Jump to content

ninja surprise

Members
  • Posts

    921
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by ninja surprise

  1. Love this idea too. Both suggestions would solve the problem of logging in and watching LFG, hoping someone is still recruiting for something.
  2. Just finished a Market Crash with 4 controllers, two Blasters, one Defender, and one Stalker. It was a total hoot! The Stalker happily ran around Assassin Striking everything while the rest of us mass AoE'd everything. The Defender and I were both Kinetics, me grav/kin and he was kin/sonic, so the whole team was almost always at the damage cap. We were always doing 2 or 3 spawns at a time, whatever was close enough to pull with a snipe or Wormhole. It was pretty chaotic! But the Stalker never complained about needing to take a few steps to stab something. It was just a perpetual AoE-fest and it was loads of fun. I realized Tanks are like short people, complaining they can't reach the top shelf so they ask will everyone please stop using all the shelves the little people can't reach.
  3. There's a couple of "energy" wings: Celestial and Phoenix. Can they get options to "Only appear when flying" similar to the Inherent Stances (Travel powers only)? The Celestial wings have an option to fold back when not flying, but they are still these super-massive glowing things when the character is just standing or walking around. How about an option for Celestial and Phoenix to only activate while Flying/Hovering?
  4. Just did a Synapse on my Grav/Kin and that massive AoE surprised me. It's easy to catch mobs from two spawns, reaching around corners. There was a Fire/Kin Corrupter on the team too, and with SB and Siphon Speed my Crushing Field was recharging in less than 4 seconds and performed like a supermassive never ending Rain of Fire**. Constant DoTs. The melee types focused on bosses while the Plant controller and I melted all the minions. It was a blast. ** Like Rain of Fire except without the fear and mobs stayed put where we could keep blasting them.
  5. Why should anyone need to work around you so you can add 20 DPS to your own imaginary DPS meter? Why should you be the only one who gets to defeat mobs? I had three recent experiences that made me think about this thread again: 1) I rolled a new Katana/SR Scrapper, since I don't remember ever playing Katana and wanted to give it a spin. Because making alts and playing the game is fun! I joined a DFB and it turned out I was the only melee toon. There were at least two Controllers (Elec and Dark) and I don't remember what the others were. Controllers were immobilizing stuff before it clumped, and I had to move around to stab things, the horror! But we still cruised right through it and joked around in chat and had a good time. XP and levels were had by all. 2) Joined a Yin on my Grav/Kin controller. It was at good team of mixed ATs and we ran at +2, finishing in just over 30 minutes. Not bad for a defeat-all where we weren't hurrying. Oh and we got delayed by a bug where one person couldn't exit a mission and had to log out and back in. The most frustrating thing was that the "must punch everything" melee ATs kept charging the Super Stunners just before they were defeated, triggering the rez. Melee was definitely slowing the team down by making us defeat the same mobs twice. 3) Joined a Ape/Mage on my Grav/Kin controller. We were cruising through the missions, doing well. When we got to Battle Maiden I was being careful to not use immobilizes so that she could get out of the blue patches... and then I noticed we didn't have ANY melee ATs on the team: 3 Controllers, 2 Masterminds, 1 each Blaster, Corrupter, and Sentinel. We did just fine without any tanks or brutes slowing us down. It was a lot of fun and the big AVs went down faster than I've seen when it was mostly melee ATs. Melee isn't needed, so why use it? Ranged ATs can defeat more mobs faster; melee only slows the team down by having to chase every single mob instead of using control to stop the runners and defeat everything all at once. @Sovera I respect you and have learned from the builds you post. It might help to remember that although your Tank is immune to mez and damage, other ATs aren't. If there's any squishies on the team, they benefit from controls. Especially if there's debuffers or controllers in the enemy spawn that can mez the squishy teammates, it is beneficial to hold, fear, or stun them, even if it means a melee toon has to move a few feet to attack it. It just seems like a silly argument. "Game is too easy because I'm invincible and nothing can hurt me." "Game is too frustrating because other players make it so my burn patch can't defeat everything at once." "Game takes too long when someone else gets to defeat something instead of me." Maybe try chatting with players, get to know them, and learn to enjoy their company, instead of only focusing on making it end as quickly as possible? Or heck, spin up your own private server and roll-back the aggro cap so you can solo entire maps like the old days.
  6. If you're talking about Mids, you can just drag and drop powers to re-arrange them. It'll warn you if you put something into an impossible order but it'll let you do it.
  7. The "right way" for Tanks to play is to get to the spawn quick enough that the spawn is already clumped up on them by the time the team catches up and starts unloading immobs and AoEs. If the tank is sitting with the team, trying to punch the very last critter, then the Tank is wasting time and slowing things down more than an early immob does. It's silly for all 8 teammates to fight every single last critter in a spawn, unless it's an AV. Then taunt some more badguys! They can only immobilize 16 at a time, so you can grab another spawn and bring them into the battle. If the mob's controlled then you're free to go find and herd another spawn. The mobs jump over each other to get to you so it doesn't matter if some are immobilized. OK, this may sound like a crazy idea, but why not play an AT that isn't a Tank? Or deliberately get two spawns so there's more than 16 critters to fight at once? If they can immobilize 16 critters, pull in another 16! You're slowing the team down if you're standing in the middle of an immobilized mob and can't reach anything. It seems self-defeating to say "I can make a toon that can survive 90% of the game without any threat whatsoever " and then complain the game is too easy. Play a toon that doesn't have mez resistance. Play a toon where you need immobs and holds to keep the mobs at bay while you defeat them and stop them from mezzing you and your team. Maybe play a pure buffage toon where you focus on making your squishy teammates tougher. Form a team of all squishies where everyone spams AoEs and buffs and risks death at every corner and only the majesty of teamwork keeps everyone alive and rezzed. It's fun! And while a Tank complains that immobilized critters can't get into their tiny 10' PBAoE, Controllers and Blasters are laughing in 30' radius AoEs.
  8. Looking at Trick Arrow for Controllers, Defenders, and Corrupters, "grounds" is misspelled.
  9. Wouldn't this also include all the Task forces from Positron up to Numina, and same on red side? Lady Gray has a mini-Hami too, where holds are useful. Heck, on an ITF last night I kept wishing someone had an immob to keep the AVs from running all around. I was on my Illusion/Dark controller so I'd confuse the Surgeons but couldn't immobilize anything.
  10. I'd tweak that goal to having Phantom Army up when you get to a new spawn. Often there are breaks of a 10 - 20 seconds at least between spawns while clearing a map and running around. It also depends on whether you're solo or on a team. Even if you're mostly doing solo flashbacks in Ouro, you don't need perma if you're stealthing to the mission objective and clearing just a couple rooms or the boss spawn. Still, it's a bit more fun to have it always available.
  11. @Frosticus Have you solo'd Katie Hannon with that build? Does it exemp well?
  12. Yesterday I was on a Yin TF with an Ill/Emp controller and they were awesome. They buffed teammates and distracted the enemies and helped us out considerably.
  13. Is there any visible notification when it procs? Or just a note in the combat log?
  14. Bio/Savage does well. Just got through a string of Posi 1, 2, and Synapse on my Bio/Savage, and it did very well. Being able to decide whether you want to maximize your endurance, damage, or survivability by switching from Efficient, Offensive, or Defensive, made tanking through the lowbie TFs a piece of cake. The thing to be aware of is whether your overall survivability depends on sets, and when those set bonuses turn off. If your Shield needs +Def bonuses from a set that starts at 30, you won't have it at Yin and below. But hopefully your team will help keep you alive so it isn't a huge deal.
  15. I've been trying to find a pair that stays out of the way, or at least, doesn't block doors I need to get through. Or Carnies because I love the Carnies.
  16. I really really wish I could use two punctuations (non-alphanumerics) in a name.
  17. Can the text that's displayed when you're talking to a contact be output on the Chat window, Teams channel? It would be super nice while on a team, particularly task and strike forces, if the dialog that the team leader sees got logged to Team channel. Right now when doing a story arc, only the team leader gets to see the story line and the rest of the team just follows along, completely in the dark. I try to copy/paste the text sometimes, but often it's too long to paste into chat. It would be great if it were an option, like "Cutscene captions", "NPC dialog", etc, that a person could add to their channel.
  18. If you didn't know, you can create the character on the Beta server and use the pop-menu on the Chat bar to boost it to any level up to 50, give it every IO you can dream of, and see how you like it. Only takes about 30 minutes to spin up and outfit a test character.
  19. All y'all need to get used to typing Stone/ or Savage/ instead of just SM so that future generations can easily figure out what you're talking about.
  20. This should get you started. It'll have you soft-capped to S/L/E/N when you pop Energy Absorbtion when you enter a spawn. Slotting on Super Jump and Combat Jumping is flexible depending on how many uniques you want to throw in there. You can add Hasten, swap Hemorrage for Boxing if you want Tough/Weave; add Soul Mastery for Shadow Meld, etc. This Hero build was built using Mids Reborn 3.0.5.6 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Mutation Scrapper Primary Power Set: Savage Melee Secondary Power Set: Ice Armor Power Pool: Leaping Power Pool: Fighting Hero Profile: Level 1: Maiming Slash -- SprScrStr-Rchg/+Crit(A), SprScrStr-Dmg/EndRdx/Rchg(3), SprScrStr-Acc/Dmg/EndRdx/Rchg(3), CrsImp-Dmg/EndRdx/Rchg(5), CrsImp-Acc/Dmg/EndRdx(5), CrsImp-Acc/Dmg/Rchg(7) Level 1: Frozen Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(7), LucoftheG-Def/Rchg(9), LucoftheG-EndRdx/Rchg(9), LucoftheG-Def/EndRdx/Rchg(11), LucoftheG-Def(11) Level 2: Hoarfrost -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(13), NmnCnv-Heal/Rchg(13), NmnCnv-Heal/EndRdx/Rchg(15), NmnCnv-Heal(15), NmnCnv-Regen/Rcvry+(19) Level 4: Chilling Embrace -- EndRdx-I(A) Level 6: Savage Strike -- KntCmb-Dmg/EndRdx/Rchg(A), KntCmb-Acc/Dmg(23), KntCmb-Dmg/EndRdx(23), KntCmb-Dmg/Rchg(25), CrsImp-Dmg/EndRdx/Rchg(25), CrsImp-Acc/Dmg/Rchg(27) Level 8: Shred -- Erd-Dmg(A), Erd-Acc/Rchg(27), Erd-Dmg/Rchg(29), ClvBlo-Acc/Dmg(31), ClvBlo-Dmg/EndRdx(31), ClvBlo-Dmg/Rchg(31) Level 10: Wet Ice -- RechRdx-I(A) Level 12: Vicious Slash -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(33), SprScrStr-Acc/Dmg/Rchg(33), CrsImp-Acc/Dmg/Rchg(33), CrsImp-Dmg/EndRdx/Rchg(34), CrsImp-Acc/Dmg/EndRdx(34) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(34), Rct-ResDam%(46) Level 16: Glacial Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(17), LucoftheG-Def/EndRdx(17), LucoftheG-Def/Rchg(19), LucoftheG-EndRdx/Rchg(36), LucoftheG-Def/EndRdx/Rchg(36) Level 18: Super Jump -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(36), WntGif-ResSlow(37) Level 20: Energy Absorption -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(21), LucoftheG-Def/Rchg(21), LucoftheG-EndRdx/Rchg(45), LucoftheG-Def/EndRdx/Rchg(46), LucoftheG-Def(46) Level 22: Rending Flurry -- Erd-Dmg/Rchg(A), Erd-Acc/Dmg/Rchg(37), Erd-Acc/Dmg/EndRdx/Rchg(37), ClvBlo-Acc/Dmg(39), ClvBlo-Dmg/EndRdx(39), ClvBlo-Dmg/Rchg(39) Level 24: Blood Thirst -- RechRdx-I(A), RechRdx-I(40) Level 26: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(48), KntCmb-Dmg/Rchg(48), KntCmb-Dmg/EndRdx/Rchg(48) Level 28: Permafrost -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(29) Level 30: Tough -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(50), RctArm-ResDam/Rchg(50), RctArm-EndRdx/Rchg(50) Level 32: Savage Leap -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(43), SprCrtStr-Acc/Dmg/Rchg(43), SprCrtStr-Dmg/EndRdx/Rchg(43), SprCrtStr-Acc/Dmg/EndRdx/Rchg(45), SprCrtStr-Rchg/+50% Crit(45) Level 35: Icicles -- Erd-Acc/Dmg/EndRdx/Rchg(A), Erd-Dmg(40), Erd-Acc/Rchg(40), ClvBlo-Acc/Dmg(42), ClvBlo-Dmg/EndRdx(42), ClvBlo-Dmg/Rchg(42) Level 38: Icy Bastion -- Empty(A) Level 41: Weave -- LucoftheG-Def/Rchg+(A) Level 44: [Empty] Level 47: [Empty] Level 49: [Empty] Level 1: Brawl -- Empty(A) Level 1: Critical Hit Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Empty(A) Level 1: Health -- Empty(A) Level 1: Hurdle -- Empty(A) Level 1: Stamina -- Empty(A) Level 1: Blood Frenzy Level 18: Double Jump ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1327;609;1218;HEX;| |78DA65935B6F124114C767D9C55E80966B69B92F6D59A80552BF8051ABA6B124B4A| |8AFB8A5534AB25DC882467DF3C398F8E48B1A8DCF3E797DD74FE0A56AE207580F7B| |FEC51826D9FC76CE9973E69CFFCC34EE6F079F5E7F7451280B572C73386CB73A8E3| |9184867B67177648E7A7D5B8CC70C7DE93357BB212D296B2DF39ED9953C494D7CDB| |F248DA4359DBE9C8F625E7A4EF4476EC63E9487B543BFB0936FB7DABB62BCD41CFE| |E86BCC9B55EF77834350BF0CC1A4FA35707BD4EEDB2653EA42DCDE1483A0F96A928| |9DBE676581E1FAC52755882D4DF83E801F999A14CC43E6B90EF37185A82036A1B02| |FCC9C8D8051E67C0C8C335306852256D9635B701F6C31176E82B798D1DBCC34C5AA| |1C2B549D6B794E7DF8D187BF45286A62A909EE3197F741F493421F2FCA7C48E3D89| |9AF3E21B2E4FBC6CC7C67E62C5E9B3B016D66866A99432D73E7D9F6847409205FE0| |2D6B587807BE07B1B78E5A7468BB448584389F2F044DF51B1C53FDC3CCD29E8BD06| |E116BC2D0350CFDA3D07F15FAAF42FF24E58F706DBEC8671FFBBE30D7D29C3F47F9| |6342F3F2C7903F8EBC71E4DD44DE2AF256B1FF4BD23281DE13D06EED0778CA2C41C| |B12B42C41CB57149BE45825092D0D50A1BA57D8A7AEE05CEB38D73ACEB58E73CF53| |FD69D647495FE09E3249C5DB5BA53C59F6A9D922FD189AD8CA8179B0C07C4DF5E4A| |173FE8EE6E5D930C103B0C3DC3C0425B3403514A143117D1BB85B06EE56053A54A0| |43053AE814BBCEB162DDA52134AABA8C5B56C689B8FF8F8C3679C8C2F389BC36799| |EEEEE94B7A9C14916C5B39CCE4FD663CDAF29CBCF29CBEF298B34FEEDFB666372DD| |DCBF0FD1DDF5| |-------------------------------------------------------------------|
  21. Savage/SR is super easy and fairly cheap to soft-cap. Best defense debuff and slow resists, +recharge and +speed, and maximum flexibility with the Costume Creator. Savage / Shield gets two teleport-charge attacks, which is a blast. Shield gives you a mule to slot the two +Def unique IOs, which is nice, but takes a little more work and inf to soft-cap. But it buffs your Savage damage when you're in a crowd, which is nice, but it doesn't kick in until after you've TP'd into the crowd. So you have to choose between having the damage buff, or having the distance buff to Savage Leap. Savage / Bio is a hoot if you have a concept that supports being covered in muck. You can run in Offensive mode all day and cover your endurance and healing needs with the two clickies. BUT it's the most expensive to make durable. You need a lot of uniques and Winter sets to get the defenses and resists maxed. But then you can run around with Ablating Carapace on auto and just about not worry about anything, until you meet some tough debuffers. Sometimes switching to Defensive mode will save you; other times you'll still get clobbered. My Savage/Bio scrapper is a lot of fun though. I solo'd the Eden trial with it, with Efficient mode getting me through the two giant wall AVs. Had enough damage to defeat the Crystal Titan. Bio's damage aura adds to Savage's DoTs so everything around you wilts away while you're slashing the boss. I take the Cone, PBAoE, and Leap attacks for AoE, plus all the ST attacks except Hemorrhage. If Hemo's been fixed, that's great and I'll respec.
  22. Seems like the NPC versions of the blinding powers are way more powerful than the Player versions, unless the NPCs all have +perception or immediately pop Yellows as soon as they are attacked. When mobs use 'em I cannot see at all without +perception. But when I use the same powers on mobs, as soon as I attack entire spawn (seemingly) can see and return fire. I've started taking Focused Accuracy or Tactics with the +perception IO, but that only helps in the Epic Pool levels.
  23. The new Crey are no joke! Tried a Manti at +2 and it was rough!
  24. I teamed up with an Elec/Elec Scrapper recently and he was doing amazing things.
×
×
  • Create New...