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krj12

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Everything posted by krj12

  1. A few ideas I've seen in other MMOs: 1. Very restrictive mission timer. 2. Environmental Effects specific to the map. ( i.e. a constant DOT or slow effect that hits the whole party, I remember in GW1 a map effect that hit you with a DOT only when you moved) 3. Certain types of powers are disabled until a certain boss is killed or an objective is met. 4. Survivor ( having to survive increasingly larger and frequent ambushes at a certain spot on the map )
  2. You build to theme, that's fine. My final builds are about performance - to each his own. Then I guess you propose eliminating the rocket packs, since there is no practical difference, other than cosmetic? We'll just have to agree to disagree then.
  3. I don't feel that the flight power is marginalized, considering its unenhanced base speed is quite a bit faster than the jetpacks. This is just a convenience for those with very tight builds, who don't want to break theme with their costumes.
  4. I love to take flight on my characters when I can, but I have a lot of builds where I just cant fit it in. I end up buying a rocket pack from the P2W vendor, which is fine, but often what is available just doesn't fit with my character concept. For example, a magical character would not want to use a technological device to fly. So, it would be nice if we could buy a temp power that works like the existing rocket packs, but looks like the flight power. Plenty of temp prestige run and jump powers in the list, but unless I missed it, I don't see any for flight.
  5. I'd like to have a min-FX version of most of the powers, maybe some very small unobtrusive spines vs the over the top ones displayed now.
  6. I think they could make sleep more useful by turning it into a stun/disorient when the sleep is broken.
  7. I guess it was like this back on live, maybe, but the activation time for powers can be very annoying, and makes the game feel sluggish. Note: I'm not talking about cool downs - I'm referring to the time it takes to draw the circle around the power icon, before the power actually fires. I can understand the 1 or 2 second wait for attacks, to prevent exploits (damage spikes) in PVP, but not so much in PVE. As for inspirations .... I can't tell you how many times I've died on squishier characters after clicking a green inspiration several times, to no effect. It just takes too long. Suggestion: Reduce the activation time for self buffs by about half. I can see the possibility for exploits on attacks in pvp, so leave them alone. Reduce the activation time for inspirations to be as close to instant as possible.
  8. My memory of early game is a big different... it was pretty rare when you had people dictating to others the "Correct" way to play their class. And I usually quit those teams after the current mission completed. Couple of examples: We were on an ITF, and the leader kept complaining about the fire blaster using rain of fire and scattering the mobs. I didn't see the issue, since we were doing just fine - but the jerk did eventually kick the guy from the TF. That was uncalled for. I was on a radio team, and the ice defender kept complaining that I was using my root powers on my plant troller, which nullified his ice slick knockdown. So, according to him, I had to negate using most of my powers so he could use that one power. Bottom line, IMO let people play the way the want - as long as its not causing team wipes or anything like that.
  9. Voted. We are currently on top.
  10. I'd like to have completely new cities in various parts of the country and the world. be nice to have new start areas and new quests instead of repeating what we have ad-nauseum.
  11. Hero Plan by Hero Hero Designer 2.23 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Primary Power Set: Martial Arts Secondary Power Set: Shield Defense Power Pool: Flight Power Pool: Speed Power Pool: Fighting Power Pool: Concealment Ancillary Pool: Body Mastery Hero Profile: Level 1: Storm Kick -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(3), TchofDth-Dmg/Rchg(3), TchofDth-Acc/Dmg/EndRdx(5), TchofDth-Dmg/EndRdx/Rchg(5), TchofDth-Dam%(7) Level 1: Deflection -- Ags-ResDam(A), Ags-ResDam/EndRdx(7), Ags-ResDam/EndRdx/Rchg(9), LucoftheG-Def(9), LucoftheG-Def/EndRdx(11), LucoftheG-Rchg+(11) Level 2: Cobra Strike -- 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: Battle Agility -- LucoftheG-Def(A), LucoftheG-Def/EndRdx(17), LucoftheG-Rchg+(19), ShlWal-ResDam/Re TP(19) Level 6: Fly -- BlsoftheZ-ResKB(A) Level 8: Crane Kick -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(21), SprScrStr-Rchg/+Crit(21), SprScrStr-Acc/Dmg/Rchg(23), SprScrStr-Acc/Dmg/EndRdx/Rchg(23), OvrFrc-Dam/KB(25) Level 10: True Grit -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal/Rchg(25), NmnCnv-EndRdx/Rchg(27), NmnCnv-Heal(27), NmnCnv-Regen/Rcvry+(29), NmnCnv-Heal/EndRdx/Rchg(29) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31) Level 14: Super Speed -- EndRdx-I(A) Level 16: Active Defense -- RechRdx-I(A) Level 18: Focus Chi -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(31), GssSynFr--ToHit/Rchg/EndRdx(33), GssSynFr--Rchg/EndRdx(33), GssSynFr--ToHit/EndRdx(33), GssSynFr--Build%(34) Level 20: Crippling Axe Kick -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(34), Mk'Bit-Dmg/Rchg(34), Mk'Bit-Acc/EndRdx/Rchg(36), Mk'Bit-Acc/Dmg/EndRdx/Rchg(36), Mk'Bit-Dam%(36) Level 22: Kick -- Empty(A) Level 24: Tough -- Ags-EndRdx/Rchg(A), Ags-ResDam/Rchg(37), Ags-ResDam/EndRdx/Rchg(37), Ags-ResDam/EndRdx(37), Ags-ResDam(39), StdPrt-ResDam/Def+(40) Level 26: Dragon's Tail -- ScrDrv-Dam%(A), ScrDrv-Acc/Dmg(39), ScrDrv-Acc/Dmg/EndRdx(39), ScrDrv-Dmg/EndRdx(40), ScrDrv-Dmg/Rchg(40) Level 28: Weave -- LucoftheG-Def(A), LucoftheG-Def/EndRdx(42), LucoftheG-Rchg+(42), LucoftheG-Def/EndRdx/Rchg(42) Level 30: Against All Odds -- RechRdx-I(A) Level 32: Eagles Claw -- Hct-Dmg(A), Hct-Dmg/Rchg(43), Hct-Acc/Dmg/Rchg(43), Hct-Dmg/EndRdx(43), Hct-Dam%(45), Hct-Acc/Rchg(45) Level 35: Shield Charge -- Obl-Dmg(A), Obl-Acc/Rchg(45), Obl-Dmg/Rchg(46), Obl-Acc/Dmg/Rchg(46), Obl-Acc/Dmg/EndRdx/Rchg(46), Obl-%Dam(48) Level 38: Phalanx Fighting -- LucoftheG-Rchg+(A) Level 41: Conserve Power -- RechRdx-I(A) Level 44: Physical Perfection -- EndMod-I(A) Level 47: One with the Shield -- GldArm-3defTpProc(A) Level 49: Stealth -- LucoftheG-Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Sprint -- EndRdx-I(A) Level 2: Rest -- RechRdx-I(A) Level 2: Swift -- Flight-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod/Acc(48), PrfShf-Acc/Rchg(48), PrfShf-EndMod/Acc/Rchg(50), PrfShf-EndMod(50), PrfShf-EndMod/Rchg(50) Level 1: Critical Hit Level 1: Prestige Power Slide -- Empty(A) Level 4: Ninja Run ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1490;688;1376;HEX;| |78DA6594DB72D25014861312C47268A107DBDA0350DA024523B4BD77D4AA5395996| |AAA179E985876219A094CC8D4A257BE82875647BDD3AA373E883AFA02DEF8001EEE| |3DE022EB2F762403F325FFDAFF5E6BAFBD93E2E652F8EDE97B4725B9F78465341A2| |57DCD31EA75E10457C55AD5AE59B54A53A26B50770D27A1D70DBB62897242AF9AC2| |2A072830B66B281585258456341CD734ACD231C76DC43BB125B12EEC86D0D8B7FB1| |85BB6ABC211B6ABEDDE84566A354B3B659995AA1BF4EEF5BA10E508CB6DD5B42B31| |EF69D9DE301BE60DD332DD66EC64DD5CD38ED7CACD52D168B8C2698E506933F4DF6| |AD7E85D2DBF7499905625DF15F02A53BD065E67EE2B318311A20CEF22DD14289667| |EE5F000799C12838C4DC0EC04A5E795DF2B47005AC327B4DF026337A8B19A2BC0AE| |75514CC1FC5FCFD98BFFFAC2249611A4B79FC3C56F27FF679B127A405903BF04EF1| |B4C1F7E027E6810FE047E6C817669872F760CD3DE739D788CE3C7801BCC81CBF04A| |E32A7286988BDBE508ED732F91F533426827A2349D62294B30F5A1FC63DA67131D4| |117BC1EB9A7CC94CEC80AFC0D7CCE41BE653F20E60FD03E87D12BD4FA2F729F43E8| |5DEA7D07B1F7987D82B0DB5E89214528651C9F03CAF74BA00E2144CE354CCE294A4| |DB8609557A46DE519E4D1DBDCB196637C03BCCF46D7093A992670CBB3F86DDCF62F| |7B3D8FDEC00B3973A3721CB5EB513E8DC73F2C7B1FAF82C77642E0D66C039E6A11C| |9865C668BE2978A77E22F68B79F837F8076C318F487C72FAC83B835D9C419D3A853| |2D032A86F87C6E5A0E512ACF593A6A1EBDABCE2F52E42EBC8635C1EF38DAB9DB799| |7EEDDD59EC52E6BA944297B2D0A59CDBABE05CAEA89D77589251FDD72069A84A4EB| |1F66DAF9661EDFB5EED8CEC7D4F7EFCD3FCF236BAB7053E62161E82F7C107CCB8DA| |F916B5F25DD5F744A5F62E78D1BF90ADDFCE| |-------------------------------------------------------------------| This is what I'm currently running. I'm sure there's better builds out there, but should be a good starting point.
  12. A few things about several powers in shield defense which annoy me a bit while playing a scrapper, and possible changes: 1. Active Defense and One with the Shield seem very similar in what they do as far as status effects protection. Some differentiation would be nice - perhaps give One With The Shield either a large dps buff or defense buff, since it is the final power in the set. 2. The above 2 powers are also not permanent toggles - not a big fan of this kind of short term toggle power, perhaps change Active Defense to be a toggle with a slight increase of endurance usage. 3. Against All Odds - the extreme taunt in this power may be great for brutes or tankers, but is useless for scrappers. I find that I have to turn it off a lot during BAF to avoid very quickly picking up double rings. There is no way a scrapper should be able to that easily take agro away from a tanker. Take the taunt component out of the power just for scrappers, leave it for the more tanky archtypes.
  13. I've looked through the first 3 pages of the Guides section ... care to share a link?
  14. thank you
  15. I just created a new Katana/SR scrapper, but am having second thoughts about the secondary. My end game goal for any scrapper is good dps in combination with excellent survivability. Of SR, WP, and Invuln secondaries which do you think is best at end game for survivability, or can they all be made fairly survivable with the proper IO sets? Concept wise, my character should probably be either SR or WP, though I'm flexible for going with another secondary. Also, is there a huge difference in dps between a Katana scrap and broad sword?
  16. I thought one of the other private servers already had this implemented. I take it they're not sharing. :)
  17. Higher priority than wind control???? :)
  18. I'd like to see this per character, not just account wide. Example: Batman has his batcave AND he can enter the JLA headquarters.
  19. I take fly whenever I can, assuming it can fit into my final build. Reasons: I love flying and exploring through zones, Landing on the top of buildings and looking around, it's fun. :) As for its speed, no it's not as fast as SS, it's not supposed to be. But it's fast enough. I could argue though, that it should be made as fast as super jump.
  20. I have no problem with adding challenge settings to existing campaigns, such as these. However, lets not call anything else in this game "Elite".... don't want it going down that road.
  21. Totally agree on the overall civility of this game community compared to anything else out there. I've played a number of other MMOs: WoW, Neverwinter, Everquest, etc. It's unbelievable the toxicity and elitism that is the norm in most other games...
  22. krj12

    Brute farmer

    I have a rad/fire and SS/fire brute. The rad usually takes about 4.5 minutes on average to clear one map in the comic con arc. The SS about 5.5 mins. I find that the SS build is much easier to use, since you don't have to keep a constant watch on your endurance. the rad on the other hand is a huge endurance hog.
  23. I'm kind of surprised about plant being less popular, I think it's a great power set.
  24. I'd be interested in this as well, although back on live the fire/kin combination was what people usually used for farming. I remember farming the battlemaiden map before the fire brutes came into vogue.
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