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Posts
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Joined
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I don't really play stalkers, but I'm all for anything that gets more proliferation to happen. I don't think any sets should be unique to any particular AT. Give me every set on every AT its compatible with.
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I'd love for them to do this, but I don't see it ever happening.
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Because I love being able to solo 2 AVs at the same time.
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I'd probably take leadership on more toons, or take more power choices from my Epic pool (usually I only have room for 1 or 2). It really depends on the toon though.
As far as what my favorite toon that didn't take stamina is, the only answer I can give is my dark/regen scrapper, since that is quite literally the only toon I've ever made that didn't take stamina. -
I take the death express all the time.
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In terms of sheer number of knockback powers, you can't beat energy/storm or storm/energy. Energy blast gets 8 powers with knockback, storm gets 4. Forcefield only gets 2. Energy manipulation gets 1 (if you were to go energy/energy blaster). A robotics mastermind gets 1 knockback power of his own, and a few KB powers on each pet. There are only 2 pool powers which do knockback, kick from the fitness pool, and whirlwind from the speed pool. If you play a defender, you can take thunderstrike from the Electricity mastery pool for 1 more knockback power, for a sum total of 15.
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I'd like to suggest Fire/Mental/Elec. I've played a ton of blasters and that combo is by far my favorite. It can out-damage pretty much any other AoE blaster with rain of fire, fireball, fire breath, Psychic scream, and static discharge. Mitigation is just enough to keep you walking the razor's edge between glory and disaster.
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That's a pretty good point actually. I've got a character named Miss Morphine who made it to level 50 with no problems whatsoever. Mescaline actually presents an interesting case then, since its legal status is not real clear (it's legal in some places for some uses and not legal in others).
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There's lots of reasons why people might do it, and some of them are even good reasons (others aren't).
1. They simply don't realize that their Immobilize stops the knockdown. This is easily fixed.
2. They laid it down before you laid down yours, or at roughly the same time. This is simply a case of the two of you needing to pay better attention to each other.
3. They're setting up containment to deal more damage. This is something that needs to be worked out between the two of you and the team. If the team needs damage more than mitigation, you're better off with the immob than with ice slick/earthquake and vice versa.
4. Your powers may be interfering with theirs as well. If I just used seeds of confusion on a big group of enemies, I don't want them falling down, I want them killing each other, so if another troller on the team uses a knockdown power, I'll use roots to stop the KD so they can go back to beating on each other.
5. They may be trying to prevent other knockback (tornado, energy blaster on the team, etc.)
6. They simply don't care. -
Quote:That's what I thought. If it happens, it happens, and no big deal.There is no such rule written into the EULA. The EULA says:
... However, that last bit, "deems at its sole discretion to be vulgar or otherwise offensive," covers... well, anything the GM wants it to cover.
It would be kind of nice if they changed that to give some examples of what they consider 'vulgar or otherwise offensive' so people have some guidelines. -
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I gave it a shot. Mescaline Dreams was created this morning. If he gets generic'd it's not the end of the world.
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I checked the user agreement and it doesn't specifically disallow drug references. So I guess it's up to whichever GM gets the complaint if there is one.
I'll just give it a shot I guess. I suppose the worst that'll happen is I get generic'd and have to rename the character. -
I had a cool character concept idea this morning. I wanted to make an illusion controller who has the ability to bring his dreams to life in the real world. To fuel his abilities while awake, he takes a lot of hallucinogenic drugs. The character will likely have references to drugs in both his name and backstory. I'm wondering though if this is likely to get me generic'd for violating the code of conduct. Anyone know?
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I very much support this idea. I'd like to take it even further though and add the ability for a team to demote their leader. Make it so that at least half the team has to vote to demote him so it doesn't get abused. I've had relative newbies leading TFs before go away for 15-20 minutes because they didn't realize we couldn't progress without them. It's really irritating.
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69 month seems okay, but the 72 month seems to be continuing with a disturbing trend of offering more and more benefits that effect the actual game up as vet rewards. That's a slippery slope.
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A fire/therm controller and a fire/wp scrapper. Good tough characters that can do a lot of damage. Should be pretty early bloomers as well.
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Quote:This is a really cool idea, but it would have to be done very carefully to avoid being game breaking.I'd love to see Origin specific resists.
Robots who are resistance to PSI attacks, at the cost of possibly taking more damage from Electric based Energy attacks.
Stuff like that.
It can be purely optional too. But should also have a corresponding weakness attached.
+30 PSI resist = -30% Electrical Energy Resist (as an example). You could choose to leave the toon as is, or take this option.
I'd also love to see dual origins.
Consider a stone armor tank that could trade 30% smashing/lethal resistance for 30% psi resistance. That's pure win right there. -
Okay, here's the tentative build I came up with. Can I get some critiques for it? I also have 3 spare slots still so if anyone has any suggestions where to put them I'd appreciate it.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(17), Dmg-I(40), Dmg-I(43)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(25), Dct'dW-Heal(43)
Level 2: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(42)
Level 4: Accelerate Metabolism -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(9), Efficacy-EndMod(9), Efficacy-EndMod/EndRdx(36), RechRdx-I(42)
Level 6: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(11), CoPers-Acc/Rchg(11), CoPers-Conf/EndRdx(17), CoPers-Conf%(42)
Level 8: Radiation Infection -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(13), DarkWD-ToHitDeb(13), DarkWD-Rchg/EndRdx(34)
Level 10: Superior Invisibility -- LkGmblr-Rchg+(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(40)
Level 14: Super Speed -- Run-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Numna-Heal(A), Mrcl-Heal(19), Mrcl-Rcvry+(19), Numna-Regen/Rcvry+(37)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(37)
Level 22: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(23), ExRmnt-EndRdx/Dmg/Rchg(23), RechRdx-I(34), ExRmnt-Acc/Dmg(36), ExRmnt-Dmg/EndRdx(37)
Level 24: Enervating Field -- EndRdx-I(A), EndRdx-I(25)
Level 26: Lingering Radiation -- Acc-I(A), Acc-I(27), EndRdx-I(27), EndRdx-I(36)
Level 28: Spectral Terror -- Acc-I(A), Acc-I(29), EndRdx-I(29)
Level 30: Flash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-Rchg/Hold(31), BasGaze-EndRdx/Rchg/Hold(31)
Level 32: Phantasm -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), BldM'dt-Acc/Dmg(34)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A)
Level 38: EM Pulse -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(39), UbrkCons-Acc/Rchg(39), UbrkCons-EndRdx/Hold(39), UbrkCons-Dam%(46)
Level 41: Mutation -- RechRdx-I(A)
Level 44: Ice Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(45), Apoc-Dam%(46)
Level 47: Frost Breath -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50)
Level 49: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
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Set Bonus Totals:- 14% DamageBuff(Smashing)
- 14% DamageBuff(Lethal)
- 14% DamageBuff(Fire)
- 14% DamageBuff(Cold)
- 14% DamageBuff(Energy)
- 14% DamageBuff(Negative)
- 14% DamageBuff(Toxic)
- 14% DamageBuff(Psionic)
- 5% Defense(Energy)
- 5% Defense(Negative)
- 2.5% Defense(Ranged)
- 2.25% Max End
- 30% Enhancement(Accuracy)
- 106.3% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 4% Enhancement(Confused)
- 5% FlySpeed
- 99.2 HP (9.75%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Confused) 5%
- MezResist(Held) 5%
- MezResist(Immobilize) 7.75%
- MezResist(Sleep) 5%
- MezResist(Stun) 5%
- MezResist(Terrorized) 7.2%
- 25% (0.42 End/sec) Recovery
- 58% (2.46 HP/sec) Regeneration
- 6.3% Resistance(Fire)
- 6.3% Resistance(Cold)
- 5% RunSpeed
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I've not had a major project to work on since my AV-soloing Fire/SR scrapper. Now I want to do an Ill/Rad that can do pretty much anything. I want to be able to solo pretty much anything in the game. That being said, I'm looking for general advice on what I should build for. I'm assuming Perma-AM and Perma-PA are goals? Do I need hover and the ranged softcap as well? Do I also need to try to come up with some kind of attack chain of my own or will my pets take care of that for me?
Thanks for the help. -
I had something weird happen to me last night. I was running a TF and I was stopped over in Ouroboros briefly while the leader got the next mission. I didn't know what zone it would be in so I was exploring. When it popped up, the easiest way for me to get back to the platform so I could get to the mission was just to fall and get TP'd to the pool. The problem was, I somehow fell through the water and didn't get TP'd. I ended up landing in an empty field of grass which was (I assume) way down below the waterline. I was able to get out once my jump pack recharged, but it was kind of weird. Anyone know what was up or had that happen to them as well?
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Quote:Actually, there are very few attacks in the game that do not have a positional component to them. Mind control attacks are the only ones I know of (I'm not aware of any toxic attacks with no position).Yeah, you need to put the way Resistance works out of your mind. With Resistance, each Typed Resistance (50% Smashing / 35% Lethal) gets applied to all corresponding types of incoming Damage (100 pts Smashing / 100 pts Lethal becomes 50 pts Smashing / 35 pts Lethal).
With defense, the highest Defense number is used for the ToHit Roll. (So, if you have 30% Melee Def / 20% Smashing Def / 10% Lethal Def, then versus any Melee attack that does Smashing/Lethal, you're Defense in the ToHit equation is 30%... the highest of the three).
So, for Defense toons, you'll either want to focus on shoring up you Positional Defenses (melee/ranged/AoE) or your Typed Defenses (s/l/e/n/c/f). Since toxic and psi attacks often don't have corresponding Defense or even a Positional attribute attached to them (that's right, a mental attack that's neither melee, ranged, nor AoE)... then you'll still want to find toxic/psi Resistance. -
There's nothing wrong with it. Some people like to just make builds. I'm one of them. Sometimes I'll work up a build for someone, sometimes I don't feel like it. If you don't like people asking for builds, just ignore them.
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I haven't touched it since the farming was nerfed. Then again, I never used it the way it was intended in the first place, but it made a wondrous way to get to level 22 when the actual game starts being fun for me.