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Everything posted by Dracomicon
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I saw the above post and thought my build was taken, but Ninja Training is just a place holder. This is my second entry: a more consistent blaster build in performance and more comfortable sitting in melee. Backstory Liam Smith was just an ordinary guy that was jealous of all the media and social attention that heroes get in Paragon City. He thought that he might be able to fake being a hero if he bought a gun and a sword. He spent most of his early career trying to do more with absolutely no real powers of his own. Finally sick and tired of never getting any attention and craving the attention that growing up in a family of 10 children denied him, he went to help save the city reactor Terra Volta and made sure to get a large dose of radiation. Now he can command fire and the attention of the media! Details This build has 45% Melee, 49% Ranged, 42% AoE defense and 56% resist to Smashing and Lethal. You can jump stealth into the middle of a pack and Hail of Bullets then Bonfire to whittle down most of them and your two melee attacks add -Def and Golden Dragonfly hits hard and looks cool. You have a heal, and Smoke Flash to give you some breathing room. I did not choose Blinding Powder since I just can't make the Arc work for me, but for some this is a major power with a Contagious Confusion proc in it. If you team a lot you might want to switch the last two powers for Melt Armor and Rise of the Phoenix, I went for acrobatics because I hate the rare times I get hit and held. Overall, this is a very flexible build with lots of options. Using Dual Pistols gives a more consistent damage output for fast running teams where you do not have time to Aim and then Build up, but you do miss out on that burst damage trading it in for swap ammo and stealth. 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! Liam Smith: Level 50 Natural Blaster Primary Power Set: Dual Pistols Secondary Power Set: Ninja Training Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Flame Mastery Hero Profile: Level 1: Dual Wield -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7) Level 1: Immobilizing Dart -- EnfOpr-Immob/Rng(A) Level 2: Empty Clips -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(7), Ann-Acc/Dmg/Rchg(9), Ann-Acc/Dmg/EndRdx(9), Ann-Acc/Dmg/EndRdx/Rchg(11), Ann-ResDeb%(11) Level 4: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 6: Swap Ammo Level 8: Bullet Rain -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(17), Ann-Acc/Dmg/Rchg(17), Ann-Acc/Dmg/EndRdx(19), Ann-Acc/Dmg/EndRdx/Rchg(19), Ann-ResDeb%(21) Level 10: Shinobi -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(21), LucoftheG-Def/EndRdx(23), LucoftheG-Def(23), Krm-ResKB(25), Rct-ResDam%(25) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 14: Kick -- FrcFdb-Rechg%(A) Level 16: The Lotus Drops -- Obl-Dmg(A), Obl-Acc/Rchg(27), Obl-Dmg/Rchg(27), Obl-Acc/Dmg/Rchg(29), Obl-Acc/Dmg/EndRdx/Rchg(29), Obl-%Dam(31) Level 18: Executioner's Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(31), Thn-Dmg/Rchg(31), Thn-Acc/Dmg/Rchg(33), Thn-Acc/Dmg/EndRdx(33), Thn-Dmg/EndRdx/Rchg(33) Level 20: Kuji-In Toh -- PrfShf-End%(A), PrfShf-EndMod(34), PrfShf-EndMod/Rchg(34), Prv-Absorb%(34), Prv-Heal/Rchg(36) Level 22: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(36) Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(37) Level 26: Pistols -- Thn-Dmg/EndRdx/Rchg(A), Thn-Acc/Dmg(37), Thn-Dmg/EndRdx(37), Thn-Dmg/Rchg(39), Thn-Acc/Dmg/Rchg(39), Thn-Acc/Dmg/EndRdx(39) Level 28: Smoke Flash -- RechRdx-I(A) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(40), LucoftheG-Def(46) Level 32: Hail of Bullets -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(40), SprBlsWrt-Acc/Dmg/Rchg(42), SprBlsWrt-Acc/Dmg/EndRdx(42), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(42), SprBlsWrt-Rchg/Dmg%(43) Level 35: Bonfire -- OvrFrc-Dam/KB(A), RechRdx-I(43) Level 38: Golden Dragonfly -- Obl-Dmg(A), Obl-Acc/Rchg(45), Obl-Dmg/Rchg(45), Obl-Acc/Dmg/Rchg(45), Obl-Acc/Dmg/EndRdx/Rchg(46), Obl-%Dam(46) Level 41: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(43), UnbGrd-ResDam/EndRdx/Rchg(50), UnbGrd-Rchg/ResDam(50) Level 44: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(47), GssSynFr--ToHit/Rchg/EndRdx(48), GssSynFr--Rchg/EndRdx(48), GssSynFr--ToHit/EndRdx(48), GssSynFr--Build%(49) Level 47: Super Jump -- Jump-I(A) Level 49: Acrobatics -- EndRdx-I(A) Level 1: Defiance Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- RechRdx-I(A) Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(13), Mrc-Rcvry+(13) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15) Level 6: Chemical Ammunition Level 6: Cryo Ammunition Level 6: Incendiary Ammunition ------------
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I have played a tanker for years, so trying to play a blaster always had me ending up in melee with mixed results. I tried a different concept with this blaster build and tried to embrace the ranged damage idea fully. This build is roughly 250 mil to make since I do not have much more than that to spend on a toon, and ends up with 45% ranged damage defense. The play style is to keep the mobs running and at range. I will approach a group with two tactics: 1) If nuke is up, I will click Rune of Protection then hover in with partial stealth running in sprint and then let them have it and then hover straight up dropping Bonfire and Rain of Fire while picking off the survivors. 2) Or if waiting for the nuke, I will hover up and drop bonfire followed by Enflame on a boss then Rain of Fire and watch them run all around while some flop like a fish and pick them off as they desperately try to kill me. Early levels your single target rotation will be Blaze, Fire Blast, Arcane Bold and in the later levels the single target is Blazing Bolt, Blaze, Fire Blast. Fire ball is your bread and butter for AoE with Rain of Fire if the team you are on is ok with a bit of scatter. End usage is not a problem once you get those unique enhancements in Health and Stamina. I really am enjoying the Chaos of the enemies scattering and still trying to get me at the same time. The character is called Simmering Sun because the enemies slowly get whittled down like frying bacon in a pan and you just enjoy them simmering along. He discovered his powers early in high school when playing a certain role-playing game and declared he was going to cast fireball. The blast knocked him and his friends back and burned up all the character sheets. Since then, he has been studying magic to control and expand his powers. He approached magic in a very logical and engineering-like fashion so his powers do not stray much from fire control. The costume is red and yellow themed with the Sorcery pool being colored to red and yellow as well. This is the build with the power choices as I have leveled him so doing time travel missions is not a problem: Hero Plan by Mids' Reborn : Hero Designer 3.0.1.9 https://github.com/Reborn-Team/Hero-Designer Click this DataLink to open the build! Simmering Sun: Level 49 Magic Blaster Primary Power Set: Fire Blast Secondary Power Set: Energy Manipulation Power Pool: Speed Power Pool: Flight Power Pool: Sorcery Power Pool: Fighting Ancillary Pool: Flame Mastery Hero Profile: Level 1: Fire Blast -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7) Level 1: Power Thrust -- Mk'Bit-Dam%(A), Mk'Bit-Acc/Dmg(7), Mk'Bit-Dmg/EndRdx(9), Mk'Bit-Dmg/Rchg(9), Mk'Bit-Acc/EndRdx/Rchg(11), Mk'Bit-Acc/Dmg/EndRdx/Rchg(11) Level 2: Fire Ball -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(13), SprBlsWrt-Acc/Dmg/Rchg(13), SprBlsWrt-Acc/Dmg/EndRdx(15), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(15), SprBlsWrt-Rchg/Dmg%(17) Level 4: Hasten -- RechRdx-I(A), RechRdx-I(21) Level 6: Rain of Fire -- Artl-End/Rech/Rng(A), Artl-Acc/Rech/Rng(21), Artl-Acc/Dam(23), Artl-Dam/End(23), Artl-Dam/Rech(25), Artl-Acc/Dam/Rech(25) Level 8: Build Up -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(27) Level 10: Hover -- ShlWal-ResDam/Re TP(A), LucoftheG-Def/Rchg+(27), Rct-ResDam%(29), BlsoftheZ-Travel(29), BlsoftheZ-ResKB(31), Ksm-ToHit+(31) Level 12: Aim -- GssSynFr--Build%(A), RctRtc-ToHit(31), RctRtc-ToHit/Rchg(33) Level 14: Arcane Bolt -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(33), Thn-Dmg/Rchg(33), Thn-Acc/Dmg/Rchg(34), Thn-Acc/Dmg/EndRdx(34), Thn-Dmg/EndRdx/Rchg(34) Level 16: Energize -- Prv-Absorb%(A) Level 18: Blaze -- Thn-Dmg/EndRdx/Rchg(A), Thn-Acc/Dmg(36), Thn-Acc/Dmg/EndRdx(36), Thn-Dmg/EndRdx(36), Thn-Dmg/Rchg(37), Thn-Acc/Dmg/Rchg(37) Level 20: Mystic Flight -- Srn-Fly(A) Level 22: Rune of Protection -- ImpArm-ResDam(A), TtnCtn-ResDam(37) Level 24: Kick -- KntCmb-Knock%(A) Level 26: Blazing Bolt -- ExcCnt-Stun%(A), ExcCnt-Dmg/Rchg(39), ExcCnt-Dmg/Rng(39), ExcCnt-Dmg/ActRdx(39), ExcCnt-Dmg/EndRdx(40), ExcCnt-Acc/Dmg(40) Level 28: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(40), TtnCtn-ResDam(42), TtnCtn-ResDam/EndRdx(42) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42), LucoftheG-Def/EndRdx(43) Level 32: Inferno -- Obl-Dmg(A), Obl-Acc/Rchg(43), Obl-Dmg/Rchg(43), Obl-Acc/Dmg/Rchg(45), Obl-Acc/Dmg/EndRdx/Rchg(45), Obl-%Dam(45) Level 35: Bonfire -- SuddAcc--KB/+KD(A), RechRdx-I(46), FrcFdb-Rechg%(46) Level 38: Enflame -- Artl-Acc/Dam(A), Artl-Dam/End(46), Artl-Dam/Rech(47), Artl-Acc/Dam/Rech(47), Artl-Acc/Rech/Rng(48), Artl-End/Rech/Rng(48) Level 41: Fire Shield -- TtnCtn-ResDam(A), TtnCtn-ResDam/EndRdx(48), Ags-ResDam/EndRdx(49) Level 44: Melt Armor -- AchHee-ResDeb%(A) Level 47: Rise of the Phoenix -- RechRdx-I(A) Level 49: Boost Range -- RechRdx-I(A) Level 1: Momentum Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Flight-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(17), Mrc-Rcvry+(19) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(19) Level 1: Quick Form ------------ I am currently at level 44 and having a blast (pun intended), so the last few power choices might change since I like the idea of Power Boost but haven't played with it much and love flying so I have Mystic Flight but could see switching that for Spirit Ward to be more team friendly.
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A note on Rune of Protection changes
Dracomicon replied to Captain Powerhouse's topic in Open Beta Testing
Thank you HC devs for I was expecting a more significant change to this power. I put RoP in all my characters that can fit it in. Most of my characters this breaks the theme of the character but I am willing to do that and pay the three powers needed to get it for it is just that good of a power. On Beta it gives me more options in leveling from 1-50 as to if I will use it reactively or proactively. In most cases it has not changed the basic way that I play, and feels more like a buff with the resistance now active when using it when mezzed. Only when running farms do I notice a change as there is a little more risk on my squishies if my timing is off. -
Discussion: Improvements to the Warriors
Dracomicon replied to Piecemeal's topic in Developer's Corner
I always liked the idea that the urn requires fuel to work. So Odysseus actually hunts for artifacts to place into the urn and convert the magic of the artifact into liquid that powers the Warriors. Only specific kinds of artifacts work, so Odysseus gathers as many as he can to find ones that work and the rest he hoards or sells to the highest bidder. Lately, Odysseus has found that the thorns from CoT possessed civilians is great fuel for the urn as well as the tattoo flesh of the Tsoo. So he has begun to hunt down CoT and Tsoo for bodies to dump into the urn to continue to power his warriors. The twist would be that unknown to Odysseus, the demon prince takes a share of the power from the urn every time he uses it to make more liquid for his warriors. As the Warriors begin to hunt down the CoT and Tsoo, the demon gets supercharged by all the new power flowing through the urn. Odysseus figures out the demon is connected and cons players into finding a way to sever the connection of the urn to the demon. This would allow Odysseus full access to all the power the urn has to offer and that would result in even stronger Warriors once they drink. This would be a way to bring about Incarnate powered Warriors. -
Absolutely this. The team leader often will set the tone for the team, and keep the great banter going and engage the other players. This is one of the reasons I am often star adverse, because that takes some effort and I tend to be more business less chatter.
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So glad that you posted this. I was one of the 7 going through the Skull arc and everyone acted like friends even though I knew nobody on the team. I was running my theme character Liam Smith who after running 35+ levels without ever leveling up, just leveled and was joining any lower level groups in a time loop redo to fix the mistakes I had made. I loved that everyone stayed in character. It is teams like that that keep me playing no matter how many times I have run through the same missions on other characters.
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It's like dating the step-sister of your ex. So you should feel a little bad, until your ex starts dating your best friend.
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What do you think is the best support Lore pet?
Dracomicon replied to RudedawgCDN's topic in General Discussion
I haven't tried on Homecoming, but back on Live once you used up all of the Amy's Ward charges it was gone for good. -
What do you think is the best support Lore pet?
Dracomicon replied to RudedawgCDN's topic in General Discussion
You obtain a shard with 5 summon charges on it when you complete the mission Shiva Strike Mission in Bloody Bay. It is a temp power that you would have to redo every time you use up the five charges. Summon Amy Johnson is another temp power obtained by completing the Katie Hannon Task Force that allows you to summon Amy Johnson 5 times before you. The Shivan Shard is obtainable solo, but better on a team. The Katie Hannon TF first mission can be tricky if the team composition is just random. -
Farming Incarnate Salvage - 1 salvage roll every 15 minutes!
Dracomicon replied to Oklahoman's topic in Guides
OK, just an update on my numbers, I ran both 10 more times on my better machine and the final results were: Mastermind 20 times running the Arc at +2/6 with bosses my drops were: 13 common, 8 uncommon, 5 rare, 4 very rare Controller 20 times running the Arc at +0/3 no bosses and my drops were: 25 common, 5 uncommon Then I added was finally able to run my controller with bosses and so far these are my results: Controller 3 times running the Arc at -1/1 no bosses and my drops were: 1 uncommon, 1 rare, 1 very rare Either my controller had terrible luck when running on no bosses, or there is a possibility that you get better rolls with bosses. It was just funny that the first time I ran with bosses, the first random drop I got was the first very rare for this character. -
Weekly Discussion 85: T1 Immobilises in Control Sets
Dracomicon replied to GM ColdSpark's topic in General Discussion
1) I never take the T1 immobilize when I have the choice. The immobilize can be replaced early levels with a temp power and as you build up recharge, the single hold becomes available enough and you can use the AoE immobilize with some end management solo in every encounter. On teams, you do more damage with your AoE as long as you wait a second for mobs to bunch up. 2) Add a -5% DEF and -10% RES to the main damage type of your powerset to the T1 Immobilize. 3) No under or over performers. 4) Spectral Wounds showing green heal numbers above their head. I always thought it should be a different color, like pink or blue to represent the target healing from the fake damage. -
I will echo this thought. I am playing a blaster that only uses temp powers and has not leveled up, so still level 1 but running at security level 30 at the moment. Nothing is useless in this game. I find my Tanker the most forgiving AT to play endgame content, since often when a mistake is made you end up in the hospital but with a well built Tank you can make a few mistakes and still be fine. I have run farms with him, and often those on my team that are low level like the extra protection my taunt provides for when they get the itch to join in and try to take a few mobs with their characters. Each AT often will encourage a certain style of game play that may be more efficient than another type, but most at the endgame can be played in many different ways that may be less efficient but still useful and fun.
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What should the aggro cap on Homecoming be?
Dracomicon replied to oedipus_tex's topic in General Discussion
I have always wanted to lower the taunt limit to 8ish and give tankers a Bodyguard mechanic like the Masterminds do for their henchmen but for their teammates. Like 10% of a teammate's damage is redirected to the tanker for the full team, or a tanker chooses to take one teammate under their wing and only that one teammate funnels 50% of their damage to the tanker. The idea came from Master Blaster in Mad Max. -
Farming Incarnate Salvage - 1 salvage roll every 15 minutes!
Dracomicon replied to Oklahoman's topic in Guides
Thanks for the reply. That seems to indicate it was on my end. I did run my MasterMind runs on my newer computer, but ran my controller on my significantly older computer. I have noticed that my low end computer tends to have more lag and the procs do not seem to fire as frequently. I wonder if the RNG is different for low end computers. Or more likely, the RNG just hates my controller 🙂 -
Farming Incarnate Salvage - 1 salvage roll every 15 minutes!
Dracomicon replied to Oklahoman's topic in Guides
Just to add my data to this, the drops might to be tied to what difficulty settings you run the missions at. I ran this arc 20 times on two different characters (a small sample, I know) but had two very different results based on their settings: Mastermind 20 times running the Arc at +2/6 with bosses my drops were: 9 common, 5 uncommon, 3 rare, 3 very rare Controller 20 times running the Arc at +0/3 no bosses and my drops were: 18 common, 2 uncommon The Mastermind runs with bosses seem to support the percentages from AboveTheChemist, but the Controller runs show that either the game RNG hates him or the difficulty settings do affect the drop percentages. I suspect that the option to keep bosses on, is the deciding factor to getting better drop percentages but the sample size is so small that I will need to keep track of it more. Has anyone else seen reward drop differences based on difficulty settings? -
For my character, I slots enhancements in any slot that I have available, which without leveling is 5 slots (1 in each primary power, sprint, brawl, and prestige sprint). The idea is that you are a normal human in a Super world. So you can use equipment that should be readily available to the normal populace in this world of the super-powered. That is why all temp powers are available, because they are designed to be available and accessible to anyone without questions. Anything on the market is fair game, since those are publicly traded not-only with heroes but also villains so regular citizens should have access to anything on the market as well since only money is the main factor. To me Inf. is money, which is not how it is described in the game but the real logical conclusion once it was allowed to be traded with other characters and is used on the market. It is just a currency that usually only is used by super-powered individuals. But the auction house and shops do not always employ super employees, so they must be able handle this kind of currency as well. So a regular citizen should with some effort, gain access to this rare currency as well. That is why one of the rules is that you must earn your Inf. for yourself. No super would just give it away to an unregistered citizen. However, you can earn it by bringing down enemies and running missions from those who don't care if you are registered or leveled. I understand that enhancements are not supposed to be equipment, but since they can be traded on the open market I treat them as equipment for my characters. A regular citizen would be able to pick up equipment and use it to some degree. The limit is how many you can handle at one time, and for an un-leveled character that is 5. This is how I look at enhancements: Training Enhancements - These are just books. Book on how to aim better, relaxation techniques from the latest guru, etc... You can only remember so much at a time, so that is why when you switch training enhancements in a power, its like taking a new class at school and forgetting the previous class. Dual Origin Enhancements - These are described in game, and most are described as equipment. I view the DNA/Genome alterations like an insulin pump that you attach to your body to use. Single Origin Enhancements - These are very specific but I still look at them as equipment by origin: Magic - These are spells of blessing by Dimensional entities, that are written on scrolls that when used are cast once on the individual. If you want to remove the blessing you just write down the blessing and that becomes the new scroll. Mutation - Secondary Mutation caused by exposure to the genetic altering substances. I see this as blood or distilled genetic material from other mutants in an insulin pump like device that enhances your existing mutations. Natural - Techniques that are taught via a series of videos from specific teachers that you must buy a license to access online. These techniques are so complicated that if you lose your license you will eventually forget the technique. Science - Experiments that are done with home equipment following specific formulas online that require access to rare chemicals and materials. These materials plus the formula are what constitutes the enhancement that can be sold. Technology - This is small cybernetic devices that are implanted into your suit, body, weapons to enhance their abilities. In most cases, I look at these like ram chips that can go into any machine. Hamidon / Hydra / Titan Enhancements - These are very small pieces of these creatures that radiate power that enhances the holder. Like chips or shards you hold in a necklace or special bag. Invention Enhancements - The in game material is very vague about what these are exactly. Since these are crafted, usable by anyone, and tradable after being used they must be small and not permanently attached but hard enough to remove that when defeated you do not lose them. I see them as nanotechnology patches, like a nicotine patch, but instead of nicotine it injects nanobots that enhance your abilities. This is why you need a special unslotter to remove them and gather all the nanobots back into the patch. Some might not look at the enhancements like this, since by being equipment, it means that it is not a permanent change to your character. But I look at the ability to hold more slots as the permanent change being a growth of the character and their ability to tolerate more enhancements, not the enhancements themselves. These are just my own views on how these things function in the game world.
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I definitely recommend writing down the journal even if it is just a few key words to remember what was going through your character's head. It's the first time I am writing down a journal and it really makes some of the old stories fun and new again seeing them from another perspective as I write, and it also helps me see my character's growth and how he is evolving as he plays.
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Looks great! I hope you have fun. I know that I still am enjoying my character quite a bit. I had a short bit of a low point round the very late teens, until my character started liberally using prescription drugs (amplifiers from P2W which are only 1000 since you are not leveled). Funnily enough, so far the only things locked from an unleveled character is the Invention Tutorial and the PVP zones.
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I just dinged 22, and loosing the Prestige IOs and Beginner's Luck has really made running my character difficult. I never appreciated how much those two things improved the journey to 21. It is one of the reasons that I posted, for ideas on using the few slots I have to make up the difference for the loss and temp powers I may have overlooked. Never tried a pet-less mastermind, that may be my next character.
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Thanks for the suggestions. It was running a non-slotted controller that got me thinking about how the temp powers can help smooth over deficiencies in a build especially in the early level that got me thinking about running a character with temp powers only. Even though I do not level at a trainer, I still go up in fighting level, so I do get better with what abilities I have. I am looking to see how far I can go with only temp powers. It is still fun, especially since I have not run a blaster in a long time.
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Character Journal Biography As an avid TV watcher, I have watched many of the Super-powered individual journeys for some time in Paragon City and Rogue Islands. They make it look so easy when you have been given everything by just having some life-altering accident in the chemical plant. I was not gifted with any special abilities. I am just average. I even have one of the most common names around: Liam Smith. There is nothing about me that makes me special, in fact I get mugged about once a month working in Atlas Park. But, I want to prove them all wrong. I will use the leftovers of those supers to do something extraordinary with my ordinary life. This is my story. Starting out (1-5) - Everyone mentions Matthew Habashy as a person to start with. He however works with the Federal Bureau of Super-powered Affairs and I am not registered so his missions are out. Looks like all of the standard contacts are connected with the FBSPA, so I am not allowed to participate in any of their missions. - Stopped at P2W she did not even check for my registration. Sweet! I grabbed two Prestige enhancements, Nemesis Staff, Blackwand, Undead Slaying Axe, Jump pack, and Athletic Run. These will be my main staple abilities. - I cannot figure out how those Supers recover so quickly, apparently they are taught some special form of power-napping at security level 2 and I am not registered so no napping on the job for me! - I found some Hellion arsonists trying to burn down buildings. This looks like a good place to make a difference since it appears to be beneath most of those privileged Supers. - My work against the Hellions has gotten me to fighting level 3, but no training for me. Those glowie flashy Supers don't understand the hard work and determination that an average guy needs when things are not handed to them in a golden radioactive spoon! - Drat, a warshade swooped down and cleared out all of the Hellions just as I was learning so much about fighting through the pain of gunshot wounds. That Show-off! - I stopped a mugging, poor lady said every week someone is trying to steal her purse. Job well done. This is why I spend my vacation and sick leave helping out! - Stopped another mugging where a Super by the name of Super Unknown just stood by talking to his wife and did nothing! The lady I saved said I was their new favorite hero. HA! I'm no hero, just an average guy! - OK. Hold on people. That is like the 6th mugging I have stopped. Do you have to take the dark alley to work every day? Where is common sense these days! - Someone is leaving gifts all over the city. I made the mistake of opening one and snow beasts jumped out. I barely survived. What kind of nightmare-ish prank is this? - I got my first piece of salvage today an ancient artifact from an electric tinker-toy. Weird thing to find in the wreckage. - Made it to fighting level 5 tearing up more of those tinker-toy things. I stopped at the Hospital where it is warm and nobody questions if your are registered or not. It is a bit annoying that some alien wierdo that named Dillo is hogging all the soda's and snacks from the machines. Typical for a Super. Finding a Groove (6-10) - I think I am under too much stress and under the influence. I made the mistake of traveling to Pocket D on a date, and got stood up. Next thing I know, I am in this fever-dream of helping Father Time by saving a Baby! But it was no baby, more like a man-child. Father Time asked for the mightiest mortals and I am definately not that. I will never look at snowmen the same way again. - I just learned that the Paragon teleport system is open to anyone who can collect a set of badges! They don't even ask for your registration, just want to see the badges. I am surprised that my co-workers do not use this for their own travel. - Vanguard is getting lax in their security. The front doorman asked for my identification and when I told him I was just badging, he just let me inside the Atlas building! - My boss at work is getting suspicious. He asked me the other day, why I was no longer coming in late to work due to getting mugged or robbed. I told him I was just getting lucky, but I think he is keeping an eye on me now. - I had a random phone call to go talk to the security chief about Perez Park. He gave me my first real mission with without any papers required. How hard can Perez Park be? - It is a mess at Perez Park! I can't believe that I used to take dates here. I have resorted to guerrilla tactics to survive. - Wow I thought I had a hard life, but those citizens in Kings Row are truly suffering with many of them homeless. - I have helped so many police getting a beat down by the Skulls, only to turn around and see them pushing some Skulls around. Its getting harder to tell who I should be helping. Mission Capable (11-15) - A reporter asked me to look into Toothbreaker Jones about selling superadine. His gang called me the Po-Po, the Fuzz, even a cape. I'm not even registered! So, I cleared out the whole building with some gusto. That will send a message! - Those Skulls set a trap with Mandible! I got lucky, but that was too close. And what's up with all the mouth nicknames? - Oh man, she published it in the papers! Unregistered Hero busts Superadine lab. Thank goodness my name is so common, they think its some sort of secret identity. - I lied today. It was a lie of omission. Athena Currie asked for Hero to help her, and I told her I would help. She told me of some increasing tinker-toy activity and asked me to look into it. I found a help note inscribed into one of those I destroyed. - Following up on that clue, I eradicated a whole building of those blasted things only to find another note that sent me into the sewers. I found Lou in the sewers being held captive and being forced to build more tinker-toys. He was grateful to being rescued, but told me his family was still being held captive. - I rescued Lou's wife and daughter today in his shop where they were being held. It was nice to help out this good family and he gave me a 10% discount on any car repairs I may need. Too bad I do not own a car! - I burned my clothes today. Three days of washing and still couldn't get the stench of the sewer out of them. Paragon needs to really clean-up it's sewers. Maybe encourage real super heroes to go down there with badges and rewards and stuff? - The university will not let me learn about inventions because I am un-registered. Tough Times (15 - 20) - I am helping Jim Tembler in Faultline and his super-annoying friend. She is everything that is wrong with those entitled super powered individuals. On the other hand, I could relate to Jim since I knew exactly what he was going through hiding such a secret! - An artist friend sent me to investigate a drug deal gone bad between the Tsoo and the Trolls. I am not sure how she is so in tune with the drug underground in Paragon, since she was so well behaved growing up. I was able to stop a new drug called Rage from getting on the streets. - I was able to help create a cure for the Lost, and because I am not registered, I will never get credit for that. - Am I becoming what I detest? I find myself running right past muggings and theft on the streets just to help some random person who called me on the phone. I must never lose sight that I am not one of them, even if I get treated like a super at times! - I started day trading on the market with my retirement funds to help pay my bills, since I am missing more and more work now. Game Changer (21 - 25) - I went through the leftover bins at Wentworths and found some enhancements. I am not sure how these work since I am not allowed to take classes without registration at the University. I just ended up cracking them open and dumping them on my shoes and guns. Hope that is the right way to use them. - Turns out that you slap the enhancements on your skin. Can't believe how much money I wasted on the first set of enhancements. Oh as a reminder to myself, don't put the enhancements on your arm where it rubs against your side as the chafing is awful. - I decided to get some help, and purchased some performance-enhancing drugs called "Amplifiers". These things help me soo much. I feel like a new man when I am on them, but fear when they wear out. - I have been asked to stop the release of a bad song. What kind of social media censorship is this? I mean how bad can the Dirge of Chaos be? - Those drugs are messing with my mind. I have never wanted to harm a prisoner, but that Amanda Gates has changed all that. She kept calling for help, and I had to drag her out at a slow walk otherwise she would try and run away. I hope she rots in jail forever. - I was told that even though Jimmy the Preacher tried to kill me, because I am un-registered, he will go free! What kind of broken police system is this! - The Devil's Timepiece, Magic-Man doing his dance, and an attic of lost magic items because someone was too lazy to invest in a security system. I cannot believe I am even helping Mercedes.
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The optional is for when you reach a point that going forward is too much of a slog. I am hoping to not need this till level 30s or so, but the twenties are fairly brutal without Beginner's Luck. I have found that most contacts are not level locked by trainer, just by security level that you get as you gain XP. Yes, when you run into a situation that exposes you power altering circumstances, you can visit the trainer right after that and level up to your current XP level. You then have to wait until the next event to do it again. So in theory, you can go to Ouro and train up at level 10, then again in your twenties, thirties, and forties using the Terra Volta trial. I have made it to the 20's without needing to use a trainer, but being a blaster has been very helpful. I will look into the grenades, never had a need for them before. I currently have Throwing knives, Nemesis Staff, and Blackwand for my attack chain but the lowered accuracy is making it difficult to predict my success in encounters.
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I am running a Non-Super's Challenge character and I need to find out what temp powers are most recommended? Plus, to get some slotting help for my challenge character. I need to know what are the best things to slot when you only have 5 slots? What should I put in the following slots: 1 slot: Dual Wield (Knockback, Universal Dmg, Blaster, Slow, Ranged) - Right now I using Ruin: Acc/Dam/Rec as a replacement for the Prestige enh. 1 slot: Imm. Dart (Universal Dmg, Blaster, Immobilize, Ranged) - Right now I using Ruin: Acc/Dam/Rec as a replacement for the Prestige enh. 1 slot: Brawl (Universal dmg, Melee) 1 slot: Prestige Power Slide (Leaping, Running) 1 slot: Sprint (Leaping, Running) - Right now I am using Celerity: Stealth for help in managing mob pulling Here is more information on my challenge character: A NON-SUPER'S CHALLENGE How long can an average citizen go as an unregistered hero. What are the best temp powers to get? CHALLENGE GROUND RULES - Use a non-super name - Pick powersets that can be reasonably used by a normal person - No Super Groups access - No AE access - No Flashback missions - No visiting a trainer and leveling up. Your initial powers and slots plus any temp powers is all you get. - Avoid any missions from FBSPA, Operation Destiny, Bank jobs, or anyone associated with government/those in power. - Teams only for your missions, or the Terra Volta Trial. - Only use money that you earned yourself - Avoid the tutorial at the beginning unless you are playing a Praetorian (Optional) If your character gets unplayable then you can use exposure to special events to grant you powers. So finding an Ouroboros portal and using it to gain the entrusted with a secret ability is one way to allow for one trip to the trainer. Running the Terra Volta Trial is another way to gain access once to the trainer for leveling up. Must be noted in your biography how you gained your powers. My Character (Liam Smith) I choose the most common US boy's name for 2020: Liam and paired it with the most common last name in the US: Smith. I choose to be a Natural Dual Pistols / Ninja Training Blaster. I choose as my initial powers: Dual Wield and Immobilizing Dart. While a normal gun and a tranquillizer gun require permits, there are plenty on the black market with a reasonable cost. The Idea As an average citizen, you have no real access to super powers of your own. But, living in a super-powered world you can pick up any temp powers you find. This means that you will have no access to Super Groups, AE, Trainers, Hospitals, Vanguard or the like. The Auction house, Events, and P2W all have temp powers that you can use freely. UPDATE 1 - Getting to level 5 - The lack of rest makes a huge difference in how long it takes to move from spawn to spawn. So far not noticing much difference in missing access to my primary and secondary but at these levels that is expected. UPDATE 2 - Now at level 10 - The new long range teleport power and Jump Pack with Athletic run and Sprint make travel bearable. - Beginning to lean a bit more on inspirations to prepare for some encounters, and noticing that three enemies to one is a fun level of difficulty at this stage with no additional Primary or Secondary powers. - Glad to have the Winter Event resurrection temp power. - The invention tutorial is locked by security level, and so is not accessible to me. UPDATE 3 - Made it to level 15 - Really beginning to feel the sliding loss of Beginner's Luck. Noticing more misses during my encounters. - The Blaster's inherent power Defiance really makes a difference. Holds are not an instant fail because of this. Had I chosen a different AT, any mezzing enemy would be much more difficult. UPDATE 4 - Rough going to 20 - Had a couple of Elite Bosses (Nocturnal and Kurse) that were very close to defeats. I had to do some fancy hit and runs to get the win. - At this point had enough influence and salvage to start playing the market. Did not use merits to seed any money. - Throwing Knives is still a great power to use and holds its own as I level. This may not be the case if my powers were slotted up, but against my single slotted attacks this fits right in. UPDATE 5 - New discoveries going to 25 - All PVP zones are locked unless I level. - After 21 found that I had to drop the settings initially to -1 level to avoid fatal encounters. - Discovered Amplifiers in P2W. I have never really needed them before. They only cost 1,000 since I am not leveled up, but make up the difference for losing Beginner's Luck, and they give status protection! Back to running missions at +0. - The temp powers are doing more damage than my initial powers, and they are the only way to get AoE against ambushes which can prove to be very dangerous.
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Weekly Discussion 81: The Player-Market
Dracomicon replied to GM ColdSpark's topic in General Discussion
I will add my voice to those in this thread that the player-market in this game is one of the best markets of any game out right now. I would propose the following changes: -> 1 to 2 Month Average Displayed (Quick Fix) The problem with not showing the last 5 bids and/or showing incorrect history might be a really big effort to correct. I think that a quick band-aid would be if you calculated from a database script the averages of the prices from the last month or so and placed that information in a hard-coded table of information not connected to the database. All you would need to do is display the hard table information maybe in a separate window. The script would be run right after server maintenance to update the data table once a month or so. This would give players that do not spend a lot of time in the market an idea of what the correct-ish prices should be, and by avoiding the database should not have the history display problems. -> Market Tutorial As suggested in this thread already, I think this should be a top priority. I have played for a bit of time, and after reading this thread, yesterday was the first time I bought converters with merits and then sold those converters on the market. I had a low-level character that for thematic reasons refused any help/loan from my other characters. I went from having 200,000 to getting some market seed money of 1,500,000 from selling converters. I then used that for salvage to craft the recipe drops I had been holding onto and 36 hours later I am sitting at over 10,000,000. This completely changes how I will approach my character building at the early levels without a level 50 sponsor footing the bills. -
My vote goes for the following ideas that have been presented in this thread that focus on Kallisti Wharf: 1) Add AE contacts in Kallisti Wharf that allow access to specific arcs that are dev approved. I see this as the biggest payout for Dev effort, as once implemented there will be more incentive for player created content that has a dedicated zone for it. 2) Add Zone Events and GM events code to Kallisti Wharf mobs, so that it becomes a level-less zone. Anyone can be in the zone at any level and participate as the enemy mobs that show up are level-less with minions as white, LTs are yellow, and bosses are red. 3) Make all enemy mobs in Kallisti Wharf use the praetorian code and show up yellow until attacked. This way the lower level characters can run around the whole zone without fear, like a normal citizen would. 4) Going along with number 1, expand on the allow AE missions to incorporate temp powers and alignment changes as part of the story-telling process. The AE rewards might need to be reduced on arcs that incorporate temp powers to avoid abuse, but once chosen for Kallisti Wharf implementation they would get full normal rewards. This creates a new zone with growing content from hopefully a reasonable amount of dev work, and is a zone that allows all levels to participate. If this zone becomes popular, then other neglected zones can get similar attention.