-game, I can't recommend Super Strength in its current form, especially for a tanker, though Invulnerability is probably as good a way as any to cope with its flaws. For that general feel I'd go with Street Justice (punches and kicks) or Titan Weapons (slow, hard hitting attacks). I never was in love with 'Rage' as a defining power for Heraclea for concept reasons; she's a soldier, not a Hulk. Before ED I ran a build that just didn't use it. Heraclea was Inv/SS in the old game; in Homecoming she's Inv/Dark Melee - very good synergy there. In the old game I had an Inv/DM tanker who became my go-to for master runs and the like.
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The Great Archetype Concept Battle [Round 3]: Left Bracket
Heraclea replied to Zepp's topic in Suggestions & Feedback
Would definitely roll a Captain. This is basically how I play my tankers: as melee controllers trying to concentrate spawns for the team's convenience. I'm trying to build a speedster scrapper right now. Instigator sounds like something I would get some mileage out of. Pet classes just wilt in my hand, too many things to keep track of at once. -
What are these squares inside my character?
Heraclea replied to Robotech_Master's topic in General Discussion
I would wrap the body parts where they appear in tinfoil. Just to be sure. -
Starting to mess around with experimental characters. This is one such; rolled and got the character to 30. If I make this according to the plan it will be so expensive I'll probably be forced to swallow my pride and start AE farming. AAR, someone asked on the Tanker forum for a 'speedster' build. I thought the concept would work better as a Scrapper. I chose Kinetic Melee because it seemed close to the theme, and Radiation Armor: several armor sets have recharge oriented components, and Rad's was the most interesting. Movement speed bonuses are low hanging fruit in many sets, which invites some Frankenslotting. I also frankenslotted some of the Winter Event enhancements for slow and recharge debuff resistance. But I refuse to allocate slots for the sole purpose of chasing bonuses, in a way that detracts from t he basic function of the powers. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Cito: Level 50 Science Scrapper Primary Power Set: Kinetic Melee Secondary Power Set: Radiation Armor Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Body Mastery Hero Profile: Level 1: Body Blow -- SprBlsCol-Acc/Dmg:50(A), SprBlsCol-Dmg/EndRdx:50(5), KntCmb-Acc/Dmg:35(11), KntCmb-Dmg/EndRdx:35(36), KntCmb-Dmg/EndRdx/Rchg:35(37), KntCmb-Knock%:35(39) Level 1: Alpha Barrier -- Ags-ResDam/EndRdx:50(A), Ags-ResDam/EndRdx/Rchg:50(34), Ags-ResDam:50(40), Ags-Psi/Status:50(45) Level 2: Gamma Boost -- PrfShf-End%:50(A), PrfShf-EndMod:50(7), PrfShf-EndMod/Rchg:50(11), RgnTss-Heal/Rchg:30(45), RgnTss-Heal/EndRdx/Rchg:30(45), RgnTss-Regen+:30(48) Level 4: Smashing Blow -- SprBlsCol-Acc/Dmg/EndRdx:50(A), SprBlsCol-Acc/Dmg/Rchg:50(5), KntCmb-Acc/Dmg:35(13), KntCmb-Dmg/Rchg:35(15), KntCmb-Dmg/EndRdx/Rchg:35(37), KntCmb-Knock%:35(43) Level 6: Power Siphon -- GssSynFr--ToHit/Rchg:50(A), GssSynFr--Rchg/EndRdx:50(7), GssSynFr--ToHit/Rchg/EndRdx:50(42) Level 8: Repulsing Torrent -- SprFrzBls-Acc/Dmg:50(A), SprFrzBls-Dmg/EndRdx:50(9), Rgn-Acc/Dmg/Rchg:50(9), Rgn-Acc/Rchg:50(13), Rgn-Dmg/Rchg:50(31), Rgn-Knock%:50(31) Level 10: Fallout Shelter -- Ags-ResDam/EndRdx:50(A), Ags-ResDam/EndRdx/Rchg:50(50) Level 12: Super Speed -- Run-I:50(A) Level 14: Proton Armor -- Ags-ResDam/EndRdx:50(A), Ags-ResDam/Rchg:50(15), Ags-EndRdx/Rchg:50(40), Ags-ResDam/EndRdx/Rchg:50(43), Ags-ResDam:50(46) Level 16: Radiation Therapy -- TchoftheN-Heal/HP/Regen/Rchg:50(A), TchoftheN-Acc/Heal:50(17), TchoftheN-Acc/EndRdx/Heal/HP/Regen:50(17), TchoftheN-Acc/EndRdx/Rchg:50(46), TchoftheN-%Dam:50(50) Level 18: Burst -- SprAvl-Acc/Dmg:50(A), SprAvl-Dmg/EndRdx:50(19), Erd-Acc/Rchg:30(19), Erd-Acc/Dmg/Rchg:30(21), Erd-Acc/Dmg/EndRdx/Rchg:30(23), Erd-%Dam:30(25) Level 20: Beta Decay -- SphIns-Acc/ToHitDeb:50(A), SphIns-Acc/Rchg:50(21), SphIns-%ToHit:50(31) Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(23), RechRdx-I:50(25) Level 24: Combat Jumping -- LucoftheG-Rchg+:50(A) Level 26: Focused Burst -- SprWntBit-Acc/Dmg:50(A), SprWntBit-Dmg/Rchg:50(27), SprWntBit-Rchg/SlowProc:50(27), MlsFur-Acc/Dmg:35(29), MlsFur-Dmg/Rchg:35(39), Rui-Acc/Dmg:40(40) Level 28: Particle Shielding -- RgnTss-Heal/EndRdx:30(A), RgnTss-EndRdx/Rchg:30(29), RgnTss-Heal/Rchg:30(46), RgnTss-Heal/EndRdx/Rchg:30(50) Level 30: Boxing -- CrsImp-Acc/Dmg:50(A) Level 32: Concentrated Strike -- SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(A), SprBlsCol-Rchg/HoldProc:50(33), Stg-Acc/Rchg:30(33), Stg-Acc/EndRdx:30(33), CrsImp-Acc/Dmg:50(34), CrsImp-Dmg/Rchg:50(34) Level 35: Tough -- Ags-ResDam/EndRdx:50(A), Ags-EndRdx/Rchg:50(36), Ags-ResDam/EndRdx/Rchg:50(36), Ags-ResDam:50(37) Level 38: Meltdown -- PrfShf-End%:50(A), PrfShf-EndMod:50(39), GldArm-RechRes:50(48) Level 41: Weave -- GifoftheA-Run+:40(A), GifoftheA-Def/EndRdx:40(42), GifoftheA-Def/EndRdx/Rchg:40(42), GifoftheA-Def:40(43) Level 44: Ground Zero -- AnlWkn-%ToHit:50(A) Level 47: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(48) Level 49: Physical Perfection -- Pnc-Heal/+End:50(A) Level 1: Brawl -- Acc-I:50(A) Level 1: Critical Hit Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Run-I:50(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I:50(A) Level 2: Health -- Mrc-Rcvry+:40(A), NmnCnv-Regen/Rcvry+:50(3) Level 2: Hurdle -- Jump-I:50(A) Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(3) ------------
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Area Lech Ache Real Each Real Leach Era Lace Rhea Lace Hare Race Heal Acre Hale Acre Heal Care Heal Works for me!
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Fuzzy for me. Clear distinctions between Science and Technology are particularly hard. I've taken to making Science characters out of many characters that probably should have other origins. I simply expand Science to include sciences like alchemy, part of the shared Roman Amazon backstory, and Gwyneth Paltrow's website and the science it promotes. Whatever that is. (I also do this because the Science attack is useful in late game for things like the Lady Gray TF. And I didn't know those things could be swapped out at the P2W vendor.)
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The main advantage that Willpower would bring to a Stone Melee character is the extra sustainability from Quick Recovery, which jives quite well with an end-heavy set like Stone Melee. Stone also is a big help with Willpower's lesser taunt aura, with its solid AoE crowd controls. But the endurance issue can be dealt with by slotting - you will want Numina, Miracle, and Panacea in Health, and as many Performance Shifters as you can find room for. Invulnerability starts out with higher numbers out of the box, and gets extra defense from surrounding mobs, so it's much easier to approach the softcap with Invulnerability. If that's your chief concern, the sustainability issue can be worked around.
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You might make your alts part of a shared universe beyond the Paragon City lore itself. I do this with my Roman Amazon alts: there's a shared backstory that all relate to in some way or another.
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When you're nearing a milestone/badge level, like 18, 28, 38 etc., go check all your contacts for available missions. If they offer a mission that's labelled 'part one' or otherwise seems to be the prelude to a story, pounce. If the contact appears with a book icon you have Chosen Wisely. Then go do something else. Run a task force with an XP boost, or join some other levelling team. Return to the book mission after you have passed the milestone. The odds are now pretty good that the mobs in the book mission are level capped in such a way that you have missions full of green or grey mobs. You can now solo them easy; the XP won't be good, but the mobs should melt like butter. Finish quickly and claim your merits and (maybe) badges for finishing the arc. Even if you outlevel the contact and missions, if it's a story arc you cannot be denied them.
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I want to disagree, but I have to admit: the set's benefits do a lot more for tankers than they do for scrappers.
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I remember when the teleporters not only were crafted items, but that somebody had to visit all of the exploration badges (each of which comes with an 'accolade' that confers no power) while having supergroup mode toggled to earn a teleporter to those zones. This is why I didn't have a single 'badger' character. My main will always be a tanker. This is a job for a stealthist. None of that is needful come Homecoming. Teleporters come in many more forms now than they used to. Each can serve ten destinations rather than three.
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The long term trend of this like any other closed game economy is inflationary. I was not at all surprised to see these prices spiking. Been looking for an excuse to play more creative AE stories for ticket farming anyways. I knew that strategies for market avoidance still made sense. Inf is inherently a poor store of value; rare salvage and crafted enhancements in a SG base are good stores of value.