Nights_Dawn

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  1. Nights_Dawn

    Secondary Advice

    Another option for devices is to out-Leroy the rest of the team. Move ahead of them and plant your mines in a good spot so they get used.

    To the OP, I have a dp/nrg on test that is fun, but I only have 3 powers from it. The first kb attack, build up and boost range. Power thrust is nice if someone gets close, build up is build up, and boost range is nice for all attacks, but especially for the cone and executioners shot. Boost range also makes piercing rounds more like a snipe.

    Without the melee attacks energy is definitely all about supporting the primary. Leaves lots of room for primary attacks and pool powers though.

    I also have a dp/mm, but haven't played him very much. It didn't click for me as well as energy did. However, it seems like it should be a good combo.

    I like the tools and tricks devices gives and miss them on my /energy, but at the same time build up and boost range are very nice. I may have to make one of each.
  2. Quote:
    Originally Posted by Seldom View Post
    Yeah, clicking the 'random recipe roll' is actually the exact mechanic as the TF/SF reward gave. ...
    Not only that, but I believe the pools were changed a few months ago (last fall?) so they have a higher chance of giving a commonly used recipe. So you are less likely to get something totally useless, though it still may not be worth much.
  3. Heh, that ties my best/worst so far at 69 deaths. That wasn't an Mo run, or an all blaster, but it was fun.

    Maybe next time guys. I think an all blaster Mo should give a special badge given how tough it would be to get.
  4. Hah, that sounds like fun. I've been on teams with 1 or 2 other stalkers before and noticed the same effect. We would watch each other and select seperate targets.

    I've been wanting to try an all stalker team for a while. I'd love to see 8 *** hit an AV or EB all at once. Eight stalkers each choosing a target and wiping an entire spawn at once sounds like fun too.
  5. SS/Inv is a tough one for end use. On mine I use 3 end mods in Stamina plus the Performance shifter proc, as well as the Numina's and Miracle uniques in health. I also have 85 to 95% end redux in all my attacks. That lets me run the invulnerability toggles plus fighting. Even with all that I still lose end if I fight nonstop for long enough and use blues occasionally. With the recovery I have though, it doesn't take long to refill my blue bar if I let up on the attacks a little.

    Here's my build, I have all of this except for the purple proc in boxing and my current foot stomp slotting is different. I currently have it frankenslotted for ED capped damage and end redux, and decent accuracy and recharge.

    I was thinking of adding the +rech proc to foot stomp, so I am looking at this setup for FS but I'm not sure I can really use the extra recharge anyway. Like I said even now I occasionally run low on endurance, not to mention the cost of those two purples in there. I will likely try it at some point anyway to see if it works, perhaps using obliterations in place of the two purples.

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Master Marauder: Level 50 Science Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Invulnerability
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting

    Villain Profile:
    Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(27), EndRdx-I(34)
    Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), ResDam-I(3)
    Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(37), EndRdx-I(37)
    Level 4: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(5), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam/Rchg(7)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(40), KinCrsh-Rechg/EndRdx(46)
    Level 10: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(13), Dct'dW-Rchg(39)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Super Jump -- SprngFt-EndRdx/Jump(A)
    Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam/Rchg(21)
    Level 18: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(19), Mrcl-Heal(19), Numna-Heal/Rchg(25), Mrcl-Rcvry+(34)
    Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(21), P'Shift-End%(23), P'Shift-EndMod/Rchg(25)
    Level 22: Rage -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(34), Rec'dRet-Pcptn(46)
    Level 24: Boxing -- Stpfy-Acc/EndRdx(A), Rope-Acc/EndRdx(33), T'Death-Dam%(37), Mako-Dam%(39), Hectmb-Dam%(39)
    Level 26: Resist Energies -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(27)
    Level 28: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(29), S'dpty-Def/EndRdx(29), LkGmblr-Rchg+(31)
    Level 30: Hurl -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(31), Dev'n-Acc/Dmg/EndRdx/Rchg(31)
    Level 32: Foot Stomp -- Armgdn-Acc/Dmg/Rchg(A), Armgdn-Dmg/EndRdx(33), M'Strk-Acc/Dmg/EndRdx(40), KinCrsh-Rechg/EndRdx(42), M'Strk-Dmg/EndRdx/Rchg(43), FrcFbk-Rechg%(43)
    Level 35: Tough Hide -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(36), LkGmblr-Def(36)
    Level 38: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(43), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam/Rchg(48)
    Level 41: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(42), S'dpty-Def/EndRdx(42), LkGmblr-Rchg+(50)
    Level 44: Taunt -- Mocking-Taunt/Rchg(A), Mocking-Rchg(45), Mocking-Taunt/Rchg/Rng(45), Mocking-Taunt/Rng(45), Zinger-Dam%(46)
    Level 47: Resist Elements -- ImpArm-ResDam(A), ImpArm-ResDam/Rchg(48)
    Level 49: Unstoppable -- TtmC'tng-ResDam/Rchg(A), Aegis-ResDam/Rchg(50), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Fury



    Code:
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    If you are wondering about the cost, let me just say merits are your friend.
  6. Yes this GM is very annoying with his running. A brute with taunt helps, but another option is to stack slows.

    I was recently on a team of 3 corruptors that fought him. We had 2 darks, and one traps. He ran constantly, hopping onto and off of buildings, and going all over the place. We could've taken him with just the three of us if he'd stood still, but not only was chasing him cutting into our dps, but he kept running away from the traps debuffs.

    Fortunately, we managed to recruit 2 or 3 more corruptors, including a trick arrow user. Once we got glue arrow, and stacked other slows like web grenade with it he dropped in a few seconds. He was still running, but not going anywhere.
  7. From Mids base numbers:
    Shadow Meld
    end cost: 5.2
    Recharge: 90s
    Duration: 15s
    Cast: 3s

    Provides 20.3% defense to all

    It's kind of like MoG with shorter recharge, lower defense and no resistance.
  8. why am I not surprised at the names in that list?
  9. Huh, so I guess the 25' is completely wrong then.
  10. Something I just discovered myself is this thread on making your own menus.

    I haven't had a chance to play with it yet, but am looking forward to what I can do with it.
  11. Quote:
    Originally Posted by Trickshooter View Post
    I don't think it's that CoD is wrong on the range of Team Teleport, just that Range on Teleport powers is funny.

    Yes, with the normal Teleport, 300 foot range seems pretty self explanatory: You can place the targeting ring up to 300 feet away while unslotted.

    But think about the other powers: Recall Friend has a 10000 foot range, but... can you place the targetting ring 10000 feet away? No, which means there is probably a second variable for the range of that targetting graphic. Same with Teleport Foe.

    I don't know what is using that 25 foot range of Team Teleport, but it being there doesn't mean CoD is wrong, just that it's probably missing some hidden bit of data that determines how far away that targeting ring can be placed.
    I suspect that 25 feet is the radius of the team TP. Meaning anyone within 25 feet of you will get brought along. I believe the actual distance you can teleport is 225 feet or something like that.
  12. Interesting, I like this idea. I'll definitely be there as usual.
  13. Nights_Dawn

    Total Cost?

    Keep in mind you can use merits to get some too. I used merits red side to get both Numa and miracle uniques, and 4 LotG 7.5s. Took a lot of ITF and LGTFs to get them all.

    Personally I prefer to use level 33 recipes for exemping purposes. I like to save my merits and roll them all when I hit 33. I often get a few decent recipes that way that that character or an alt can use.
  14. I did this SF for the first time last week. I thought it was quite fun, and we didn't really have much trouble with it. The first cut scene is definitely cool.

    The team was me on my invulnerability brute, 5 veats and one stalker. For the final fight I kept Reichsman busy and we just all went to work. The stalker used his glowies 2 or 3 times when the room started to fill, but we didn't really seem to need it.

    It took some time to drop him, but it was not as bad as the blue side tf. He used his defense power 3 or 4 times, so we had to get him below 50% multiple times.

    I think the multiple veats were the key for us. The 5 veat maneuvers and multiple pool maneuvers, plus assaults, etc kept us all buffed pretty well. Then the veats had probably had at least 4 venom grenades and at least 2 surveillances.
  15. Demolition derby? I'm not familiar with that, what is it?
  16. I will likely be there, but I hope the lag is not as bad this time. I think we lost half the raiders to DCs by the end.
  17. I'm liking all of these raids. I'll be there for as many as I can.
  18. Nights_Dawn

    Good Times

    Wait, you're leaving? Well, we'll miss you, have fun with whatever you do to fill the COH playtime, and come back to visit sometime.
  19. Yes, but just like CoH, life is about the journey not the level cap. Life's end game content sucks, so it's better to take your time. Personally I think Life is in desperate need of an increase to the maximum level.
  20. I've seen both Scrappy and the winter lord out at the same time. Don't know when or in what order they spawned but they can definitely both be out at once. I pulled scrappy to WL so they fought each other. Apparently for over an hour at least.
  21. Actually it would, when the power fails due to the ouro bug it uses a charge. It's very annoying, and makes me reluctant to use the powers now.
  22. I have a scrapper with no swift and fly at 58mph out of 58.6. I have level 33 BotZs in fly, plus 10% fly speed bonuses from IOs.

    I think with swift a single SO is plenty to cap fly. If you can use mids it should give up to date fly speed numbers that you can experiment with.
  23. I just finished redoing my personal base for this purpose. I used the advice in this recent thread to do it.
  24. Nights_Dawn

    PW's war journal

    Ah, good to know. I haven't done STF much lately, and have only done RSF once or twice total, so I've never run into that problem.