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Call Me Awesome

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Everything posted by Call Me Awesome

  1. Soft cap ranged damage on a Fire blaster and you'll do very well; mine's Fire/Energy and focused on ranged with Boost Range. Rain of Fire, Bonfire (with KB-KD proc) & Fireball work wonders with Blaze and other ST attacks for bosses.
  2. Eh, stack up 8 sets of Leadership toggles, some buffs and debuffs and watch the mobs melt as fast as you can walk through the mission. One of the most fun super teams I was on was when my group started a new set of characters on another server. We had 2 Kin/Sonic defenders, 2 Fire/Rad controllers, 2 Ill/Rad controllers, one Rad/Rad defender and a Fire/Fire blaster. At level 25 we took out Lusca in IP by ourselves in under 5 minutes and by the time we hit 50 we had the Master of Statesman's TF in a 30 minute run. Yeah, 8 Fire/Rad controllers might have been faster but we never ra
  3. I've had highly effective builds that would come in under 30 million, some even under 20 million. I've also had builds that would be well over 500 million. As an example, building a Blaster for ranged defense can be cheap since one of the best sets for that is Thunderstrike, an uncommon set that's pretty inexpensive to get. Building up an Invuln tanker to soft capped S/L defenses can also be cheap, maybe even as cheap as 15 million if you're willing to slot extra powers with low end sets. On the other hand if you're building for extreme recharge, say for a permanent-phantom army
  4. I can only speak for the Stalker combo but it rocks. I can clear an entire spawn with BU/Shield Charge/Lightning Rod/Fireball, then clear the next with conventional AOE attacks and repeat from the top for the third spawn. AS finishes off any bosses.
  5. While I have no clue what may cause respec failure I've done them in Atlas City Hall, an abandoned corner of a zone and, most often, in my SG base. Offhand I only recall one failure ever, and simply doing it again the same way worked. I just put it down to random connectivity glitches.
  6. Welcome back, you'll find your Brute is a Go Go Go Go character; once you get Fury built up you want to keep going in order to keep it up. I suggest slotting accuracy and endurance reduction in your attacks for now, Brutes have a love/hate relationship with their blue bar and it tends to drain way too fast. Also get a couple of endurance mod SO's into Stamina. I found that all my Brute characters had endurance problems in the early and mid game until I got them under control via IO bonuses and the various +end unique IO's. I suggest getting the hang of the game first before you
  7. Question I had not long before shutdown: "Why is your Fire/Fire blaster named The Amazing Redshirt?" Along with "Why the shredded red shirt and black pants?"
  8. At the time there were a few "AE Baby" videos floating around.
  9. Unless there's been a revival in the last year or so I'm not sure about the AE Baby thing. Sure, there were HUGE numbers of them on Live back when AE first launched... there was a period where you constantly ran into level 50 characters who's players had never left Atlas Park. That seemed to die out however and I haven't seen that much since. I do unfortunately remember that era well, level 50 characters on an STF with no enhancements. And no idea how to play.
  10. It's not my favorite but there's lots of TF's I dislike much more. Synapse for example, and all the Shard TF's. And Numina, those gray hunts drive me up a wall.
  11. I've had three characters that really grabbed me that way. First was my namesake Inv/Stone tanker about the time I hit 25 and respec'd into an unkillable build back in issue 3... suddenly I knew what SUPER was. That was back when Invuln truly was if you built it well. The second was my Broadsword/Shield scrapper sometime around issue 9 or so, unkillable defense and extreme damage output with a high end IO build. Third was my 2nd Fire/EM blaster. That was actually the very first combination I rolled up when I started playing and my noobish hands could not stay alive s
  12. I've had teams that could crush that, but you're right, most would struggle. A team of Incarnates with good buff/debuff stacking? Sure. A team of mostly at-level characters? No thank you unless it's something stacked like 8 Fire/Rad controllers. My approach is to first look at the team, AT's, power sets and levels. Then I'll usually start at either even (if most of the team is at minimum level) or +1 and evaluate after the first mission. If we're crushing everything I'll ask if the team wants to up the difficulty. If we're struggling I'll suggest a lower difficulty. Obvious
  13. My worst was Dark/Dark... I abandoned it in the mid 20's as the end was too high and the damage was lacking. This was before the tanker changes, and I didn't stick with it to make an IO build which likely would have solved several of the problems I had with it. I've played a couple of Stone tankers post GDN and ED nerfs and pre-IO; they're kind of junk pre granite with weak defenses and Rooted being your only mez protection. Post Granite the penalties tend to outweigh the benefits. Still they were quite effective and I did get both to 50.
  14. Ionic has a larger AOE than anything else and doesn't need them to be all clumped in a small area. For that reason it's always been my go-to choice on all characters.
  15. My best AOE killer stalker is my Elec/Shield, it's ridiculously easy to quickly clear 4/8 maps and it's very rare to run into a situation I can't handle. My ST damage isn't first rate but with BU/Lightning Rod/Shield Charge/Fire Ball there's not much left of a spawn and Chain Induction/Thunder Strike finishes all but a boss, easily taken out by AS. Then on to the next spawn with CI/Thunder Strike a couple times to clear and BU/LR/SC/FB is back up for the third spawn. If things start getting dicey with health Rebirth fixes that, or some green candy since it tends to drop much fas
  16. They would likely be unbeatable, being able to have high resistances, very high defenses and massive debuffs very few teams would be able to even hit them, provided that the AI had them work together. You'd have an Invuln tanker with around 50% defense and high or capped resistances both inherently and via team buffs. A Dark/Dark Defender capable of nuking enemy tohit chances into the floor along with other nasty tricks. A pair of controllers, Fire/Rad and Ill/Rad, capable of massive damage and extreme debuffs. A pair of scrappers, Spine/Electric and Electric/Shield who have ma
  17. Good news, it needed that. Apart from that the set has always been solid.
  18. I've been away from the game for awhile, did WP's lousy taunt aura ever get fixed? That was why I never played one back then, it didn't have the aggro tools to tank as effectively as any other set.
  19. The problem with that theory is that he'd be an idiot to ADMIT that was the reason, it would just reflect on him being petty. On the other hand I'm sure the thought DID cross their minds when coming up with the story. The reason for it? No, unless they really were that petty. An unconscious factor in their thinking? Very likely.
  20. It can be depending on how you focus it. I generally plan my final build when I roll the character but I concentrate on keeping it playable as I level up. For example, I'll always grab the Miracle & Numina uniques ASAP, and the other uniques I'll try and get as they open up. If I'm going to be using a lot of Kinetic Combat sets in my attacks I'll start slotting them when I can but not necessarily worry about getting the bonuses right away, I do occasionally use placeholder sets in the early going. My armors will get Def/End or Res/End IO's early and likely get some tweaking
  21. I think 17 is correct, the change went in way back when to prevent Tanks from herding up hundreds of mobs to be killed with a few AOE attacks. Back in the Issue 3-4 era, or the "Great Age of Tanks" it was easy for a decently built and played Tank to herd up the entire ruined city Drek map, pull the hundreds of Freaks to one location and then eradicate the entire spawn. Frequently the Tank was perfectly capable of clearing the map in 10-15 minutes by himself, usually only taking a couple minutes to kill the herd once it was gathered. This lead to the Global Defense Nerf of issue 5
  22. The worst I know of is Ice/Emp, I didn't play one but a friend of mine did, AND he tried to solo it. No, I don't know what he was thinking either but it was his first character and he was determined, or possibly fixated. The combo I personally played and hated the most (that I actually played to any extent) was an Illusion/Empathy controller. The character was rolled up back in 2004 because I "Had to play an Emp" for some reason (ironic note, Safari autocorrected "Emp" to "Empty") and the character would get played on rare occasions when he was in the right level range. Somewher
  23. STILL only 25 cents! I well remember those days, comics were an obsession of mine all through the 70's and 80's up until I got too busy running my business to have extra time. I think it was around the Death of Superman/Rise of the Supermen storyline that I stopped collecting, and along about 2000 I got the ultimatum that the boxes and boxes full of comics had to go.
  24. Maybe you should quit while you're ..... er, not in the lead?
  25. I use both on almost every build I make. I also recommend the Performance Shifter Endmod and Proc in Stamina if you don't already have it, they'll do wonders for your endurance issues. For Regen I'd probably think about either Musculature (+damage) or Spiritual (+recharge) for your Alpha, Reactive for Interface and Barrier for Destiny. I like Ion for Judgement since it gives the largest AOE, Lore is a take your pick although Clockwork are popular and you'll want the Melee Hybrid. My Fire/Regen Stalker is build for 45% S/L defense via the Kinetic Combat sets in all my ST a
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