-
Posts
121 -
Joined
-
Honestly, I don't see the hate about the new T5s. Afterburner with minimal investment lets you fly as fast as super speed can run. With one extra slot in Afterburner you can almost catch up on a straight line.
This is 3D movement and raw speed. Without the annoyance of accidently jumping into mobs, taking fall damage or having to find the right path to get around something. -
Quote:Doesn't /EM have better melee abilities than /elec?/fire has the most AoE damage, but you may not need it, since you already have a ton in fire/.
/elec has the most ST damage for blapping, but requires you to play in melee.
/dark is still fairly unproven, but it definitely requires you to play in melee. Unless you specifically want a blapper, I would avoid it.
/EM has the best fit for pure ranged specialists, due to boost range.
/MM and /cold have the most damage mitigation. +regen with MM and -recharge and knockdown with cold. Overall MM is probably better mitigation.
So you need to decide which of the above is most important to you. -
Well... this is how I would do it.
Hero Plan by Mids' Hero Designer 1.951
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Electricity Manipulation
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Munitions Mastery
Hero Profile:
Level 1: Burst -- Acc-I(A), Dmg-I(5), Dmg-I(5), Dmg-I(7), RechRdx-I(7)
Level 1: Electric Fence -- Acc-I(A), RechRdx-I(9), Immob-I(9)
Level 2: Slug -- Acc-I(A), Dmg-I(11), Dmg-I(11), Dmg-I(13), RechRdx-I(13)
Level 4: Buckshot -- Acc-I(A), Dmg-I(15), Dmg-I(15), Dmg-I(17), RechRdx-I(17)
Level 6: Charged Brawl -- Acc-I(A), Dmg-I(19), Dmg-I(19), Dmg-I(21), RechRdx-I(21)
Level 8: Beanbag -- Acc-I(A), Dsrnt-I(23), RechRdx-I(23)
Level 10: Havoc Punch -- Acc-I(A), Dmg-I(25), Dmg-I(25), Dmg-I(27), RechRdx-I(27)
Level 12: Air Superiority -- Acc-I(A)
Level 14: Fly -- Flight-I(A)
Level 16: Build Up -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(36)
Level 18: Flamethrower -- Acc-I(A), Dmg-I(45), Dmg-I(46), Dmg-I(46), RechRdx-I(46)
Level 20: Lightning Clap -- Acc-I(A), RechRdx-I(43), RechRdx-I(43), Dsrnt-I(43), Dsrnt-I(45)
Level 22: Afterburner -- Flight-I(A), Flight-I(40)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(50)
Level 26: Combat Jumping -- DefBuff-I(A)
Level 28: Ignite -- Acc-I(A), Dmg-I(29), Dmg-I(29), Dmg-I(31), RechRdx-I(31)
Level 30: Thunder Strike -- Acc-I(A), Dmg-I(34), Dmg-I(36), Dmg-I(37), RechRdx-I(37)
Level 32: Full Auto -- Acc-I(A), Dmg-I(33), Dmg-I(33), Dmg-I(33), RechRdx-I(34), RechRdx-I(34)
Level 35: Power Sink -- RechRdx-I(A), RechRdx-I(36)
Level 38: Shocking Grasp -- Acc-I(A), Dmg-I(39), Dmg-I(39), Dmg-I(39), Hold-I(40), RechRdx-I(40)
Level 41: Cryo Freeze Ray -- Acc-I(A), Hold-I(42), Hold-I(42), RechRdx-I(42)
Level 44: Surveillance -- RechRdx-I(A), Acc-I(45)
Level 47: LRM Rocket -- Dmg-I(A), Dmg-I(48), Dmg-I(48), Acc-I(48), RechRdx-I(50), RechRdx-I(50)
Level 49: Body Armor -- ResDam-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3), EndMod-I(3)
Explanations:
I skipped Lightning Field because you probably won't be in melee range long enough for it to deal any significant damage. Elec fence is slotted to help stack immobilizes for ignite. Beanbag the boss, lightning clap to stun him and all the minions in range. Travel power can be swapped out for any other you want. Skipped Sniper rifle because there's not enough slots for a set, and skipped M30 Grenade because the uncontrolled knockback hurts. There's enough slots that you can probably use some sets in some places and get the most important bonuses. Stick a -KB in Combat jumping and Body armor and you're protected from Knockback.
Playstyle:
Use AR's AoE to mow minions down, and Elec's melee attacks to kill tougher targets. It's almost controllerlike in how many Mezzes you have. Freeze ray -> Shocking Grasp + Ignite = Held and quickly dying boss. Follow up with your blaps and you have a safe way to kill bosses. -
Part of the issue with Crashless nukes for EVERYONE is that well... Consider the following.
Compare Fire pre 32, and compare Assault Rifle pre 32. Fire's powers without it's nuke are all strong enough to stand on their own while AR really needs it's 'Nuke' to shine.
IMO, if they do that they would have to fiddle with the numbers on all the other powers. Even if Inferno was still a PBAoE, if it had numbers comparable to Full Auto (Or more due to Fire's 'passive') There would be ZERO reason to play anything else. You could just kill a group with Fireball + Inferno + Fire Sword Circle/Psychic Shockwave then move on to the next one and have everything up again. -
I have a character whom is rather old and is just a normal human. I was thinking of either having the well stop his aging, or even reverse it and make him younger again. I also had the idea of him getting cancer and getting the powers of the well to combat it.
Problem is, I just don't really know all that much about the well beyond it giving great powers to those who have it. Is it just open to interpretation, or is there some kind of rules here? -
I think the best way you can use it would be to play normally untill you get very close to dinging, then turn off the XP up untill you finish it, allowing the Arc bonus to ding you.
This way you can attempt to keep grinding to a minimum. -
Try fighting something around your level that isn't a Cimorian. If you easily win, it's the Cimorians, if you lose, it's probably you.
-
Well... how exactly does this affect our character's backstories?
A natural character gaining Incarnate powers wouldn't be a 'Natural' anymore would he? Or are the powers that the Well of Furies is giving a small fraction of what it gave Recluse and Statesman? -
Dev's already said why they couldn't just make the base recovery rate higher.
It F-s up the game balance, making them have to tweak the numbers on all recovery powers to make sure they don't give people too much endurance.
It's not an elegant solution... but it's okay. -
Perhaps you could do a quick street sweep to gather up minions?
I honestly felt it might get pretty overpowered depending on what kinds of minions you choose to Brainwash.
Perhaps the utility power could be an AoE Revive, or a "Re-get the last set of minions you had". -
Through guile, bribery or mind control, you can convince people to follow you and take orders!
T1 Blast: Standard Mastermind attack
Minion Control: Allows you to Brainwash a single enemy minion. After getting control, the minion will scale to your current level. Only works up to enemies +4 to your level. (Possibly limiting powers?) Allows you to control up to 3 minions based on your level.
T2 Blast: Standard Mastermind attack
Upgrade power: Unsure what to 'upgrade'. Perhaps adding unique powers or increasing health/resistance?
Lieutenant control: Like Minion control, for Lieutenants. Allows you to control up to 2 Lieutenants based on your level.
Cone Attack: Standard Cone blast.
Utility Power: Hm, perhaps some kind of frenzy power that increases attack rate?
Boss Control: Like Lieutenant and Minion, only for Bosses. Can only control one.
Second Upgrade power: Much like the first upgrade power, what to upgrade.
I want it to be based around taking control of enemies for your own purposes, but I'm really unsure how you would balance it or what kind of blasts would work. Maybe Psionic blasts? -
To me, my blaps cover AR's inherent lack of Single target damage.
I have enough recharge now that I can make an attack chain of Energy Punch, Bone Smasher, and Total focus.
My assault rifle still cuts down the massive ammounts of minions with ease, but for that last boss remaining, I blap that sucker down. -
My Soldier is still loyal to Arachnos. He's really old though, and dates back to the first years Arachnos was still trying to gain power.
He was also one of the first soldiers to get their hands on a Nullifier mace and developed combat techniques for it to be taught to the newer soldiers.
The quote in his bio is, "Arachnos has a crappy retirement policy anyway." -
I used to go around using the low/no damage mezzes on Level 1s and watch as they get held for several MINUTES. (And you thought Malta Grenades where bad!)
Hurricane is fun for messing with low level mobs too.
Oh and as an extra tip for Power thrust, target clockwork. They're weak to knockback.
I also like trying to see how much damage I can do with one power. Enrage stack, find mob, use snipe. -
I dinged like any good blaster should...
Faceplanted.
Every blaster I've taken up to 50 has been like that. After they gave us inspirations on dinging, I always nuked when I got up too. -
To me, an offender is a defender that actively contributes to damage.
For example, my Dark/Ice defender spends a lot of time blasting, but he doesn't neglect his Tar Patch, Fearsome stare, Darkest night and such.
There's very few sets that can't be played as an offender... Empath is one, mainly because they rely too much on active mitigation and don't have a way to boost their own damage. Force field has plenty of time to blast, but also doesn't have a way to boost their own damage. -
Here's my list of Critique.
1: Your single target damage will be lacking. Especially without an Immobilize to leverage Ignite. (Which doesn't do so hot anymore anyway.)
2: To go along with number one, I usually recommend taking both Burst and Slug, along with Blaps. If you really only want ONE Of the opening blasts, take Burst and use Achilles heel.
3: Melt armor needs accuracy, and Touch of Lady gray has none. Try Analyze weakness instead. (ToLG's bonuses are past the cap anyway.)
4: The build itself is somewhat lacking in Crowd Control... Even if your going for a more defensive build via IOs, taking an enemy out of the fight is extremely useful. Consider Beanbag to Stun enemies at range.
5: Power boost isn't that useful without something to boost. Conserve power isn't that great either. My AR/Em doesn't really run out of Endurance all that often.
6: Oh and consider reordering your power picks too. This would be okay for a respec build but for a leveling build you need some more low level umph.
Here's my slightly tweaked build for you.
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1408;702;1404;HEX;| |78DA9D93CB4F135114C6EFB4534BCB94164A6979953E785306D8F958181F9090405| |28B61A5366319CB24653AE94C133146488C3BF76AD49D8A24EED4A871E53FA0C67F| |A8DE73BE698D71E7A4FD7EF771E6BB67EEB977FBEE554D88E38B42895D6918AE5BB| |D2CD5335BA16DA36ED544580831E10F552B865D37F7F44BAE6BB41B5EB562DD6998| |C5EEE44EDB719A2D4F5FB7CD56FDB0BA6DD896D36E189ED5B40737ED7DB365DA9ED| |E6D44CBCD6643DF714C732FC6CD0DABBEEF59765DE3DE966938BDCE86E5D9A6EB0E| |AD3B564DDF681807A634A7250F3332B905F99F11DDA713124F24E644F139A3F494B| |1FC0C78017C0B089114077FDE0A8AB2444104AE011586BAC39893AAF8EECA7B8935| |31F781B1F0284058FCC8BDC54FC06746536AD07F2BF88AE3D4D78C336F801346DF5| |BE0945190FB1DC25B4A68898DA2802267C27EB661649B41B619643B866C1DA911C4| |A911C44511A7214E435CB1C6B623D2B31FE181FE944243030960981194013105DF1| |14BCBC6A4486480AC42BB3994070A8CE12283AA12F76DE30FD968FA88B176CC0849| |DB41D88AC1654E459543490C0593486518A98C24016414967129C429A95D786FF2A| |A7D72268D99403AC7A645601AA0AD1CF5376714A51C43292750C309D4308F1ABA52| |C7112EC6518692A04F87C3241CB270C8C2210B871C1CE8CBA6FCF02984E7109E437| |8FEAF053D2E0D162C60C176EF7C774233A8E72CEA398B7ACEFAA7741F27B3CE3891| |476FDE3F2DF3F7F8682D3C008E186BF719A7326EC9DFF3259DF7B2B4022CA25C25F| |67B171342F7FDF4EFFCEACA0FE027F08B91961558F53F60751E5BAAF6AE99FCC947| |6CFD3352567B574C283C9257BBB7AED389247A57E97F9F2F5AD72E52894ABD4E529| |6A2EC52EB06C94DEADEA29641ADDB2435EA76BE6ADD84E36729AF7324E7492E90A4| |647EE2314586E92AF59368243192019238498224493246F292A4F31B9054F901| |-------------------------------------------------------------------|
-
1: AR/EM Blaster (Me. I cut through Cimorians easily.)
2: Rad/Sonic Defender (Debuffs, ho!)
3: Inv/SS Tanker (Tanker, Ho! Inv is chosen due to it's near immunity to S/L, which allows the Tanker to dish out some nice damage.)
4: SS/Shield Brute (More AoE damage and fury goodness.)
5: Fire/Anything Blaster (Even more AoE damage.)
6: Fire/Shield Scrapper (One of the best single target damage dealers IIRC.)
7: Plant/Rad Controller (Good control and more debuffs.)
8: Fire/Kin Corruptor (Extra damage for the entire team, and some personal damage.)
This would be my 'fantasy' team. I tried to keep it a wide variety of ATs and only re-use an AT once. -
Very tricky.
Honestly, I'm stumped. Anything I could come up with that would match thematically, would be really really annoying. (Already stacked with their Chill of the night and -to hit numbers.)
EDIT: By the way, do they have to match the same origin as the regular ones or can they be an entirely new group? -
Quote:Naughty tentacles? :3I've also used Plant Control as spiky tentacles of unpleasant inquisitiveness.
-
I have the following build in mind for my Fire/Rad Corruptor. This isn't a "Rate my build question" all I'm curious to know is roughly how much it'd cost to do it.
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1425;687;1374;HEX;| |78DA9D93594F135114C7EF74A194B6B405590B425964291478724B3401312150458| |8D1A8B1A930C024B5259D41E99B1FC077B7181E7C302E6F6E897E0857C098F8E687| |3071A9E79CFFA5587C7302FFDFCCB9F7FCCFE999B9A9F51341A56E1C574678229BB| |1EDF444BE50585B75F2056F2AB36C2D289F522A560EA6E732B965733179D22A98E9| |714A70E2BB6BE36B4B4BC9B9CCA29571AC7C2E3D79D5B26DBA894EE556CC8299739| |23B37C1D97C3E4B1E4ECEB4ED1A79985F35CDC500E2596B79C589CAFD54EE9A655B| |57ACACE5146393ABD64272B7DC7C7E2D9B4E510B66A1D84C5D0ED07F9F4BE9ABE45| |5B738A05CB7813B02CF5DE09EA06A8330A6368D7296479D363834342D189E0152C0| |29413F15317411E39938543D1754BF005E0A6A5E0109C116A5B891E5721F2478DC2| |AB88703E4ECD5CE5E38D7C2B916CE113847E0BC1FCEDBE4EC33E0EC4BFCBDA2F199| |16FDBAB43F2EA138D00324A86E406F086CB864E581A00F0E5EFA0C4228A142DD12F| |25128AC43E11E090D514A54B71FC5F4EB30FD3A4CBF11D36FC4F4DB30FD6A32AAD7| |EDD7774A685F05BED06283B66D7828AFA0EF11F05830F04430F81440CB5D64DB045| |B6F1342CD1568AD401BE0A7AC1664192DF8A18340805662E842C5100A51A85D87DA| |BF2B7E48D2083A74AF1D3F64849DBF80DF404910FF09A0EA303D74E90FB0EBAD84B| |ADF01EF810F785D1F055FA9C15E6C77F77E7271DD039BC016B02D58A7EFAD5FBFD6| |FE63FA13DBC36F74FC137A4F02DD0C55A04826495D2C896223283682622328769DF| |68DCAB928B9478B923A9607F05BC7F4A03DE5C3467F74A9997F22B39EF209538644| |A676F794FC91F249FADFEB7570C7CE7FA686749EE52CCB3996F32C17582EB25C62B| |9CC926629BD2967870F715F87598EB01C6569A0FED44DDEE9E343156009B284586A| |59C22C11967A965696FB2CA53FEB2D0625| |-------------------------------------------------------------------|
-
Psi blast and to a lesser extent Psi control.
I get that your attacking the mind of your target, but why do I shoot a bolt from my head at you? -
I haven't re-purposed too many characters yet due to most of them dating somewhat before Power customization, but of the ones that I have.
Raven Sorrow: Fire/Rad Corruptor, Blasts are colored Dark, and explained as ghostly energy attacks, and Radiation is colored black as well, explained as him summoning spirits.
Solar Feline: Kin/Regen Scrapper, He's a Sun mage, and all of his powers are recolored really light and bright to look that way.
Zaxo Stryker: AR/EM Blaster, his power armor re-focuses his Psionic energy into powerful short range energy bursts he uses in melee. Otherwise, he can't really use his powers for anything else.
Culian: Rad/Elec Blaster, He's an android that fires Energy bolts. Not radiation. Elec melee powers are the energies being used as close combat tools. -
I usually slot accuracy TOs and End Redux TOs and damage TOs if I have slots left and no End Redux TOs dropped.
Most other stuff I sell. And at 12 I go for DOs. -
Honestly, I think AVs, EBs, and Bosses SHOULD NOT RUN at all.
They're confident enough in their abilities to stand up to heroes, so why are they running?