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Everything posted by Hyperstrike
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Okay, soft-capped plus to all types save Psi. Resist-capped to S/L and decent Resist numbers for a squishy elsewhere. Mobile enough that some enemies simply can't approach you. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Dark Toughguy: Level 50 Technology Sentinel Primary Power Set: Dark Blast Secondary Power Set: Invulnerability Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Power Pool: Flight Hero Profile: Level 1: Gloom -- Apc-Dmg/Rchg:50(A), Apc-Acc/Dmg/Rchg:50(48), Apc-Acc/Rchg:50(48), Apc-Dmg/EndRdx:50(50), Apc-Dam%:50(50) Level 1: Temp Invulnerability -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(3), UnbGrd-Rchg/ResDam:50(3), UnbGrd-ResDam/EndRdx/Rchg:50(7), GldArm-3defTpProc:50(11) Level 2: Umbral Torrent -- Rgn-Dmg/Rchg:50(A), Rgn-Acc/Dmg/Rchg:50(40), Rgn-Acc/Rchg:50(40), Rgn-Dmg/EndRdx:50(42), Rgn-Knock%:50(42) Level 4: Resist Physical Damage -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(5), RctArm-ResDam/Rchg:40(5), RctArm-ResDam/EndRdx/Rchg:40(7), UnbGrd-Max HP%:50(13) Level 6: Abyssal Gaze -- SprSntWar-Acc/Dmg:50(A), SprSntWar-Dmg/Rchg:50(13), SprSntWar-Acc/Dmg/Rchg:50(37), SprSntWar-Acc/Dmg/EndRdx:50(39), SprSntWar-Acc/Dmg/EndRdx/Rchg:50(39), SprSntWar-Rchg/+Absorb:50(40) Level 8: Durability -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(9), RctArm-ResDam/Rchg:40(9), RctArm-ResDam/EndRdx/Rchg:40(11) Level 10: Aim -- RechRdx-I:50(A), RechRdx-I:50(50) Level 12: Dull Pain -- DctWnd-Heal/Rchg:50(A), NmnCnv-Heal/Rchg:50(33), Pnc-Heal/Rchg:50(48) Level 14: Dark Obliteration -- SprFrzBls-Acc/Dmg:50(A), SprFrzBls-Dmg/EndRdx:50(15), SprFrzBls-Acc/Dmg/EndRdx:50(15), SprFrzBls-Acc/Dmg/Rchg:50(36), SprFrzBls-Dmg/EndRdx/Acc/Rchg:50(37), SprFrzBls-Rchg/ImmobProc:50(37) Level 16: Unyeilding -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(17), UnbGrd-Rchg/ResDam:50(17), UnbGrd-ResDam/EndRdx/Rchg:50(19) Level 18: Antumbral Beam -- SprOppStr-Acc/Dmg:50(A), SprOppStr-Dmg/Rchg:50(19), SprOppStr-Acc/Dmg/Rchg:50(34), SprOppStr-Acc/Dmg/EndRdx:50(34), SprOppStr-Acc/Dmg/EndRdx/Rchg:50(34), SprOppStr-Rchg/+Opportunity:50(36) Level 20: Environmental Resistance -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(21), RctArm-ResDam/Rchg:40(21), RctArm-ResDam/EndRdx/Rchg:40(23), StdPrt-ResDam/Def+:30(23) Level 22: Kick -- FrcFdb-Rechg%:50(A) Level 24: Tough -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(25), UnbGrd-Rchg/ResDam:50(25), UnbGrd-ResDam/EndRdx/Rchg:50(27) Level 26: Life Drain -- SprWntBit-Acc/Dmg:50(A), SprWntBit-Dmg/Rchg:50(27), SprWntBit-Acc/Dmg/EndRdx:50(31), SprWntBit-Acc/Dmg/Rchg:50(33), SprWntBit-Dmg/EndRdx/Acc/Rchg:50(33) Level 28: Invincible -- Rct-Def:50(A), Rct-Def/EndRdx:50(29), ShlWal-ResDam/Re TP:50(29) Level 30: Weave -- Rct-Def:50(A), Rct-Def/EndRdx:50(31), Rct-ResDam%:50(31) Level 32: Blackstar -- SprAvl-Acc/Dmg:50(A), SprAvl-Dmg/EndRdx:50(45), SprAvl-Acc/Dmg/EndRdx:50(46), SprAvl-Acc/Dmg/Rchg:50(46), SprAvl-Acc/Dmg/EndRdx/Rchg:50(46) Level 35: Tough Hide -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(36) Level 38: Combat Jumping -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(39) Level 41: Maneuvers -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(42) Level 44: Hover -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(45) Level 47: Fly -- WntGif-ResSlow:50(A) Level 49: Afterburner -- LucoftheG-Rchg+:50(A) 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: Sprint -- Clr-Stlth:50(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I:50(A) Level 2: Health -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(43), Mrc-Rcvry+:40(43) Level 2: Hurdle -- Jump-I:50(A) Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(43), EndMod-I:50(45) Level 50: Agility Core Paragon ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1497;702;1404;HEX;| |78DA6594C94F136118C6BF6987A51B509602054A01A1A5C0D00AEA51650D0A0911E| |2955418DBC6664A5A3072F4E03FE0C58BDBD12DC683A2FE0FAE890BA0FE0982891A| |974B7DDBE7A1927492E637F32EDFF37CEFCCD7B94B13EE87D3978F2BAD663C1DCFE| |596164C6B2D659969E7A2B99CB432E94C6243C9E59988672F041733EB8964627DA3| |4A22FEFDCAA533712B61AE18858AA53159642D584A4D98E74D2B671A33D6C5F5B46| |566E3E752E9D4DA8677C64A9A592932F66F3CF3994CDA984A2592D29870179F66CD| |F8AA3CD4EE3FAC98D95C32B5EA4269BA50EB9F5C4D2D1BFFE50A16E6C48199DD681| |18F7DF2FB1852BCF2BA1AB22915D3D5B0410E83B12819034F84A55C63CF0F7B3166| |FB49FE022B7F83CEC3E0663F5BA4471BC13AA151F208D87F943C069E141D3B75ECD| |D7213D2951E203BC1CA2ED0FD073AEF643F15D0A9A878A11763EE97E0A15760DF6B| |F20D187A0B8E895E15F4EC55D4ABA65E35F59CD47B2F3A0EE8688E0185F990E3B28| |E0BEBD85C735A31165C008703F0F941FA3DF4E9790CFD9A27E426D8F394BE9F91CF| |C14732CB5AFAACE5FCEB38FF3ACEBF9EF3DF121D2F75BC5BE8AFDF06BB76C84FE46| |7EA7E0127651F0D9C7F03E7D1C87934721E3ECEC3D72CEC90F72F1F7F13F454D315| |BC47BBC49AE9B7997E5BE8B7857EFDF4BB2D7E5BF99DB4DE810FFF5D30700F0CDE2| |71F8053E2B38DF36EDBC53AED7BE46950170F1DACE9604D803581EFE08E687752BB| |F33AD61EBC010EDD246F91B7C169D1EEC6BA5A7713DE714F23E813CD5EE67A99EB6| |3CE2BB9307361E6FA9973486E80B901E606997349CEE07C8D36F8563EA5A28C4559| |9F2F5CED7AE970AB624445CA22D1B248AC2C325216192D8BCCEAA53F05391978F1F| |37AE9D02BAD58E5A893238D48FEAB53B2ECD0867074F6FEC76C5A17B617398B2D45| |4EE153DB3DD81746DFB7837DD7A01EB90A0E0651F357C614434DFE1FDA25F828| |-------------------------------------------------------------------|
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As I've said elsewhere. Adapt or die. "I don't want to..." is the refrain of the lazy person.
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Tankers and Knockback Resistance vs Knockback Protection
Hyperstrike replied to CrimsonOne's topic in Suggestions & Feedback
Because, there are some challenges in the game shouldn't have to alter the game to get around. Even if your zillion Inf twink build is sub-optimal. have a problem with excessive KB? It's possible to build an Elec/Elec/Mu tank up past 54 points of KB Protection. "But I should have to..." The eternal refrain of people who refuse to adapt.- 105 replies
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Was focusing mostly on capping Resists and Defenses where I could. You could steal the #6 slot from Punch for it. Will add just over 100HP to MaxHP.
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Tankers and Knockback Resistance vs Knockback Protection
Hyperstrike replied to CrimsonOne's topic in Suggestions & Feedback
I don't mean to be harsh. I just find this to be another outgrowth of the "This doesn't work for my setup. Make it easier." mentality. I understand being aggravated. I do. But some things in this game SHOULD be hard or not-workable in certain configurations. Otherwise, there's no challenge. I always stand LIKE THIS! I always pose LIKE THIS! I always use THIS EXACT CYCLE OF ATTACKS! And I stand here and rinse and repeat until everything falls! BO-RING! If your build and strategy doesn't work, find an alternate strategy that MAKES it work. Don't demand that the game be neutered to fit your playstyle. I don't expect you to like or agree with what I'm saying. This is just my take on it.- 105 replies
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Tankers and Knockback Resistance vs Knockback Protection
Hyperstrike replied to CrimsonOne's topic in Suggestions & Feedback
Sounds like a job for HoverTank or JetpackTank then.- 105 replies
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/em flingpoo
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Tankers and Knockback Resistance vs Knockback Protection
Hyperstrike replied to CrimsonOne's topic in Suggestions & Feedback
Also please remember that, at least while the Red Tower is up, his KB ability is buffed. I'd have to use a power scanner in-game, but it may be that he's exceeding your KB Protection. Not by a lot. But even a little is going to send you flying. And since you have no KB Resistance... It's kinda like the difference between Defense and Damage Resistance. One basically sets a bar that you have to surpass. If it's surpassed, you get it ALL in the teeth. The other basically reduces anything that gets past the first stat.- 105 replies
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Tankers and Knockback Resistance vs Knockback Protection
Hyperstrike replied to CrimsonOne's topic in Suggestions & Feedback
Read Grounded's description again. The protection ONLY applies when fully planeted on the ground. So, during things like Spring Attack or Lightning Rod, you effectively have NO KB protection whatsoever.- 105 replies
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Tankers and Knockback Resistance vs Knockback Protection
Hyperstrike replied to CrimsonOne's topic in Suggestions & Feedback
Can you post your build here? Need to see what could be contributing to this. Dumb question. Were you using Lightning Rod? Remember that Grounded ONLY applies when you're ACTUALLY on the ground. If you're hopping around, or use LR, you open yourself up to KB.- 105 replies
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I once got monkeyfied twice right in a row... *LANGUAGE!* I STILL think the Team Transport needs a similar "fail" mode. Everyone transports. The screen goes black. "Hey..." "What?" "Who's flying?" "..." "AUUUUUUUUUGH!" And everyone gets ejected from the mission door, a-la Wormhole.
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Achilles Heel doesn't stack, but it can be sustained. It's providing -Def and with the Achilles Heel proc, -Res. In the end, this all works out to more damage inflicted (aka an easier time killing foes, including AVs)
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Then you've never heard it. Because that's NOT what I said. In a properly designed farm, you're godlike. In a different farm that isn't as tailored to your build, and you get to nom floor. In any case, you need to stay on top of your situation. A Stone Tank/Brute in Granite can essentially AFK farm almost ANYTHING. A Fire Tank/Brute can AFK farm select things. But not EVERYTHING.
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A farming build on Fire Armor is tough. Because it forces you to weaken your primary armor (Resistance) in favor of more Defense. And since Defense is binary (hit or not), anything that bypasses your Defense is hitting you harder than it would because you've compromised your Resists. Think "eggshell". Hard on the outside, but once you crack it, everything falls apart. This isn't to say you can't run a farming build. You can. You just have to be cognizant of your limits and you have to stay on top of things. Drifting off into Scrapperlock/Tank-lock/Brute-lock just gets you killed on such a build. Also, the build will likely be less useful out in general PVE play, as debuffs are par for the course and fall full-force on your Defense numbers (see "Cascading Defense Failure") as you have NO (zip, zero, zilch, one-less-than-uno, bupkiss, jack, squat, nada, nil) native Defense Debuff Resistance.
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Can you repost using Short Forum Export or Export Data Link? It's MUCH easier to critique a build when we can see it in Mid's
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Radiation Blast is generally the "Go-to" for debuffs. The fact that you can drop the -Res proc in pretty much EVERY power (save AIM of course) and it's a BIG double-threat. If you can bump your Acc high enough to hit reliably, Sonic's another good one. Beam Rifle has a fairly good mix of places you can drop the -Res proc in too.
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So...what're ya gettin?
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Where on the Intelligence Spectrum do you like to play?
Hyperstrike replied to LeapingLemur's topic in Everlasting
Some would argue that we're already there...credibly... -
Just gonna say, IMNSHO, "nothing to "fix"".
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Where on the Intelligence Spectrum do you like to play?
Hyperstrike replied to LeapingLemur's topic in Everlasting
Watch some Beavis & Butthead. Or Idiocracy (also by Mike Judge). The man has basically laid out a full primer for abject idiocy, and it is both scary and funny as hell! -
Please revert the Rage change.
Hyperstrike replied to MalphiteMeIRL's topic in Suggestions & Feedback
It isn't that nobody would want to play it on a Scrapper. The problem lies in the fact that the entire set would need to be rejiggered to the point where it would, effectively, be a completely different set (see Street Justice). -
With all the grumbling about SS, it's still nearly 3x as prevalent as the next most preferred secondary for Tanks... Sorry, I'm gonna laugh over this.
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Got complaints about being a mastermind in a group
Hyperstrike replied to plainguy's topic in Mastermind
I can understand about being SITUATIONALLY peeved with MM pets. Pets can sometimes be navigational obstruction in tight-quarters maps, and getting pinned in place (ESPECIALLY in combat) can be INFURIATING. But it's part of the game. Like it or lump it. Just randomly grumble-whinging about MMs? I'll leave that as my commentary. As expressing myself unequivocally would probably get me kicked off the forums... -
Invuln will generally result in a tougher tank. Willpower has a few advantages, but not enough to make up for the sheer toughness that Invuln provides.
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It's not gonna happen. They will flat-out unbalance the game.