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.

Six-Six

Members
  • Posts

    1462
  • Joined

  • Last visited

  • Days Won

    5

Everything posted by Six-Six

  1. Took a jab at it. What do you think? Edit: I forgot to put the Slime Aura on the fist to simulate dripping water Ming Hua.costume
  2. Don't take my word for it. I'm no expert. It's just what I've experienced myself... which isn't much to go by πŸ˜ƒ If you have a concept for it, go for it. I usually test drive my bright ideas until level 15 or so. It's easy to level up to 15 or 20 even without XP Boost or enhancements. If by 20, you still like how it handles, chances are, you're going to enjoy it until 50. If not, then not much was invested in it for you to try another power. Not all my concepts end up working out. I think part of the fun is just trying things out πŸ˜ƒ
  3. I have a Grav/Energy and a Dark/Martial. Grav is great... if you know how to maximise it. I don't so I make up for it with /Energy, which I'm better at. Same goes for the latter. I'm quite familiar with Dark, but Martial is a new power set for me. My Dark/Martial is currently at 37 and I still haven't figured out her attack groove yet. I like dominators because you can combine control, range, and melee attacks and supplement it with a bit of armour. However, the downside is with so many good powers, you simply can't pick all of them. If you do manage to pick all that you want, you won't be able to devote enough slots to all of them. I feel you have to specialise one way or the other and sacrifice an aspect to be effective. Otherwise, you become a well-rounded but luke warm toon.
  4. But then it's no longer a name release for the sake of releasing names. It becomes something I can wholeheartedly support. If an account hasn't been played for a given time, despite warnings of account termination, then the account deserves to be deleted. The release of names in said account is just a by product. Name release because of Account deletion due to inactivity is not the same as finding a loop hole to release those names because I want them more, and I deserve the names because I (promise to) play more than whoever has it now.
  5. This name release thing pops up every so often, and there is never a closure to it. One side will agree, another camp will not. I personally am not hung up on names. In fact, on more than one occasion a name that I liked was taken and forced me to think of a different one. long story short, the concept for the toon evolved, powers were re-rolled, costume was made to fit the new name. and I must say it ended up being a better toon. It amuses me to think that all these people wanting a name that they were beaten to assume that whoever beat them to it is just sitting at level 1 and will never play it again.
  6. Oh. Ok. I'll keep all salvage for later or other toons. I'll get rid of the DOs I spent with inf from a rare salvage sale. What about Reward Merits? can we sell those off as converters? or save them to buy an ATO or two from the ATM?
  7. Just dinged 16. Took Presence: Intimidate (which I won't use... not until the Time Eddy lets me at past level 40) to simulate taking Health. So, are we following the one Armour Toggle at a time rule? Also, is there a ruling on the AH, crafting, and selling recipes and drops? ATM, I'm ignoring all recipe drops since IOs supposedly haven't existed yet. I do sell salvage to fund my DO (and later SO) upgrades.
  8. Corruptors are awesome. Though I feel they lag in damage behind (of course) blasters, and possibly dominators (debatable), I think they have a very nifty set of tools that sets them apart. In my opinion, they are most comparable to Defenders and like them, can be built not only to be survivable, but strong as well. I won't get into the details since a lot of factors go into one's build... play style being the foremost. (For me, thematic plays a huge role as well). So just some loose guides or pointers: 1) It's not all about damage. If you see yourself teaming most of the time, then damage will always be there. Heals, buffs and debuffs go a long way in a team, even though they're not always as obvious. The corruptor is a force multiplier. Now if you plan to go solo, then you may want to build a bit of damage, but also pay attention to secondary effects. Hydro Blast has KB; KB annoys a lot of people in teams, but I don't care I like KB as it is very useful when I solo. It gives me breathing space when I get mobbed. 2) Order of which power you pick first. Again this depends a lot on your play style. If you team a lot, then ally-beneficial powers take priority. Solo, they can wait. I usually end up not skipping some ally-only powers because I do eventually team a little bit with most of my toons. That said, secondaries like Infection and Lingering take a back seat. They are strong powers of debuff, but are also end-guzzlers. So I wait until my end can handle having them on until I take them. (Choking Cloud is the BOMB! -- it allows me to step into melee without fear). On most of my toons that play maybe 70-80% solo with just the occasional teaming, my order of priority is a) have enough attacks to defend myself--actually kill one or two at one go, b) enough def/res to survive... either through tertiary powers or set bonuses, c) address end issues and d) have something in my pocket for team allies. 3) I haven't tried Water Blast on a Corruptor yet, but I've played it on a Sentinel. On a Sent, which has the exact same powers as a Corr (just that Dehydrate and Whirlpool are switched between T4 and T6), water blast is very fun and strong both statistically and visually. One nugget of advice I picked up is don't sweat the Tidal Power so much. If it's there, use it. if not, it's no biggie. I don't think you need to have your attack chain centred on the Tidal Power mechanic.
  9. Which shard are your Classics on? I'm on Reunion. I kinda like Acrobattle's idea of having a toon isolated in a diff shard from my other toons. πŸ˜ƒ
  10. Another clarification (sorry): do we need to do the mission/arc to unlock capes and auras before our toon can have capes and auras? The Red side one is through Rodney in Cap (I'm afraid I'm not so familiar with blue side contact).
  11. oh. ok. thanks πŸ˜ƒ
  12. Question: Was Eagle Eye (Kings Row) a valid contact back then? I've set it to +0x1, solo Bosses and AVs as agreed. And I'm facing my first AV at level 8--Morana. can barely put a dent on her.
  13. I wouldn't mind a knife-thrower. We already have the Natural Origin starting power, the enevenomed daggers, 4 Shuriken throwing powers from Martial Assault (Doms) as well as a small cone of knives from Snakes. So, the animation is there, just a matter of putting them all together to form a power set. Alternatively, I have a concept or two for axe or tomahawk throwers, but the animation for that is different. Hell chains would be cool as... well... hell. They can add Nature Affinity's Entangling Aura of leaves and change the animation to burning chains. A one-handed fire arm (either pistol or Ass Rifle) that you can pair with shield defence or a sword/axe/mace power in the other arm for that Old Guard, Deathstroke, Deadpool action.
  14. Mu and Tarantulas can be reasoned with if you talk to them nicely. It's the Widows and Fortunatas that tend to be "difficult" πŸ˜ƒ
  15. Screw and Vile are spot on. and yes, totally depends on how you play your toon. Some of my toons never take Leadership Maneuvers as the end cost seems too steep for the benefit gained. (I do almost always take Assault and Tactics). Some of my toons double dip on Maneuvers (Soldiers of Arachnos and Widows/Forts) because they can and that's how they are played: just showing up in a team is contribution enough, any damage I do is just gravy on top. I haven't played tanks yet, but on my brutes and scrappers, I find that their armour is usually tough enough not to need manuevers. As for taunt, I usually skip it and take Presence: Provoke instead. Same basic power, but it opens up Unrelenting for me. Incidentally, I think slotting the full set of Gaussian in Tactics is way better than taking Maneuvers. When I do take Maneuvers, my priority is to minimise its end consumption rather than build for defence. Once that has been addressed, I look into set bonus or muling possibilities.
  16. to clarify on what Vile said, turning off XP will longer gain double inf (in the same logic as double XP from P2W gain no inf). Once you reach 50 any double XP you bought is automatically discarded and you earn XP and inf at the default rate. your XP is used for vet levels. first you need xp to unlock each of the 6 incarnate slots. while you're doing that, you will still level up as you did pre-50. every 3rd vet level, you earn emp merits in diminishing returns: you earn 20 emp merits when you ding vet level 3, 6, 9... until 21 (IIRC), then it goes down to 15 for the next few levels until vet level 42(?), 10 until 63(?), then 5, then emp merit drops stop when you hit vet level 99. (something like that... don't quote me on the vet levels when they change, I haven't touched my veterans in a while). Again, the entire time, you're also earning inf. an ITF run at +4x8 will bag you around 10mil pure inf, 15-17mil if you sell off the recipe and salvage drops.
  17. The things you ask for are available when you choose your path at level 24. Crab attacks are from the crab legs. Bane from the mace.
  18. both. RoP has quite a lengthy recharge. so unless I'm heading into a den of Carnies, I just keep it on stand by until I need it. On my other toons that have no business taking Sorcery Pool, I just grin and bear it. You get used to getting mezzed after a while πŸ˜ƒ
  19. I've found my sweet spot to be: +4x1/2 for single target high damage specialists +1x8 for those with lots of AoEs and Nukes, but not so big on damage +2x4 for most other toons Those settings give me the most XP vs time when I solo and I try to get to those settings as early as the toon is able. Anything less feels too easy and slows down the levelling process, anything more becomes a bit too tedious for a daily grind. Every now and then I do dial it up to +3x8 if the toon has his/her incarnates or if I have time to burn.
  20. another way to minimise mez, not avoid it altogether, is to build for range def. that's how mez gets to you. My blasters and corrs do this... and after a while, you kinda get used to being mezzed for a second or two πŸ˜ƒ
  21. lovely ladies πŸ˜ƒ
  22. updated some of my pics (because of asymmetric shoulders), re-rolls to gold-side, and added some recently finished bios πŸ˜ƒ
  23. Great! thanks. having fun with him so far. BLASTRO in Everlasting a creation of S.E.R.A.P.H in 2004. also S.E.R.A.P.H.'s fault he was thrown to 2020 Renamed him to Black Atom with accompanying costume change... in an effort to reinvigorate the toon after losing momentum due to RL stuff.
  24. Awesome. Am I limited to +0x1? I try to run things at +2x4 as soon as the toon is able. Also, what's the ruling on The Hollows? I like the Frostfire arc, am I allowed to do the 3 arcs in the Hollows? A bit more clarification on Fitness pool (sorry). I usually slot running SO in Swift and a leaping SO in Hurdle. Does that mean I take 4 unnecessary powers to compensate? Or if I forego Swift and Hurdle, am I allowed just 2 unnecessary power picks (but still take Health and Stamina at 16 and 20)?
  25. Heeh. Started him just now. Currently grinding the badge for the contaminated in Outbreak πŸ˜ƒ A few questions/clarifications: 1) as far as missions go, I go Outbreak -> Origin Contact then progress to the next introduced contact, so on so forth? Ignore "pop up" contacts like Shauna and Twinshot? 2) P2W lady does not exist. IOs don't exist. 3) can someone clarify this please? From my understanding, Fitness was not inherent then. So at level 8, 16, and 20 I would have taken Health, Stamina, Hurdle/Swift? And to approximate that, at level 8 I take a tertiary power that I will specifically never use to compensate for already having Health, same for Level 16 and Stamina and so on? Also (minor) Tertiary Power Pool opens at 6 instead of 4. Travel Powers are available at 14.
Γ—
Γ—
  • Create New...