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Posts
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Joined
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Quote:I remember them.I miss warface and the regulars of the FUSION super group ( evil Charlotte, BBm as fusion overloard and others) ..
also Karen which was a very good friend of the group...so many people I hope they are all doing ok ... Miss y'all
Had good times fighting them in RV.
PvP was damn fun back then. -
Definitely an option I would like to see.
Street Justice's Initial Strike and Heavy Blow both have alternating animations. Would be a real nice option to pick and choose the animation you want...or keep them alternating if you wanted. -
Quote:Wow...I guess I shouldn't of used the word "complaint"...as it wasn't really a complaint.Wow....the set has only been out a few months and people are complaining about the animations already?
How about they give alternate animations to sets like Spines and Broadsword first? You know, the ones that have had the same animations for 8 years now.
And for the record, I prefer the elbow. Looks cool with a shield on your arm, like you're hitting them with it.
This was just a suggestion based on my own personal preferences...I'm sorry if that offends you.
I have never used Spines or Broadsword...so I have no need to make an alternate animation suggestion for those sets. Why don't you make one for said sets...as it is clearly something you want.
I appreciate the morning hostility. -
Street Justice has some nice animations.
My only complaint would be Sweeping Cross.
Could we get an alternate animation that is more like Crippling Axe's punch and Haymaker...where you don't lift your leg like you are about to throw a pitch?
Also...it would be nice if you could choose between the alternating animations of Initial Strike and Heavy Blow (or keep them alternating if you want)...as I definitely prefer the actual punch animation of Heavy Blow instead of the elbow. -
Where would you put Street Justice in terms of AoE capability.
I went with this set over Martial Arts for the "added" aoe...but it seems that I didn't read into it enough.
It seems that the cone aoe of sweeping cross and the targeted aoe of spinning strike will not beat out dragon's tail of martial arts.
Looking on mids...spinning strike only has a 6' radius...which seems terribly short.
What are your thoughts on the aoe capability of the street justice set in practice? -
Quote:You forgot the part where someone else who can make builds, and who doesn't own a pulpit, helps out the NKP just to help someone.I can see it now...
*One year from now*
New Kheld Player (NKP): Hey I need help with a build.
THB: *pulls out the polygraph machine* Have you, or anyone you know, ever bought or had in your possession a SBE?
NKP: Ummm...
*machine starts making alarms*
NKP:
THB: -
The way I look at it...
...as long as more money is going to NCsoft to keep this game going...I'm happy. -
Quote:If I keep posting my builds when these things go live and people use them, I wouldn't be too happy. It might not make them as good as me but I have so many easy mode builds, and I've posted so much about my strategies, attack chains, etc. that yeah, I feel like some of my characters could be replicated with a minimal amount of effort by the copy cat in question.Quote:I spend time on my characters to get them to be able to do the things they can do. I'm not going to enable someone to carbon copy my results without an equal investment of in game time on their character.
Problem solved.
I wish they were all this easy. -
Quote:The only reason the +damage was added...is because it promotes a certain playstyle that a lot of Tankers do not have.Meh, to that. Brutes can keep their Fury. Because, let's be honest, this is nothing but a Fury rip.
Give us more res and more def. We're Tankers, it's what we do.
Fury almost inherently makes Brutes better tanks because (even if saving your team is not your goal) you're wanting to be the first to attack and gain the most aggro.
They are quicker to the next group because Fury inherently gives them something to lose if they sit and wait.
That being said...my main point of this suggestion was the added taunting. At this point...a Brute with the same build as a Tanker...and the same playstyle...will win out on taunting enemies by the higher damage.
"Let's be honest"...when you're on a team with buffers...the only difference between a Brute and a Tanker (with the same build)...is the damage output. -
Just want to point out that Stealth is not practical on a Tanker or any character that wants to tank.
You want the enemies to see you.
If you're dropping Afterburner...I would take Maneuvers in it's place. -
Posted this in the Suggestions section...but figured it would be good to get some feedback from this section.
Quote:Determination would be a generating bar...that is a mix of Fury and Domination...in a way.
The Determination bar would be generated by attacking and being attacked.
The Determination bar would grant +damage and +threat...and +radius on gauntlet (if possible)
Max Determination would be around a 30% damage buff and a TBD threat buff.
Determination would also come with a "This Ends Now"...click power....that can be activated whenever Determination is over 80% or 85%.
This Ends Now grants +acc/+dam/+dam cap that lasts for a TBD amount of time.
However...when This Ends Now wears off (however long it lasts)...it will lock you out of Determination generation for a certain amount of time.
(Determination would continue generating as usual if you never click This Ends Now) -
Determination would be a generating bar...that is a mix of Fury and Domination...in a way.
The Determination bar would be generated by attacking and being attacked.
The Determination bar would grant +damage and +threat...and +radius on gauntlet (if possible)
Max Determination would be around a 30% damage buff and a TBD threat buff.
Determination would also come with a "This Ends Now"...click power....that can be activated whenever Determination is over 80% or 85%.
This Ends Now grants +acc/+dam/+dam cap that lasts for a TBD amount of time.
However...when This Ends Now wears off (however long it lasts)...it will lock you out of Determination generation for a certain amount of time.
(Determination would continue generating as usual if you never click This Ends Now) -
Quote:Nice.Note that you can trade the enhancements, which will strip off the boosters. So if you can find someone to sell off-market to, or just a friend who can give them right back, you can transfer the IOs, although not the boosters.
It's far from an ideal solution, but better than just deleting a bunch of valuable IOs.
It will definitely be better than deleting them.
I appreciate the valuable info. -
That's a shame.
I used them on a character I now plan to delete. Was going to email the enhancements to myself.
Just wasted a lot of boosters and influence.
I appreciate the quick info. -
If you look at the most recent build I posted...
Scrapper's Strike can be slotted at level 10
Eradication can be slotted at level 10
Cleaving Blow can be slotted at level 10
Gladiator Unique can be slotted at level 10
Steadfast +def can be slotted at level 10
Reactive Armor can be slotted at level 15
Kinetic Combat can be slotted at level 20
Detonation can be slotted at level 20
Miracle can be slotted at level 20
Gaussian can be slotted at level 21
Performance Shifter can be slotted at level 21
Luck of the Gambler can be slotted at level 25
Aegis can be slotted at level 25
Mako's can be slotted at level 30
Doctored Wounds can be slotted at level 30
Numina's can be slotted at level 30
This gives you an idea on some of the sets you can have slotted for your low level builds. -
Why can we not email combined enhancements to ourselves?
It does not allow me to email boosted enhancements.
Is there a reason for this?
Is this a bug? -
Quote:Now that was just my attempt to fix some things I saw in a previous build.Thanks vitality.
I will try this out using one of my free respecs and report back.
This is my actual attempt at a build I would go for...using the same power selections:
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Street Justice
Secondary Power Set: Invulnerability
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Heavy Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(46)
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(31)
Level 2: Sweeping Cross -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg/Rchg(7), Erad-Acc/Dmg/Rchg(29), C'ngBlow-Dmg/Rchg(31), C'ngBlow-Dmg/EndRdx(45), C'ngBlow-Acc/Rchg(46)
Level 4: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(45), Dct'dW-Rchg(45)
Level 6: Boxing -- Empty(A)
Level 8: Combat Readiness -- GSFC-ToHit(A), GSFC-ToHit/Rchg(9), GSFC-ToHit/Rchg/EndRdx(9), GSFC-Rchg/EndRdx(27), GSFC-ToHit/EndRdx(27), GSFC-Build%(29)
Level 10: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(25)
Level 12: Rib Cracker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(43)
Level 14: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(25)
Level 16: Unyielding -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(17), Aegis-ResDam/Rchg(17)
Level 18: Spinning Strike -- Det'tn-Dmg/EndRdx/Rng(A), Det'tn-Dmg/EndRdx(19), Det'tn-Dmg/Rchg(19), Det'tn-Dmg/Rng(21), Det'tn-Acc/Dmg/EndRdx(23)
Level 20: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(21)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(36)
Level 24: Super Jump -- Empty(A)
Level 26: Spring Attack -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg/Rchg(34), Erad-Acc/Dmg/Rchg(34), C'ngBlow-Dmg/EndRdx(42), C'ngBlow-Dmg/Rchg(43), C'ngBlow-Acc/Rchg(50)
Level 28: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33)
Level 30: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(31), Aegis-ResDam/Rchg(33)
Level 32: Shin Breaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(46)
Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 38: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(39), Aegis-ResDam/Rchg(39)
Level 41: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(50)
Level 47: Crushing Uppercut -- SScrappersS-Acc/Dmg(A), SScrappersS-Dmg/Rchg(48), SScrappersS-Acc/Dmg/Rchg(48), SScrappersS-Dmg/EndRdx/Rchg(48), SScrappersS-Acc/Dmg/EndRdx/Rchg(50)
Level 49: Physical Perfection -- P'Shift-End%(A)
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Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(37), Numna-Heal(40)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(37), P'Shift-EndMod(37), P'Shift-EndMod/Rchg(43)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3 -
A question about Hyperstrikes build...
...do you ever notice the lack of healing enhancements in Dull Pain?
Also...you can swap out the extra three enhancements (non-eradication enhancements) in both Sweeping Cross and Spring Attack for three Cleaving Blow enhancements for an extra 2.5% e/n defense.
You can take a slot out of Conserve Power (depending on your end needs) and six slot Combat Readiness with the Gaussian set.
Another minor nitpick...the LotG in Combat Jumping would serve you better in Invincibility.
You end up with something like this...
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Street Justice
Secondary Power Set: Invulnerability
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Heavy Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5)
Level 1: Resist Physical Damage -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(11), Aegis-ResDam/Rchg(11), S'fstPrt-ResDam/Def+(13)
Level 2: Sweeping Cross -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(7), Erad-%Dam(7), C'ngBlow-Acc/Dmg(9), C'ngBlow-Dmg/EndRdx(9), C'ngBlow-Dmg/Rchg(27)
Level 4: Dull Pain -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(15)
Level 6: Boxing -- Empty(A)
Level 8: Combat Readiness -- GSFC-ToHit(A), GSFC-ToHit/Rchg(15), GSFC-ToHit/Rchg/EndRdx(17), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(46), GSFC-Build%(50)
Level 10: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(19), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(21), GA-3defTpProc(23)
Level 12: Rib Cracker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(25), Mako-Acc/Dmg/EndRdx/Rchg(27)
Level 14: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(29), RctvArm-ResDam/Rchg(29), RctvArm-ResDam/EndRdx/Rchg(31)
Level 16: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(33)
Level 18: Spinning Strike -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(34)
Level 20: Combat Jumping -- HO:Cyto(A), HO:Cyto(36)
Level 22: Weave -- HO:Cyto(A), HO:Cyto(36)
Level 24: Super Jump -- Winter-ResSlow(A)
Level 26: Spring Attack -- Erad-%Dam(A), Erad-Acc/Dmg/EndRdx/Rchg(37), Erad-Acc/Dmg/Rchg(37), C'ngBlow-Acc/Dmg(37), C'ngBlow-Dmg/EndRdx(39), C'ngBlow-Dmg/Rchg(39)
Level 28: Invincibility -- HO:Cyto(A), LkGmblr-Rchg+(36), HO:Cyto(39)
Level 30: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(40), Aegis-ResDam/Rchg(40)
Level 32: Shin Breaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(42)
Level 35: Tough Hide -- DefBuff-I(A), LkGmblr-Def(43), LkGmblr-Rchg+(43)
Level 38: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(43), Aegis-ResDam/Rchg(45)
Level 41: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(46)
Level 47: Crushing Uppercut -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(48), Mako-Acc/Dmg/EndRdx/Rchg(50)
Level 49: Physical Perfection -- P'Shift-End%(A)
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Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(46), Mrcl-Rcvry+(50)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(17), EndMod-I(19)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3 -
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I don't even play the set and it's obvious that it should be Scooby Boo.
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Does it increase the critical chance of the Epic Pool Powers?
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In my opinion...min/maxing is all relative.
Some people want the minimum of this and the maximum of that...while others want the minimum of that and the maximum of this.
There is no guide needed for it. Just a knowledge of what certain bonuses IO sets offer and a general idea of what you're looking to build for. -
The way I look at it...is that DA is not an "alternative" to itrials. It is a way to keep up some sort of progress towards an incarnate ability goal in-between itrial runs.
However...that being said...I'm all for a quicker way outside of itrials. Then again...who isn't? -
Quote:Good catch. I didn't realize that...as I was trying to keep his build in tact as best I could.That may be so but most of the enemy's u will encounter wont have psi damage. But even so it shouldnt be much of a problem, I have yet had any problems when facing enemys with psi damage on my WP tank with 28.5% defense vs psi. And vitality u know your over the rule of 5 with in foot stomp with those scirocco's devish in it?
In that case...I would swap out the Efficacy Adaptor's in QR with 4 Performance Shifters.