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Posts
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Joined
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Even though it was my idea I do not want to be the summoner. I rather be a henchmen and play from there. Does someone want to be the lead and then we can decide what to build.
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Quote:That is the best costume I have ever seen. Great job!
Cyber slinger; editing his VV page, now. Got it started yesterday but didn't really have too much time for detail. -
Quote:Its one way to play a MM team and actually be able to change costumes. I just think the tier 1 pets should look alike when teamed, the tier 2 should look alike when teamed and the tier 3 will have his/her own costume. Its another way you can make the set people always wanted. You can make a clown team, pirate team, etc... How about a Monster MM team with 3 vampires, 2 werewolves and a frankenstin monster. The possibility are endless as long as the team agrees with the power selection for the teams.Just pick the guy who always accidentally hits auto-run when trying to type.
I have had a few characters in pseudo-MM arrangements, but never trying for a full team based on one of the sets like this. As much as people clamor for customized MM minions, why try to mimic the existing sets when you have the highest level of customization available? -
I have a DM/SD/Weapons and I am thinking of dropping Weapons and pick up Soul Mastery. Does anyone think Shadow Meld worth getting on a Shielder? I do dabble in PvP, but it is mainly for PvE since I like to solo AV's & EB's.
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Quote:Kinda like Mach V from Thunderbolts?Also,concept ideas on a ex-pilot with super armor can and will be seen with love and cheer
I like the concept.I would make him a Energy/Devices or Energy/Traps. It just seems like since you cannot create missles from his arms I can see energy blasts like Iron Man.
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Hey everyone, I happen to make a DP/Traps Corr in Going Rogue and I teamed up with a DP/Dev Blaster and after the first mission we decided to lvl pact. After a few lvls a new member joined the team and it was a Traps/DP defender. I sense a theme going on here...lol Well my questions is what is the power I need to choose for Dual Pistol and what is the powers to stay away from in the traps set?
P.S. This is for PvE only. -
Quote:I thought about that also and I was thinking for example 2 grave knights will be lvl pact, 2 zombies will be lvl pact and 1 zombie and 1 lich will be lvl pact. The only one not synched would be the summoner; however he will be the leader of the team and the missions will be set at his lvl.... hunh. I've actually never seen that idea before... sounds pretty interesting. The only real problem I'd see is keeping a team of seven synched, especially without being able to levelpact multiple people.
I do think the hardest thing would be trying to find a team of 7 players that want to RP a pseudo mastermind team. I also do think a thug team would be nice to play also.
3 Thugs (2 Dual Pistol, 1 Fire Blast) Corruptors
2 Enforcer (Dual Pistol) Blasters
1 Brusier (Super Strength) Brute or Tanker -
I was just wondering if anyone has ever RPed a Mastermind team? It may not be the way you think. I was thinking of 7 players acting like a MM team. For example I am a big fan of Necro/Storm MMs and then create a team based on that set:
Or a Ninja/TA
3 Zombies make them Dark/Dark/Dark Stalkers Or Scrappers
2 Grave Knights make them BS/Regens/Dark Scrappers or Stalkers
1 Lich make him/her a Dark/Dark/Dark Defender or Corruptor or Brute or Tank
1 Summoner- make him/her a Dark/Storm/Dark Corruptor or Defender
And so on .
3 Genin make them a MA/SR scrappers
2 Jounin make them Nin/Nin Stalkers
1 Oni make him/her a fire/fire/fire Dom or a Blaster
1 Summoner- make him/her a Archery/TA Corr or Defender
I think it would be a great idea and can be fun to see the story line on how a MM team can function. I do think the Summoner should have binds or macros to give the teams commands on what target to attack and when to back off. -
Since the release of Going Rogue I was thinking of making a static team with a theme. I am a like the idea of Tanker Tuesday’s. I was thinking of doing a Melee team, but could not decide between the AT’s. Then it came to me and the light bulb went off. Each of the 4 melee types has some of the same powers and how about making a team with all the same melee and armor. I like the idea of making Elec Melee and Willpower Armor AT’s with Mu Mastery for more Elec goodness. My idea of a story line is Alien based and they arrive in Praetoria.
The Species
Willpower/Elec Melee/Soul Mastery (Tanker)
Species Elders- with Age they gain a tough skin and become harder to kill; however the damage is not as strong as when they are younger. The Elders are the teachers of the race and they are treated with a great amount of respect. When an Elder speaks their voice is almost intoxicating and everyone will stop and listen. The species continues to grow throughout their life span and elders are extremely taller than the rest of the species.
Elec/Willpower/Soul Mastery (Brute)
Species Males – the Males in their prime can do massive damage and have incredible resistance to injury. The male ancestors of this species were the hunters and protectors of the tribes and the draw their strength from the desire to protect everyone of their race.
Elec/Willpower/Soul Mastery (Scrapper)
Species Females-the Females are warriors like the males; however not as durable as the males. They do have the natural ability that the males do not have. They possess the ability to do double damage every so often when engaged in battle. It is believed to be a surge of power is the reason of the damage increase.
Elec/Willpower/Soul Mastery (Stalker)
Species Younglings- when they are young they produce an over abundance of electrical energy and can do amazing damage. The ancestors of the species devolved the ability to stay hidden as a child to protect from being eaten by predators since the defense of the younglings is very weaker than an adult. They are very hyper and adults have trouble keeping them in line. The soothing voice of the Elders is the only way the younglings will listen and calm down.
Story idea:
They are still a primal species and their planet was desired for their resources by another alien species. The invading species desired the planet so much; however refused to exterminate the natural inhabitance and decided to relocate the species to different planets with similar atmospheric conditions. A small tribe arrived in Praetoria and they are trying to learn about the new culture and begin a new life.
Physical Characteristics:
Hair: White or Light Blue - The culture shaves the heads of males and females, but might change in Praetoria.
Skin Color: Shades of Blue or Gray
Ears: Pointed
Life Span: Average of 200 years.Younglings: 1-50 years
Travel Power: Due to the gravity being weaker in Praetoria than their home world they gained the ability leap farther and run faster.
Adults: 51-150 years
Elders: 151-200 years
I am new to Virture and does this idea have potential? -
I was thinking of these changes to the PPP for blasters and I was thinking if a Blaster can farm better now. If you think about a squishy farmer some think if a fire control controller or a fire control dom. What do they have that makes them a good farmer? Immob, Stun, AoE Damage. I was thinking a fire/elec/Soul mastery blaster might be able to farm. I know it might not be the best, but it might work.
1. Buff Up: Build Up + Aim
2. Immob: Tenebrous Tentacles
3. Stun Chain: Oppressive Gloom (Mag 2)+ Lightning Clap (Mag 2) + Thunder Strike (Mag 2)= Mag 6 stun
4. Attack Chain: Fire Ball + Fire Breath + RoF + Night Fall
5. Repeat if needed. -
Quote:Wanna make an all Epic AT super team? Only WS, PB, Arachnos Soldiers and Arachnos Widows allowed.One of the things PvP 2.0 is lacking is variety and I like the concept of Human PBs also, but it's definitely not the only or even best way to go depending on your playstyle. I'm looking forward to having an "evil" PB for GR as well...see you there
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Quote:LOL...Are you just trying to get them killed? Since I have been playing I have never seen a Tri-form beat a Human PB in a duel. Whenever I see a Squid in the air I just turn on my jetpack and kill them. On a tanker form I just keep on attacking until they are dead. PB Human builds are harder to kill if they get the basic PvP travel powers such as Super Speed/Super Jump and with all the damn self heals makes them a pain in the *** to kill.If you are PvPing on a PB and aren't triform you're doing it wrong.
I am rolling a PB to play on the villain side once GR comes out. I know they cannot start in the Yellow side, but I can change sides at a low level. -
Quote:I kinda like the backwards spelling of names. It may seem weird, but sometime it looks alienish. Take the name John and spell it backwards and it become N'Hoj or Sara and change it to A'Ras.That's a great idea Mod_Noc; don't be bashful about posting, the more brainstorming going on the better I always say!
To add to Mod's question about lifespan, I'd also like to ask about naming formats; do you envision the Pharians having any specific requirements to their names? Such as given names followed by clan, house, tribe, etc. or maybe some common famous ancestor name that links groups of people together. Another option might be to use geographic location (on a planetary scale or smaller city scale) as part of the name.
An option might be using the ancient roman formating of names: (not using Latin-sounding names just the way they were set up)
The praenomen, or given name; the nomen, or gens name, a broad collection of families all sharing the same name (almost like a clan or tribe); and the cognomen, or family name, groups of blood relatives.
Mal-Ryvan tr'Gnaeus (for example...dibs on this one in whatever format is decided btw, I've used it several times in other games)
I'm sure you already have a base of names and formatting already set up in the Pharian stories that you've written. Post some of your character names and give us an idea of what would be an acceptable Pharian name. I already have an idea of what I'll be using for my character (see above) but I might need to reformat it to fit the canon you've already developed.
I also like it if the house name (or last name) is written first. For example John Smith and Jane Smith will be known as:
Smith John
Smith Jane
and now spell them Backwards and you get:
Ht'Ims N'Hoj
Ht'Ims E'Naj -
Quote:My opinion
* Raise the HP cap to scale 1.2 (cap would raise from 1606 to 1928).
* Raise the damage modifier to 1.125 (same as Scrappers).
* Increase the allowed radius for team-size-based criticals from 30 to 60 feet.
* Increase the damage buff modifier from 0.8 to 1.0 (same as Scrappers).
* Flag the critical portion of Assassin's Strike as unresisted, to aid Stalkers in their primary goal of quickly eliminating single hard targets.
* Keep the HP cap at 1606 (Lowest of all melee AT's)
* Raise the damage modifier to 1.25 (highest of all melee AT's)
* Increase the allowed radius for team-size-based criticals from 30 to 60 feet. (Agreed 100%)
* Increase the damage buff modifier from 0.8 to 1.0 (same as Scrappers). (Agreed 100%)
There has to be a trade off for having the lowest HP and that is having the highest damage output. I think the max damage should be raised from 500% to 675% to exceed the new brute max damage. -
You did nothing wrong and you have a right to post what you want as long as it has to do with the OP. Dechs Kaison, feels strong toward this topic and just lashed out at you since what you mentioned was said prior to you writing it. DK is in the wrong for basically calling you a bad player.
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A primary that can be played as a Natural for controllers = RP win.
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Had trouble getting my defense higher....Need some advice
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This is my first try on a build for my DM/SD....Please let me know what needs to be changed.
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Shadow - Fist: Level 50 Magic Brute
Primary Power Set: Dark Melee
Secondary Power Set: Shield Defense
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Smite -- Mako-Acc/EndRdx/Rchg(A), Mako-Acc/Dmg/EndRdx/Rchg(9), Mako-Acc/Dmg(9), Mako-Dmg/EndRdx(11), GS-%Dam(11), Mako-Dam%(13)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), S'fstPrt-ResDam/Def+(7), GA-3defTpProc(7)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(5)
Level 4: Shadow Maul -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-Dmg(15), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(17), Oblit-Acc/Dmg/Rchg(17)
Level 6: True Grit -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Numna-Heal/EndRdx(23), Mrcl-Rcvry+(23), Mrcl-Heal(25), Mrcl-Heal/EndRdx(25)
Level 8: Super Speed -- Clrty-EndRdx(A), Clrty-RunSpd(50), Clrty-Stlth(50)
Level 10: Active Defense -- RechRdx-I(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 14: Siphon Life -- Theft-Heal(A), Theft-Acc/EndRdx/Rchg(31), Theft-Acc/Heal(33), Theft-Acc/EndRdx/Heal(33), Theft-Heal/Rchg(36)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Panac-Heal/+End(A)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(27), P'Shift-EndMod(27)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(31), TtmC'tng-ResDam/EndRdx/Rchg(31)
Level 26: Soul Drain -- Armgdn-Dam%(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(37), Armgdn-Dmg/EndRdx(48), Armgdn-Dmg/Rchg(48)
Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
Level 30: Touch of Fear -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(34), Cloud-Acc/Rchg(34), Cloud-ToHitDeb/EndRdx/Rchg(34), Cloud-Acc/EndRdx/Rchg(37), Cloud-%Dam(39)
Level 32: Midnight Grasp -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg(39), Mako-Dmg/Rchg(40), Hectmb-Dam%(40), GS-%Dam(40)
Level 35: Combat Jumping -- SW-Def(A), SW-Def/EndRdx(36), LkGmblr-Rchg+(36), SW-Def/EndRdx/Rchg(37)
Level 38: Dark Consumption -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(42), P'Shift-EndMod/Acc/Rchg(42), P'Shift-Acc/Rchg(42), P'Shift-EndMod/Acc(43), P'Shift-End%(43)
Level 41: Web Envelope -- GravAnch-Hold%(A), GravAnch-Immob/EndRdx(43), GravAnch-Immob/Rchg(46), GravAnch-Acc/Rchg(48), GravAnch-Acc/Immob/Rchg(50)
Level 44: Focused Accuracy -- GSFC-Build%(A), GSFC-ToHit/EndRdx(45), GSFC-ToHit(45), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(46)
Level 47: One with the Shield -- Heal-I(A)
Level 49: Phalanx Fighting -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 6: Ninja Run
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Set Bonus Totals:- 17% DamageBuff(Smashing)
- 17% DamageBuff(Lethal)
- 17% DamageBuff(Fire)
- 17% DamageBuff(Cold)
- 17% DamageBuff(Energy)
- 17% DamageBuff(Negative)
- 17% DamageBuff(Toxic)
- 17% DamageBuff(Psionic)
- 9.13% Defense(Smashing)
- 9.13% Defense(Lethal)
- 8.81% Defense(Fire)
- 8.81% Defense(Cold)
- 9.13% Defense(Energy)
- 9.13% Defense(Negative)
- 6% Defense(Psionic)
- 12.3% Defense(Melee)
- 12.3% Defense(Ranged)
- 11.6% Defense(AoE)
- 4.05% Max End
- 5% Enhancement(Heal)
- 39% Enhancement(Accuracy)
- 68.8% Enhancement(RechargeTime)
- 20% FlySpeed
- 314.8 HP (21%) HitPoints
- 20% JumpHeight
- 20% JumpSpeed
- MezResist(Confused) 2.5%
- MezResist(Held) 5.8%
- MezResist(Immobilize) 11.3%
- MezResist(Repel) 1000% (8% chance)
- MezResist(Sleep) 4.7%
- MezResist(Stun) 4.7%
- MezResist(Terrorized) 2.5%
- 20.5% (0.34 End/sec) Recovery
- 62% (3.88 HP/sec) Regeneration
- 5.04% Resistance(Fire)
- 5.04% Resistance(Cold)
- 20% RunSpeed
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Quote:Dude ...U RockI would only take shield charge IF you have a spare power choice and only IF you need it for bonuses (ie: obliterations.)
For strictly fightclubbing as a DM/SD I'd take shadow punch, smite, boxing (2 procs each) and siphon life for your attacks. And only use siphon to heal or as a finisher, not as part of the attack chain.
Other powers from dark I'd take:
Touch of fear (slot for -tohit, clouded senses is great here)
Dark consumption (you will need a +end power for fightclub, plenty of sappers out there and slot with acc rech and end)
I'd take soul drain over shield charge if there is a choice between the two, but soul drain isn't as needed thanks to your fast attack chain building up fury. SD is more needed on a scrapper or tank for fightclub.
From Shield Defense I'd take:
Deflection (great for the res/def IO and the glad armor +def)
Battle agility
True grit (slot full panacea if you can afford it)
Active defense
Phalanx fighting (good spot for a LOTg +rech)
Maybe one with the shield. It's just an end crash so it's manageable.
Power pools:
Speed: hasten, ss
Leaping: cj, sj (slightly optional for fightclub, especially if you have web envelope.)
Fitness: hurdle, health, stamina
Fighting: boxing, tough, weave
PPP:
Mace mastery: web envelope, focused accuracy.
I'm at work so don't have access to Mids, maybe I'll throw together a build when get home to show what I would do. There is a bit of leeway for power choices but building strictly for fightclub is pretty easy. Hitpoints, a heal, at least 70% recharge bonus, and maybe an ohsh*t power. Some people take phase, on my SR it's elude, and SD gets One with the Shield. High resists plus high defense works out great.
Your toughest opponents will be toons with high defense (negating your heal to an extent.) So Kat or BS/regens or other toons like your own.
The key to this build is the fast animating attacks (punch, smite, and boxing) so long as you put at least two procs in each attack you'll be golden (preferably PVP procs and the purple and Mako's.)
I'll see about a build later at home.
Cheers!thanks for the info. I was torn between dark consumption and shield charge. I was leaning more towards Dark Comsumption for the end drainers and long @$$ fights tha take a toll on the end bar.
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I wrecked a Elec/Therm with a DB/Elec/Weapon Mastery Scrapper. Once I webnaded him he freaked out and lost his game plan. I do think he was new and an experienced Elec/Therm would more than likely have beat me...lol
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Do Shielders get Shield Charge for Fiteclubbin?