-
Posts
5609 -
Joined
-
Quote:Not necessarily wrong as such. 400% is the cap, but it would hardly turn blue just because one attack hit the cap and the rest didn't. That would be far more confusing. The display just monitors the character-wide buff.I monitor damage bonus in combat attributes on most of my toons. For scrappers, it turns light blue at 400 and doesn't go up anymore. with no buffs it's at 0. I never did any math or recorded damage of my attacks specifically to test this, but if enhancements count toward the 400% cap, then the combat attributes display is wrong.
-
Gloom is Dark Blast's bread and butter attack. It does the best single target damage and cycles quickly. Blackstar is a nuke that does decent damage and incredible debuffs, but it wipes out your endurance, kills all your toggles, and is only available every couple of battles or so. On my Defenders that use toggle buffs i tend to avoid the nukes with crashes since they're usually situational at best when supporting a team, and will shut down a fair bit of my team support at a time when it's needed.
Single target attacks like Gloom are very good for helping take down tough opponents. Especially since you can target through the character you're in the process of healing or buffing when using it. Most nukes do very little damage over time, they supply high damage spikes to help wipe out most of a group before it can retaliate.
Still, it's up to you. This is just my opinion, but i would always take Gloom over Blackstar. Now Full Auto, Rain of Arrows and even Blizzard, those are "nukes" i would take. The first two have no crash and Blizzard does Blaster level damage. -
Quote:My second build would work for using recall friend, and for the first build you could easily swap it for either Soul Transfer or Dark Consumption*. (Feel free to toss DC's slots anywhere you want.) Using the power order of the second build would actually be better for exemping. Resurrect is usually needed more at the lower levels than the later game.Schismatrix, is there anyway we could incorperate recall friend into your build without hurting it too much?
Edit: Bear in mind that all my builds are usually offender builds, and even if the attacks aren't used often on teams the set bonuses can be very nice. The other builds posted here are also quite good, and actually moat are probably better overall in either performance or price. i tend to go for a mix of decent set bonuses and combat effectiveness, but i'm not an Empathy expert by any means.
*Even with all the toggles in the build it should be fine without Dark Consumption. i like DC mostly because it's an attack that does decent damage and refills your endurance if you hit multiple enemies. There's something amusing about an AoE attack does decent damage and leaves you with more endurance than before you used it. -
Quote:i actually consider buffs the primary focus past the early teens, which is why i'd suggest putting Hasten on autofire. Your best buffs have fairly long timers. Toss out as many Fortitudes and Adrenaline Boosts as you can, and put Clear Mind on squishies when up against groups with mezzes. (Which is a fair number in the mid to late game.) CM is especially good for aggro-magnet squishies like AoE Blasters and toggle debuff/control heavy characters.I know its okay to attack, and obviously i will if the board looks neat. I simply wanted to enforce the fact that heals are the primary focus.
Fortitude and Adrenaline Boost can turn a squishy into nigh-unstoppable killing machine, especially if you use both at once, but it takes a lot of recharge to cover as much of the team as possible. Prioritizing and dispensing buffs can keep you very busy, but it can also make it so that you rarely have to use a heal and the team defeats enemies much faster.
Trigger the auras right before or during big fights, not simply every time they're recharged. i've teamed with a fair number of Empaths who would start shouting "Gather for buffs!" and trigger the auras just after clearing one corner of a map and by the time we reached more enemies the auras were wearing off.
Both the builds i posted should be able to solo fairly effectively in addition to supporting a team. -
Here's a quick alternate build without slotting that incorporates recall friend and Power Mastery.
i'd use the same basic slotting as the other build for matching powers.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Zoinksgadzook: Level 48 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Dark Blast
Power Pool: Fitness
Power Pool: Flight
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Healing Aura -- Empty(A)
Level 1: Dark Blast -- Empty(A)
Level 2: Heal Other -- Empty(A)
Level 4: Gloom -- Empty(A)
Level 6: Swift -- Empty(A)
Level 8: Clear Mind -- Empty(A)
Level 10: Resurrect -- Empty(A)
Level 12: Hover -- Empty(A)
Level 14: Fly -- Empty(A)
Level 16: Fortitude -- Empty(A)
Level 18: Recovery Aura -- Empty(A)
Level 20: Health -- Empty(A)
Level 22: Stamina -- Empty(A)
Level 24: Tenebrous Tentacles -- Empty(A)
Level 26: Regeneration Aura -- Empty(A)
Level 28: Night Fall -- Empty(A)
Level 30: Assault -- Empty(A)
Level 32: Adrenalin Boost -- Empty(A)
Level 35: Tactics -- Empty(A)
Level 38: Recall Friend -- Empty(A)
Level 41: Maneuvers -- Empty(A)
Level 44: Power Build Up -- Empty(A)
Level 47: Force of Nature -- Empty(A)
Level 49: Vengeance -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
------------
Set Bonus Totals: -
i see a lot of extremely puzzling slotting choices.
Swift adds very little to flight speed, so i usually find it a toss up whether to slot it for flight speed or run speed on my characters who primarily fly.
With Swift Fly will be near the hard cap with just one flight speed IO.
Slotting Recovery aura with any endurance reduction seems silly. Actually, few powers ever need more than one endurance reduction in my experience, and that's counting attacks.
i second taking Leadership over the Stealth pool. Slotted Tactics allows the team (including yourself) to hit most enemies even with one accuracy slotted. In general the powers in Leadership when used by a Defender benefit the team more than any other pool powers. i'd second taking Hasten as well even though most of my Defenders have skipped it lately.
Flying Empathy/Dark Defender, a few ideas come to mind....
Here's my take on an Empathy/Dark:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Schattenpath: Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Dark Blast
Power Pool: Fitness
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Healing Aura -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal/EndRdx/Rchg:50(3), Dct'dW-EndRdx/Rchg:50(3), Dct'dW-Heal/Rchg:50(5), Dct'dW-Heal:50(5)
Level 1: Dark Blast -- Thundr-Acc/Dmg:40(A), Thundr-Dmg/EndRdx:40(7), Thundr-Dmg/Rchg:40(11), Thundr-Acc/Dmg/Rchg:40(11), Thundr-Acc/Dmg/EndRdx:40(13), Thundr-Dmg/EndRdx/Rchg:50(50)
Level 2: Heal Other -- Dct'dW-Heal/EndRdx/Rchg:50(A), Dct'dW-Heal/EndRdx:50(7), Dct'dW-Heal:50(9), Dct'dW-EndRdx/Rchg:50(9), Dct'dW-Heal/Rchg:50(48)
Level 4: Gloom -- Thundr-Acc/Dmg/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(13), Thundr-Dmg/EndRdx/Rchg:50(15), Thundr-Acc/Dmg:50(15), Thundr-Dmg/EndRdx:50(17), Thundr-Dmg/Rchg:50(29)
Level 6: Swift -- Flight-I:50(A)
Level 8: Clear Mind -- EndRdx-I:50(A)
Level 10: Hover -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(45), Zephyr-ResKB:50(45), Flight-I:50(45)
Level 12: Fortitude -- LkGmblr-Rchg+:50(A), LkGmblr-Def/Rchg:50(17), LkGmblr-Def/EndRdx/Rchg:50(19), LkGmblr-EndRdx/Rchg:50(19), GSFC-ToHit/Rchg:50(21), GSFC-ToHit/Rchg/EndRdx:50(50)
Level 14: Fly -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(33), Zephyr-ResKB:50(40)
Level 16: Tenebrous Tentacles -- Posi-Acc/Dmg:50(A), Posi-Acc/Dmg/EndRdx:50(21), Posi-Dmg/Rng:50(23), Posi-Dam%:50(23), Posi-Dmg/EndRdx:50(43)
Level 18: Recovery Aura -- P'Shift-EndMod/Rchg:50(A), P'Shift-EndMod:50(25), Efficacy-EndMod/Rchg:50(25), P'Shift-EndMod/Acc/Rchg:50(27), P'Shift-Acc/Rchg:50(27)
Level 20: Health -- Mrcl-Rcvry+:40(A), Mrcl-Heal:40(29), Numna-Regen/Rcvry+:50(50)
Level 22: Night Fall -- Posi-Acc/Dmg:50(A), Posi-Acc/Dmg/EndRdx:50(31), Posi-Dmg/Rng:50(31), Posi-Dmg/EndRdx:50(31), Posi-Dam%:50(33)
Level 24: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(33)
Level 26: Regeneration Aura -- Dct'dW-Heal/EndRdx/Rchg:50(A), Dct'dW-Heal/EndRdx:50(34), Dct'dW-Heal/Rchg:50(34), Dct'dW-Rchg:50(34), Dct'dW-EndRdx/Rchg:50(36)
Level 28: Assault -- EndRdx-I:50(A)
Level 30: Tactics -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(36), GSFC-ToHit/Rchg/EndRdx:50(37), GSFC-Rchg/EndRdx:50(37), GSFC-ToHit/EndRdx:50(37), GSFC-Build%:50(39)
Level 32: Adrenalin Boost -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Rchg:50(39), Dct'dW-EndRdx/Rchg:50(39), Dct'dW-Heal/Rchg:50(40), Dct'dW-Heal/EndRdx/Rchg:50(40)
Level 35: Hasten -- RechRdx-I:50(A), RechRdx-I:50(36), RechRdx-I:50(42)
Level 38: Resurrect -- Range-I:50(A)
Level 41: Maneuvers -- RedFtn-EndRdx:50(A), RedFtn-Def/EndRdx:50(42), RedFtn-Def/Rchg:50(42), RedFtn-EndRdx/Rchg:50(43), RedFtn-Def/EndRdx/Rchg:50(43), RedFtn-Def:50(48)
Level 44: Dark Consumption -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-Acc/Dmg/Rchg:50(46), Oblit-Dmg/Rchg:50(46), Oblit-Acc/Rchg:50(46), Oblit-%Dam:50(48)
Level 47: Soul Transfer -- Dsrnt-I:50(A)
Level 49: Vengeance -- LkGmblr-Rchg+:50(A)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
------------
Set Bonus Totals:- 7.5% DamageBuff(Smashing)
- 7.5% DamageBuff(Lethal)
- 7.5% DamageBuff(Fire)
- 7.5% DamageBuff(Cold)
- 7.5% DamageBuff(Energy)
- 7.5% DamageBuff(Negative)
- 7.5% DamageBuff(Toxic)
- 7.5% DamageBuff(Psionic)
- 1.25% Defense(Smashing)
- 1.25% Defense(Lethal)
- 4.38% Defense(Fire)
- 4.38% Defense(Cold)
- 13.1% Defense(Energy)
- 13.1% Defense(Negative)
- 2.5% Defense(Melee)
- 18.8% Defense(Ranged)
- 8.75% Defense(AoE)
- 52.5% Enhancement(RechargeTime)
- 50% Enhancement(Accuracy)
- 16% Enhancement(Heal)
- 28% FlySpeed
- 49.6 HP (4.88%) HitPoints
- 28% JumpHeight
- 28% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Immobilize) 2.2%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 8.8%
- 16.5% (0.28 End/sec) Recovery
- 10% (0.42 HP/sec) Regeneration
- 9.45% Resistance(Fire)
- 9.45% Resistance(Cold)
- 28% RunSpeed
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1400;696;1392;HEX;| |78DAA593DB4E13511486F794D6D276DA524A39946329500E5AE89D870B130413946| |203862BB00EED401BB1346D4DE48E07D01B0FF18A830614AE351EE29BA88FA28E6B| |AD7F531EC049FA7F336BF6FEFFD5BDF7649FCE994AEDDD5446E8D6B655AFE7E7EC4| |DBB52B46B9EACB5552E982B8592D568D895AAD528799552B1F3F7F9D9279B9BE9F9| |C7FC6237DEAC2E5B952DBB989EB36A8FF2B364D8882C544A76CDAE34D2E737666E6| |7673B7DBBDCA8D8F57A000FDBE5AD52232CF78BB64546F552B9EA97E795AA6D1723| |F3D57201AE5932B56BBBDDD4CC04FDD65C4A5F8E5BDD3594CA28D712B0287067817| |B82E38BE11EB54F48A94B0702FF21702430DF0A32EF14CF5AA759860E31E07E0959| |ADB06D45D634B24E68788B0E69391207F1CBA810FC42FB82B60341DFA1C043EBEB9| |114477992527A48465E18296F424A3E7AF661548BEF878B4B977F02BF004CB5E821| |A07B08C4A4ADB688A03D0AB40B3A4E6456E6BD2040EE41CC7205E13E04F714DC4F4| |9C37A25C21F25A9E38BA0F333F05530F949B041C3237A78E4A53874BF009E0BE2AF| |80D7022FC547F1E75CD13B06EF40DF8220B32ADD9ED1B098F68B217E00F103881F4| |0EE10BA6825BF2EF8195DC81D7A232890F668A31EEC68023B9AC01E2672822436B6| |9D8C7AF5DEF46223A254EA47C9D37F2CA649ACE508D672E403702A183B131449077| |5EE2002C7903486A414E253E869984286F5820C4F496E129800F2E437AA4FC8E8A4| |942234675C37361E169B093F10104C9A4010673624D8A3033B2587DC714F39D2EB9| |5BFC01FE0B7609A4F369D033A25699D9B9EC139A0DC195D9AC189EB7337BF36A5E2| |326A914B7A25954F2C73EEE6D7A50C872EB57431E8BFAE6FE679BE6FD94F7A9F25C| |7B2CAB2C6B2CEF280C562D96029B038DF9BB3C357B9A16B2CD7596EB03CE3415EFE| |C6022C264B9025C41266696389B274B2C459F6599C7FD970F844| |-------------------------------------------------------------------|
Note that i have a tendency to play Defenders as support with a damage secondary, and this build reflects that. This is a fairly expensive build, but less expensive than a purpled-out build. This is also a version of what i consider a leveling/exemp build in that i took what i would consider essential powers as early as possible. -
Quote:*reads synopsis*
This sounds like yet another movie where i'd be rooting for both the heroes and villains to kill each other off, and taking out the director and producer with the crossfire, if possible. -
What do you have against Goliath birdeaters?
Or were you referring to one of the anti-spider posts? Silly arachnophobic bigots, i agree.
(After a few dozen posts have been made in a thread when you post a fairly generic reply without quoting the post you're responding to it pretty much means that anyone who posted before you could be the target of your bile.) -
-
Several other threads have suggested it may mean restarting at zero inf when you switch. Which in terms of game lore makes sense since influence and infamy are supposed to represent your reputation/"pull" (among other things) and thus your ability to convince/intimidate citizens and organizations to supply what you need.
-
Leaving Combat jumping at its default slot and taking hurdle with 2-3 jump enhancers gives the best results in my opinion.
-
Quote:i don't see linking the markets directly as being anything like the doom some feel is the case. i would expect merging the markets to reduce the scarcity and price fluctuations in the redside market and actually make the blueside market a bit more robust since it increases the total market size. Which, at least to my admittedly limited knowledge of economics, should make it more difficult to manipulate prices.Some people oppose a market merge on the grounds that linking the markets would have a lot of negative consequences. Smuggling will link the markets and I can only see this kind of linkage being detrimental to the markets, BM especially.
i agree that the "smuggling" is more likely to harm than help the redside market, but i suppose we'll find out soon enough, eh? -
Quote:The buildings hit you with two autohit attacks one immediately after the first. i forget how much each attack does, but it's over 9,000.The Steel Canyon flaming buildings can one-shot you when they explode.
This allows it to effectively bypass the one-shot code since it's two-shotting you. With massive overkill in each attack. -
Quote:Or like the Warriors in the 1979 movie, The Warriors?Guardian Angels...it was a gang int eh 80s...man I am getting old.
-
-
Quote:But what if you eat them? You know, thinking they're... uhm... candy dots with legs or something. Is their venom very dangerous then?In actuality, Daddy Long Legs have a more powerful bite when percentage of venom is compared (though Daddy Long Legs are generally considered harmless to humans... something about how they are unable to puncture our skin, if I recall).
But they wuv you! And not in a dietary way; you're much too big to eat, even for a Goliath birdeater.
And they're the largest:
So there's really nothing to fear. -
Quote:It's great that you're having fun. Make sure you tell your friends about this game.Dear lord. and this game has been out for how many years? and ive been playing other games with communitys that would rather say f u! then give advice. omg I love you guys! lol. Thank you all very much for all the tips and avice.
I have decided to play on freedom. =) and I have been playing many many differnt at's the past 3 days and I have to say all have their ups and down. I am going to be testing out MM this evning and seeing that it has to offer.
If anybody is on villan side on freedom I will be on a toon that has somthing to do with syfy lol.
Again thank you all for the advice. You guys rock.
On redside Mercy Island tends to be mostly empty outside of afternoons and evenings on the weekend. Mercy Island is easily left behind between level 5 and 8, and there's few reasons to go back after that, so very often characters don't need to be there for more than a few hours of game time.
Port Oakes is good until the mid teens, but Cap au Diable and Grandville are the biggest hubs for villains.
Cap au Diable more so than Grandville since it has a Ferry (travels to the most popular zones including Grandville), Black Market (auction house), University (crafting center), Midnighter Club (access to higher level co-op zone called Cimerora that's gated 36+), Vanguard DPO (access to a co-op zone called the Rikti War Zone that allows all levels, but contact chains don't open until 35+), and Bloody Bay (a PvP zone that also has a quest that grants a renewable temp power that allows you to summon one of the game's most powerful pets five times) all in one area. -
-
Most people only use one to duel, although i will concede that single shot and revolver pistols are more traditional than autoloaders. Even most Old West gunfighters only used a single pistol for duels. Wielding dual pistols was usually reserved for the big shoot-outs.
-
Quote:My favorite "heroic villain" bio i saw was for a Tanker i teamed with a couple years ago in Skyway City. i don't recall his name or powersets anymore, but he had a bio about being a former pro football player who went into a blind rage when his powers manifested during a game and proceeded to slaughter everyone nearby. Presumably that would be at least several hundred people. After he returned to his senses he decided he might as well be come a superhero. No remorse or even any consequences for having murdered hundreds of people. His bio even stated that he felt he might snap and do it again at any time.I call foul. Everyone knows that people named BLOODEATER have no bios.
They are all men with mysterious pasts, presumably so the creator doesn't actually have to write anything about them.
His name was something along the lines of BLOODEATER, but i recall it wasn't all caps.
i still hold with the idea that it's more what you do with the powers that makes them heroic or villainous. Heroic Necromancy Mastermind... Wasn't there a hero named Kid Eternity who had the power to call on long dead warriors and the like to aid him in fighting evil? -
Quote:Saw that earlier, i wonder if i'll get invited to this one?Hey, closed beta on Tuesday. Fun times.
...i have some a few alts to copy over before then just in case. -
As i recall it was stated specifically at Hero Con 2009 that the current EATs would have to start on Primal Earth and switch later.
-
-
Scythe Class 101:
1. Hold scythe with one hand on each handle.
2. Swing scythe in a sweeping motion.
3. Remove scythe blade from classmate and repeat steps one and two until no classmates remain.
4. Receive diploma.
Scythe Class 101 is a prerequisite for Psych Class 217: Counseling Survivors of Scythe Class 101. -