-
Posts
24 -
Joined
-
Yo. So, I am a long-time vet of the game but have never really played any Doms. I am very interested in trying one out, and came up with a concept that is Electric-based. I wasn't exactly sure what to go for, so I built mainly for +recharge, as having perma-dom and perma-hasten seemed like a good idea fr the powersets. In addition, the build is geared towards end draining the heck out of anything that gets too close, which I had seen suggested elsewhere in this forum. Anyways, here's the build for my brand spankin' new Elec/Elec/Mu Dom. Fire away!
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
ElecElecMu: Level 50 Magic Dominator
Primary Power Set: Electric Control
Secondary Power Set: Electricity Assault
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Tesla Cage -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(3), UbrkCons-Acc/Rchg(3), UbrkCons-EndRdx/Hold(37), UbrkCons-Dam%(40)
Level 1: Charged Bolts -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(23), Decim-Dmg/Rchg(37), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg/Rchg(43)
Level 2: Charged Brawl -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(7), Hectmb-Acc/Rchg(7), Hectmb-Dmg/EndRdx(11), Hectmb-Dam%(13)
Level 4: Lightning Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(37), Decim-Acc/Dmg/Rchg(40)
Level 6: Jolting Chain -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(34), Decim-Dmg/Rchg(36), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(45)
Level 8: Conductive Aura -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(9), Efficacy-EndMod/Acc/Rchg(9), Efficacy-Acc/Rchg(11), Efficacy-EndMod/Acc(25), Efficacy-EndMod/EndRdx(50)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Static Field -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(13), FtnHyp-Acc/Rchg(33), FtnHyp-Sleep/EndRdx(34), FtnHyp-Plct%(34)
Level 14: Havoc Punch -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(19)
Level 16: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(17)
Level 18: Paralyzing Blast -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(19), BasGaze-Acc/EndRdx/Rchg/Hold(21), BasGaze-Acc/Rchg(21), Lock-%Hold(25)
Level 20: Super Speed -- Clrty-Stlth(A)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(43)
Level 24: Boxing -- Acc-I(A)
Level 26: Synaptic Overload -- CoPers-Conf(A), CoPers-Conf/Rchg(27), CoPers-Acc/Conf/Rchg(27), CoPers-Acc/Rchg(31), CoPers-Conf/EndRdx(33), CoPers-Conf%(33)
Level 28: Static Discharge -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(29), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(31)
Level 30: Tough -- S'fstPrt-ResKB(A)
Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42)
Level 35: Gremlins -- S'bndAl-Build%(A), S'bndAl-Acc/Dmg/Rchg(36), S'bndAl-Dmg/EndRdx(36)
Level 38: Voltaic Sentinel -- S'bndAl-Dmg(A), S'bndAl-Dmg/Rchg(39), S'bndAl-Acc/Rchg(39)
Level 41: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(42), Efficacy-EndMod/Acc/Rchg(42), Efficacy-Acc/Rchg(46), Efficacy-EndMod/Acc(46), Efficacy-EndMod/EndRdx(46)
Level 44: Charged Armor -- S'fstPrt-ResDam/Def+(A)
Level 47: Ball Lightning -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50)
Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50)
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(45)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), P'Shift-EndMod/Acc(45)
Level 1: Brawl -- Acc-I(A)
Level 1: Domination
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1505;698;1396;HEX;| |78DA6594C96FD35010C6DF731C4AD2962494B6E94ED3255B131AB5C08D52BA51D44| |89590D82198C44A2D05274A1C891E39D3B21D2850FE062E6CFF0808EE6511422C42| |EC9730F17C4D2AC592F5B33FCFF766C69EE7E4B5D996C70BD7A784F4CCE4B452293| |59BBF6A989A952F3A935AD6483B8410EEB99C9EAE9EC97213DD066A21A999BC6915| |F3B978F5A15534D2DB42A41E325D2A69E59C550B31ACD55452338D4239A75946DEF| |42D9A2B7A5137ADF8F645CB729E965CD2B5826166DDF6CDC982AE675AEDCB7923BB| |62D103CF7654462F96568C42D75CC148C7EB7993654A53B2F4E2AA9F6A1EA1F3BB5| |7E0A8A8624E1122A10A651E5C600E1F670617995BCA0ECF0621A88A8EFBCCE107CC| |D187CCC826F32D79243C32C8EBEC0A8161A63BC26C8932DF111CF0389047451E157| |9869127883C3FA81F273C4E7806E119822702CF183C3FC9D36417577136AD71EEDD| |EBE04DD4768BE9BFCD4CDC6176D0C777B157B8DAA5ADFDA2F59A5143F369F47486B| |9FF2C73F01C789EF99ED00A4FAB266C6DCF1530CDF466987B75E607F278D8233D9B| |74D346318F98BFA9061FD6F3BD24AD8F7CAF99FBDE80AF98FE7F5CC310F5D2865ED| |A5CAC05486B674D698F72DE20180125C574722ED1D9CDDA1FCADFC59AB3EB02AFD5| |7D11BCC4EC4FE19D5C0635E647420F6AEF79C2EBF53E059F31FB9F832F980EAAA10| |FB5F7F9A5DD974ADA006B7200DF26EC65FEA5FA029C4309CCA0FFA3E031E62785F7| |483566E4086BA353E034F3060D68C89EEC8A3384D9096376C2989D18662786D9896| |176D6C81B45CDD14EAE799DB4387A8F4F70DC8149F0207808337898E9A33EC7D1E7| |38FA4CA0CFCF6EDA77C82163FCAEBED635294F48DE0BA738FECBCEF810C77FAB6B8| |ADCC0DCDF658EDD63F6AAB57F82109881405DAB44763EAFD021C61B94448332D1A0| |4C36284B5505150B74B8ACD6FE3642624A5DDEDADFA4F21F38EAE9D8| |-------------------------------------------------------------------|
-
Sooo... I was noodling around with Mids' and found a build that I think I want to play. It's a themed super-scientist type thing, so BR/Traps seemed like a good combo for that. As for my build target, I was going for softcapped S/L/E defense, perma-hasten and a good amount of offensive punch. Please let me know what you think of the build and where it could be improved. Thanks!
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
P.D.: Level 50 Technology Corruptor
Primary Power Set: Beam Rifle
Secondary Power Set: Traps
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Single Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
Level 1: Web Grenade -- Enf'dOp-Acc/Immob/Rchg(A), Enf'dOp-Acc/Rchg(40), Enf'dOp-Acc/Immob(43), Enf'dOp-Immob/Rng(46), Enf'dOp-Acc/EndRdx(46), Enf'dOp-EndRdx/Immob(48)
Level 2: Charged Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(9)
Level 4: Cutting Beam -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(13)
Level 6: Disintegrate -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(15), Decim-Dmg/Rchg(15), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(17)
Level 8: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(19), AdjTgt-ToHit/EndRdx/Rchg(19), AdjTgt-ToHit/EndRdx(21), AdjTgt-Rchg(21)
Level 10: Caltrops -- RechRdx-I(A)
Level 12: Lancer Shot -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(23), Apoc-Acc/Rchg(25), Apoc-Dmg/EndRdx(25), Apoc-Dam%(27)
Level 14: Acid Mortar -- Achilles-ResDeb%(A), Dev'n-Hold%(27)
Level 16: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(34)
Level 18: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(50)
Level 20: Poison Trap -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(34), BasGaze-EndRdx/Rchg/Hold(37), BasGaze-Acc/EndRdx/Rchg/Hold(39), Lock-%Hold(39)
Level 22: Super Speed -- Clrty-Stlth(A)
Level 24: Maneuvers -- LkGmblr-Rchg+(A)
Level 26: Piercing Beam -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(29), Ragnrk-Acc/Rchg(29), Ragnrk-Dmg/EndRdx(31), Ragnrk-Knock%(31)
Level 28: Seeker Drones -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(39), DarkWD-ToHitdeb/Rchg/EndRdx(40), DarkWD-Slow%(40)
Level 30: Boxing -- Acc-I(A)
Level 32: Overcharge -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34)
Level 35: Trip Mine -- 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: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(50)
Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
Level 44: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(45), RedFtn-EndRdx(46)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Assault -- EndRdx-I(A)
Level 50: Musculature Radial Paragon
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(23)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(42), P'Shift-EndMod/Acc/Rchg(42), P'Shift-Acc/Rchg(42), P'Shift-EndMod/Acc(43), P'Shift-End%(43)
Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1479;688;1376;HEX;| |78DA6594594F135114C7EFB453A0A52B94B5B214D92C32B401F5D104508381A441E| |22B69DAE992D4CE645A1279F41B288BB8246AF4C5275F54505123DFC1885FC2E555| |04C6D339FFB6893381FEE6FEEF39E77FEF9D33B3747BDEFBEADA9DCB420ACC1553E| |5F2EA9C66186B7A45333C2B6A3A5FD28A5A6E5DD025279579A5996E22F588D5E554| |29A766945935756B75B9902DAAE1C6DCEC5A36ABAC1829BD1C5A28E555432D5594D| |A8D37A9694565514DE98552CE630D6EE8AA9A09D4F48C6A94F305DD678DAF1672F9| |0A0546AEE885B4D270584AA555FA29575463BD9B16364AFFEFC30297298B1DC2982| |C1C0FC0874CF911F898F947AAE7B8C4160D12B218BBCB8C6D332737C10DE6D43DE6| |07F293E027C1AF097E4DF06B815F0BFCF629C7891CE76B61D5F1BC01DF32BDBBE01| |EF323E5B890E3828F1F3E7EF804E11384CF27CA69464EF31387106159B43D7558F5| |DA9E31C3CFC117CC23DA8C9B73847B82BD3F539D56D4699DE4B84E85D93D05C699B| |D09E631D5F1718EE43B20AD9DE65E72BD139A0B5887663A021D7C8EFD616634C8EC| |A4858738460A21267142C33E599CD2B01DEB69FFEAB0B4E837E6F02173F43B78C4E| |B394BF53AB0AF0E376B21D2BAD84374C1E30BEDB507B57BA639EECC0C7881D97F11| |BCC4342935C239CEC82E6BA37BCCB177E03E5322CF3EACA3AF97CFE3803C07E0398| |07E18443F0CA21F06D10F51F483A07243E8D9A1BFD8E33178029E32874DB0DA7544| |27AD6104673B523D003AA7443753A6B971CC8DD7CE1DCF46A7F4099E93273CAC9D6| |F057DA01FEF49803944F5143C6B05FD34F51FDB28268EE7108FB2F6C343EF1534C9| |A44BFC6A2892745DB23ABCF326BBFCB445FF6E282E6983F77F6E13DC02B799B1FBE| |00E9EB35CFF1ED05FB55ACCA6C46D4AC2A64CDB94199BB2D050CC45DB6C52AE7F5D| |B02F77B0FEED3017E92548E0FE1FABDAF6CB| |-------------------------------------------------------------------|
-
In terms of tinting your powers, you can just use the original colors for elec/elec. The redside elec powers are the same color as the Mu patron powers.
If you'd rather get fancy and put in your own color scheme, the closest I've found is the fifth red from the right as the primary color and the fourth grey from the left as the secondary color. -
/e quickly looks to see if the name Adam Smith is available on Virtue server.
It is not.
Dammit!!!
I wanted to be the ultimate mustache-twirling ebil marketeer, and use ebil attacks like "The Invisible Hand of the Market" and stuff, but now I can't.
Le sad. -
Okay, Lord_Saigon, I had a chance to look at your build. I'm gonna be blunt - I don't understand a lot of the slotting choices you made in the build. Grounded and Static Shield seem very overslotted to me, especially Grounded. These powers provide minimal resistance to damage types you're either already well protected against or which are rare. Grounded especially seems badly overslotted since it is an auto power and costs no endurance.
Power Siphon and Hasten are both underslotted - Power Siphon is one of the most important powers in your Primary, but you have very little +tohit in here and have it recharging quite slowly, and Hasten is up only slightly more than 1/2 the time - a risky choice since your main self-heal power is on a pretty long timer without serious +recharge help.
Health and Stamina are also underslotted. You had concerns about end use in the build I posted - however, with all toggles running except Super Speed and Sprint, my build had a total end consumption of 1.97/s and a recovery of 3.07/s, leaving me with 1.1/s to use. Yours (without Super Speed, Sprint and Power Surge)has a consumption of 1.61/s and a recovery of 2.41/s, leaving you with only 0.8/s to use - this means your build will run out of end long before mine. Putting more investment into +recovery in your build, either through a Numi +recovery/+regen proc and a Miracle +recovery proc in Health or more slots in Stamina (or both!) would help you quite a bit.
What has me more confused than anything else is your decision to slot Thunderstrikes in your ranged attacks, but limit them to 5 slots each. If you were going for better E/NE defense, then expanding each of these to 6 slots or limiting them to 3 slots of Thunderstrike with a couple of slots left for Frankenslotting Devastations would make far more sense to me. Personally, I'd rather see sets of Decimation in here, as additional E/NE defense doesn't do alot for this power combo, but +recharge, as stated above, can really help keep you on your feet by getting Energize up more often.
I'm also confused as to why you slotted Mocking Beratements in Power Sink. This is an end drain power and is most useful to you slotted up as such, especially considering your build's high end consumption. That notwithstanding, considering the sheer amount of end drain Elec Armor can produce if Power Sink and Lightning Field are slotted properly, this can be considered a great mitigation and soft control power. It's hard for mobs to do anything to you if they don't have endurance, after all!
I can tell you're trying to build for enhanced defense across the board, but honestly, with Elec Armor, that's just not a totally feasible thing to do. It's why I aimed for only 32.5% S/L defense and pretty much ignored everything else about defense. This allows me to reach the S/L defense softcap with a single small purple insp. I generally carry around at least 8 small purples in case I get into bad situations, but even then, powers such as Power Sink and Energize come into play much more often for keeping me on my feet.
I hope this critique has been helpful to you - I'm not trying to come across as a jerk, I honestly want your build to be successful, and I like the power choices you made, just not the slotting choices. -
Quote:Cool. I'll tell you that end really isn't a problem because of PS. All I need is a mob or 2 near me every 17 seconds and voila... full end! Even getting hit by end drainers like Malta Sappers, this build has almost no end problems. The only times I've run out of end are when I've stopped paying attention to the blue bar, so not the build's fault at all. Besides, slotting static and maneuvers for more end reduction doesn't do a heck of a lot for end savings, considering lightning field has the same end cost as maneuvers even purpled out like it is. Moving some slots around, canning the Kismet +6 tohit to put a LotG Def/End in Maneuvers and switching the LotG Defense in Weave to a Def/End yields an additional 0.15 end/sec while keeping defense levels where they currently sit. Not really worth it for the loss in global accuracy, at least in my mind.El dano I'll post my build when I get home, meant to yesterday but I had woman aggro. From a glance I can say static and manuevers seem underslotted. Not for bonus's but for your end usage. I guess you feel that you can do it because PS would be back up before end becomes a problem? Looks ok but I'll show you mine so we can compare later on.
Anyways, I'll look forward to checking out your build later on. -
Yeah, so...
Trying to get this thread back on track, I've found that KM/Elec is a ton of fun to play, even if it isn't the best possble combo in terms of the numbers. Here's my build, or at least what I'm planning for 50 when I get there. It's got 32.5% S/L Defense so I can pop a single small purple and be at the softcap, and 90% energy resist, which is awesome for the endgame content. It's also perma-hasten and only 1.8 seconds off of perma-energize. Plus the Mu Mastery adds a much-needed dose of AoE to the build. I'm currently sitting at level 46, and even without alot of the level 50 IO sets in, this build hits like a Mack truck and is quite survivable, especially after end-draining everything around with a well-timed Power Sink.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Motor Drive: Level 50 Technology Brute
Primary Power Set: Kinetic Melee
Secondary Power Set: Electric Armor
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Body Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg(9)
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(9), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(11)
Level 2: Smashing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Acc/Dmg(13)
Level 4: Lightning Field -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(13), Armgdn-Acc/Rchg(15), Armgdn-Dmg/EndRdx(15), Armgdn-Dam%(17)
Level 6: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(19), RctvArm-ResDam/EndRdx/Rchg(19), RctvArm-ResDam(21)
Level 8: Power Siphon -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(21), AdjTgt-ToHit/EndRdx/Rchg(23), AdjTgt-Rchg(23), AdjTgt-EndRdx/Rchg(25)
Level 10: Static Shield -- S'fstPrt-ResDam/Def+(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34)
Level 14: Super Speed -- Clrty-Stlth(A)
Level 16: Grounded -- S'fstPrt-ResKB(A)
Level 18: Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(33)
Level 20: Lightning Reflexes -- Run-I(A)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(25)
Level 24: Boxing -- Acc-I(A)
Level 26: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(27), Mocking-Taunt/Rchg/Rng(27), Mocking-Acc/Rchg(29), Mocking-Taunt/Rng(29), Mocking-Rchg(31)
Level 28: Energize -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(34), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Heal(36), Dct'dW-Rchg(36)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-ResDam(46), RctvArm-ResDam/Rchg(50)
Level 32: Concentrated Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(37), Mako-Acc/Dmg(39)
Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/Acc/Rchg(39), Efficacy-Acc/Rchg(40), Efficacy-EndMod/Acc(40), Efficacy-EndMod/EndRdx(40)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(46)
Level 41: Mu Lightning -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(42), Apoc-Dam%(43)
Level 44: Ball Lightning -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Knock%(46)
Level 47: Electrifying Fences -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(48), GravAnch-Acc/Rchg(48), GravAnch-Immob/EndRdx(48), GravAnch-Hold%(50)
Level 49: Maneuvers -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Fury
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(17)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(43), P'Shift-EndMod(50)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1379;686;1372;HEX;| |78DA6594D952134114867B9261C9822440D8211056C10C49815A6E65A940954A341| |0F436A642938C844C6A325872E703B85FE89D4BE1FE486A69F9002EF78AF1E4FC4D| |C0CA54255FF7E97FCEF9A74FCF246ECFFB85B8735668BE0B854CB99C3E6F6F39D2B| |B2AB3F9A255B072DBBE84E558F6D0BC6DDE924D42885E16A413B220A571D92C4AC7| |CCA6CF394E26BBD18FA579B92E8B65692C1464D6B1ABABF6A665072F16F3D29645C| |7D81B7893965530522529D7FC3C5C92999259CCB5F064D1CCE51D9AB5EE2DAD49BB| |9C374BA1859299359489AD74225376A4BDDD4DCEC6E8F73120D455D145921011AE6| |56085A1A718CDEB84B8D8A92A3596BBC5200D26447384E10D03C38C4F0125A3B41A| |D2EA48DB88B48D48EB47DA57F4EF465ADD7DC2550DF94F320E9D024E33026718AF4| |9D8A05C34C0451BCAB7A17C073C7D26174DCA45D333BEB5E339A3F305B0C3E87EC9| |7843420FD20A4F170D0644846EF721E4F24DB3D7E1FF3042821694102D1E4EF3962| |6AD2A4D6B37A7F94A46825035047FB36AF00FB0CB18FA0B5400E1AEE21DE9DB55A2| |F62897EBA4722184B4507540E67745B584462B5DCA48572F8BBF50D51E55B527CF9| |97B4DE026A37F0328C0CA26E33DE9FBD4A6F52D7189E10463E40A70154832DC5477| |40F56200BD984213A268421C9DF94666C22A6D1827621427621427621427621C27E| |2034F34F61EB9CBC6C6EF01F719130F8087C023864E66C6D4F68C617BA21D8C34ED| |E8A42A3F1965F161039801628CA9382343F269259F9EE5D09139E028708C113DCEB| |8417243C98D650ECDAC0029609511BFC60892CD986A6C0C36FBF5DA7B489F0C7EF8| |A983A10A5D22561789D74566EB2273759145BDF61657960EAEE29025F5DACB2B341| |C730F75CF8D50E5BB9796957B0D77FCDC0F69DA25EE77E03A3FD78F83E24916FFDA| |0FB9B4A7D8F527D89EC78C7F5BD5D220| |-------------------------------------------------------------------|
-
Quote:Hover Boards?
Dang. Now I got the idea to create Marty McFly as a Beam Rifle/Time Manipulation character with Hover Board as his travel power. Have to probably name him something else due to copyright infringement.
Just don't try going on water. Everyone knows hover boards don't work on water. -
Quote:So that's spelled A-B-R-A-K-A-B-O-O-M, right? Off to every server to take the name, thanks.
Definitely fair points. For what it's worth, I'm going to name him "Abrakaboom." (The name is already reserved, so don't even think about it >.< )
Seriously, though, now I want to make the Demon Tamer... damn you, altitis! DAMN YOUUUUUUU!!! -
The ancient Egyptian guy definitely needs to have Necro. I mean, c'mon, you can say he's summoning Mummies instead of Zombies and stuff, and name them crazy things like Nephren-Ka and Imhotep. Heck, you could even do a bit of research online to come up with actual historic names of Pharoahs to use as the summons, and save Ramesses (the most famous Pharoah, of course) to be the Lich. Yeah, that could work! And as was stated earlier, Necro/Dark would work very nicely for this.
Plus, the stage magician concept definitely seems more like the Demon summoner. I mean, where's he getting the undead from "accidentally" on stage? Did they build the theater on an ancient burial ground? Seems a bit far-fetched.
I also think the stage magician would look better with Demons, especially with that whip - the Demon Tamer! Ooo... make him look like a circus act lion tamer... that would be cool. -
Widow: Golden Orb
Honestly, I'm shocked the name wasn't yet taken. Her costume is black with golden yellow trim to match the spider. Since the spider is famed for spinning bright golden yellow silk, she's a blonde. Go figure. -
So, I recently find myself back in the game after a year-long hiatus, not really sure what to do with my Fire/Dark. I've started running Incarnate stuff and have unlocked Alpha and Judgement so far, slotting in Musculature (which I will likely replace with Cardiac with this rebuild, though I'm not sure) and Pyronic Judgement. I'm anxious to get Interface unlocked to get on Reactive, as I think it will play very nice with the wealth of AoE powers I have.
I'd just like to get some opinions on my planned build for i20. Please see below and let me know what you think. Thanks in advance!
Villain Plan by Mids' Villain Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
FireDark: Level 50 Magic Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Dark Miasma
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Dark Mastery
Villain Profile:
Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(33)
Level 1: Twilight Grasp -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(29), Nictus-Acc/Heal(29), Nictus-Acc/EndRdx/Heal/HP/Regen(31), Nictus-Acc/EndRdx/Rchg(31), Acc-I(31)
Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(3), Posi-Acc/Dmg/EndRdx(5), Posi-Dam%(5)
Level 4: Tar Patch -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 6: Darkest Night -- DampS-ToHitDeb(A), DampS-ToHitDeb/Rchg(7), DampS-ToHitDeb/Rchg/EndRdx(7), DampS-Rchg/EndRdx(19), DampS-ToHitDeb/EndRdx(27)
Level 8: Rain of Fire -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(11), Posi-Dam%(11)
Level 10: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Acc/Dmg/EndRdx(15), Posi-Dam%(15)
Level 12: Howling Twilight -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(34), Stpfy-Acc/EndRdx(36), Stpfy-Stun/Rng(36), Stpfy-Acc/Stun/Rchg(37)
Level 14: Aim -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
Level 16: Shadow Fall -- LkGmblr-Def(A), LkGmblr-Rchg+(17)
Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(34)
Level 20: Fearsome Stare -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(21), Abys-Acc/EndRdx(21), Abys-Fear/Rng(23), Abys-Acc/Fear/Rchg(23)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 24: Super Speed -- Winter-ResSlow(A)
Level 26: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(27)
Level 28: Maneuvers -- LkGmblr-Def(A), LkGmblr-Rchg+(40)
Level 30: Boxing -- Acc-I(A)
Level 32: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(43)
Level 35: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(36)
Level 38: Dark Servant -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(39), DarkWD-ToHitdeb/Rchg/EndRdx(39), DarkWD-Slow%(39), Acc-I(40)
Level 41: Dark Consumption -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(42), M'Strk-Dmg/Rchg(43), M'Strk-Acc/EndRdx(43), M'Strk-Acc/Dmg/EndRdx(46), M'Strk-Dmg/EndRdx/Rchg(46)
Level 44: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx(45), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(46)
Level 47: Soul Drain -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 49: Assault -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(17), Efficacy-EndMod/Acc/Rchg(19), Efficacy-Acc/Rchg(33), Efficacy-EndMod/Acc(40), Efficacy-EndMod/EndRdx(50) -
So here's a weird question:
I've recently decided to start levelling a Brute, and I find myself with one spot left for a random defense power - the thing is, I'm not sure whether to take Combat Jumping or Maneuvers. I can think of arguments for each, but I don't need the CJ for a prereq for Super Leap, and I'm not planning on making this a Veng build, so Maneuvers isn't really necessary either.
For what it's worth, I'm working on putting together a KM/Elec build concentrating on maxing out +recharge to achieve perma-Energize and nearly perma-Power Siphon, if that helps. I'm not home right now, so no Mid's build to put in right now, but I'll gladly upload that later if it helps answer my (admittedly stupid) question.
Thanks in advance for the help! -
Hoo boy... looks like I have some work to do on my arcs. Thank you very much for doing the very detailed and exhaustive review of both my arcs - the feedback is really valuable (a lot more valuable than what I've gotten do far. You know, stuff like, "I like how the mobs look," or, "Mish X needs more story." HOW? Grr... sorry, tangential rant.)
In any case, I'm definitely going to rework the storyline of both arcs to take a lot of what you said into account. I've also gotten that same complaint about mish 4 in arc 1 being kind of extraneous. Unless I can think of an awesome idea for leaving it in, it'll probably get nixed.
Bleh, time to unpublish and do this right. -
[ QUOTE ]
[ QUOTE ]
Here you go, more fodder to be fed into the review-o-matic cannon for violent expulsion all over the forums. Please feel free to tear both of these apart, as I'd like to get the most constructive criticism possible so I can improve these arcs to their full potential. Thanks in advance!
[/ QUOTE ]
I ran this one already. The review is on page 9, I think.
[/ QUOTE ]
Yikes, my bad, man. There is a second arc to try out now, though, that fleshes out the story of the Ideality in better detail (#103737). It's in the post above, so if you still feel like running it, that would be awesome. And I thank you for your earlier feedback. -
Here you go, more fodder to be fed into the review-o-matic cannon for violent expulsion all over the forums. Please feel free to tear both of these apart, as I'd like to get the most constructive criticism possible so I can improve these arcs to their full potential. Thanks in advance!
Arc Name: The Ideality - Part 1: A New Foe
Arc ID: 42436
Faction: Heroic
Creator Global/Forum Name: @parhaius
Difficulty Level: Average
Level Range: 1-54
Synopsis: A mysterious and hostile new group is seizing territory all over Paragon City - but for what purpose?
Arc Name: The Ideality - Part 2: An Ideal Plan
Arc ID: 103737
Faction: Heroic
Creator Global/Forum Name: @parhaius
Difficulty Level: Above Average (AV at end)
Level Range: 1-54
Synopsis: Ideal's cybernetic thugs return to Paragon City in force. Will the work of just a few heroes be enough to stop their nefarious scheme? -
You want epic? You want big? Okay, how about a story (in 2 parts, mind you) that takes 2 full 5 mission arcs? Custom baddies, neat story, nefarious villains, plot twist, this has it all. Or so I hope. Of course, it also has all of 5 ratings for the first arc and only 2 for the second.
Please, enjoy the Ideality epic, and feel free to be brutal in your assessment; I want the best criticism so I can make this story as enjoyable as possible for everyone!
Arc Name: The Ideality - Part 1: A New Foe
Arc ID: 42436
Faction: Heroic
Creator Global/Forum Name: @parhaius
Difficulty Level: Average
Synopsis: A mysterious and hostile new group is seizing territory all over Paragon City - but for what purpose?
Arc Name: The Ideality - Part 2: An Ideal Plan
Arc ID: 103737
Faction: Heroic
Creator Global/Forum Name: @parhaius
Difficulty Level: Above Average (AV at end)
Synopsis: Ideal's cybernetic thugs return to Paragon City in force. Will the work of just a few heroes be enough to stop their nefarious scheme? -
This is the mega-arc I recently finished - yep, that's right, these two arcs go together into one, big, long storyline of doom! And yes, there's actual *story* in there! Gasp!
Hope you enjoy!
Arc Name: The Ideality - Part 1: A New Foe
Arc ID: 42436
Faction: Heroic
Creator Global/Forum Name: @parhaius
Arc Length: Very Long
Synopsis: A mysterious and hostile new group is seizing territory all over Paragon City - but for what purpose?
Arc Name: The Ideality - Part 2: An Ideal Plan
Arc ID: 103737
Faction: Heroic
Creator Global/Forum Name: @parhaius
Arc Length: Very Long (AV at end)
Synopsis: Ideal's cybernetic thugs return to Paragon City in force. Will the work of just a few heroes be enough to stop their nefarious scheme? -
Teen Phalanx Forever! review
The arc is for... well... some level range I can't easily identify. I played it with a level 28 db/will scrapper.
I'm not breaking out the briefings or the separate missions as I did in my last review. The briefings were high-quality overall, and I loved the teen versions of some of our favorite heroes, along with the teen-like attitude some of them showed (DON'T CALL ME THAT! Classic.)
I have a very few gripes about the actual mechanics of a couple of the missions, though. Specifically, in mission 2, I ended up fighting the Clockwork King before I ever found Cora or BABy - perhaps you should place all the allies at the front/middle of the instance and place only CK at the back so this doesn't happen? After all, I got the clue that said Cora ran off to see Statesboy "As we're going to fight the Clockwork King" - but this happened AFTER I fought the Clockwork King! It ended up making very little sense.
I was a bit annoyed at having an AV in each mission (though the first mission brief warned me about it), though honestly, they were no challenge at all considering the firepower each of the Phalanx members was packing. I barely did anything and they finished off everything around me without breaking a sweat. Maybe to give the player something more to do, you can tone them down to Lt's instead of bosses?
The only other true complaint I have is about the level ranges for the missions. Yes, I understand its due to the mobs you ended up using, and they make sense for the story, but having my level 28 not have a couple powers available to him in mish 3 and then suddenly "rediscovering" those powers for mish 4, which chronologically takes place immediately after, makes no sense at all. Maybe create your own custom mob and put it in the right faction so it shows up when you want it to?
Overall, though, I loved the storyline and your writing was excellent (as before). I gave this arc 5 stars. Keep up the great work, PW! -
[ QUOTE ]
[ QUOTE ]
Just one question: why are the Photographers and Cameramen so butch?
[/ QUOTE ]
Not sure what you are asking here? Do you mean you think I should lower their "physique" slider?
[/ QUOTE ]
Haha! No, I was just wondering how they were the most dangerous mobs in the whole arc (at least to me) when fighting against cops, mobsters, convicts, etc.
Probably just my pathetic play style interfering with my good sense again. -
Here's my arcs, please be gentle! I'll look at your arcs as soon as I get done reviewing the others I've already committed to.
Arc Name: The Ideality - Part 1: A New Foe
Arc ID: 42436
Faction: Heroic
Creator Global/Forum Name: @parhaius
Level Range: 1-54
Synopsis: A mysterious and hostile new group is seizing territory all over Paragon City - but for what purpose?
Arc Name: The Ideality - Part 2: An Ideal Plan
Arc ID: 103737
Faction: Heroic
Creator Global/Forum Name: @parhaius
Level Range: 1-54 (Beware: AV at end)
Synopsis: Ideal's cybernetic thugs return to Paragon City in force. Will the work of just a few heroes be enough to stop their nefarious scheme? -
Celebrity Kidnapping review
Stated level range is 20-30 red side, I played a level 24 fire/dark corruptor
Mission 1:
Briefing: Okay, I love Willy Wheeler as the contact, but was Willy ever this confident before? From what I remember, he's a stool pigeon and a wimp, not someone who easily bosses supervillains around. This same comment could stand for the other 2 briefings; so, moving on...
The mission itself is very characterful - there's a mess of mobs wandering around, fighting each other; exactly what you'd expect in a prison riot. One thing took me by surprise, though: Paris has powers. This should have been mentioned in the briefing, as it would clear up why Paris is in the Zig, of all places.
The mission popup at the beginning should maybe be a bit more descriptive. As it stands, yes, you know there's a riot going on. Perhaps a bit of color would work, though; something like: "Sirens wail and shotguns boom; you see prisoners and guards duking it out in the courtyard. You just walked into a full-blown prison riot!" Or something like that; you get the point.
Mission 2:
Briefing: See previous comments about Willy's cojones. Also, why does the Family have Paris now? They weren't even mentioned in the first mission brief; maybe that should be brought up a bit sooner.
As for the mission itself, it's very cut and dry. Nice, straightforward, and short - no mucking about hunting for the glowie. I wonder why the boss is named Terry Wheeler, though; is he supposed to be related to Willy, or was this just a bad naming coincidence? On the more technical side, I ran into one Unemployed Worker in the place - he was on the Scrapyarders team, everyone else was on Vagrants. Shouldn't he be a Vagrant too?
Mission 3:
Briefing: My wonderment at Willy's giant brass ones continues.
The mission itself is excellently designed. Fight in, find Paris, fight out through a different group. I especially liked the inclusion of Amanda Vines - excellent tabloid reporter stuff. Just one question: why are the Photographers and Cameramen so butch? Gah - I'm sure glad I walked in with a whole bunch of Break Free. I also couldn't help but notice you stuck yourself in there. Nice touch.
The final debrief nicely closes the arc, and Willy gets his too. Now THIS is the Willy I remember!
The one other (very minor) gripe I have is that there's no colors included in the mission briefing for the mission title or for the mission "statement". I think it's always a good idea to throw those colors in, but that's just personal preference.
Overall, the story makes a lot of sense, the writing is well thought out, and the mission design is excellent. I ended up giving the arc 5 stars. Well done! Tomorrow night, I try to join the Teen Phalanx! -
Nice - I'd definitely like to try out a couple of your arcs, and I certainly wouldn't mind the constructive criticism you seem to provide in return. Here's my two existing arcs; I'll go play one of yours in a moment, and will likely get to a second one tomorrow night. Thanks in advance!
Arc Name: The Ideality - Part 1: A New Foe
Arc ID: 42436
Faction: Heroic
Creator Global/Forum Name: @parhaius
Difficulty Level: Average
Synopsis: A mysterious and hostile new group is seizing territory all over Paragon City - but for what purpose?
Arc Name: The Ideality - Part 2: An Ideal Plan
Arc ID: 103737
Faction: Heroic
Creator Global/Forum Name: @parhaius
Difficulty Level: Above Average (AV at end)
Synopsis: Ideal's cybernetic thugs return to Paragon City in force. Will the work of just a few heroes be enough to stop their nefarious scheme? -
The Red Blooded Pulp Heroes Squad is currently recruiting! If you are a pulp or golden age hero, contact Professor Danger by email or tell to join - normally on after 12am EST.
Name: The Red Blooded Pulp Heroes Squad
Motto: "Taking a page from yesterday for a better tomorrow"
Leader: Professor Danger
Player Type: Any (PvE)
Number of members: 6+
Current member levels: 4-21
Normal time of Gameplay: 12am - 4am EST
Other information: We are a pulp and golden age themed SG looking for more fun-loving players to add to our ranks. RP is encouraged but not mandatory.