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Posts
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Quote:Ah yes I remember reading that about those now - I had forgotten!IIRC, they are basically the Northern Lights from the Lord Winter fight; the power descriptions do look rather Kheldian.
As for not being spectacular, I suspect that's on purpose; some people are going to want unobtrusive pets, just as others are going to want big flashy ones.
And I agree that people really wanted some generic pets for the Lore slot and Im really glad the Devs listened. Phantoms, Drones, Polar Lights, Storms (to an extent, they are purple!) are all quite generic IMO -
I think it could work, the only problem I can see is that having it every Saturday evening (euro time) would be the greater likelyhood it may clash with other events or with people wanting to do a trial etc.
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Quote:IIRC currently there isn't a way to break down any already crafted Incarnate abilities.Anyone have screenshots of the new pets?
Also is there an efficient way to turn the "seers ally" I already crafted into something I like better? Its only tier 1 so Im not losing a ton of effort, but it would be nice to not waste anything.
Of the new ones my Grav/Storm 'troller will be taking the Storm Elementals for thematic reasons. I tried the Tier 1 pet during beta and have this little purplish storm cloud following me about shooting lightning seemed to work for me
I did also try the Polar Lights and although there wasn't anything wrong with them they just didn't fit my toons concept as well as I thought. Although the actual wisp pets look like the ones floating around Croatoa they shoot blasts like Kheldians have. -
A couple of years ago I suggested a Psionic Armour set:
Quote:Now it got a bit of feedback and would definitely need tweeking (e.g. more Psi resistance/defence in the powers) but thought it would be fun to suggest it again.1. Mind over Body (Toggle: +Resistance (Lethal, Smashing, Psionic))
While this power is activated you embower your body with the strength of your mind and increase your resistance to Lethal, Smashing and Psionic damage
[As per Willpower/Psionic Mastery]
2. World of Confusion (Toggle: PBAoE, Foe Damage (Psionic), Confusion)
This toggle powers allows you to cause psionic damage and cause confusion within a group of foes, creating chaos. The chance of confusing an enemy is lower than the chance of damaging them, and it may take multiple hits to affect stronger opponents. All affected foes within the area will turn and attack each other, ignoring all heroes. You will not receive any Experience Points for foes defeated by Confused enemies.
[As per Mental Manipulation]
3. Telekenitic Shield (Toggle: +Def (all but Psionic), +Resistance (all but Psionic)
While this power is activated you create a shield of telekenitic energy around your body which will deflect incoming attacks. If an attack does get through its impact will be reduced and will cause less damage.
4. Drain Psyche (PBAoE, Foe: -Regen, -Recovery, Self: +Regen, +Recovery)
You Drain the Psyche of you nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own.
[As per Mental Manipulation]
5. Unbreakable Will (Self: +Resistance (Hold, Immobilise, Fear, Sleep, Disorientate, Confusion, Knockback), +Def (Psionic))
When you activate your mental will becomes so powerful you become highly resistant to status effects and Psionic attacks for a short while.
[A tweaked Indomitable Will from Psionic Mastery]
6. Telepathic Prediction (Toggle: +Def (all but Psionic and AoE), -Resistance (Psionic))
While this power is activated you are constantly scanning the mind's of those around and are able to predict their next attacks making you harder to hit. However, you are still vulnerable to AoE attacks as they are not necessarily targeted at you and leaving your mind open makes you less resistant to Psionic attacks.
7. Mind Link (PBAoE, Team: +To-Hit, +Def (All), +Res (Psionic))
Your Mind Link Power will enable you to link the minds of all your teammates who are near you for the next 90 seconds. This shared link improves your teams chances to hit foes, your defensive abilities and dramatically reduces psionic damage.
[As per Fortuna Team work]
8. Psychic Rebirth (Self Rez, Special)
When you fall in battle you reach out with your mind to your allies to give you strength to be reborn. The more allies nearby the more health and endurance is restored to you. Additionally allies used to resurect yourself gain a small boost to their recovery and regneration for a short time due to the psychic energies shared. This power will actually leave you invulnerable for a brief time, and protected from XP Debt for 20 seconds. There must be at least one conscious ally nearby to fuel the transfer and revive yourself.
[A kind of opposite to Soul Transfer from Dark Armour]
9. Astral Form (Self: +Resistance (all Damage types, Hold, Immobilise, Fear, Sleep, Disorientate, Confusion))
When you activate this power your entire body is consumed by psychic energy and you become a being from the astral plain. For a short while you become highly resistant to all forms of damage along with some status effects. Astral Form costs very little Endurance to activate, but when it wears off you are left exhausted, and drained of almost all Health and Endurance.
Edit: In fact this is how I would suggest it now:
1. Mind over Body (Toggle: +Resistance (Lethal, Smashing, Psionic))
While this power is activated you embower your body with the strength of your mind and increase your resistance to Lethal, Smashing and Psionic damage
[As per Willpower/Psionic Mastery]
2. World of Confusion (Toggle: PBAoE, Foe Damage (Psionic), Confusion)
This toggle powers allows you to cause psionic damage and cause confusion within a group of foes, creating chaos. The chance of confusing an enemy is lower than the chance of damaging them, and it may take multiple hits to affect stronger opponents. All affected foes within the area will turn and attack each other, ignoring all heroes. You will not receive any Experience Points for foes defeated by Confused enemies.
[As per Mental Manipulation]
3. Telekenitic Shield (Toggle: +Def (all but Psionic), +Resistance (all but Psionic)
While this power is activated you create a shield of telekenitic energy around your body which will deflect incoming attacks. If an attack does get through its impact will be reduced and will cause less damage.
4. Drain Psyche (PBAoE, Foe: -Regen, -Recovery, Self: +Regen, +Recovery)
You Drain the Psyche of you nearby foes, thus weakening their Hit Point Regeneration and Endurance Recovery and boosting your own.
[As per Mental Manipulation]
5. Unbreakable Will (Toggle: +Resistance (Hold, Immobilise, Fear, Sleep, Disorientate, Confusion, Knockback, Psionic)
While activate your mental will becomes so powerful you become highly resistant to status effects and Psionic attacks for a short while.
6. Telepathic Prediction (Toggle: +Def (Melee, Ranged, AoE), -Def (Psionic))
While this power is activated you are constantly scanning the mind's of those around and are able to predict their next attacks making you harder to hit. However, leaving your mind open makes it harder to defend against Psionic attacks.
7. Mind Link (PBAoE, Team: +To-Hit, +Def (All), +Res (Psionic))
Your Mind Link Power will enable you to link the minds of all your teammates who are near you for the next 90 seconds. This shared link improves your teams chances to hit foes, your defensive abilities and dramatically reduces psionic damage.
[As per Fortuna Team work]
8. Psychic Rebirth (Self Rez, Special)
When you fall in battle you reach out with your mind to your allies to give you strength to be reborn. The more allies nearby the more health and endurance is restored to you. Additionally allies used to resurect yourself gain a small boost to their recovery and regneration for a short time due to the psychic energies shared. This power will actually leave you invulnerable for a brief time, and protected from XP Debt for 20 seconds. There must be at least one conscious ally nearby to fuel the transfer and revive yourself.
[A kind of opposite to Soul Transfer from Dark Armour]
9. Astral Form (Self: +Resistance (all Damage types, Hold, Immobilise, Fear, Sleep, Disorientate, Confusion))
When you activate this power your entire body is consumed by psychic energy and you become a being from the astral plain. For a short while you become highly resistant to all forms of damage along with some status effects. Astral Form costs very little Endurance to activate, but when it wears off you are left exhausted, and drained of almost all Health and Endurance.
Basicly I kind of see it as a Willpower type set in terms of Resistance and Defence, a bit of everything but master of none except for Psionic Damage. The -Defence to psionic in telepathic prediction is meant to offset by the +Defence is Mind Link and the high resistance values. -
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Provoke doesn't have an endurance cost, its like all Taunt powers and is endurance free to use.
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Quote:I laughed so much at this one I have to quote it in my sig!Quote:
16. Has Paragon Studios redefined "player" to require your mouse to subscribe separately from your keyboard? -
I may be a touch late for the TT Tour today (Saturday 25th) - sorry guys!
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I certainly think the prices, so far look well thought out. Im intrigued as to how the prices will be adjusted to Euros and Pounds Sterling though.
Quote:You've got to remember not everyone in the world pays in US $ - I pay in pounds sterling and others in Euros (and they are the prices listed - don't forget there are loads of different currencies throughout the world!). So just because if they made it $5 = 500 points doesn't mean the maths would work out for everyone elseSo...not directly related to the subject at hand, but this always bothered me. Why is it five dollars for four hundred points? Why not five dollars for five hundred points (with prices adjusted accordingly)? It'd make the mental math a lot cleaner.
I really hope this is not the case. I personally am hoping for them to be around 200 points, although I imagine they will be 400. -
Quote:Ive got to admit that this is slightly disapointing only because there is so much good content already available and recently been released for the level range 20-30!First Wards Level range
First Ward is a zone in Praetoria, continuing many of the storylines of that world. It takes place from levels 20 to 26.
I concur with the suggestion boosting it up to lvl 30, if not 35.
I can't believe I've just complained about having to much of a good thing! -
I've just been thinking and reading this thread reminds me why all the predictions that certain ATs will become obsolete are always so horribly wrong.
People like playing different characters and powersets and just because one AT/Powerset can do one thing easily while another can't won't stop them being played because one person's definition of fun is different to everyone elses! -
I've got a goal of getting a 50 of each AT but it is difficult as some ATs I just don't fun to play.
My favs are Tankers (lvl 50s: Fire/Fire/Pyre, Shield/Electric/Mu) and Controllers (lvl 50s Gravity/Storm/Stone, Mind/TA/Pyre [deleted due to RP reasons], Illusion/Forcefield/Psi [deleted as it was boring to play, rerolled as a Illusion/Rad]). I love Tankers because they can take a beating and I love just jumping into mobs head first and controlling the agro. I love Controllers because they are a big bag of tricks and do some many different things.
Next would be Defenders (lvl 50s: Kin/Arch/Psi, Rad/Dark/Dark). Again I find the variety of their powers enough to keep me interested.
In the middle would fall Masterminds (lvl 50 Bots/Traps/Mace) and my Triform WS (currently lvl 47). Again these have a lot of variety to their powersets so find them fun to play
The next ones are lower ranked because I am just getting into the ATs. These are Brutes (highest lvl 37 Electric/Fire), Dominators (highest lvl 20 Gravity/Thorns), Stalkers (highest lvl 20 Electric/Ninjitsu) and Soldiers of Arachnos (lvl 24 Crab, lvl 35 Night Widow). I like Brutes as they are relatively tough and chasing Fury can be fun, although I don't like them as much as Tankers. I am starting to really like Dominators because of the bag of tricks they have with their control powers and these could easily move up the list. I am slowly starting to enjoy Stalkers because I like being sneaky with Placate and Assassain Strike. SoAs are ok because they are slightly more interesting to play than Scrappers and Blasters.
EDIT *Corruptors also fall in the getting into section as they are very similar to Defenders*
My least fav ATs are Blasters (lvl 50 Sonic/Mental/Electric [deleted for RP reasons and I didn't like playing him]), Scrappers (highest are lvl 35 Dark/Dark, lvl 32 Broadsword/Shield and lvl 30 Dark/Willpower) and Peacebringers (highest lvl 30). Blasters just get boring to play as all their powers do one thing, damage. Scrappers I find to squishy and the criticals just never seem to happen when I want them to. And my PB I just find weak compared to everything else I've played, although he will never be deleted because the concept behind is so good. -
I can easily see a Rez power being put in there - rewinding time and all of that.
And I agree about the -recharge/+recharge aspect
Edit - possibly even a mass rez power -
Won't be able to see it live so will have to catch the recording
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Quote:I think the only way they could do this is by increasing the base damage of set and then reducing the KB mag of the power to either equal to or below that of KD (0.63 or whatever it is then). You would then tell players they have to either slot the powers with the current KB sets that exist or with the Ranged Damage sets.Ok but the question is more related to the Devs as can they look into this first off. I understand very well how the power works what I am asking is Can you have more damage in liu of the knock back or have knock back for those that wish it.
Not everyone shares your view on the balance of the power nor the "Joy of Knock Back" some despise some love it.
And as we have seen in the incarnate VOID power the devs are aware of this as they gave people a CHOICE (<---- which is what I am asking them to look into) as whether or not to choose knock back or damage.
And I would be willing to wager you that given the choice a higher % of the players would choose damage OVER knock back especially in that particular power set.
However this would penalise the players that do like the current level or KB and like to slot for damage. The current KB sets don't allow you to reach the same level of damage enhancement as the Ranged Sets do. Also, as Aett has described, they would miss out on set bonuses which they would currently have access to because they want to get back the original level of KB they had.
What you've got to remember about the Judgement powers is that although there is a progression tree each power within it is technically a completely different power, hence why they can allow people to create powers with/without secondary effects. Just look at when you upgrade an incarnate power, you have to reslot the incarnate enhancement into the slot and re add it to the power tray. -
I've got to agree that some of the NPCs could do with a trip to Icon, however I will say that not all the new designs the Devs have done I like. I, personally, hate what they did to Seige in the BAF iTrial. I dislike his big Warwalker design.
I like Tech's Valk redesign in the first post and I like Angelxman's Luminary and Swan (although Swan should keep her signature cape). I also like Hercules' Sister P although there should be some more skin showing like in the Concept art in Tech's post.
I think all BaB needs is some new textures for his trousers and top and a new/unique hairdo. I think Citadel/Seige just need to be made a bit more shiney/metalic otherwise their designs are fine. I think Numina's robe could get a new texture design.
Aurora Borealis could get a new cossie following the new design that Sister P should get. I think Infernal is fine as he is. Malaise could do with a complete revamp! Ms Liberty is fine in my opinion but could with new textures for her gloves/boots and a new hairdo. I think Minx should get a make over using the new bits from the Animal Pack. I think Woodsman is fine as is.
I like Black Swan's new model but her wings should be replaced with her signature cape from the old model. -
I've just been playing around with a Tier 1 Clarion and found that it can be used in the same way as a Break Free, in that you can activate it while Mez'd to break it and get the status protection (if the mag isn't to high). So I think I will definitely be sticking with Clarion Destiny.
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Quote:Hehe - although what you say about the FF +recharge proc makes much more sense to slot in Fissure than my original thoughts of Lift!Just a thought: I have been playing around a bit with the Stone Mastery on other controllers, and if you can find a way to 6 slot Fissure, I would think that 5 slotting it with Absolute Amazement (all but the proc) and a FF +recharge would be, well, absolutely amazing. The two trollers I am looking at this with are earth/sonic and elec/thermal, so they actually need to slot fissure for damage, but a grav/storm should be able to get enough damage from its primary and secondary to have a luxury to slot Fissure for stun.
edit: dummy me, you already have AA in thunderclap. Nothing to see here, move along... =)
They share the same PPPs but Domies and Controllers actually get different APPs. Controller APPs wouldn't directly port over to Domies because of some duplicate powers. I think Stone was missed because there were three duplicate powers that they would get from Earth Assault (Hurl Boulder, Fissure and Seismic Smash). -
Quote:For the most part he stays at range. Because I either open at range with GDF or Freezing Rain he generally picks up a target and will stay where he is until the mob is down. I have noticed that occasionally he will suddenly charge into melee range and scatter a few foes but it is rare enough not to bother me. If I am soloing and Wormholing into a corner etc then Singy being right behind me in Melee isn't so much of an issue.Singy makes a great tank. However, if you are trying to be in melee, doesn't he knock foes away? Sometimes I will stand with Singy on my head, running Hurricane. The foes run to us, get knocked away and debuffed, and I can pick them off one-by-one.
When I used to play at range I would stay in Singy to and have Hurricane running as it was a great way to stay alive.
Quote:Well, this is a more complex issue than it would seem at first. So in general AVs at lvl 50 will resist Hurricane by 85% and EBs will resist Hurricane by 20% (as all bosses will). However, many (I would say most)AVs when reduced to EBs in solo play maintain their 85% resistance, so you can't make a blanket statement about EBs.
Of course, Hurricane is a large enough debuff that against an AV it may make a difference (fully slotted you're looking at a 7% debuff). That may help keep your teammates alive alonger, but it also gets you closer to the action, and thus is more dangerous for you and may not be a desirable option. Against a non former AV EB, Hurricane with steamy mist should allow you to solo the EBs handily.Quote:The ToHit Debuff in Hurricane is signficant, but it is still highly resisted by AVs. Still, fully enhanced it makes a difference especially when I add Ice Armor.
Quote:I use Gale on my Grav/Storm/Ice a fair amount with the same slotting as the OP (single slot, +recharge). Generally I use it only when I'm feeling safe (which is most of the time) and I recently used a heavy hitting power that I wouldn't mind getting up quicker. My set bonuses run about 90% +accuracy, so I've never noticed hitting to be a problem. And when you have a group of 16 mobs trapped in a corner, you'd be surprised at how often that proc procs.
Quote:Personally, I can't recall the last time I used either of these powers. I should probably try Snow Storm more often on non-AVs. Does anyone know if the -movement speed restricts any of the knockback/repel effects endemic to this combo?
I also let loose with everything if stuff looks like it is going to get ugly!
Quote:I'd say it depends on your other recharge bonuses. I'm all for extra recharge but at a certain point it is just overkill. I have 3 lvl 50 rech IOs, achilles heel proc, impeded swiftness proc, and posi blast proc. My recharge works out to be just over 30 seconds, which as far as I'm concerned is right at the edge of overkill. Quote:I went a totally different direction (6 slotted Crush/Grav Distortion/Propel with Thunderstrike for the bonues, skipped a few powers you took and vice versa) but I don't see anything scandalous! don't forget that accuracy in Tornado is useless since it is autohit but I think those are there for the set bonuses. Also, I would try to work an Achilles heel proc into Tornado if you can.
Yeah the pet set is in Tornado for the set bonuses
Quote:I went Cardiac for my Alpha, which was a life changer. I could not imagine any other with this end heavy build. I also went Ion for concept, but I don't love it. Reactive was another life changer, but in retrospect I'd go for the 25% res debuff/75% fire damage tier 4 (I went the other way around). I don't have any Destiny yet, and I can't for the life of me figure out which one would help me the most. I mostly solo, and my pets are either invulnerable (tornado/lightning storm) or nearly so (singy).
Again thanks for the advice and comments everyone -
Thanks for the great feedback Local
Quote:I would say I probably team on this toon as much as I do solo so tried to aim for a balance of both. The reason I went for the Chance of Hold procs (particularly the double in GD) is try and fill the 'hole' that Gravity has in solid control that the other sets have. Having both procs and the chance of Overpower will allow me to hold a boss in one shot more often than not (my subjective experience) and when soloing allow me to stack holds on an EB.I took a quick look at your build and have a few things for you to think about. My Grav/Storm was mostly built to solo, but can play on teams well. Still, most of his power choices were made with solo in mind.
You have "Chance for Hold" in several powers. The question is how much benefit you are getting from those. Often it looks like you are getting more benefit than you actually are because the tesla cage showing that the proc hit will play even if the foe is already held. The actual benefit for the proc is pretty small. The chance for Hold proc in a single target hold only provides a benefit around 2.4% of the time. Are you playing mostly solo or on teams? If solo, you will get a lot more benefit from slotting damage. That may be true even with a team build.
GD: My slotting is 4 Baz Gaze, an Acc/Dam Hami-O and a common Damage.
The majority of my damage comes from 'spamming' CF for the proc/hold, Fissure and Seismic Smash
Quote:Lift: Crush does more damage. With your slotting, Crush increases your damage from 49 to 59. Trade out the chance for Hold with a Dam/End, and your damage goes up to 63. Another advantage of Crush? It sets up Containment for Propel. On my Grav/Storm, I use the attack chain of GD-Crush-Propel. If GD misses, I still get Containment from Crush. And doubling the damage of Propel is pretty important.
However thinking about what you have said about the necessity of the Chance to Hold Proc it may not be as useful so I think I will swap it out. But I'm not sure whether I should swap it for the Thunderstrike Dam/End or for the Chance of +Recharge proc. I will have a think although I think I will go with what you've said about the additional damage.
Quote:Gale: How often do you use this? I rarely use it, but when I do, it is a "get out of my face" power. It has an accuracy penalty, so Accuracy is more important than that proc.
Quote:O2 Boost: I find it skippable on this build. You can't heal Singy, so it is worthless solo. It is a weak heal otherwise. I would rather have both Snow Storm AND Hurricane. I tend to use Snow Storm a reasonable amount for the -Recharge. Add that to the -ToHit in Hurricane and you don't get hit much. (I did not build my Grav/Storm for Defense.)
Yet I have gotten use to having O2 Boost - not so much as a heal but have found it useful at times to break people from Stun when they have rez'd with a wakie. Plus I am slowly getting credit towards my healing badges
Quote:Crushing Field: Lethal damage is often resisted. Energy damage is less resisted, so you could replace the Trap proc with Posi Blast proc.
Quote:Steamy Mist: I would increase the Defense slotting over Resistance -- 4 slot LotG. Resist only applies to 3 damage types, and stacking for Defense has more benefit. (Plus, your Alpha slot is adding some Resistance.) You could 4 slot LotG, then add the two procs from Steadfast for a small Recovery bonus.
Quote:Fly: Since I-18, Fly is automatically at Flight speed cap. Slotting Flightspeed in Fly is a waste, and Flightspeed in Swift only affects Hover. I would put an EndRdx in Fly and a Run speed in Swift.
Quote:GDF: Get rid of the Lockdown proc. 5-slot this with 4 Baz Gaze and and an Acc/Hold/Rech from any other set. That will free up a slot.
Quote:Freezing Rain: There are a lot of options with this power. Most of the time, I slot it for Recharge and procs, starting with Achilles Heel. If you want to raise your S/L Defense, you could put the 6th Shield Breaker in there.
Quote:I have the Ice APP on my Grav/Storm. Hibernate is great for recovery of both health and endurance. Ice Armor and two ranged AoE attacks.
Thanks again Local - you've given me lots to think about -
Hi all
My main character (Tired Angel) is a Gravity/Storm/Stone Controller. He was the second toon I ever made and although he took me a while to learn how to play to his full potential he soon became one of my favs. I've invested a lot of time and inf in the toon and have used more respecs than I can remember. I eventually came to the build I have now which is designed for high recharge, high Smashing/Lethal Defence, high Endurance Reduction and recovery bonuses.
I've looked over the build a few times since and keep on wondering if I can squeeze anything more out of it. I also wanted some advice on which Destiny Incarnate slot to take.
A few questions I have been asking myself specifically are:
* Decimation & Positron's Blast vs Apocalypse & Ragnorok - would replacing the Decimation in Propel and Positron's Blast in Fissure with the Apocalypse & Ragnorok sets be worth it? My initial thoughts are 'yes' because, at least in Ragnorok's case, the set bonuses are higher and they would exemp down to any level. However this would be a long term investment I would have to save up for.
* Snow Storm vs Hurricane - when I was originally designing the build and decided to go with the Stone APP I knew I would be forgoing the ranged nature of Gravity for the most part to take advantage of Fissure and Seismic Smash. So at the time I thought I wouldn't be worth taking Hurricane as it would be counter intuitive to my play style. However, I find myself not using Snow Storm except for EB/AV/GM fights and I was wondering if the To Hit Debuff from Hurricane would be more useful in those situations compared to the -Recharge from Snow Storm. I will admit don't entirely understand EB/AV/GM resistances
* Freezing Rain Slotting - at the moment I have five slotted Shield Breaker and decided to use the sixth slot on recharge. Is it worth dropping the few seconds extra recharge I get from that to get the small Smashing/Lethal defence bonus I would get from six slotting Shield Breaker?
* General Slotting Advice - just some general advice on the slotting I have currently. There are things I would like to do (such as the Hold Proc in Lightning Storm) which I can't do currently due to a lack of slots. Can anyone see any particularly wasted slots?
* Incarnate Powers - currently I have slotted a Tier 4 Cardiac Core Paragon Alpha, Tier 3 Ion Core Judgement and Tier 3 Diamagnetic Partial Core Conversion Interface. I went Cardiac because I was having some real endurance issues (even with my set bonuses) when it came to longer fights. That along with the increased range (great for Wormhole, Fissure and Propel). I went Ion for thematic reasons (calling lightning from the heavens) and I went Diamagnetic for the To Hit Debuff which stacks well with my high defence. I am generally happy with these choices however I am really unsure as to which Destiny power to take as I think they would all work so would really appreciate some advice here.
* To Hasten or not to Hasten - one of the original motivations I had for making this particular build was to have a high recharge without relying on Hasten because of the crash mixed with my endurance issues made for some ugly situations. However with the Cardiac slot and my set bonuses would it be worth fitting it back in, and if so what I would I drop to take it?
And after that wall of text here is the build:
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Tired Angel: Level 50 Magic Controller
Primary Power Set: Gravity Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Leadership
Power Pool: Teleportation
Power Pool: Leaping
Ancillary Pool: Stone Mastery
Villain Profile:
Level 1: Lift- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Accuracy/Damage/Recharge
- (3) Thunderstrike - Accuracy/Damage/Endurance
- (5) Thunderstrike - Damage/Endurance/Recharge
- (5) Devastation - Chance of Hold
- (A) Force Feedback - Chance for +Recharge
- (A) Lockdown - Endurance/Recharge/Hold
- (7) Lockdown - Accuracy/Endurance/Recharge/Hold
- (7) Lockdown - Chance for +2 Mag Hold
- (9) Devastation - Accuracy/Damage
- (9) Devastation - Accuracy/Damage/Endurance/Recharge
- (11) Devastation - Chance of Hold
- (A) Endurance Reduction IO
- (11) Healing IO
- (A) Decimation - Accuracy/Damage
- (13) Decimation - Accuracy/Damage/Recharge
- (13) Decimation - Accuracy/Endurance/Recharge
- (15) Decimation - Damage/Endurance
- (15) Decimation - Damage/Recharge
- (A) Gravitational Anchor - Immobilize/Recharge
- (17) Gravitational Anchor - Accuracy/Immobilize/Recharge
- (17) Gravitational Anchor - Accuracy/Recharge
- (19) Gravitational Anchor - Immobilize/Endurance
- (19) Gravitational Anchor - Chance for Hold
- (21) Trap of the Hunter - Chance of Damage(Lethal)
- (A) Aegis - Resistance/Endurance
- (21) Aegis - Resistance
- (23) Aegis - Psionic/Status Resistance
- (23) Luck of the Gambler - Defense/Endurance
- (25) Luck of the Gambler - Recharge Speed
- (25) Steadfast Protection - Resistance/+Def 3%
- (A) Luck of the Gambler - Recharge Speed
- (A) Flight Speed IO
- (A) Undermined Defenses - Recharge
- (27) Shield Breaker - Accuracy/Defense Debuff
- (27) Shield Breaker - Accuracy/Recharge
- (29) Shield Breaker - Defense Debuff/Endurance/Recharge
- (29) Shield Breaker - Accuracy/Endurance/Recharge
- (31) Shield Breaker - Chance for Lethal Damage
- (A) Basilisk's Gaze - Accuracy/Hold
- (31) Basilisk's Gaze - Accuracy/Recharge
- (31) Basilisk's Gaze - Recharge/Hold
- (33) Basilisk's Gaze - Endurance/Recharge/Hold
- (33) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (33) Lockdown - Chance for +2 Mag Hold
- (A) Red Fortune - Defense/Endurance
- (34) Luck of the Gambler - Defense/Endurance
- (34) Luck of the Gambler - Recharge Speed
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Luck of the Gambler - Recharge Speed
- (A) Stupefy - Accuracy/Recharge
- (34) Stupefy - Endurance/Stun
- (36) Stupefy - Accuracy/Endurance
- (36) Stupefy - Stun/Range
- (36) Stupefy - Accuracy/Stun/Recharge
- (A) Absolute Amazement - Stun
- (37) Absolute Amazement - Stun/Recharge
- (37) Absolute Amazement - Accuracy/Stun/Recharge
- (37) Absolute Amazement - Accuracy/Recharge
- (39) Absolute Amazement - Endurance/Stun
- (A) Endurance Reduction IO
- (A) Expedient Reinforcement - Accuracy/Damage
- (39) Expedient Reinforcement - Damage/Endurance
- (39) Expedient Reinforcement - Accuracy/Damage/Recharge
- (40) Expedient Reinforcement - Endurance/Damage/Recharge
- (A) Expedient Reinforcement - Accuracy/Recharge
- (40) Expedient Reinforcement - Damage/Endurance
- (40) Expedient Reinforcement - Accuracy/Damage/Recharge
- (42) Expedient Reinforcement - Endurance/Damage/Recharge
- (42) Soulbound Allegiance - Damage/Endurance
- (A) Thunderstrike - Damage/Endurance
- (42) Thunderstrike - Damage/Recharge
- (43) Thunderstrike - Accuracy/Damage/Recharge
- (43) Thunderstrike - Damage/Endurance/Recharge
- (A) Positron's Blast - Accuracy/Damage
- (43) Positron's Blast - Damage/Endurance
- (45) Positron's Blast - Damage/Recharge
- (45) Positron's Blast - Accuracy/Damage/Endurance
- (45) Positron's Blast - Chance of Damage(Energy)
- (A) Luck of the Gambler - Defense/Endurance
- (46) Luck of the Gambler - Defense/Endurance/Recharge
- (46) Luck of the Gambler - Recharge Speed
- (46) Red Fortune - Defense/Endurance
- (A) Kinetic Combat - Accuracy/Damage
- (48) Kinetic Combat - Damage/Endurance
- (48) Kinetic Combat - Damage/Recharge
- (48) Kinetic Combat - Damage/Endurance/Recharge
- (A) Recharge Reduction IO
Level 50: Ion Total Core Judgement
Level 50: Diamagnetic Partial Core Conversion
Level 0: Marshal
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
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Level 1: Brawl- (A) Empty
- (A) Unbounded Leap - +Stealth
- (A) Recharge Reduction IO
- (A) Flight Speed IO
- (A) Jumping IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (50) Miracle - +Recovery
- (A) Endurance Modification IO
- (50) Endurance Modification IO
- (50) Performance Shifter - Chance for +End
Level 4: Ninja Run
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I really liked - loved the animation, thought the stories were good. Long enough for them to get into but not overly long.
My only criticism is that because it followed a different continuity to the first Green Lantern animated movie but some of the character designs were quite similar it was a little weird, for lack of a better term
But I would still give it 9/10
And Laira was cool -
Mine is a Gravity/Storm/Stone Controller. Currently have about 920 badges give or take. I've invested a fair amount of inf into his build and is a good solid toon that solos well and can contribute on teams as well.