Mr_Kingkillaha

Rookie
  • Posts

    378
  • Joined

  1. Quote:
    Originally Posted by SickSadisticBomb View Post
    again...their from 2006...looking for a build thats more updated to the most current version of the game
    On page 2? Look again. I see 2 threads a month old.
  2. Quote:
    Originally Posted by EJI View Post
    Drain Psyche is stronger for doms than for blasters.
    I thought so.
    I just checked the numbers, and with 4 targets unslotted blaster drain psyche gives 7.1 end/sec. I cant even imagine burning through that much end.

    Slotted with touch of the nictus:
    4 targets: 7.26 end/sec, 37.54 hp/sec
    10 targets: capped around 12 end/sec, 83.09 hp/sec
    Slotted with efficacy:
    4 targets: capped around 12end, 22.89 hp/sec
    10 targets: capped end, 45.79 hp/sec

    I like the way you slotted it to max both, though I prefer to slot 4 nictus and 2 recharge. IMO slotting for any end is excessive vs having the power back faster.
  3. Im not sure how the numbers compare, but drain psyche on my dom caps my end unslotted.
    Slotted for accurate healing it also can cap my regen. Something to consider.
  4. Quote:
    Originally Posted by Yep View Post
    Coming back to the game after a few years with the new Freedom FTP coming soon (Just got the $1.99 deal). This time I would like to try running two accounts and am trying to find a good (though somewhat easy to manage) duo.

    I am wanting to either go with a Kin/* Defender, or a */Kin Corrupter (I might also opt for empathy), but thats about all I have come up with so far. I am leaning toward a melee type to go with it (scrapper, tank, brute) but have not kept up with powers lately or know what would become extra powerful with a kin behind it. Would prefer something with good AOE powers.
    Primary:
    fire/regen brute
    Secondary:
    Empath/* defender

    Having an empath on follow spamming fortitude would make softcapping all positions easy without compromising anything else, and a fully softcapped regen sounds awesome. Not to mention using AB and RA when needed.

    Quote:
    Originally Posted by Yep View Post

    Pretty much I plan to have the corrupter or defender just follow me around and buff/heal. Also, what would be the best travel power to take for allowing an easy time for the other character to follow me? And what archetype and powerset would you recommend melee-wise to go with the kin or empathy based defender or corrupter?
    Give the follower hover for in missions, and pick up recall friend (and turn off prompt teleport for the pet) for when it gets stuck.


    Might not be the best possible combo, but it would be simple to manage with awesome results.
  5. Quote:
    Originally Posted by mousedroid View Post
    I have the Mu Mastery version of Power Sink on a Dom, and if I fire it off in a crowd I get a huge End boost. I would assume the APP version works similarly.

    The electric blast powers that say they transfer end to you (like lightning bolt and charged bolts) don't ever seem to give me any kind of end boost though. Or if they do, it's not enough to even overcome using them.
    Yeah youre right, I was thinking of a short circuit type power. Power sink is good to slot for end mod.
  6. Quote:
    Originally Posted by mousedroid View Post

    Does slotting Power Sink for End Mod increase the amount of End it drains as well as the amount it transfers to you, or only the amount it drains?
    *edited to remove my stupidity from future readers
  7. Quote:
    Originally Posted by EvilGeko View Post
    Best place for Fake Nemesis is an island in the middle of Firebase Zulu. Usually 5-10 Fake Nemesis spawned at a time in the 40-44 range. A 50 of most ATs can run a circle around that island and be done in about an hour or less. If you're on an AT in the level range who can handle good sized spawns, you can also gain a level doing it.
    I found some on Point Sierra, in an hour I got 1 level (40-41) and 33 nems. Thats pretty good considering I had to skip plenty of purple spawns. If I was closer to 45 I probably would have gotten 100 nems.

    Thanks for the tip, much better than PI.
  8. Anyone know of a good mission accessible through ouroboros or otherwise with an excessive amount of fake nemesis? Clockwork gears? Others Im not thinking of right now?

    In the past I have hopped around PI/Perez to find those, but Im hoping there is a more efficient way.
  9. Quote:
    Originally Posted by Vinceq1980 View Post
    Plant has ruined the control primary for me. Its that freaking good. Once you invest in the build plant just absolutely leaves the other sets behind in terms of cc/damage. I mean I really want to play another dom but i dont want to make another plant just so i can do it with another secondary assault set. b/c honestly when you proc the hell out of creepers. you can just use roots/flytrap/creepers to clear spawns of x8 mobs and still clear it faster than any other combo out there imo. posi proc/javelin volley/impeded swiftness/explosives strike + 2 HOs for damage is what my creepers look like. and with global recharge its up before it expires anyways.
    Does the force feedback +rech proc work in creepers?
    I have one in there right now and it doesnt seem to be.
  10. Quote:
    Originally Posted by Dual Hammer View Post
    can this brute farm plus 4 times 8 with no insps? a simple yes or now is all i want.
    Yes.

    You have RotP, so Im sure eventually you could clear a map.

    lol
  11. Quote:
    Originally Posted by Ghostwind_EU View Post
    ...
    I started thinking it might be a fun challenge to create a normally considered "weak" toon and pimp it to the max with IOs and incarnate powers.
    This sounds like an interesting project.

    The ideas of petless masterminds or tanks without shields and such dont really fit though. Ruining a good powerset is easy. Making a bad powerset work sounds like a fun challenge.
  12. Quote:
    Originally Posted by Woldsman View Post
    Hello!

    I’m looking for some advise on the difference between Scrappers and Brutes. They fill pretty much the same niche, melee DPS, and I know Scrappers do a bit more damage while Brutes have a bit better survivability. Is the difference noticeable?

    I’m looking to make a Katana/Willpower character, and I’m torn between starting now with a Scrapper, or waiting for I21 and Brutes to get it. Opinions? Also, should I spam out Kinetic Combats and such and get to S/L soft cap without DA, or is it better to build for F/C/E/N defense and let DA handle the L, fearing only “S only” damage types? I lean towards straight softcapping, since it would allow me to use another attack in my chain instead of DA.

    Purpose of the character is for all levels, from lowbie 10-20 exemping down, to incarnate trials if that helps.
    For willpower I would choose a brute for the higher HP. You can get your s/l resistance high enough that you can sit comfortably below the s/l defense cap anyway, adding DA to capped f/c/e/n should be pretty good.

    I dont know anything about katanas damage on each AT though.
  13. Im sure most people here could show you a better build, but throwing around this much fiery chaos feels awesome. My in-game build isnt even IO'd yet and it is awesome, I cant wait to put this one together for real.


    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Phlogiston Blast: Level 50 Magic Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Fire Manipulation
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Leadership
    Ancillary Pool: Flame Mastery

    Hero Profile:
    Level 1: Fire Blast -- Dev'n-Hold%(A), Dev'n-Acc/Dmg(7), Dev'n-Dmg/EndRdx(42), Dev'n-Dmg/Rchg(42)
    Level 1: Ring of Fire -- Decim-Build%(A), Decim-Acc/Dmg/Rchg(7), Decim-Acc/Dmg(46), Decim-Dmg/Rchg(46), Decim-Dmg/EndRdx(50)
    Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(3), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(25), Posi-Dam%(25)
    Level 4: Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/Rchg(39), C'ngImp-Dmg/EndRdx/Rchg(40)
    Level 6: Super Jump -- EndRdx-I(A)
    Level 8: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(21), Posi-Acc/Dmg/EndRdx(31)
    Level 10: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(27)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(46)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
    Level 16: Build Up -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
    Level 18: Aim -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
    Level 20: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(34), Thundr-Dmg/Rchg(37), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
    Level 22: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(23), Posi-Dmg/Rng(27), Posi-Acc/Dmg/EndRdx(31), Posi-Dam%(31)
    Level 24: Stealth -- LkGmblr-Rchg+(A)
    Level 26: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 28: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(29), Efficacy-EndMod/Acc/Rchg(29), Efficacy-Acc/Rchg(43), Efficacy-EndMod/Acc(43), Efficacy-EndMod/EndRdx(43)
    Level 30: Invisibility -- LkGmblr-Rchg+(A)
    Level 32: Inferno -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 35: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 38: Maneuvers -- LkGmblr-Rchg+(A)
    Level 41: Char -- Lock-%Hold(A), Lock-Acc/Hold(42)
    Level 44: Fire Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(45), ImpArm-ResDam/EndRdx/Rchg(45), ImpArm-ResDam/Rchg(45)
    Level 47: Melt Armor -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(48), ShldBrk-Acc/Rchg(48), ShldBrk-DefDeb/EndRdx/Rchg(48), ShldBrk-Acc/EndRdx/Rchg(50), ShldBrk-%Dam(50)
    Level 49: Rise of the Phoenix -- Dmg-I(A)
    Level 50: Spiritual Core Paragon
    ------------
    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 -- Run-I(A)
    Level 2: Health -- Heal-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A)



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1395;665;1330;HEX;|
    |78DA65935B6F125110C7CF72ED050AF44E5B5AB6D096168B25FA6EEC85D8A424C47|
    |E80BA850D6C82CB0668B546133F80D72735DE6F4935BE79FD525E5E7C51EB3A3BFF|
    |039640607E7BFE736667CE0C277F793D20C4F5334209AE55B5466367956C53AF7BF|
    |35AD928860B956AAD6C349A3533CE0EBF10222AB7EC9CD7CCB25ECAE48CBA8E30B5|
    |E5D9DEB3AC5ABD09575E330D6BAFAA358D9A19D9342B7A5D379B99D643A050AB553|
    |35BBA661966B98F17DB96AE9722FCB869EE1B0D63D7A81ACD83506B6749AF372A86|
    |35B86119C54CAEAA5D747238790FC6A9BC79FA9D15AD8FED168784ACF0BD642CBE0|
    |25E33F6FFEFF388478405E17BC858BE073C6064EF3356C92AD8EE55DEF31B5C1F80|
    |8F8CC027C6F867E00BE31259B78C725F60C9A30145C67C09D8652CE88C316AB5175|
    |1C2ABB2B44ED62FABF5237D0FD2F720FD30D24F23FD01D95E99B7F7B7CB91FAFE00|
    |478CC05FC6B0CD98708ACC8A51CAD0CF87B495FE11C591968F681513B3E409C2E30|
    |AA639C54007AE900D21A12B0429DC810DB211B9210269B00339B243B2E4A1C7DC73|
    |F5097B924FD1A367E8D173E005638DEC888C1A415F46D19751F465A2A32FD3184B9|
    |08E33261B3C86830E9014955214D2555A4CF2F86CEFE40D6ED4D44DE01663E93670|
    |07B8CB08F99D86E14531BCE81C2D6664913398461CD388631A714C43C534544CE31|
    |AED9F9551B3884A202A81A804A292884A222A42E9E764FA39A43F24470A9292FAC5|
    |9B177F32DE90278DB1BAD329C5E9F98924B000CC31DE0585C8C852328ADB39E0491|
    |7E0063C8CAC17F031DE925D91A5ACC4B8F1539EF6A5A32F7D84EA695D2CDB5EEAF2|
    |AE7429D92EE5549772BA4BD9EA520A9EF67D160A2BBDE1F65DB5BFF6915791DE652|
    |EFDFB7129C9D2B7E3528AA51FC7A5384B79FA5767E509FF0111B8EF21|
    |-------------------------------------------------------------------|
  14. I think if you don't pick up the shield you can work on getting your damage badges. Thats pretty exciting.
    -1
    -1
    -1
    -1
    -1
    No, wait, that isn't any better.
  15. Successful troll is successful? That is all I can think of reading this thread.

    I didnt look at the builds yet, but team teleport? lol no way, I dont believe it.
  16. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    By that same argument, I could say it only takes four hours to switch between Hero and Villain, because I don't have to be playing the game during the cooldown times.

    You're arguing pure semantics here; you say three days, other people say four days, but you all mean the same thing... you're just not counting the first day, when most people do.

    The point is, it takes about four* calendar days to fully switch from Hero to Villain. You do your first 5 on Monday, second 5 + Vigilante Morality on Tuesday, third 5 on Wednesday and the last 5 + Villain Morality on Thursday.
    * Unless you have an unlimited time to play, no social/occupational obligations and can jump on exactly 20 hours after your tips cool down... in which case you could have everything done in a little more than 60 hours.
    I edited my post while you were typing, but its close enough. The way I look at it, for the whole 4th day (after 72 hours) you can play as the desired alignment. Takes 3 days to get there, but yeah it is semantics /perspective. If you start Mon morning, thurs morning you are done and thrashing heroes the rest of the day.
  17. Quote:
    Originally Posted by Atomic_Toy_Guy View Post
    Still 4 days.

    Unless I am severely missing something.

    Day One: 5
    Day Two: 5+Morality
    Day Three: 5
    Day Four: 5+Morality
    Your numbers there show you spending a whole 24 hours doing the first 5 tip missions (or 24 hours on the last 5+1 depending how you look at it). Really you do them in a couple hours, then 20 hours later you are already on the next 5.

    Basically the waiting timer starts after you have beat the first tip and ends when you beat the last morality. ~72 hours or 3 days from the moment you start the first tip.
  18. You can switch in 3 days.
    Do 5 tips, wait 1 day, do 5 tips+ morality. Wait 1 day, do 5 tips, wait 1 day do 5 tips+ morality. Assuming you play at the same time each day, you can switch sides in 72 hours after you start the first tip. Then double that plus 1 more day of waiting to get back for 7 days round trip.

    I also would prefer a ppp equivalent on hero side
  19. Quote:
    Originally Posted by Kyriani View Post

    7. Personal Bases: It's an idea that's been mentioned numerous times... and hey that OTHER hero game just added something like this (though I think their version falls short even of our current base system). It could be a simple influence sink and give all players an opportunity to play with the base builder. If the idea was popular and profitable it could lead to the overhaul of the base building system that players have been asking about for years!
    I have 2 toons that have personal bases already

    Okay, they are more like a storage closet with a crafting table, but who needs all those other fancy gadgets for 1 toon anyway? lol
  20. Quote:
    Originally Posted by Vanden View Post

    The only real solution to the problem is to have hero side arcs to unlock the villain pools.
    This^
    but change the names of the powers or something. The actual powers could be pretty much identical, except more heroic. Summon longbow instead of arachnos etc...
  21. Quote:
    Originally Posted by Deathstroke33 View Post
    I did go through a respec and I now have 4 ice attacks. I'll give those a shot later tonight when larger teams will be easier to come by.

    That said, I'm a bit confused. Some of you have said that by not blasting, I'm hurting my team, but I would counter with the fact that I'm spending a lot of my time healing anyhow. If I wait until people are really low, it might be too late for some of them, or I get caught in an animation while they die.

    Hearing that empathy is the 2nd most useless set end game, is kinda discouraging. Why put all this time into a toon that doesn't serve much of a purpose team wise later? Wondering if my time would be better spend working on my Thermal cor instead, or maybe going Pain Dom.
    I recommend targeting through your teammates on an empath. That way you are attacking something that has already been aggro, and you can still keep your focus on the team.
    I don't worry about damage though, I just use my attacks for whatever debuff they have.
  22. Mr_Kingkillaha

    Storm Summoning

    Quote:
    Originally Posted by Psiko View Post
    the aoe immobilise that do -kb also add -repel.
    Yeah, it probably should. If the immob keeps mobs from moving, then it should keep them from moving all the time.
  23. Quote:
    Originally Posted by Price_NA View Post
    This could be done a different way. Instead of completely new powersets, we could just add skins. Different npc skins selectable at the power modifying screen of your costume. No changes in powers, just npc looks. Depending on which primary you pick is what options you get offered, i.e. Mercenaries = Family, Council, 5th column. Robots = Clockwork (Primal or Praetorian), Rikti (lazer guns), Steampunk bots. And so on. All puchaseable, maybe, by the new points system.

    This. I feel like MMs are too limited in concept, just new skins/models would be awesome. Still probably a bit of work to make, but at least the powers would already be balanced.
  24. Mr_Kingkillaha

    Feeling lost

    Quote:
    Originally Posted by Sailboat View Post
    I admit I don't know Dominators very well, but is a Plant/Psi Dom really the ultimate character?
    My plant/psi dom is only at 30, but according to mids she is going to be pretty awesome. I doubt she is the best, but very capable of many things.
    Also I have a power at 32mag st knockback, even atlas park is a fun zone to play in