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Posts
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Joined
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I love the entire spawn is knock-locked into a tight corner move.
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Quote:When you zone, it double stacks. When you enter a mish you have twice the stealth as what you should have. The "real" one turns off when you turn off sprint, but the "ghost" one stays until the 120 is up.I had read also that the proc would stop working when you turned off the toggle. I have +Stealth in my Sprint slot which works great. I was at a costume contest the other night and wanted to turn the stealth off. Even after turning off the toggle the steal stayed active for a period of time.
I expected it to turn off??
This works for the similar proc120s as well. First thing into a mish, you're extra buffed. -
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I didn't notice the TF part.
So, you want a serious toon for srs bsns?
That changes things. But I still don't have time at the moment to work on it.
Your power choices should prob'ly happen in a different order then. For example, rage is a jewel of SS. I don't know that it's fitting to wait until lvl 35 or w/e to take it.
You most likely won't need the kismet +6% with rage running all the time.
and...
and...
and...
later, maybe if I remember and want to -
F2P sounds like it sucks.
Who would pay for that kind o....
Oh, wait. -
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Quote:There are really even more things that separate it from fury than just the ones you mentioned.Not really, no. Basically, if you never use your Tier 1 attack, you get nothing from it. If you use your tier one attack every ten seconds, at least, then you'll do 20% more damage to that target. But if you change targets, you need to apply the effect again.
But, other than all of the differences, mentioned and otherwise, it's exactly like fury. -
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I take it you don't intend on using KO Blow?
You prob'ly could do better than 4 slotting combat jump. -
Quote:One important difference between +dam and -res is that the extra damage you do from -res is a percent of your total dam, while +dam is a percentage of your base (usually).Well lets say your secondary is super strength. Ordinarily your haymaker does 200 points of damage. If you bruise them with jab, then hit them with haymaker, you'll see it does 240 points of damage instead.
So, in equal net amounts, -res is more helpful.
-20%res > +20%dam -
How much rech do you need for your attack chain? How much accuracy do you think you need?
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*I* have all the good names. I have hoarded them on the various servers. ALL of the good names. I have the last 36 good names reserved on all servers. These are it, folks. These are the very, very last of the good names.
I am willing to part with some of these names. 1bil inf per name. Compose and email with the inf and which name you are wanting. You will NOT get a good name w/o paying me because I have them all.
@cossatot -
Quote:I know I have--on Freedom anyway.Silly people, everyone knows the proper solution was to fill every server with characters holding iconic names seven years ago for the if/when you ever got the chance to play them.
I think of a name first, then make the toon.
These threads made me worry, so in response to these sorts of threads I decided to hoard all the good names. -
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You might find this more fun to play.
Roughly the same theme, a few changes here and there especially with the slotting.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Kha'Zora: Level 50 Mutation Brute
Primary Power Set: Stone Melee
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Stone Fist- (A) Kinetic Combat - Accuracy/Damage
- (3) Kinetic Combat - Damage/Endurance
- (3) Kinetic Combat - Damage/Recharge
- (5) Kinetic Combat - Damage/Endurance/Recharge
- (5) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (7) Hecatomb - Chance of Damage(Negative)
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (7) Numina's Convalescence - Heal
- (9) Numina's Convalescence - Heal/Endurance
- (9) Healing IO
- (A) Reactive Armor - Resistance/Endurance
- (11) Reactive Armor - Resistance
- (11) Reactive Armor - Resistance/Recharge
- (13) Reactive Armor - Resistance/Endurance/Recharge
- (13) Reactive Armor - Endurance
- (A) Miracle - +Recovery
- (19) Miracle - Heal
- (19) Miracle - Heal/Endurance
- (21) Regenerative Tissue - +Regeneration
- (21) Healing IO
- (A) Kinetic Combat - Accuracy/Damage
- (23) Kinetic Combat - Damage/Endurance
- (23) Kinetic Combat - Damage/Recharge
- (25) Kinetic Combat - Damage/Endurance/Recharge
- (25) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Recharge Speed
- (27) Endurance Reduction IO
- (A) HamiO:Membrane Exposure
- (27) HamiO:Membrane Exposure
- (29) HamiO:Membrane Exposure
- (A) Winter's Gift - Slow Resistance (20%)
- (A) HamiO:Golgi Exposure
- (29) HamiO:Golgi Exposure
- (31) HamiO:Golgi Exposure
- (A) Hecatomb - Accuracy/Damage/Recharge
- (31) Hecatomb - Damage/Recharge
- (31) Unbreakable Constraint - Accuracy/Hold/Recharge
- (33) Unbreakable Constraint - Endurance/Hold
- (33) HamiO:Peroxisome Exposure
- (33) HamiO:Peroxisome Exposure
- (A) Performance Shifter - Chance for +End
- (34) Performance Shifter - EndMod
- (34) Performance Shifter - EndMod/Recharge
- (34) Performance Shifter - EndMod/Accuracy
- (A) Recharge Reduction IO
- (36) Recharge Reduction IO
- (36) Recharge Reduction IO
- (A) Absolute Amazement - Stun
- (48) Absolute Amazement - Stun/Recharge
- (50) Absolute Amazement - Accuracy/Stun/Recharge
- (50) Absolute Amazement - Accuracy/Recharge
- (50) Absolute Amazement - Endurance/Stun
- (A) Reactive Armor - Resistance/Endurance
- (36) Reactive Armor - Resistance
- (37) Reactive Armor - Resistance/Recharge
- (37) Reactive Armor - Resistance/Endurance/Recharge
- (37) Reactive Armor - Endurance
- (A) Luck of the Gambler - Recharge Speed
- (39) HamiO:Enzyme Exposure
- (A) Luck of the Gambler - Recharge Speed
- (39) HamiO:Enzyme Exposure
- (A) Obliteration - Chance for Smashing Damage
- (39) Obliteration - Accuracy/Damage/Endurance/Recharge
- (40) Obliteration - Accuracy/Damage/Recharge
- (40) Obliteration - Damage/Recharge
- (40) Obliteration - Accuracy/Recharge
- (42) Obliteration - Damage
- (A) Kinetic Combat - Accuracy/Damage
- (42) Kinetic Combat - Damage/Endurance
- (42) Kinetic Combat - Damage/Recharge
- (43) Kinetic Combat - Damage/Endurance/Recharge
- (43) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Thunderstrike - Damage/Endurance/Recharge
- (43) Thunderstrike - Accuracy/Damage/Endurance
- (45) Thunderstrike - Accuracy/Damage/Recharge
- (45) Devastation - Damage/Endurance
- (45) Devastation - Accuracy/Damage/Endurance/Recharge
- (46) Devastation - Accuracy/Damage/Recharge
- (A) Dark Watcher's Despair - To Hit Debuff/Endurance
- (46) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (46) Dark Watcher's Despair - Recharge/Endurance
- (48) Dark Watcher's Despair - To Hit Debuff
- (A) Luck of the Gambler - Recharge Speed
- (48) HamiO:Enzyme Exposure
- (A) Perfect Zinger - Chance for Psi Damage
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Level 1: Brawl- (A) Recharge Reduction IO
Level 1: Sprint- (A) Celerity - +Stealth
- (A) Recharge Reduction IO
Level 2: Swift- (A) Run Speed IO
- (A) Numina's Convalescence - Heal
- (15) Numina's Convalescence - Heal/Endurance
- (15) Healing IO
- (A) Jumping IO
- (A) Performance Shifter - Chance for +End
- (17) Performance Shifter - EndMod
- (17) Performance Shifter - EndMod/Recharge
Set Bonus Totals:- 3% DamageBuff(Smashing)
- 3% DamageBuff(Lethal)
- 3% DamageBuff(Fire)
- 3% DamageBuff(Cold)
- 3% DamageBuff(Energy)
- 3% DamageBuff(Negative)
- 3% DamageBuff(Toxic)
- 3% DamageBuff(Psionic)
- 18.6% Defense(Smashing)
- 18.6% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 8% Defense(Energy)
- 8% Defense(Negative)
- 3% Defense(Psionic)
- 13.6% Defense(Melee)
- 5.5% Defense(Ranged)
- 5.5% Defense(AoE)
- 24% Enhancement(Accuracy)
- 57.5% Enhancement(RechargeTime)
- 10% FlySpeed
- 236.1 HP (15.8%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Immobilize) 10.5%
- MezResist(Stun) 2.2%
- 21.5% (0.36 End/sec) Recovery
- 36% (2.25 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 2.52% Resistance(Fire)
- 2.52% Resistance(Cold)
- 10% RunSpeed
Set Bonuses:
Kinetic Combat
(Stone Fist)- MezResist(Immobilize) 2.75%
- 22.5 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(High Pain Tolerance)- 12% (0.75 HP/sec) Regeneration
- 28.1 HP (1.88%) HitPoints
(Mind Over Body)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
- 1.25% Defense(AoE), 0.63% Defense(Fire), 0.63% Defense(Cold)
(Fast Healing)- 2.5% (0.04 End/sec) Recovery
- 28.1 HP (1.88%) HitPoints
(Heavy Mallet)- MezResist(Immobilize) 2.75%
- 22.5 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Combat Jumping)- 7.5% Enhancement(RechargeTime)
(Indomitable Will)- 7.5% Enhancement(RechargeTime)
(Super Jump)- 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
(Seismic Smash)- 4% (0.07 End/sec) Recovery
(Seismic Smash)- 4% (0.07 End/sec) Recovery
(Quick Recovery)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 28.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
(Boxing)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Tough)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
- 1.25% Defense(AoE), 0.63% Defense(Fire), 0.63% Defense(Cold)
(Heightened Senses)- 7.5% Enhancement(RechargeTime)
(Weave)- 7.5% Enhancement(RechargeTime)
(Tremor)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Stone Mallet)- MezResist(Immobilize) 2.75%
- 22.5 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Strength of Will)- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Gloom)- 2% (0.03 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
(Gloom)- 12% (0.75 HP/sec) Regeneration
- 33.7 HP (2.25%) HitPoints
(Darkest Night)- 22.5 HP (1.5%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 5% Enhancement(RechargeTime)
(Maneuvers)- 7.5% Enhancement(RechargeTime)
(Health)- 12% (0.75 HP/sec) Regeneration
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 28.1 HP (1.88%) HitPoints
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Quote:It is pretty funny that you almost can't find a video on Youtube that doesn't have some comment about the number of people who have hit the dislike button, if the page has any comments at all.
But I don't begrudge people if that's really how they want to spend their time. It's just kind of sad, really. I don't even notice likes or dislikes, or ever think to push a like or dislike button, otherwise. -
I think that they're still in the fotm rotation. They just haven't had a turn lately.
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Are we s'posed to offer help to people with those tags?
I thought we just put on the helper tags and waited for someone to ask. -
I like the idea
put it with the others -
a single small luck is 12.5% iirc
45%
-12.5%
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32.5%
w/ a bind that combines inspirations for you into purples, you're golden.
incidentally, combining insps via bind doesn't count against your other actions
doesn't interfere w/ attacks or clicking glowies or seem to cost any time. -
Quote:because...?If it were so easy to do just that, then there wouldn't be a shortage in the salvage supply.
AFAICT, it's is truly possible to trade AE tickets for salvage. Iirc, I have even done it before right after AE came out.
Quote:When there's Common salvage that has a Bid:ForSale ratio of over 10:1, there's a problem.
Common salvage is neither harder to acquire nor worth more than rare. I will grant you that sometimes people will pay more for something they want ritenao. But that isn't determined by the relative rarity of the salvage so much as the amount of and "urgency" of the demand, afaict.