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Posts
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Joined
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Quote:Hahaha, most people would think I went nuts, but most of stuff I have was just because I was working on one thing and then discovered something shinier before I could t4. I -just- t4'd Nerve, but much to my dismay, without Cardiac, my bane spider drains endurance really, really, really fast. Gotta stick to Cardiac until I can finish IOing out my new build (which will have better end management), then I can Nerve my way to victory!You see...I went a little nuts. I have three incarnates, two of which I sort of ignored and one in which I think I went a little overboard with. When I mean overboard I mean I went trial hungry.
She deserves the best! She deserves to be epic, and gosh darn it she is.
2 Alphas Tier three. Nerve (For no apparent reason) and Cardiac Teir Three (Which I love as a control based support blast toon! I hardly ever change out of it unless i need some extra defense but thats rare)
Tier 3 Void Judgement without the knockback but the - Damage people on my team take
Tier 3 Reactive interface (Never use it, but have it) and Tier 3 Paralytic - Def and Damage debuff
Lore pets Tier three...Ralaruu...
I literally went insane, and now just unlocked destiny and well...there is nothing there I really want. Barrier I guess...but thats about all.
So yeah...the stuff is nuts. On the downside...It takes time (Not much actually) and sort of makes level 50 content not so much fun as it was before I IOed, turned into a goddess and travel with giant eyeballs. -
I wish I could take pictures of how low my jaw dropped after comparing the two. That's pretty amazing. Great minds think alike, I guess?
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/sign, as it gives me hope that my dream of a Kamikaze powerset will come to fruition
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Now, I'm not NEW to it or anything, I have a t4 cryonic (and t3 pyronic), t4 cardiac, t4 rebirth (and t3 barrier), t3 cimerorans (and t3 seers), and t4 diamagnetic (and t3 reactive just in case I need the fire proc). I've done a lot of work!
Well, today, I was fiddling around in Mids, and, much to my dismay, I discovered changing from Cardiac to Nerve on my Bane Spider would put me over the Incarnate defense cap. Guess I'll have to spend the next three days grinding rainbow bacon!
Have any of you had similar experiences? -
Well, despite the unfortunate side effect of frothing at the mouth at all of the shinies blitzing across my screen, I like it.
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All of the points stated in this topic makes me like mini BAFs over regular ones. Well, that and mostly because every time I'm on North, I end up soloing the entire northeast side and making my league bored.
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Although I always started in Atlas Park (had to, I was xp-hungry, and guess where the teams were?), I always came to Galaxy City for any major event. When Arena opened up, I was there, when all of the RPers went to Galaxy City, I was there, during the new rikti invasion, I was there. I love badging there. BABs will always be my favorite trainer too. Such a shame.
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Ok, I see what the Rule of Five is about now.
I'll definitely be using your build as a base over mine. I feel yours is more well rounded, whereas, to be honest, I couldn't find anything else to do with mine. :P
I'm new to Fire Armor (this will be my first toon with it, actually), and I have no idea what to expect. I'll definitely be fiddling around in Mids as I make the climb to 50. Thanks for the help. -
Quote:Can you explain to me what the rule of five is? I never understood it.Well, to start, you're wasting the last two bonuses of the Performance Shifter set and the last two of one of the Scirocco sets due to the rule of fives, so there's no point in wasting those slots.
Quote:For two, in my opinion, it's easier to try and softcap S/L/E/N with Fiery Aura than to softcap the positional defenses. You can use less slots in your defenses and give other powers some love.
Quote:1. I don't understand why you chose to slot three individual sets with the same bonus in Healing Flames. Why not just pick one set and throw a few of its enhancements in there instead? I usually throw 4 of the Numina's set for the added healing bonus.
Quote:2. Combat Jumping and Parry are WAAAAY overslotted. CJ only needs two, at most, and you can get away with 2-4 on Parry. I try to get the Melee def around 20-25% so one hit with Parry (slotted with a LoTG +rech and LoTG def) softcaps Melee def. I think you're relying on it a little too much.
Quote:3. Why not just throw the PS acc/rech/endmod on Consume instead of the Efficacy Adaptor one? And actually, you can get the exact same enhancements and get better bonuses from the EA set than from the PS set. I would swap the two PS enhancements, myself.
Quote:4. You should replace the Blessing of the Zephyr travel speed/endrdx with the Blessing of the Zephyr KB protection. Then you could just get rid of Acrobatics. If you're worried about getting held, throw the Aegis unique on TP and be done with it.
Quote:5. I would only have one rech on Rise of the Phoenix, myself. If you're going for survivability anyways, it shouldn't need to be used that often. The extra slot can go somewhere else that needs it.
[QUOTE=Davonyx;3747491]
6. Finally, why is Health not slotted at all? If nothing else, I'd throw a Numina's +regen/+recovery on it.
/QUOTE]
I was going to throw that in there, but completely forgot about it. Thanks for pointing it out!
It did, but as you can see, it only gave me more questions. :P -
Quote:I ignored melee def for favor of Parry. And yes, you're correct that Stam and Combat Jumping were both slotted for the defense bonus. I tried my best to get both ranged and aoe to 45%, but as you can see, I didn't get that close. I was a little convoluted in trying to slot for def, since I was working more on survivability, but I'll take a look at the slotting again.I look at Stamina and see that you've 6 slotted it giving it more accuracy and more recharge - ofcourse you didn't you've gone for the aoe def bonus. This is something I wouldn't do though. I would try to slot the power for no more than I would with normal IOs and try to achieve the def you want some other way. Combat Jump same thing, it really doesn't need an end discount as it costs next to nothing or more recharge. Again the def would have to be gained some other way.
Blazing Aura is great DPE on 10 mobs, I'd slot for that. Dark Blast is pretty good DPA is it worth slotting for that? One way or another I'd want to do more.
Question are you overly worrying about ranged? Or about AoE? AoEs tend to be the lightest and least reoccuring. If I had something like 45% melee, 30% ranged and 15% aoe def and powers that weren't overly slotted in buffs they don't need I'd be happy. See what ya can do. I myself look at a build for months if not weeks before going for it...or in the case of one corrupter, years XD. -
I was definitely going for the Incarnate soft cap, bit I was told it was just a measly 51% in all positions, so that's what I went for. I'll definitely look into this one, albeit Hasten was just something I picked up in case there was a situation where I'd really need something like Placate to charge up faster to take out, say, LTs in BAF.
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...But I also want to stay softcapped. How can I compromise?
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Arachnos Soldier J: Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Villain Profile:
Level 1: Bash -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(3), RzDz-Acc/EndRdx(3), RzDz-Stun/Rng(5), RzDz-Acc/Stun/Rchg(5), RzDz-Immob%(7)
Level 1: Wolf Spider Armor -- Aegis-ResDam/EndRdx(A), Aegis-Psi/Status(34), Aegis-ResDam(46), Aegis-ResDam/Rchg(48), Aegis-ResDam/EndRdx/Rchg(50)
Level 2: Bane Spider Armor Upgrade -- ResDam-I(A)
Level 4: Combat Training: Offensive -- Acc-I(A)
Level 6: Build Up -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 8: Wide Area Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(9), Enf'dOp-Acc/EndRdx(9), Enf'dOp-Immob/Rng(11), Enf'dOp-Acc/Immob/Rchg(11), Enf'dOp-Acc/Immob(13)
Level 10: Maneuvers -- LkGmblr-Def/EndRdx(A), RedFtn-Def/EndRdx(13), GftotA-Def/EndRdx(15), S'dpty-Def/EndRdx(15)
Level 12: Boxing -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(37), RzDz-Acc/EndRdx(40), RzDz-Stun/Rng(40), RzDz-Acc/Stun/Rchg(40), RzDz-Immob%(42)
Level 14: Pulverize -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(21), T'Death-Dmg/Rchg(25), T'Death-Acc/Dmg/EndRdx(27), T'Death-Dam%(27), T'Death-Dmg/EndRdx/Rchg(33)
Level 16: Tactical Training: Maneuvers -- RedFtn-EndRdx/Rchg(A), RedFtn-Def/EndRdx(17), RedFtn-Def/Rchg(17), RedFtn-Def/EndRdx/Rchg(19), RedFtn-Def(19), RedFtn-EndRdx(21)
Level 18: Shatter -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(34)
Level 20: Tough -- S'fstPrt-ResDam/Def+(A)
Level 22: Weave -- LkGmblr-Def/EndRdx(A), RedFtn-Def/EndRdx(23), GftotA-Def/EndRdx(23), S'dpty-Def/EndRdx(25)
Level 24: Cloaking Device -- EndRdx-I(A)
Level 26: Placate -- RechRdx-I(A), RechRdx-I(46), RechRdx-I(46)
Level 28: Surveillance -- ShldBrk-Acc/Rchg(A), ShldBrk-Acc/DefDeb(29), ShldBrk-DefDeb/EndRdx/Rchg(29), ShldBrk-DefDeb(31), ShldBrk-Acc/EndRdx/Rchg(31), ShldBrk-%Dam(31)
Level 30: Mental Training -- Run-I(A)
Level 32: Crowd Control -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Rchg(42), Oblit-Dmg(42), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43), Oblit-%Dam(43)
Level 35: Poisonous Ray -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(37)
Level 38: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(39), Zephyr-ResKB(39)
Level 41: Tactical Training: Assault -- RechRdx-I(A)
Level 44: Combat Training: Defensive -- DefBuff-I(A), DefBuff-I(50), Ksmt-ToHit+(50)
Level 47: Tactical Training: Leadership -- Empty(A)
Level 49: Hasten -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Conditioning
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(48)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod/Rchg(7), P'Shift-EndMod(39), P'Shift-End%(45)
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I've recently started one, and I also wrote up a build in Mids. My goal was to try and get Ranged and AoE defense up to at least 30%, since Melee will be softcapped due to continuous use of Parry. I also tried to shoot for as much Smashing resistance as I could muster, hence why Tough is slotted healthily instead of being a Steadfast anchor.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Demon Lord Katsu: Level 50 Magic Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Hack -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(23), Mako-Dmg/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(25), Mako-Dam%(27), Mako-Acc/EndRdx/Rchg(27)
Level 1: Fire Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(3), Aegis-ResDam/EndRdx/Rchg(3), Aegis-ResDam(5), Aegis-EndRdx/Rchg(5)
Level 2: Blazing Aura -- EndRdx-I(A), EndRdx-I(48)
Level 4: Healing Flames -- Numna-Heal/Rchg(A), Dct'dW-Heal/Rchg(13), Mrcl-Heal/Rchg(13)
Level 6: Combat Jumping -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(7), RedFtn-Def/EndRdx/Rchg(9), RedFtn-Def(9), RedFtn-EndRdx(11)
Level 8: Parry -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def(40), RedFtn-EndRdx(40)
Level 10: Temperature Protection -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(11)
Level 12: Boxing -- Empty(A)
Level 14: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(15), Aegis-ResDam/EndRdx/Rchg(15), Aegis-ResDam(21), Aegis-EndRdx/Rchg(21)
Level 16: Plasma Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(17), Aegis-EndRdx/Rchg(17), Aegis-ResDam/EndRdx/Rchg(19), Aegis-ResDam(19)
Level 18: Whirling Sword -- Sciroc-Dmg/Rchg(A), Sciroc-Acc/Dmg(29), Sciroc-Dmg/EndRdx(29), Sciroc-Acc/Dmg/EndRdx(33), Sciroc-Acc/Rchg(34)
Level 20: Consume -- P'Shift-EndMod/Acc/Rchg(A), Efficacy-EndMod/Acc/Rchg(34), P'Shift-EndMod/Rchg(36)
Level 22: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48)
Level 24: Acrobatics -- EndRdx-I(A), EndRdx-I(25)
Level 26: Disembowel -- Mako-Dmg/EndRdx(A), Mako-Acc/Dmg(45), Mako-Dmg/Rchg(45), Mako-Acc/EndRdx/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(46)
Level 28: Burn -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(34), Sciroc-Dmg/Rchg(43), Sciroc-Acc/Rchg(50), Sciroc-Acc/Dmg/EndRdx(50)
Level 30: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(31), RedFtn-Def(31), RedFtn-EndRdx(33), RedFtn-Def/EndRdx/Rchg(33)
Level 32: Head Splitter -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(42), Sciroc-Dmg/Rchg(42), Sciroc-Acc/Rchg(43), Sciroc-Acc/Dmg/EndRdx(43)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(37)
Level 38: Rise of the Phoenix -- RechRdx-I(A), RechRdx-I(42)
Level 41: Dark Blast -- Empty(A)
Level 44: Shadow Meld -- RechRdx-I(A), RechRdx-I(46), RechRdx-I(48)
Level 47: Soul Storm -- Hold-I(A)
Level 49: Build Up -- RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc/Rchg(36), P'Shift-Acc/Rchg(37), P'Shift-EndMod/Acc(37), P'Shift-End%(39)
(sorry if I botched the build pasting, completely new to Mids) -
Speaking of tips, I felt all tips redside have been done really, really well too. One path I specially loved was Vigilante to Villain. You could just feel the anger growing in your character as you progressed down the path to villainy.
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I'm probably one of the few people that took Cryonic and a proc other than Reactive, so no, it won't be a slaughter.
At least for me... *sad music* -
Do want. It would make me do Radio missions again, knowing that anything could be a setup.
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I have noticed Disintegration completely, you know, disintegrating weaker ATs in one hit. Kinda unfair if you ask me, since AntiMatter gets 20% HP from disintegrate-ees.
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Probably just an off topic mini rant, but AE frustrates me. I have 3 perfectly good arcs up that are completely non farm, challenging, fun arcs that I've had friends run and critique, but no one runs AE for fun anymore.
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Instrument Playing (could be like Sonic Blasting but easier on the player's ears)
Katamari Melee
Household Tools Manipulation (Imagine fighting off Lord Recluse with your superpowered vacuum cleaner!)
..And for a travel power, Nitro-powered Wheelchair -
Quote:How about something like this? http://psupedia.info/images/f/f1/SWORD_chainsawd.jpgI demand a chainsaw... somewhere.
Give it to Fire Blast so it looks like I have a fireball spitting chainsaw. -
I've been polishing an idea for a knife powerset for awhile now. I have a Scrapper version and a Stalker version. Do keep in mind, the base damage for all of the attacks are relatively low - lower than claws possibly.
Knife Melee (Scrapper Version)
Whereas most heroes would rather carry a Broadsword or a Katana, you find your skills in the simple knife. You may not do amazing damage at first, but most Knife attacks will
lower the target's resistance to your strikes, allowing you to deal more damage over time.
|Slice| Melee range Single target minor lethal damage, -res(lethal)
Makes a quick Slice at your target. This attack has fast recharge, and will lower your target's resistance to lethal damage.
Recharge: Very fast
|Lethal Stab| Single target moderate lethal damage, -res(lethal), +Special
Your cunning allows you to pinpoint your target's weakpoint and deliver a Lethal Stab. A successful hit will lower your target's
resistance to lethal damage greatly, and also has a very small chance to defeat the target instantly (this effect does not work any foe stronger than a lieutenant). Recharge: Fast
|Lightning Stab| Melee cone minor lethal damage, moderate DoT(lethal), -res(lethal)
Mastery of your knife allows you to strike the enemies in front of you with blinding speed, effectively lowering
their resistance to lethal damage. All foes are left with many wounds, causing them to bleed, dealing moderate lethal damage over time.
Recharge: Moderate
|Combo Slash| Melee range Single target moderate lethal damage, self +dmg
Performs a quick 3-hit Combo Slash on the target, effectively setting yourself up for another attack. Recharge: Moderate
|Throw Knife| Medium range Single target minor lethal damage, minor DoT(lethal), -res(lethal), -def(lethal), -speed
Throws a single knife at your target, dealing minor damage. Pinpoint accuracy causes the target to bleed after being hit,
causing lethal damage over time. Recharge: Slow
|Confront| Ranged, Foe Taunt
Challenges a foe to attack you. Useful to pull a villain off an ally who finds themselves in over their head.
A To Hit check required to Taunt enemy players, but is not needed against critter targets. Recharge: Fast
|Blade Dance| PBAoE minor DoT(lethal), Foe -res(lethal), -def(melee), Self +Special
Your agility allows you to perform a Blade Dance with your knife, damaging all enemies around you, lowering their resistance to lethal damage and their defense
to melee damage. Blade Dance also leaves you in a perfect form, raising the Critical Hit chance of your next attack. Recharge: Moderate
|Increased Cunning| PBAoE -def(all), Self +acc
Your Increased Cunning allows you to pinpoint your enemies' strengths and weaknesses, increasing your accuracy and lowering the defense to all
damage of everyone around you for a short period of time. Recharge: Very Slow
|Cutthroat| Melee range single target high lethal damage, -res(lethal), +Special
Focuses all of your skill into one lethal blow aimed at the throat, dealing high lethal damage and greatly reducing the target's resistance to lethal damage.
Cutthroat has a high chance to land a Critical Hit, dealing double damage. Recharge: Moderate
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Knife Melee (Stalker Version)
Whereas most villains would rather carry a Broadsword or a Katana, you find your skills in the simple knife. You may not do amazing damage at first, but most Knife attacks will
lower the target's resistance to your strikes, allowing you to deal more damage over time.
|Slice| Melee range Single target minor lethal damage, -res(lethal)
Makes a quick Slice at your target. This attack has fast recharge, and will lower your target's resistance to lethal damage.
Recharge: Very fast
|Lethal Stab| Single target moderate lethal damage, -res(lethal), +Special
Your cunning allows you to pinpoint your target's weakpoint and deliver a Lethal Stab. A successful hit will lower your target's
resistance to lethal damage greatly, and also has a very small chance to defeat the target instantly (this effect does not work any foe stronger than a lieutenant). Recharge: Fast
|Assassins Stab| Single target special lethal damage, +Special
A signature Stalker attack. This attack does moderate damage on its own as a frontal attack. However, if it is executed while you are Hidden, this attack will do tremendous
lethal damage, as you stab your unsuspecting foe. This attack may be interrupted if you move or are attacked while executing this power.
Recharge: Slow
|Build Up| Self +DMG +To-Hit
Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your chance to hit.
Recharge: Slow
|Throw Knife| Medium range Single target minor lethal damage, minor DoT(lethal), -res(lethal), -def(lethal), -speed
Throws a single knife at your target, dealing minor damage. Pinpoint accuracy causes the target to bleed after being hit,
causing lethal damage over time. Recharge: Slow
|Placate| Foe Placate, Self Stealth/Hide
Allow you to trick a foe to no longer attack you. A Successful Placate will also Hide you. This Hide is very brief, and offers no Defense bonus, but it will allow you to
deliver a Critical Hit or an Assassins Stab. However, if you attack a Placated Foe, he will be able to attack you back.
Recharge: Slow
|Blade Dance| PBAoE minor DoT(lethal), Foe -res(lethal), -def(melee), Self +Special
Your agility allows you to perform a Blade Dance with your knife, damaging all enemies around you, lowering their resistance to lethal damage and their defense
to melee damage. Blade Dance also leaves you in a perfect form, raising the Critical Hit chance of your next attack. Recharge: Moderate
|Increased Cunning| PBAoE -def(all), Self +acc
Your Increased Cunning allows you to pinpoint your enemies' strengths and weaknesses, increasing your accuracy and lowering the defense to all
damage of everyone around you for a short period of time. Recharge: Very Slow
|Cutthroat| Melee range single target high lethal damage, -res(lethal)
Focuses all of your skill into one lethal blow aimed at the throat, dealing high lethal damage and greatly reducing the target's resistance to lethal damage.
When stealthed, Cutthroat will deal additional damage, instead of double damage.. Recharge: Moderate
Just thought I'd throw this out there.
EDIT: Fixed Stalker version of Cutthroat.