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Posts
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Hit the GREEN button.
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Yeah, I have done this redside multiple times, and attempted a few times Blueside. My current character doing this blueside is a 34th level brute. I stripped him of enhancers for other projects, and cannot decide if I want to continue on that path. A few of the storylines are good, the new storyline for starting heroes, and the Faultline stuff are very good. Some of them feel a little creaky and old. Redside is slightly better, although some of it's stuff is a little wtf too lol.
Good luck in your endeavor. Starting a thread in the community life, or Archetype section on the project can be useful and fun.
As far as clearing "all" contacts, that is definitely harder to tell Blueside. Yes, you are correct, as long as no one introduces you to anyone else, including after running another bank mission and checking with the cop again AND there are no unlockable contacts. Also, Wiki has a list of story arcs by level I believe. -
I created my AR/Dev Blaster in Prae. Have him parked at the hospital (level 2). Like his name and concept (sentient Praetorian sniper robot taking his gun and moving on...), but I need to work on his costume. The plan is to plink around thru 1-20 getting those rare Prae morality badges while I wait for i24 to drop. I think I will run him to level 12 (Snipe and Targeting Drone up) and wait for i24, but I may get all the way through Prae, depending on my mood.
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Obligatory Joke: A man goes to his doctor because he hasnt been feeling well. The doctor examines him, leaves the room and comes back with three different bottles of pills.
The doctor says, Take the green pill with a big glass of water when you get up. Take the blue pill with a big glass of water after lunch. Then, just before going to bed, take the red pill with another big glass of water.
Alarmed at the amount of medicine he has been given to take, the man stammers, Jeez, Doc, exactly what is my problem?
The doctor says, Youre not drinking enough water.
We are gonna be getting enough water! Oh yeah. I have no idea what to do with a water themed super, so let me get out my imaginary toolbox and work on that lol.
Now, to the meat of the post: I love the look of the power set on wiki. Very ranged, a non crashing ranged Nuke!!! No Knockback! Downside, no snipe... guess ya can't have it all. (good side to that i guess is not chasing +to hit the entire time you are playing lol.)
I have a question. The "Tier 3" blast is evidently Water Jet. But they describe it as short range. Please tell me this will be range 80 like all the other sets are getting switched to....?
What do you folks think? Thoughts, suggestions, rocks? -
Thank you all for the responses. I wanted the clarifications 1) cause I'm kinda crazy that way 2) In case anybody else was looking for the answer.
Also thanks for adding that bit about ST mez ranges, and their possible future. I have tried to love Blasters for a long time, and the i24 changes will allow me another few months playtesting with this archetype. I would love to see them morph into something useful to me, and this appears to be a small step in the right direction at least. -
Okay, I still have no idea what the T3 blast that the Devs talked about is. Can someone specifically describve what the Devs consider a tier 3 blast to be?
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I like the recoloring, I can create some "cosmic X' or whatever. I believe it is more naturally ranged Hopeling. With a ranged non crash nuke, and no knockback stupidity it rises above so many other blaster sets. Only Electrical and Ice have non PBAoE Nukes. (Unless you go weapons, and I dislike weapons for 2 reasons 1) redraw, ich. 2) concept. How is a weapon super?)
While Ice has a non crash Nuke, i playtested it for over a month and it is not a friendly set. The lack of good AoE leaves you jockeying for position instead of blasting. Electrical is a decent set, but has a PBaoE right in the middle of it. I ran this to 50+3 and into about 3 weeks of constant iTrials before I abandoned it forever.
Water Blast looks designed for my style of Blaster play. Hang at the fringes and kill stuff. Oh, and no Knockback. (My default set right now for blasting is AR, and not cause I love rifles. The KB is constantly annoying)
As far as secondaries? Energy, of course. By not taking the Energy Melee attacks you end up with the best half a secondary set a Blaster can have. Unless of course they make a water secondary as well tailored to my thoughts as this water primary.
On first glance I give the set two big thumbs up. If only it had been my beloved dark lol. Well, i guess my creativity needs to be jostled into a new direction this year. Water, steam, hmmmm. Steampunk? goes off twiddling a drawing pencil... -
I have looked for it for years, I held out hope (soooo much hope) for my beloved Dark Blast (shattered...) but now I see "Water Blast" Hope springs eternal, hopefully I will not be left high and dry.
They are proposing a ranged set (I consider all Blaster sets ranged, if you want to melee with it then I just do not understand you) that is actually ranged. No knockback, A ranged Nuke with no crash!
My only problem is i have never had a water concept character, but I am starting to bring out the ol' sketchpad. -
You actually do not need to look at the chart to tell that it would give no useful information. Just carefully read what was said in the first post. The OP clearly tells you what information will be found, and what will not. Anything useful to be found he summarized, but with the caveats that he placed on the data even that is suspect. My take on it "Pick your Brute, they is all good." is a decent synopsis. Look at the chart for hours though. Could find something interesting in there. Also, telling me that a Dark Melee Brute powerset is pretty much the same as a Brute Super Strength powerset (implicitly stated in the summary) does not lead me to want to pick into the research data on the statement overly much.
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hmmm, interesting. it could be useful in a energy blaster's aoe power. other than that? maybe make me interested in one of the dark power cones i have tried to like, until i realized i was regularly ruining my team's play experience.
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Okay, please be clear. By tier 3 blasts range getting upped I hear the 40 foot blast is going to 80 ft. But for fire that is the tier 7 power. Can someone unspin me?
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Mine are good upuntil the two mentioned. But since I run the banks often I just learned them by memory. /loc wins on this., but memory wins even better. Also, there is a slightly crazy way to look at the map and figure where the badge should be based on how the map is out of skew, but maybe I'm the only one crazy enough to see in that particular dimension.
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Quote:It seems we are on the same page. In a related area one of my favorite armor sets is Invulnerability. I tend to run Invulnerability armor (mostly brutes, some tank and scrappers) as about 25% of the character time i have ever spent in the city. I have not taken the tier 9 on that armor set since my first character, who I respec'd out of it on. I know it's just one powerset, and you are talking about a whole Archtype. But from the talk in the locker room (the boards, casual chat, etc.) is that I am in the vast majority in ducking Invulnerability's tier 9. This cannot be a surprise to the Devs. They have made minor changes to invulnerability, and it is a good set without that power now. But they left the tier 9 problem alone.However, that is not the intent of this post. I am not trying to drum up support for empowering blasters to stand as tall as other ATs, though I would prefer it. I simply think that even in their current state they could be quite a bit more fun if you remove the nuke crashing from the AT. Archery's RoA rocks. And if the data supports my contention, my instinct is to bring that fact front and center - that nukes are so underused as to render redesigning them something that ought to happen, and soon.
I expect the Devs will work like this on Blasters, since this is their preferred style. You see this in group culture, just like you do in a person's writing, or math, or art. I believe they will tweak Blasters until they have a viable character archetype that is fun and fair, while never resolving the ugly spot on the page which is the tier 9. -
Er, I enjoy all the game. the many task forces blueside. The gritty feel of soloing redside. The game is quite neat, however you choose to play it. If you feel fighting AVs only is your cup of tea, do that. I really enjoy all of it though.
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Here is the thing about Blasters. (Please Please keep in mind this is just MY opinion) They are not balanced. I applaud the changes that are (possibly) being made for i24. But Blasters are not fairly balanced against most any Scrapper or Brute. To give you an idea why i say that is I can take (almost) any Scrapper or Brute and build them into a nigh unstoppable killing machine that rakes in treasure and experience, wading through minions to Elite Bosses with not a care in the world. There is no hope of doing the same with a Blaster, at least not for me. (and yes I have tried.) Also, even making a Blaster for a team environment is a poor trade off (for me) If i did want to run a "squishy" I get far more mileage from a Dominator for damage, because a Dom can control as it kills. Or a nice Kin Corruptor that turns an entire team into a killing machine and can attack besides. But as it stands the Blaster gets little back for its "King of Damage" tin crown they gave it. The evolution of the game has made this even more true. As it is, if you have followed the Blaster idea thread, these changes are on the conservative end of what most people have suggested will help Blasters. The making the 40 attack actually hit 80 is about the only change I see as useful. The added regen everywhere? ROFLMAO. The Blaster gets mezzed by everything and killed by "the rock" power. Being able to regenerate its little pool of health slightly faster is an insult to anyone who has spent hours in task force combats. That dog will not hunt. Blasters need mez protection, more damage, and more changes like the added range on the tier 3. Because of Blasters secondaries they are designed from the ground up as "Blappers" yet every change the Devs make to the game make a mezzable squishy whose main job is to attack from the center of combat less viable.
In closing, please run Blasters. But do not think that they are 'balanced'. They are not. Run them because they fit your concept, and you have fun with them. But when you go to design something that takes advantage of the way the game actually plays please look to a less broken archtype than the poor old blaster. Again, this is just my opinion. This is just a game. Have fun. -
Thx Pine. Pairing WP with Dark gives me a pseudo panic button, Things start going bad I hit Siphon Life a lot more. Also, the tiep 9 is not bad on WP. More to the point I am using this build for high level stuff, and with accolades and incarnate powers I can patch some holes, get more regen, resists, etc. Thanks for the input.
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I'm starting to use Willpower even more than I used to, and am trying to discover a serious good "Tanky" feel with it. My question here is about what that sweet spot might start to look like. I know there are a lot of variable about types of incoming damage, defenses, etc. So, to keep the question as clear as possible: I have currently set up a Brute with good health 2353, and a Regen of 692% with 1 foe in range of RTTC. I will include the build, although this is not a build critique question. I am really asking if anyone has the math to tell me if this is okay, good, really good, or a face planter. I've played Willpower Brutes enough to know how they feel, and this may be one of my tankiest ones yet, but the curiosity to see a mathematical explanation is important to me. Thank you for any help.
Villain Plan by Mids' Villain Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Dark Will Final: Level 50 Magic Brute
Primary Power Set: Dark Melee
Secondary Power Set: Willpower
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Flight
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Smite -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(11)
Level 1: High Pain Tolerance -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-ResDam:40(11), Heal-I:50(34), Heal-I:50(34)
Level 2: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(5), RctvArm-ResDam/EndRdx/Rchg:40(5), RctvArm-ResDam:40(36), S'fstPrt-ResDam/Def+:30(39)
Level 4: Fast Healing -- Mrcl-Heal/EndRdx:40(A), Mrcl-Heal/Rchg:40(36), Mrcl-Heal/EndRdx/Rchg:40(36), Mrcl-Heal:40(37), Mrcl-Rcvry+:40(48)
Level 6: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(42), KntkC'bat-Dmg/Rchg:35(42), KntkC'bat-Dmg/EndRdx/Rchg:35(42)
Level 8: Siphon Life -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(37), Nictus-Acc/Heal:50(37), Nictus-Acc/EndRdx/Rchg:50(43)
Level 10: Indomitable Will -- SW-ResDam/Re TP:50(A)
Level 12: Shadow Maul -- C'ngBlow-Dmg/EndRdx:50(A), C'ngBlow-Acc/Dmg:50(13), C'ngBlow-Dmg/Rchg:50(13), Erad-Acc/Dmg/EndRdx/Rchg:30(39), Erad-Acc/Dmg/Rchg:30(39), Erad-Acc/Rchg:30(50)
Level 14: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(15), RctvArm-ResDam/EndRdx/Rchg:40(15), RctvArm-ResDam:40(31)
Level 16: Rise to the Challenge -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(17), Numna-Heal:50(17), Numna-Regen/Rcvry+:50(40), DarkWD-ToHitDeb:50(40), DarkWD-ToHitDeb/EndRdx:50(40)
Level 18: Dark Consumption -- Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(19), Erad-Acc/Dmg/EndRdx/Rchg:30(19), Erad-Dmg/Rchg:30(50)
Level 20: Quick Recovery -- P'Shift-End%:50(A), P'Shift-EndMod:50(21), P'Shift-EndMod/Rchg:50(21)
Level 22: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(23), LkGmblr-Rchg+:50(23)
Level 24: Maneuvers -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(25), LkGmblr-Rchg+:50(25)
Level 26: Soul Drain -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-ToHit:20(27), Erad-Acc/Rchg:30(27), Erad-Acc/Dmg/Rchg:30(43), Erad-Acc/Dmg/EndRdx/Rchg:30(43), Erad-Dmg/Rchg:30(50)
Level 28: Heightened Senses -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(29), LkGmblr-Rchg+:50(29), Ksmt-ToHit+:30(45)
Level 30: Combat Jumping -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(31), LkGmblr-Rchg+:50(31)
Level 32: Midnight Grasp -- SBrutesF-Acc/Dmg:50(A), SBrutesF-Dmg/Rchg:50(33), SBrutesF-Acc/Dmg/Rchg:50(33), SBrutesF-Acc/EndRdx/Rchg:50(33), SBrutesF-Acc/Dmg/EndRdx/Rchg:50(34), SBrutesF-Rech/Fury:50(48)
Level 35: Resurgence -- RechRdx-I:50(A)
Level 38: Strength of Will -- GA-3defTpProc:50(A)
Level 41: Fly -- Winter-ResSlow:50(A)
Level 44: Superior Conditioning -- P'Shift-End%:50(A)
Level 47: Focused Accuracy -- Rec'dRet-ToHit:20(A), Rec'dRet-Pcptn:20(48)
Level 49: Physical Perfection -- P'Shift-End%:50(A)
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Level 2: Swift -- Run-I:50(A)
Level 2: Health -- RgnTis-Regen+:30(A), Numna-Heal:50(45), Numna-Heal/EndRdx:50(45), Numna-Heal/Rchg:50(46)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(46), P'Shift-EndMod/Rchg:50(46)
Level 1: Brawl -- HO:Nucle(A)
Level 1: Fury
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 4: Ninja Run
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Set Bonuses:
Kinetic Combat
(Smite)- MezResist(Immobilize) 2.75%
- 22.49 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(High Pain Tolerance)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(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)
(Mind Over Body)- 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)
(Fast Healing)- 2.5% (0.04 End/sec) Recovery
- 28.11 HP (1.88%) HitPoints
- 5% Enhancement(Heal)
- 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
(Boxing)- MezResist(Immobilize) 2.75%
- 22.49 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Siphon Life)- MezResist(Immobilize) 2.75%
- 22.49 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Siphon Life)- 28.11 HP (1.88%) HitPoints
(Indomitable Will)- 3% Resistance(Lethal), 3% Resistance(Smashing), 3% Resistance(Fire), 3% Resistance(Cold), 3% Resistance(Energy), 3% Resistance(Negative), 3% Resistance(Psionic), 3% Resistance(Toxic)
(Shadow Maul)- 1% (0.02 End/sec) Recovery
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
(Shadow Maul)- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
(Tough)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Rise to the Challenge)- 12% (0.75 HP/sec) Regeneration
- 28.11 HP (1.88%) HitPoints
- 6% Enhancement(Heal)
(Rise to the Challenge)- 22.49 HP (1.5%) HitPoints
(Dark Consumption)- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
- 33.73 HP (2.25%) HitPoints
(Quick Recovery)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 28.11 HP (1.88%) HitPoints
(Weave)- 10% (0.62 HP/sec) Regeneration
- 16.87 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Maneuvers)- 10% (0.62 HP/sec) Regeneration
- 16.87 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Soul Drain)- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
(Soul Drain)- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
- 33.73 HP (2.25%) HitPoints
(Heightened Senses)- 10% (0.62 HP/sec) Regeneration
- 16.87 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Combat Jumping)- 10% (0.62 HP/sec) Regeneration
- 16.87 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Midnight Grasp)- 44.98 HP (3%) HitPoints
- 5% Defense(Smashing,Lethal), 2.5% Defense(Melee)
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
- 2.52% Resistance(Smashing,Lethal)
(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)
(Fly)- 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
(Focused Accuracy)- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
- 20% Perception
(Health)- 12% (0.75 HP/sec) Regeneration
- 28.11 HP (1.88%) HitPoints
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 28.11 HP (1.88%) HitPoints (Exceeded 5 Bonus Cap)
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I do not PvP because... The MSN Chess site that existed 10-15 years ago. Seriously. Let me explain. I play chess, I'm not great, but I can get through a tournament with a win or two and not completely embarrass myself. I play on various websites, and for a couple years I played on the MSN chess site. It was horrific (and yet I played, it was very easy to get a table/game) But in between playing games (and sometimes during!) the chat log was nothing but smack talk. Really constant, really bad. It was funny, but in the awful bad kinda way. I go to a PvP map here for some badges, lo and behold, the exact same smack talk. At least on the MSN Chess site I could have the pleasure of sitting down at a table and beating the snot out of anyone smack talking using skill, knowledge, and technique. In PvP all the combat rules are changed, and people have PvP monster builds, and people use all the terrain/tactics/teams to beat you. Then stand over your character and do the smack talk thing. Yeah, I'll put up with that nonsense if there is a fair chance to hand you your head on a plate, but not in this wild west environment.
So, blame it on the MSN chess site for me. I got my 100% lifetime fill of smack talk there. -
My more finished attempt, with S/lEn softcap'd
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Vamp: Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Dark Armor
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Darkness Mastery
Hero Profile:
Level 1: Smite -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(5)
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(5), RctvArm-ResDam/EndRdx/Rchg:40(7), RctvArm-ResDam:40(7), GA-3defTpProc:50(9)
Level 2: Death Shroud -- C'ngBlow-Acc/Dmg:50(A), C'ngBlow-Dmg/EndRdx:50(9), C'ngBlow-Acc/Rchg:50(13), Erad-%Dam:30(13), Erad-Acc/Dmg/EndRdx/Rchg:30(15), Erad-Acc/Dmg/Rchg:30(15)
Level 4: Murky Cloud -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(17), RctvArm-ResDam/EndRdx/Rchg:40(17), RctvArm-ResDam:40(31), S'fstPrt-ResDam/Def+:30(45), S'fstPrt-ResKB:30(45)
Level 6: Shadow Maul -- C'ngBlow-Acc/Dmg:50(A), C'ngBlow-Dmg/Rchg:50(36), C'ngBlow-Acc/Rchg:50(37), Erad-%Dam:30(37), Erad-Dmg:30(37), Erad-Acc/Dmg/Rchg:30(39)
Level 8: Siphon Life -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(19), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(46), Numna-Heal/EndRdx/Rchg:30(46), Numna-Heal/Rchg:50(48)
Level 10: Obsidian Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(11), RctvArm-ResDam/EndRdx/Rchg:40(11), RctvArm-ResDam:40(19)
Level 12: Boxing -- HO:Nucle(A)
Level 14: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(23), RctvArm-ResDam/EndRdx/Rchg:40(29), RctvArm-ResDam:40(29)
Level 16: Dark Regeneration -- Theft-+End%:30(A), Theft-Acc/EndRdx/Rchg:30(48), Theft-Heal/Rchg:30(50)
Level 18: Dark Consumption -- Erad-Acc/Rchg:30(A), RechRdx-I:50(48), Erad-Acc/Dmg/Rchg:30(50), Erad-Acc/Dmg/EndRdx/Rchg:30(50)
Level 20: Cloak of Darkness -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(21), LkGmblr-Rchg+:50(21)
Level 22: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(23), LkGmblr-Rchg+:50(43), SW-ResDam/Re TP:50(45), Krma-ResKB:30(46)
Level 24: Maneuvers -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(25), LkGmblr-Rchg+:50(25)
Level 26: Soul Drain -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(27), GSFC-ToHit/Rchg/EndRdx:50(27), GSFC-Rchg/EndRdx:50(31), GSFC-ToHit/EndRdx:50(33), GSFC-Build%:50(33)
Level 28: Cloak of Fear -- SipInsght-ToHitDeb:50(A), SipInsght-Acc/ToHitDeb:50(33), SipInsght-Acc/Rchg:50(34), SipInsght-ToHitDeb/EndRdx/Rchg:50(34), SipInsght-Acc/EndRdx/Rchg:50(34), SipInsght-%ToHit:50(36)
Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31)
Level 32: Midnight Grasp -- SScrappersS-Acc/Dmg:50(A), SScrappersS-Dmg/Rchg:50(40), SScrappersS-Acc/Dmg/Rchg:50(40), SScrappersS-Dmg/EndRdx/Rchg:50(40), SScrappersS-Acc/Dmg/EndRdx/Rchg:50(42), SScrappersS-Rchg/+Crit:50(43)
Level 35: Petrifying Gaze -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(36)
Level 38: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(39), Ksmt-ToHit+:30(39)
Level 41: Dark Blast -- Thundr-Acc/Dmg:50(A), Thundr-Acc/Dmg/Rchg:50(42), Thundr-Dmg/Rchg:50(42)
Level 44: Confront -- Mocking-Taunt:50(A)
Level 47: Super Speed -- Zephyr-ResKB:50(A)
Level 49: Soul Transfer -- RechRdx-I:50(A)
Level 50: Cardiac Core Paragon
------------
Level 1: Brawl -- HO:Nucle(A)
Level 1: Critical Hit
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-End%:50(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
Set Bonuses:
Kinetic Combat
(Smite)- MezResist(Immobilize) 2.75%
- 20.08 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Dark Embrace)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Dark Embrace)- 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)
(Death Shroud)- 1% (0.02 End/sec) Recovery
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
(Death Shroud)- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
(Murky Cloud)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Murky Cloud)- 1.5% (0.03 End/sec) Recovery
- 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)
- Knockback (Mag -4), Knockup (Mag -4)
(Shadow Maul)- 1% (0.02 End/sec) Recovery
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
(Shadow Maul)- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
(Siphon Life)- MezResist(Immobilize) 2.75%
- 20.08 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Siphon Life)- 12% (0.67 HP/sec) Regeneration
(Obsidian Shield)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Tough)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged) (Exceeded 5 Bonus Cap)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Dark Regeneration)- 10% (0.56 HP/sec) Regeneration
- 1.8% Max End
(Dark Consumption)- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
(Cloak of Darkness)- 10% (0.56 HP/sec) Regeneration
- 15.06 HP (1.12%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Weave)- 10% (0.56 HP/sec) Regeneration
- 15.06 HP (1.12%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Weave)- 3% Resistance(Lethal), 3% Resistance(Smashing), 3% Resistance(Fire), 3% Resistance(Cold), 3% Resistance(Energy), 3% Resistance(Negative), 3% Resistance(Psionic), 3% Resistance(Toxic)
(Weave)- Knockback (Mag -4), Knockup (Mag -4)
(Maneuvers)- 10% (0.56 HP/sec) Regeneration
- 15.06 HP (1.12%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Soul Drain)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 25.1 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)
(Cloak of Fear)- 4% JumpSpeed, 4% JumpHeight, 4% FlySpeed, 4% RunSpeed
- 2% XPDebtProtection
- 9% Enhancement(Accuracy)
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
- 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
(Midnight Grasp)- 40.16 HP (3%) HitPoints
- 5% Defense(Smashing,Lethal), 2.5% Defense(Melee)
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
- 2.52% Resistance(Smashing,Lethal)
- 3% ModifyEffect PlayerCrit, 3% ModifyEffect MLCrit, 6% ModifyEffect BossCrit, 3% ModifyEffect CritPlayer, 3% ModifyEffect CritSmall, 6% ModifyEffect CritLarge, 3% ModifyEffect ECCritModPlayer, 3% ModifyEffect ECCritModSmall, 6% ModifyEffect ECCritModLarge
(Petrifying Gaze)- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
(Combat Jumping)- 10% (0.56 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Dark Blast)- 2% (0.03 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
(Super Speed)- Knockback (Mag -4), Knockup (Mag -4)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1480;703;1406;HEX;| |78DA65944D4F13511486EF74A6F683525AA050045A68A140BFA0EAD284185163A40| |95AC3964C60A48DA59D4C5121D185BFC295D1859F1B7F889F1BDDF90734802EDD98| |7A3AEF4B6DD2499AE7F6DCF39E73EEB967A67CB0167A77EDF1AAD2C297EB66ABB55| |5D9764CDBB61C6FD9DCAD6D2B798C4D73CFF6C962E2746FAB6CD52DABB8663A77B1| |9CECEEAC5977AC468B7B979CBDA613BDDEA85A8ED5D82F9E2E06379ACD7AF16A6DB| |7BA5F6BEC0EB9FFD62D73C7725AD59A1D74FF576CCBDA099D6ED9E217BB62D7B6DD| |B80D4BEA2C9BAD7DCB398C4B5D19F9399D02DDA7ADAB0D41CA509E9BE42DD0A8804| |B1D5FCDF5355442160BB29704CFCC9229D07F4E57AA64A8AC683468BC5A5D500A28| |FF1E186A2AD72774E2516ADA50E1E30E032A7CD4A15FE544AB53AB335F84F922CC9| |760BEFCB8E6C6C8C7C19668BD3897D75B479E74039C63DE39E69DFB01668EC07BA2| |F551EB634F86D9932C7B52604F0AB7916FB9A2B931F3220CA0663DC09A83AC39C89| |A8759B326BE03C8A3062E76264657BAD806A91FA47E8CFA29EAA7A82F88EF90DBDC| |B6676858471D51B014061F884FD4BDB4B61EFD89F32DE770FE12CF5B3A068BE23B8| |2DC9E9108CE333A4AC640437C629C81187DC6E893A54FFE06EEBEF047B971A3A219| |67DC716AE2D4C4A939109F09D4E99D78E1716D675F92AFC0C46B70E60DF9165C16E| |D24E764D287DC337E70364006C901301D0253A29DC61D68D339CC65823C94BD24E7| |20F91EFE0B1FC88FE42770E933E7FD0BF8509062DCD457F437FD0D1C93B8F3ECC73| |CFB90611F327FD1B347A25F84DEB3F814F7B5F49C7C06DE973839CE4FAE8A5EA4C5| |56A4ADF81DB692D856D05BB5C2BB9F32BAEFBD529CBDA4D17DBFDBD9DEFDB63C6AA| |5CF52EAB39CEFB35CE8B3ACFFCF22AF0A2A3C0E76BF124A2BA0C25FBDB64D74E7A4| |D7B608BFDFBDB62788B7613045C7E6660D44E45B024B7B75449C78CE7FAFA2D2E0| |-------------------------------------------------------------------|
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Trying to make a dark/dark Scrap thats tanky. Heres what I have so far.
Hero Plan by Mids' Hero Designer 1.957
http://www.cohplanner.com/
Click this DataLink to open the build!
darktest1: Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Dark Armor
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Darkness Mastery
Hero Profile:
Level 1: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(29)
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam(31), GA-3defTpProc(46)
Level 2: Death Shroud -- Erad-Acc/Dmg/Rchg(A), Erad-%Dam(7), Erad-Acc/Dmg/EndRdx/Rchg(7), C'ngBlow-Dmg/EndRdx(31), C'ngBlow-Acc/Dmg(31), C'ngBlow-Dmg/Rchg(34)
Level 4: Shadow Maul -- SScrappersS-Acc/Dmg(A), SScrappersS-Dmg/Rchg(13), SScrappersS-Acc/Dmg/Rchg(34), SScrappersS-Dmg/EndRdx/Rchg(34), SScrappersS-Acc/Dmg/EndRdx/Rchg(45), SScrappersS-Rchg/+Crit(50)
Level 6: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(19), RctvArm-ResDam(19), S'fstPrt-ResKB(45), S'fstPrt-ResDam/Def+(46)
Level 8: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(40), Empty(40), Empty(46)
Level 10: Obsidian Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(39), Empty(40)
Level 12: Boxing -- Empty(A)
Level 14: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(15), RctvArm-ResDam(25)
Level 16: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(17), LkGmblr-Rchg+(17), SW-ResDam/Re TP(21)
Level 18: Dark Consumption -- Empty(A)
Level 20: Dark Regeneration -- Theft-+End%(A), Empty(21)
Level 22: Cloak of Darkness -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(23), LkGmblr-Rchg+(23)
Level 24: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(25)
Level 26: Soul Drain -- GSFC-ToHit(A), GSFC-ToHit/Rchg(27), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(37), GSFC-Build%(37)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29)
Level 30: Confront -- Empty(A)
Level 32: Midnight Grasp -- P'ngFist-Acc/Dmg(A), P'ngFist-Acc/Dmg/Rchg(33), P'ngFist-Acc/Dmg/EndRdx/Rchg(33), P'ngS'Fest-Acc/Dmg(33), P'ngS'Fest-Dmg/Rchg(36), P'ngS'Fest-Dmg/EndRdx(37)
Level 35: Petrifying Gaze -- BasGaze-Acc/Hold(A), BasGaze-Slow%(36)
Level 38: Super Speed -- Zephyr-ResKB(A), Empty(39), Empty(39)
Level 41: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(42), LkGmblr-Rchg+(42)
Level 44: Tenebrous Tentacles -- Empty(A), Empty(45)
Level 47: Cloak of Fear -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(48), SipInsght-Acc/Rchg(48), SipInsght-ToHitDeb/EndRdx/Rchg(48), SipInsght-Acc/EndRdx/Rchg(50), SipInsght-%ToHit(50)
Level 49: Soul Transfer -- RechRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A), Empty(42), Empty(43)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A), Empty(43), Empty(43)
------------
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1416;650;1300;HEX;| |78DA6594EB6E124114C767D945EE97B6DC6A0B08B4A55C0BEA77A3C55B2D09CA033| |404464AA4407651DBC498F82E5EBFF8205EBFF8C5C447B0D537C0C39C7FA9C96E60| |7E3BE73E6766B679DCF07FBCFBEA86D082BBC38E651DB4BB66673291A6B3D9E90FB| |A821E4FAF633E994A6B5A77D16CF5DCE0A0298752561BA4E4D7B585A6211FCB9105| |DD4DF3686C8A406B3C1E56EF0CFA87D3C1A8EF57B37DD999D0C4AB26ED8994BDD0B| |9BC274DEB703089DE9E0CBA2ACC48526DCD8E3595E64982CAD8A4BF39AF473D335D| |B4085943381E828F98EB6D66616EAB295B43A4E8256F08230D6698A92CB3725517A| |26E8822F968ECE3D47E3B84481AE2D21978CA4C1D09659B1A323323A645BE3AD7E6| |D43F713CFF6766E60BF89559FEC6AC7F6796C8D789BC4ED4EA47ADCBA87519B5961| |39AAAA312673E255F17F2BAD013377AE2464FF2E8497E468FA8A8B14C4E1EF4C783| |9C5EE4F422E71672B29F461E3ECE247C4AA29324C031F40062041123881809C430C| |83604DB505853EB0E47C02833F280FBF19C6C97D4E6CDC412D74C9215B535336D65| |59572B8F284D9534518EEB88226E0C7163881B239B38DB6871E812D01D936E95733| |9575F3B94ECF21BF02D33F78EB9F11EFCC0CC92EF1AE2AE95E6E7C023D6C167A44B| |A25B4955E90949D2D8A9F42D42C2105776C106784FA8B5E5F6981BF7992F68C9596| |4CAFEE09398FB09BAF876CC3BB0F98B2BDB5219795C22FD363AB48D0E15D08502BA| |F092E297388656E2F3A1C61DF2ADE264565DBC3B3B6ED0037A719A7DA01F24DF1A7| |6B156E25BB26E2C6E30FDE619D2C6E29ECE8A366DCD26A9DB24D76C92EB36C9FE45| |163AF6DCA3960111C93465E5092FEEF0ECD4BBF81640FBE742E26049418D45359ED| |9ECFFDAEC8BFF8DFF00C4090BBF| |-------------------------------------------------------------------|
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Okay, here is where I am at on it now. I looked at some builds like the "heracles" build you made last year Mauk. Then I tried to tap that into place with Flight and a few of my ideas.
Villain Plan by Mids' Villain Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Mecharobotic3: Level 50 Technology Brute
Primary Power Set: Super Strength
Secondary Power Set: Invulnerability
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(23), KntkC'bat-Dmg/Rchg:35(34), KntkC'bat-Dmg/EndRdx/Rchg:35(34)
Level 1: Resist Physical Damage -- RctvArm-ResDam/Rchg:40(A), RctvArm-ResDam/EndRdx:40(3), RctvArm-ResDam:40(3)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(5), S'fstPrt-ResDam/Def+:30(7), RctvArm-ResDam:40(7)
Level 4: Dull Pain -- Dct'dW-Heal/Rchg:50(A), Dct'dW-Rchg:50(5), Dct'dW-Heal/EndRdx:50(9), Dct'dW-Heal/EndRdx/Rchg:50(11), Dct'dW-Heal:50(39)
Level 6: Haymaker -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(13), Hectmb-Acc/Rchg:50(13), Hectmb-Acc/Dmg/Rchg:50(15), Hectmb-Dam%:50(21)
Level 8: Knockout Blow -- SBrutesF-Acc/Dmg:50(A), SBrutesF-Dmg/Rchg:50(9), SBrutesF-Acc/Dmg/Rchg:50(11), SBrutesF-Acc/EndRdx/Rchg:50(15), SBrutesF-Acc/Dmg/EndRdx/Rchg:50(19), SBrutesF-Rech/Fury:50(21)
Level 10: Fly -- Winter-ResSlow:50(A)
Level 12: Resist Elements -- GA-3defTpProc:50(A)
Level 14: Boxing -- HO:Nucle(A)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(17), RctvArm-ResDam/EndRdx/Rchg:40(17)
Level 18: Rage -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(19), GSFC-ToHit/Rchg/EndRdx:50(37), GSFC-Build%:50(37), GSFC-Rchg/EndRdx:50(46), GSFC-ToHit/EndRdx:50(46)
Level 20: Resist Energies -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(25), Aegis-Psi/Status:50(43)
Level 22: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(23), RctvArm-ResDam:40(25)
Level 24: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(27), LkGmblr-Rchg+:50(31), Ksmt-ToHit+:30(39)
Level 26: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(27), LkGmblr-Def/EndRdx:50(36)
Level 28: Invincibility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(29), LkGmblr-Rchg+:50(29), SW-ResDam/Re TP:50(37)
Level 30: Maneuvers -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(31), LkGmblr-Rchg+:50(31)
Level 32: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Dmg:30(33), Erad-Dmg/Rchg:30(33), C'ngBlow-Acc/Dmg:50(33), C'ngBlow-Acc/Rchg:50(34), C'ngBlow-Dmg/Rchg:50(39)
Level 35: Tough Hide -- LkGmblr-Def/Rchg:50(A), LkGmblr-Def:50(36), LkGmblr-Rchg+:50(36)
Level 38: Superior Conditioning -- P'Shift-End%:50(A)
Level 41: Focused Accuracy -- Rec'dRet-ToHit:20(A), Rec'dRet-Pcptn:20(42), EndRdx-I:50(42)
Level 44: Laser Beam Eyes -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(45), Thundr-Dmg/Rchg:50(45), Thundr-Acc/Dmg/Rchg:50(45), Thundr-Acc/Dmg/EndRdx:50(46), Thundr-Dmg/EndRdx/Rchg:50(50)
Level 47: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(48), Mocking-Taunt/Rchg/Rng:50(48), Mocking-Acc/Rchg:50(48), Mocking-Taunt/Rng:50(50), Mocking-Rchg:50(50)
Level 49: Physical Perfection -- P'Shift-End%:50(A)
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Cardiac Core Paragon
Level 50: Clarion Core Epiphany
Level 50: Preemptive Radial Flawless Interface
Level 50: Robotic Drones Radial Superior Ally
------------
Level 1: Brawl -- HO:Nucle(A)
Level 1: Fury
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(40), Mrcl-Rcvry+:40(40), Heal-I:50(40), RgnTis-Regen+:30(43)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(42), EndMod-I:50(43)
Level 2: Rest -- RechRdx-I:50(A)
Level 4: Ninja Run
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Set Bonuses:
Kinetic Combat
(Punch)- MezResist(Immobilize) 2.75%
- 22.49 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Resist Physical Damage)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
(Temp Invulnerability)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
(Temp Invulnerability)- 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)
(Dull Pain)- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Haymaker)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Knockout Blow)- 44.98 HP (3%) HitPoints
- 5% Defense(Smashing,Lethal), 2.5% Defense(Melee)
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
- 2.52% Resistance(Smashing,Lethal)
(Fly)- 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
(Resist Elements)- 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)
(Unyielding)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
(Rage)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 28.11 HP (1.88%) 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)
(Resist Energies)- 5% RunSpeed
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
- 3% Resistance(Psionic)
(Tough)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
(Weave)- 10% (0.62 HP/sec) Regeneration
- 16.87 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Combat Jumping)- 10% (0.62 HP/sec) Regeneration
- 16.87 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Invincibility)- 10% (0.62 HP/sec) Regeneration
- 16.87 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Invincibility)- 3% Resistance(Lethal), 3% Resistance(Smashing), 3% Resistance(Fire), 3% Resistance(Cold), 3% Resistance(Energy), 3% Resistance(Negative), 3% Resistance(Psionic), 3% Resistance(Toxic)
(Maneuvers)- 10% (0.62 HP/sec) Regeneration
- 16.87 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Foot Stomp)- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
(Foot Stomp)- 1% (0.02 End/sec) Recovery
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
(Tough Hide)- 10% (0.62 HP/sec) Regeneration
- 16.87 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Focused Accuracy)- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
- 20% Perception
(Laser Beam Eyes)- 2% (0.03 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
- 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Taunt)- 1.8% Max End
- MezResist(Held) 2.75%
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
- 7.5% Enhancement(RechargeTime)
(Health)- 12% (0.75 HP/sec) Regeneration
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
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Quote:In the first graph I am sarcastically pointing out many players have been asking for years that our screens not get clouded with so many random bubbles and effects that you cannot actually see what you are trying to do.So, for a few weeks now (somewhere in the low hundreds I am sure) some players have been asking for a way to reclaim the screen in large teams, and later leagues. You know, like in a mother ship raid where you can no longer see anything besides various colred bubbles and bright flashes. Or in Leagues where the combat looks like 50 electric amoebas in a mating ritual. So far, these requests seem to have fallen on deaf ears, because the larger combats just get less and less visible (and less and less enjoyable.)
But it seems that someone has heard the cries in the dark (or the light?). Whoever developed the Magisterium trial seems to have heard clearly that lights make it harder for us to see/respond to stimuli/figure out what to do. Because the team that wrote that Incarnate Trial uses that weapon against the League, with the brightest flashes of light possible, right at the exact moment you need to flee. Do you know how many times I've been killed by "you hear a crackle...", only to flee into a metal girder and get stuck, because the entire screen turned white? Brilliant use of the GUI to win against the players development team! Yeah, you figured it out.
Look, I understand that in video games bright lights and big noises equal more excitement. I understand this game engine is not the newest in the land. But at least dont use the poor mechanics that are there to beat players into the ground. If I had a super powered character, one of the first powers I would get for them would be sensory filters. You don't think iron man has light and sound filters in his suit? You think Thor is bothered by bright lights? Why is my "super" unable to see for half the combats in Incarnate trials?
In the second graph I point out that not only have the game coders done nothing to help those of us with these concerns, but in the Magisterium trial they actually specifically make it worse (blotting the entire screen out with pure white) regularly during the few seconds you need to be able to see the most. I point this out because it is irritating, especially in light (pun intended) of the fact we have asked for the exact opposite for so long.
In the third graph I get away from sarcasm, and try to actually be a little reasonable with my expectations and the limitations of what we are dealing with. The middle sentence is especially important here.
"But at least dont use the poor mechanics that are there to beat players into the ground." This is in reference to the game coders using the lightning to blind the Magisterium players right when we need to scatter.
Then I drop into an exasperated, yet simple statement. We are super heroes, super heroes are not blinded regular, here are some examples...
So, in conclusion, and in a restatement of what I want. "Please Developers, stop blinding the players so you can kill them. ps, if there is some magical way (however unlikely) you can make it so we could deaden the 100 electric amoeba mating ritual that congests every trial until you can see nothing, that would be nice, although I realize it is unrealistic based on the game engine. But at least dont intentionally make it worse, cause that ain't cool."
Clarification good? -
After playing many years now, I have to say its one of my originals. Previous named "Blue Centurion" on liberty, and coming out of a long retirement there to re--emerge as "Snarky Robot" on Virtue. (You'd be Snarky too if warehoused for a few hundred years CoH time) It is a combination of factors for me. First, his powersets are SS/Invulnerability. And he is a Brute. And a Villain. And a Robot. I love all of these things, and together they just are magic. I also want to thank the i23 guys (and i mean gals as well when I say "guys") for the new Mecha skins, which catalyzed me to knock the cobwebs off the ol' bot. Yep, give me a big old smashy bot that is nigh unstoppable any day of the week.
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Because....*"I'm a Doctor, not a City of Heroes timeline expert. But, ...He's dead Jim."
*Dr. Leonard McCoy, Lt. Commander, Starfleet. -
Quote:Try doing all storylines Redside and Blueside. Make it easy, do them on various characters, team when you want, and just check them off a list. (the tough way is to do them all on one character, solo) Make sure you get every task force and trial as well. Side missions are not necessary, although I have done them when I make these runs. Let me know when you reach "the end" and have done all that.As a new player, I guess what I'm trying to figure out is, "once I've played through the story arcs once, then what?"
There is a lot of content, but it still seems that with everything being pvp and the actual people based challenges not being there (whether that is PvP, competitive type quests, or GM run events) it seems like you still reach an "end" where there isn't much new to do.
Bonus, some of the stories are truly cool. Some, well, they can't all be winners. But there is, as you say, a LOT of content.
Now, some of us run the content more than once. For various reasons. I run Task Forces all the time (that i repeat a lot) for 3 main reasons. 1) badge/accolade ( =power ) 2) Merits/cash 3) Camaraderie. My friends are always looking for quality task force members, and I am lucky enough that they at least consider me fun to have along. But even if you never run any story or task force more than once, I predict at least a couple months before you can report back with "I did everything this game has to offer."
It would be very nice if the game had a lifetime of stories, with never once a repeat. But we have 8 or so years of writing/coding, which gives us a few months of non repeating content/stories. (This will take longer if you also badge....) Good luck, have fun.