
DrBasics
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Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Blaster Primary Power Set: Water Blast Secondary Power Set: Energy Manipulation Power Pool: Leaping Power Pool: Leadership Power Pool: Fighting Power Pool: Speed Ancillary Pool: Force Mastery Hero Profile: Level 1: Hydro Blast -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(25), Thn-Acc/Dmg/Rchg(25), Thn-Acc/Dmg/EndRdx(29), Thn-Dmg/EndRdx/Rchg(31) Level 1: Power Thrust -- CrsImp-Acc/Dmg/EndRdx(A), CrsImp-Acc/Dmg(50) Level 2: Energy Punch -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(43), Mk'Bit-Dmg/Rchg(45), Mk'Bit-Acc/EndRdx/Rchg(45), Mk'Bit-Acc/Dmg/EndRdx/Rchg(45), Mk'Bit-Dam%(46) Level 4: Build Up -- AdjTrg-ToHit(A), AdjTrg-Rchg(5), AdjTrg-ToHit/EndRdx/Rchg(5), AdjTrg-EndRdx/Rchg(7), AdjTrg-ToHit/Rchg(7) Level 6: Whirlpool -- Artl-Acc/Dam(A), Artl-Dam/End(31), Artl-Dam/Rech(31), Artl-Acc/Dam/Rech(34), Artl-Acc/Rech/Rng(37), Artl-End/Rech/Rng(39) Level 8: Tidal Forces -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(9), GssSynFr--ToHit/Rchg/EndRdx(9), GssSynFr--Rchg/EndRdx(15), GssSynFr--ToHit/EndRdx(17), GssSynFr--Build%(17) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(11), LucoftheG-Def/EndRdx(11), Ksm-ToHit+(13), Rct-ResDam%(13), ShlWal-ResDam/Re TP(15) Level 12: Super Jump -- BlsoftheZ-ResKB(A) Level 14: Dehydrate -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(39), Thn-Dmg/Rchg(39), Thn-Acc/Dmg/Rchg(40), Thn-Acc/Dmg/EndRdx(40), Thn-Dmg/EndRdx/Rchg(40) Level 16: Energize -- Pnc-Heal/+End(A) Level 18: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(19), LucoftheG-Def/EndRdx(19) Level 20: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(21), AdjTrg-ToHit/EndRdx/Rchg(21), AdjTrg-EndRdx/Rchg(23), AdjTrg-ToHit/EndRdx(23) Level 22: Kick -- Acc-I(A) Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(46), UnbGrd-ResDam/EndRdx/Rchg(46), GldArm-3defTpProc(48) Level 26: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(27), LucoftheG-Def/EndRdx(27) Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(50) Level 30: Water Jet -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(42), Thn-Dmg/Rchg(42), Thn-Acc/Dmg/Rchg(42), Thn-Acc/Dmg/EndRdx(43), Thn-Dmg/EndRdx/Rchg(43) Level 32: Steam Spray -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(33), SprDfnBrr-Acc/Dmg/Rchg(33), SprDfnBrr-Acc/Dmg/EndRdx(33), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(34), SprDfnBrr-Rchg/+Status Protect(34) Level 35: Geyser -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(36), SprBlsWrt-Acc/Dmg/Rchg(36), SprBlsWrt-Acc/Dmg/EndRdx(36), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(37), SprBlsWrt-Rchg/Dmg%(37) Level 38: Boost Range -- RechRdx-I(A) Level 41: Personal Force Field -- LucoftheG-Def/Rchg+(A) Level 44: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(48), StdPrt-ResDam/Def+(48) Level 47: Assault -- EndRdx-I(A) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Quick Form 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 -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 10: Shadow Recall -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 ------------
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This kind of sounds like the "2-Gun-Mojo" animation from Champions Online. Are you confusing it with that? !!EDIT!! Hold on a second, I now remember what you were talking about. This was really early on in CoH history. I believe it was charged shortly after CoV released. Where the animation would have the character stand with their hands above(ish) their heads and the fire flares would be sent out. As far as I know, there is no more option to utilize this animation via the costume editor. Found a picture of it. Also, there are other animations that I remember were cut from the game, like Spines tier 1 attack looking like a crazy berserker flailing of their arms.
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This is the thing I never understood about Mercs power set. They are supposed to be the "military option", or as close to para-military as you can get. However, it is the Thugs power set that gets the leadership and rank structure bonus from the lieutenants and stuff. Never made sense to me.
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Looking for some insight into which secondary to pair with Dark Armor. Kinetic Melee vs Energy Melee. I'm not currently interested in any other powersets due to character concept. I don't have a lot of experience with either set, so can anyone expand on which is better overall, or which shines in AoE and/or Single Target? Also, I really like the animations for Kinetic Melee, but I hear once a person actually starts playing the set, they become annoying. Also (again!), The AOE on Energy Melee seems very small radius and cone comparative to other sets, how does this effect the set? Thanks everyone!
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"The Game is not Balanced around IO's"..... should it be?
DrBasics replied to Galaxy Brain's topic in General Discussion
I have to agree with @golstat2003, if people want to run radio/paper missions, then let it be. To echo what I said earlier, there is a big reason why these missions were/are/will be popular; many players currently have real life responsibilities that require them to go afk for long periods of time (spouse, kids, etc) and radio/paper missions supply a great "get in, get out" niche that they can use. -
"The Game is not Balanced around IO's"..... should it be?
DrBasics replied to Galaxy Brain's topic in General Discussion
No, the question itself isn't nasty. The way it was asked was nasty, but you already admitted to being jaded. However, just because you feel a certain way about this topic doesn't mean you should assume everyone is out to get under your skin. -
"The Game is not Balanced around IO's"..... should it be?
DrBasics replied to Galaxy Brain's topic in General Discussion
Just wanted to say that I put an idea out there and it was met with some pretty nasty jaded responses. Things like the fact that my idea somehow had secret hidden agendas of trying to milk more inf from things. I don't think this thread should be closed (because this is a good topic to discuss) but I do think that people need to take a breath and not jump into every post with their own jaded flavors for seasoning. -
"The Game is not Balanced around IO's"..... should it be?
DrBasics replied to Galaxy Brain's topic in General Discussion
I think a couple of good ideas to balance (or bridge the gap) of bare-bones and top-end builds. Both would effect only radio/newspaper missions. Allow level of enemies to be increased to +6. Allow players the option to make the "named enemy" an Elite Boss or Arch Villain The fact that this would only work in radio/newspaper missions wouldn't screw with any Task/Strike force missions, and I tend to think the reason that radio missions have consistently been popular is because of how easy it is to jump in and jump out, for those of us with busy lives that require is to leave the keyboard for extended periods of time (read: spouse and kids!). This way both sides of the coin would get what they want. Granted, I didn't give much thought into what it takes to implement these changes and/or the negative effects this may (or may not) have. -
Super Strength Proliferation to Scrappers and Stalkers
DrBasics replied to ironjoe's topic in Suggestions & Feedback
I mean, stalker version of Street Justice hits harder than anything Super Strength. That is pretty much the Stalker version of Super Strength. -
I assume you refer to the Scrapper version of Ninjutsu (or maybe the Sentinel version?). Ninjitsu's run speed bonus is +85%, Super Reflex's run speed bonus is +35%. There is a bigger difference between these powersets than just run speed but if you are just trying to get a run speed character going, then ninjitsu is the way!
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Yeah, I actually already knew that. It was just a pipe dream of mine to be able to see other factions at lvl 50.
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Sort of related to the topic and can give you some inspiration:
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I wish that there would be a way of unlocking radio/paper missions for all zones to go from 1-50. So once we are all at level 50+, we can still go into Atlas Park, or the Hollows, or Mercy Island and be able to fight 50(+4) Skulls, Hellions, Snakes, Goldbrickers. Things we don't get to see on radio missions once we hit 50.
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If you could radically overhaul 1 thing....
DrBasics replied to Galaxy Brain's topic in General Discussion
I would overhaul the enemy threat system. I think it should go up to +8, x8. Obviously it is just an option and there will be no requirement for people that MUST run their teams +8. Keep the system the way it currently is, an option for +1, +2, +3, +4, +5, +6, +7, +8. The current meta shows that a team with just 2, or even just 1 fully IO'd, incarnate player can make a +4 missions team trivial. -
Let me say this about Sentinels. The fact that they do diminished damage compared to other classes is absolutely terrible. Seriously, it is... however, I have several 50+3, fully loaded IO'd characters. One of my go-to things to do when I have a short amount of time before I have to go do real life stuff is host 50+4 radio or paper missions. I usually advertise for anyone to join, even fresh lvl 1 characters. That said, I notice that with all my characters, the other team mates are just not really participating because I am able to kill off entire groups quick, fast, in a heartbeat. That said, when I run my sentinel, I notice that he gives the others a chance to participate because (1) He does less damage and there are targets to spare. and (2) His nuke hits like 8 - 10 targets and if they aren't dead, it puts some nice CC on them. And this nuke is up for every pull. So basically, what I am saying is that of course it sucks that my sentinel does puny damage comparatively, however, there is a tiny silver lining for me.
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Whenever I play a Sentinel, I like to take advantage of the shortened cooldown of the nuke. SR provides a great way to perma-hasten (or come super close to it) and that means your nuke is on a 20(ish) second cooldown. Maybe a little lower or a little higher. It is a fun way to play!
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No. Stop. Don't go there.
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What? Seriously, what are you even talking about? I literally just gave a shout out to @M3z ... You know what, you win.. whatever. Say anything to win an argument and run with the victory.
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There are tools available to deal with chat. Keep in mind, the toxic behavior people are not wanting to deal with doesn't break any rules, but it is perceived as something that people don't want to deal with. If someone was on the fence about PVP then they just got spawn camped and people are saying crazy things in chat. You can stop the chat, you can't stop the spawn camping or other physical aspects of PVP trolling. I know people will say "that's just part of PVP".. and that is why the community is so small. It literally comes full circle to my very first post in this thread.
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So this is the problem I see. The barrier that a lot of people have (majority in this thread) is the toxic behavior. You provide that the solution to that particular problem is "too bad, you are not the target audience because it is impossible to police the behavior of others". The 5-Star award should go to @M3z for providing an introduction to PVP in a friendly environment with many youtube videos to show that it can exist, but should also include a warning that the behavior of other PVP'ers may not reflect the behavior of what is perceived there.
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What you fail to realize is that even those that are NOT lactose intolerant are not going to want to eat the cheesecake because the waiter is rude.
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I mean in this thread of trying to get people who are not interested in PVP to try it, there are two sides. One side is for-PVP, the other is against-PVP. Just skimming through the thread you get the overall vibe of the "against-PVP crowd" saying that the main reason is the toxic behavior of the PVP community. The overall vibe of the "for-PVP" crowd is saying that PVP in every game is the same (that translates to the against-PVP crowd as "the PVP community in every game is toxic"). This isn't a good way to get non-pvp people to "try pvp".
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So someone creates a forum thread asking what needs to be done to get non-pvp'ers to try pvp. Many people talk about the toxic behavior of the pvp community (so many people that it triggered the quoted post). Many people tell stories from their personal experience with toxic behavior. You: Toxic behavior is not the reason. It's because everyone is scared to be competitive. Yeah, sorry, I don't buy it. I really am not trying to be jerk in this thread and I apologise to anyone that feels like I am.
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I completely agree with you. People need to give things a try before they dismiss it as something "not for me". However, I simply gave you the perspective of how many people think and feel. And this is a thread asking those people "How can we get you to try" (pvp). So I would argue that this thread is trying to get those very people interested. Whenever there is a thread about "How can we get you to try RP" , then it will be up to the RP community to defend itself and show it isn't (as you put it) "a bunch of futa catgurls circle-jerking in Pocket D"
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The problem that is present here is a problem that all the communities suffer from; ignorance. Many ignorant people (read: majority that are uninformed of PVP) will simply associate the toxic/bad behavior of Zone (or wherever it is present) PVP and Arena PVP. They see no difference between the two. The same way the ignorant (read: majority that are uninformed of RP) will associate every RP'er with being ERP, herp-derp Goldshire in World of Warcraft and/or "I put on my robe and wizard hat". And in my personal (anecdotal) experience, the people who troll RP'ers the most are of the PVP community. (keep in mind that I am not chastising anyone here) So the UNFORTUNATE task you face is breaking the stigma associated with ALL pvp'ers, despite sectors that have nothing to do with you.