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Posts
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That looks good, though I was surprised to see you put another slot in Energy Flight. Any particular reason besides making your flight faster?
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Well.. I had an extra slot first.. Second I hate Q-flight, so I never use it. Third some cheap IO's get you a small +recovery which helps a bit too, while still allowing flight to be your primary mode of transportation. -
I went back through your build and put sets in it.. I assume money is no object.. anything that has a purple set in it I've gone ahead and put an alternate slotting (good enough till you can get the purps?)
take a look, it employs a bit of frankenslotting bu tseems right up a Human PB's alley..
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Matt King: Level 50 Natural Peacebringer
Primary Power Set: Luminous Blast
Secondary Power Set: Luminous Aura
Power Pool: Speed
Power Pool: Fitness
Hero Profile:
Level 1: Glinting Eye -- Decim-Acc/Dmg(A), Decim-Acc/EndRdx/Rchg(3), Decim-Dmg/EndRdx(3), Decim-Acc/Dmg/Rchg(5), Decim-Build%(5), Achilles-ResDeb%(46)
Level 1: Incandescence -- Aegis-Psi/Status(A), S'fstPrt-ResKB(48)
Level 2: Gleaming Blast -- Apoc-Acc/Dmg/Rchg(A), Apoc-Acc/Rchg(7), Apoc-Dmg/EndRdx(9), Apoc-Dmg(9), Apoc-Dam%(11)
Level 4: Essence Boost -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Heal(40)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(40)
Level 8: Radiant Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(29), C'ngImp-Dmg/EndRdx/Rchg(31), C'ngImp-Dmg/EndRdx(31), C'ngImp-Dmg/Rchg(34)
Level 10: Swift -- Flight-I(A)
Level 12: Shining Shield -- TtmC'tng-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx(13), RctvArm-ResDam/EndRdx(13), Aegis-ResDam/EndRdx(19), ImpSkn-Status(19)
Level 14: Thermal Shield -- TtmC'tng-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx(15), ImpArm-ResDam/EndRdx(15), Aegis-ResDam/EndRdx(17), ImpSkn-Status(17)
Level 16: Health -- Numna-Regen/Rcvry+(A)
Level 18: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(37)
Level 20: Incandescent Strike -- Hectmb-Acc/Dmg/Rchg(A), Hectmb-Acc/Rchg(21), Hectmb-Dmg/EndRdx(21), Hectmb-Dmg(29), Hectmb-Dam%(31)
Level 22: Stamina -- EndMod-I(A), P'Shift-EndMod(23), P'Shift-End%(23)
Level 24: Quantum Shield -- RctvArm-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx(25), ImpArm-ResDam/EndRdx(25), Aegis-ResDam/EndRdx(27), ImpSkn-Status(27)
Level 26: Reform Essence -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(42), Dct'dW-Heal/Rchg(42), Dct'dW-Heal/EndRdx/Rchg(42), Dct'dW-Heal(43)
Level 28: Conserve Energy -- RechRdx-I(A), RechRdx-I(46), RechRdx-I(48)
Level 30: Solar Flare -- Armgdn-Acc/Dmg/Rchg(A), Armgdn-Acc/Rchg(43), Armgdn-Dmg/EndRdx(43), Armgdn-Dmg(45), Armgdn-Dam%(46), Achilles-ResDeb%(48)
Level 32: Photon Seekers -- RechRdx-I(A), RechRdx-I(33), BriL'shp-Acc/Dmg(33), EdctM'r-Acc/Dmg(33), BldM'dt-Acc/Dmg(34), SvgnRt-Acc/Dmg(34)
Level 35: Pulsar -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(36), Amaze-Acc/Rchg(36), Amaze-EndRdx/Stun(36), Amaze-Stun(37)
Level 38: Light Form -- TtmC'tng-ResDam/Rchg(A), Aegis-ResDam/Rchg(39), ImpArm-ResDam/Rchg(39), ImpSkn-Status(39)
Level 41: Glowing Touch -- Mrcl-Heal(A), Mrcl-Heal/Rchg(45)
Level 44: Restore Essence -- RechRdx-I(A)
Level 47: Quantum Flight -- EndRdx-I(A)
Level 49: Dawn Strike -- Oblit-Dmg(A), Oblit-Acc/Dmg/Rchg(50), Oblit-Dmg/Rchg(50), Oblit-Acc/Dmg/EndRdx/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Cosmic Balance
Level 1: Energy Flight -- Srng-EndRdx/Fly(A), Srng-Fly(45)
Level 10: Combat Flight -- Empty(A)
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I'd still move pulsar up above Q-flight (personal preference, I don't like Q-flight anymore) for an exemp situation.
I looked closer at my human build and I was getting away with 4 slots in my shields, but I had to do some franken slotting, however your slotting looks pretty optimal.
the 6th portion of the purple sets don't do much for me (psi defense in ranged, and 5% toxic resist in melee) and you can't slot the same purple set twice. So you probably still can get away with 5 slotting your attacks. if you want.
My solar flare is not what most people do, but it works for me. I 6 slotted it and put kinetic crash in it.
It gives mag 3 knockback resistance (nice to have) as well as a 7.5% recharge time, and it's cheap as dirt to get. But you need 6 slots for the +rech.
By moving around slots a bit it will give you the chance to give build up a slot earlier than 50, ad a but more oomph to pulsar (I put four slots in it with 2x acc/stun/rech and 2x acc/rech sets in it). My slotting lets it come up in about 19 seconds while lasting for 21 seconds with 134% accuracy (without taking into account any of my other set bonuses).
Personal preference (once again for exemping) would lead me to try to get slots in stamina a bit earlier than 46.. this can be fixed once again by removing slots from your blasts and not adding that 6th slot or at least adding it later in the build.
Overall the build looks very solid though.And definitely capable of dealing with the late game as well as exemping.
without adjusting slotting, I'd consider swapping dawn strike and pulsar. give dawn strike 3 damage and call it good (build up pretty well ensures DS won't miss). then use the 6 slots you have on the level 35 power (Which would now be pulsar) to put yet another potent purple set. though it's still good with 5 slots also.. -
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Not to mention, at least Armada had listenable voice acting and decent animation. And a consistent plot. I find G1 painful to watch.
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Blasphemy!
And gobots rocked.. Someone needs to put out a dvd boxset of that stuff!
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And a quick google search, I hath found it! ORDERING IT NOW! -
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Not to mention, at least Armada had listenable voice acting and decent animation. And a consistent plot. I find G1 painful to watch.
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Blasphemy!
And gobots rocked.. Someone needs to put out a dvd boxset of that stuff! -
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Actually, I had a Nova/Human build as I was leveling to 50. I also got the Dwarf form though I never hardly used it so I got rid of it around level 35. Once we were able to make dual builds, I changed the Nova/Human into a straight human form and made my other form a TriForm build. That one needs a whole lot of work though. Probably won't even get to that until I'm done perfecting this one.
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And for this reason I love khelds.. Because your experience with them is almost 100% different than mine as I got dwarf and like being in dwarf a majority of the time! -
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Haha, yeah. Good point.
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Grats on having the guts to make it to 50 with an all human build too.. That's still on my to-do list..I just got bored of the human only.. Stupid mez's..
I think I need to make more controller friends.. -
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Thanks for the tips, this was really my first attempt at slotting and using sets so I know there are probably a few things that need to be changed.
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Absolutely!
I can say that figuring out how you want to make an all Human PB is one of the hardest things to do. I've tried it with and without acrobatics, I've moved things all over. It's a matter of playing it to what you like.
Perhaps you can do without lightform at 44, but I feel it's key to a PB's survival late game (especially human only).
My build actually doesn't have dawn strike in it right now. -
Also I wouldn't put the accolades as being on since they have a limited duration and the 40% defense you were getting won't last that long.
It took me a while to figure out how the heck you had 40% defense to most damages..
And I just noticed how majorly overslotted Incandescence is. Stick with the base slot unless you're using it for unique IO's (like KB reduction) -
my .02
You definitely want the heals at least 5 slotted.. try to plan for as many +rech sets.. As previously stated, the better your recharge the more chance you're going to have to stay alive.
That said I'd pull a slot out of Quantum flight, unless you're planning to use that as your main travel power (for distance). I'd definitely remove the 2 recharges from Dawn Strike. It's not really the kind of attack that you need to have up all that often. When you use it, it'll be an "opportune" time, or an emergency situation. I've slotted mine with 3 Dam IO's and called it good. adding one acc/dam wouldn't hurt.. The end redux isn't doing much for you.
In order to get a few slots here and there I'd pull one from rad strike, inc. strike, build up, restore essence and glowing touch. All these powers can do just as well whether being 5 slotted (for sets), or 2 slotted.
The recharge time on build up from 2 - 3 is pretty minimal
The heal from Glowing touch from 2-3 is minima.
Pulling these slots will give you some extra slots to toss into the heals or the armors. I like 5 slotting the armors to get the set bonuses. It's also a nice place to put the status resistance or psychic resistance Resistance pieces to either cut down mez time or give yourself a bit of psy resist.
Light form is WAY over slotted.. with your particular build you'll NEVER need it how it is. On my Trifrom it's 4 slotted res/rech (franken slotted). On my all Human I've got it 4 slotted res/rech.. But Really that's not even needed. Chances are you're going to be running the other shields already when you hit it.
4 slotted res/rech inventions gets you at 80% resistance.. with shields on everything is capped (except psi and toxic).
i'm not sure why you slotted so much end related things in there. The end recovery from lightform is more than i've ever been able to blow, endreduction really isn't getting you much of anything at all. You want to slot lightform for +rech more than anything. The cheapest thing youc ould do to cap your resistances (execept psi and toxic) is invest 3 slots.
1 Res/rech invention and 2 recharge IO's.. This is more than enough to cap resistances. More res/rech makes the toxic number higher (good for banes!) but doesn't help anything out.
Why you've got Dawnstrike before Lightform is beyond me. Dawn Strike is more situationally Useful, Lightform is the type of thing that easily can save your bacon.
And why is Q-Flight where Photon Seekers should go? Photons are your low end cost pbaoe Nuke.. That should be in the 32 spot. Then either q-flight or dawnstrike in 35, then light form in 38 and whatever you opted not to put in 35 at 44.. -
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And for the record... unless your toon needed Air Superiority, Combat Jumping, Hasten or Recall Friend (all very useful powers), that vet reward may be the best of bunch.
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I have to disagree here.. without doubt.. the coolest and most game-changing Vet reward power is the Assemble the Team power.
Having a Travel power at level 6 isn't that big a deal really.. and I expect the biggest change it'll make for MOST of us really old timers is the ORDER we take our powers..
-Dragons
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QFT!
I'm waiting intently on getting this power, it's a huge deal for me! -
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Honestly all the vet badges show to me is how old your computer is. If you are near 60 month then seriously find a new game.
There are far too many good games in this world to spend 5 years playing the same one. Especially one that hasn't aged that well.
I love this game don't get me wrong, but it's not good enough to be played (i.e. paid for) 5 years straight.
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/fail
How would a vet badge in any way be relevant to the age of a computer?
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Exactly this is my 3rd computer, and second laptop
i started coh on a 1.6 gz pentium 4
now im rocking a 2.1 ghz duel core laptop
I didn
t upgrade for COH but just cause you upgrade doesnt mean you give up whats fun.
Afterall people still play Diablo 1 and StarcrAFT 1, and well Warcraft 1 and 2
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Yeah, I give a double /FAIL on the previous poster's comment. I've actually shied away from other games to keep playing this one, punching in 4.5 years currently. This game just keeps me coming back for more.
I even try out new games now and again-they just don't seem like as much fun to me.
I figure, do what makes *you* happy. If you like variety, great, more power to you. I do, but I also like doing what I think is fun-for 4.5 years now, this game has been fun to me, and it still is. So, for *me* and my $15 a month, I'll keep right on playing, tyvm.
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I periodically play commodore 64 games from like 1986 still because they are more fun than some new games. I mean heck my PSP is loaded with old nintendo, sega, and snes games. I barely play any psp games.. They aren't as fun as the old games.
Apparently I need to get a life though.. Or at least according to that previous poster :P -
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This does not seem right at all.
All of the other vet rewards might give you a bonus power that someone does not have or a new costume piece.
But this one seems pretty cheap to me.
This makes it able to fit in the one power that you never could, making it so that those with this badge can make builds never before seen.
Now I can understand wanting to be good to your loyal customers...but i mean im only at 24 months right now, by the time i might hit 60 months this game may not even be around anymore.
I'm suggesting that you turn this into a buyable expansion...much like that of the cyborg pack.
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Sure and why play to 50 with heroes and villains to get HEAT and VEAT characters either. We could totally make them paid too.
The 5 year vet still can't take the tier 4 power off the bat, and still would need to pick up a second power to grab it if they wanted it. They're still limited to 4 power pools.
So go ahead take hasten and then pick fly (no need for super speed and hover), now you've got 2 pools left. Good luck fitting other pools if you were thinking about it.
Why does the ability to move at a low level need to be a purchasable?
IF you're playing heroes:
Does it take too long to go to the sewers for 30 minutes hit level 5, run to KR run 3 mishes, drop a 4th and do a bank mish to get a jetpack, which if you play the game right can give you travel powers (without even spending a slot) through the whole game?
Or as a villain have you not earned 10k inf to head to grandville to buy the jetpack there which you can get at level 1?
Seriously with the changes in the game you can do without movement powers at this point if you want, this really isn't an "unfair" advantage since both heroes and villains can get a travel power before level 6 with no cost or time constraints.
Oh you could also buy that "pack" that costs like $5/mo for everyone on your account and you get at level 1. -
Lookin good there.
I still think I'd move Steadfast to the deflection slot instead. The +3 resistance showing up at level 13 is nice.
It's how I managed to get my shield tanker to over 30% defense by level 25.
Other than that, it looks like a great level 50 build.
I'd still be interested to know if it's a big loss to do without grant cover's defense debuff protection.
As someone who hasn't played too much with defense based stuff (at least not without added resistances (inv)), I'm not sure how the loss of GC would do.. For instance some place like Cimm.. That could be dangerous.. And at least to my understanding shields has a lower def-debuff resistance than SR.. Hence my concerns..
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Hi there!
Great guide!
I went through your Fiery/Shield build with aid self and made a few adjustments for my build.
I am a bit disappointed I couldn't fit one with the shield into my build, but I was able to softcap everything. I did change true grit to more res than heal.
It's different. Just another build to consider..
I also slotted Deflection to get you a bit more resistance but it's importance is to place steadfast MUCH earlier in the build.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Flight
Power Pool: Leaping
Power Pool: Medicine
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Fire Sword -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(5), T'Death-Acc/Dmg/EndRdx:40(7), T'Death-Dmg/EndRdx/Rchg:40(17), T'Death-Dam%:40(19)
Level 1: Deflection -- S'dpty-Def/EndRdx:35(A), S'dpty-Def:35(9), S'dpty-Def/Rchg:35(9), S'dpty-Def/EndRdx/Rchg:35(11), S'fstPrt-ResDam/Def+:30(13), ResDam-I:35(43)
Level 2: Cremate -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(5), T'Death-Acc/Dmg/EndRdx:40(7), T'Death-Dmg/EndRdx/Rchg:40(17), T'Death-Dam%:40(19)
Level 4: Battle Agility -- S'dpty-EndRdx:40(A), S'dpty-Def:40(13), S'dpty-Def/EndRdx:40(23), S'dpty-Def/Rchg:35(23), S'dpty-Def/EndRdx/Rchg:35(31)
Level 6: Hurdle -- Jump-I:50(A)
Level 8: Build Up -- RechRdx-I:50(A), RechRdx-I:35(39)
Level 10: Active Defense -- RechRdx-I:50(A), RechRdx-I:35(11)
Level 12: Hover -- Zephyr-Travel:35(A), Zephyr-Travel/EndRdx:35(37), Zephyr-ResKB:35(39)
Level 14: Fly -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(15), Zephyr-ResKB:50(15)
Level 16: Against All Odds -- EndRdx-I:50(A)
Level 18: Health -- RgnTis-Heal/EndRdx:30(A), RgnTis-Regen+:30(42)
Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod/Acc:50(21), P'Shift-EndMod:50(21), P'Shift-EndMod/Rchg:50(42), P'Shift-EndMod/Acc/Rchg:50(43), P'Shift-Acc/Rchg:50(48)
Level 22: Phalanx Fighting -- DefBuff-I:50(A)
Level 24: True Grit -- ResDam-I:35(A), ResDam-I:35(25), Heal-I:35(25)
Level 26: Incinerate -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(27), T'Death-Dmg/Rchg:40(27), T'Death-Acc/Dmg/EndRdx:40(34), T'Death-Dmg/EndRdx/Rchg:40(40), T'Death-Dam%:40(40)
Level 28: Fire Sword Circle -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-%Dam:50(29), Oblit-Dmg:50(29), Oblit-Acc/Rchg:50(39), Oblit-Dmg/Rchg:50(40), Oblit-Acc/Dmg/Rchg:50(42)
Level 30: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(31), Zephyr-ResKB:50(31)
Level 32: Greater Fire Sword -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(33), C'ngImp-Dmg/Rchg:50(33), C'ngImp-Acc/Dmg/Rchg:50(33), C'ngImp-Acc/Dmg/EndRdx:50(34), C'ngImp-Dmg/EndRdx/Rchg:50(34)
Level 35: Shield Charge -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-Dmg:50(36), Oblit-Acc/Rchg:50(36), Oblit-Dmg/Rchg:50(36), Oblit-Acc/Dmg/Rchg:50(37), Oblit-%Dam:50(37)
Level 38: Super Jump -- Zephyr-Travel:35(A), Zephyr-Travel/EndRdx:35(43), Zephyr-ResKB:35(46)
Level 41: Aid Other -- Mrcl-Rcvry+:40(A)
Level 44: Focused Accuracy -- GSFC-ToHit:35(A), GSFC-ToHit/Rchg:35(45), GSFC-ToHit/Rchg/EndRdx:35(45), GSFC-ToHit/EndRdx:35(45), GSFC-Rchg/EndRdx:35(46), GSFC-Build%:35(46)
Level 47: Aid Self -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(48), Numna-Heal/EndRdx:50(48), Numna-EndRdx/Rchg:50(50), Numna-Heal/Rchg:50(50), Numna-Heal/EndRdx/Rchg:50(50)
Level 49: Grant Cover -- HO:Ribo(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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[u]Set Bonus Totals:[u]<ul type="square">[*]18.5% DamageBuff(Smashing)[*]18.5% DamageBuff(Lethal)[*]18.5% DamageBuff(Fire)[*]18.5% DamageBuff(Cold)[*]18.5% DamageBuff(Energy)[*]18.5% DamageBuff(Negative)[*]18.5% DamageBuff(Toxic)[*]18.5% DamageBuff(Psionic)[*]13.6% Defense(Smashing)[*]13.6% Defense(Lethal)[*]12.7% Defense(Fire)[*]12.7% Defense(Cold)[*]12.4% Defense(Energy)[*]12.4% Defense(Negative)[*]3% Defense(Psionic)[*]24.3% Defense(Melee)[*]21.8% Defense(Ranged)[*]22.4% Defense(AoE)[*]6% Enhancement(Heal)[*]15% Enhancement(RechargeTime)[*]31% Enhancement(Accuracy)[*]10% FlySpeed[*]170.7 HP (12.7%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]Knockback (Mag -16)[*]Knockup (Mag -16)[*]MezResist(Held) 11.6%[*]MezResist(Immobilize) 10.5%[*]MezResist(Stun) 4.4%[*]5% (0.08 End/sec) Recovery[*]20% (1.12 HP/sec) Regeneration[*]2.5% Resistance(Psionic)[*]14% RunSpeed[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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Oh Mine are simple compared to some of these, but I was entertained!
Hope you enjoy some of them!
Please... No more!
Just Chillin Dude
They never make doors big enough!
Hello Ladies.. SWM Looking for a good time!
I've got nothing for this..
My team and I murdered him so bad we really pounded him into the ground!
If I could just get to the ugggggggggggghhhhhhhhhhhh......
I think they're dead...
I like those relaxing days.. -
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(Responding to Guide, not to any other comments)
I don't much like it. I think its only because you seem to be trying to force the player into spending way to much time doing things most will pickup on common sense. Like finding new ways to use an attack, or how to pull into a cone damage. Stuff like your improvisation, i just dont think any of it will do you any good, or is anything you havent learned already. Also, why is it dom only? Every AT can play the way you suggested with some minor tweaks. Your guide should of pretty much been; " Play the game the way you want to. Have fun and try new things.", isnt this something we're taught in preschool(substituting the game for life)? In which case, as i do believe, the guide didn't really help the player through anything, or teach the player anything. Sure, you made some nice grammars, and actually used a period, but i just don't agree that the guide had a need to be written in the first place. Maybe its personal opinnion.
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While maybe the "game of Life" tells us to be creative and do things our way, we've got a forum full of guides with ton's of pages that say, "Here's my build." And we get people who post builds and put things in their build to have people tell them, "You're stupid for not taking X power."
This post is a nice reality check that says, "It's a game, enjoy it." Have fun playing the game and okay a character the way you think will be fun!
I play my fire/kin with repel. I can't say how great it is to be playing in the middle of the pack and then when everything starts getting over run with enemies to hit that one key that turns on repel and sends them flying to the corners of the room! -
Also, anyone got a build of this? I can't seem to make one that hits the caps listed above with the attacks that I like.
So I'd love to see what you've got! -
Wow.. This is very interesting. And because of which I've gone back and re-vamped my build and was looking to see what I might be able to pull off here.
My current build has these types of numbers:
Defense:
Smashing/Lethal/Fire/Cold/Energy/Negative = 30.8% defense
Psionic: 23.2% defense
Resistance:
S/L = 90%
Fire = 34.2
cold = 31. 7
energy/negative/toxic = 30.4
Psionic = 36.1
End rec: 189%
Or I go with a build like the one listed above and I get:
Defense:
S/L = 41.5%
Fire/cold = 32.3%
Energy/Neg = 37.8%
Psi = 13.9%
Resistance:
S/L = 90%
fire = 34%
cold = 31.5%
Energy/Negative = 30.1%
toxic = 30.5%
Psi = 16.3%
I'm torn which to do, because having that unreasonably high psi resist and defense really makes a big difference.
Cimm never seems to be TOO much of a problem considering I've got 90% resistance. I mean yeah I get hit more often with the other build, but it feels like (mind you this is without playing it), that my real weaknesses seem more apparent with the soft cap'ed melee defense build.
Is it worth dropping so much Psi and such to pick up more smashing?
I know 1% def is supposed to be like 2% res right? -
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Might make a mention at least of Mental Training, a very nice power for its recharge buff and resistance to Slows. Some feel for prioritization would be nice, since taking all the powers you recommend plus Mental Training and Stamina fills all but 2 slots, which would presumably be a travel power. Hard to know which of these powers are Must Have Now vs. good to get eventually.
The main problem people have with Banes is that they have only good defense (27% to melee and AoE, 39% to ranged) with somewhat inadequate melee defense for a character that plays heavily in melee, doesn't have a self-heal, and doesn't have much real control or fantastic DPS. Night Widows can play similarly and have far greater defense and higher DPS. I think your guide should discuss these issues and not just dismiss those who don't appreciate Banes out of hand.
My Bane spider rolls along quite nicely, but it took adding regular Maneuvers, CJ, and the Steadfast IO before I was truly happy with his performance. Now he's a machine.
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I agree with the lack of defense on the bane. I made a crab and dual builded into a bane. The bane is fun, lots of high damage smashing makes me happy.
But defensively thanks to similar defenses and a dull pain power... Yeah crab survives better..
And then when you run with multiple crabs.. well holy crap you kill things fast.. -
Hi there,
I gotta say.. This doesn't feel like much of a guide. Maybe a good attempt for a first one, but missing lots of standard guide components.
You say how to be a bane Spider god, but never really give any advice aside from a few, "take this power" choices. Arguably (now I haven't played my bane for that long yet) there has to be a travel power that's above the others in utility.
For instance super jump offers combat jumping which stacks nicely with the other +def bonuses.
you also mention, "with proper slotting." but never mention an idea of what proper slotting is. If I was just putting SO's or IO's in, what do I want to do to be the best?
What about sets? What really capitalizes on the strengths of my bane?
See?
I would follow a more traditional guide format since it's more informative. Tell about ALL the powers, and why you would or wouldn't take them. Suggest slottings, strategies, worthwhile power pools, (It seems to me the leadership pool could make for some fairly potent team support).
You see what I'm getting at?
I hope that's constructive enough. -
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Because people would buy a tray of purples/reds, then combine combine combine until they had larges, and repeat until they had as many large purples/reds as possible, then go and WTFOwn everything even quicker than they do now. Incidentally, that is why Kora fruit got reduced from larges to mediums.
Edit: When I first heard about Insp. combining, I thought it was going to be 3 smaller to 1 larger. The current way makes less sense, but I see why they felt they had to do it like this.
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Would combining 3 small reds into a medium red that you bought from a level 5 trainer be more cost effective than just buying a medium red? I never really thought of that.. Of course there could be some price staggering to change that... -
Here's a question I've always had about this insp maker.. More of a Dev related question..
Why didn't they include the option to say combine 3 small heals into a medium heal? And then 3 medium heals to a large heal?
I mean surely a medium heal has less benefit than 3 small heals, but if you wanted to keep the insp's you've already got and make them more powerful (instead of trading for 1 of another type) then why not?! -
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anyone have an updates ice/cold?
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Personally I took two guides that seem to be very well drawn out and used that for my ice/cold.
Turbo_Ski's Guide to Cold Dominating
and
AWRocketman's Ice/Kin guide
When put together (specifically the ice side of the ice/kin guide) you can make a pretty good Ice/Cold build which seems to be working rather well for me..