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Posts
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I'd either replace 2 of your Kin Combats with 3/6 Scrapper Superior and then use that 2.5% S/L Def leeway to work in some extra E/N or F/C defense from set bonuses, or go 6/6, replacing one of your oblits or the slots in Chain Induction.
By the way, those flight speed IOs in swift and lightning reflexes are doing literally nothing for you. Flight speed is capped out-of-box if you aren't using afterburner. -
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My villains run the gamut from modern-day mafiosos, to morally bankrupt schemers who are just in it for personal wealth, to world-dominating megalomaniacs, to radical anarchists, to horror-genre monsters that just want to cause destruction and/or kill people.
In short: My villains want very different things. It's a much broader moral area than super-heroism, in my opinion. At the end of the day, the vast majority of characters you could really call superheroes want the same thing: to do good by some group of people.
Villains are much less universal in their desires, which is why it's so much harder to write a story-setting that's palatable to a large audience's views of their "evil" characters. This can be seen both in the City universe (where the redside missions are frequently maligned for this reason), to modern console RPGs, where people will often complain about how the bad-guy options don't fit with the kind of bad guy they want their character to be.
Edit:
I'll run with the crowd and add an example.
My 'magnum opus' of villains is The Crimson Alpha. He was my first, a launch-day Bots/Force Mastermind. Once upon a time, he was just a brilliant kid growing up in a place nobody should (Cap Au Diable). In his formative years (around 12) he was severely injured by a group of street thugs, and lost his right arm as a result. After he recovered, he got heavily into medical applications of robotics, and after a few years built himself a new arm.
His research didn't stop there though, and he would eventually develop weaponized, AI driven robotic drones. He entered the Black Market trade to build up seed money which he used to found a legitimate Research and Development firm, Crimson Electronics, entering the legal weapons trade as a young adult and making billions. Of course, he never really left the illegal underground arena that gave him his start - CEO William Redfield of Crimson Electronics is the legal front of the organized crime syndicate known as the Red Legion, led by the Crimson Alpha.
Only the most trusted members of the group have ever seen their leader face to face (and many of my villains serve as foot soldiers and researchers in the group). The Red Legion is known to be involved with all manner of illicit action, ranging from the mundane mafia villainy of racketeering and black market trading, all the way into the super-villain stuff of legend, involving research into mutation, superscience, the occult and magical, et cetera. Several of its membership could legitimately be considered 'Eldritch Horrors,' but of course, these characters each have their own motivations for becoming involved in what is a mortal/scientific group at heart (frequently involving easy access to resources in exchange for some targeted use of their powers). -
I would just like to point out something that I thought was fairly obvious to the people claiming that Performance Shifter was never intended to be put into offensive powers...
The set has Accuracy enhancement on it. It was clearly made with the intent to be slotted into attack-based buffs like Transference at the very least, as there are no friendly powers that roll tohit checks. -
Personally I adore my FM Scrapper... but she's FM/Shield, which is an outstanding combo on a Scrapper due to extremely high, exotic typed base damages + AAO + Crits... I do have an old Ice/FM Tanker who, once upon a time, did decent AoE damage, but... really, now, if you want a tanky damage dealer, you should be looking at a Brute, the difference in survival isn't nearly as massive as the difference in damage output.
As far as WP goes, I strongly prefer WP for a Tank or Brute to a Scrapper due to the base/max HP difference affording them more HP/s from their regen, and better damage resist caps. -
Oh come now, Zwil, it can't be that hard for a man with your charm and resources to get some PVP IOs. And really, you must know every trick in the game to make bank.
And really, how could you resist this? It's obscene. Just add the purple scrapper ATO set in Soaring Dragon and profit.
Perma-hasted for super fast katana pewpewpew.
>50% uptime on Instant Healing.
~20% uptime on Moment of Glory.
Reconstruction up every 15s, Buildup every 25.
Melee def-capped with a single DA, incarnate melee capped with two (easily permable).
Uses both -20% resist procs, and 2 purple procs in the single target attack chain
35% S/L resist with the ATO set slotted, 25% F/C, 16% everything else. Hard capped to all with MOG.
BLEEDS endurance. I mean, it's EVERYWHERE. You will NEVER run out, even against heavy end. drainers (3.13% net recovery/sec plus 3 perf shifter procs for ~0.6 more and the panacea proc for ~.15 more).
76 HP/Sec without Instant Healing. 180 HP/Sec with. Neither value counts the Panacea proc.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Scrapper
Primary Power Set: Katana
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Gambler's Cut- (A) Hecatomb - Chance of Damage(Negative)
- (9) Hecatomb - Damage/Recharge
- (11) Hecatomb - Accuracy/Damage/Recharge
- (11) Hecatomb - Accuracy/Recharge
- (13) Hecatomb - Damage/Endurance
- (13) Achilles' Heel - Chance for Res Debuff
- (A) Miracle - +Recovery
- (3) Miracle - Heal
- (5) Miracle - Heal/Endurance
- (5) Regenerative Tissue - +Regeneration
- (7) Regenerative Tissue - Heal/Endurance
- (A) Obliteration - Damage
- (15) Obliteration - Accuracy/Recharge
- (23) Obliteration - Damage/Recharge
- (25) Obliteration - Accuracy/Damage/Recharge
- (25) Obliteration - Accuracy/Damage/Endurance/Recharge
- (36) Obliteration - Chance for Smashing Damage
- (A) Doctored Wounds - Heal/Endurance
- (43) Doctored Wounds - Recharge
- (45) Doctored Wounds - Heal/Recharge
- (45) Doctored Wounds - Heal/Endurance/Recharge
- (45) Doctored Wounds - Heal
- (A) Performance Shifter - EndMod
- (40) Performance Shifter - Chance for +End
- (A) Luck of the Gambler - Recharge Speed
- (46) Luck of the Gambler - Defense
- (48) HamiO:Nucleolus Exposure
- (A) Doctored Wounds - Heal/Recharge
- (42) Doctored Wounds - Heal/Endurance
- (42) Doctored Wounds - Recharge
- (43) Doctored Wounds - Heal/Endurance/Recharge
- (43) Doctored Wounds - Heal
- (A) Recharge Reduction IO
- (A) Recharge Reduction IO
- (15) Recharge Reduction IO
- (A) Numina's Convalescence - Heal/Endurance
- (17) Numina's Convalescence - Endurance/Recharge
- (17) Numina's Convalescence - Heal/Recharge
- (19) Numina's Convalescence - Heal/Endurance/Recharge
- (19) Numina's Convalescence - Heal
- (21) Numina's Convalescence - +Regeneration/+Recovery
- (A) Obliteration - Chance for Smashing Damage
- (36) Obliteration - Damage
- (37) Obliteration - Accuracy/Recharge
- (37) Obliteration - Damage/Recharge
- (37) Obliteration - Accuracy/Damage/Recharge
- (39) Obliteration - Accuracy/Damage/Endurance/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (21) Gladiator's Armor - TP Protection +3% Def (All)
- (23) Gladiator's Armor - Resistance
- (A) Luck of the Gambler - Recharge Speed
- (40) Luck of the Gambler - Defense
- (40) Luck of the Gambler - Defense/Endurance
- (42) Kismet - Accuracy +6%
- (48) Shield Wall - +Res (Teleportation), +3% Res (All)
- (A) Kinetic Combat - Accuracy/Damage
- (50) Kinetic Combat - Damage/Endurance
- (50) Kinetic Combat - Damage/Recharge
- (50) Kinetic Combat - Knockdown Bonus
- (A) Empty
- (27) Empty
- (27) Empty
- (46) Empty
- (46) Empty
- (48) Empty
- (A) Panacea - Heal/Endurance
- (29) Panacea - Endurance/Recharge
- (29) Panacea - Hea/Recharge
- (31) Panacea - Heal/Endurance/Recharge
- (31) Panacea - Heal
- (A) Reactive Armor - Resistance
- (31) Reactive Armor - Resistance/Endurance
- (33) Reactive Armor - Resistance/Recharge
- (33) Reactive Armor - Resistance/Endurance/Recharge
- (A) Armageddon - Damage/Recharge
- (33) Armageddon - Chance for Fire Damage
- (34) Armageddon - Accuracy/Recharge
- (34) Armageddon - Accuracy/Damage/Recharge
- (34) Armageddon - Damage/Endurance
- (36) Fury of the Gladiator - Chance for Res Debuff
- (A) Luck of the Gambler - Recharge Speed
- (39) Luck of the Gambler - Defense
- (39) Luck of the Gambler - Defense/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (A) Endurance Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (A) Recharge Reduction IO
- (A) Performance Shifter - Chance for +End
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
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Level 2: Swift- (A) Empty
- (A) Panacea - +Hit Points/Endurance
- (7) Numina's Convalescence - Heal
- (9) Numina's Convalescence - Heal/Endurance
- (A) Empty
- (A) Performance Shifter - EndMod
- (3) Performance Shifter - Chance for +End
- (A) Empty
Level 1: Sprint- (A) Empty
- (A) Empty
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Set Bonus Totals:- 6% DamageBuff(Smashing)
- 6% DamageBuff(Lethal)
- 6% DamageBuff(Fire)
- 6% DamageBuff(Cold)
- 6% DamageBuff(Energy)
- 6% DamageBuff(Negative)
- 6% DamageBuff(Toxic)
- 6% DamageBuff(Psionic)
- 14.75% Defense(Smashing)
- 14.75% Defense(Lethal)
- 6% Defense(Fire)
- 6% Defense(Cold)
- 9.13% Defense(Energy)
- 9.13% Defense(Negative)
- 6% Defense(Psionic)
- 16% Defense(Melee)
- 10.38% Defense(Ranged)
- 6% Defense(AoE)
- 14% Enhancement(Heal)
- 48% Enhancement(Accuracy)
- 85% Enhancement(RechargeTime)
- 10% FlySpeed
- 120.5 HP (9%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Held) 3.3%
- MezResist(Immobilize) 3.85%
- MezResist(Stun) 4.4%
- MezResist(Terrorized) 4.4%
- 15.5% (0.26 End/sec) Recovery
- 64% (3.57 HP/sec) Regeneration
- 3% Resistance(Smashing)
- 10.56% Resistance(Fire)
- 10.56% Resistance(Cold)
- 3% Resistance(Energy)
- 3% Resistance(Negative)
- 3% Resistance(Toxic)
- 3% Resistance(Psionic)
- 3% Resistance(Lethal)
- 14% RunSpeed
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Quote:Barring technical issues that we aren't aware of (is there a limit to how many things an enhancement can effect?) that actually sounds like it would work.Of course there is (and I thought what I was proposing was an obvious parallel, though maybe my explanation outside of my own head was flawed)! You just listed it. Make it affect a variety of things like "Control Duration" does.
Make it a Heal/Def/Res/Immob/Hold/Slow/Stun/etc. enhancement - basically make it enhance everything that isn't End/Dam/Rchg/Acc. Just label it "Secondary Abilities". A bunch of the enhancement will obviously go to waste, much like the "Control Duration" does but it'll make it that much more unique/useful for Masterminds.
And it would be AWESOME.
And yes, I also do agree that Mastermind primaries without Recharge Intensive Pets are currently faced with a unique disadvantage in the modern game, but I'm not sure what, if anything, could feasibly be done about it, since it would basically require several powers to be totally scrapped to fix...
Although considering it further, I don't think anyone would mourn Serum or Repair being removed. I honestly don't know what the popular opinion of Smoke Flash is, I've never been able to get past all of Ninjas' many (many, many, many) problems to actually play the set past 10. -
Quote:My feelings exactly.Find me something on my Bots/Traps MM I can usefully place it in please.
And by usefully, I mean where the Recharge will actually have an impact on my gameplay, since resummoning pets doesn't happen often enough to warrant losing other enhancement values for the AoE Defence.
The Mastermind ATO set should be good for every Mastermind. -
As it stands, proc aside, it's got worse enhancement values and set bonuses than several Pet Damage and Recharge Intensive Pet Damage sets, on top of being strikingly inferior to the other ATO sets :/
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Quote:Also a great point... I would definitely love to see the Recharge portions replaced with this sort of +Special enhancement... it would be exceptionally cool for Bots, Thugs, and Demons Tier 2, and Ninjas and Necromancy Tier 3. Mercs would get something of the short end of the stick, but, it's already been acknowledged (I think by Synapse, on the Beta forums) that Mercs is overdue for a review in the future anyway.Precedent has been set for a "multi-aspect" enhancement component to this ATO's with "Control Duration" in Will of the Controller.
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I have some good news regarding the Mastermind ATO set:
Arbiter Hawk replied to a PM inquiring about the problems with the set, saying that, while he can't promise if anything will change, or when, that he is aware of this thread and the issues that we have brought up, and that he and Synapse plan to discuss what, if anything, they want to do about it in the future.
I'm sure neither of our benevolent red-names need an inbox full of PMs about this, but if anyone has any further suggestions for the set, this would be a great place to post them. -
Will there be a new release of Mids with the ATO sets prior to I22? Also, is there a current estimate on the I22 release?
As always, thank you for your hard work and dedication to this project. -
Quote:This... is an absolutely fantastic idea.It is, however, THE worst thing to enhance for on a Mastermind summon. A better idea (in my mind) would be a "Special" option which boosts a secondary function of any given henchman (like Heal/Def for Protector Bots, Heal/Res for Ember Demons, etc. [with pure damage Henches getting a mini-buildup chance])
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Quote:But... what about Rain of Arrows + Scourge + AoE -Res Debuff? It's grisly.Much like elec melee with lightning rod on scrappers, I can't imagine playing archery on any AT besides blasters, because RoA is so amazing on blasters. The best secondaries, as mentioned, would be EM or MM. EM for a pure ranger, and MM for lots of survivability.
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Quote:I thought the big AoE def bonus was sort of nice. They probably didn't want to just do another +3% to all DEF.
Think set bonuses just usually sort of suck for MMs in general. The archetype enhancement reflects the IO enhancement...what do MMs go for, just +DEF and +HP? i never bothered spending the money on setting one out since they don't get much from it (compared to my scrappers or broots that turn into SMASHMACHINES with a mountain of set bonuses)
Masterminds typically build for +Def, +Recovery/+Endurance, +Recharge, and (as Dechs points out) +HP, for most secondaries. A select few like /Force Fields have even fewer viable set bonus goals, and mostly just take any +Def possible. -
Quote:The enhancement values work out okay for Hell on Earth, yes, but the set bonuses make the set worse than both the Recharge Intensive Pet sets that currently exist, as both of them are pretty nice. This still leaves us with the best use of our ATO set being to mule the proc in an oddball power and forget the rest existsIt's also great for, say, Hell on Earth. And since Tornado in the secondary also accepts Recharge Intensive Pet sets, you don't necessarily even have to give up those procs either.
Well, the same could be said for Thugs and Necromancy, since they have similar powers, but none of them are as stylin' as Demons/Storm.
As a general response to the direction the thread is going, please try to stay positive. Dev-bashing will not do us any good if we want to see anything changed. -
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Quote:This isn't true, which you can see proven by the fact that certain patron pool powers interact with AT inherents. In your specific example, the scrapper and stalker patrons interact with critical hit and assassination differently.Most epic sets are shared between at least two Archetypes, and the powers themselves can either accept AO sets or not. If a power on your Scrapper accepts the Scrapper set, then that same power on a Stalker would accept the Scrapper set and that's no good.
Until they come up with a workaround, you won't be able to slot AOs into epic powers.
Regarding water spout, it isn't an attack, it's a pet, and takes IO sets as such. -
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Quote:It's.. recharge enhancement, on a set that can only be slotted in a Pet power.Because what other possible powerset combination could really matter, once you've gone Demons/Storm?
Unless you mean you're really having trouble keeping one of your Demons alive, that doesn't make any sense. -
Quote:I won't disagree with you that those sets aren't the best of the bunch either, but at least most tanks and Kheldians can make some kind of use of some stacked resistances, that isn't true of Masterminds.Masterminds, Khelds, and Tankers get the short end of the stick with useless resistance bonuses and most of the procs are lame...
On a personal note, I feel that damage bonuses are kind of "meh" as a whole...
Those sets would be more appropriate as a topic of their own threads, though, I think. -
I'm not thrilled about that either, and would be delighted to see it change, but I feel the set bonuses are even worse.
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