Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

Heraclea

Members
  • Posts

    3187
  • Joined

  • Last visited

  • Days Won

    5

Everything posted by Heraclea

  1. Radiation's click powers bring valuable debuffs to the table. You'll be using them in situations where you don't need the heal itself. The same is generally true of Bio; IMO Parasitic Aura is the best armor t9 in the game. I'd pair this with a secondary that enhances the theme. Since you've already done the Dark Melee path, Kinetic, Radiation, or Psionic suggest themselves, I have never done Psionic myself and probably ought to give it a whirl.
  2. The Temptations - Can't Get Next to You
  3. Technically, I think all you have to do is to finish the final mission of his arc, the one that starts with rescuing three psychics and ends with defending the henge from Red Caps. It takes a fixed amount of time, but it tells you how much is left. Not anywhere near as bad as Stop 30 Fir Bolg.
  4. As an Electric armor tanker you will rely at least to some extent on Energize. The four second animation times of your best attacks in Energy Melee will put it out of reach for too long. You need some ability to react situationally and Energy Melee takes that away. I have a Radiation/Electric brute that I rather enjoy. Sets with slow recharge and high endurance costs like Stone Melee might also be worth considering.
  5. In the old game, when farming consisted mostly of herding large numbers of Dreck freaks into dumpsters and freight containers, knockback was genuinely disruptive. The way the game is usually played has changed a great deal since then, but old habits apparently die hard.
  6. Bringing back what is probably my most complicated and surrealistic story from the original game. A short three mission romp that will feature several ambushes, Recommended for higher level characters. EDIT - A bit of background in this thread:
  7. Agreed. Luckily the two skippable powers only appear at the end of your journey. By that stage you'll be thinking about epic/patron powers anyways. If you're taking Tough you already have your mule, if you don't want to make room in High Pain Tolerance, which also works and is available much sooner. I usually end up taking SoW on a tanker and forgetting where it is. Speaking of epic pools, I'd try Earth Mastery for Salt Crystals and Quicksand. Salt Crystals is a HUGE multi-target PBAoE, and Quicksand is a slow patch. Both do valuable debuffs. You'll get more use out of these than you will from SoW or Resurgence. You can put a chance for (small) self heal in Salt Crystals (it takes sleep sets) and a chance for recharge slow in Quicksand (takes slow sets).
  8. Will probably be difficult. AVs have extremely strong resistances to that sort of thing when their 'triangles' are up.
  9. Elmer Bernstein - Frankie Machine
  10. This can happen from time to time with any base. If it's yours just enter the base editor and your character automatically moves.
  11. I assume people know what their characters' powers do. I assume also that people know what their characters can handle. As a habitual player of tanking characters, tankers and brutes, I don't mind knockback at all. It just means somebody else is taking responsibility for that one, and I'm fine with that. I am probably much more annoyed by rooting mobs. One thing I am always trying to do is to prevent mobs from shooting popguns at my people from across the room, and instead make them close and form a neat package. But I don't get annoyed by this all that much either. I assume again that people know what their character's powers are for, and that the root brings some kind of valuable damage or debuff to the mobs affected by it, one that justifies the few extra seconds it will take for the DPS to track them down. And once your characters reach SO levels, these tactical issues become less and less relevant, anyways.
  12. I have seen more than one on TB, just by looking at characters' SGs. They are out there.
  13. Nins Simone - Sinnerman
  14. Robert Plant - Satan, Your Kingdom Must Come Down
  15. I don't run converters until I get the enhancement the character I'm playing needs. I run converters until it lands on something that someone eventually will want. Two converters is usually all it takes to convert a yellow uncommon to an orange rare by a type conversion (e.g. Hold to Hold). Then it's off to the races until the new rare lands on something useful. This seldom takes more than four or five tries; even so you'll be amazed how much Sleep and Immobilize crap there is out there. But eventually it turns into something that looks useful, and gets moved from the Gambling to the Useful table. The harder part is turning desirable enhancements into something the character I want them on can slot. Desirable enhancements are in rich supply at the base at level 50; the problem is getting them slotted into a level 27 character. This is where catalysts and unslotters are useful, and it's one reason why I farm 'daily' catalysts on my level 50s.
  16. Still ain't going to have perma-dom at level 20, which was the one point of the build and IO strategy. And perhaps the bigger issue is that making mobs rooted and confused has very little value in ordinary team play., It's still worse on a character that outputs very little direct damage on a lowbie TF full of defeat-alls.
  17. I see the OPs point. I rolled a dominator (mind/fire), got her to level 50, and spent shedloads of merits and inf getting the character to perma-dom. Then I almost completely lost interest. She has never finished her incarnate unlocks. My basic problem is that at max level she is nervous and distracting to play. Perma-dom is like living on the edge of a cliff. You can't be distracted else you get kicked back to zero, and must start over the painful process of playing very cautiously until you can hit that button once again. Some people might enjoy that. I do not. The second problem is that the heavy reliance on specific set bonuses turns the character into a pitiful thing when exemped. I find her seriously lacking in damage outside of perma-dom. And in weeks where the non-Shadow Shard weekly target is Synapse, she can't come. The third problem is that the control she offers isn't all that useful. She can mass hold or confuse mobs, but that takes time, and doesn't mesh well with the favored play style. I thought that such a character would be useful on BAFs, but everything takes too long to set up and too long to recharge. And once she holds or controls a mob, all she can do next is plink away at them ineffectually with inadequate attacks. Content like BAF or Hamidon also requires you to pay attention to random stuff like rings or EoE insps, all of which makes it harder to keep up permadom and actually contribute. Games make themselves unpleasant by making you keep track of too much stuff at once, which means the dom starts with two strikes against her, And at any rate running the BAF seems to have fallen out of fashion on Torchbearer. When I want a control heavy character I turn to an ice/plants blaster. Three ranged single target holds, an AeE hold, and various roots and debuffs: plus blaster level damage. This one, not the dominator, is the one I take Hami raiding. She earns her keep; the dom does not, I've half a mind to strip the dom and exile her to another shard.
  18. On Victory I had a spines/willpower scrapper that made an adequate tank for most ordinary circumstances. I slotted up the slows in everything, especially Quills. Once mobs got into the briar patch they found it hard to leave.
  19. Also took a few minutes to spruce up the Torchbearer TankHQ base. Thought this rockem-sockem assembly was rather clever:
  20. This thread links to a spreadsheet that has a listing of supergroups by shard with brief notes about the themes. Not sure how up to date it is:
  21. I am looking for maps that could with some imagination depict: - An airport of some kind. I have found the Mercy Island map full of Arachnos flyers. I keep thinking I could do better, if only because the Arachnos theme doesn't really work in a heroic setting. I seem to remember there being an outdoor Cap au Diable map featuring a hangar of some sort, but I can't for the life of me find it. Any other suggestions would work too. - A working hospital. I know about Mother Mayhem's ruined hospital maze, but that doesn't really work here. Currently using the University basement. Any better ideas?
  22. What's your secondary? My staff fighting brute is /Regen, made as an experiment, and there's more skippable stuff in Regen. If I had to get rid of one power it would be Innocuous Strikes, but that has about as much to do with disliking the animation as anything else. Dig, hoe, dig!
  23. I was careful to record all of my original main characters' chief costumes, bios, and saved costume files. Kept all that along with my screenshots and AE missions, and demorecords of my SG bases.
  24. When I have nothing better to do, I log on to one of my sturdier 50s and street hunt random 50 stuff, usually working the Roman wall or repeatable DA missions. When one of them gets a catalyst drop, it's time to stow it in base and swap to another. As such I have quite a few catalysts lying around, enough that I have no qualms about using them.
×
×
  • Create New...