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Posts
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Joined
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While I don't have any experience myself with fences, I have been told it is better for holds then tentacles due to it's Targeted AOE nature rather then a cone. I have had experience with Web envelope and soul tentacles both and to be honest, as someone who normally loves /Dark tentacles, I couldn't stand them. I much preferred the Web envelope. That being said, I have heard it is very comparable to Fences and, like you, going with Mu Mastery on both my MMs.
As far as Hero epics, everything I have seen shows ST Holds at the most.. and pretty much any AOE is pitiful, outside fireblast. -
Btw, after having both Jump Jet and Steam Jump, I find I am enjoying hover a bit more while teaming. If you turn on either, even without actually "jumping" your speed is dramatically increased, almost doubled in fact. It helps quite a bit when your with people who constantly run SS and it only increases end consumption by something like .02%
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I have noticed the stuck issue at zones a bit more often but not as bad as it used to be around when Going Rogue came out. That being said, I have noticed some odditys lately. I am finding I have to hit follow more often or they will just stand there after a fight without having ever hit the stay command. A few times just this last week, while on a team, they kept wanting to run back to the elevators. If I hit Attack my Target, they would run back to me, attack until the mob died and would automatically run back to the elevators even in bodyguard mode.
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I think I am probably one of the few bashful MM's. I started leveling both my Bot/Traps and Demon/Traps recently and I always feel like I am annoying pretty much the entire team with both, but especially Demons. One thing I think would pretty much fix everything is pretty simple, in any Non-PVP zones (for obvious reasons) or maps, allow all non-NPC's to walk/pass through pets. The scale can be annoying for visuals but there is another possibility. Make a Menu option (scale all Player Pets to half their size), not just your own but anyone who is playing can choose to shrink player pets down, on a visual scale and if they allow the ability to pass through them, then it would make it all that much better. Not only that, it would take the griefing down a couple notches as well.
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You know, I was thinking about this again today and it occurred to me that we forgot the one powerset that would not only work with any 4-legged MM pets, but could be used as both melee/smashing or even thrown/lethal. Staff Fighting.. they already said it was in the works and all of the other MM sets (except Demon) have powersets that are comparable to their non-MM counterparts.. a Staff would work very well in this case since it could have a long-range to short-range and be thematic.
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So, I have spent 2 days picking through various posts and bits here and there to finally complete my build but I have a few questions. At the moment, he is only at 21 and so far, I am rather enjoying the ride. I am rather used to /Traps and know what I like and not like but Demon Summoning is new to me.
Firstly, I realize they do jump into melee quite often and wondering if it wouldn't be beneficial to slot an extra heal in Summon Demons or if I should add any build-up procs? I have heard various back and forth and typically, I stay away from them myself in pet slots. I also normally don't add a heal in the secondary, though I did slot one in my Bots and wondered if I should just slot the same here or if the Tier 2 pets worth slotting heal at all or build up at all.
Secondly, as you can see, I did try to range defense with damage but something I am curious about, does Mids take into account the automatic Resistance buff you get from pets like the Ember Shield and Ember Shield Owner? I don't see it as a toggle on it and wondered if they included it in the Totals.
Thirdly, I have been running using Corruption but kind of want to switch it out for Crack Whip. I know the range is pretty much halved but it's a cone and more damaging and both have the same amount of -res. Since my defense and resistance is set up pretty decently, I don't think it would effect me that much but not sure in late game. Think I would benefit from it instead of Corruption?
Finally, while I am not using purples at the moment, I may in the future and still arguing with myself on a few slotting areas (caltrops, tactics, ect.) and wondered if you see anything that could be switched out for a bit more optimization. The only real concern I have is my stamina due to the toggles.
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
The Digital Demonologist: Level 50 Magic Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Traps
Power Pool: Flight
Power Pool: Speed
Power Pool: Medicine
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Summon Demonlings -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(3), BldM'dt-Dmg/EndRdx(5), BldM'dt-Acc(5), BldM'dt-Dmg(7)
Level 1: Web Grenade -- Acc-I(A)
Level 2: Caltrops -- P'ngTtl-EndRdx/Rchg/Slow(A), Posi-Dam%(7), ImpSwft-Dam%(50)
Level 4: Triage Beacon -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(9), Dct'dW-Heal/Rchg(9), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(37)
Level 6: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(45)
Level 8: Enchant Demon -- EndRdx-I(A)
Level 10: Corruption -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(13), Decim-Dmg/Rchg(13), Decim-Acc/Dmg/Rchg(15), Decim-Acc/EndRdx/Rchg(33)
Level 12: Summon Demons -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(15), BldM'dt-Acc/EndRdx(17), BldM'dt-Acc/Dmg/EndRdx(17), BldM'dt-Acc(19), BldM'dt-Dmg(33)
Level 14: Acid Mortar -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(31), ShldBrk-Acc/Rchg(31), ShldBrk-DefDeb/EndRdx/Rchg(33), ShldBrk-Acc/EndRdx/Rchg(36), ShldBrk-%Dam(37)
Level 16: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19)
Level 20: Aid Other -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal(23)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(37)
Level 24: Poison Trap -- Lock-Rchg/Hold(A), Lock-Acc/Hold(34), Lock-%Hold(34), Lock-Acc/Rchg(36), Lock-EndRdx/Rchg/Hold(36), Lock-Acc/EndRdx/Rchg/Hold(40)
Level 26: Summon Demon Prince -- BldM'dt-Dmg(A), BldM'dt-Acc/Dmg(27), BldM'dt-Acc/Dmg/EndRdx(27), BldM'dt-Dmg/EndRdx(29), S'bndAl-Build%(29), EdctM'r-PetDef(31)
Level 28: Seeker Drones -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(39), SipInsght-Acc/Rchg(39), SipInsght-ToHitDeb/EndRdx/Rchg(39), SipInsght-Acc/EndRdx/Rchg(40)
Level 30: Hell on Earth -- ExRmnt-Acc/Dmg/Rchg(A), ExRmnt-+Res(Pets)(43), ExRmnt-EndRdx/Dmg/Rchg(46), ExRmnt-Dmg/EndRdx(50)
Level 32: Abyssal Empowerment -- EndRdx-I(A)
Level 35: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43)
Level 38: Tactics -- GSFC-Build%(A), GSFC-ToHit/EndRdx(40), Rec'dRet-Pcptn(45), Rec'dRet-ToHit(46)
Level 41: Charged Armor -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam(42), RctvArm-ResDam/EndRdx(42), GA-3defTpProc(46), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam/Rchg(50)
Level 44: Aid Self -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(45)
Level 47: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48)
Level 49: Assault -- EndRdx-I(A)
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Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(23)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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I rather like this overall but have to agree with some that the boomerang, while kind of cool and very unique, could probably be replaced with something better. I am not sure about the hunting rifle idea either, personally, I see more people taking this with themes along the lines of Indians/Druids/Nature protectors/Ect. then anyone else so having a gun or a whip along side your animal companions might be a bit much which, again, makes the boomerang even more thematic and better.
However, I think I would prefer a crossbow with different variations (from Modern to Medieval to Ancient) or, since out of the all MM primarys, I see Animals being the predominate Melee set, we could switch it up with a more melee oriented weapon, dagger. -
None.. Hover + Jump packs or Jetpacks = More room for demonic bliss.. muhahah
But seriously, I gave up on most travel powers unless its strongly thematic. I either take combat jumping or hover for the def (hover mostly) and go from there. For MM's specifically, my first had teleport and I hated it. Now, I know many here swear by TP but even with the binds, it was annoying. What I suggest you do is make alternate builds and see what you prefer. As for me, I recently just rolled up a DS/Traps and nothing really kicks out to me. I was really wanting to play with Teleporting again but you have to basically take up 3 slots just to get team teleport when those same slots/powers could go for something much better. At this point, I just don't see the point in getting a travel power at all unless I am going to take something like Afterburner/Burnout/ect. I am taking hover and thats about it. -
So while yes, this is yet another Plant/Storm, what I wondered about was the effectiveness of taking the Leviathan epic and the lack of an endurance recovery power. Now this is a bit of a "thematic" build but I mainly wanted effectiveness while trying something a bit new. I am new to plant but know storm quite well already so I was just curious if this seems like a decent build overall, for a lack of endurance at least.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Dagon Lovecraft: Level 50 Technology Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Leviathan Mastery
Hero Profile:
Level 1: Strangler -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Acc/EndRdx/Rchg(5), Decim-Dmg/Rchg(5), Decim-Build%(7)
Level 1: Gale -- Acc-I(A)
Level 2: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(9), Posi-Dam%(9), TotHntr-Dam%(11)
Level 4: Snow Storm -- P'ngTtl-EndRdx/Rchg/Slow(A)
Level 6: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(50)
Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(13), CoPers-Acc/Conf/Rchg(13), CoPers-Acc/Rchg(15), CoPers-Conf/EndRdx(15)
Level 10: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def(17), SW-Def(19), SW-ResDam/Re TP(43)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(17)
Level 14: Boxing -- EndRdx-I(A)
Level 16: Freezing Rain -- AnWeak-DefDeb(A), AnWeak-Acc/DefDeb(19), AnWeak-Acc/Rchg/EndRdx(21), AnWeak-DefDeb/EndRdx/Rchg(23), Achilles-ResDeb%(21)
Level 18: Spirit Tree -- Mrcl-Heal(A), Mrcl-Heal/Rchg(23)
Level 20: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(25), DarkWD-ToHitDeb/Rchg(25), DarkWD-ToHitdeb/Rchg/EndRdx(27)
Level 22: Vines -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(27), UbrkCons-Acc/Hold/Rchg(29), UbrkCons-Acc/Rchg(29), UbrkCons-EndRdx/Hold(31), UbrkCons-Dam%(31)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A)
Level 26: Carrion Creepers -- Posi-Dam%(A), ImpSwft-Dam%(31), Posi-Dmg/Rng(33), TotHntr-Dam%(33), Posi-Dmg/Rchg(33), RechRdx-I(34)
Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(34)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(36)
Level 32: Fly Trap -- C'Arms-Acc/Dmg(A), C'Arms-Dmg/EndRdx(36), C'Arms-Acc/Dmg/Rchg(36), C'Arms-+Def(Pets)(37), ExRmnt-+Res(Pets)(37)
Level 35: Tornado -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg(39)
Level 38: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(40), Thundr-Acc/Dmg/Rchg(40), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(43)
Level 41: Water Spout -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(48)
Level 44: Shark Skin -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(45), ImpArm-ResDam/Rchg(45), S'fstPrt-ResKB(46)
Level 47: Summon Coralax -- C'Arms-Acc/Dmg/Rchg(A), C'Arms-Acc/Rchg(48), C'Arms-EndRdx/Dmg/Rchg(48)
Level 49: Bile Spray -- Posi-Dmg/Rchg(A), Posi-Acc/Dmg(50), Posi-Dmg/Rng(50)
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Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(46)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(43), P'Shift-EndMod(45), Efficacy-EndMod(46)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Set Bonus Totals: -
Quote:Not really, at least in my case. I don't think I spent more hen maybe 1b if that. I don't/can't farm for damn or know how the market works so I tend to make my cash through other means (cc's, hero merits, ect.) and in my build, even if my PA wasn't up completely all the time, Phantasm takes up the slack as well as Tarantula.Perma-PA is essentially immortality, since nothing is likely to ever actually attack your character. Too bad it also requires a several billion inf build...
As for stealth, lets put it this way, I didn't need to touch a single longbow agent while doing one of the last SSA's. With Illusion/Trick Arrow/Mace, your basically a Mastermind on acid that has the capabilitys of a widow/bane. -
Maybe it's just me, but I am more then just able to make a stylistic/conceptual character using virtually any combination of powersets. I never really had that problem. Animation wise, some are rather more annoying then others (hence why I am slightly regretting buying the Titan set) but, for most, I think it all relys on functionality, enjoyment as well as style to one degree or another.
For me, I can not stand melee. I have tried it several times on various builds and it just doesn't work with the way I play. I recently started leveling the first tank I ever created that lasted past lvl 15 and do see the prospects in it but I still prefer a particular style. My first lvl 50 and my first main character is a Storm/Dark Defender. Not particularly powerful and just enough options to be very effective for a vary amount of tasks. Had I to do it over, I probably would have chosen corruptor but that doesn't fit with his style.
Now that we are able to pretty much have whatever we want, whether blueside or red, I prefer corruptors and have yet to do another defender. I also play almost exclusively blueside so does that mean I shouldn't make a corruptor due to it's villainess nature compared to style/theme? I don't think so since I do have a tendency to ignore those meaningless "titles". My second main is an Illusion/Trick Arrow which, for many, the secondary is considered one of the weakest sets in the controller arsenal but it fits with his theme and I love being on it.. the third and last 50 is an AR/Fire/Mace where I explained the mace away by having it labeled (RP-wise) as steampunk styled scepter.
I think what truly matters above all is how you feel about your character and how it plays. The style only matters in your view so it's up to each person to feel whether or not they can substitute effectiveness for theme. Right now, I am currently leveling a Grav/Time controller and.. having a rough time with it due to having no AOE outside various holds. I also chose Teleport for thematic reasons which I normally hate.. but, it just fits the character too well not to include it so I will make due and adjust my playstyle enough while enjoying the mediocre performance and hope like hell it will be enough fun to go to 50 on. If not, there is always Dark/Time Corr. -
I don't really have time to go over your build but I will post mine for the benefit of understanding frankenslotting to a point. Now, this is a defender so I was less interested in defense and more about offense but it could be adapted for a corruptor. To be honest, I was planning on building a corr version of this eventually anyway but it would take me a bit to come up with something. This is my main's build. It's inexpensive, probably not as optimized as I would like but for a defender, it works very well and I don't see why it wouldn't work even better on a corr. It isn't built for just defense or recharge or even full damage but a bit of everything.
With hurricane, don't always rely on it's debuff. The reason being is that, especially while teaming, there is a time and place for it and it's more situational then people think. I prefer flank attacks while circling groups, herding them when possible.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Professor Straenge Alpha: Level 50 Magic Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Dark Blast
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: O2 Boost -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal(5)
Level 1: Dark Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(17), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(40)
Level 2: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(17), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(40)
Level 4: Snow Storm -- TmpRdns-Acc/Slow(A)
Level 6: Moonbeam -- ExecCtrt-Dmg/ActRdx(A), ExecCtrt-Dmg/Rng(7), ExecCtrt-Acc/Dmg(7), ExecCtrt-Dmg/Rchg(29), Mantic-Dmg/ActRdx/Rchg(33), Mantic-Dmg/EndRdx/Rchg(40)
Level 8: Steamy Mist -- Aegis-Psi/Status(A), Aegis-ResDam(9), Aegis-ResDam/EndRdx(9), TtmC'tng-ResDam(34), TtmC'tng-ResDam/EndRdx(34), TtmC'tng-ResDam/Rchg(42)
Level 10: Freezing Rain -- UndDef-Rchg(A), UndDef-Rchg/EndRdx(11), UndDef-DefDeb/Rchg(11), UndDef-DefDeb/Rchg/EndRdx(27), LdyGrey-DefDeb/Rchg(37), LdyGrey-DefDeb/Rchg/EndRdx(42)
Level 12: Dark Pit -- Stpfy-EndRdx/Stun(A), Stpfy-Stun/Rng(13), Stpfy-Acc/Stun/Rchg(13), Rope-Acc/Stun/Rchg(19)
Level 14: Hover -- Srng-EndRdx/Fly(A), Srng-Fly(15), RedFtn-Def(15)
Level 16: Fly -- Srng-Fly(A)
Level 18: Tenebrous Tentacles -- HO:Centri(A), Posi-Acc/Dmg(19), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(37), Posi-Dmg/Rng(45)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21)
Level 22: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(31), DarkWD-ToHitDeb/Rchg(31), DarkWD-ToHitDeb/EndRdx(37)
Level 24: Night Fall -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(25), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(43), SipInsght-Acc/EndRdx/Rchg(43)
Level 26: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def(27)
Level 28: Assault -- EndRdx-I(A)
Level 30: Tactics -- GSFC-ToHit/EndRdx(A), GSFC-ToHit(31)
Level 32: Tornado -- SvgnRt-Dmg/EndRdx(A), SvgnRt-Acc/Dmg(46), SvgnRt-Acc/Dmg/EndRdx(48), LdyGrey-DefDeb/EndRdx(50)
Level 35: Life Drain -- Nictus-Acc/Heal(A), Nictus-Acc/EndRdx/Heal/HP/Regen(36), Dev'n-Acc/Dmg/EndRdx/Rchg(36), Dev'n-Dmg/Rchg(36)
Level 38: Lightning Storm -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(39), Dev'n-Dmg/Rchg(39), Dev'n-Acc/Dmg/Rchg(39), Dev'n-Hold%(42), Dev'n-Acc/Dmg/EndRdx/Rchg(46)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(46)
Level 44: Power Build Up -- GSFC-ToHit/EndRdx(A), GSFC-ToHit(45), RechRdx-I(45)
Level 47: Temp Invulnerability -- TtmC'tng-ResDam/EndRdx/Rchg(A), TtmC'tng-ResDam(48), TtmC'tng-ResDam/EndRdx(48)
Level 49: Force of Nature -- TtmC'tng-ResDam/EndRdx/Rchg(A), TtmC'tng-ResDam(50), TtmC'tng-ResDam/EndRdx(50)
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Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Heal-I(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(21)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), EndMod-I(23)
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You know, really if they just copied over Time's Juncture for Glue Arrow, I would be happier with it. As it is, TA is one of those sets that relys on how effective it is by it's counterpart far too much and agree with most of the OP's changes. However, I personally hate that Flash arrow is not self-stacking and even 6 slotted, the highest -to hit is barely 7.5%
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Speaking for myself, the stealthiest range character (which is a preference of mine as well) that I have played is my Illusion/Trick Arrow. Not only is it one of the more versatile sets but you really can't beat Superior Invisibility. I think it's almost as much of a sweeper if not more then a Bot/FF. Not only are you talking about stealth but stealth that even while suppressed, after flash arrow, rarely gets touched while having a multitude of options in the way of damage, aggro control, ect. Even at +2, once you have perm-phantom army, it's like putting the game on easy mode.
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Well, being one who has recently started the Grav journey, I can see why it's needed. I just wish they would make Propel a small cone attack and change Wormholes Knockback to Knockdown.
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This is happening to me as well but, before yesterday, there was a workaround for this. I came back last week when I found out about this bug but wasn't too worried. If you switched to a non-mace mastery build on the same toon, you were fine with switching costumes, ect. However, not sure what changed but as of yesterday, this is no longer the case. Even worse, other weapons don't show.
Two of my main characters have Mace Mastery and even with alternative builds WITHOUT Mace Mastery, not only does it still show it under weapons, but my assault rifle on one build is missing completely in the tailor screen and my bow is missing from the other. I have lost over 3mill the first time but didn't complain..
Now, I am because it's been long enough. The fact is, there is no longer a workaround and this isn't some minor bug to those of us who happen to buy the extra clothing options. This needs fixed now.. -
Quote:I could've sworn someone did a 'groucho marx' costume at the attack of the clowns costume contest but I'm not sure how they did the face...anyone remember that one?
That was Swackhammer (The 1st place winner) in another costume. Pretty sure he just used the blank hood mask (can't remember the name) and the frown makeup on it with glasses. Very good likeness, i might add. -
Thank you Hero Dawn for another great Costume Contest!
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I suppose I fall somewhere in the solo-RP and Literate RP. For me, RP'ing should be like writing a book while the text should look more like a natural flowing conversation as well as adding subtext and "emoting" actions while maintaining a characters nuances. A cross between a screenplay and living short story, if you will. I also have my own style and prefer realism with fantasy influence rather then something that is so grossly fantastic that it looses its meaning which is why I tend to ignore anyone who plays a god, transient being, ect.
Unfortunately, most of the RP I have seen is more in the way of people just chatting and playing "pretend" while attempting to one-up each other with few exceptions so I have a tendency to be pessimistic about RP here. -
Ok.. so I guess I was a bit confused on the tentacles as well as the resistance. He is now at 45 and not only extremely squishy still but also and end hog. (and why oh why are my beautiful tentacles pink??) so.. I decided to go a different route..
Strato, I read a post you did before about AR/Fire and looked at my build a bit closer. I have come up with something I think I will be much more survivable as well as plenty of recovery/regeneration. My only concern is not having much in the way of fire/cold resist or defense but I think my S/L and Range more then make up for it.
Any one have any thoughts on this build? I know I took out a slot in ignite but 1. I needed a bit more in stamina and I just can't 1 slot it.. it hurts my sensibilitys and 2. I rarely use it and I already have quite a bit of recharge. I have spread out a few slots to compensate and I think overall this build gives me more durability without sacrificing anything but a few percents here and there.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Esoteric Detective V5: Level 50 Science Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Fire Manipulation
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 1: Ring of Fire -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(25), Thundr-Dmg/Rchg(25), Thundr-Acc/Dmg/Rchg(27), Thundr-Acc/Dmg/EndRdx(27), Thundr-Dmg/EndRdx/Rchg(29)
Level 2: Buckshot -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(42)
Level 4: Slug -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11), Thundr-Dmg/EndRdx/Rchg(15), Thundr-Acc/Dmg/Rchg(43), Thundr-Acc/Dmg/EndRdx(46)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-ResKB(9)
Level 10: Fire Sword Circle -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(29), Erad-Acc/Dmg/Rchg(19), C'ngBlow-Dmg/EndRdx(19), C'ngBlow-Acc/Dmg(33), C'ngBlow-Acc/Rchg(46)
Level 12: M30 Grenade -- ExStrk-Acc/KB(A), ExStrk-Dmg/KB(17), ExStrk-Dam%(17)
Level 14: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(15)
Level 16: Assault -- EndRdx-I(A)
Level 18: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(23), Posi-Dmg/Rng(23), Posi-Acc/Dmg/EndRdx(40)
Level 20: Sniper Rifle -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(21), Mantic-Acc/ActRdx/Rng(43), Mantic-Dmg/ActRdx/Rchg(43)
Level 22: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(48), GSFC-Build%(48)
Level 24: Boxing -- Acc-I(A)
Level 26: Ignite -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(40)
Level 28: Consume -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(33), P'Shift-EndMod/Rchg(34)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(31), RctvArm-EndRdx(31), RctvArm-ResDam/EndRdx/Rchg(31), S'fstPrt-ResDam/Def+(48)
Level 32: Full Auto -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(37), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(37), RechRdx-I(40)
Level 35: Burn -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(36)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(42), DefBuff-I(42)
Level 44: Web Envelope -- GravAnch-Immob/EndRdx(A), GravAnch-Immob/Rchg(45), GravAnch-Acc/Immob/Rchg(45)
Level 47: Summon Spiderlings -- S'bndAl-Dmg/Rchg(A), S'bndAl-Acc/Dmg/Rchg(50), RechRdx-I(50)
Level 49: Build Up -- RechRdx-I(A)
Level 50: Musculature Total Radial Revamp
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Level 1: Brawl -- Acc-I(A)
Level 1: Defiance
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(34)
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Set Bonus Totals:- 7% DamageBuff(Smashing)
- 7% DamageBuff(Lethal)
- 7% DamageBuff(Fire)
- 7% DamageBuff(Cold)
- 7% DamageBuff(Energy)
- 7% DamageBuff(Negative)
- 7% DamageBuff(Toxic)
- 7% DamageBuff(Psionic)
- 5.5% Defense(Smashing)
- 5.5% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 29.3% Defense(Energy)
- 29.3% Defense(Negative)
- 3% Defense(Psionic)
- 6.13% Defense(Melee)
- 26.4% Defense(Ranged)
- 5.5% Defense(AoE)
- 5.4% Max End
- 57% Enhancement(Accuracy)
- 48.8% Enhancement(RechargeTime)
- 22% FlySpeed
- 22.6 HP (1.87%) HitPoints
- 22% JumpHeight
- 22% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 1.1%
- 23.5% (0.39 End/sec) Recovery
- 58% (2.91 HP/sec) Regeneration
- 8.82% Resistance(Fire)
- 8.82% Resistance(Cold)
- 22% RunSpeed
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Quote:While I am not a fan of the Hasten Hands animation either, I just can't see dropping it. Even with it up, I have certain situational powers (Grenade, Snipe, ect) that can't be used at certain times so I have to make due with what I have.You've got 13 attacks, I would drop at least one..maybe grab Beanbag?
Also, since you have so many click powers, you could easily drop Hasten (alot of theme based toons don't like the Hasten Hands). Then you could grab Hover.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Esoteric Detective: Level 50 Magic Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Fire Manipulation
I do have to wonder why do people like beanbag so much? I haven't tried it and since it was single target it just doesn't seem all that impressive to me with the rest of the set having so much more aoe potential. The only reason I can see having beanbag is 6 slotting it with Stupify for the Def % but I just can't justify that loss of other slots for it.. Ill look into it again and see but maybe someone can give me another reason heh. With my newest build, I could replace superspeed with it, but again, the slots would be missing. I only added superspeed for the stealth component since I am probably one of the few players that hate (loathe is more like it) it but thats just me.
Now, when I posted this, he was around lvl 28 and now that I have him up to 42, I am beginning to rethink a bit overall on his build. For one thing, I am noticing that with my playstyle, I am losing endurance like a fiend and even consume isn't helping him all that much. With all the toggles going, I ended up adding a 4th stamina slot just so I don't crash so often and have to re-toggle everything back up. (though planning on yet respec possibly)
I realize with enough recovery, that won't be that much of an issue later (presently, aside from a few of the lower-end sets, he is running all SO's) but with consume taking so long to recharge, I have went with a slightly altered build. This one gives me slightly better defense, resistance increases are minimal and increased recovering with only a 3% decrease in recharge..
So I suppose I am asking now is will I need that 4th stamina still after this? Would replacing SS with beanbag make that much of a difference? Granted I would have to fit in that -kb somewhere else but if beanbag really worth it, I can try.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Esoteric Detective: Level 50 Science Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Fire Manipulation
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Burst -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(5), Thundr-Acc/Dmg/Rchg:50(17), Thundr-Acc/Dmg/EndRdx:50(25), Thundr-Dmg/EndRdx/Rchg:50(27)
Level 1: Ring of Fire -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(5), Thundr-Acc/Dmg/Rchg:50(17)
Level 2: Slug -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(7), Thundr-Dmg/Rchg:50(9), Thundr-Acc/Dmg/Rchg:50(19), Thundr-Acc/Dmg/EndRdx:50(25), Thundr-Dmg/EndRdx/Rchg:50(27)
Level 4: Buckshot -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(7), Posi-Dmg/Rchg:50(11), Posi-Dmg/Rng:50(19), Posi-Acc/Dmg/EndRdx:50(29)
Level 6: M30 Grenade -- ExStrk-Dmg/KB:20(A), ExStrk-Acc/KB:20(9), ExStrk-Dam%:20(11)
Level 8: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(33)
Level 10: Fire Sword Circle -- Erad-Acc/Dmg/Rchg:30(A), Erad-Dmg:30(13), Erad-Dmg/Rchg:30(13), C'ngBlow-Acc/Dmg:50(21), C'ngBlow-Dmg/EndRdx:50(29), C'ngBlow-Dmg/Rchg:50(31)
Level 12: Sniper Rifle -- ExtrmM-Acc/Dmg:50(A), ExtrmM-Dmg/EndRdx:50(15), ExtrmM-Acc/ActRdx/Rng:50(15), ExtrmM-Dmg/ActRdx/Rchg:50(21), ExtrmM-Dmg/EndRdx/Rchg:50(23), ExtrmM-Acc/Rng/Rchg:50(31)
Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(23)
Level 16: Build Up -- RechRdx-I:50(A)
Level 18: Kick -- Acc-I:50(A)
Level 20: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(34), RctvArm-EndRdx:40(34), RctvArm-ResDam/EndRdx/Rchg:40(36)
Level 22: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(34), LkGmblr-Def/EndRdx:50(36)
Level 24: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(36), LkGmblr-Def/EndRdx:50(37)
Level 26: Super Speed -- Zephyr-Travel/EndRdx:50(A), Zephyr-ResKB:50(50)
Level 28: Flamethrower -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(37), Posi-Dmg/Rchg:50(37), Posi-Dmg/Rng:50(39), Posi-Acc/Dmg/EndRdx:50(39)
Level 30: Consume -- Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(39), Erad-Dmg/Rchg:30(40), P'Shift-EndMod:50(40)
Level 32: Ignite -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(40), Posi-Dmg/Rchg:50(42), Posi-Dmg/Rng:50(42), Posi-Acc/Dmg/EndRdx:50(42)
Level 35: Full Auto -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(43), Posi-Dmg/Rchg:50(43), Posi-Dmg/Rng:50(43), Posi-Acc/Dmg/EndRdx:50(45), RechRdx-I:50(45)
Level 38: Burn -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(45), Erad-Acc/Dmg/EndRdx/Rchg:30(46)
Level 41: Dark Embrace -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(46), RctvArm-EndRdx:40(46), S'fstPrt-ResDam/Def+:30(48)
Level 44: Soul Tentacles -- GravAnch-Acc/Rchg:50(A), GravAnch-Acc/Immob/Rchg:50(48), GravAnch-Hold%:50(48)
Level 47: Night Fall -- DisWord-ToHitDeb:20(A), DisWord-ToHitDeb/Rchg:20(50), DisWord-ToHitDeb/Rchg/EndRdx:20(50)
Level 49: Assault -- EndRdx-I:50(A)
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Level 1: Brawl -- Acc-I:50(A)
Level 1: Defiance
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(31)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(33), P'Shift-EndMod/Acc:50(33)
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I am not a betting man but I would probably say they would make a Dark Regen/Consume combination to even things out. It would make more sense overall, something of a Dark Recovery. I would bet money on that being somewhere in mix.
As for Dark.. what can I say? My first 50 is a Storm/Dark and after reaching the damage cap for a defender, I think its time I retire him to another server and start again. Professor Straenge might just make a good Dark/Dark blaster though, after my latest and only real blaster, AR/Fire, I may just go with Dark/Fire.
That being said, on the subject of tentacles. I adore/love the tentacles (I have spent the better part of a week making my AR/Fire into a villain JUST for Soul, if that tells you anything) and have had quite a bit of experience. However, I just don't see them adding it in.. A single target version I am actually expecting but not the full cone version. I would expect that Dark Manipulation will have more of a mix of -to hit and possibly one or two PBAOE while the rest are melee oriented and self buff like build up/dark recovery -
Personally, yet ironically enough, after being here for over a year now, I rarely RP because I get too easily annoyed by what is normally taken as "RP" here and what I define as RP (IE if you play a god, don't talk to me). However, thats my issue and nobody else's and I wouldn't force it on anyone, just as I wouldn't force anyone to RP if they didn't want to.
However, I will say that in every MMO, I fully believe there needs to be a system in place that rewards people on behavior and mannerisms. This may seem rather pedantic and childish to some but I do think if any server should be made, it should be a place for people who wish to get away from griefers, idiots or the random filth that crowds always seem to draw. That's not saying it should be elitist, but something made for those people who actually know what being a good player means, justified by their manners, maturity level and attitude.
I just know that I am tired of seeing good RP'ers hide in the corners, on buildings or in their bases, afraid of being hassled by someone who will either grief them or break their moment. You don't RP? That's fine.. That doesn't give you the right to bother anyone else. And if an RP team works, then one person who doesn't RP shouldn't dictate whether they do or not.
My feelings over the year I have been on Virtue has changed and I have been told it is just a momentary slip but I still remember just last summer when small groups would RP together under Atlas for a few hours while not being bothered by random idiots. But of course, things are different now and my ignore list is bursting.
Oddly enough, I think I have found the majority of good RP and players villain side which I suppose makes some type of sense. I only wish playing Red side wasn't so annoying to me (not the players, the maps/mechanics). -
Also wanted to show (one more time) that the boots STILL haven't been fixed.
Under tucked in, they look fine but all other leg types, the color is off.. a layer is missing as you can see, you can only use one color and the brass coloring is off severely..
On the left is what I was referring to, and this is for both style of boots, you can only use one color and they look extremely off. This only occurs under any boot options except tucked in.
Also, while its not as big of a deal, I would like it if they just stretched the new collars out just a little to compensate for other coat collars, that way they won't blend in and we could use them for other coat options. They also need to be bent a little more in the back, there is a fairly large gap.
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Just wanted to ask, since he is at 35 at this point, if Soul would be worth getting or if anyone has tried this combination before even. I realize other builds could be slightly more optimal but overall, any impressions or advice?