Ultimo_

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  1. They should just make a button for these people that lets them immediately start at L50. No more need for farming...

    Of course, no more need to play either...

    People don't seem to realize that the reason for playing isn't to BE L50, but to enjoy the trip TO L50.
  2. Ultimo_

    AE- I'm very sad

    I've tried not to comment on the farm/AE business overmuch, but I think I'll do so now.

    The AE has tremendous potential. I have written several arcs (and will continue to do so) that I think are pretty neat because they tell actual stories. However, they rarely get played. I've tried broadcasting for a team with the caveat that it's not to farm, and no one ever joins. I've tried selecting people, but 90% of them refuse, or are already on a team, usually a farm.


    The AE system has spawned the farming craze. My god, there were recently missions in which the foes DON'T even fight back (mitochondria, anyone?)! Anyone who thinks this hsan't affected the rest of the game is deluding themselves.

    It IS harder to get teams together. It's still possible, but it's much more difficult. Having 70 people standing around in the AE building in Atlas DOES cause serious lag.

    I don't know what the solution is, but it seems pretty darn obvious to me that there is a problem, and anyone who can't see it is blind.
  3. Today, and it's not the first time, I was one-shotted by a foe. He was a BOSS (not even an Elite Boss).

    Yes, I know there's code to prevent literal one-shots, but in my case, I had jumped over a railing to reach him and took a single point of damage upon landing. He immediately did Total Focus.

    I have 623 health. He did 663 damage.

    And this is my SCRAPPER. Squishies are even WORSE off.


    My question is, why are characters designed to be able to do this? What's fun about being killed in one punch? Fights are more dramatic and entertaining when they LAST a while.

    Back in the day, when I made foes for my players in Champions (pen and paper), I usually built them with attacks of around the same power as the players, but much, much more defense (usually in the form of stun, which is like health in CoH - the heroes still have to be able to HURT the villain). Neither the heroes nor the villains should be anywhere near capable of defeating a foe in one attack.

    So my question is, what is the rationale behind this?
  4. Ultimo_

    Mind idea

    Glad you like it. I was thinking of it as a Tier 9 power, one you might use once on any mission, much like Unstoppable or Elude, or something like that.

    I don't know, maybe the 1/2 damage and health penalty is too much, maybe too little. That could be determined and balanced by a little playtesting.

    Anyway, just thinking out loud. It was actually something I originally thought of for a Telepathy secondary (so you could have a Mind Control/Telepathy Controller, for example).
  5. [ QUOTE ]
    [ QUOTE ]
    Raising the damage multiplier of the defender would give everyone the same increase without accidentally favoring one power set over another.

    [/ QUOTE ]

    A higher base damage would benefit sets with a means of increasing damage more than sets without such means. What I mean is, Empathy and Force Fields won't see as much from an increase to base damage as all the other sets will, because the other sets can multiply that increase.

    I'm not giving an opinion on the idea. I'm just pointing out that a damage increase wouldn't be as egalitarian as you make it sound.

    [/ QUOTE ]


    See, I don't have an issue there. The sets that can do more damage are doing more damage already.
  6. Something that does work for this is to create a group that includes your AVs, then have them enter as an Ambush. You won't get to pick which specific AVs come, but it can be really challenging all the same.
  7. [ QUOTE ]
    Nice


    EDIT:
    [ QUOTE ]
    Here's a tip for you Turbo, I have actually gotten booted from teams while playing defenders because the blasters felt I was doing too much damage. They didn't like the idea of a 'support' type who could defeat enemies as well as they could. And that's using a secondary most people consider gimped due to it being lethal damage.

    [/ QUOTE ]

    You really DO have the worst PuG histories as somebody pointed out earlier

    [/ QUOTE ]


    I can believe it. Most of the time, I find that if the Defender is doing ANY damage, people think it's too much. Seems we're supposed to focus only on buffing and healing.
  8. Change Vigilance to Determination.

    Determination = The less endurance the defender has, the less his powers cost to use (similar to how Defiance used to work, ie. as Blaster health decreased, attacks did more damage).

    Simple. It allows the Defender to have Endurance when the team needs him, and it increases damage output by allowing the Defender to attack longer, while maintaining damage output relative to other ATs.
  9. I notice no one has commented on or number crunched my idea about altering Vigilance to make powers use less endurance the less endurance you have...
  10. I'm speaking in general terms. Controllers do less damage if you discount their inherent, it's true. Now tell me a time when they don't have their inherent? Further, Controllers have vastly superior defenses by virtue of their controls.

    My Defender actually spends a good deal of time in melee too, but neither his primary nor his secondary allows him to do this, and he can't keep up sufficiently sustained damage to make it a general strategy.


    AM is not available to all the sets. The problem I'm referring to isn't that I'm taking more damage because it's taking longer to kill my foes (which is true), it's that I do less damage per endurance used. Killing your foes faster is nice, but it's not addressing the real problem. Attacking faster doesn't increase damage. Attacking longer does.


    I don't play Corruptors because they're redside, and because I prefer the power sets on Defenders. The only problem is their damage output.

    All the ATs were designed for team play. The difference is that only Defenders are hamstrung in solo play. Tankers inherent is team only too, yet they have ample defense and damage.
  11. Actually, speeding up attack rate but leaving endurance costs the same doesn't increase damage, just the damage rate. If you can land 10 attacks before being out of endurance, it makes no difference how fast they come (well, very little).

    I have ONE toggle, and I tend not to use it much. Dispersion Bubble. It's my status protection, but provides minimal actual defense at L21.

    As for inspirations, it would be useful to be able to carry an assortment rather than a full tray of blues into every fight, then being incredibly hamstrung once they're gone.


    Defender BUff/Debuff advantages are of NO use to them solo, while Scourge does damage, which is always useful.

    The problem I've had with Defenders is that they have minimal offense and minimal defense. People have said that they're expected to rely on other players for their offense and defense, but I say that no other AT is so restricted.

    Allowing their endurance use to decrease as I've suggested would effectively increase damage output over time, which should keep it balanced against other classes. Defenders would be better able to solo without stepping on any other ATs toes.

    (Incidentally, if it were implemented as I suggest, I'd rename it to "Determination")
  12. You can crunch whatever numbers you like, the fact remains that a Defender does less damage than any other class, and uses the same endurance. Yes, they do more for teams, but not everyone teams all the time.

    The argument that Defenders aren't "meant" to solo is bogus. EVERYONE solos. ALL classes are more powerful in teams.

    My suggestion maintains the general idea of the current incarnation of Vigilance, but is also useful for the solo Defender. If we're going the be required to use more attacks to defeat a foe, then give us the ability to actually use the attacks necessary.

    The problem with having an endurance discount for foes in range is that the Defender, a non-melee AT is forced into closer range in order to benefit from the inherent.

    I stand by my suggestion.
  13. Well, I posted elsewhere about this, but here's my suggestion.

    Make Vigilance work such that the endurance cost of using your powers decreases as your reserve of endurance decreases.

    That is, the less endurance you have, the less endurance your powers use.

    The reason I say this is as follows.

    I'm playing my FF/Nrg Defender (I'll post the build in a moment). The goal of this character was to emulate, to some degree, Iron Man. The truth is, he actually does it pretty well. However, I recently Veteraned up sufficiently that I gained access to the Nemesis Staff. I was astounded.

    My BEST SHOT using my own powers does around 30 damage to a white conn Freakshow Slammer. Air Superiority does around 24 damage. The Staff does close to 150 damage. Yes, that's right, 5 TIMES the best damage I can do.

    I tried an experiment.

    I came upon a spawn of three Freakshow, two Slammers and a Gunner. I used only my own powers. I was OUT of endurance after the two Slammers, and was forced to struggle against the Gunner (I was never in danger of defeat, but it was VERY slow and frustrating).

    I later came upon an identical spawn, but this time used the Staff as it became ready. I defeated all three foes and was a little above half endurance. Again, I wasn't in any real danger, but instead of having to stop and rest (or stop and wait for rest to recycle since it's necessary after every spawn), I was able to carry on playing.

    What's more fun, Resting, or fighting foes?

    Defenders need a bonus to their damage, or they need to have endurance equalized somehow. Because Defenders do a fraction of the damage anyone else does while using the same endurance, they end up using much more endurance to defeat the same challenges.


    Here's the build:

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Warpath: Level 50 Technology Defender
    Primary Power Set: Force Field
    Secondary Power Set: Energy Blast
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Personal Force Field -- DefBuff-I(A), DefBuff-I(3), DefBuff-I(3)
    Level 1: Power Bolt -- Acc-I(A), Acc-I(5), Dmg-I(5), Dmg-I(7), Dmg-I(7)
    Level 2: Force Bolt -- Acc-I(A), Acc-I(9)
    Level 4: Energy Torrent -- Acc-I(A), Acc-I(9), Dmg-I(11), Dmg-I(11), Dmg-I(13)
    Level 6: Hover -- Flight-I(A), Flight-I(13), Flight-I(15)
    Level 8: Air Superiority -- Acc-I(A), Acc-I(15), Dmg-I(17), Dmg-I(17), Dmg-I(19)
    Level 10: Hurdle -- Jump-I(A), Jump-I(46)
    Level 12: Dispersion Bubble -- EndRdx-I(A), DefBuff-I(19), DefBuff-I(21), DefBuff-I(21)
    Level 14: Fly -- Flight-I(A), Flight-I(23), Flight-I(23)
    Level 16: Boxing -- Acc-I(A), Acc-I(25), Dmg-I(25), Dmg-I(27), Dmg-I(27)
    Level 18: Health -- Heal-I(A), Heal-I(29), Heal-I(29)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(31), EndMod-I(31)
    Level 22: Tough -- EndRdx-I(A), ResDam-I(31), ResDam-I(33), ResDam-I(33)
    Level 24: Weave -- EndRdx-I(A), DefBuff-I(33), DefBuff-I(34), DefBuff-I(34)
    Level 26: Power Burst -- RechRdx-I(A), Acc-I(34), Acc-I(36), Dmg-I(36), Dmg-I(36), Dmg-I(50)
    Level 28: Repulsion Field -- EndRdx-I(A)
    Level 30: Repulsion Bomb -- Acc-I(A), Acc-I(37), Dsrnt-I(37), Dsrnt-I(37), Dsrnt-I(39)
    Level 32: Maneuvers -- EndRdx-I(A), DefBuff-I(39), DefBuff-I(39), DefBuff-I(40)
    Level 35: Explosive Blast -- Acc-I(A), Acc-I(40), Dmg-I(40), Dmg-I(42), Dmg-I(42)
    Level 38: Nova -- RechRdx-I(A), Acc-I(42), Acc-I(43), Dmg-I(43), Dmg-I(43), Dmg-I(50)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
    Level 44: Temp Invulnerability -- EndRdx-I(A), ResDam-I(45), ResDam-I(46), ResDam-I(46)
    Level 47: Total Focus -- Acc-I(A), Acc-I(48), Dmg-I(48), Dmg-I(48), Dmg-I(50)
    Level 49: Assault -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Jump-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Vigilance
  14. According to Mids', by L50, my FF/Nrg Defender will have around 32% Defense to everything, and 71% Resistance to Smashing & Lethal damage. I expect him to be fairly tough to hurt.

    Here's the build

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Warpath: Level 50 Technology Defender
    Primary Power Set: Force Field
    Secondary Power Set: Energy Blast
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Personal Force Field -- DefBuff-I(A), DefBuff-I(3), DefBuff-I(3)
    Level 1: Power Bolt -- Acc-I(A), Acc-I(5), Dmg-I(5), Dmg-I(7), Dmg-I(7)
    Level 2: Force Bolt -- Acc-I(A), Acc-I(9)
    Level 4: Energy Torrent -- Acc-I(A), Acc-I(9), Dmg-I(11), Dmg-I(11), Dmg-I(13)
    Level 6: Hover -- Flight-I(A), Flight-I(13), Flight-I(15)
    Level 8: Air Superiority -- Acc-I(A), Acc-I(15), Dmg-I(17), Dmg-I(17), Dmg-I(19)
    Level 10: Hurdle -- Jump-I(A), Jump-I(46)
    Level 12: Dispersion Bubble -- EndRdx-I(A), DefBuff-I(19), DefBuff-I(21), DefBuff-I(21)
    Level 14: Fly -- Flight-I(A), Flight-I(23), Flight-I(23)
    Level 16: Boxing -- Acc-I(A), Acc-I(25), Dmg-I(25), Dmg-I(27), Dmg-I(27)
    Level 18: Health -- Heal-I(A), Heal-I(29), Heal-I(29)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(31), EndMod-I(31)
    Level 22: Tough -- EndRdx-I(A), ResDam-I(31), ResDam-I(33), ResDam-I(33)
    Level 24: Weave -- EndRdx-I(A), DefBuff-I(33), DefBuff-I(34), DefBuff-I(34)
    Level 26: Power Burst -- RechRdx-I(A), Acc-I(34), Acc-I(36), Dmg-I(36), Dmg-I(36), Dmg-I(50)
    Level 28: Repulsion Field -- EndRdx-I(A)
    Level 30: Repulsion Bomb -- Acc-I(A), Acc-I(37), Dsrnt-I(37), Dsrnt-I(37), Dsrnt-I(39)
    Level 32: Maneuvers -- EndRdx-I(A), DefBuff-I(39), DefBuff-I(39), DefBuff-I(40)
    Level 35: Explosive Blast -- Acc-I(A), Acc-I(40), Dmg-I(40), Dmg-I(42), Dmg-I(42)
    Level 38: Nova -- RechRdx-I(A), Acc-I(42), Acc-I(43), Dmg-I(43), Dmg-I(43), Dmg-I(50)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
    Level 44: Temp Invulnerability -- EndRdx-I(A), ResDam-I(45), ResDam-I(46), ResDam-I(46)
    Level 47: Total Focus -- Acc-I(A), Acc-I(48), Dmg-I(48), Dmg-I(48), Dmg-I(50)
    Level 49: Assault -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Jump-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Vigilance
  15. I'll admit, I haven't read the whole thread, but it touched on Defender Damage, and that's what I came to the forums to talk about today, so here goes.

    I'm playing my FF/Nrg Defender (I'll post the build in a moment). The goal of this character was to emulate, to some degree, Iron Man. The truth is, he actually does it pretty well. However, I recently Veteraned up sufficiently that I gained access to the Nemesis Staff. I was astounded.

    My BEST SHOT using my own powers does around 30 damage to a white conn Freakshow Slammer. Air Superiority does around 24 damage. The Staff does close to 150 damage. Yes, that's right, 5 TIMES the best damage I can do.

    I tried an experiment.

    I came upon a spawn of three Freakshow, two Slammers and a Gunner. I used only my own powers. I was OUT of endurance after the two Slammers, and was forced to struggle against the Gunner (I was never in danger of defeat, but it was VERY slow and frustrating).

    I later came upon an identical spawn, but this time used the Staff as it became ready. I defeated all three foes and was a little above half endurance. Again, I wasn't in any real danger, but instead of having to stop and rest (or stop and wait for rest to recycle since it's necessary after every spawn), I was able to carry on playing.

    What's more fun, Resting, or fighting foes?

    Defenders need a bonus to their damage, or they need to have endurance equalized somehow. Because Defenders do a fraction of the damage anyone else does while using the same endurance, they end up using much more endurance to defeat the same challenges.


    I wonder if a variation on the old Defiance would work? That is, as the Defender's endurance diminishes, the cost of using his powers also diminishes?

    (Forgot to post the build, here he is)


    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Warpath: Level 50 Technology Defender
    Primary Power Set: Force Field
    Secondary Power Set: Energy Blast
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Personal Force Field -- DefBuff-I(A), DefBuff-I(3), DefBuff-I(3)
    Level 1: Power Bolt -- Acc-I(A), Acc-I(5), Dmg-I(5), Dmg-I(7), Dmg-I(7)
    Level 2: Force Bolt -- Acc-I(A), Acc-I(9)
    Level 4: Energy Torrent -- Acc-I(A), Acc-I(9), Dmg-I(11), Dmg-I(11), Dmg-I(13)
    Level 6: Hover -- Flight-I(A), Flight-I(13), Flight-I(15)
    Level 8: Air Superiority -- Acc-I(A), Acc-I(15), Dmg-I(17), Dmg-I(17), Dmg-I(19)
    Level 10: Hurdle -- Jump-I(A), Jump-I(46)
    Level 12: Dispersion Bubble -- EndRdx-I(A), DefBuff-I(19), DefBuff-I(21), DefBuff-I(21)
    Level 14: Fly -- Flight-I(A), Flight-I(23), Flight-I(23)
    Level 16: Boxing -- Acc-I(A), Acc-I(25), Dmg-I(25), Dmg-I(27), Dmg-I(27)
    Level 18: Health -- Heal-I(A), Heal-I(29), Heal-I(29)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(31), EndMod-I(31)
    Level 22: Tough -- EndRdx-I(A), ResDam-I(31), ResDam-I(33), ResDam-I(33)
    Level 24: Weave -- EndRdx-I(A), DefBuff-I(33), DefBuff-I(34), DefBuff-I(34)
    Level 26: Power Burst -- RechRdx-I(A), Acc-I(34), Acc-I(36), Dmg-I(36), Dmg-I(36), Dmg-I(50)
    Level 28: Repulsion Field -- EndRdx-I(A)
    Level 30: Repulsion Bomb -- Acc-I(A), Acc-I(37), Dsrnt-I(37), Dsrnt-I(37), Dsrnt-I(39)
    Level 32: Maneuvers -- EndRdx-I(A), DefBuff-I(39), DefBuff-I(39), DefBuff-I(40)
    Level 35: Explosive Blast -- Acc-I(A), Acc-I(40), Dmg-I(40), Dmg-I(42), Dmg-I(42)
    Level 38: Nova -- RechRdx-I(A), Acc-I(42), Acc-I(43), Dmg-I(43), Dmg-I(43), Dmg-I(50)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
    Level 44: Temp Invulnerability -- EndRdx-I(A), ResDam-I(45), ResDam-I(46), ResDam-I(46)
    Level 47: Total Focus -- Acc-I(A), Acc-I(48), Dmg-I(48), Dmg-I(48), Dmg-I(50)
    Level 49: Assault -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Jump-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Vigilance



  16. Well, the problem I'm trying to resolve is that I need a map with a good beach on it. I have lots of inspiration for stories (and not enough mission space to do them all - I'm planning at least two arcs of five missions...).

    I tried using an abandoned lab for the bunker, but it's too high-tech. The sewers might work, except they're SEWERS.

    The Grandville Beach map is adequate, I just wish there was a way to se the spawn position of the team to the beach rather than the hill. I also wish I could add ambient sounds (gunfire, explosions).

    My plan for the arc goes like this.

    1) Diversion - An attack at Calais. The Allies distracted the Germans with a false army under General Patton, on the pretense they would be attacking in Calais instead of Normandy. This mission is supposed to support that. The problem with this has been coming up with an objective.

    2) The Beaches - The attack on the bunkers on D-Day. The problem here has been the lack of energy in the mission. You can wander peacefully all over with no sense of urgency or danger. I've been rationalizing the start position that you paradrop in.

    3) Taking the Bunker - A simple mission, I've been using the Faultline map that bridges between the two areas of Faultline (if you know what I mean). It's like a big generator room, with a couple of levels. It's adequate.

    After this, I would have liked to do a series of generic missions in occupied France and end on the assault on Berlin. Of course, it's hard to do that in two missions.

    Right now I have:

    4) Fight the super soldier - Help take a town. Fight and defeat a supersoldier and the allies will invade to help you clear it out. A decent, if simple, mission.

    5) Berlin - A simple clear all.

    The MA has so much potential, but it's just so limiting...
  17. I've been fiddling around for ages trying to make an arc that takes the players through World War Two. I've found that there are a couple of maps that look great for the ruined cities of Europe (The Flush is one of the best in this regard). What I'm struggling with now is this:

    I wanted to make a mission at Omaha Beach, but the only beach is Grandville. The starting point for the character is up on the hill. This would be fine if he was playing for the Germans, but as it is it's the exact wrong spot.

    More, I have to put troops on the beach. The patrols saunter around blandly, engaging enemies as they encounter them. If I put battles in, they fight furiously 3 inches away from one another, then stand there when there's no more enemies. There's none of the urgency and devestation that should be there in an Omaha beach mission.

    The next mission would be to invade the bunkers on the beach. However, there are no maps that I've seen that adequately resemble concrete bunkers. There's no gun emplacements to destroy.


    What it comes down to is that I'm stuck trying to get the right atmosphere.

    Does anyone have any suggestions how I might accomplish this?
  18. Well, as I'm still trying to make a good World War Two arc, here's a few of my personal requests:

    Omaha Beach
    A 40's style bunker
    European Village (Summer and Winter)
    Battlefield (Summer/Winter)
    Desert

    Of course, it would also be nice to have the appropriate vehicles and NPCs (eg, Tanks, Artillery and such) to suit the maps.
  19. I didn't read everything, so if this has been mentioned already, I'm saying it again!

    Another option is to put the character on test server and try out new powers. You can delete and replace the character as often as you like, respec as often as you like, and thereby avoid all the angst.
  20. Ultimo_

    Mind idea

    I'd actually been tinkering with an idea for an "Astral Form" power. It would work something like this.

    A toggle, when you turn it on, it creates a duplicate of your character that will just sit there (or kneel, or whatever). This double would have the same health as you, and would remain in place. This is the body you leave behind as your "actual" character becomes the Astral Form.

    In Astral Form, you would be Phased (a la Phase Shift) and hovering. Additionally, you would have 1/2 of your normal health. This is because you CAN attack in your astral form. Your Phase effect would suppress if you attack or interact with the environment (eg. glowies). While Phase is suppressed, you would have massive Resistance and Defense bonuses, and your damage output would be reduced by half. Holds and other similar powers would work normally. Buffs and such would also be halved.

    If your body (the double) takes damage, your astral form would too. If your astral form is defeated, or if you turn the power off, it would detoggle the power (obviously), and you would be transported back to the spot where your body had been left. Your health and endurance will be reduced as with Unstoppable (ie. no endurance, nearly no health).


    So, as an example, Dr. Solomon, a Controller activates the power as he enters a mission. His body remains behind as he goes unseen through the map. He finds a glowie and attacks the guards, doing half his usual damage. He defeats them, and uses the glowie.

    This spawns an ambush at the front door. They encounter his body and attack it. All damage it takes is also applied to Solomon in his astral form. They reduce it to half health, which defeats the astral form. The power detoggles, and Solomon is transported back to his body, with no endurance and little health, and under attack.

    Had there been no ambush, he could have turned off the power and been transported back to the body instantly, with no endurance and reduced health.


    This is just my first thought on this. I'm still tinkering with the idea.
  21. If you make a mission on the Grandville Beach map using the victory condition "Defeat All," the mission will never finish because it's considering the fires that are burning all over the map as enemies, even though you cannot attack them.

    I tested this by using the new creator tools (great addition, btw) to "kill" each fire. Once they were all gone, the mission ended.
  22. Went to the Grav/Rad, and I have to say, I'm preferring it so far, though it's astoundingly endurance heavy. Radiant Aura goes through endurance like nobody's business, when you're teaming...

    I'm looking forward to seeing this fellow progress!
  23. Excellent advice, I thank you all.

    Hm. You know, like I said, I've never really cared for the Kinetics pool. The speed boosts and things just don't appeal to me, and as you saw, I skipped the great majority of the pool. I think I'll rebuild as a Grav/Rad, and I'll try to take the advice here to heart. Once again, my thanks to all.

    By the by, if anyone cares to post further advice or suggestions, I'm happy to see them. I will doubtless be referring back to this thread in the near future.
  24. Well, some great advice here, although not much love for the stealth pool...

    I'm thinking about deleting the Grav/Kin and replacing him with Grav/Rad, but I'm having great difficulty squeezing things in.

    I wonder if someone could post a suggested build (normal IOs, as I dont' have the support mechanism to purchase billions of inf worth of special sets).

    As I say, the requirements of the character include some form of flight (Hover is sufficient), teleportation including team teleporting, and some way to do the astral form thing, which to me means the stealth set (I would take Stealth until Invisibility is acquired, at which point I'd respec Stealth to Grant Invisibility) for Phase Shift.


    Leaving out Propel is unpleasant because it does good damage and because it's fun to use. However, it's hardly required with holds doing good damage, and access to the Blackwand.

    I even considered leaving out the Fitness pool (GASP!), as Accelerate Metabolism might well cover any endurance issues (which is the whole reason for taking the pool - for most of my characters, Hurdle and Health fit the concept well, for this one, it's not really part of it).


    I do solo primarily, but I hope to be useful to teams as well. Of course, I can make an alternate build for teaming...
  25. Ok, here's a new one. I spent a little more time on this one, so it should look a little better.

    I was considering a little swapping, because it's hard to leave out Propel entirely. I thought of dropping EM Pulse, then moving Wormhole to L38 and Propel in at L26. Alternatively, I could leave out Propel and put in Lingering Radiation.

    It does seem to me that this would be a character more oriented to teams. With so many toggle debuffs, and AOEs at that, I'm going to have no endurance and lots of aggro, which is never a very pleasant situation for a squishie...


    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Doctor Solomon: Level 50 Magic Controller
    Primary Power Set: Gravity Control
    Secondary Power Set: Radiation Emission
    Power Pool: Fitness
    Power Pool: Concealment
    Power Pool: Flight
    Power Pool: Teleportation
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Crush -- Acc-I(A), Acc-I(3), Immob-I(3), Immob-I(5), Dmg-I(5), Dmg-I(7)
    Level 1: Radiant Aura -- RechRdx-I(A), Heal-I(7), Heal-I(9), Heal-I(46)
    Level 2: Radiation Infection -- DefDeb-I(A), DefDeb-I(9), DefDeb-I(11), ToHitDeb-I(11), ToHitDeb-I(13), ToHitDeb-I(13)
    Level 4: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
    Level 6: Gravity Distortion -- Acc-I(A), Acc-I(17), Hold-I(17), Hold-I(19), Dmg-I(19), Dmg-I(21)
    Level 8: Crushing Field -- Acc-I(A), Acc-I(21), Immob-I(23), Immob-I(23), Dmg-I(25), Dmg-I(25)
    Level 10: Enervating Field -- EndRdx-I(A)
    Level 12: Swift -- Flight-I(A), Flight-I(34), Flight-I(36)
    Level 14: Health -- Heal-I(A), Heal-I(27), Heal-I(27)
    Level 16: Grant Invisibility -- DefBuff-I(A), DefBuff-I(29), DefBuff-I(29)
    Level 18: Gravity Distortion Field -- RechRdx-I(A), Acc-I(31), Acc-I(31), Hold-I(31), Hold-I(33), Hold-I(46)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(33), EndMod-I(33)
    Level 22: Hover -- Flight-I(A), Flight-I(34), Flight-I(34)
    Level 24: Recall Friend -- RechRdx-I(A)
    Level 26: Wormhole -- Acc-I(A), Acc-I(36), Dsrnt-I(36), Dsrnt-I(37), Dsrnt-I(37)
    Level 28: Teleport -- EndRdx-I(A), EndRdx-I(37)
    Level 30: Invisibility -- DefBuff-I(A)
    Level 32: Singularity -- Acc-I(A), Acc-I(39), Hold-I(39), Hold-I(39), Immob-I(40), Immob-I(40)
    Level 35: Phase Shift -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(42)
    Level 38: EM Pulse -- RechRdx-I(A), Acc-I(42), Acc-I(42), Hold-I(43), Hold-I(43), Hold-I(43)
    Level 41: Indomitable Will -- DefBuff-I(A)
    Level 44: Mental Blast -- Acc-I(A), Acc-I(45), Dmg-I(45), Dmg-I(45), Dmg-I(46)
    Level 47: Psionic Tornado -- Acc-I(A), Acc-I(48), Dmg-I(48), Dmg-I(48), Dmg-I(50)
    Level 49: Team Teleport -- Range-I(A), Range-I(50), Range-I(50)
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Containment