Combat

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  1. My guess would be Shield if you are farming bosses. Greater survivability (much greater with IOs) is the main reason.

    For similiar levels of investment, I would say they would be about even for lts. and minions.
  2. Combat

    Screw Rad blast

    My hope for blasters is:

    1. Dark Blast
    2. Gloom
    3. Tenebrous Tentacles
    4. Moonbeam
    5. Aim/Soul Drain
    6. Night Fall
    7. Life Drain (Lower the heal, increase the damage to halfway between Gloom and a Teir 3)
    8. Petrifying Gaze
    9. Blackstar
  3. Will slotting an Enzyme Exposure (-def/-tohit/end) enhance the defense of a defensive power if it is put in it? Just wondering, because I know that technically, there's no difference between +def and -def. Also, enzyme's are much cheaper than membranes.
  4. I've always thought it would be thematic and balanced if rage's crash was a tohit crash. That way, you'd still have a 5% chance of chrushing someone's skull, but you almost certaintly wouldn't actually hit them.
  5. After I saw this, the first thing I did was add every powerset I could think of to every AT.

    After doing that, I -really- want Dark Blast for Blasters. Gloom at a nice 110 damage in 1.1 seconds, Night Fall, TT...

    Hopefully with aim instead of Torrent and a life drain that had the siphon life treatment. That would be sweet.
  6. Here's my roles:

    Every AT- Race everyone else to spawn. Kill it. If the rest of the group stays to finish off minions, jump to next spawn. Your survival's on you, but if you finish off about 90% of the spawn, jump to the next. Unless you aren't an AoE monster (read, unless you're a single target monster), in which you can wait and kill single targets.

    These rules apply equally to Brutes and Defenders, Scrappers and Peacebringers. I play every AT as a race.
  7. I'm going to make a list. Bare with me.

    In the beginning there was no:

    Respecs
    Costume Changes, or multiple costumes
    Outdoor Missions
    Peregrine Island, levels 40+ for heroes
    Shadow Shard
    Hollows
    Villainside
    AV change EB
    Auras
    Capes
    Arena
    PvP at all (not too much difference really)
    SG Bases
    Inf trade was capped at 99999
    You couldn't change leaders in a team, you had to disband and reform
    Striga Isle
    Croatoa
    Ouroboros
    Tutorial Skip
    Badges
    Accolades (just making it obvious)
    Epic ATs
    And tons more I'm forgetting.

    And for power changes,
    6 Hamis could cap a blasters damage.
    Tankers started with a lower base modifier (.65?)
    Controllers could permahold groups and AVs, but had no containment
    Scrappers and Defenders are basically the same
    Blasters had much less life (more like defender range), no defiance, smaller base modifier
    Smoke Grenade could make it impossible to hit you
    No slow cap, Caltrops could slow people to infinity
    Regeneration scrappers were by far the toughest characters in the game
    IH was a toggle, much better numbers than today
    Dark defenders absolutely sucked
    -Tar Patch didn't -res
    -TG didn't -regen, same with HG
    -Fearsome Stare made enemies run away.
    -Dark Servant spammed FS, and didn't move
    Controller pets were not perma, but you could have multiple of them out.
    The following powersets didn't exist- Sonic, Archery, Trick Arrow, Sonic Resonance, Dual Blades, Shields, Thermal Resonance, Pain Domination, Poison, Electric Melee, Willpower, Electric Armor, Cold Domination, Plant Control, Energy Aura...

    So yes, we've gone quite a bit forward.
  8. I'm hoping for a Short Circuit/Drain Psyche hybrid.
  9. This is an idea that comes straight from the comics. Here's a scenario:

    Mr. Big Tough Guy is a hero. His archnemesis is Doomsalot. Now, normally Mr. Big Tough Guy can easily beat Doomsalot when he actually fights him, but today is different. Today, Doomsalot has an energy sapping ray that weakens Mr. Big Tough Guy.


    The gist of this idea is that comics often add powers to Archvillains and Heroes in order to give them a temporary advantage. This is so common that almost every comic has at least at instance of it. It would be a nice way to give an AV flavor. Perhaps Scirroco has been granted a new wind power that can hold a hero/villain in place. Or maybe Luminary now has flight. Or maybe Lord Recluse wants to summon Fire Imps. Anyway I look at it, adding the ability to grant a temporary power to EBs and AVs seems like a good way to diversify custom AVs from regular mobs and even give a regular AV a bit of a change (without eliminating their own unique abilites).

    Now, on actual creating the powers, I would suggest that they either be self-buffs, powers already in the game (think pool powers, Brawl, or other powersets), or damage/debuff/mez powers. Self-buffs could be anything from +damage and +tohit to +Def Debuffs. Damage could be any type, AoE or single target, with a debuff/mez or not. The strength of the power could probably from a Brawl to a Nuke. For hard part would be allowing the character to give the power an appearance. Perhaps I16 will help us with the choosing of the colors, and all would need to do is select animation/weapon model.

    Now, I would also like to see the ability to add temporary powers to players, but I can already see the way that would go. Some would give a constant MoG + IH and a never ending end supply, some would give a gigantic nuke that cost little end. So, if powers can be added to players, they would have to be deliberately weak. Perhaps the damage would even take away exp or something.

    I'd also like to have the ability to make the AV use a certain power when they reach a hitpoint level. This way, you could be certain that when you make the AV say "HA! Now I'm Invulnerable! Muhahaha!" they actually would use Invulnerability.
  10. Combat

    Best Solo SoA

    Night Widow. All you need for softcap is 4 Def/Rech IOs and Hasten to get Mind Link up. Strong Early, high damage. Also, it isn't as slow as a Bane.
  11. History lesson-

    Early on in the game, AVs had little or no more protection to mezs than ordinary bosses. Thus, a single controller was enought to completely neutralize an AV. In a knee-jerk reaction, the devs added the infamous purple trianges of doom, making sure that it was near impossible to hold most AVs for a majority of the time.

    As of now, controller's and dominators operate on a binary system. Either the triangles are up, and the AV is practically unable to be held, or they are down, and they can be easily held. This serves in a way to let the controlling ATs help in an AV battle. However, I believe their is a better way.

    Blasters were "recently" given the ability to use their tier 1 and 2 blasts and their tier 1 secondary abilities. I believe giving a similiar ability to AVs would allow AV fights to be rewritten in a way that allows dominators and controllers to make a sure difference in a fight, but completely shut down a fight by themselves. Perhaps different levels of mez would restrict AVs to less abilities.

    For instance, say you are fighting an AV with super strength and invulnerability powers. With no mezs on them, they would be free to use any of the powers available for them. In this case, let's say that they can use all of the SS powers, and all the toggle powers of Invul + DP. When 6 magnitudes of mez are reached, they would no longer be able to use Rage and Dull Pain. At 12, they would be unable to use Knockout Blow and Footstomp. At 25, perhaps they would be unable to keep their toggles on. At mezs sufficient enough to hold a PToD AV, they would be restricted to Hurl, Punch, and Jab, and would be unable to use Unstoppable at low life.

    In this way, controllers and dominators would be able to contribute to the team during AV fight in a way other than just damage (ignoring the controller's secondary at the moment). A single controller or dominator would not shut down an AV, and adding more would actually be helpful. However, even in the cases of having 4+ dominators or controllers on the team, the AV would still be able to use some abilities. This would be an improvement to AV fights in general, and would help allievate the binary nature of these fights, making them more fun in general, and giving all controls an adding utility in the fights, without fighting the overwhelming strength of PoTD.

    Now, I know this has almost certaintly been suggested before. However, I wanted to see if dominators felt this would be a better solution than the currently used system.
  12. The average (SOs) performance is about that of fire, or perhaps a little higher. An IOed out SD/x Tank is very survivable however (lots of resitance to Smashing/Lethal, capped defenses, lots of life). I made a build that caps all defenses, max hp, and smashing/lethal resistances while OWtS is up. And it has 37 hps of regen. So I would say that how enjoyable the tank would be depends in large part on your budget. However, I just wouldn't exemp below 20 much at all if I were you. All the downs, none of the ups at those levels.
  13. Well, sometimes when I'm running on one of my IOed out Brutes I broadcast things like that, invite 7 noobs, and proceed to basically solo the map while they are shredded as soon as the mob looks at them.

    Rikti +4 Swordsman Farm LF7M! Tons of exp!

    On a side note, someone should make a RWZ Challenge mission so that I don't even have to leave AE to do it.
  14. This build has capped melee defenses. It doesn't have Nova Form at all, and instead relys on Dwarf Form. With 45.5% to melee, 40% to smashing/lethal, and even a decent amount of +recharge, this build can do it all. A 40 second downtime on Eclipse means that 90 seconds out of 130 you are basically unkillable. Note that the 45.5% is entirely from IOs, meaning you still have that in Dwarf Form.

    Here's the build:

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Real Capped Warshade: Level 50 Science Warshade
    Primary Power Set: Umbral Blast
    Secondary Power Set: Umbral Aura
    Power Pool: Fighting
    Power Pool: Concealment
    Power Pool: Leaping
    Power Pool: Speed

    Hero Profile:
    Level 1: Ebon Eye -- Empty(A)
    Level 1: Absorption -- S'fstPrt-ResDam/Def+(A)
    Level 2: Gravimetric Snare -- Enf'dOp-Acc/EndRdx(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Rchg(43)
    Level 4: Gravity Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(46), TtmC'tng-ResDam/Rchg(46), TtmC'tng-EndRdx(50), TtmC'tng-EndRdx/Rchg(50), TtmC'tng-ResDam/EndRdx/Rchg(50)
    Level 6: Boxing -- KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(34), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(36)
    Level 8: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 10: Penumbral Shield -- ImpArm-ResPsi(A)
    Level 12: Sunless Mire -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(27), Oblit-Acc/Rchg(29), Oblit-%Dam(29), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31)
    Level 14: Shadow Cloak -- LkGmblr-Rchg+(A)
    Level 16: Twilight Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(31), TtmC'tng-ResDam/Rchg(33), TtmC'tng-EndRdx(33), TtmC'tng-EndRdx/Rchg(33), TtmC'tng-ResDam/EndRdx/Rchg(34)
    Level 18: Gravity Well -- KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(37), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/EndRdx/Rchg(40)
    Level 20: Black Dwarf -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(21), TtmC'tng-ResDam/Rchg(21), TtmC'tng-EndRdx/Rchg(23), TtmC'tng-ResDam/EndRdx/Rchg(23), TtmC'tng-EndRdx(25)
    Level 22: Essence Drain -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(36), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(37)
    Level 24: Stygian Circle -- EndMod-I(A)
    Level 26: Tough -- EndRdx-I(A)
    Level 28: Weave -- LkGmblr-Rchg+(A)
    Level 30: Jump Kick -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Knock%(43), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45)
    Level 32: Dark Extraction -- Dmg-I(A), Dmg-I(45), RechRdx-I(48)
    Level 35: Hasten -- RechRdx-I(A)
    Level 38: Eclipse -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(39), TtmC'tng-EndRdx(39), TtmC'tng-ResDam/Rchg(39), TtmC'tng-EndRdx/Rchg(40), TtmC'tng-ResDam/EndRdx/Rchg(40)
    Level 41: Super Speed -- Empty(A)
    Level 44: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 47: Stealth -- LkGmblr-Rchg+(A)
    Level 49: Super Jump -- Empty(A)
    ------------
    Level 1: Brawl -- KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(46), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx(48)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Dark Sustenance
    Level 1: Shadow Step -- EndRdx-I(A)
    Level 10: Shadow Recall -- Empty(A)
    ------------
    Level 20: Black Dwarf Strike -- T'Death-Dam%(A), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dmg/Rchg(13), T'Death-Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Acc/Dmg(17)
    Level 20: Black Dwarf Smite -- T'Death-Acc/Dmg/EndRdx(A), T'Death-Dmg/Rchg(7), T'Death-Dam%(9), T'Death-Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Acc/Dmg(11)
    Level 20: Black Dwarf Mire -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(3), Oblit-Acc/Rchg(3), Oblit-%Dam(5), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(7)
    Level 20: Black Dwarf Drain -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dmg/Rchg(19), T'Death-Dmg/EndRdx(25), T'Death-Acc/Dmg(27)
    Level 20: Black Dwarf Step -- Range-I(A)
    Level 20: Black Dwarf Antagonize -- Taunt-I(A)



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    So, any thoughts?
  15. If we are on suggestions, how about a DM/SR, with as high as defense as possible when exempted down to Posi and Synapse TF levels.

    Goal builds are:
    Tto be a very sucessful Posi and Synapse soloer. Preferably have a fair number of well slotted attacks.
    No travel power necessary.
    Purples allowed.
    Do proc's work when exempted? If so, would prefer to have a fair number of proc's available along with decent +dam slotting.

    If what I'm thinking is true, you could probably slot purples in powers taken later in the build, and slot lower level Kinetic Combat sets into the powers, so that you what get very high melee defense and fair end recovery/recharge.
  16. [ QUOTE ]
    Tip: Either 4 slot Deflection with LoTG or add a ribo/resist IO... stick the steadfast def IO in OWtS (it works even if exemplared below the power's level).

    Tip: Remove the LotG def IO from CJ (which I can only assume you're sticking there for the regen bonus, and give the slot to Health. Remove the Numina Heal/End IO from health and stick a Miracle +recovery and Miracle +heal in your now two free slots. Use Numina heal, heal/end, heal/rech IO's in true grit. You gain more health this way. More health = more regen.

    Pointed fact 1: With little active defense slotting and no grant cover, your defense debuff resistance has a lot of room for improvement.


    [/ QUOTE ]

    Thanks for the advice. I'm going to shuffle some slots from health in Active defense, and put 2 more HOs in it (as well as following your suggestions).
  17. [ QUOTE ]
    [ QUOTE ]
    One slot has been left open for the PvP +3% defense IO....
    Can anyone make any suggestions on improving this build?

    [/ QUOTE ]

    Find another 3% by the time you try to buy that IO there won't be any for sale.

    [/ QUOTE ]

    Luckily enough I managed to snag one before the PvP drop change. It's in my /SR Brute now, but it won't be too hard to transfer it.

    This is when they were going for a "mere" 500-700 mil.
  18. The goal of the build is to get as a high a recharge as possible (enough so that force feedback procs from footstomp will get Hasten near perma) and also get soft-capped defense to melee and ranged, and near soft capped defense to AoE. One slot has been left open for the PvP +3% defense IO.
    My totals are:
    45.6% to melee
    48.6% to ranged
    44.8% to AoE
    158% recharge with Hasten, (hasten is 5.8 seconds from perma, which should be enough for the proc to make it perma)
    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Brutus Maximus: Level 50 Natural Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Shield Defense
    Power Pool: Fighting
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
    Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(7), LkGmblr-Def(9), S'fstPrt-ResDam/Def+(11), Empty(13)
    Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(9), LkGmblr-Def/EndRdx(11), LkGmblr-Def/Rchg(23)
    Level 4: True Grit -- Mrcl-Rcvry+(A), Mrcl-Heal(13), Mrcl-Heal/EndRdx(15)
    Level 6: Boxing -- Amaze-EndRdx/Stun(A), Amaze-Stun(21), Amaze-Stun/Rchg(37), Amaze-Acc/Stun/Rchg(40), Amaze-Acc/Rchg(40)
    Level 8: Knockout Blow -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(17), Hectmb-Acc/Dmg/Rchg(17), Hectmb-Acc/Rchg(19), Hectmb-Dmg/EndRdx(19)
    Level 10: Swift -- Run-I(A)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(40)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), RgnTis-Regen+(25), Numna-Heal/EndRdx(43)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(25), GSFC-ToHit/EndRdx(27), GSFC-Rchg/EndRdx(29), GSFC-Build%(31)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(27)
    Level 22: Active Defense -- HO:Cyto(A)
    Level 24: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 26: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29), Zephyr-ResKB(48)
    Level 28: Haymaker -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Dam%(34), Mako-Acc/EndRdx/Rchg(39), Mako-Dmg/Rchg(39), Mako-Dmg/EndRdx(39), Mako-Acc/Dmg(42)
    Level 30: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), LkGmblr-Def(31), LkGmblr-Rchg+(43), Zephyr-ResKB(46)
    Level 32: Foot Stomp -- Armgdn-Acc/Dmg/Rchg(A), Armgdn-Dmg(33), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(34), FrcFbk-Rechg%(34)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 38: One with the Shield -- ResDam-I(A)
    Level 41: Electrifying Fences -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(42), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(43), Ragnrk-Dmg/EndRdx(46)
    Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
    Level 47: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(48), TtmC'tng-ResDam/EndRdx/Rchg(48)
    Level 49: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(50), LkGmblr-Def(50), LkGmblr-Def/EndRdx/Rchg(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Heal(A)
    Level 1: Fury



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    Can anyone make any suggestions on improving this build?
  19. [ QUOTE ]
    [ QUOTE ]
    Arc Name: The End of All things
    Arc ID: 85556
    Faction: Several Custom
    Creator Global/Forum Name: @The Combat
    Difficulty Level: Medium-Hard (contains some EBs, and 1 AV that should be easy because of allies and a final AV that doesn't need to be fought.)
    Synopsis: You are recruited to destroy a universe where all things are personified by a spell. You fight Time, Earth, and save Life.
    Estimated Time to Play: around 30-45 min

    [/ QUOTE ]

    Running this with a lvl 50 ill/rad controller.

    Mission 1: You should break up the introductory text into paragraphs to make this easier to read. What we are about to do and why is not explained very well, other than there are rewards in it for me. The mission itself was just OK. I am not a big fan of defeat alls on outdoor maps. the EB was nice enough, but the rest of the custom group just didn't do much for me.

    Mission 2: The contact said he lied to me, and the story is pretty hard to follow. I still have no idea what the contact is trying to accomplish. Destroy the universe? If that is it, why would I want to help since I am part of the universe. I think an abundance of typos might be leading to the hard to understand story. The mission was just a scavenger hunt for 2 allies and the EB on a very rocky terrain outdoor map. Not very fun for me.

    Mission 3: More of the same nonsensical dialogue from the contact. Another random outdoor map with a hostage to save and then the mission is over, but you can stick around for an EB boss. I didn't.

    Overall this was not a very good arc. To get a 4 star rating it has to be either fun to play or have an interesting story. This had neither. I'll give it a 2 star rating, but honestly it is probably closer to just 1 star, but there was some effort put into the custom groups, etc... so I'll just go 2 star. Sorry.

    [/ QUOTE ]

    Thanks for the good criticism. I obviously had a case of author-based understand: I thought I understood what I was writing, so I was sure anyone else would. I have now rewritten said arc, taking in mind the way I wrote the contact in the last arc. I focused on creating a contact that clearly showed what you needed to do, and more importantly, why you needed to do it. The plot has changed, as I can now see it was utter bull. The last mission has been completely been rewritten, placed on a different map, which a choice at the end to be persuaded by the final AV to save his dimension. I also changed the first mish to a defeat boss, because I thought that the large map seemed to be unfun for a kill-all. Overall, I am going to use the 5-year old method from the Evil Overlord list from now on: Let a five year old play the arc and if they have any suggestions, I will immediately be put them into play. I was writing to myself, so understood. Thanks for helping me.
    Please continue giving such constructive criticism.
  20. Arc ID: 85385
    Creator: @The Combat
    Arc Name: The End of All Things
    Length: 3 Missions
    Enemies: Custom Mobs
    Level Range: 1-54, 45-54 in second mission because of an ally
    Difficulty: Medium-Hard(depending on AT, difficulty setting and build - most AT's and builds should breeze through the mobs, but the first EB may be difficult for a soloer and you may need to bring some extra firepower to take down an AV in the second mish, even with the help.)
  21. Arc: The End to All Things
    Arc ID: 85556
    Author: @The Combat
    Number of Missions: 3
    Description: So, wanna end a universe? Contains one solo EB fight, one AV fight with a lot of help, and an optional AV at the end with lots of help. Last mission contains hard enemies, but the help should neutralize them.
  22. Arc Name: The End of All things
    Arc ID: 85556
    Faction: Several Custom
    Creator Global/Forum Name: @The Combat
    Difficulty Level: Medium-Hard (contains some EBs, and 1 AV that should be easy because of allies and a final AV that doesn't need to be fought.)
    Synopsis: You are recruited to destroy a universe where all things are personified by a spell. You fight Time, Earth, and save Life.
    Estimated Time to Play: around 30-45 min
  23. Combat

    Arc Reviews

    I know you probably won't get to it for weeks, but here's but humble submission for arc-hood.

    Arc Name: The End of All things
    Arc ID: 85556
    Faction: Several Custom
    Creator Global/Forum Name: @The Combat
    Difficulty Level: Medium-Hard (contains some EBs, and 1 AV that should be easy because of allies and a final AV that doesn't need to be fought.)
    Synopsis: You are recruited to destroy a universe where all things are personified by a spell. You fight Time, Earth, and save Life. Pretty simple plot, probably Idiot balls the player at the end with a well-duh point.
    Estimated Time to Play: around 30-45 min
  24. Goods suggestions. Here's two more:

    New Tool: Spawn Costume and Height Randomizer. Allows spawns with the same name to be a little different, making it more like regular gameplay.

    New Objective Enhancement: Boss Trigger Powers. Boss uses a certain set power when they reach a life point. Could be something like Nova, or Gang War, or EMP Pulse
  25. I use a slightly different build with higher recharge in order to utilize Slash. I have 192.5% recharge buff and both TT: Assault and regular assault. When I turn both assaults off, I have slightly less time before my end drops than you. I can slow down a little bit and keep it up though. In order to compensate, I have two basic modes. One is without Elude on or the two assaults on, the other has Elude and the two assaults going. Also, I used the 1 LoTG, 5 Red Fortune slotting for my defenses, allowing my to use more procs for my attacks.

    Overall, I have a build with more +dam than yours, and less recovery. When I am in slow mode, I can keep my chain going roughly 1 minutes 30ish seconds when I'm Slashing, probably 15 seconds longer without Slash. On my burst dps mode, I believe I outdamage even a Fire/Fire scrapper.

    Mine chain is either FU + Slash + Lunge + Swipe + Strike or FU + Lunge + Swipe + Strike. All powers have at least one proc, Swipe has 3 and the purple, and Lunge and Strike both have 2.