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Erratic1

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Everything posted by Erratic1

  1. Erratic1

    Unstoppable!

    Bio's T9 Parasitic Aura does not mention a crash.
  2. While hitting someone over the head with a club is inherently a risky thing, people do get hit over the head and walk away without serious injury, bullets and wing people and be aimed at less than critical areas (and we're heroes, so we have that skill), etc. It is hard to see how you "pull your punch" with a claw. Either the pointy ends impale or they don't. You're not really slapping people unconscious with claws like you can with the flat/hilt of a blade. If your point here is to object there are other deadly powers people have and that it is unreasonable to single Claws out for going too far, I will note its a subjective thing and I was speaking on my own behalf, not making a flat declaration that everybody else has to feel the way I do.
  3. Everyone is a Wolverwine fan. Wolverwine also doesn't tend to claw people who can't survive being clawed. He threaten with the claws and punches quite a bit.
  4. Forgot to include the costume file. ClassicAnarchy.costume
  5. Yeah, this song is about telling all the authority figures in your life that you reject their claim of power of you. LET'S WAIL!!!!
  6. Were you looking for something more classically rebellious? ClassicAnarchy.costume
  7. Yeah, I know about KB->KD conversion (use it on a few of my other characters). The other strike against Hand Clap is the bonuses from Sudden Acceleration or Overwhelming Force aren't that great.
  8. Handclap is a lot of fun, but with a damage aura I want things to stay close. 😛 I didn't find the KCs and Aegis to be all that expensive--2 million per on Aegis, 2.3 million or so per KC. Preventive Medicine enhancements cost more, and the Red Fortune will cost more still. Not sure on Reactive Defenses as their price is all over the place. Thinking it will probably be a bit more expensive. Red Fortune and Reactive are all I am missing so far for what I posted but now I have your build suggestion to look at. Always a very handy thing to see what others do, what tricks they've incorporated. As is, if I stay in Efficient stance I do not have any endurance issues on just SOs. That is one thing that has me slightly worried as on IOs I do not have any Endurance Mods in Inexhaustible. Still, the build I posted shows higher End Recovery than I have in game and unlike on SOs, most powers have endurance reduction on some amount on them. I do get you on Earth Mastery in terms of the cycle speed. Quicksand is up quickly but Stalagmites on SOs is not up as much as I would like. In build it looks to be up twice as often, which I think would be workable. I have been mostly leveraging DNA Siphon/Ablative Carapace for dealing with large groups and not Parasitic. Probably a holdover from so many skippable T9s. I will have to reconsider its usage and slotting. Hasten...for some unknown reason I have been skipping it on a lot of my more recent characters. Given I'd worked out perma-Hasten in the first month of live and regularly took it on most characters, that is a bit odd. I seem to be more in a all or nothing sort of mindset. And yet, its useful. Hmmm, if I move the Mocking Beratements to Parasitic, that frees up DNA Siphon to take 3 enhancements from Erradication, allowing me to drop Fossilize, which was only a mule to get 5% Energy/Negative Defense and only lose about 2% Energy/Negative Defense. That frees up a power slot for Hasten and two slots. Thx again!
  9. Claws never appealed to me conceptually. Probably something to do with how a hero disembowels people. So from beta to live to now I have never had a Claws character and never really investigated what the powers can do. But I was looking for yet another new melee and had recently read something about Follow Up...a damage buff for 10s on a 12 second cooldown? Sign me up! I had to try that out. And if damage was going to get buffed, I knew I wanted a damage aura to go with it. Went with Electrical Armor because of good experiences I have had with it in the past (admittedly on a Brute). Oh what a joy the low levels have been. I am up to level 26 with only Accuracy and Endurance Mod SOs slotted and its been grand. Waiting another level to slot some crafted SOs (though its tempting to snag some influence from another character and start slotting IOs). And runners? With Focus I almost hope they run. Really hope things continue to hold up so well.
  10. I do not generally alter a character's height away from default unless concept calls for it.
  11. I have not rebuilt the character on Homecoming, but I was very impressed back on live with DM/Electric Armor on a Brute. I was wanting to do something along the lines of my DM/Inv Scrapper but different and lucked into it. I once encountered another guy playing the same and asked why there were so few of us. He didn't know but was inclined to keep it our little secret.
  12. I spent a goodly chunk of yesterday playing first a Brute and then a Tanker in groups running +4/8. In both groups I was the primary alpha taker, there being no other Brutes or Tankers when on the Brute, and there being a Brute in the group where I was on my Tanker. My Brute suffered a few defeats when I did not appropriately time various soak abilities. The Tanker came close only once, then I remembered I had inspirations and should use them. Both groups used my characters for absorbing the big hits but the feel was different in that with the Brute I stayed with the group until the current pack was down before moving on to the next whereas with the Tanker I would typically move on and start herding together a couple of groups while the team finished up. However I never on the Tanker felt like I was really meaningfully contributing to the damage like I did on the Brute, even with a sea of orange numbers flying up around the Tanker--even when the Tanker was buffed to the gills. It was a nice mass of numbers but there was none of the fully buffed Brutes, one, two, or three shots, "Oh, the trash surrounding my target is low in life, I'll just Foot Stomp, kill it, and follow up by putting down what I have targeted" action. Both fun in their way, neither felt useless.
  13. While the AH is much more accessible than back on live, I remain an impoverished individual because I no stomach for farming even though I want the nice things that come from farming. So I've tossed together a build which is designed to be relatively inexpensive and get me started on endgame stuff, not be the end all, be all of what SS/Bio can be. If anyone would care to take a look at it and provide feedback, I would be most appreciative: This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Unconquerable: Level 50 Science Brute Primary Power Set: Super Strength Secondary Power Set: Bio Armor Power Pool: Fighting Power Pool: Leaping Ancillary Pool: Earth Mastery Hero Profile: Level 1: Punch -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(11), KntCmb-Dmg/Rchg(11), KntCmb-Dmg/EndRdx/Rchg(13) Level 1: Hardened Carapace -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(5), Ags-ResDam(7), Ags-ResDam/Rchg(7), Ags-EndRdx/Rchg(9), StdPrt-ResDam/Def+(9) Level 2: Haymaker -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(3), KntCmb-Dmg/EndRdx/Rchg(5) Level 4: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(15), KntCmb-Dmg/Rchg(17), KntCmb-Dmg/EndRdx/Rchg(17) Level 6: Environmental Modification -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(19), RedFrt-Def(19), ShlWal-ResDam/Re TP(21) Level 8: Super Jump -- Empty(A) Level 10: Knockout Blow -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(21), KntCmb-Dmg/Rchg(23), KntCmb-Dmg/EndRdx/Rchg(23), FrcFdb-Rechg%(25) Level 12: Adaptation Level 14: Inexhaustible -- Prv-Heal(A), Prv-Heal/EndRdx(25), Prv-Heal/Rchg(27), Prv-Absorb%(27) Level 16: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(29), Ags-ResDam(29), Ags-Psi/Status(31), Ags-ResDam/EndRdx/Rchg(31) Level 18: Rage -- RechRdx-I(A), RechRdx-I(31) Level 20: Cross Punch -- Erd-Dmg(A), Erd-Acc/Dmg/Rchg(33), Erd-Acc/Dmg/EndRdx/Rchg(33) Level 22: Evolving Armor -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(33), Ags-ResDam/EndRdx/Rchg(34), Ags-ResDam(34), Ags-EndRdx/Rchg(34) Level 24: Ablative Carapace -- Prv-Heal(A), Prv-Heal/EndRdx(36), Prv-Heal/Rchg(36), Prv-Heal/Rchg/EndRdx(36) Level 26: Hurl -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/Rchg(37), Thn-Acc/Dmg/EndRdx(37), Thn-Dmg/EndRdx/Rchg(37) Level 28: DNA Siphon -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(39), MckBrt-Taunt/Rchg/Rng(39), MckBrt-Acc/Rchg(39), MckBrt-Rchg(40) Level 30: Weave -- Rct-Def(A), Rct-Def/EndRdx(40), Rct-Def/EndRdx/Rchg(40), Rct-ResDam%(42) Level 32: Foot Stomp -- Erd-Dmg(A), Erd-Acc/Dmg/Rchg(42), Erd-Acc/Dmg/EndRdx/Rchg(42), FrcFdb-Rechg%(43) Level 35: Genetic Contamination -- BrtFur-Acc/Dmg(A), BrtFur-Acc/Dmg/EndRdx/Rchg(43), BrtFur-Rchg/Fury(43) Level 38: Salt Crystals -- LthRps-Acc/Rchg(A), LthRps-Acc/EndRdx(45), LthRps-Acc/Sleep/Rchg(45), LthRps-Acc/Sleep(45) Level 41: Quick Sand -- Slow-I(A) Level 44: Fossilize -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(46), Thn-Acc/Dmg(46), Thn-Acc/Dmg/Rchg(46), Thn-Dmg/Rchg(48) Level 47: Stalagmites -- Artl-Acc/Dam(A), Artl-Dam/End(48), Artl-Dam/Rech(48), Artl-Acc/Dam/Rech(50), Artl-Acc/Rech/Rng(50), Artl-End/Rech/Rng(50) Level 49: Parasitic Aura -- PwrTrns-+Heal(A) Level 1: Fury Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Health -- Empty(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(13), EndMod-I(15) Level 12: Defensive Adaptation Level 12: Efficient Adaptation Level 12: Offensive Adaptation ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1381;681;1362;HEX;| |78DA65935B4F134114C76777A71468CB1D5A6E72A9B55CA4502FCF46047C1022D09| |8F8A069D6666C57CB16B74B828F3EF8E6A3FA46443F802FDE6FC4E857D0EF208182| |D1C4D7F5EC9EBF48C2249BDFCC9973E67FCED99985F599E8F38BF7CE092D72A16C5| |6ABF96967CD55E15CC1527641091AB12B76A162DF59538E79A3ACC264E9097CF20B| |AAAC5426B7B6AA9C7CCE75945D744B03BC35A36E2ABBAA32D356257FD9299AB655C| |89F77562A8E882D562AE5CC9C552CB9965D8C06AB7965AED2A22358CCAED379D68A| |B25DD3B52A7684FDCB7E40DBECAA55C8CC9A8E5BCA2F98555739771394CEB0FF690| |2C333C4A26F90A271095C664673CC174962E0EF85C4144DB252C8D3CCBA336096D8| |2F45FD295ED7C7799DD4104A3A9AAF9390425F029799123A1AF5CA80AF01DF26F8B| |6C0B705BEAF28A710E764841A59AB2D424C139B981D978C2097389D1BE67345D8A3| |2152E4D0C016D900A50E287541A9CB57A25313F7F5E094D7A4186145EF25CD63508| |FFD6095C436B36707AC310D926E665FD98CEEF5654174EFD859105D4D135A353FC8| |D35AC705EF810F5242B46BBABFA7B76FEB418E83BB608DF981F2EB8466273407A13| |9048D21680FE18FBDA798386A8AA3A6246A4AA2A6E42E7384FCBAF1A7BA37B84FC7| |37C1A7E033CEF7239DDBCBB5C8DE12F7F28405DE026F33D32B9CBFA49EF52397FE3| |DD64CEF83BF98A3BF41F21B402E03E8C728FA318A7E8CE11F7E4AFEBBF99E3E7C95| |E3C7AE81D7990F09299C97DAE2DE9CFC0C7E01BF32B7A3428CE0668D4C72BD8F287| |E1C776BFC1BEB4F7C0737D867629339F984F99862321C13CA1821DE93608899AD03| |C3603D738B6A9AE2FE8AA93F32B0CDC98317EBF5C98397EE2FE9F6CF1FB12CCA835| |72AB4C0526B248B76D8B277C4B27FC4F2F3BF45D706B9B628D804BEF5DF116B796F| |0ECDDF1D9AFF057E23DF41| |-------------------------------------------------------------------|
  14. I hadn't even considered going for pearl armor. D'oh! Yeah, I went with a subtle gradation of Psych on gloves and boots. Another thing which would be nice is the option to have a hood down option (and better hoods).
  15. Why can you not apply Malaise to gloves and boots? Still, the effect is so beautiful on chest and legs I don't care! Pearl Wraith
  16. Were you going Scrapper, I might make a case for DM/Bio based on Soul Drain and Genetic Contamination along with the -Acc from DM being a potential offset to running Offsensive even with Dark Consumption overlapping Inexhaustible's raison d'être either way (that is an opportunity to take something outside one of the two sets). But Stalkers do not get Soul Drain and Genetic Corruption is a sleep field, not a damage field. But my experience with Stalkers is limited, so maybe someone else will see some merit to DM/Bio I am missing.
  17. I did indeed get what I needed. Thx!
  18. I exemplared down to run Synapse TF last night and was reduced to Cross Punch being my only area damage attack. No doubt someone would object but swapping Foot Stomp and Knockout Blow would be worth it in my book.
  19. I cannot say any of your criticism of SS is untrue. I'm currently running an SS/Bio and while I do enjoy the character, the combo, and the overall feel...SS lags other sets in some serious ways and Rage crashing is seriously annoying. Even not crashing is annoying because you want to plan around the crash--"Don't want to pop Rage now because don't want Rage crash in middle of upcoming boss fight." And yeah, I took Cross Punch to have another AoE (well, and Stalagmites in the Epic). Galaxy Brain's suggestion of slightly less defense for the entire duration for no crash strikes me as the best and most thematic suggestion. You're raging, not caring about anything but beating something down. Things have an easier time hitting you but you don't care because you're going to pulverize them.
  20. If your PBAoE doesn't finish them off there shouldn't be so much left on their health that you care where a second shot puts them as you shouldn't need too many after that to finish them.
  21. I came close to recreating the SS/EA Brute (and part of me wishes I did because I know more about building than I did then). But literally the character I just finished levelling to 50 and IO'ing was a Savage/EA Scrapper and I wanted to step away from EA for my next melee (which is why the Brute I did make is SS/Bio).
  22. So SS/EA would be your ultimate, "Can't be done on a Scrapper, Can't be done on a Tanker" build? Oddly enough, I actually had one of those back on live.
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