Big_Soto

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  1. This is my current Fort build. I like this build because it has singe target attacks for when I am soloing, PBAoE and Targeted AoE's for big teams, buff, debuff, Immob, and a pet for additional damage. I built my for to have a little of everything to fill the void on a team to balance it out. Some things I like to point out is +75% Enhancement(Accuracy)
    +81.3% Enhancement(RechargeTime), and +325.3 HP (30.4%) HitPoints. Having a perma 1610hp is nice.

    Code:
    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/
    
    Click this DataLink to open the build!
    
    Level 50 Natural Arachnos Widow
    Primary Power Set: Fortunata Training
    Secondary Power Set: Fortunata Teamwork
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Medicine
    Ancillary Pool: Soul Mastery
    
    Villain Profile:
    Level 1: Mental Blast
    • (A) Decimation - Accuracy/Damage/Recharge
    • (3) Decimation - Accuracy/Damage
    • (3) Decimation - Damage/Endurance
    • (5) Decimation - Damage/Recharge
    • (50) Decimation - Accuracy/Endurance/Recharge
    Level 1: Combat Training: Defensive
    • (A) Luck of the Gambler - Recharge Speed
    Level 2: Subdue
    • (A) Apocalypse - Damage/Endurance
    • (7) Apocalypse - Accuracy/Damage/Recharge
    • (9) Apocalypse - Accuracy/Recharge
    • (40) Devastation - Accuracy/Damage
    • (45) Devastation - Accuracy/Damage/Recharge
    • (48) Devastation - Accuracy/Damage/Endurance/Recharge
    Level 4: Tactical Training: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (5) Luck of the Gambler - Defense
    • (9) Luck of the Gambler - Defense/Endurance
    • (11) Luck of the Gambler - Defense/Endurance/Recharge
    Level 6: Aim
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (7) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (11) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    Level 8: Super Speed
    • (A) Celerity - +Stealth
    Level 10: Indomitable Will
    • (A) Titanium Coating - Resistance
    • (13) Titanium Coating - Resistance/Endurance/Recharge
    • (15) Titanium Coating - Resistance/Endurance
    • (46) Steadfast Protection - Resistance/+Def 3%
    Level 12: Hasten
    • (A) Recharge Reduction IO
    • (13) Recharge Reduction IO
    • (15) Recharge Reduction IO
    Level 14: Dominate
    • (A) Apocalypse - Damage
    • (17) Apocalypse - Damage/Recharge
    • (17) Devastation - Accuracy/Damage/Recharge
    • (23) Apocalypse - Chance of Damage(Negative)
    • (40) Devastation - Accuracy/Damage
    • (43) Devastation - Accuracy/Damage/Endurance/Recharge
    Level 16: Super Jump
    • (A) Jumping IO
    Level 18: Spin
    • (A) Armageddon - Chance for Fire Damage
    • (19) Armageddon - Damage/Endurance
    • (19) Armageddon - Damage/Recharge
    • (21) Armageddon - Accuracy/Damage/Recharge
    • (21) Armageddon - Accuracy/Recharge
    Level 20: Tactical Training: Leadership
    • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
    • (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (25) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (43) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    Level 22: Foresight
    • (A) Luck of the Gambler - Defense
    • (31) Luck of the Gambler - Defense/Endurance
    • (31) Luck of the Gambler - Defense/Endurance/Recharge
    • (46) Luck of the Gambler - Recharge Speed
    Level 24: Mind Link
    • (A) Luck of the Gambler - Defense
    • (34) Luck of the Gambler - Defense/Recharge
    • (34) Luck of the Gambler - Defense/Endurance/Recharge
    Level 26: Psionic Tornado
    • (A) Ragnarok - Damage/Endurance
    • (27) Ragnarok - Damage/Recharge
    • (27) Ragnarok - Accuracy/Damage/Recharge
    • (29) Ragnarok - Accuracy/Recharge
    • (29) Ragnarok - Damage
    Level 28: Mask Presence
    • (A) Luck of the Gambler - Recharge Speed
    • (46) Luck of the Gambler - Defense/Endurance
    Level 30: Aid Other
    • (A) Healing IO
    Level 32: Psychic Wail
    • (A) Scirocco's Dervish - Chance of Damage(Lethal)
    • (33) Scirocco's Dervish - Accuracy/Damage/Endurance
    • (33) Scirocco's Dervish - Accuracy/Damage
    • (33) Scirocco's Dervish - Damage/Recharge
    • (34) Scirocco's Dervish - Accuracy/Recharge
    Level 35: Psychic Scream
    • (A) Positron's Blast - Chance of Damage(Energy)
    • (36) Positron's Blast - Accuracy/Damage/Endurance
    • (36) Positron's Blast - Accuracy/Damage
    • (36) Positron's Blast - Damage/Endurance
    • (37) Positron's Blast - Damage/Recharge
    Level 38: Aid Self
    • (A) Miracle - Heal/Recharge
    • (39) Miracle - Heal/Endurance/Recharge
    • (39) Miracle - Heal
    Level 41: Soul Tentacles
    • (A) Positron's Blast - Chance of Damage(Energy)
    • (42) Positron's Blast - Accuracy/Damage/Endurance
    • (42) Positron's Blast - Accuracy/Damage
    • (42) Positron's Blast - Damage/Endurance
    • (43) Positron's Blast - Damage/Recharge
    Level 44: Darkest Night
    • (A) Dark Watcher's Despair - To Hit Debuff
    • (45) Dark Watcher's Despair - To Hit Debuff/Endurance
    • (45) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    • (50) Dark Watcher's Despair - Recharge/Endurance
    Level 47: Summon Widow
    • (A) Soulbound Allegiance - Damage/Recharge
    • (48) Soulbound Allegiance - Accuracy/Damage/Recharge
    • (48) Soulbound Allegiance - Accuracy/Recharge
    Level 49: Tactical Training: Vengeance
    • (A) Luck of the Gambler - Recharge Speed
    Level 0: Born In Battle Level 0: High Pain Threshold Level 0: Invader Level 0: Marshal ------------ Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Conditioning Level 4: Ninja Run Level 2: Swift
    • (A) Run Speed IO
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (39) Numina's Convalescence - Heal
    • (40) Numina's Convalescence - Heal/Endurance
    • (50) Miracle - +Recovery
    Level 2: Stamina
    • (A) Performance Shifter - EndMod
    • (37) Performance Shifter - EndMod/Recharge
    • (37) Performance Shifter - EndMod/Accuracy
    ------------ ------------ Set Bonus Totals:
    • 2.5% DamageBuff(Smashing)
    • 2.5% DamageBuff(Lethal)
    • 2.5% DamageBuff(Fire)
    • 2.5% DamageBuff(Cold)
    • 2.5% DamageBuff(Energy)
    • 2.5% DamageBuff(Negative)
    • 2.5% DamageBuff(Toxic)
    • 2.5% DamageBuff(Psionic)
    • 5.5% Defense(Melee)
    • 4.25% Defense(Smashing)
    • 4.25% Defense(Lethal)
    • 5.81% Defense(Fire)
    • 5.81% Defense(Cold)
    • 4.25% Defense(Energy)
    • 4.25% Defense(Negative)
    • 3% Defense(Psionic)
    • 5.5% Defense(Ranged)
    • 8.63% Defense(AoE)
    • 2.25% Max End
    • 75% Enhancement(Accuracy)
    • 81.3% Enhancement(RechargeTime)
    • 15% FlySpeed
    • 325.3 HP (30.4%) HitPoints
    • 15% JumpHeight
    • 15% JumpSpeed
    • MezResist(Immobilize) 2.75%
    • MezResist(Sleep) 2.2%
    • 20.5% (0.36 End/sec) Recovery
    • 134% (7.18 HP/sec) Regeneration
    • 8.19% Resistance(Fire)
    • 8.19% Resistance(Cold)
    • 3.13% Resistance(Negative)
    • 15% RunSpeed
    ------------ Set Bonuses: Decimation (Mental Blast)
    • MezResist(Immobilize) 2.75%
    • 12 HP (1.12%) HitPoints
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Luck of the Gambler (Combat Training: Defensive)
    • 7.5% Enhancement(RechargeTime)
    Apocalypse (Subdue)
    • 16% (0.86 HP/sec) Regeneration
    • 32.1 HP (3%) HitPoints
    Devastation (Subdue)
    • 12% (0.64 HP/sec) Regeneration
    • 24.1 HP (2.25%) HitPoints
    Luck of the Gambler (Tactical Training: Maneuvers)
    • 10% (0.54 HP/sec) Regeneration
    • 12 HP (1.12%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Gaussian's Synchronized Fire-Control (Aim)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 20.1 HP (1.87%) HitPoints
    Titanium Coating (Indomitable Will)
    • MezResist(Sleep) 2.2%
    • 16.1 HP (1.5%) HitPoints
    Steadfast Protection (Indomitable 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)
    Apocalypse (Dominate)
    • 16% (0.86 HP/sec) Regeneration
    • 32.1 HP (3%) HitPoints
    Devastation (Dominate)
    • 12% (0.64 HP/sec) Regeneration
    • 24.1 HP (2.25%) HitPoints
    Armageddon (Spin)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Gaussian's Synchronized Fire-Control (Tactical Training: Leadership)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 20.1 HP (1.87%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    Luck of the Gambler (Foresight)
    • 10% (0.54 HP/sec) Regeneration
    • 12 HP (1.12%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler (Mind Link)
    • 10% (0.54 HP/sec) Regeneration
    • 12 HP (1.12%) HitPoints
    Ragnarok (Psionic Tornado)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Luck of the Gambler (Mask Presence)
    • 10% (0.54 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Scirocco's Dervish (Psychic Wail)
    • 10% (0.54 HP/sec) Regeneration
    • 3.13% Resistance(Negative)
    • 9% Enhancement(Accuracy)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    Positron's Blast (Psychic Scream)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Miracle (Aid Self)
    • 2.5% (0.04 End/sec) Recovery
    • 20.1 HP (1.87%) HitPoints
    Positron's Blast (Soul Tentacles)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Dark Watcher's Despair (Darkest Night)
    • 16.1 HP (1.5%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 5% Enhancement(RechargeTime)
    Soulbound Allegiance (Summon Widow)
    • 16% (0.86 HP/sec) Regeneration
    • 32.1 HP (3%) HitPoints
    Luck of the Gambler (Tactical Training: Vengeance)
    • 7.5% Enhancement(RechargeTime)
    Numina's Convalescence (Health)
    • 12% (0.64 HP/sec) Regeneration
    • 20.1 HP (1.87%) HitPoints
    Performance Shifter (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 20.1 HP (1.87%) HitPoints
    Code:
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  2. Elemental Summoning

    1. Flares
    2. Fire Imps (x3)
    3. Ice Blast
    4. Pet Buff
    5. Hurl Bolder
    6. Jack Frosts (x2)
    7. Wind Elemental -looks like a white Dark Servant but it heals with O2 boost and shoots lightning Bolts (This pet will time out and cannot be controlled)
    8. Animate Stone
    9. Pet Buff

    Illusion Summoning

    1. Spectral Wounds
    2. (Tier 1) Phantom Army – These three Phantoms are not real; however they are destructible.
    3. Mental Blast
    4. Pet Buff
    5. Psionic Tornado
    6. (Tier 2) Phantasm -You can construct two powerful entities composed of pure light.
    7. Spectral Terror
    8. (Tier 3) Doppelganger Illusion - Summon Decoy Doppelganger
    9. Pet Buff
  3. Quote:
    Originally Posted by DarkCurrent View Post
    Your numbers are off quite a bit for a few of the ATs. If you add what they currently have + new sets + proliferated sets, you get the following numbers come I21 (multiplication shows the total possible combinations for unique builds):

    Blaster = 11 x 7 = 77
    Controller = 8 x 11 = 88
    Defender = 12 x 11 = 132
    Scrapper = 12 x 9 = 108
    Tanker = 9 x 12 = 108

    Brute = 13 x 10 = 130
    Corruptor = 11 x 12 = 132
    Dominator = 8 x 8 = 64
    Mastermind = 6 x 10 = 60
    Stalker = 10 x 8 = 80

    Hero AT total = 513
    Villain AT total = 466

    Avg combinations = 98

    If you factor in the available APPs/PPPs, the difference is even greater:

    Blaster = 11 x 7 = 77 x 9 = 693
    Controller = 8 x 11 = 88 x 9 = 792
    Defender = 12 x 11 = 132 x 8 = 1056
    Scrapper = 12 x 9 = 108 x 8 = 864
    Tanker = 9 x 12 = 108 x 8 = 864

    Brute = 13 x 10 = 130 x 8 = 1040
    Corruptor = 11 x 12 = 132 x 8 = 1056
    Dominator = 8 x 8 = 64 x 8 = 512
    Mastermind = 6 x 10 = 60 x 8 = 480
    Stalker = 10 x 8 = 80 x 8 = 640

    Hero AT total = 4269
    Villain AT total = 3728

    Avg combinations = 800

    Looking at that, dominators have the second fewest play choices by a significant margin. Compared to their cousin ATs, they have 181 fewer options than blasters and 280 fewer than controllers.

    Post-I21, if the special news means a new control and a new assault set, they'll have 9 x 9 x 8 = 648 combinations, which will move them up to third fewest (ahead of just MMs and stalkers), but still less than blasters and controllers. However, controllers will presumably get the same control set and have 9 x 11 x 9 = 891 combinations at that point. Blasters MIGHT get another manipulation set out of the deal if the new dominator powersets are NOT darkness (say radiation), which would give them 11 x 8 x 9 = 792 .

    At any rate, several of you are apparently okay with being next to last for the foreseeable future. You're willing to wait months for increased play options and will settle for being near the bottom even after you get something new.

    I, for one, am/will not and my protest will continue. Thank you for your support.
    You are right.... I looked at an old web page that did not up date the amount of power choices per AT.
  4. Quote:
    Originally Posted by TheScotty View Post
    Are the Devs ever going to make Praetorian Epic archtypes and if so what do u think they would be?
    I dont know what they would be, but I do know what I would like to see. I would like to see a Summon Primary and a Assault secondary. The primary is similar to Mastermind summoning, except the range powers are swapped with small single target buffs.


    Primary (Pretorian Clockwork)
    lvl 1 - Single Target Nano Repair(Ally Heal, Heal over Time)
    lvl 1 -Tier 1 Pet Summon (3 Cleaners)
    lvl 2 -Single Target Field Projector (Ally +DEF(Smash, Lethal, Fire, Cold, Energy, Negative))
    lvl 6 -Pet Buff
    lvl 8 -Quick Repair (Resurrect)
    lvl 12 -Tier 2 Pet Summon (2 Menders)
    lvl 18 -Self Buff Fast Repair (Auto: +Regeneration)
    lvl 26 -Tier 3 Pet Summon (1 Dismantler)
    lvl 32 -Pet Buff 32

    Secondary
    Something similar to Assault like Dominators have with a mixture of melee and range.

    Inherent power is called "All For One"
    All For one is a HP buff for every pet alive. Once your pets start to die then you lose HP. Your pets are kind of like your dull pain.

    Base hp is same as Masterminds 803
    Tier 1 pet gives 20hp per pet.
    Tier 2 pet gives 30hp per pet
    Tier 3 pet gives 60hp

    803 (Base hp) + 60hp (Total Tier 1 Pets) + 60hp (Total Tier 2 Pets) + 60hp (Total Tier 3) = 983hp
  5. Quote:
    Originally Posted by Mod_Noc View Post
    Just came up with an idea for a new set for Doms and Trollers. Tell me what you think and would you play this?

    Controller/Dominator - Riot Control (All shot from a Rifle)


    1. Tear Gas – Ranged (Single Target), Foe Immobilize
    2. Cryo Freeze Ray – Ranged (Single Target), Foe Hold
    3. Wide Area Web Grenade – Ranged (Targeted AoE), Foe Immobilize
    5. Riot Foam – Ranged (Location AoE), -Fly, -Jump, -SPD
    4. Flash Bang- (PBAoE), Foe Stun
    6. Pepper Spray - Ranged (Cone), Choke (Hold)
    7. Sleep Grenade - Ranged (Targeted AoE), Sleep
    8. Smoke Grenade - Ranged (Targeted AoE), Foe -Perception, -To-Hit
    9. Police Dog or Backup – Summon Police Dog or Summon Backup
    Dominator - Riot Assault (All shot from a Rifle)


    1. Burst - Ranged, (Single Target)
    2. Bayonet - Melee, High DMG(Single Target)
    3. Buckshot - Ranged, (Single Target)
    4. Heavy Burst - Ranged, (Cone)
    5. Targeting Drone or Swap Ammo
    6. Frag Grenade - Ranged, (Targeted AOE)
    7. Pummel - Melee, Extreme DMG(Single Target)
    8. Sniper Rifle - Sniper, Extreme DMG(Single Target)
    9. Slug - Ranged High DMG (Single Target)
    I like this and wish they would make a weapon based Control and Assault power set.
  6. I am not here to complain or get upset that Dominators are not getting a new power set. I just want to point out that after Power Proliferation 3.0 Doms and Masterminds will have the lowest number of powersets.

    Number of Primary (P) and Secondary (S)Power per each AT

    Blaster (P)11 (S)7
    Controller (P)7 (S)10
    Defender (P)11 (S)11
    Scrapper (P)11 (S)9
    Tanker (P)9 (S)11

    Brute (P)12 (S)10
    Corruptor (P)11 (S)11
    Dominator (P)6 (S)7
    Mastermind (P)5 (S)9
    Stalker (P)9 (S)8
  7. Maybe you should wait until regen comes out for brutes.
  8. Since Doms are originally from the red side I think Group Invisibility is more of an heroic power because it helps the team out and Doms are self sufficient as for damage wise. I would trade Group Invisibility and make a new power that is an immob. I love Spectral Wounds, but the secondary has enough damage for a Dom and I would swap that power out for a new Mez power. Other than those two changes I think doms are fine to swap over.


    P.S.
    Quote:
    Originally Posted by Local_Man
    I wouldn't mind Flash becoming a targetted AoE Hold instead of PB AoE.
    I agree with this as well
  9. Quote:
    Originally Posted by Calaxprimal View Post
    Just out of the blue from a person who has little experience with Kheldians:

    Why not make it so that Cosmic Balance is actually a balancing act? When you're solo it gives a base buff to everything (not HUGE but enough to notice), but as you team it provides the buffs it currently does at the current rate, while dropping the opposite by a slightly smaller amount.

    So you join a team with a tank, your damage jumps but you're now squishier than you were.
    I like that better than my idea...Awesome!
  10. Quote:
    Originally Posted by Necromatic
    Have they said which psi corruptors will be getting?

    Quote:
    Originally Posted by Reiraku View Post
    Defender version
    This has been confirmed?
  11. I have not done PvP in a while, but the proliferation makes me want to make a new PvP toons and get back into it. I know Dark/Cold Corruptors use to be good on 1 vs 1, but does anyone think a Dark/Poison will do good? I also would like a regen brute, but I am stuck on what primary to get. What would be a good primary for a regen brute?
  12. Thanks so much for the replies. We're home now and settling in...
  13. Quote:
    Originally Posted by Socorro View Post
    Not a bad proposal at all.
    Thanks. I just wanted to come up with an idea that did not stray to far from the original concept of cosmic balance. I also like the idea of making it accept knockback common io's, but it might be to much. I do think this will help a little, but it is not a fix that the kheldians need.
  14. Baby Soto entered the world yesterday July 6, 2011 @ 12:24pm. Weighing 8lbs 2oz and is 21 inches long. Happy birthday baby girl!

    5hrs after birth...
  15. Quote:
    Originally Posted by PC_guy View Post
    except that it doesn't fix the core problem with cosmic balance in that it still does jack solo
    My idea was also ment to work solo as well. If you are solo and slot one common resist I.O. You will get the stats of being on a team of 8.
  16. Listed below is how Cosmic Balance buffs a Peacebringer.

    Tanker, Mastermind, Corruptor or Defender = Increase Damage
    Scrapper, Brute, Stalker or Blaster = Increase Resistance
    Peacebringer, Warshade, Arachnos Widow or Arachnos Soldier = Recharge Slow Resist
    Controller or Dominator = Limited protection from Control effects

    My idea for a Buff for Cosmic Balance is to change it to accept only one Common IO. The enhancements allowed would be Damage, Resist, Slow or a Hold IO. If you leave Cosmic Balance unslotted then it will default to the original setting as it has always been. If it is slotted with one of the 4 IO’s allowed then you will gain the stats as having a full team of that one buff. Once this happens and you are on a team, you will not gain the original buff of Cosmic Balance. For example if slot a Common Damage IO and I will have the damage buff of being on a full team of 8 (Tanker, Mastermind, Corruptor or Defender) and not gain the buffs from any other member on the team from cosmic balance. If I slot a Common Hold IO I will gain the Limited protection from Control effects as if I was on a full team of Controllers or Dominators. This will work the same for Warshades also.

    I hope my idea is not confusing, because I had a hell of a time trying to put my idea in writing.
  17. Quote:
    Originally Posted by Fiery-Enforcer View Post
    Getting your one post in a thread and never coming back?

    On topic, even if there was the population for a PvP server (which there isn't), I wouldn't bother with it if it followed the zone rules.
    Or how about a server where the PvP zone are all pre I13 rules.
  18. Quote:
    Originally Posted by je_saist View Post
    Okay. Question.

    Just how many people do you think are actually interested in this?
    No Clue... It was just an idea.

    Quote:
    Are you aware that from the launch of Issue 4 Colosseum in May 2005 to the release of Issue 13 in December 2008 the percentage of the player-base partaking in "PvP Content" never rose above single digit percentages?
    I was aware of issue 13 being the down fall of PvP since my PvP toons got hit hard and I seen the decline of PvP on my server.

    Quote:
    Are you aware that after the release of Issue 13 the existing PvP-player base says the community SHRUNK and that PLAYERS LEFT THE GAME?
    Yes I am. A large chunk of my ingame friends moved on to other games and since then those games have not done well. For example Conan, D&D, Champion, and even DCUO did not do as well as I thought it would. Why not try to get those players back since this game is still going.

    Quote:
    I can give you one good reason why the devs shouldn't create an Open World PvP server: Nobody Cares.
    Somebody Cares.... Me!
    Quote:
    Oh, and for the record, this has been suggested before, way back in 2005 when Issue 4 was launched, and again when NCSoft bought City of Heroes from Cryptic.
    I dont remember what I did on Saturday, so I totally don't remember what was discussed 6 years ago....lol
  19. Quote:
    Originally Posted by gageendai View Post
    best part would be when people spam for farms in atlas, we can kill them!
    lmao
  20. I was just thinking that since they are adding a new server for VIP’s, why not create an New Open World PvP Server. I would think it would be fun to PvP in every zone, but if you want you will still be able to do missions and level up on the Open World PvP Server: however you will be an open target when not in a mission and you will have to watch your back. Every zone you enter you will be automatically lowered to the lever of each zone. For example if you enter Steel Canyon (Hero City Zone level 10-19) you will be Ex or Mal down to level 19 to match the zone. I think Atlas, Galaxy City, Mercy Island, Nova Praetoria, Rikti War Zone, Ouroboros, Cimerora, and Pocket D should be neutral zone and all other zones should be Open World PvP. Is this idea good or bad?

    P.S. I do not know if this was ever suggested before, but I bet it has.
  21. I was just wondering what Lore pet did you get with your Arachnos Soldier. I am starting to work on my Huntsman for incarnates and was wondering since the new Lore pets came out, what did you pick?
  22. Quote:
    Originally Posted by UltraTroll View Post
    Oh and bring Amp or Red Bull or 5 Hour Energy or the like. It is for you. You will need it!!! When Alice was Born I was up nearly 36 hours plus.
    Monster Rehab is the best energy drink and I already have a 4 pack next to the overnight bag.

  23. Quote:
    Originally Posted by Mercury_Down View Post
    For fight club:

    - On a WP you need to take aid self if you expect to survive long enough to kill anythting using DM as your attack.
    Since I plan on slotting Siphon Life with heals and getting Spiritual that boost up recharge and heal, is getting medicine really needed?

    Quote:
    - For any fight club toon you NEED a +tohit power along with your build-up type power. If you are set on Soul Mastery that means ditching leaping and going leadership. Also, if you are going to go soul mastery you might as well build for S/L defense as well (which should not be too hard and won't gimp your build on a WP) and take barrier so darkest night is not getting shut off every time you are mezzable. Same goes for RTTC. While you won't have the benefit of elusivity, you can easily build for 30 to 40% S/L defense and combine that with barrier and the -tohit from RTTC, touch of fear and DN and you will be able to keep those two toggles up fairly consistently. If you aren't going to build up some defense there is no point in taking RTTC or DN.
    This makes sense and I will do some tweaking and try to increase my defense.

    Quote:
    - Ideally you should take speed, medicine, fighting, and leadership/concealment. Concealment if you take body mastery for Focused accuracy. Personally I'd go leadership AND focused accuracy if phase was not so common now. You need phase to chase after other phasers when they're low HP or as an escape yourself.
    It has been a while since I did a fight club match, but do 1vs1 melee matches have guys that use phase?


    Quote:
    If you can keep RTTC up consistenly a WP tank is very hard to kill, but you are going to need some extra defense to do that combine with your -tohit. Bottom line, squeeze in aid self, and a +tohit power and if you can phase.
    That is why I wanted to get Soul mastery for Darkest Night so I will not have RttC drop as much, but I need to work on my defense.

    Quote:
    Also...Shadow Maul, while a hard hitter, is not a good idea for two reasons: it's slow and getting stuck in the animation can often lead to your death and two it's a DoT. If your recharge is high enough you can go midnight grasp, smite, siphon life, smite, midnight grasp for a decent (although kinda slow) attack chain. As stated above I am a fan of putting two damage procs in smite, shadow punch, and boxing for my attacks. Btw, putting the absolute amazement -tohit proc in boxing is a great way to win a fight because the -tohit is unresistable and fires off at the same rate as other purple procs.
    Shadow Maul does hit hard, but it does take forever. I can go without that and slot up boxing since I do not have a toggle dropper and boxing is a Disorient.


    For my power pools I am going to go Speed, Fighting, Leadership and the last one I have to think about. My choices are Leaping or Medicine. I cant see myself getting phase on a 1 vs 1 pvp toon. I have some sort of escape power and my zone pvp toons such as phase, PFF or hibernate, but that helps with multiple players attacking at the same time.

    Thanks a lot for your help.
  24. Big_Soto

    Wowshade....

    Quote:
    Originally Posted by Hindenburg View Post
    aww man, you gotta find a 5th slot for the Stupify's. maybe drop a slot from Essence Drain?
    Oh snap...that would bring me up to 95% recharge; however since I did start the spiritual alpha slot and I will gain a bunch of recharge from there.
  25. I always wanted to do a Shield/Ice melee/Ice mastery tanker. I thought I would look nice with the Shields ice graphic. Been trying to get my Buddy to team up and make a fire melee/ shield/ fire mastery scrapper with fire shield graphic and start an elemental shield team...lol