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Just drew up a quick one for ya but how i'd go about doing it completely:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Arch Ice Ice: Level 50 Magic Blaster
Primary Power Set: Archery
Secondary Power Set: Ice Manipulation
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Snap Shot -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Hold%(3), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(17), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(42)
Level 1: Chilblain -- Acc-I(A)
Level 2: Aimed Shot -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Hold%(3), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(42)
Level 4: Fistful of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(17), RechRdx-I(34)
Level 6: Blazing Arrow -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Hold%(7), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(23), Thundr-Dmg/EndRdx/Rchg(40)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
Level 10: Aim -- RechRdx-I(A), RechRdx-I(43)
Level 12: Explosive Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(23), RechRdx-I(36)
Level 14: Super Jump -- Jump-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(19), Numna-Heal(19), Heal-I(43), RgnTis-Regen+(46)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc/Rchg(21), Efficacy-EndMod/Acc(40)
Level 22: Ice Patch -- RechRdx-I(A), RechRdx-I(50)
Level 24: Build Up -- RechRdx-I(A), RechRdx-I(43)
Level 26: Stunning Shot -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(27), Stpfy-Acc/EndRdx(27), Stpfy-Stun/Rng(37), Stpfy-Acc/Stun/Rchg(37), Rope-Acc/Stun/Rchg(46)
Level 28: Shiver -- P'ngTtl-Acc/Slow(A), P'ngTtl-Acc/EndRdx(29), P'ngTtl-Rng/Slow(29), P'ngTtl-EndRdx/Rchg/Slow(31)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Rain of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34), RechRdx-I(34)
Level 35: Freezing Touch -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(36), NrncSD-Acc/Hold/Rchg(36), G'Wdw-Acc/Rchg(37), G'Wdw-EndRdx/Hold(39), G'Wdw-Acc/Hold/Rchg(40)
Level 38: Hover -- Frbd-EndRdx(A), Frbd-Fly(39), Srng-Fly(39), Srng-EndRdx/Fly(46)
Level 41: Snow Storm -- TmpRdns-Rng/Slow(A), TmpRdns-EndRdx/Rchg/Slow(42)
Level 44: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Def(45), LkGmblr-Rchg+(45)
Level 47: Hoarfrost -- Tr'ge-Heal/EndRdx(A), Tr'ge-Heal/Rchg(48), Tr'ge-Heal/EndRdx/Rchg(48), Numna-EndRdx/Rchg(48), Numna-Heal/Rchg(50), Numna-Heal/EndRdx/Rchg(50)
Level 49: Hibernate -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
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[u]Set Bonus Totals:[u]- [*]7.5% Defense(Energy)[*]7.5% Defense(Negative)[*]3.75% Defense(Ranged)[*]2.5% Enhancement(JumpSpeed)[*]3% Enhancement(Stun)[*]2.5% Enhancement(JumpHeight)[*]2.5% Enhancement(RunSpeed)[*]2.5% Enhancement(FlySpeed)[*]40% Enhancement(RechargeTime)[*]66% Enhancement(Accuracy)[*]144.6 HP (12%) HitPoints[*]MezResist(Immobilize) 2.2%[*]MezResist(Sleep) 2.75%[*]20% (0.33 End/sec) Recovery[*]92% (4.63 HP/sec) Regeneration[*]4.73% Resistance(Fire)[*]4.73% Resistance(Cold)[*]5% RunSpeed[/list]
Code:[/color]| Copy & Paste this data into Mids' Hero Designer to view the build |
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Which one, the (insert correct format here) tank, or the energy/(insert correct secondary here) blaster?
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I really hope the devs see this concern. And Happy birthday!
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The other side to this, is what i've been asking forever, is to have normal set bonuses (ie not from purples) scale down the same way enhancment values do.
The biggest example and reason. For things like accuracy. Lets say you normally slot at least 2 SOs of accuracy, thats 66%.
However with IOs you might only slot 35%, and have the rest made up by set bonuses.
As a result, when exemplaring, instead of say, having 33% acc, by halving just as an example. Becasue you lose the set bonuses, you are only getting the half of what you have actually slotted in your attacks. So you end up with only 16.5% acc, nowhere near enough when exemplaring IMO.
However, if the bonuses scaled just the same way that enhancments do, it would alleviate issues like this, and at the same time, keep it a reason to use lower level ones if you wanted, and also at the same time not making you overpowered in the lower levels.
These are both things that should be implimented/fixed IMO.
Its bad enough losing powers when exemplaring, tehy need to open these things up so we have more of a reason to exemplar with friends/lowbies. -
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I bet elec/* is the most "non-played"..As for a secondary, maybe elec/mental, elec/device's, elec/cold?
elec/cold would work pretty good actually, with the control of Ice Patch allowing you to end drain mobs with more safety..
altho, ive never been a fan of end drain in PvE.
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Since when do blasters get cold domination?
Elec/ice on the other hand is actually a decent blaster.
Elec/ice/ice specifically IMO. Gets good aoes. The elec/ice/anything combo gets 2 single target holds for bosses, elec/ice/elec gets 3 single target holds.
And yes things like shiver/ice patch help to keep enemies somewhat subdued while you work you're end drain. Slotted properly and with hasten you can still get use out of it, this combo/tactic works very well on the ITF.
The combo also comes with 2 decent single target attacks to make up for elec's lack of a 3rd ST attack. While not at /elec or /energy's damage level per se they are still very useful and do the job.
So elec/ice has actually pretty good synergy, just nothing that distinctively lets it stick out.
the ice/elec elec/ice whatever in any combo is a very cool themed combination though. -
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En/Fire
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Man, I was gonna come on here and say Energy/Fire also. I know its been possible to make one since day one, but the crazy knockback in conjunction with powers that require the foe be next to you seemed like a good "you either love it or hate it" combo. Then like 3 or 4 of you had to show up with the same suggestion.
I had always meant to make one of these, even had one for a while. He was a play on the various Marvel-esque cosmic entities out there. Energy and Fire Swords and whatnot.
Lewis
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Lol, yet another combo that popped up in this thread, that i have, and is actually QUITE amazing and effective when you learn its tactics. -
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Go make a DB/Stone Armor tank. thats something I don't think I've ever seen.
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I actually grouped with one last night. He was -terrible-.
Not the build, mind you. The player.
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Really? That's amazing considering there no such thing as a DB/Stone tank. Might be a brute like that not sure if brutes get DB.
Now i have a Stone/DB tank, that thing rocks the way i have him set up. Capped accuracy or close to it against +4s, at least 81% acc bonuses plus perma blinding feint/empower combo while in granite form. Which takes away the -damage from granite btw.
He also, is not finished yet, as he's at 45, and has 12.5% more run speed bonuses and going from 2 -1 run SOs in swift to 2 level 50 common run IOs in swift, but is already gaining more speed in granite than a new toon. Hes at like 21, or 22ish MPH. Will end up about 24 mph or so while IN GRANITE. Which is very funny, but very useful.
Thanks to DB being the way it is he also has a consistently fluid attack chain while in granite.
Basically i've eliminated pretty much every side effect of being in granite, plus it looks kinda funny and cool at the same time . -
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AR/Ice or AR/fire. I hardly ever see either of those two.
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I've got AR/Fire.
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I have a 50 AR/Ice blaster. IMO the best secondary to pair with AR you can have. The ice manip set lets you focus a lot on your primary blast, alleviating lots of redraw. Of course not as much now but you also gain ice patch for ignite. You also get freezing touch which when going with the munitions epic which i highly suggest with this combo is a stacking ice hold with cryo freeze ray (which animates hella fast when your gun is already out). -
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I have a 33 energy/ice. Haven't seen too many of those running around.
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That's actually my next scheduled blaster :P.
With regen bonuses, heals 1 tic every 3 seconds like a regen scrapper, and will have capped hp, slotted hoarfrost (as a heal in this situation) frozen armor and hibernate, almost as a regen/ice armor secondary almost.
Then will have shiver, snowstorm, and knockbacks as a major MAJOR form of mitigation.
Will be very very survivable, damaging, and fun , can't wait. -
I'm more of a fan of high +regen mixed with good tactics and skills on my blasters. Should all else fail, pop a few purples, mixed with the high regen and you can survive most things.
It also works wonderfully with some epic powers like PFF, and power surge and force of nature. -
And IIRC the lucky shot fires at the end of the animation. You notice it if you're looking for it. It is usually in the high 100s at level 50 or so. You might not notice the number, but if you're targetting something you'll just see "drain drain drain CHUNK" out of their HP bar.
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Might make up for the fact that the full auto and rain of arrows are on the same recharge cycle except rain of arrows can hit 16 targets and full auto is only limited to 10.
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All for widening full auto's cone and increasing its target cap, but ROAs big advantage is that it gets aim and FA doesnt. OTOH FA starts doing damage from the second you click
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I'm still trying to get them to put FA's cone BACK to the 30 degrees it used to be. Especially with the target cap there is no reason for it to be that narrow. -
I usually just 5 slot my Pbaoe nukes.
Scirocco: Acc/dam dam/rech
Multi strike: dam/rech dam/end/rech
Cleaving blow: dam/rech
gets some acc, and max dam/rech stats. 10% regen bonus, plus a slot saved. -
Problem, no, i'm just saying its not able to be done with the current system to have a different value for a selected level of a random roll versus a regular price. As by default your "selected" level is that of what you are on the slider.
But being able to select it, is entirely within the systems power to do so at the moment and for no reason whatsoever is not fixed/or implemented as such yet :/. -
It really shouldnt require any more merits. To do so theyd have to revise the system to take away the slider otherwise it would think you're ALWAYS "selecting" a level by whatever it is on default.
Just the ability to select the level of the random rolls, thats all. -
Can we PLEASE be allowed to select the level of our random rolls. The SLIDER is already there, is it just broken? Please either fix it, or allow us to select the level of the random roll that we are spending our tickets/merits on.
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Yes, DEFINITELY not hurl boulder. The set i posted would round out almost perfectly, wiht that one power mission for some kind of, control or something.
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Or maybe MM i dont know, dont play villains but the last time this issue happened somone mentioned it was happening for a Villain AT too.
OK, so i've already identified the issue, and now its happening for controllers for sure again, probably for MMs or whichever as well i'd imagine. And like i said, wasn't inhernently sure if it was bugging defenders or not. Since TA is primarily a defender primary, it gets most urgency in the defender forum.
Either way, it's known again. Just needs fixed ASAP. -
Ok this was a big issue before, then a few issues ago they finally fixed it. Now, its back... Now i haven't tested the defender version, as IIRC it wasnt broken on that, only on the troller/corrupter version was it bugged.
But its back, and needs fixed ASAP. When glue arrow is casted, even if the location gets down before the target dies, the location disappears immediately when the target dies.
Please fix this.
Also, please fix so that if the target dies while casting it doesnt completley cancel the power out as well. You're slinging a big arrow at an enemy, just becasue he's dead, doesnt mean the arrow stops projectiling towards him. As long as you get the power to start firing off it should create that location trap.
Can i say again, PLEASE fix this ASAP. -
Well the tier two for visual would look just like the devoured earth crystal things shoot. The tier 1, yes, like the pick up the rock and throwing it, only without the "picking up" part. Just kinda like the fire blast animation only with a chunk of rock.
the one thing i DONT want in the set is that horrid hurl/hurl boulder animation that the tanks have, so don't think that. -
I mentioned it would make a good tier 2 blast there STL, I don't however think it would be a good idea for the ENTIRE set to be like that. Specifically since stalagmites and the throw sand power and lava hold the igneous have are already in game and would just need to have tweaked dam/end/rech values for the blaster versions.
Tier:
1. Rock throw
2. Throw crystals
3. Throw Sand
4.
5.
6. Aim
7. Stalagmites
8. Lava hold
9.Volcano/lava bomb
We just need 2 more power, a ST attack and a random other power of some sort and it would complete.
Tier 5 could be "ground pulse" an idea i've had actually for an elec melee attack, you use the haymaker animation, and it sends an animation that kinad looks like fault and sends a blast of, in this cas can be a geo-thermal vent, that deals superior damage and knocks up.
Then just a random power for tier 4 or something. -
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As far as it's duration goes it's the same as all most all other stuns. As Frostweaver mentioned Castle just recently did some shredding of Energy Manipulation and Melee. He said that there are too many stuns in the game and it is too easy to stack them (both for teams and solo players). He also mentioned that the over abundance of stuns in the game is also one of the reasons that the duration of most stuns is shorter than that of most holds and he doesn't have any plans to change them any time soon. If he does it most likely won't be a buff.
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The duration isn't necessarily the problem. Its the really long recharge compared to it that hurts the powers the most. The duration could remain just fine as long as they decreased that horrid 20 second recharge on the stuns.
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heh. It kind of resembles clobber, only without cvlobber's duration, massive damage, or..basically...anything that makes clobber a good power ...now?
erf. maybe we can get a 'war mace' treatment for devices.
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That could be possible. But i don't want that for taser, i just want it to be more effective than it is and all ST stuns are in their current state. -
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As far as it's duration goes it's the same as all most all other stuns. As Frostweaver mentioned Castle just recently did some shredding of Energy Manipulation and Melee. He said that there are too many stuns in the game and it is too easy to stack them (both for teams and solo players). He also mentioned that the over abundance of stuns in the game is also one of the reasons that the duration of most stuns is shorter than that of most holds and he doesn't have any plans to change them any time soon. If he does it most likely won't be a buff.
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The duration isn't necessarily the problem. Its the really long recharge compared to it that hurts the powers the most. The duration could remain just fine as long as they decreased that horrid 20 second recharge on the stuns. -
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What is all this business with not having fly if you want to use Earth Blast? Are you people implying that the Blasters will channel the earth through their feet?
Just because someone manipulates an element doesn't mean they have to be standing in it. How many fire blasters maneuver themselves into campfires in order to send off fireballs? Along the same lines, would you have to be swimming in order to pull off a Water Blast set if it ever was implemented?
Yeesh.
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Ever seen Avatar: The Last Airbender? That show depicts pretty well what manipulating elements would be like. 4 Nations: Earth, Air, Fire, Water. Air benders can do their thing whenever b/c we always have air (with the exception of being underwater), Earth benders can only move earth (so they need to be around it), same with water. Fire is the one area I'm sketchy on b/c that would require some sort of ignition sequence.
But yeah, it makes sense for earth blasters to have to be near earth to do their blasting, same with water. Maybe that's a good argument to have them do a fair amount more damage than the rest of the sets.
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This isn't a Cartoon Network anime, it's a Hero/Villain MMO.
Limiting a power to a certain condition (IE, no flying) automatically puts limits on character RP. What if I built a super-suit that can form matter via a generator installed in my gloves, which enables me to hurdle matter at enemies? (IE, rocks or dirt). Saying I -have- to be on the ground to do that rules out any possibility of clever character customization and forces everyone to be an Avatar character.
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Not true. It was one of the main things i was thinking in response to this thread. Its just a basis for some ideas on what to work with. Some of the powers already exist in game.
For starters the aoes of the set would be far too easy, stalagmites with blaster aoe values, and the cone throw sand attack that the igneous use for one. The set can get that lava hold that the igneous bosses hold for a ST attack. Throw rock for some funny, but good place for a tier 1 power, use.
Hurl boulder, i wouldnt want on a blaster, unless it was the nuke and the boulder was lava-like that exploded on the enemy mob.
Right there we already have half of the set produced. It wouldn't be hard to figure out the rest of the set. Throw crystals for a tier 2 blast. The ideas are really endless. -
That is a big issue i've been having lately. I think taser is a very cool looking power, but its range is just far too short. It should have about a 40ft range.
Then of course taser, and all ST stuns need their duration/rech values reconfigured. Compared to ST holds which are a much better effect than a stun, and less resisted rechare faster, and are much easier to stack with not far off of a base duration making it much easier to stack with itself.
Web grenade, meh to the accuracy since the set gets targetting drone.
The devices set as a whole just has so many areas where it needs improved on. Its neat, its just not practical and in the later game that hurts it a lot and takes a good portion of its fun away.