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Posts
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Joined
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Hover is a 'defensive' power as some people didn't say that. It DOES stack with combat jumping. If anyone says it doesn't, they are wrong. I know it works cause I use it. These need slotting and it'll give you some good defense.
The only place blasters can get def/res powers is from the pools.
This combo is odd I found, I'm going to use one build for a blapper and the other for blaster. blaster build = pretty much take all primary powers. Blapper build, is like take all Secondary. -
ok, this is what you get for jumping in to the game with out reading the guides.
Anyway, I have a respec and i can see huge potential in my EB/ElecM blaster. Except, i have no idea how to slot it out. (trust me, this blaster needs attention, brawl has 2 slots on it >.
I have provided the framework here. I want to achieve fairly good defense with good recovery. Go nuts!
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Quote:It's a good point, what is the explanation? Although, you didn't think of anything neither did i :SDo you have any kind of in-game explanation relating origins to these buffs?
Since when are mutants attacking faster?
Why are magic based characters more resistant?
What origins really need is to be removed from character creation...
Quote:It could be a conditional Inherent that appears whenever a 'team' is established. It could apply a minor buff to each member that's dependent on how many members have the same origin and what origin it is. It could be called "Solidarity".
Yes. I think I like that.
I do laugh though, would the hero epic ATs get this? the answer is no, that buff they get is pretty good but good incentive to pick them up for team comprising of natural origin toons. -
Hami-Os are too expensive to obtain redside (< 75mill). It's why i go without them.
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I have all the attacks except crane kick at the moment. I have the i15 respec in hand
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Quote:yeah, i missed that alright. that's why Katana looked good.You may not have been here for the "OMG Katana doesn't do that! should be in different pose / swing differently /yaddayadda" before they changed it...
Quote:It's not two kicks, it's one kick. The first part is raising the leg so that you can deliver a downward "axe kick," as it were. It's no different from Parry having a single empty swing that's the actual parry, followed by a second swing that's the hit or Soaring Dragon having an empty motion of raising the sword which can be interpreted as a hit but isn't, before delivering a downward slash.
This can't be compared to parry or soaring dragon, they are like that for a reason. -
Quote:Just divide the damage to two hits (much like flurry has like 8). Or add 2 hit sounds. That for me would be quite pleasing.The total damage is delivered at the end of the hit. It'd be no different if they did change it to two separate hits, it's not DOT.
It does seem that way but there was more to it from the way I make it seem. Refer to what i said about the animation. From my karate lessons, the actual "hook" part is a kick. Although, it actually sets up the dropping axe kick in this case. -
OK, many people don't like the animation for what crippling axe kick does and there is a reason. the animation is 'actually' 2 kicks in one. Note that the first half of the animation is a straight kick to the face then hooks over for a dropping axe kick. Yet the power itself only deals one hit for damage. The whole move is similar to one from Tekken.
Although, I believe in Issue 16 you can change it, so changing it to do 2 hits would then be pointless.
Yes. the idea it was one hit as it should be 2 is bugging me. -
using my conserve power build and stealth appears at lv24. played to lv22 already without it
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i'm gonna finalise this build now, i think using conserve power. but a respec can change it to focused acc pretty easy.
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I made the mistake of omitting some details:
the whole invasion event only lasts exactly an hour after winning the event, there is a big reward for getting to the end and once a side has won, EVERYONE has the chance to participate. Also, the time in which to complete the PvP zone part was like 1hr and 30mins.
So in theory, 5 people from each side could play in the event then if villains win, every villain can jump to the hero side to accomplish a goal of some sort.
The teaming system is the only restriction on this because from memory everyone from one side was teamed together (team sizes were big, like at least 20 people)
It's so easy to explain if villains win, cause you know, they can rob atlas park (again).
oh, missed one thing. It was NOT instanced, it was in the live zone. I remember running back to the castle because the guards were impossible to kill (much like the police drones).
Quote:because it's pros and cons were weighed up and AE works, unlike changing a solid system. AE is an expansion not a complete overhaul of a system. (like what they did with SWG)Surely because one mainstream MMO tanked due to a bad move no other company should ever take any risks... Thankfully even the team here isn't that carebear or else you wouldn't have AE to plug into.
My idea doesn't involve much and it doesn't break anything to get it. Plus it's provides a balance over open PvP cause it creates open PvP for a limited time. The game is to embedded in PvE for there to be a massive change like open PVP straight out. -
Better idea, one taken from another game (guess if you can).
A TF/event that enables an invasion on the opposing side. The game the idea is taken from had a PvP event every week in a PvP Zone (say in Recluse's Victory) that after a side one won the event they would "invade" the other side. While the invasion is going on, you would need to use something like GM scaling cause it'll be open PvP in every zone for the invasion's duration. The game I'm taking this from had 2 zones for the invasion event (like lvl 20-35 and 40 -50. much like how Bloody Bay has a cap of lv25 and RV SKs to 50)
this is an example for context: Every say Saturday night at 8pm, Heroes and Villians go to Recluse's Victory and duke it out for control of the zone. If the villains win in RV, they get to go to Paragon City and cause havoc. If the heroes win, then they go to the Isles and beat up Recluse.
Although, i did miss a point somewhere that they actually start in a zone and make they're way to a certain zone in an attempt to do something.
You'll probably be surprised how many people would actually enjoy defending their turf from the opposing side. -
Quote:avoiding KB (i think that was clear). Can't guarantee that EVERY foe will be held and it'll annoy people if it so happens the foe you KB happens to be the one they are attacking.Suppose, for example, you were to slot drones with some knockback sets that included accuracy, and then some common damage IOs. Not all the drones' powers deal knockback, and those that don't shouldn't inherit the enhancements from knockback sets. That means that some of its powers will not benefit from accuracy slotting at all.
If anything I suggested doesn't make sense or seems wrong, please feel free to comment on it. Always interested to get different points of view so that I can improve my own builds.
As a final question though, what kind of budget are you looking at? Some of the sets you've included are very expensive, while at other times it feels like you're going for sets because they're cheap.
nothing seems wrong (nothing is wrong with reason) just didn't make a whole lot of sense. -
Quote:ack! i planned to get miracle unique in my build. my build needs Gaussian's somewhere for it's 6th set bonus, so it can go in focus chi as well.With Hasten's drain and a high amount of recharge, I find that Conserve Power helps alot. But then again, I haven't gotten around to putting a Miracle unique IO in my build yet.
try this one, got conserve power in there.
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ok, Poly, your insane for making me do this. I got 300% regen, softcap and focused acc. (Thanks Poly for an idea)
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Stealth Avenger: Level 50 Mutation Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Body Mastery
Hero Profile:
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Level 1: Storm Kick Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(21), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(43)
Level 1: Focused Fighting S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(3), S'dpty-Def/EndRdx/Rchg(9), S'dpty-Def(17), S'dpty-EndRdx(19)
Level 2: Focused Senses S'dpty-Def(A), S'dpty-Def/EndRdx(3), S'dpty-Def/Rchg(5), S'dpty-Def/EndRdx/Rchg(7), S'dpty-EndRdx(36)
Level 4: Agile LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(7), LkGmblr-Def/EndRdx/Rchg(46)
Level 6: Combat Jumping LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(46)
Level 8: Cobra Strike RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(11), RzDz-Acc/EndRdx(13), RzDz-Stun/Rng(40), RzDz-Acc/Stun/Rchg(43), RzDz-Immob%(45)
Level 10: Practiced Brawler RechRdx-I(A), RechRdx-I(11)
Level 12: Crane Kick T'Death-Acc/Dmg/EndRdx(A), T'Death-Dmg/EndRdx/Rchg(13), T'Death-Acc/Dmg(19), T'Death-Dmg/EndRdx(37), T'Death-Dmg/Rchg(39), T'Death-Dam%(40)
Level 14: Super Jump Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
Level 16: Dodge LkGmblr-Def(A), LkGmblr-Rchg+(17), LkGmblr-Def/Rchg(36)
Level 18: Stealth LkGmblr-Rchg+(A), EndRdx-I(50)
Level 20: Hurdle Jump-I(A)
Level 22: Health Mrcl-Heal(A), Mrcl-Rcvry+(23), RgnTis-Regen+(23), Mrcl-Heal/EndRdx(29), Mrcl-Heal/Rchg(33), Mrcl-Heal/EndRdx/Rchg(39)
Level 24: Stamina P'Shift-EndMod(A), P'Shift-EndMod/Rchg(25), P'Shift-EndMod/Acc(25), P'Shift-End%(27), P'Shift-EndMod/Acc/Rchg(27), P'Shift-Acc/Rchg(48)
Level 26: Dragon's Tail Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(43)
Level 28: Quickness Run-I(A)
Level 30: Lucky LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(31), LkGmblr-Def/EndRdx(31)
Level 32: Eagles Claw Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(34), Mako-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(37)
Level 35: Evasion LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(48)
Level 38: Focus Chi RechRdx-I(A), RechRdx-I(39)
Level 41: Focused Accuracy GSFC-ToHit(A), GSFC-ToHit/Rchg/EndRdx(42), GSFC-ToHit/EndRdx(42), GSFC-ToHit/Rchg(42), GSFC-Build%(46), GSFC-Rchg/EndRdx(50)
Level 44: Hasten RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 47: Warriors Challenge Annoy-Taunt/Rchg/Rng(A), Annoy-Taunt/Rchg(48)
Level 49: Thunder Kick P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(50)
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Level 1: Brawl EndRdx-I(A)
Level 1: Sprint Clrty-Stlth(A)
Level 2: Rest RechRdx-I(A)
Level 1: Critical Hit -
omg! it's like down to either conserve power or focused accuracy! i like the slot placement there.
hmm.... -
maybe? I 'tried' to get whatever pyro was talking about it
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Quote:that's extremely conflicting.You want that little guy up as much as possible, so slotting 4 clouded senses in there(focusing on the tohit-debuff/recharge aspect of the set) and then having 2 slots to suit to taste is a good idea.
his mezzes are handy, but they're not nearly as potent or valuable as his massive debuffing potential. -
I thought this would be good.
Chatter with some people made me think of this. "would help if the origins did more in-game"
what if you were on a team of 8 and for each person with the same origin as you on the team, you get a small stacking buff. I have no idea how the buffs would be different for each origin but you get the point. -
a new build! largo gave me an idea.
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the idea is not to use fighting pool and softcap without stealth. Anyway, i don't think i can push this anymore than this...
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some good changes like adding a LotG recharge(!!)
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|-------------------------------------------------------------------|
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