DP build


Broken Voltage

 

Posted

[color:#489AFF]Hero Plan by Mids' Hero Designer 1.621[/color]
[color:#489AFF]http://www.cohplanner.com/[/color]

[color:#B1C9F5]Click this DataLink to open the build![/color]

[


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Think I got this right, slotting might be a touch off since when I last did this build I was on test. The only problimatical thing in this build to get would be the hammies for the flexibility of supressive fire.


Now we aren't ready quite yet to let the catgirls out of the bag.... (quote from ex libris)

 

Posted

Looking at that in mid's looks like your defense is very low.

Few other things do not make any sense but no idea what your leaning towards or trying to do.



Kittens Club Supergroup Leader@Savannah (Freedom)

 

Posted

This....is....horrible.

I honeslty can't tell if you slotted for anything inparticular since you have low rech, little res, and low defense. taking every power from DP is a bad idea and, for love of all thats holy dont 6 slot taser.

The only good thing I can see about This is that it would be fairly inexpensive but thats it.

scrap it and start over.


Positron's i13 letter: We are trying to make PvP more accessible to new players, while giving experienced PvP'ers the advantage that comes with formulating tactics around the new systems we're putting in place. PvP from now on will be on our priority list. If something isn't working out, we'll be in there tweaking it and making it work, for the entire future of the product, not just Issue 13.

 

Posted

I well help you instead of burn you since all everyone does on here 98% of the time is pick on people, so give me a few. I think I know what your going for.

Ok, not my build, but I used your power choices and reslotted everything. here it is.


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Posted

I made some changes to your build, it seems like you didn't have any primary focus for any set bonuses. So I gave you some proper slotting with some defense and recharge as your builds focus. Good luck!

Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/

Click this DataLink to open the build!

Blasting Cat: Level 50 Technology Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Devices
Power Pool: Leaping
Power Pool: Fitness
Ancillary Pool: Munitions Mastery

Hero Profile:
Level 1: Pistols -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Acc/Dmg/Rchg(13), Dev'n-Acc/Dmg/EndRdx/Rchg(15), Thundr-Acc/Dmg/EndRdx(17), Achilles-ResDeb%(36)
Level 1: Web Grenade -- Acc-I(A)
Level 2: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(27)
Level 4: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(7), Posi-Acc/Dmg/EndRdx(7)
Level 6: Swap Ammo
Level 8: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(11)
Level 10: Targeting Drone -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(19), AdjTgt-ToHit/EndRdx/Rchg(43), AdjTgt-EndRdx/Rchg(43), AdjTgt-ToHit/EndRdx(43)
Level 12: Combat Jumping -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(19)
Level 14: Super Jump -- Jump-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(21), EndMod-I(21)
Level 22: Executioner's Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(34)
Level 24: Cloaking Device -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(37)
Level 26: Piercing Rounds -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(31), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(31)
Level 28: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(37)
Level 30: Caltrops -- RechRdx-I(A)
Level 32: Hail of Bullets -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Taser -- Stpfy-Acc/Rchg(A), Stpfy-KB%(37), Stpfy-EndRdx/Stun(40), Stpfy-Acc/EndRdx(40), Stpfy-Stun/Rng(40), Stpfy-Acc/Stun/Rchg(46)
Level 38: Gun Drone -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Dmg/Rchg(46), Thundr-Dmg/EndRdx(50)
Level 41: Body Armor -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(42), ResDam-I(42), ResDam-I(42)
Level 44: Cryo Freeze Ray -- Lock-Acc/Hold(A), Lock-Acc/Rchg(45), Lock-Rchg/Hold(45), Lock-EndRdx/Rchg/Hold(45), Lock-Acc/EndRdx/Rchg/Hold(46), Lock-%Hold(50)
Level 47: Suppressive Fire -- HO:Endo(A), HO:Endo(48), HO:Endo(48), RechRdx-I(48), RechRdx-I(50)
Level 49: Smoke Grenade -- Acc-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 2: Ninja Run
Level 6: Chemical Ammunition
Level 6: Cryo Ammunition
Level 6: Incendiary Ammunition



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Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

Sorry was just being honest,

Looking at both builds posted i hope you do not get in Melle range or you want live very long.

Seeing that Santorican Build is only caped for ranged .




Kittens Club Supergroup Leader@Savannah (Freedom)

 

Posted

Quote:
Originally Posted by Janel View Post
Looking at both builds posted i hope you do not get in Melle range or you want live very long.

Seeing that Santorican Build is only caped for ranged .
So the character's cape disappears when engaged by a melee attack? Odd, but I don't see how that affects the character's survivability -- all of the examples Edna Mode cites to Mr. Incredible, for example, are of the hero's cape causing problems at melee ranges, so if it disappears when they enter melee, that would be advantageous.


"But in our enthusiasm, we could not resist a radical overhaul of the system, in which all of its major weaknesses have been exposed, analyzed, and replaced with new weaknesses."
-- Bruce Leverett, Register Allocation in Optimizing Compilers

 

Posted

Quote:
Originally Posted by Janel View Post
Sorry was just being honest,

Looking at both builds posted i hope you do not get in Melle range or you want live very long.

Seeing that Santorican Build is only caped for ranged .


Mine isn't anywhere near the cap for ranged defense. I stated that I fixed their slotting without moving any slots around and just focused on what enhancements they were slotting. I'd significantly change this build if it were mine to focus on having near 30% defense to every position.


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

Quote:
Originally Posted by srmalloy View Post
So the character's cape disappears when engaged by a melee attack? Odd, but I don't see how that affects the character's survivability -- all of the examples Edna Mode cites to Mr. Incredible, for example, are of the hero's cape causing problems at melee ranges, so if it disappears when they enter melee, that would be advantageous.
LMAO
It's been a while since I posted a comment. Most of the time nothing was really worth commenting about (IMO). Thanks for your post. It's the little things, I tell ya.