Crashed

Rookie
  • Posts

    206
  • Joined

  1. Quote:
    Originally Posted by kalashnikow View Post
    like i said, try to kill a AV or GM solo. or try alone to hold the ground inside of the keyes warehouses. without the incarnate clickies and level shifts.
    or try to hold alone the whole ambush spawn during ITF on +4x8.
    "where have you been back there? watch for ambushes! - yeah, have seen them... dead."
    the heck, set a mission to +4x8 and go for it alone. then we can talk how useful /sonic is.
    Your standards for baseline character performance are too high. You don't gauge a character's overall performance by testing the most extreme high-end scenarios because you get a very skewed perception of performance at virtually every other level, which is what is happening in your case. The truth is, most character's can't do that pre-Incarnates.

    Beasts/Sonic is a fine combo. Mine is softcapped to S/L with Mace Mastery (which you suggest to be absolutely necessary - I regret to inform you that softcapped defenses are not as crucial as you suggest). What gets through my (and my pets') defense is easily softened by /Sonic's resists. And for what gets through those resists, I've got Rebirth for the occasional patch-up. For those non-Incarnate characters, Fortify Pack is good enough for getting you through a fight, and if you need it for surviving then you're not playing Beast Mastery with any degree of efficiency. It is meant to be layered in when things go wrong. And if you throw in Heal Other (which I had absolutely zero need to do the entire way to 50 and beyond) then you've got yourself another tool in your arsenal. What is very nice about Beasts/Sonic is that while you may not have a hugely vast toolkit available, you have exactly enough to get through each fight with some strategic commanding and layering of abilities. Your -resists only increase your damage further (with the -res proc added into Call Ravens, you can get around -65% resists easy with Liquefy there for when things get really bad), and both Pack Mentality and Fortify Pack are there to push you even further. Now you take this home and throw in Assault. Baby, you've got a stew goin'.

    I wish people would go into these types of threads and discuss performance without talking in extreme negatives like, "This combo can't do this and can't do that!" without having experience with the combo themselves.

    What about what the combo can do?

    I can vouch that a decently built Beasts/Sonic can get through literally any content in this game at a reasonable setting. And it can do it while being fun, depending on your version of fun. Your version of fun seems to be 'extreme outliers only'. Maybe you should have opened with that caveat so that people would know to take what you're saying with abnormally large grains of salt.

    Reading the misinformation and exaggeration in this thread makes me want to write up a guide on Beasts/Sonic.
  2. Crashed

    Anime and CoX

    Caveat: I am not really an anime fan. I would much rather see more actual superhero additions to the game than anime.

    Superheroes are about ideals. The image that a superhero creates for him/herself is about an ideal - Batman's ideal is fear, Superman's ideal is excellence, Captain America's is patriotism, etc. Not all superhero ideals are as straightforward - many are complex. Spiderman, for example, has more of a 'kick-*** underdog' ideal going for him. They are the embodiment of a feeling that the four-color (or whatever) costumes are supposed to trigger on sight. They're flashy, but not unrealistic (generally). When superheroes need to break the rules of reality, they detail it thoroughly so it seems more realistic.

    But that's not just it.

    Superheroes are about good versus evil. But beyond that, they're about protecting the innocent. Anime, in my experience, is way too broad to try to fit into a game based around the western superhero ideal. I like to think of it as trying to fit a square peg in a round hole. Or maybe trying to fit a screwdriver through the eye of a needle. They're just very different things altogether.

    Anime is about localized stories that take place within their own little spheres; superheroes on the other hand can have their own separate headlining titles, but the story of Ant-Man can be directly influenced by the Fantastic Four. It's about a universe based heavily off of our own where these caped crusaders (and their allies) can alter the world around them (theoretically for the better) by utilizing the fantastical abilities of those that co-exist in that world. You won't find One Piece characters popping up in Dragon Ball Z, and you won't find Bleach characters popping up in Naruto. Yes, I get that's because they're owned by different people, but my point is that continuity does not exist outside of the anime. With superheroes, continuity is written so that there is story that extends beyond the pages of any one comic book. With superheroes, it's "heroes are everywhere, all around in the world we live in", and with anime, it's "heroes exist in this make-believe world that exists outside of (or parallel to) our own".

    Both are decent storytelling mediums, but they are hardly the same.
  3. Quote:
    Originally Posted by Kitsune_Rei View Post
    I made a Water/Poison for thematic synnergy (poison looks nice colored blue) but I have a feeling I'm going to regret it later. I got to 50 on a Necro/Poison MM, but I never felt she was a good character once I hit high level content (I really think I got there just because I liked her, not because she was effective). I just really want Poison to be good since I like the graphics and splash :/ But I think it still needs more love.
    Same here. My second 50 was a Necro/Poison and towards the end, even after IOs, the set never really felt like it was enough to do anything with decent function. I mostly just enjoyed the character, not so much the powers.

    I've since deleted the Mastermind and am slowly working on a Water/Poison, but it's hard knowing how much I dislike the set (even after the buffs). Even if they just gave the debuffs the ability to stack a bit, I would enjoy it more. I would love to see them increase the AoE potential (...again) of the debuffs but I'd rather have the ability to stack them first... or even increase the numbers on the debuffs. I would be okay if Poison was actually good at single-target debuffing with strong debuffs and minimal AoE debuffing potential, but as of right now it's not really good at much.

    This is the only set right now that I genuinely struggle to enjoy playing.


    Quote:
    Originally Posted by anonymoose View Post
    Yikes. The Mastermind heritage is showing here, end usage didn't cripple my ninja/poison because the pets do damage while I clicky clicky debuff.

    If you want to like poison it seems to suck least on MM. And few would question that poison and TA are the bottom of the barrel of MM secondaries.
    While this is true of all MM combinations, I don't think it necessarily works well on them because it lacks the tools to keep their pets alive to maintain that damage output. If anything, Poison works best on Controllers that can effectively eliminate incoming damage via their primary. I definitely agree that it's at the bottom of the barrel for Masterminds, though.
  4. Quote:
    Originally Posted by Miakis View Post
    Which implies that these trials can't be started in co-op zones, which means it's not very likely you'd ever get enough people for the redside versions on most servers.

    A good idea, plagued by the issues of server population.
    You could make the trials offer morality points (Public Fame or what have you) like tip missions do, and open them so anyone could join whichever they wanted. Have them further integrate the Going Rogue system. Running a villain trial as a hero gives you points towards becoming a Vigilante. Running the hero trial as a villain brings you closer to Rogue.
  5. Quote:
    Originally Posted by StratoNexus View Post
    Actually, you would be hurting the feelings of posters and possibly thread starters. There have been some thread locks of late that do not make sense to me. Necroing an older thread to continue discussion after some time has passed doesn't seem like a bad thing to me outside of select situations. But if it is going to get modded just because it is a necro, then this should be locked and a new thread can be made to continue the same discussion.

    I don't think this thread should be locked. But I could say that about a fair number of necro locks I have seen recently.
    Right, and I completely agree, though I was merely attempting to highlight the inanity of that comment; it accomplishes absolutely nothing. Investing emotions in old, dead threads does not, in any way, validate keeping them locked or unlocked because the fact that the threads fizzle out over time shows that said emotions are irrelevant. True investment would not allow the thread to die.

    You don't want your thread locked? Don't ignore it. But conversely, lobbying to close a thread that is actually facilitating discussion is pointless and rude.

    I agree that it should be all-or-nothing in that any thread that meets the criteria for being locked should be locked, but my opinion is that a thread should not be used to make that demand unless that is relevant to the topic at hand. Otherwise, it's akin to walking into a restaurant that is serving a bunch of patrons and claiming they should be shut down because the menu hasn't changed in a while.

    On the topic of scrapperlock, I find that I am afflicted most by it when I play Dominators. Chasing Domination makes me giddy.
  6. I've been playing my Beast/Sonic MM steadily since Beast Mastery was released. It is awesome. MM tactics are completely different from every other AT in this game, so it's refreshing to play something so unique. It certainly is making it hard for me to play anything else right now.
  7. Quote:
    Originally Posted by Quantum Evil View Post
    I never get why people do this, except maybe to delete a never-used lowbie to make room. What does it prove? I honestly am agog whenever someone says this. To me, it's like spending a couple of years sketching, then tossing your portfolio on a fire because you feel like doing watercolors.
    I did this recently for no reason other than I had become bored of the characters I had in my roster. It's just a video game, you know... you can always do it again. I can't rationalize letting unused, undesired characters take up space where a new, fun ones could go.
  8. At 50 on my Beast/Sonic, with the pet defense IOs and fleshed out resists, Sonic's survivability combined with Beast Mastery's innate toughness is more often than not plenty enough to make it through a fight. When it's not, Rebirth or Fortify Pack saves me. Being able to control your own Disruption Field anchor means you get a lot of mileage out of your debuffs, which just makes Beast more potent (along with Pack Mentality).

    Obviously /Sonic is no /Time. But with Beast, it's at least something. Before I played this character, I was pretty sure I wasn't going to attempt Sonic Resonance again until it got some buffs or something. The performance of this Mastermind, however, made it very easy to forget my past experiences with /Sonic on other ATs. It really and legitimately is just fun.
  9. Sorry I haven't replied to this sooner, but the changes look great. I'm struggling to find a whole lot of playtime between work, school, and getting all settled into a new house, though I've been casually putting it together in my spare time...

    I intend to post a more in-depth analasys of actual performance once I get my IOs and all my Incarnate powers. For now, a few things I have picked up on so far:

    All of the +recharge that I really only intended to aid Liquefy (because I love the power regardless of the long recharge) actually immensely helps in gaining and maintaining Pack Mentality. Pre-IOs I didn't have much of a problem with it but IOs makes it very easy to keep up 10 stacks of it. That's satisfying.

    I also went with Rularuu Lore pets for no real reason. I wish there was a more beast-like selection for Lore.

    And Rebirth is amazing for Beast/Sonic. That and Fortify Pack fills Sonic's most obvious holes. It may not be the BEST MM combination but it certainly is extremely sturdy. Way more fun than Necro/Poison, the only other MM I've had at 50. Beasts and Sonic work really well together; I recommend it to anyone looking for a different MM experience.

    Will update again once I finish the build. Still need some Enhancement Catalysts and a set of purples, but I'm close.

    Also - I really dig your avatar, Deacon.
  10. Because I'm not done playing my Mastermind yet and I can't exactly play every archetype at the same time.
  11. From my thread in the Build Workshop forum:
    http://boards.cityofheroes.com/showthread.php?t=288883

    I want to make sure this gets attention so I'm posting here as well to make sure more of you Mastermind gurus can see it, and so maybe we can get a technical discussion of this combo going.

    It's been a while since I actually sat down and really worked on a character in City of Heroes. I've dabbled in some of the newer powersets for a few levels but for some reason this Mastermind was the first one to get me really re-interested in the game. After getting it to 50 in a few weeks of very casual (yet very fun) playing, I've been looking at getting him set up with IOs. Sadly, there's not much discussion going on about Beast Mastery and IOs, which I assume is because the general consensus is that Beast Mastery is not too great. Whatever, it's fun.

    My problems right now are:
    1) I'm not very familiar with the way Masterminds work with IO's (particularly in regard to pets).
    2) There have been a some new introductions to the enhancement world that I'm not entirely familiar with (ATOs? Are these in-game? I saw them in Mid's and used them, but I haven't yet looked up how to get them).
    3) It's been a long time since I last made a build in Mid's. I'm rusty.

    With that in mind, I know I could use improvements. My most immediate concern with this character was endurance use which I think I got down to a manageable level. Then S/L defense to layer on top of the resists to make me a little more sturdy, and after that recharge because I like having Liquefy up as much as I can. I'm not too picky about power choice with the one exception of not having a travel power. I just enjoy the way Beast Run fits on this guy.

    I took the Invisibility pool because I wanted some slots for LotG's, it fits my concept, and it's very effective for stealthing through missions as a Mastermind. Most of my Incarnate power choices reflect concept as well, though Cardiac, Rebirth, and Void are all less for concept and more for function.

    Now, if anyone could look this over that would be awesome. I don't really have a limit on inf, but I don't really want to use PvP IO's at the moment. I probably will do so down the line.

    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Wild Streak: Level 50 Mutation Mastermind
    Primary Power Set: Beast Mastery
    Secondary Power Set: Sonic Resonance
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Concealment
    Power Pool: Speed
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Summon Wolves -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(34), BldM'dt-Acc(34), BldM'dt-Dmg(34), EdctM'r-PetDef(36)
    Level 1: Sonic Siphon -- Acc-I(A), Acc-I(9)
    Level 2: Sonic Barrier -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam(3), RctvArm-ResDam/EndRdx/Rchg(7)
    Level 4: Sonic Haven -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(7)
    Level 6: Train Beasts -- EndRdx-I(A)
    Level 8: Call Ravens -- Ragnrk-Dmg/Rchg(A), Ragnrk-Knock%(9), Ragnrk-Acc/Dmg/Rchg(11), Ragnrk-Acc/Rchg(13), Ragnrk-Dmg/EndRdx(13), Achilles-ResDeb%(19)
    Level 10: Call Hawk -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), HO:Nucle(43)
    Level 12: Summon Lions -- SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(36), SvgnRt-Acc/EndRdx(36), SvgnRt-Acc/Dmg/EndRdx(37), SvgnRt-Acc(37), SvgnRt-PetResDam(37)
    Level 14: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(15), RedFtn-Def/Rchg(15), RedFtn-Def/EndRdx/Rchg(17), RedFtn-Def(17), RedFtn-EndRdx(19)
    Level 16: Disruption Field -- EndRdx-I(A), EndRdx-I(33), EndRdx-I(33)
    Level 18: Fortify Pack -- LkGmblr-Def/Rchg(A), LkGmblr-Def(23), Numna-Heal(43), Numna-Heal/Rchg(50)
    Level 20: Sonic Dispersion -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(21), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(23), S'fstPrt-ResKB(46)
    Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(25)
    Level 26: Summon Dire Wolf -- SCotMastermind-Acc/Dmg(A), SCotMastermind-Dmg/EndRdx(40), SCotMastermind-Acc/Dmg/Rchg(40), SCotMastermind-Dmg/EndRdx/Rchg(40), SCotMastermind-Acc/Dmg/EndRdx/Rchg(42), SCotMastermind-Rchg/PetAoEDef(43)
    Level 28: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 30: Invisibility -- LkGmblr-Rchg+(A)
    Level 32: Tame Beasts -- EndRdx-I(A)
    Level 35: Clarity -- EndRdx-I(A)
    Level 38: Liquefy -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(39), DarkWD-ToHitdeb/Rchg/EndRdx(39), DarkWD-ToHitDeb/EndRdx(39)
    Level 41: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
    Level 44: Scorpion Shield -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(45), RedFtn-Def/Rchg(45), RedFtn-Def(45), RedFtn-EndRdx(46), RedFtn-Def/EndRdx/Rchg(46)
    Level 47: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(48), RedFtn-Def/Rchg(48), RedFtn-Def/EndRdx/Rchg(48), RedFtn-Def(50), RedFtn-EndRdx(50)
    Level 49: Assault -- EndRdx-I(A)
    Level 1: Brawl -- Empty(A)
    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 -- Empty(A)
    Level 1: Supremacy
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 4: Swift -- Empty(A)
    Level 4: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(27), Mrcl-Rcvry+(29)
    Level 4: Hurdle -- Empty(A)
    Level 4: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(25), P'Shift-EndMod/Acc(27), P'Shift-End%(29)
    Level 50: Cardiac Core Paragon
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: The Atlas Medallion
    Level 0: Task Force Commander
    Level 50: Void Radial Final Judgement
    Level 50: Degenerative Radial Flawless Interface
    Level 50: Cimeroran Radial Superior Ally
    Level 50: Rebirth Radial Epiphany
    ------------



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1620;721;1442;HEX;|
    |78DA75944D4F13511486EF74068129A52D6D698142A18A40690B0DA01B13121410A|
    |409D2A82B438676808965DAD06264E95FD04457FA13DC98287167E2E7468D46FF03|
    |1A3EFC5AD7C39CD7B63271D2E6B9F3DEF39E7BEEB93393BE75A1E5D1ECED492179C|
    |EE7B5526939AD95CAFAE68661E69AD25B65AD6C144C4197F39A91CFF566CA9BBA76|
    |A391EE23B5B8E5CCD6C646C14C4EE924C1BF5D3F3FB5B5BA9ACC144C23BBBCA4970|
    |AA6666675E15E2C14F2C9055DCBE99BA575A3E8B2EE678CB5F5B261AE79ADBB39F3|
    |A65132568CBC51DE562D2553D4F55C78BA686493750BA4B5ACFE77E110153741FFE|
    |9A38175551AC457424A11BDDF987D7BE03E78C03CB94B1C50C4BB40D52B894E9E6B|
    |02DFD39CC473B2D42359F18E0818659EE8637EA05819B132E6147894C8BFB1B3546|
    |F03C78A863E5EEB22698DD843E39883EB38CB54C7992D13E01966DB73A24F1133E4|
    |6D66AFA3F901E7531F3263E7888A2CE628C689FCCE43F4E03BF88379EA27F80BFCC|
    |DF452612E89BDAE806469AD2AE8647A5C602BB3CDCDFC487D71B3D7E1C65E7B8F71|
    |9E6AF3A2775E2FFBDAFDCCD815662AC3FC44F97C9C4FF1A1BF7EF4DB8F3EB7A3CF8|
    |910B15B1112D51F40FEC02221AA889ECBE0129861CA141BE4FC5230C8FE10F25CA2|
    |3A3BD0C38E17B255CFC04BF015F89A39F486197BCB6CA5BC5D38F32EF4D04D5A37B|
    |46E680BB446045A04FDF94CC547A145A17D21AD1F7BEA7FC2CFC3E9A7E00EF88C19|
    |A57506710683C3EC1F3AC61D2A7318673C8C5AE238E338CE388EB34DE06C1338738|
    |5F227E14DC23B02EF08BC23884D21470A39DAC83BCA5E318ABD8595EA3B493FBA44|
    |CCA68CDA94944D19B329E33665C1A6A46B4A6551A97E018464CD367BAAEF79654FA|
    |5316A97ADD9839AE290AFF20E3BF10487E7F9A9DCB7B90E6B8A2CDFE1330BDD6576|
    |DE6386EF338F0C95491F8D2594A85A9F2E6B7CBD6EBC5237D6EAC6717FCD3B1BAC8|
    |DFF7BA98163418F8F56470BFE0032E32613|
    |-------------------------------------------------------------------|
  12. It's been a while since I actually sat down and really worked on a character in City of Heroes. I've dabbled in some of the newer powersets for a few levels but for some reason this Mastermind was the first one to get me really re-interested in the game. After getting it to 50 in a few weeks of very casual (yet very fun) playing, I've been looking at getting him set up with IOs. Sadly, there's not much discussion going on about Beast Mastery and IOs, which I assume is because the general consensus is that Beast Mastery is not too great. Whatever, it's fun.

    My problems right now are:
    1) I'm not very familiar with the way Masterminds work with IO's (particularly in regard to pets).
    2) There have been a some new introductions to the enhancement world that I'm not entirely familiar with (ATOs? Are these in-game? I saw them in Mid's and used them, but I haven't yet looked up how to get them).
    3) It's been a long time since I last made a build in Mid's. I'm rusty.

    With that in mind, I know I could use improvements. My most immediate concern with this character was endurance use which I think I got down to a manageable level. Then S/L defense to layer on top of the resists to make me a little more sturdy, and after that recharge because I like having Liquefy up as much as I can. I'm not too picky about power choice with the one exception of not having a travel power. I just enjoy the way Beast Run fits on this guy.

    I took the Invisibility pool because I wanted some slots for LotG's, it fits my concept, and it's very effective for stealthing through missions as a Mastermind. Most of my Incarnate power choices reflect concept as well, though Cardiac, Rebirth, and Void are all less for concept and more for function.

    Now, if anyone could look this over that would be awesome. I don't really have a limit on inf, but I don't really want to use PvP IO's at the moment. I probably will do so down the line.

    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Wild Streak: Level 50 Mutation Mastermind
    Primary Power Set: Beast Mastery
    Secondary Power Set: Sonic Resonance
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Concealment
    Power Pool: Speed
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Summon Wolves -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(34), BldM'dt-Acc(34), BldM'dt-Dmg(34), EdctM'r-PetDef(36)
    Level 1: Sonic Siphon -- Acc-I(A), Acc-I(9)
    Level 2: Sonic Barrier -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam(3), RctvArm-ResDam/EndRdx/Rchg(7)
    Level 4: Sonic Haven -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(7)
    Level 6: Train Beasts -- EndRdx-I(A)
    Level 8: Call Ravens -- Ragnrk-Dmg/Rchg(A), Ragnrk-Knock%(9), Ragnrk-Acc/Dmg/Rchg(11), Ragnrk-Acc/Rchg(13), Ragnrk-Dmg/EndRdx(13), Achilles-ResDeb%(19)
    Level 10: Call Hawk -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), HO:Nucle(43)
    Level 12: Summon Lions -- SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(36), SvgnRt-Acc/EndRdx(36), SvgnRt-Acc/Dmg/EndRdx(37), SvgnRt-Acc(37), SvgnRt-PetResDam(37)
    Level 14: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(15), RedFtn-Def/Rchg(15), RedFtn-Def/EndRdx/Rchg(17), RedFtn-Def(17), RedFtn-EndRdx(19)
    Level 16: Disruption Field -- EndRdx-I(A), EndRdx-I(33), EndRdx-I(33)
    Level 18: Fortify Pack -- LkGmblr-Def/Rchg(A), LkGmblr-Def(23), Numna-Heal(43), Numna-Heal/Rchg(50)
    Level 20: Sonic Dispersion -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(21), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(23), S'fstPrt-ResKB(46)
    Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(25)
    Level 26: Summon Dire Wolf -- SCotMastermind-Acc/Dmg(A), SCotMastermind-Dmg/EndRdx(40), SCotMastermind-Acc/Dmg/Rchg(40), SCotMastermind-Dmg/EndRdx/Rchg(40), SCotMastermind-Acc/Dmg/EndRdx/Rchg(42), SCotMastermind-Rchg/PetAoEDef(43)
    Level 28: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 30: Invisibility -- LkGmblr-Rchg+(A)
    Level 32: Tame Beasts -- EndRdx-I(A)
    Level 35: Clarity -- EndRdx-I(A)
    Level 38: Liquefy -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(39), DarkWD-ToHitdeb/Rchg/EndRdx(39), DarkWD-ToHitDeb/EndRdx(39)
    Level 41: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
    Level 44: Scorpion Shield -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(45), RedFtn-Def/Rchg(45), RedFtn-Def(45), RedFtn-EndRdx(46), RedFtn-Def/EndRdx/Rchg(46)
    Level 47: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(48), RedFtn-Def/Rchg(48), RedFtn-Def/EndRdx/Rchg(48), RedFtn-Def(50), RedFtn-EndRdx(50)
    Level 49: Assault -- EndRdx-I(A)
    Level 1: Brawl -- Empty(A)
    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 -- Empty(A)
    Level 1: Supremacy
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 4: Swift -- Empty(A)
    Level 4: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(27), Mrcl-Rcvry+(29)
    Level 4: Hurdle -- Empty(A)
    Level 4: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(25), P'Shift-EndMod/Acc(27), P'Shift-End%(29)
    Level 50: Cardiac Core Paragon
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: The Atlas Medallion
    Level 0: Task Force Commander
    Level 50: Void Radial Final Judgement
    Level 50: Degenerative Radial Flawless Interface
    Level 50: Cimeroran Radial Superior Ally
    Level 50: Rebirth Radial Epiphany
    ------------



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1620;721;1442;HEX;|
    |78DA75944D4F13511486EF74068129A52D6D698142A18A40690B0DA01B13121410A|
    |409D2A82B438676808965DAD06264E95FD04457FA13DC98287167E2E7468D46FF03|
    |1A3EFC5AD7C39CD7B63271D2E6B9F3DEF39E7BEEB93393BE75A1E5D1ECED492179C|
    |EE7B5526939AD95CAFAE68661E69AD25B65AD6C144C4197F39A91CFF566CA9BBA76|
    |A391EE23B5B8E5CCD6C646C14C4EE924C1BF5D3F3FB5B5BA9ACC144C23BBBCA4970|
    |AA6666675E15E2C14F2C9055DCBE99BA575A3E8B2EE678CB5F5B261AE79ADBB39F3|
    |A65132568CBC51DE562D2553D4F55C78BA686493750BA4B5ACFE77E110153741FFE|
    |9A38175551AC457424A11BDDF987D7BE03E78C03CB94B1C50C4BB40D52B894E9E6B|
    |02DFD39CC473B2D42359F18E0818659EE8637EA05819B132E6147894C8BFB1B3546|
    |F03C78A863E5EEB22698DD843E39883EB38CB54C7992D13E01966DB73A24F1133E4|
    |6D66AFA3F901E7531F3263E7888A2CE628C689FCCE43F4E03BF88379EA27F80BFCC|
    |DF452612E89BDAE806469AD2AE8647A5C602BB3CDCDFC487D71B3D7E1C65E7B8F71|
    |9E6AF3A2775E2FFBDAFDCCD815662AC3FC44F97C9C4FF1A1BF7EF4DB8F3EB7A3CF8|
    |910B15B1112D51F40FEC02221AA889ECBE0129861CA141BE4FC5230C8FE10F25CA2|
    |3A3BD0C38E17B255CFC04BF015F89A39F486197BCB6CA5BC5D38F32EF4D04D5A37B|
    |46E680BB446045A04FDF94CC547A145A17D21AD1F7BEA7FC2CFC3E9A7E00EF88C19|
    |A57506710683C3EC1F3AC61D2A7318673C8C5AE238E338CE388EB34DE06C1338738|
    |5F227E14DC23B02EF08BC23884D21470A39DAC83BCA5E318ABD8595EA3B493FBA44|
    |CCA68CDA94944D19B329E33665C1A6A46B4A6551A97E018464CD367BAAEF79654FA|
    |5316A97ADD9839AE290AFF20E3BF10487E7F9A9DCB7B90E6B8A2CDFE1330BDD6576|
    |DE6386EF338F0C95491F8D2594A85A9F2E6B7CBD6EBC5237D6EAC6717FCD3B1BAC8|
    |DFF7BA98163418F8F56470BFE0032E32613|
    |-------------------------------------------------------------------|
  13. This sounds very interesting to me. When I get off of work tonight I'll message you about this.
  14. Quote:
    Originally Posted by WanderingAries View Post
    but back then we got freespecs with each issue :-D

    that aside, I beleve the OP is asking where the ability to save our trays (as they are before respec) is since it's been a long time since the respec ability was introduced. Honestly I too think this is a bit of a hold over as the number one issue I ever have with respecs is the tedius task of remembering where everything was at before I changed something. especially if the respec was simply to reallocate slots and not change powers.
    Take screenshots of your setups before you do the respec so you have a reference.
  15. Quote:
    Originally Posted by dugfromthearth View Post
    Am I reading this correctly that you are suggesting that the easiest AT/powerset are the ones that have the more complicated mechanics and require previous knowledge of the game.

    or was this brilliant sarcasm?
    You are reading this incorrectly.
  16. Depends. Does your concept rely more on the science involved with technology, or is the fact that it is a robot enough explanation for it's powers? Science for the former, technology for the latter.

    An example:

    If the robot exists as, say, a walking nuclear reactor, I'd say science because the tech involved is a tool used for the accessibility of science.

    If the robot exists as being the epitome of technological power, I'd say technology because the science, in this case, facilitates the technology instead.

    Also, origins will overlap infinitely if you sit down and think it through long enough. Pick what your gut feels is best and work with it.
  17. Quote:
    Originally Posted by firespray View Post
    I do agree that some of the ice sets are maybe slightly underpowered, mainly ice control.

    Ice melee and Ice armor I haven't used enough to judge for myself.

    But cold domination is a very strong performer, and ice blast is a solid blast set too. The ice shields I agree look ugly, and I wish there were alternate VFX for them, but numbers wise, they're solid sets.

    There are several powersets that I do feel lag noticeably behind others though.

    Dual pistols - Long animation times and mediocre damage make it feel slow and weak.
    Devices - Great for soloing, but clunky and difficult to use effectively on teams.
    Energy Melee - Poor AoE damage, and ST damage isn't good enough to make up for the lack like it is in other sets like Dark Melee
    Ice control - Relies too much on a mixed bag of soft controls, no real synergy.
    Sonic Resonance - Falls FAR behind the protection that can offered to a team by forcefield. The few offensive powers it offers don't really close the gap.
    Trick Arrow - Offers very few survivability buffs to teams, and the damage buffs it offers don't really make up the difference. Also kind of suffers from an identity crisis. It plays almost more like a control set than a buff/debuff set, though this one is a matter of personal preference.
    Spines - Kind of the opposite problem of Energy melee. Decent AoE damage (though eclipsed by other sets now) and not enough ST damage to make it competitive.
    It's weird to see people say that about Spines because a few years ago if anyone trashed Spines it would've been blasphemous, but you're right.

    My current experience leveling Sonic Resonance for the first time also has given me the same impression of the set - however, it's still fun for me to play, so I don't mind. I really wish there was a way to make Sonic's protection be enough, though.

    I would also add Ice Melee - I mained an Invuln/Ice Tanker for years (since I started playing in 2008). Soloing was more painful on that character than any other because ST damage was that poor in comparison to anything else I've played, and I'm not talking only about sets with the best ST damage or anything. My point is that not only is it poor on paper, but it also feels poor in practice. I deleted the character about a month or two ago finally, as it sadly just wasn't fun anymore.

    I haven't played either Battle Axe or Gravity Control in a while but from what I understand, both sets are pretty much 'good enough' right now.
  18. These are what I immediately think of:

    Blaster: En/En
    Controller: Mind/Kin
    Defender: Emp/Psy
    Scrapper: MA/SR
    Tanker: Invuln/SS
    Brute: Stone/WP
    Stalker: Nin/Nin
    Mastermind: Bots/Traps
    Dominator: Plant/Thorn
    Corruptor: Rad/Rad

    I can't explain why, because I haven't ever played any of these combinations. But maybe I should?
  19. Quote:
    Originally Posted by Paladiamors View Post
    Thats...how could you even begin to take that seriously
    Doesn't that defeat the purpose of clowns? Aren't they supposed to be ridiculous?
  20. Right now I'm running a Beast/Sonic MM named 'Wild Streak' that's a blast. His concept: he has a mutation that causes him to transform into a hulking, fur-covered creature anytime his body's adrenaline increases as a sort of coping mechanism for the psychological and physical stress of an adrenaline rush. While he's in this feral form, he can communicate with many different animals and is able to get them to aid him in combat. I have two versions of his costume so I can have him properly transform, and Beast Run is my travel power (with temps, of course). I'm having a blast.

    I'm also really impressed with /Sonic as well. I tried it on a Corruptor a while back and couldn't catch onto it, but the idea of having my own personal team to use the buffs on as a Mastermind sounded amazing. Turns out it is! I haven't been this turned on to a Mastermind in a while.
  21. Quote:
    Originally Posted by firespray View Post
    I'd actually rather they went the other way with it. I don't particularly want to have to go all the way to villain and then back to hero on some characters just so I can pick up a patron pool that I want.
    They could very easily introduce heroside arcs that award hero equivalents to the badges that currently unlock patron pools - maybe your hero is able to get his hands on Black Scorpion's armor blueprints. Maybe your character fought Scirocco and was able to absorb some Mu magic through the aid of Numina. Who knows? The options are limitless. There are more ways to learn new powers than to be taught them, especially in a world where no power is unique.
  22. Quote:
    Originally Posted by Crysys View Post
    /Trick Arrow for a MM or almost anything really. I took it for thematic reasons on my Demon MM. Fully IOd and T4 on all incarnates, this was still the weakest toon I've ever played since beta. I've had grav/emps that were better soloing than this monstrosity.

    Only fully incarnated 50 I've ever deleted, after burning a bunch of freespecs to pillage IOs first. I even played this as a level-pacted pair with a friend so had twice the normal playtime with the toon.

    TA needs some serious attention.

    Oh and PeaceBringers. What a waste of dev time and my own.
    This does not give me hope for my planned Demons/TA.
  23. Ever since power customization came in Issue 16, the default graphics to Invincibility have been broken. When you activate the power, the activation animation and effects will play, but when they are done the visual effects will fade away and it will not look like Invincibility is toggled on at all, even though it is. However, a customized Invincibility will have the power's effects functioning properly again. I bugged this a looooong time ago, back when I16 was still in beta, but the last I heard was that the devs were 'aware of the issue'. Frustratingly, yet understandably, it is not high priority.

    It's something that has driven me insane for a while now as someone whose main character's costume was designed around the default Invulnerability graphics.
  24. I think Energy Melee is the rarest powerset in my experience. Most people I know with EM characters either deleted them, rerolled them, or transferred them to another server to die.

    As far as support sets, Sonic Resonance and Trick Arrow are pretty uncommon... but support in this game is so valuable that neither could be classified as "never seen", at least on Virtue.

    My main is an Invulnerability/Ice Melee Tanker, so I'm constantly on the lookout for other Ice Melee users. Seeing one really stands out, though it seems like almost all Ice Melee characters I run into are either Ice/Ice or Fire/Ice. And even those are pretty rare.
  25. There are really only a few sets that I would probably stay away from in the future. The first one that comes to mind is Willpower, believe it or not. I have a SS/WP Brute at 50 that I thoroughly enjoy, but WP as a set is boring to me mechanically, aesthetically, and conceptually. I'm at a point in this game where I want to try every set eventually, but WP will only take up that one Brute's slot and that's it.

    The only other set I would add to this list is Dark Melee, which I leveled to 50 on a DM/Nin Stalker. It's not a bad set or anything, and the character works decently, but I think I would have much rather played the Scrapper or Brute versions of the set.

    Actually, no. I will NEVER play Poison again until it gets improved upon. My 50 Necro/Poison hates not being able to keep his pets alive. The support of Poison really doesn't do a whole lot of supporting. If Venemous Gas could be a PBAoE for MM's it would probably entice me to play that character again. I'd also take a worthwhile heal, that would be nice. Even with the most recent changes, I don't feel like the set supports me, my pets, or my teammates enough to warrant investing my time in it.