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Posts
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Joined
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I was actually thinking about this combination just today. However, I'm having troubles figuring out what to slot and where, really.
I have -a- build I threw together. I think it's a bit junk really, but could someone take a look at it, and help me streamline it to be more effective? I'd really appreciate it.
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Quote:.../windowtoggle costume
/cc and /costumechange are the slash commands to actually change your costume, so you're reading the threads and sites wrong. (unless you care to link the threads/sites that are actually saying it wrong)
I freaking adore you. THANK YOU!
Edit to add:
And the first place I looked was the Paragon Wiki. It says:
Quote:/cc Open costume change window (Also: costume_change) -
Okay, I probably overlooked something somewhere but, is there as slash command to open up the costume window? The one that pops up when you click menu -> costume (K).
I know several threads and other sites list /cc or /costume_change as the command, but that's not it. -
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What the heck is up with knockback?
Seriously, 2 maybe 3 feet is all anything is knocked back now. That's not enough to get most things out of melee range.
My energy blaster gets retired until that changes. -
Back in the day, I came up with a stone melee/fiery aura brute and loved him. My friends and I ran around just smashing things.
And then for some reason, I shelved him, never to be seen again until last night.
I took at look at his build and made a very sad face. He's level 50 with only SOs and well, I have no idea what I'd call it for slotting. Maybe "I must've been on some pretty heavy meds", because it looks like a total train wreck.
So now, I've come to the forums for advice.
First, is SM/FA viable for normal PvE play? And if so, is it possible to get a build that is both super solo friendly and TF/Trial friendly?
Any help would be appreciated. -
*Cough* So apparently I didn't stare at Mid's for long enough, or I would've realized the reason things looked wrong, was because I forgot to turn on Shadow Meld. >.>
So with that being said, would anyone mind having a look at what I have, and give me some pointers on what could be improved?
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Scrapper
Primary Power Set: Dual Blades
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Nimble Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(17)
Level 1: Fast Healing -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(15), RgnTis-Regen+(15)
Level 2: Power Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(17)
Level 4: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(19), Dct'dW-Heal(25)
Level 6: Ablating Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(19)
Level 8: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(9), P'Shift-EndMod/Acc/Rchg(9), P'Shift-Acc/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(43)
Level 10: Typhoon's Edge -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(11), Erad-Acc/Dmg/EndRdx/Rchg(11), C'ngBlow-Dmg/EndRdx(23), C'ngBlow-Dmg/Rchg(23), C'ngBlow-Acc/Rchg(25)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Heal(40)
Level 18: Blinding Feint -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31)
Level 20: Vengeful Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(37), FrcFbk-Rechg%(37)
Level 22: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Heal(39)
Level 24: Kick -- Empty(A)
Level 26: Sweeping Strike -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(27), Erad-Acc/Dmg/EndRdx/Rchg(27), C'ngBlow-Dmg/EndRdx(33), C'ngBlow-Dmg/Rchg(33), C'ngBlow-Acc/Rchg(33)
Level 28: Instant Healing -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal(40), Dct'dW-EndRdx/Rchg(40)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(50)
Level 32: One Thousand Cuts -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(34), Erad-Acc/Dmg/EndRdx/Rchg(34), C'ngBlow-Dmg/EndRdx(34), C'ngBlow-Dmg/Rchg(36), C'ngBlow-Acc/Rchg(36)
Level 35: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(46), RedFtn-EndRdx/Rchg(48), RedFtn-Def/EndRdx/Rchg(48), RedFtn-Def(48), RedFtn-EndRdx(50)
Level 38: Moment of Glory -- RechRdx-I(A), RechRdx-I(50)
Level 41: Moonbeam -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(42), SipInsght-Acc/Rchg(42), SipInsght-ToHitDeb/EndRdx/Rchg(42), SipInsght-Acc/EndRdx/Rchg(43), SipInsght-%ToHit(43)
Level 44: Shadow Meld -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46), RedFtn-EndRdx(46)
Level 47: Revive -- RechRdx-I(A)
Level 49: Resilience -- ResDam-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Stamina -- P'Shift-End%(A)
------------
Set Bonus Totals:- 6.5% DamageBuff(Smashing)
- 6.5% DamageBuff(Lethal)
- 6.5% DamageBuff(Fire)
- 6.5% DamageBuff(Cold)
- 6.5% DamageBuff(Energy)
- 6.5% DamageBuff(Negative)
- 6.5% DamageBuff(Toxic)
- 6.5% DamageBuff(Psionic)
- 21.75% Defense(Smashing)
- 21.75% Defense(Lethal)
- 6.438% Defense(Fire)
- 6.438% Defense(Cold)
- 18.63% Defense(Energy)
- 18.63% Defense(Negative)
- 3% Defense(Psionic)
- 12.38% Defense(Melee)
- 14.56% Defense(Ranged)
- 9.875% Defense(AoE)
- 5.4% Max End
- 27.5% Enhancement(RechargeTime)
- 9% Enhancement(Accuracy)
- 12% Enhancement(Heal)
- 9% FlySpeed
- 125.5 HP (9.372%) HitPoints
- 9% JumpHeight
- 9% JumpSpeed
- MezResist(Immobilize) 18.15%
- MezResist(Terrorized) 6.6%
- 7% (0.117 End/sec) Recovery
- 12% (0.671 HP/sec) Regeneration
- 6.3% Resistance(Fire)
- 6.3% Resistance(Cold)
- 9% RunSpeed
- 2% XPDebtProtection
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Hey all, I was wondering if someone would be willing to help a clueless first time scrapper out.
I've made a Dual Blades/Regen scrapper and have already leveled him some before I cracked open Mid's to try figure out what to do with him. Honestly, I ended up just staring at it with nothing coming to mind. Could someone please throw a guy a build?
What I'm looking for is survivability beyond "Hurr, heal fast/lots". I'm not sure if this'll factor in or not, but I primarily solo.
The account I'm playing the scrapper on isn't at 60+ months, so requires a pre-travel power, and in this case combat jumping is preferred with super leaping to be used as the travel.
While I'm not usually against hasten, for this particular character, I'd like to be able to not use/have it if at all possible, though it wouldn't be a deal breaker if the build requires it.
He's currently in Praetoria and will be going redside when he hits 20th, if APP/Patron Pools need to be taken into account as well.
I would also prefer not to use purples.
And finally, if possible a build that's leveling friendly would be greatly appreciated, though again, not required. -
Hey all.
I'm finally getting around to making a dominator, and I've chosen Plant/Earth/Lev for conceptual reasons. The thing is though, I'm totally horrid at building with/for IOs. I simply don't know the sets and the tricks to getting the most out of them, so I'd really like some help.
First, I'll list what I want to be able to accomplish:
- Primarily be able to solo. This is the most important, as its my primary method of playing. I'm happy with playing at +0/x0, but of course, being able to boost that would be a huge plus.
- Team effectively. I do like to run SFs/TFs and get the occasional PUGs, so being of use to team is part of the equation.
- I would like perma-hasten and perma-dom, but its not a deal breaker if it isn't possible with the sets I've chosen.
Notes about 'must haves' on the build itself:
- I prefer Leaping as my travel, and I do get the vet reward of being able to take it at 6th
- I do not want to change my Patron Pool for something else. As I said, its a concept build, and Leviathan is the one I prefer to use.
- I generally don't like having a lot of toggles, so while I'm not against using the Fighting Pool, I'd prefer to avoid it if at all possible.
So all of that said, here's what I threw together in Mid's. I know, it's not optimal, that's why I'm coming to ask for the help of people with more know how than me.
Villain Plan by Mids' Villain Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Dominator
Primary Power Set: Plant Control
Secondary Power Set: Earth Assault
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Strangler- (A) Basilisk's Gaze - Accuracy/Hold
- (43) Basilisk's Gaze - Recharge/Hold
- (46) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (46) Basilisk's Gaze - Endurance/Recharge/Hold
- (A) Decimation - Accuracy/Damage
- (3) Decimation - Damage/Endurance
- (3) Decimation - Damage/Recharge
- (13) Decimation - Accuracy/Endurance/Recharge
- (13) Decimation - Accuracy/Damage/Recharge
- (A) Crushing Impact - Accuracy/Damage
- (5) Crushing Impact - Damage/Endurance
- (5) Crushing Impact - Damage/Recharge
- (15) Crushing Impact - Accuracy/Damage/Recharge
- (15) Crushing Impact - Damage/Endurance/Recharge
- (A) Enfeebled Operation - Endurance/Immobilize
- (7) Enfeebled Operation - Accuracy/Endurance
- (7) Enfeebled Operation - Immobilize/Range
- (17) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (17) Enfeebled Operation - Accuracy/Immobilize
- (48) Gravitational Anchor - Chance for Hold
- (A) Jumping IO
- (A) Malaise's Illusions - Accuracy/Recharge
- (9) Malaise's Illusions - Endurance/Confused
- (9) Malaise's Illusions - Accuracy/Endurance
- (19) Malaise's Illusions - Confused/Range
- (19) Malaise's Illusions - Accuracy/Confused/Recharge
- (A) Decimation - Accuracy/Damage
- (11) Decimation - Damage/Endurance
- (11) Decimation - Damage/Recharge
- (25) Decimation - Accuracy/Endurance/Recharge
- (25) Decimation - Accuracy/Damage/Recharge
- (A) Jumping IO
- (A) Doctored Wounds - Heal/Endurance
- (48) Doctored Wounds - Endurance/Recharge
- (50) Doctored Wounds - Heal/Recharge
- (50) Doctored Wounds - Heal
- (50) Doctored Wounds - Heal/Endurance/Recharge
- (A) Recharge Reduction IO
- (A) Healing IO
- (34) Healing IO
- (A) Endurance Modification IO
- (21) Endurance Modification IO
- (21) Endurance Modification IO
- (31) Performance Shifter - Chance for +End
- (A) Crushing Impact - Accuracy/Damage
- (23) Crushing Impact - Damage/Endurance
- (23) Crushing Impact - Damage/Recharge
- (33) Crushing Impact - Accuracy/Damage/Recharge
- (34) Crushing Impact - Accuracy/Damage/Endurance
- (A) Basilisk's Gaze - Accuracy/Hold
- (36) Basilisk's Gaze - Accuracy/Recharge
- (36) Basilisk's Gaze - Recharge/Hold
- (36) Basilisk's Gaze - Endurance/Recharge/Hold
- (37) Recharge Reduction IO
- (A) Positron's Blast - Accuracy/Damage
- (27) Positron's Blast - Damage/Endurance
- (27) Positron's Blast - Damage/Recharge
- (31) Positron's Blast - Damage/Range
- (31) Positron's Blast - Accuracy/Damage/Endurance
- (34) Impeded Swiftness - Chance of Damage(Smashing)
- (A) Mako's Bite - Accuracy/Damage
- (29) Mako's Bite - Damage/Endurance
- (29) Mako's Bite - Damage/Recharge
- (33) Mako's Bite - Accuracy/Endurance/Recharge
- (33) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Expedient Reinforcement - Accuracy/Damage
- (37) Expedient Reinforcement - Damage/Endurance
- (37) Expedient Reinforcement - Accuracy/Damage/Recharge
- (39) Expedient Reinforcement - Endurance/Damage/Recharge
- (39) Empty
- (A) Recharge Reduction IO
- (43) Recharge Reduction IO
- (48) Recharge Reduction IO
- (A) Positron's Blast - Accuracy/Damage
- (39) Positron's Blast - Damage/Endurance
- (40) Positron's Blast - Damage/Recharge
- (40) Positron's Blast - Damage/Range
- (40) Positron's Blast - Accuracy/Damage/Endurance
- (A) Positron's Blast - Accuracy/Damage
- (42) Positron's Blast - Damage/Endurance
- (42) Positron's Blast - Damage/Recharge
- (42) Positron's Blast - Damage/Range
- (43) Positron's Blast - Accuracy/Damage/Endurance
- (A) Positron's Blast - Accuracy/Damage
- (45) Positron's Blast - Damage/Endurance
- (45) Positron's Blast - Damage/Recharge
- (45) Positron's Blast - Damage/Range
- (46) Positron's Blast - Accuracy/Damage/Endurance
- (A) Recharge Reduction IO
- (A) Recharge Reduction IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
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Considering before IOs and the market existed, the only thing that you could really spend INF on was costume changes and SOs, and once you were fully SO'd out, you didn't need anything else, people were building up INF for years and years.
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I saw this while running around in Nova the other day:
Quote:CWK.SEE[GRS.CLR == GRN; SKY.CLR == BLU]; CWK.TSK = PPL.BBQ -
Strengths: I'd like to think I'm a creative person. Honestly, I can't say for sure, because what I think is creative, others may not. Anyways, I'm great at the thinking area, coming up with ideas, solutions, etc.
Weakness: My greatest weakness is a carry over from Real Life. My career is based on efficiency and that sadly is reflected in my writing and RP. I will make a 'paragraph post' if its the only way to get the thought/action across but, the majority of the time, I use a sentence or two, making the post/thought/action as clear and succinct as possible. I've tried to veer away from that but, 20+ years of being as efficient and succinct in writing as possible, broke me, I think.
That and I just really don't have a large vocabulary, for the same reason as above, it simply has never been required in my career. -
From most to least important:
1. Accessibility: Agreeing with Vyver on this one. If you can't easily get involved with whatever the group is doing/does, there really isn't any point to being there. Long standing SG/VGs (of the Roleplay variety) tend to have well established cliques, which makes it very difficult and in some cases downright impossible to join in on the fun, so I tend to look at lesser known or newer SG/VGs first.
2. Activity: Personally, I don't care what the primary activity of the group is. It could be always running missions/TFs/whatever to always standing around in the base RP'ing. As long as they are consistently active is what matters to me. I don't join an SG/VG so I can play by myself. It rather defeats the point.
3. Consistency: While I understand change is necessary, constant and dramatic change is annoying and makes me begin to question the leadership's grasp of their own group. A few examples: The base that gets changed around every week. The theme behind the SG changing or wavering (though Theme itself is next on the list). Officers changing with frequency, and so on.
4. Theme: I love themes. To a point. For me, as long as it isn't so inclusive that it effectively shuts out players. Again a few examples:
Good Examples: Patriotic (Any origin, power and play style can join as long as they are Patriotic!). Mercenary (Any origin, power and play style can join as long as they enjoy being hired out to do good/bad deeds!).
Bad examples: Specific Origins (ONLY magic, science, mutant, etc). The specific origin to me is the worst, simply because eventually all the stories/plots end up feeling very one-noted. Another bad example is the Specific Type groups (ONLY robots, vampires, ghosts, etc). Granted, origin doesn't play a part (mostly) on these kinds of groups, but again, they tend to become rather stale, very quickly.
5. Requirements: Any group who has a list of 'requirements', sets my teeth on edge. And I'm talking above and beyond what would be expected. For instance, I wholly expect a group to require me to run in SG mode. In fact, I hate -not- running in SG mode because I feel like I'm wasting an opportunity to passively help the SG. While uniforms makes me kind of cringe, I'm not wholly against them.
No, what I'm talking about are things like: You MUST post on our forums daily. You MUST use <insert popular voice chat program>. You MUST use <insert popular text chat program here>. You MUST do this <insert TF/SF here> at least once a week.
I play to have fun people. Saying I MUST do this extra stuff OUTSIDE of the game, is not fun.
Anyways, that's my list. -
Quote:I'm going to echo this sentiment.Except people use VirtueVerse for setting up RP events and running stories as well.
I don't really see the point of splitting community attention in multiple directions. If you think VirtueVerse is just for Character Bios you've barely scratched the surface of the content people have put there.
Also, this is an assumption on my part, and I could very well be wrong but, glancing at titles, I don't think I am. Can't you also do the "fair grounds for any roleplayers to post event setups, information, summaries, and even stories" right here, on this very server forum? -
My all time, hands down favorite is Stalker. Solo or team, I love getting that initial AS off, then scrapping with the rest of the mob, placating as necessary.
I generally enjoy all the ATs. But as someone said earlier, for me, its finding the right combination of powersets really, and not the AT itself that I have problems with.
Case in point: Masterminds. I love the concept of them. It slightly reminds me of my days as a Master Creature Handler in SWG (Intrepid server). So when CoV came out, I clung to the idea of making an MM! ...I hated that AT for over a year, after that initial try. It wasn't until just a few months ago, I forced myself to play to level 12 with every MM primary and secondary. It took a little over a week, but I finally found the combination that made me go "Weee!": Necro/Poison. I love it. I have fun with it. I got the MM to 43rd in less than 2 weeks.
So yeah, really it's the powers that determine if I like an AT or not. -
Quote:This needs to be looked at again.Patch notes for build 1850.201007290124.21T2.[*]Neutropolis Bobcat: Jon Shens army of Syndicate initiates no longer show up all at once in an effort to outdo Reichsman and his 5th column troops. Their arrival is now staggered and paced throughout the mission rather than all lumped at the end.[/list]
I just started this mission. It is true that the ambush wasn't all lumped into one giant army at the end. It was however, mostly lumped into one giant army at the beginning.
I was barely half way through the first wave, when three more waves showed up. I died and went to the hospital. When I came back and looked around while in hide (playing a Stalker), right near the entrance were the other 30 or so mobs from the ambush.
Thankfully, I was able to completely bypass them after that. However, imagine my shock and dismay when I reached the back end of the map and yet more ambushes spawned. I died yet again, thanks to being overwhelmed by 20 or so mobs at a single time.