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krj12

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Everything posted by krj12

  1. Yeah, I was kind of wondering about that when I recently made an invuln brute. I was thinking to myself, "wasn't the effect much brighter than this on live?" I don't mind all that much, since it was a bit over the top, but it couldn't hurt to have the option for those who do want it that bright.
  2. Yeah, underwater zones in WoW were annoying. I think it might be Ok if they could have you at the ocean bottom at all times, so you don't have to worry about attacks coming from virtually every direction.
  3. That would pretty much be the death of the game if it were to become completely static. To keep any game going long-term requires new content.
  4. I've seen lots of good ideas in this forum, however, given the limited number of people working on homecoming - the pace of development is necessarily slow. I wonder if it would make sense to make this open source, allowing other people to contribute to the project and speed things up a bit. Perhaps some kind of shared repository that all the different servers could benefit from, along with branches to allow servers to pick and choose which changes to include.
  5. krj12

    What to do next?

    Love my SS/Inv brute, tough as nails.
  6. I wish they would extend the mail system to allow bulk mail of items. The "transcendent" merit is very limited - doesnt help with my many alts who have 20-40 merits each, nor does it help with other types of merits.
  7. Fun thread to go through, but to answer the original question. 1. Go to youtube 2. Search for Leroy Jenkins 3. Watch video That is the point of scrappers. :)
  8. Already have a rad/fire, ss/fire, fire/fire, and now a claws/fire. Just trying out different combos. And yep, so far, the rad fire beats out the others.
  9. Ok.... just retested using combat logs instead of floating damage numbers - you guys are correct in terms of targets hit. I am hitting more targets than I thought. I guess small numbers in a sea of other small numbers doesn't stand out. Typical damage is somewhere in the 80s. Going to reserve final judgement on this set until I get at least one incarnate shift, but the dps doesn't seem to be there relative to my other farmers - even my fire/fire tank. I've been resisting it, but I may have to try a spines/fire next. :)
  10. Just recently leveled my Claws/fire brute to 50, and have really been trying to find a use for shockwave. In one of the popular AE fire farms, I'm seeing the following numbers: T4 Spin Attack (PBAE) usually hits in the 120s to 130s ( utilizing a full set of Avalanche) against a level 54 boss. T9 Shockwave (Cone) (utilizing 5 brutes' furies and an overwhelming force) can hit from low 90s to low 100s against the same boss. Observations: A T9 should hit for substantially more than any of the lower tier attacks, period, regardless of the attack type. It's supposed to be the heavy hitter. The supposed "Cone" is hard to utilize. Appears to be very narrow and short range, to the point that it usually ends up hitting just 1 target. Occasionally 2 or 3 at most. Suggestions: Up the damage, at least to the point that it does more than spin. Either widen and lengthen the cone or make it a PBAE.
  11. I wouldn't mind an moderate aggro cap increase for my solo farmers, but I can live without it. I definitely don't want a return to the days of the tank herding an entire map.
  12. Edit: Complaint withdrawn. It's your private servers, guess you can do as you wish.
  13. I think something would have to be done similar to what was done for the Lost and the Rikti - the Lost are essentially low level equivalents of Rikti mobs, and have similar names and abilities. If you wait to do the Midnighter arc at higher levels, you'll see that they're switched out. Maybe for every low level group, they could generate a new set of higher level mobs with more abilities - doesn't even necessarily require new skins or models. A lot of work for sure, and definitely debatable as to whether it's worth it. i would love to see it implemented for some groups, who wouldn't love to go back to Croatoa and fight them at level 50?
  14. I think the best solution, short of re-architecting the entire system, is to just make every enemy group scale up to 50 and make it so you cant outlevel contacts. You may get to 50 before you can do all the content, but that's better than what we currently have.
  15. We currently have an IO that converts knockback to knockdown, so I was thinking ... why not something similar for fear? So many powers that people are encouraged not to use in groups, due to the fear component. So, some ideas: 1. Fear to Taunt 2. Fear to some kind of debuff ( resist or defense ) 3. Fear to Stun 4. Fear to Slow
  16. No to making them pvp zones. Yes, to restoring Galaxy City as it was originally - it's been long enough story-wise to say that it has been rebuilt.
  17. I hardly consider 2000 characters a novella. I don't have too many characters with very long descriptions, but had two that I had to greatly curtail what I intended to write. Sometimes you just need more space to convey what you intend. AE is another area that places too many limitations, but that's a topic for another thread.
  18. Guess it really depends on the database.... most dbs allow up to varchar(2000) for character fields. They could potentially do one of three things: add a part 2 description, expand the current field to varchar 2000, or use a CLOB (character large object, which has no limitation).
  19. Currently, I enjoy doing tips missions for two reasons: They're a nice change of pace from radios, have other villain groups, and have more interesting maps and mechanics. They typically can be done in the same zone. Typically. I usually do mine in AP due to the smaller zone size. Suggestions: 1. There are a small number of these missions that require you to go to other zones. Like the rescue the heroes of the Isles for example, which makes you go to IP to use the helicopter for transport. Idea: Make sure every zone has a police van. I think most already do. Use the police truck for transport as an alternative to going to another zone. 2. Expand the AE mission creator to allow all of the mechanics and maps that are used in the current tips mission. Allow content creators to submit their missions for consideration as new tips missions in the game. While I enjoy the missions, after a while you have done everything and they get stale. 3. There appears to be a timeout on doing any more tips missions until the next day, when you finish the final alignment mission. I assume to stop farming for merits. Allow us to continue doing them, but just don't move the progress meter until the next day ( provide some info message stating this on mission completion ).
  20. thanks
  21. I'm curious how a fire/* tank stacks up to a */fire brute in terms of clear time? I know they have a greater aggro and target cap, but does it makes up for the overall dps differential?
  22. I don't think you'll find any clear consensus on the "ultimate build". Most are somewhat similar, and it probably will boil down to your abilities and play style.
  23. Found this build on an older post and tweaked it just a bit: Villain Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Technology Brute Primary Power Set: War Mace Secondary Power Set: Shield Defense Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Ancillary Pool: Energy Mastery Villain Profile: Level 1: Pulverize -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(3), Mk'Bit-Acc/EndRdx/Rchg(5), Mk'Bit-Acc/Dmg/EndRdx/Rchg(5), Mk'Bit-Dam%(7) Level 1: Deflection -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(9), LucoftheG-Def/Rchg+(9), LucoftheG-Def(17), ResDam-I(19), ResDam-I(19) Level 2: Jawbreaker -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(13), Mk'Bit-Dmg/Rchg(13), Mk'Bit-Acc/EndRdx/Rchg(15), Mk'Bit-Acc/Dmg/EndRdx/Rchg(15), Mk'Bit-Dam%(17) Level 4: True Grit -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal(29), NmnCnv-Heal/Rchg(29), NmnCnv-Regen/Rcvry+(31), ResDam-I(31), StdPrt-ResDam/Def+(31) Level 6: Combat Jumping -- DefBuff-I(A), DefBuff-I(7), LucoftheG-Def/Rchg+(11) Level 8: Battle Agility -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(11), LucoftheG-Def(21), LucoftheG-Def/EndRdx/Rchg(21) Level 10: Clobber -- TchofDth-Dmg/EndRdx(A), TchofDth-Dmg/Rchg(23), TchofDth-Acc/Dmg(25), TchofDth-Acc/Dmg/EndRdx(25), TchofDth-Dmg/EndRdx/Rchg(27), TchofDth-Dam%(27) Level 12: Active Defense -- HO:Membr(A) Level 14: Super Speed -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(23) Level 16: Against All Odds -- RechRdx-I(A) Level 18: Whirling Mace -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(33), ScrDrv-Dmg/Rchg(33), ScrDrv-Acc/Rchg(33), ScrDrv-Acc/Dmg/EndRdx(34) Level 20: Build Up -- GssSynFr--ToHit(A), GssSynFr--ToHit/EndRdx(34), GssSynFr--Build%(37), GssSynFr--ToHit/Rchg(45), GssSynFr--ToHit/Rchg/EndRdx(46), GssSynFr--Rchg/EndRdx(46) Level 22: Phalanx Fighting -- Ksm-ToHit+(A) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(50) Level 26: Shatter -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(34), ScrDrv-Dmg/Rchg(36), ScrDrv-Acc/Rchg(36), ScrDrv-Acc/Dmg/EndRdx(36) Level 28: Taunt -- MckBrt-Taunt(A) Level 30: Kick -- Acc-I(A) Level 32: Crowd Control -- Mlt-Acc/Dmg(A), Mlt-Dmg/EndRdx(37), Mlt-Dmg/Rchg(37), Mlt-Acc/EndRdx(39), Mlt-Acc/Dmg/EndRdx(39), Mlt-Dmg/EndRdx/Rchg(39) Level 35: Shield Charge -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(42), SprAvl-Acc/Dmg/EndRdx(42), SprAvl-Acc/Dmg/Rchg(42), SprAvl-Acc/Dmg/EndRdx/Rchg(43), SprAvl-Rchg/KDProc(43) Level 38: Tough -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(40), RctArm-ResDam/EndRdx/Rchg(40), RctArm-EndRdx(40) Level 41: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(43), LucoftheG-Def/EndRdx/Rchg(45), LucoftheG-Def/Rchg+(45) Level 44: One with the Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(46), Ags-ResDam(48) Level 47: Superior Conditioning -- PrfShf-End%(A) Level 49: Physical Perfection -- PrfShf-EndMod(A), PrfShf-End%(50) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Fury Level 1: Sprint -- EndRdx(A) Level 2: Rest -- RechRdx(A) Level 4: Ninja Run Level 2: Swift -- Flight(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Jump(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(48), PrfShf-EndMod/Acc(48), PrfShf-End%(50) Level 50: Cardiac Core Paragon ------------ Just a few questions: 1. Anything else that can be done to bump up defense and resistances even more? Looks like it has the positional defenses fairly high already. 2. Anything unnecessary that can be dropped in favor of flight? I can buy a rocket pack from the p2w vendor, but it would be nice to have fly in the build somehow. 3. Just put a recharge in Active Defense vs the Hami-O ? 4. Maybe another LOTG global recharge in the Phalanx Fighting? Thanks for the help.
  24. Wouldn't hurt for them to have some lines, so you know you're close, kind of like some villains run their mouth when you get close. As for that tired argument that "this game is already too easy", stuff it - no one likes hunting for 20-30 mins for that last hostage stuck in some obscure corner.
  25. Fair enough, it could indicate going backward/forward instead of up/down. The intent is that the blue colored elevators would lead eventually lead back to the starting level.
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