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Heraclea

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Everything posted by Heraclea

  1. I usually end up building bases with an east-west chief axis; the default seems to encourage that. I di have the main one that concerns me set up so that the north/south line you enter at also faces a dramatic collonade ending with a statue in the distance, which is the effect I was aiming at. I do think it's probably easiest to make your entrances small and unassuming, so that you can more easily control what the person sees when they leave them. One other odd thing: you can move the entrance to an entirely different room. But the room where it was originally located will apparently remain the room that triggers the base editor.
  2. Hellion band posters. Atta's Happy Hour sign.
  3. Made another one that's interesting enough to share. FIREMULLET GROUPIES on Everlasting: FM-5401
  4. Is it possible to control the direction you face coming through the secret door? Tried rotating it; does not seem to have an effect.
  5. My Roman wall worker in 2012 was Spines/WP. Spines benefitted from original Stamina (which I never respecced out of), inherent Stamina, and Quick Recovery. Multiple sets of Kinetic Melee, and Pacing of the Turtle procs in almost everything else, made her tough enough. And I used Caltrops as my first get out of trouble button.
  6. If you're inviting everyone to look at your bases, you can put them in your forum signature as well.
  7. Fortunately, Energy Melee was never ported to Scrappers (AFAIK, not that I'd check) so just by making a scrapper you've avoided the only really bad melee set. The real question is what works best with your defense secondary? Generally attack sets with +def (Broadsword, Katana) or -tohit (Dark Melee) are natural fits for defense oriented sets like Reflexes or Shield. While -dam attacks like Kinetics are natural pairs with resistance sets like Invuln, Bio, or Fire. Other sets bring different things to the table like crowd control or different debuffs, while some like Fire are pure damage.
  8. I am not sure that the Tanker AT specific enhancements drop as recipes or can be crafted. They are bought directly with merits frm a merit vendor, and I think what you get is an enhancement rather than a recipe.
  9. Synapse is the main reason why your Performance Shifter, Numina's, and Miracle recovery enhancements should be as low as possible, and all slotted in Health. It's also the reason why Resist Energies is the first of the Invuln passives I take. The other two can wait.
  10. I would also add that choice of secondary can make all the difference. Dark Melee, Katana, Broadsword, and Staff all have advantages that specifically benefit Defense based primaries like Shield or Ice. Kinetic Melee is especially beneficial to resistance sets like Bio or Fire. All will benefit generalist armors like Invuln or Willpower. Other attack sets bring advantages like crowd control and to-hit buffs that can increase survivability in other ways. Used to think that a tanker had to have specific concept reasons not to pick Dark Melee, it just did so much. To some extent that's still true. But really the only one I would steer anyone away from is Energy Melee, where bad animation lag puts click powers and even insps out of reach for way too long.
  11. Devouring Earth: Slay it in utter horror when it tries to use them as a scratching post. Mother Mayhem: Gets into a staring contest with the kitten. Loses. Clamor: The kitten flees and will have nothing to do with her after she tries to have its ears pierced. Ms. Liberty: Launches into a spiel about how owning pets is the same as keeping slaves. Takes it home anyway. Doc Delilah: Already has a house full of them. Penelope Yin: Doesn't think it will get along with all the parakeets. Azuria: Loses it, or has it run away, in a week.
  12. That's Entomb in Tesla Cage; IIRC it was originally a PvP set.
  13. Going with trying to make a double electric tanking blaster on the cheap. This is my current wish list. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Yamnaya: Level 50 Magic Blaster Primary Power Set: Electrical Blast Secondary Power Set: Electricity Manipulation Power Pool: Flight Power Pool: Concealment Power Pool: Teleportation Ancillary Pool: Force Mastery Hero Profile: Level 1: Charged Bolts -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(5), Thn-Acc/Dmg/Rchg(7), Thn-Acc/Dmg/EndRdx(37), Thn-Dmg/EndRdx/Rchg(40) Level 1: Electric Fence -- TraoftheH-Acc/Rchg(A), TraoftheH-Immob/Acc(7) Level 2: Ball Lightning -- Dtn-Acc/Dmg(A), Dtn-Dmg/EndRdx(3), Dtn-Dmg/Rchg(5), Dtn-Dmg/Rng(17), Dtn-Acc/Dmg/EndRdx(39), Dtn-Dmg/EndRdx/Rng(40) Level 4: Charged Brawl -- Acc-I(A), CaloftheS-Heal%(45) Level 6: Short Circuit -- Obl-Dmg(A), Obl-Acc/Rchg(9), Obl-Dmg/Rchg(9), Obl-Acc/Dmg/Rchg(11), Obl-Acc/Dmg/EndRdx/Rchg(13), Obl-%Dam(31) Level 8: Fly -- Flight-I(A) Level 10: Havoc Punch -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(11), KntCmb-Dmg/Rchg(43), KntCmb-Dmg/EndRdx/Rchg(50) Level 12: Aim -- AdjTrg-Rchg(A), AdjTrg-ToHit/EndRdx(13), AdjTrg-EndRdx/Rchg(40), AdjTrg-ToHit/Rchg(48) Level 14: Lightning Bolt -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(15), Thn-Dmg/Rchg(15), Thn-Acc/Dmg/Rchg(19), Thn-Acc/Dmg/EndRdx(25), Thn-Dmg/EndRdx/Rchg(34) Level 16: Zapp -- ExtMsr-Dmg/ActRdx/Rchg(A), ExtMsr-Acc/ActRdx/Rng(17), ExtMsr-Dmg/EndRdx(25), ExtMsr-Acc/Dmg(43), ExtMsr-Acc/Rng/Rchg(43), ExtMsr-Dmg/EndRdx/Rchg(46) Level 18: Tesla Cage -- Ent-Acc/Hold(A), Ent-Acc/Hold/End(19), Ent-Rchg/AbsorbProc(42) Level 20: Force of Thunder -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(21), Stp-Acc/EndRdx(21), Stp-Stun/Rng(46), Stp-Acc/Stun/Rchg(48), Stp-KB%(48) Level 22: Build Up -- AdjTrg-Rchg(A), AdjTrg-EndRdx/Rchg(23), AdjTrg-ToHit/Rchg(23) Level 24: Stealth -- Krm-ResKB(A) Level 26: Invisibility -- Ksm-ToHit+(A) Level 28: Thunder Strike -- Mlt-Acc/Dmg(A), Mlt-Dmg/EndRdx(29), Mlt-Dmg/Rchg(29), Mlt-Acc/EndRdx(45), Mlt-Dmg/EndRdx/Rchg(45), Mlt-Acc/Dmg/EndRdx(46) Level 30: Recall Friend -- RechRdx-I(A) Level 32: Thunderous Blast -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(33), Ann-Acc/Dmg/Rchg(33), Ann-Acc/Dmg/EndRdx(33), Ann-Acc/Dmg/EndRdx/Rchg(34), Ann-ResDeb%(34) Level 35: Power Sink -- EnrMnp-Stun%(A), PrfShf-EndMod/Acc/Rchg(36), PrfShf-Acc/Rchg(36), PrfShf-EndMod/Acc(36), AdrAdj-EndMod/Acc/Rchg(37), AdrAdj-EndMod/Rchg(37) Level 38: Shocking Grasp -- PlvFst-Acc/Dmg(A), PlvFst-Acc/Dmg/Rchg(39), PlvFst-Acc/Dmg/EndRdx/Rchg(39) Level 41: Personal Force Field -- RedFrt-Def/EndRdx(A), RedFrt-Def/EndRdx/Rchg(42), RedFrt-EndRdx(42) Level 44: Misdirection -- RechRdx-I(A) Level 47: Phase Shift -- RechRdx-I(A) Level 49: Temp Invulnerability -- StdPrt-ResKB(A), TtnCtn-ResDam/EndRdx(50), TtnCtn-ResDam/EndRdx/Rchg(50) Level 1: Brawl -- Acc(A) Level 1: Defiance 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 -- UnbLea-Stlth(A) Level 2: Rest -- RechRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(31), Pnc-Heal/+End(31) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(27), PrfShf-EndMod/Acc(27) ------------
  14. I know this is being pedantic, but I think "Cave faciem" translates to "beware of your facing" or perhaps "beware of which way your facing" or even meaning "beware face-plants". "Cave Canum" for instance translates to "beware of dog") and faciem means "facing" as in directional facing for which way something is pointing. I believe "watch-out for your face" would be more in the vein of "Defende Faciei" (defend [imperative] your face [visage/appearance]). Though, "beware of face-planting" does seem appropriate for me when I try to run story arcs solo and I get to an underboss. If you are married to using cave, you could go with "Cave Incendium" <-beware of fire! OTOH my understanding is that cavere means specifically 'look out for' or 'be aware of'; thus cave canem. A dative may be more appropriate here: cave faciei, 'look out for the sake of your face.'
  15. You don't need to be a level 50+ to give adequate help to a lowbie. Even for a level 30-something, a layout of 250,000 is not a huge burden. Emailing that inf to yourself to be picked up by the lowbie can start them quite well. What you should be doing is pooling all the lowbie salvage, making level 15 IO enhancements. At level these are just as good as DOs. And they never turn red and die, either. Once you slot them, they are as good as they ever were until you replace them with something better. Then either the character herself, or your badging character who's memorizing recipes, turns that stake into common salvage on the AH and makes needful generic IOs for the lowbies: accuracy, endurance reduction and endurance modification generic IOs chiefly; damage can usually wait. Go ahead and buy everything that might be useful at the table, but make what you have the recipe for first. You will eventually get higher tier salvage, generic recipes close to your level, and the means to replace these lowbie IOs. But there;s no deadline, and not even a rush; the lowbie IOs were slotted into lowbie powers in any case. And by all means Frankenslot the recipes that drop and that you have salvage for, even if the set bonus is not something you want to chase. It's still a good thing generally to improve both damage and endurance cost on just one slot. And if you have the dropped recipe and the shared salvage, it is probably a bargain just for what it does.
  16. On the second Tuesday of each month, we're planning on holding a rotating Tanker Tuesday on Torchbearer. If you're a (blueside) tanker, gather up in King's Row at the Independence Port gate, on the long wall there around 9PM EDT. Teams will be built, missions and taskforces will be run by all-tanker teams, and all things tankerly will be discussed. Join the global channel TankHQ for more information.
  17. I am so jealoys of the fact that you thought of this first. Macte virtute!
  18. Seen this happen on Torchbearer as well. May be the work of griefers: kite mobs to her area and she will summon it and be obscured by it.
  19. I'd be happy to move one of my Torchbearer lowbie tankers to TankHQ and help trick out the base. Let me know what kind of theme you're looking for.
  20. Rolled yet another tanker today, SR/Katana. Speaking of epic power pools, I remember favoring Salt Crystals for a WP tanker as a very large AoE attack applying standard Gauntlet to many mobs. Might be a good choice for SR as well, but from what I remember of the set Conserve Power will also be tempting.
  21. Good to know. Made a SR/Katana tanker today; that will need a workaround. Now, Spines fixes weak taunt auras, but running SR/Spines will need a lot of 50-merit recovery buttons.
  22. Not a fan of status protection; at best, it reduces the duration of the effects. Status immunity is what you need. I put the scaling resistance button in one of the Invuln passives. I have not noticed it doing much, then again I don't usually monitor statistics during actual combat anyways. Already using the Steadfast and PvP set global defense buttons. The Shield Wall global resistance is my next project for Heraclea. Will install it in Tough Hide or in Combat Jumping.
  23. Remade one of my 2012 favorite bios. This one is a little longer than the ones I usually make.
  24. Maximum storage. Two invention, one or two for insps, the rest all for salvage. You will want dedicated cotainers once Halloween and Christmas roll around. Teleports to all the zones. A rez machine. Trainer, costumer, difficulty, NPCs. Insp and merit vendor. Worktable. Arcane and tech buff machines - 3 tiers each. (If shared) a vault for personal salvage storage.
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