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Posts
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Joined
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Hi,
This is the build that I've been playing. He's surprisingly resilient for a defense-based character and dishes out plenty of damage. I would recommend changing a few things, however. Shadow meld isn't really needed. Superspeed would be useful for trials.
Villain Plan by Mids' Villain Designer 1.96
http://www.cohplanner.com/
Click this DataLink to open the build!
Righteously Cool: Level 50 Magic Stalker
Primary Power Set: Dual Blades
Secondary Power Set: Ice Armor
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Nimble Slash- (A) Kinetic Combat - Accuracy/Damage
- (3) Kinetic Combat - Damage/Endurance
- (3) Kinetic Combat - Damage/Recharge
- (17) Kinetic Combat - Damage/Endurance/Recharge
- (46) Accuracy IO
- (A) Luck of the Gambler - Recharge Speed
- (A) Kinetic Combat - Accuracy/Damage
- (5) Kinetic Combat - Damage/Endurance
- (5) Kinetic Combat - Damage/Recharge
- (15) Kinetic Combat - Damage/Endurance/Recharge
- (43) Accuracy IO
- (A) Luck of the Gambler - Recharge Speed
- (7) Luck of the Gambler - Defense
- (7) Luck of the Gambler - Defense/Endurance
- (9) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Superior Stalker's Guile - Accuracy/Damage
- (9) Superior Stalker's Guile - Damage/Recharge
- (11) Superior Stalker's Guile - Accuracy/Damage/Recharge
- (11) Superior Stalker's Guile - Recharge/Chance to Hide
- (13) Superior Stalker's Guile - Accuracy/Damage/Endurance/Recharge
- (13) Superior Stalker's Guile - Damage/Endurance/Recharge
- (A) Recharge Reduction IO
- (15) Recharge Reduction IO
- (48) Recharge Reduction IO
- (A) Jumping IO
- (A) Recharge Reduction IO
- (17) Recharge Reduction IO
- (A) Endurance Reduction IO
- (A) Endurance Reduction IO
- (40) Slow IO
- (48) Slow IO
- (A) Crushing Impact - Accuracy/Damage
- (19) Crushing Impact - Damage/Endurance
- (19) Crushing Impact - Damage/Recharge
- (21) Crushing Impact - Accuracy/Damage/Recharge
- (21) Crushing Impact - Accuracy/Damage/Endurance
- (23) Accuracy IO
- (A) Numina's Convalescence - Heal/Recharge
- (25) Doctored Wounds - Heal/Recharge
- (25) Miracle - Heal/Recharge
- (27) Harmonized Healing - Heal/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (23) Gladiator's Armor - TP Protection +3% Def (All)
- (A) Empty
- (A) Eradication - Damage
- (27) Eradication - Accuracy/Recharge
- (29) Eradication - Damage/Recharge
- (29) Eradication - Accuracy/Damage/Recharge
- (31) Eradication - Accuracy/Damage/Endurance/Recharge
- (31) Eradication - Chance for Energy Damage
- (A) Luck of the Gambler - Recharge Speed
- (31) Luck of the Gambler - Defense
- (33) Luck of the Gambler - Defense/Endurance
- (33) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Reactive Armor - Resistance
- (37) Reactive Armor - Resistance/Recharge
- (37) Reactive Armor - Resistance/Endurance/Recharge
- (43) Reactive Armor - Resistance/Endurance
- (A) Eradication - Damage
- (33) Eradication - Accuracy/Recharge
- (34) Eradication - Damage/Recharge
- (34) Eradication - Accuracy/Damage/Recharge
- (34) Eradication - Accuracy/Damage/Endurance/Recharge
- (37) Eradication - Chance for Energy Damage
- (A) Luck of the Gambler - Recharge Speed
- (36) Luck of the Gambler - Defense/Endurance
- (36) Luck of the Gambler - Defense
- (36) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Reactive Armor - Resistance
- (39) Reactive Armor - Resistance/Recharge
- (39) Reactive Armor - Resistance/Endurance/Recharge
- (39) Reactive Armor - Endurance/Recharge
- (40) Aegis - Resistance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (42) Luck of the Gambler - Defense
- (42) Luck of the Gambler - Defense/Recharge
- (42) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Touch of Lady Grey - Chance for Negative Damage
- (45) Touch of Death - Chance of Damage(Negative)
- (45) Achilles' Heel - Chance for Res Debuff
- (45) HamiO:Nucleolus Exposure
- (46) HamiO:Nucleolus Exposure
- (46) Damage Increase IO
- (A) Thunderstrike - Accuracy/Damage
- (48) Thunderstrike - Accuracy/Damage/Endurance
- (50) Thunderstrike - Damage/Endurance
- (A) HamiO:Membrane Exposure
- (50) HamiO:Membrane Exposure
- (50) HamiO:Membrane Exposure
- (A) Run Speed IO
- (A) Miracle - +Recovery
- (A) Jumping IO
- (A) Endurance Modification IO
- (40) Endurance Modification IO
- (43) Performance Shifter - Chance for +End
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
Level 50: Musculature Core Paragon
Level 0: Demonic Aura
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
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"Well with all due respect Darth. The OP is the Union leader of the Federal Coalition of NPC Bad Guys in MMO Games."
Loved this, thank you. -
I'm sure most kinetics users would agree that fulcrum shift is a bit, umm, overpowered. The ability to easily bring an entire team to the damage cap in short order on a frequent (read: near perma) basis is imbalancing compared to every other tier 9 power. But I think that nerfing it is a terrible idea. People are very attached to kinetics, it would create a lot of ill will among the players if this beloved power was reduced in effectiveness.
So don't reduce it. Instead, share the wealth. If a kinetics character is on a team, allow for a chance of a kinetic enemy in every enemy group, similar to spawning void seekers and crystals when a kheldian is present. How's that for dramatic tension? Any given combat you could be on the receiving end of fulcrum shifted damage! Wouldn't that be exciting?
While we're at it, I think other sets could benefit from similar treatment. How about some super strength/fire enemies? Better be careful going toe-to-toe with these guys. Enemy electric or kinetic stalkers? As long as kinetic combat is bugged crit-wise, let's keep it interesting. So many fun possibilities.
I can imagine seeing this message in the LFG channel:
Level 50 team LF5M. No kinetics!
Just a thought. :-)
Sensaround -
So,
Is it possible to have more than one way to complete a mission in player designed content? For example, the players can either defeat a named boss OR rescue hostages/defeat a different boss, etc.
Icebox Man -
To quote another player who posted in this thread:
"Statesman, you should never, ever, consider the penalty of a power dropping your endurance to zero unless that power is absolutely "hell on wheels". Rage does not fit into this category. I'm sure many SuperStrength tankers (especially Invulnerability ones) wished they had chosen a different secondary the day you announced this change."
I have a stone/SS tanker, Hania Stonesong, who would be far better off damage-wise with EM, stone melee, or fire as a secondary. I took super strength as a role playing choice.
Is rage + super strength so far superior to the other secondaries? The fact that this change was implemented shows, imho, a certain ignorance of human nature. Inv/SS tankers are only now starting to calm down after the significant changes made to their primary power set. Many of them respec'd and now they've got their characters parked while they wait for an indeterminate amount of time for the devs to adjust rage. The uncertainty of what that change will entail + the nagging suspicion that more ugly changes may be coming (100% end drop fo a power that is not a top tier power is pretty darn ugly) is probably eroding the trust of many gamers.
Fortunately, I have been playing this game since day 1 and have lots of other characters I can play while this gets sorted out. All the same, Cryptic has lost a lot of respect from me with how they've been both testing and releasing updates.
Regards,
Hania Stonesong: 35 Stone Armor / Super Strength Tanker -
Supergroup name: Unknown Heroes
Members: 7
Colors: Blue and white
Titles: Crusader, Mentor, Old Timer
Our SG has been active since day 1 of CoH but we've deliberately kept the group small. Everyone in the SG is at least college age and everyone is mellow, mature and fun to game with. It would be nice to have more players but at the same time it's great when everyone gets along.
A few of us have been playing nearly every day since release but we have no level 50s in the group. The reason for this? Alts, alts, and more alts. ;-)
Hope you're having fun!
Sensaround: level 16 Illusion Control/Kinetics controller
Rush: level 25 Electric/Electric blaster
Relnach: level 33 Dark Melee/SR scrapper
Arctic Fury: level 32 Ice Armor/Stone Melee tanker
Tinkerer: level 27 Kinetics/Radiation defender
Jade Fist: level 17 Martial Arts/SR scrapper
Neon: level 27 Illusion Control/Radiation controller
Dumpster Diver: level 20 Radiation/Radiation defender