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Six-Six

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Everything posted by Six-Six

  1. Six-Six

    Best Brute

    if you're patient, wait for the winter event this year. Winter sets were 50% off last time. that adds up to a tonne of inf. 😃 it's how I got most of my winters.
  2. Hahaha, Switch. I once... way before invasions were a thing... saw a granny just ups and books it, Usain Bolt style. like proper sprint but fully upright, arms swinging wildly not like how we sprint. 😃
  3. I have an elec/elec/elec sent that I use as a tank. very sturdy she is. if you want taunt, there's a power pool for it, though if you have an aura like elec, running around and inflicting damage will get their attention... at least enough for herding. On my other sents, I use the T1 and T2 to get their attention, again for herding. You can't redirect aggro to you like a proper tank, though.
  4. are we, then, talking about implementing a sort of skill tree to the game?
  5. Maxzero and Zeraphia, I figured it was the claws. Sorry for the oversight. I'm more frequently on my 3 SoAs and pure Fort. I had a lowbie widow-fort hybrid that I played again, and now I remember why I stopped playing him. 😃 You're right... about the original post... claws can definitely use a no redraw.
  6. which part of VEATs? the SoA AR doesn't really re-draw unless you switch weapons (to mace or mace to AR, or temp powers), or to summon spider pets... which I think is realistic. even your 3 nades fire from the gun (mace and web) seamlessly. Crab back pack doesn't need it, neither do Fortunatas. Widow claws, I honestly can't recall, if that's what you're talking about.
  7. I was on the second paragraph of "why it's not clinically insane", when I figured it wasn't worth the time and effort to address a faulty premise and conclussion. Instead... AWESOME WORK, ImpousVileTerror! Well done indeed. While I may not agree 100% on all of the points you raised, your thoughts were orderly, well presented, and very well thought through. To add to the already long list of ideas for GM Miss, I propose a bit of reverse-psychology: If we want to INCREASE the redside population, make redside a bit more EXCLUSIVE. People love the challenge, people want what they can't have, and people will go to where they're told not to. One way to do this (not the only way, mind you) is to make the Villain and Rogue alignment powers ludicrously OP. If you switch alignment, you lose the power. is it fair? of course not. We're villains; villains don't play fair. 😃
  8. just noticed this on a recipe drop. It corrected itself once it was crafted, though.
  9. sorry, any "vegetable" that starts off as a flower is a fruit. any other part of the plant (i.e. roots, bark, leaves, etc...) is a vegetable.
  10. A pair of spiders? An Arachnos Soldier and a Widow. by level 10 or 12, you'll have double stacks of maneuvres (one from each) and by 20s, you'll have 4... both spiders can be built either melee or range, aoe or ST, so quite versatile. the lower levels are quite a slog alone, but fun with a partner (I often help lowbies from our all VEAT SG level up). katana + archer is a nice thematic pair as well. Dual Pistols + AR for a bonnie and clyde type of thing 😃 PS. I think it's awesome that you two play together.
  11. I know it sounds obvious. but it is often overlooked. I don't think AT matters so much as I've been on all archer, all spider, all sentinel, etc... It boils down to communication and working together. One of my most despised and regretted runs was on an ITF with a seemingly well-rounded team. However, it was led by one of those divas (happened to be a brute at the time) who would go mob hopping without taunting or herding. he gave no instructions, though I suppose he assumed all of the members have done it before. he wanted the healers to shadow HIM while he sped ahead, leaving most of us to clean up stragglers. result was group was never together, members were frequently overwhelmed, and team wiped several times during the entire run. support had a hard time buffing such a spread out group, healers were too far to res the dead. In contrast, a few of my best experiences were when the leader was a defender who barely got in the mix, but explained each part... what to expect, what the goal was, what the strategy was, and just kept people from dying. gave the tanker tips on what to do, told the stalker to take out enemy healers, support and aoe to handle adds and ambushes. kept everyone together moving as a single unit but everyone doing what they were good at.
  12. A little thing about Jaunt I've noticed the other night. I have it on a macro to select nearest target alive (beats running after them), so kill, jaunt to the next, repeat. but last time I used it on my melee toon, it would TP me away from the fight. I'd be in the middle, kill the creep, press the macro (see the next victim selected... with no obstruction between me and him... and boom I appear 20 feet away in a random direction away from where all the fighting is. happened several times in one night of playing. haven't played my toon since that time, so I haven't recreated the behaviour yet. could be my connection was laggy at the time??? could be my machine needing a restart. I don't know.
  13. I have a different angle on this. I think what makes a team a "good" team is... wait for it... teamwork. I've ran with teams that clearly had the best mix of ATs, but leadership (not the pool power) just wasn't there. everyone just wanted to kill the av, etc. these usually results in wipes and an overall run that wasn't very enjoyable... couldn't wait for it to finish, take my earnings and go. In contrast, I've ran with 2-man and 3-man teams made up of players whose play style I was familiar with; and it was not only a breeze, but fun. One would usually bark out orders (in case we got side tracked). I liked leaving no witnesses, had a lot of aoes, but didn't pack a lot of st damage, so I would be crowd control and handle adds while the other two beat the av to a pulp with undivided attention. we had no healer, per se, but I had recall friend -- so while we're all in the frey, I'd keep an eye on the team window. if one of them seems like he/she is about to die, I'd pull them out of harms way. often roles would change depending on the toons in the group, but the communication, coordination and synergy was always there. also strategy. not everything should be steamrolled, stealthed, or speed ran. just because you could doesn't mean you should. stick to the mission. one team member doesn't have stealth, then the one who does goes to the strategic point and assembles the team. sometimes we'd split up; sometimes we stuck together. it doesn't really matter what AT or powers you bring to the mix. It's how you use what you got that makes a good team player
  14. Just thought of this: Since we're robbing banks, give us the real money (inf) as reward. that would make it more immersive, more lucrative, and more attractive to do mayhem missions. make them harder: bigger heist = bigger risk yielding bigger rewards. say you're robbing a bank with a target of 10mil inf. sometimes it's there, sometimes you find a cache of rare salvage instead (safety deposit boxes), sometimes you just missed the armoured truck pick up, sometimes they upgraded the safe and you need X powers to crack it; or you only have 2-3 mins to rob the bank before scores of heroes come to the rescue -- doesn't matter if you're solo or an 8-man job. it's a bank robbery, you're robbing it. the "law" won't go easy on you. if this is done right, mayhem missions will be the new inf farm. don't do the same for safeguard missions. If a safeguard is successful, they get either a small token reward or a simple "thank you for being the hero you are"... now get out of my bank before you attract more villains 😃
  15. Ha! 😃 And to that, I say that there are less villains because we are more efficient in what we do, hence there is need for less of us to get the job done. I do wish there was some sort of Megalomaniac path or arc. Most villains in the comics and real life "believe that they are doing the right thing." A handful, like the Joker just want to watch the world burn... agents of chaos... rebelling against institution in all of its forms... which is still a respectable motive. The rest that are just driven by greed will not amount to anything but lackeys. Again, not everyone is cut out to have the world bow before them. Had a brain fart just now... blue side, I really liked the Sunstorm and the Nictus chick's (her name escapes me atm) extended story line... the one that starts at level 1 and is connected and progresses with your level until 50. As much as I wanted my PB and WS to visit the bird, I couldn't leave the story unfinished, I was hooked bait, line, sinker (and pole). Maybe something like that for the Megalomaniac arc. that would keep villains (and rogues) redside and prevent frequent alignment switches. those two stories were quite well done IMHO.
  16. I prefer redside. I like the story better. can the stories be improved? yes, but that's a can of worms. it can be in the same way blue side can be as well. Maybe keep it the way it is and ADD new story lines. Or just maybe have contacts be easier to... erm... contact. One thing I find myself doing more when I'm redside is having "no missions" and "no contacts" until I do a bit of street sweeping or join a TF/SF. I like the mayhem missions the way they are. the time limit and the entire dynamic of it is refreshing. I just saw another thread that petitioned for more rewards (be it merits or otherwise) to be added to each mayhem mission. I think that's a good idea. I also like the atmosphere better. The dark hospitals are AWESOME--stuff of nightmares and horror flicks. The dark maps of arachnos bases (which remain mostly dark even after popping a reveal) adds to the thrill of the chase for me. I've been playing redside for the past few months that when I play blueside, everything is too bright. So... I don't think there's anything anyone can do to increase redside population. I think it ultimately boils down to human nature. everyone just wants to be a "hero". and more importantly, not everyone is simply cut out to be a villain. 😃 PS. Ever notice that most "hero" missions is kill this guy, or kill all; meanwhile when you're a villain, all you're asked to do is mostly steal stuff. who's the real bad guy in the story now?
  17. You get the firebug badge out of mayhem missions... which is a component of the force of nature accolade... which is a dang powerful accolade.
  18. to answer the original post 1) no. I'm new to the game so I try to explore something different each time. I make permutations of certain powers that I like (i.e. for sentinels -- DP/WP, DP/SR, DP/Dark, etc.) or I try similar powers on different ATs like fire/fire blaster, fire/fire, corruptor, dom, sent. 2) I try not to. As much as I like a certain look I've created, I prefer it to be unique to a particular character. I usually have similar pieces on several toons (or one toon's alternate costume) until I get "the perfect look" for him or her. Once I feel that I've achieved that, I tend not to use the same costume pieces on other toons. That said, I have several toons that have their "final" look and about an equal number of work in progress. regarding the naming. I've only passed down a name (my namesake Six-Six) from my first ever toon and incarnate to my current main and current favourite. every one else has their own name, own bio and own personalities. 😃
  19. In Reunion they are. send tell to @Mistress Alicia
  20. Slight background: I only started playing when HC came back. First ever toon to reach past Level 20 was a DP/WP Sentinel (which also became my first incarnate). I found that Sentinels were very forgiving for newbs so I stuck with them. Tried all sorts of combinations within the Sentinel primaries and secondaries. And after a few alts. I found my "main." Switch. Dual Pistols, Super Reflexes, Electric Mastery. Switch was/is very fun to play. Durable enough and packs "enough" damage to mow down mob after mob of +2x8 solo. +3 even, but I get impatient sometimes. Cut to a year after, with more than a dozen incarnates and about 5 pages of alts (I cull the list once I notice it's over 50 toons) ranging from level 5 - 30. This is when I became confident enough to try VEATs and HEATs. Now my "main" is my name-sake, Six-Six. Soldier of Arachnos with Huntsman build and Mu Mastery. Similar to Switch, he's not the strongest nor the sturdiest, but he is definitely a joy to play, and I don't see myself tiring of him anytime soon. The reason I passed the torch was because I learned so much since I played Switch, that Switch needed a major respec to maximise his potential. And while I aim to do that sometime, I dread the brain power that I have to devote to the task. Besides, Six and Switch have a similar play style with the VEAT coming in slightly ahead. His advantage: team play. While I still solo a lot, I find team play employs a slightly different dynamic. With Switch, I often doubt if I'm bringing anything to the team. On the other hand, with Six, I just show up and the team has double Leadership. Any damage I do is icing on the cake. Moreover, I believe that there will always be enough damage to go around in teams. So I built Six to be support. He's not an AV killer, but he makes short work of minions and LTs so the damage dealers can deal with the AV. He's not a healer, but he can recall friend from a pickle or swipe their dead body from under a mob so they can be rezzed in a safe place. He's sneaky and fast and can Assemble the Team right at the behind the boss if that's the play. He's got pets and shiny accolades that if things go south during a team run, he can hold the line until everyone is back on their feet. He's got your six. 😃 I have a total of 6 Spiders, but none of them are as fun as Six-Six. 😃
  21. for those who are constantly looking for challenge, I dare you to play any difficulty with a wonky mouse and keyboard... and faulty speakers 😃
  22. wouldn't it be cool if "friendly fire" behaved not like burning your allies with rain of fire or any aoe, but with ST attacks aimed at an AV, but missed and hit your teammate instead? I mean that stuff happens all the time in cartoons. 😃
  23. If you like flying, Mystic Flight offers a good combination of flight and teleport abilities. Speed of Sound, while faster with the TP, slows down your running/jet pack (from p2w lady) if you're attacked. But my other melee toon has Speed of Sound's Jaunt in a macro that makes her tp from one target to the next. beats running after them. 😃 as long as they're unobstructed and in line of sight
  24. Hey Pyro. DP/SR is one of my fave toons. DP is probably my favourite attack set and SR is also my favourite Sentinel secondary (Nin a close second). Sent secondaries are extremely effective IMHO. that you don't need to 6-slot them. a lot of them can keep you alive with just 2, but I usually slot 3 or 4 to manage end consumption. Unless, of course, you're into the min/maxing thing, which I am not... that should leave you with enough slots for your travel power. Also, take a look at Experimentation Speed of Sound. 1) it increases your speed a great deal. 2) It gives you Jaunt, which is a TP if you like TP, and its version of TP animates faster than Teleport or Mystic Flight's Translocation. Downside is, it guzzles end like there's no tomorrow. So I usually pick this up a little later in the game (15+). I slot Celerity Stealth + Celerity End (for a nice set bonus) and another end redux IO. With Speed of sound, you don't need to have Sprint on (which adds to your end consumption) and you can turn it off for escort missions which slows you down and makes you visible in one click... for those slow AF NPCs.
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