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Pyriold

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Everything posted by Pyriold

  1. Up above. I want a moon base zone with reduced gravity, would be a blast. And next a space station without any gravity.
  2. Try a robot/cold MM. Robots can take alpha, so you can still kinda "charge". At the same time /cold can do a lot of good for your team. Instead of cold you can use force fields or time for basically the same effect, you just should be able to provide some def buff for your bots in order to bring them over soft cap. In place of robots you could also use thugs, you will even have your own brute then so you still can have some melee. Robots and thugs are the best for this i think, though beasts and demons might work as well.
  3. It's not hard to make a decently tanky blaster if you do a ranged one. Take hover, get close to soft cap on ranged defense... and you are mostly covered. There will be circumstances where you will still splat easily (basically where you can not hover away), but overall you wont die much. Melee blasters have a much harder time to become somewhat tanky. I do have one, but that takes a lot more effort.
  4. For AFK merrits i think MMs have it best. Just set all pets to aggressive... and collect those merrits.
  5. Nature does have a -RES power. It's only single target and only -18.75%, but for tough targets its available. You also get -50% damage against single targets by combining the toggle debuff with the single target debuff + a nice -regen (150%) and -tohit (-15% base). So while nature debuffs are nowhere near rad debuffs, it's still pretty neat. And all of natures buffs include yourself. For solo play there are sets that kill faster, but in a team nature really shines. While damage isn't buffed to kinetic levels it's still very solid and the group protection aspect is much better than kinetics. Nature really does nothing "the best", but it has a pretty nice tool kit. Resist buff, regen buff, absorb buff, damage buff, endurance discount, endurance providing life spores and pretty good heals on top.
  6. Consider elec/. Slot short circuit for end drain and you could drain mobs pretty fast. It also stops recovery, so you have a bit of time with mobs just moving and not attacking.
  7. I actually would advice to use a controller if you don't care blasting anyways. That way you have 2 sets meant for support. Don't burn me for stating this in the defender section :).
  8. defender gives +30% damage while solo, so a solo defender usually does damage on par with a corruptor (+- a bit, but the difference isnt huge). In a team a corruptor will do a lot more damage than the defender... and a blaster would do much much more even. But solo, damage is surprisingly similar.
  9. +1 for nature. Of course all the other mentioned sets are nice, but people usually overlook the +82.5 damage boost and ridiculous endurance discount that overgrowths provides. Yea, that's level 32... but before that you already get everything and more to survive and all the buffs you will get yourself also, making it a nice solo set.
  10. Soloable depends on your build, but generally you should do the number 6 arc, its pretty great and different. Then there are the dark astoria arcs of course. I take it that you prefer to solo. If your build is very good, you can try to solo some TFs, like the ITF... for me the most fun TF of them all.
  11. It's basically trying to hide the fact that there is an aggro cap just for better immersion.
  12. I just wanted to comment on your specific choices for powers. Rad/fire is very common, but it's for a different reason than what you might think. This combination is very good at doing fire farms in the AE building to get levels and inf fast. This combination is great at avoiding fire damage while at the same time dishing out lots of area damage. /fire is considered a rather weak set when it comes to mitigating general content. It misses some status protections and it's numbers are not great from a pure protection point of view. You can make it work for all content, but that takes a lot of effort. Brutes with other sets are usually tankier right out of the box in more scenarios, but of course you pay for it with less damage (usually). Pretty much any armor set does have *some* weakness built into it though.
  13. The 2 last missions from Number 6. Where you get into the bowels of... something. And then in the last mission you get your own statue!
  14. I disagree about your perception of the main problem. Mobs getting stuck is annoying, but it's not happening very often. Whereas mobs flying around so that all the AEs cant maximize their target count does happen every single encounter when a bad knockback user is present. I do like knockback from a purely aestetic view, it can be a lot of fun for the user of those knockback powers. Feels powerfull and nice. And in a laid back team, chatting along and taking their time, it can be totally no problem. But when people are going after XP and want to level quickly (that's most of the time i think), knockbacks simply slow everything down a lot if not done properly. Suddenly every other mob needs to be arrested with single target powers. And that's the reason why i wouldn't use excessive knockbacks in a PUG team, of course it might be totally ok if you team with friends. It's just not very polite to prioritize your fun flinging stuff around above the teams desire to level quickly.
  15. Happened 2 times to me already. Third mission killed Rommy and Requiem, mission finished, everybody exits.... and wham, next mission is third mission again. We thought it was a fluke and just did it again (although some people were already low on time), exited, making *very* sure we got everything killed and... groundhog day. Again mission 3. At that time we called it a day. The same thing happened to me a few weeks earlier. I am doing ITFs pretty often, it's not happening always.
  16. Plant/time controller shuts down multiple spawns with ease while buffing the whole team to def softcap (powered up farsight). Add +50% recharge for all and a very decent -res debuff and you got the ultimate support. Oh, you can heal as well, but wont need to very often. My plant/time controller turns *any* team into an A-team.
  17. There are some teasers here in my thread: But it's nothing substantial unfortunately. I would love if the devs would let us peek a bit more on what's being worked on. At the same time we all have to understand that they are working for free... and maybe the motivation is getting less over time. That would only be natural.
  18. The control sets that have AE stuns are Dark, Earth, Fire and Grav. I would try a dominator with one of those. For secondaries i think /energy and /elec are the best contenders. /energy has a few single target stuns and /elec has one AE stun.
  19. Stefanie Peebles arc in striga. It's tedious (3 kill all missions) and old style, but the reward is one of the best if not THE best temp power available for melees. 2 hours of +30 resistance to all! And you can activate and deactivate as you like. This is usually better than any armor's T9 power and 2 hours means that you basically always have it when things get tough.
  20. *bump* I would like to know as well... since it has been available on other servers for a long time already. Most of it should be in the code anyways, so it shouldn't be too hard to make it work.
  21. Happened once to me, wouldn't say its a bug... more an opporunity for some extra XP. Seems to happen when the last Fluff dies at the same time as Rommy. I wouldn't fix it, it's actually cool and should award a badge, because it would be hard to achieve :). Badge name: Zombie roman.
  22. Ninja is the one primary where you can really use the excessive defense buffs of force fields. Ninja/FF is the only tanky ninja build that i ever tried.
  23. Let's analyze. It's a man standing in a cloud of fog. FOG CONTROL CONFIRMED!
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