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Posts
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Joined
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Because sticking 45% defense on top of a Blaster's resistance shield is zero mitigation.
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I'd just like to point something out.
This, a furry...
...is not this, an anime catgirl.
See the difference? -
Only if Assassin's Blow is renamed to Assassin's Smash!
I have an amusing mental image of a Stalker creeping up to someone, using Rage, and then, as he prepares for Assassin's Whatever, screams STALKER ANGRY! STALKER SMASH! -
I've seen it done before. Maybe it was stacked Detentions or someone slotting Hami-Os (or both)? I don't remember clearly, the one time I was it was over a year ago at least.
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Don't worry. Almost every time I see Force Fields mentioned, Turbo has to trash the set and praise Cold Dom. Especially if Cold Dom was mentioned anywhere near FF. Even if in a completely unrelated comment that did not draw any comparison between the two or any other set. And it's always about this fabled end-game where everyone has the perfect build and steamrolls every mob in about five seconds.
FF is strong. Soft-capped team by level 22? Heck. Yes. Additional combat manipulation with knockback/down and repel? Heck yes! You have to be creative, but there's nothing like herding a whole room into a tight circle and letting about 5 mobs get AoEd to death about as fast as the team could normally kill one mob. Even better is when you do it on the ITF rooftops (where'd that vid go?). Or you can use Repulsion Field so a teammate can use Rest mid-fight and the mobs trying to melee them simply bounce off your shield repeatedly.
And Detention Field, when used properly, is quite awesome. Situational? Sure, but what powerful skill in this game isn't? Removing Imperious' healing Nictus from the fight, shutting down one of Recluse's towers, telling Reichsman "No, you don't get one of your AV back-ups", and more is extremely awesome. Or on the lower end, you can give your level 16 team trying to take on AV-ranked Nocturne a moment to rest and regain health and endurance by putting her in time-out mid-fight. Of course, used wrong and Detention Field becomes a tool for suffering and despair among your own team. And... let's not even start to talk about Personal Force Field and how it let's you take alpha strikes better than many tanks from level one on. Or tank better than a lot of tanks.
Force Field is good in the hands of someone just shielding and going. It's great in the hands of someone who can manage knockback well. It's down right awesome with creative application of its unusual and oft ignored powers. Sure, a lot of them are situational. But, if all we ever took were non-situational attacks, we'd all be Blasters with two or three single target attacks and use nothing else. -
Rad/Sonic: Probably Leadership, for Assault, Maneuvers, and, most importantly, Vengeance. I've always wanted to do Vengeance + Fallout, but never had room for it. Hmmm... Enervating Field + Howl + Assault + Amplify + Soul Drain + Vengeance + Fallout or Dreadful Wail... I think I'll need to go work on my maniacal laughter before I19 hits.
Dark/Rad: Proton Volley, because it's too cool to pass up. I've been meaning to grab it, but haven't had the chance. Other than that, not sure... maybe X-Ray Beam so I'm not Neutrino Bolting a single target for to death between Cosmic Bursts or burning lots of end taking said target down with AoEs.
FF/AR: MOAR ATTACKS! Probably will slip in Assault and Detention too.
Emp/Psy: MOAR ATTACKS! And maybe Leadership. -
First, mandatory mention of inherent stamina. Next, I have this AV-soloing BS/SR build from about I13. It's cool and all. Ridiculously survivable, technically unlimited endurance with Conserve Power, it lols in the face of danger... I like it, but I've gotten a little bored of it. Beating the crap out of an AV with no help or temps/insps/click accolades/an I Win Button is a cool achievement, but it's not one you can really show off. Yes, I can posts screenshots and all, but that's not what I mean. I'm saying it's not like leaping into a +10x30 spawn and slaughtering them all while my team just gawks in awe. That and taking my targets down one at a time is getting rather tiresome (especially when spawns are big), especially since, unintentionally, most of my are more single-target specialists than single/AoE generalists or AoE specialists. So, rather than just tack on three unslotted powers, I figured I might change my build a little too and give the Scrapper a breath of fresh air.
So, here's my build below. Mostly. Just swap single-slotted Super Jump for single-slotted Confront. Keeping my soft-cap, good single target damage, and high endurance efficiency is a goal. Adding AoE is the other big goal. End efficiency can suffer a little (and probably will with my current plans).
I'm wanting to add Slice, Whirling Sword, and an APP/PPP AoE (most likely Fireball). To do so, I'm probably going to drop Slash (mainly attack chain filler/Achilles spammer) and Conserve Power (really only needed it when soloing AVs and wasn't using my blue inspies) to free up slots for the new picks. Though, seven extra slots probably isn't enough. Hence, I'm also looking at removing Aid Self. The power is awesome, but I could also probably get by just fine by actually using green inspies and relying on my regeneration. And if I'm worried about a hard target taking me down next hit, I could just spam the -range in Confront and kite a bit. Grabbing five slots from that power would give me twelve to play with, which could easily mean five-slotted Slice, Whirling, AND Fireball, and that'd be nice.
Other things I'm looking at, since I'll have extra picks to possibly toss around: base slotted hasten, swapping Combat Jumping for Maneuvers and picking up Assault for extra damage (would this break my soft-cap?), and maybe other possibilities?
Not asking for anyone to rebuild him in Mids, just wanting some advice and feedback on where to take this, particularly on slotting and any other good ideas I'm missing. Just to reiterate, I'm trying to take this AV-soloist and make him a bit more general purpose. Also, cost isn't a big factor. I already have most of this anyway and am sitting on over 300 mil (and counting) to try to finish up with whatever I19 build that I end up with.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Isaac Tigerheart: Level 50 Science Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Hack -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(5), Hectmb-Dam%(7)
Level 1: Focused Fighting -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(37), LkGmblr-Rchg+(37), LkGmblr-Def/EndRdx/Rchg(37)
Level 2: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(11), Achilles-ResDeb%(11)
Level 4: Focused Senses -- RedFtn-Def(A), RedFtn-Def/EndRdx(19), RedFtn-EndRdx(36), RedFtn-Def/Rchg(36), RedFtn-Def/EndRdx/Rchg(42), Ksmt-ToHit+(50)
Level 6: Agile -- GftotA-Def(A), GftotA-Run+(13), DefBuff-I(13)
Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(15), GSFC-ToHit/Rchg/EndRdx(15), GSFC-Rchg/EndRdx(17), GSFC-ToHit/EndRdx(17), GSFC-Build%(19)
Level 10: Hurdle -- Jump-I(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Def(43), LkGmblr-Def/EndRdx(45)
Level 14: Super Jump -- Jump-I(A)
Level 16: Practiced Brawler -- RechRdx-I(A)
Level 18: Dodge -- DefBuff-I(A), GftotA-Run+(42), GftotA-Def(43)
Level 20: Health -- Mrcl-Heal(A), Numna-Heal/Rchg(21), Numna-Heal(21), Mrcl-Rcvry+(23), Numna-Regen/Rcvry+(23), RgnTis-Regen+(43)
Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod(25), P'Shift-EndMod/Rchg(25), P'Shift-EndMod/Acc(36)
Level 24: Quickness -- Run-I(A)
Level 26: Disembowel -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/Dmg/EndRdx/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(29), Achilles-ResDeb%(31)
Level 28: Boxing -- Empty(A)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam/EndRdx(31), ImpArm-ResDam(31), ImpArm-ResDam/EndRdx/Rchg(34), ImpArm-EndRdx/Rchg(48)
Level 32: Head Splitter -- Armgdn-Dmg/EndRdx(A), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dam%(34), Oblit-Acc/Dmg/EndRdx/Rchg(34)
Level 35: Evasion -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(40), LkGmblr-Def/EndRdx/Rchg(40)
Level 38: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(39), LkGmblr-Rchg+(39), LkGmblr-Def/EndRdx/Rchg(39)
Level 41: Stimulant -- Empty(A)
Level 44: Aid Self -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal/EndRdx(45), Numna-Heal/Rchg(45), Mrcl-Heal/EndRdx/Rchg(46), Mrcl-Heal(46), Mrcl-EndRdx/Rchg(46)
Level 47: Lucky -- LkGmblr-Def(A), LkGmblr-Rchg+(48), DefBuff-I(48)
Level 49: Conserve Power -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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Set Bonus Totals:
10.5% DamageBuff(Smashing)
10.5% DamageBuff(Lethal)
10.5% DamageBuff(Fire)
10.5% DamageBuff(Cold)
10.5% DamageBuff(Energy)
10.5% DamageBuff(Negative)
10.5% DamageBuff(Toxic)
10.5% DamageBuff(Psionic)
4.25% Defense(Smashing)
4.25% Defense(Lethal)
4.25% Defense(Fire)
4.25% Defense(Cold)
4.25% Defense(Energy)
4.25% Defense(Negative)
4.88% Defense(Psionic)
5.5% Defense(Melee)
5.5% Defense(Ranged)
5.5% Defense(AoE)
2.25% Max End
57.5% Enhancement(RechargeTime)
58% Enhancement(Accuracy)
10% FlySpeed
241 HP (18%) HitPoints
10% JumpHeight
10% JumpSpeed
MezResist(Immobilize) 11%
20.5% (0.34 End/sec) Recovery
74% (4.14 HP/sec) Regeneration
3.78% Resistance(Fire)
3.78% Resistance(Cold)
25% RunSpeed
Code:
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Signed so long as no hard to read fonts are available. Or fonts that aren't text at all. Someone speaking in Wingdings would be funny for about five minutes at best.
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A vote here for option 1 as well.
As for the non-animated tails... No, I currently do not use them on any of my current characters. HOWEVER, I have used them for characters who did not have a real tail, like say a normal human girl dressing as a catgirl for a costume party. Her tail isn't real, so it should be stiff! As also mentioned earlier, I'd like to see the shorter (curled, chopped, whatever you want to call them), non-animated tails added back. The ones you got with trench coats, the bolero, etc. If we had those again, I would be using one of them in place of an animated tail because, simply, the animated one clips like crazy with the magic bolero and the long non-animated one isn't much better. -
Lame, right when I start work.
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Doooo eeeettt. It's awesome! Especially when someone volunteers to stay dead so you can basically one-shot every other mob (depending on how much self-damage buffing you can pull, of course).
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Oh great, I just remembered. I took Fitness on my Grav/TA Controller as filler powers, going so far as to take Stamina at 49. Now where am I going to use those power picks? Awesome change, but going to bring a lot of work with it.
Ok, let's see... already took Group Flight for concept... -
I'm one of the five without NR and I still take travel powers (and many of my toons would still get Fly for concept).
Though, I have to say, Quickness + Swift + Sprint on a /SR toon can actually cover ground pretty quickly. I'm lacking Swift on my BS/SR and, with just a run speed SO in the base slot on Quickness and Sprint, I'm moving around at about 40 mph. I'm fairly sure Swift + Sprint can do the same without adding slots. Also, I don't remember who showed me the vid of it being done, but with a /SR toon, it's possible to get close to the run speed cap with just slotted Sprint/Quickness/Swift. Toss in Elude and you are at the cap for three-minutes. -
True, I forgot about that since I never slot them. If we can slot them and they don't just raise base regen/recov, my aforementioned Scrapper is going to get three new powers with no slots to put them in. Though, that's more of a personal build-issue than one with the change. I wonder how good base-slot Hasten is...
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Wait... what's going to happen to the powers we slotted? A couple of my toons have one more more uniques and/or procs stuck in Health and Stamina and I seriously doubt I'm the only one. Three new pick would be cool, but it'd actually hurt the effectiveness of some toons if they can't slot those IOs anymore. I'm pretty sure my BS/SR would lose his effectively infinite endurance.
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You could probably get the rat tail to look like a linked-metal tail with the right coloring. Though it wouldn't look robotic animated...
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Off the top of my head...
The King - Or... something to that effect. The guy made a startling accurate recreation of Burger King's mascot. Probably got genericed within 24 hours of me seeing him though.
The Inedible Honk - SS/Invuln Tanker if I remember. Obvious parody of the Hulk, and really well done too. Chicken-like costume and a hilarious bio about him mutating in a chicken plant and escaping.
I have no idea who they are, but in checking names for kicks and giggles, I found that "Captain Praetoria" and "Over 9000" are taken on Protector.
Also never saw the character, but one time I saw a random civvie commenting on the exploits of "that guy over there". -
DM/Fire Scrapper: Two-end drains, two heals, two damage buffs. Burn can also be used as a quick AoE to make up for Dark's single-targetedness and also benefits well from Soul Drain.
Anything/TA Controller: Extra single target and AoE hold to stack with your other holds. You can self-hold bosses without Overpower in just a few seconds by level 8 by using primary hold + Ice Arrow!
Rad/Sonic Defender: AM boosts your damage, Enervating Field lowers resistance, your attacks lower resistance even more.
Kin/Sonic Defender: Massive damage buff and resistance debuffing attacks. Need I say more?
Dark Armor/Energy Melee: Stack stuns from Oppressive Gloom with your EM attacks. I think this can even stun bosses. Not sure, as I've never played the combo. -
From the sets I own...
DM/Fire Scrapper
Grav/TA Controller
FF/AR Defender
Dark/Rad Defender (Darks are pretty uncommon as is)
Although I don't have one, pretty much anything with Sonic Resonance is rare.
Also, Stone/Dual Blades or Dual Blades/Stone. That'd be hilarious to watch. -
Looks like I forgot to mention it, but I was thinking the other would be chosen from players of the other faction currently logged in on your server.
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First, standard code rant to what I'm about to suggest.
Anyway, a way that could make bank missions more interesting would be to use the doppleganger tech we have now. Except, not of your player, but someone else's. Say you're protecting a bank, the villain would be generated based on a player on the other side, complete with their costume, powers, super group (if applicable), and bio (if applicable), chosen from a level close to your own. Should make Mayhems and Safeguards quite a bit more interesting if you could run into "dopplegangers" of other players on your server. Perhaps, if the mission settings/team size is high enough, the doppleganger could be an AV instead of you fighting a signature AV.
What if there are no valid characters? Well, we already have plenty of existing bank robbers who could stand in. -
Personally, I kind of liked the empty warehouse and nobody on the other side. It felt like it was saying "Welcome to Primal Earth. You're on your own now."
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Quote:Yes, yes, and not always. Ran with up to a team of five, it was still mostly the excessive ambushes that caused trouble. That and the occasional accidental aggro of another spawn, but that happens. Although, I still died more on the team than I did with smaller ones/solo. Not sure if it was simply Praetoria or two of our members not being particularly good (including the Pain Dom going AFK the moment we started a fight).You had a definite advantage with lots of mez, lots of damage, and being solo.
However, one thing definitely easier about Praetoria: getting around without travel powers. So many of the spawns are neutral on the surface it makes getting around pretty easy. I was about to run around Imperial City safely without much effort at about level 8, whereas if I did the same in Steel Canyon with the same lack of attention to where mobs were at, I would have died repeatedly. -
I think Praetoria's difficulty stems from two things...
1) Unfamiliarity. Clockwork, Ghouls, PPD, et cetera all kicked my butt pretty easily until I figured out how they worked. It's a bit of a surprise the first time a Ghoul dies and heals his friends, breaking the sleeps you had on them. By the tenth time you know either to spread them out so that death heal hits less or none or to time your mez so it resleeps right after they wake.
2) Ambushes. Praetoria's would be perfectly fine against my higher level toons who would simply cackle in glee and go to town against the 9+ chained ambushes all coming en masse at once. Lowbies though... entirely different story. I don't mind ambushes in general, but in 1-20 they kind of need to be timed farther apart. Sometimes I could barely clear an ambush wave before the next said hello. Then there were times when the next ambush popped up before I could even do that. I'm not even going to mention the time my team of five had a third ambush show up before we finished the first.
But, aside from a few specific missions, most of Praetoria was fine. Granted, I was playing a Mind/Fire Dom and was pretty liberal about mezzing everyone around me and could sleep most bosses in one shot, so maybe I just had an advantage there? -
Anyone know how to make good use of this power outside of avoiding patrols? I've tried using it as a panic button, but even after running out of range of aggroed mobs, they still see through it. So far, I've only gotten real use out of it to make my character look pitch black.