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Ravenbane

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Posts posted by Ravenbane

  1. I'm not a fan of the chest-beating default animation for Tough, so I always change it to flex. However, I noticed my Psi/Shield stalker is still doing the default animation.

    I verified that's what I had selected in the costume creator, then went back to the default animation, then back again. It was still doing it. I tried it with all of her shield powers off and then she did the Flex animation instead. Put my shield toggles back on, and it was the Tarzan chest-beating again.

     

    Not game breaking by any stretch, but it's clearly not working as intended.

    Originally submitted this as a bug report in game and was advised by GM to post here.

     

    Thanks!

  2. I am aware of how power customization works. This is an entirely new animation (unless something like it exists in the Peacebringer sets, I've never really gotten into the EATs). It would also give Illusion controllers a little more CC, but as I said, it's a strong set so that's a moot point.

  3. Admittedly this suggestion comes from a very selfish place. I LOVE the animation for gleam in the Illusion Control primary for Dominators.

    I suspect most people don't take both Group invis and Superior invis unless they had room in their build and they're just using one of them as a proc mule. As such, I suggest giving Controller players the option to choose one or the other (much like how /SR sentinels can choose Master Brawler or Practices Brawler), and adding Gleam to the Controller version of the primary as well.

    Just a thought. I have had an Illusion controller since Live and it's a very strong set as it is.

  4. 1 hour ago, Lazarillo said:

    Looks like a neat idea, especially with the pet not really being a "pet", it opens it up to a broad number of potential concepts.

    Not a huge fan of the music notes in all the animations, though.  A note-free version would feel much more versatile.

    On the flip side I would VERY much like to see the notes applied to sonic blast. 

    • Like 3
    • Thumbs Up 11
  5. 4 hours ago, Uun said:

    I like it. A few other ideas:

     

    Basalt Bomb (from the Igneous)  https://cod.uberguy.net/html/power.html?power=igneous.magmites_lt_boss.basalt_bomb&at=dominator

     

    Not sure if it's possible to modify the eminators to buff allies instead of DE, but other Dominator epic sets have team buffs. Obviously these would need to be toned down.

    Cairn (from Devouring Earth) https://cod.uberguy.net/html/entity.html?entity=devouringearth_cairn

    Quartz (from Devouring Earth) https://cod.uberguy.net/html/entity.html?entity=devouringearth_quartz

     

     

    Ooh, dropping a DE eminator is a cool idea too!

  6. Hi everyone!


    Dominators are the only AT that have access to an earth primary and/or secondary and don't have a related epic pool. Now, I know this is because Earth Assault already uses most of the Stone Melee set and that doesn't leave us with much to choose from outside of Stone Armor as far as player powers a. However, I think there are enough powers from NPCs we can pull from to create a Stone epic pool for Dominators.

    Here are my suggestions.

     

    #1 Dust Cloud OR Dust Devil - You direct a mass of rock fragments and sand at your enemies. The tiny shards cause a small amount of lethal damage, and reduce the vision and accuracy of your foes. Minor damage (Lethal), - to hit, - perception.

     

    Dust Cloud could possibly include a chance for confuse like Blinding Powder. Dust Devil would do knockdown or slow. Undecided on adding -defense/resist from the lethal damage from the bits of sand and rock... that might be too much with the other effects.

    My first thoughts for the animation for Dust Cloud would be EITHER a colored variant of Gale so it looks like dust OR the animation for Blinding Powder, also colored to look like you're throwing dirt in someone's face. Dust Devil would be like Scirocco's power, but it only summons one of them. This would basically just be a reskin of Water Spout from Leviathan Mastery in most aspects, but the secondary effects would be different.

     

    The -to hit also provides nice synergy with power #3.

    #1 Alternate - Gravel. This is a straight import from the Minions of Igneous power.
    AssaultWeapons ShotgunBuckShot.png Gravel Ranged (Cone), Moderate Damage
    Pumicites can spray a cone of jagged gravel at foes, shredding them.


    I would consider adding -defense OR -res as an additional effect to this as well, attributed to the multiple tiny cuts inflicted by the sharp bits of Rock.

    ... now that I think of it this could be a good animation choice for Dust Cloud as well.

     

    #2 Earth's Embrace - Self Heal, +Max Health, +Resistance(Toxic). Straight import from Stone Armor, which is also in the Stone Mastery set for Controllers.

     

    #3 Rock Armor - Toggle: Self +Defense(Smashing, Lethal). As above. Import from Stone Armor, which is also in the Stone Mastery set for Controllers.

     

    #4 Upthrust - Taken from the Prophetess/Oracle/Syblls of Earth in the Talons of Vengeance.
    TalonsOfVengeance Upthrust.png Upthrust Targeted AoE, Moderate DMG(Smashing), Minor DoT(Lethal), -Fly, Chance to Knockdown
    You channel seismic energy into the earth, causing a micro-fault to erupt under your target. This causes a shard of rock to thrust upward out of the ground, dealing smashing damage. The force of the eruption also hits players with shards of rock, causing bleeding, can knock flying targets out of the sky, and knockback enemies.

     

    All the other Dominator APPs include a ranged AoE. So this is Earth's.

     

    #5 Foothold - Your connection to the earth makes you slightly resistant to physical damage, and provides Immobilize and Knockback protection when you are on the ground. This power is always on and costs no endurance.

    This is an auto power, combining Stone Skin (somewhere between 5% and 10% resist to S/L) with some aspects of Grounded from Electric Armor. Earth Assault in particular is a melee-heavy dominator secondary, and while it would require a significant power investment in the APP, it might be worth it for doms that are in the thick of it, especially if they aren't built for perma-dom (not going to discuss the merits of that choice... having tasted greatness perma-dom my plan for all my dominators). I know I'd take it on my Earth/Earth dom.

     

    This wouldn't be the only mez resist option in a dominator APP (Psionic Master provides Indomitable Will), but it trades high psionic defense for minor S/L resist and while it's an auto power, it provides no protection for "harder" control effects like hold and disorient.

     

    So those are my thoughts. Curious to hear what others think.

    • Like 1
    • Thumbs Up 2
  7. 10 hours ago, Voltak said:


    We may certainly  include Dark Assault in that list.  Very good and viable option if you want to be mostly at range. And it has good options if you want to sometimes dip into melee range. 


    Thank you! I forgot about Dark, though I didn't intend for that short less to be comprehensive. Lots of ranged attacks. The T9 is melee but it's also a great power (my main is a DM/WP scrapper) with the added immobilized to keep them from chasing you if you want to back up.

    • Like 1
  8. Circling back to the OP's question. As others have said, Mind Control doesn't benefit from containment as much as some of the other control sets, but especially with Perma-Dom going is a very strong control set. I freaking LOVE my Mind/Psi/Psi Dom. She locks down entire large rooms in missions by herself between Mass Hypno, Terrify, Total Domination, and Mass Confusion. I attempted to make her a Mind Controller on live more than once and it was an absolute struggle and, IMO just not fun.

     

    Mind Control doesn't have any PBAoE powers, unlike many of other other control sets, so I would lean towards any assault secondary that allows for a good ranged attack chain so you can stay at ranged as much as possible like Psi, Fire, and Energy. I was going for a psionic character with my main dominator so Psi was the only logical choice for me ( though I guess you could spin Energy assault as telekinetic force blasts), and I think it's very strong. I'll go into melee range for Drain Psyche since I've already mezzed everything anyway, then follow it up with Psychic Shockwave (which I've proced for KD on top of the disorient already in the power) then move back to ranged. YMMV.

    Dominators (and scrappers) are probably my favorite two ATs to play. I don't think any of the primaries are bad. There are just some that aren't as painful to play as controller sets so I lean that way with those (mostly the newer sets), so most of my dominators use the older control sets as their primary.

    • Like 2
  9. If you change the Fly Trap customization to color tintable, then go back to original, it doesn't go back to the original colors. It keeps whatever you set in tintable.

     

    It also applies this change across ALL costumes, even ones that still had Fly Trap set as original and never changed it, though it doesn't look like it's still the original colors in the costume creator.

     

    Case in point.

     

    image.thumb.png.dab59ff2ed13b37bcfb45c8a24a73393.png

     

    No change after switching back to original.

     

    image.thumb.png.a8a39ed37e8e1d45b1fd384989bfb768.png

     

    This lack of change applies in game as well. After checking out of the tailor with the color set to original, and I respawn the Fly Trap, it's still the more vibrant green.

     

    Can post the other half of the issue in a reply.

    • Thumbs Up 1
  10. This is my Ill/Rad's build. I had her way back on live as well but she's been updated with the newer sets and things on Homecoming. PA is perma'ed and she was as much of an AV/GM killer now as she was on live many moons ago. Slots and set bonuses were almost entirely focused on recharge in the interest of getting Hasten and PA Perma.

    She runs with SI on all the time in missions. It's a concept/roleplay thing for me that she's invisible as much as possible and that's probably the slotting I think most people will disagree with. I personally never took Choking Cloud is it's end-heavy for me (since I'm already running SI) and doesn't make as much sense for her concept.
     

    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!

    Spettra 2: Level 50 Science Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Radiation Emission
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Teleportation
    Ancillary Pool: Primal Forces Mastery

    Hero Profile:
    Level 1: Spectral Wounds -- Apc-Dmg(A), Apc-Dmg/Rchg(3), Apc-Acc/Dmg/Rchg(3), Apc-Acc/Rchg(5), Apc-Dmg/EndRdx(5)
    Level 1: Radiant Aura -- DctWnd-Heal/EndRdx(A), DctWnd-Heal/Rchg(7), DctWnd-Heal/EndRdx/Rchg(7), DctWnd-Heal(9), DctWnd-Rchg(9)
    Level 2: Blind -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(11), BslGaz-Rchg/Hold(11), BslGaz-EndRdx/Rchg/Hold(13)
    Level 4: Accelerate Metabolism -- SynSck-EndMod(A), SynSck-Dam/Rech(17), SynSck-EndMod/Rech(17), SynSck-Dam/Rech/Acc(19), SynSck-EndMod/+RunSpeed(19)
    Level 6: Flash -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(21), SprWiloft-EndRdx/Rchg(21), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(23), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(23), SprWiloft-Rchg/Dmg%(25)
    Level 8: Superior Invisibility -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(25), RedFrt-Def/Rchg(27), RedFrt-Def/EndRdx/Rchg(27), RedFrt-Def(29), RedFrt-EndRdx(29)
    Level 10: Deceive -- CrcPrs-Conf/Rchg(A), CrcPrs-Acc/Conf/Rchg(31), CrcPrs-Acc/Rchg(31), CrcPrs-Conf/EndRdx(31), CrcPrs-Conf%(33)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
    Level 14: Super Speed -- Run-I(A)
    Level 16: Group Invisibility -- LucoftheG-Def/Rchg+(A)
    Level 18: Phantom Army -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(34), ExpRnf-Acc/Dmg/Rchg(34), ExpRnf-EndRdx/Dmg/Rchg(36), RechRdx-I(36), RechRdx-I(36)
    Level 20: Radiation Infection -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/EndRdx(37), DarWtcDsp-ToHitdeb/Rchg/EndRdx(37), TchofLadG-DefDeb(37), TchofLadG-DefDeb/EndRdx(39), TchofLadG-DefDeb/Rchg/EndRdx(39)
    Level 22: Enervating Field -- EndRdx-I(A)
    Level 24: Lingering Radiation -- TmpRdn-Acc/Slow(A), TmpRdn-Acc/EndRdx(39), TmpRdn-EndRdx/Rchg/Slow(40)
    Level 26: Spectral Terror -- SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprOvrPrs-EndRdx/Rchg(40), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(42), SprOvrPrs-Rchg/Energy Font(42)
    Level 28: Combat Jumping -- LucoftheG-Def/Rchg+(A)
    Level 30: Teleport Target -- RechRdx-I(A)
    Level 32: Phantasm -- CaltoArm-Acc/Rchg(A), CaltoArm-Acc/Dmg(42), CaltoArm-Dmg/EndRdx(43), CaltoArm-Acc/Dmg/Rchg(43), OvrFrc-Dam/KB(43)
    Level 35: Fallout -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(45), PstBls-Dmg/Rchg(45), PstBls-Dmg/Rng(46), PstBls-Acc/Dmg/EndRdx(46)
    Level 38: EM Pulse -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(46), BslGaz-Rchg/Hold(47), BslGaz-EndRdx/Rchg/Hold(47)
    Level 41: Power Blast -- Dcm-Acc/Dmg(A), Dcm-Acc/Dmg/Rchg(45), Dcm-Dmg/EndRdx(48), Dcm-Dmg/Rchg(48), Dcm-Acc/EndRdx/Rchg(48)
    Level 44: Mutation -- RechRdx-I(A)
    Level 47: Conserve Power -- RechRdx-I(A)
    Level 49: Temp Invulnerability -- StdPrt-ResDam/Def+(A), GldArm-End/Res(50), GldArm-3defTpProc(50), GldArm-ResDam(50)
    Level 1: Containment
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(13), Mrc-Heal(15)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(15)
    Level 50: Intuition Radial Paragon
    ------------
    ------------
    Set Bonus Totals:

    • 17% DamageBuff(Smashing)
    • 17% DamageBuff(Lethal)
    • 17% DamageBuff(Fire)
    • 17% DamageBuff(Cold)
    • 17% DamageBuff(Energy)
    • 17% DamageBuff(Negative)
    • 17% DamageBuff(Toxic)
    • 17% DamageBuff(Psionic)
    • 6% Defense(Melee)
    • 6% Defense(Smashing)
    • 6% Defense(Lethal)
    • 6% Defense(Fire)
    • 6% Defense(Cold)
    • 13.5% Defense(Energy)
    • 13.5% Defense(Negative)
    • 6% Defense(Psionic)
    • 13.5% Defense(Ranged)
    • 6% Defense(AoE)
    • 2.25% Max End
    • 8% Enhancement(Held)
    • 8% Enhancement(Stunned)
    • 8.8% Enhancement(Terrorized)
    • 12% Enhancement(Confused)
    • 16% Enhancement(Sleep)
    • 24% Enhancement(Accuracy)
    • 1.5% Enhancement(SpeedRunning)
    • 1.5% Enhancement(SpeedFlying)
    • 16% Enhancement(Immobilized)
    • 1.5% Enhancement(JumpHeight)
    • 4% Enhancement(Heal)
    • 1.5% Enhancement(SpeedJumping)
    • 108.8% Enhancement(RechargeTime)
    • 7.5% SpeedFlying
    • 118.3 HP (11.63%) HitPoints
    • 7.5% JumpHeight
    • 7.5% SpeedJumping
    • Knockback (Mag -3)
    • Knockup (Mag -3)
    • MezResist(Confused) 28.75%
    • MezResist(Held) 28.75%
    • MezResist(Immobilized) 28.75%
    • MezResist(Sleep) 28.75%
    • MezResist(Stunned) 28.75%
    • MezResist(Terrorized) 28.75%
    • MezResist(Teleport) 100% (20% chance)
    • 22% (0.37 End/sec) Recovery
    • 24% (1.02 HP/sec) Regeneration
    • 10% ResEffect(SpeedFlying)
    • 10% ResEffect(RechargeTime)
    • 10% ResEffect(SpeedRunning)
    • 9% Resistance(Smashing)
    • 9% Resistance(Lethal)
    • 5.25% Resistance(Fire)
    • 5.25% Resistance(Cold)
    • 3% Resistance(Energy)
    • 3% Resistance(Negative)
    • 22.5% SpeedRunning

     

     

     

     

  11. 1 hour ago, CapnFreedom said:

    Seems OK for a cheaper build. Especially if you are teaming with a support character to help buff your recharges & defenses... and stack holds like your husband's character could.

     

    If you are wanting to squeak every erg out of the character, you could use some Enhancement Boosters on the basic IOs. More recovery (i.e. Stamina) would be my first place to "+" but that is personal preference.

     

    Pretty good numbers, considering only using ATOs and no purples/Winter sets.

     

    Glad you're liking the powerset combo. It does require dancing and knowing your powers' optimal attack chains based on the mobs' size.

     

    What Incarnate options are you planning on taking?

     

    Inf isn't an issue, but she's a second string character for me, so this is at least a preliminary build for her. I may optimize it later if I wind up playing her more often. I'm also not married to soft capping everyone (probably obvious from the build), but I think she's got decent numbers there. I'm pretty happy with them. And dancing in and out of melee isn't bothersome to me. If I want to just stand there and dish it out I'll play my Fire/Stone tank. 😉

    I do eventually boost the regular IOs, but I don't see a way to do that in Mids to reflect that plan. 🙂


    She's only 32, so not sure about Incarnates yet. Thinking probably Intuition Radial for her Alpha over Musculature to help with the holds she can cause as well as buff damage. Clarion probably for Destiny since it looks right and mez resist on characters that don't have it in their pri/sec is never a bad choice. Otherwise not sure, but she's a ways away from that.

  12. Bumping this as I just made my own Sonic/Sonic build and wouldn't mind some feedback. Not a whole lot of advice about either set on the forums from what I could find. I admittedly took EVERYTHING in both my primary and secondary and, like CapnFreedom, didn't taken Hasten. I think she will play a lot more like a blast-troller than my main blaster who's Eng/Eng and is just a solid heavy-hitter (with some KB for damage mitigation).

    I am sure I could have optimized these set bonuses a little better but the roleplayer in me is very bothered by random ice animations in characters that aren't ice themed so no winter sets in this build (which is also nice from a financial standpoint). But I'm pretty pleased with it.

    If it helps, she consistently teams with my husband's Ill/Time Controller.

     

    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!

    Soubrette: Level 50 Mutation Blaster
    Primary Power Set: Sonic Attack
    Secondary Power Set: Sonic Manipulation
    Power Pool: Force of Will
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Shriek -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(15), Thn-Dmg/Rchg(17), Thn-Acc/Dmg/Rchg(17)
    Level 1: Sonic Thrust -- FrcFdb-Acc/KB(A)
    Level 2: Scream -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(11), SprDfnBrr-Acc/Dmg/Rchg(11), SprDfnBrr-Acc/Dmg/EndRdx(13), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(13), SprDfnBrr-Rchg/+Status Protect(15)
    Level 4: Howl -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(5), Ann-Acc/Dmg/Rchg(7), Ann-Acc/Dmg/EndRdx(7), Ann-Acc/Dmg/EndRdx/Rchg(9), Ann-ResDeb%(9)
    Level 6: Echo Chamber -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(19), BslGaz-Rchg/Hold(19), BslGaz-EndRdx/Rchg/Hold(25)
    Level 8: Shout -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(27), SprBlsWrt-Acc/Dmg/Rchg(27), SprBlsWrt-Acc/Dmg/EndRdx(29), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(29)
    Level 10: Sound Booster -- RechRdx-I(A), RctRtc-Pcptn(36)
    Level 12: Amplify -- RechRdx-I(A)
    Level 14: Mighty Leap -- Jump-I(A)
    Level 16: Deafening Wave -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(36), ScrDrv-Dmg/Rchg(36), ScrDrv-Acc/Rchg(37), ScrDrv-Acc/Dmg/EndRdx(37)
    Level 18: Sirens Song -- LthRps-Acc/Rchg(A), LthRps-EndRdx/Sleep(31), LthRps-Sleep/Rng(31), LthRps-Acc/Sleep/Rchg(31), LthRps-Acc/Sleep(34)
    Level 20: Sound Barrier -- Prv-Heal(A), Prv-Heal/EndRdx(21), Prv-Heal/Rchg(21), GldArm-3defTpProc(23), StdPrt-ResDam/Def+(25)
    Level 22: Strident Echo -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(23), KntCmb-Dmg/Rchg(43), KntCmb-Dmg/EndRdx/Rchg(43)
    Level 24: Shockwave -- FrcFdb-Dmg/EndRdx/KB(A), FrcFdb-Acc/KB(37), FrcFdb-Dmg/KB(40), FrcFdb-Rchg/EndRdx(43), FrcFdb-Rechg%(45), SuddAcc--KB/+KD(46)
    Level 26: Screech -- RopADop-Acc/Rchg(A), RopADop-EndRdx/Stun(45)
    Level 28: Disruption Aura -- EndRdx-I(A)
    Level 30: Assault -- EndRdx-I(A)
    Level 32: Dreadful Wail -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(33), OvrFrc-Acc/Dmg/End(33), OvrFrc-Dmg/End/Rech(33), OvrFrc-Acc/Dmg/End/Rech(34), OvrFrc-Dam/KB(34)
    Level 35: Sound Cannon -- RzzDzz-Acc/Rchg(A), RzzDzz-EndRdx/Stun(42), RzzDzz-Acc/EndRdx(45), RzzDzz-Stun/Rng(46), RzzDzz-Acc/Stun/Rchg(46), RzzDzz-Immob%(48)
    Level 38: Earsplitter -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(39), KntCmb-Dmg/Rchg(39), KntCmb-Dmg/EndRdx/Rchg(39), Lck-Acc/Hold(40), Lck-Rchg/Hold(40)
    Level 41: Kick -- Acc-I(A)
    Level 44: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(42), Ags-ResDam(42)
    Level 47: Weave -- ShlWal-Def(A), ShlWal-Def/EndRdx(48), ShlWal-Def/Rchg(48), ShlWal-ResDam/Re TP(50)
    Level 49: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50), LucoftheG-Def/EndRdx(50)
    Level 1: Defiance
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(3), Prv-Absorb%(3)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(5)
    ------------
    ------------
    Set Bonus Totals:

    • 16.5% DamageBuff(Smashing)
    • 16.5% DamageBuff(Lethal)
    • 16.5% DamageBuff(Fire)
    • 16.5% DamageBuff(Cold)
    • 16.5% DamageBuff(Energy)
    • 16.5% DamageBuff(Negative)
    • 16.5% DamageBuff(Toxic)
    • 16.5% DamageBuff(Psionic)
    • 16.63% Defense(Smashing)
    • 16.63% Defense(Lethal)
    • 14.75% Defense(Fire)
    • 14.75% Defense(Cold)
    • 20.38% Defense(Energy)
    • 20.38% Defense(Negative)
    • 6% Defense(Psionic)
    • 13.19% Defense(Melee)
    • 13.19% Defense(Ranged)
    • 18.81% Defense(AoE)
    • 4.95% Max End
    • 35% Enhancement(RechargeTime)
    • 2% Enhancement(Stunned)
    • 4% Enhancement(Sleep)
    • 10% Enhancement(Range)
    • 31% Enhancement(Accuracy)
    • 3% Enhancement(Max EnduranceDiscount)
    • 15% SpeedFlying
    • GrantPower Preventive Medicine (0% chance, if Scourge)
    • 171.7 HP (14.25%) HitPoints
    • 15% JumpHeight
    • 15% SpeedJumping
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 28.75%
    • MezResist(Held) 28.75%
    • MezResist(Immobilized) 28.75%
    • MezResist(Sleep) 28.75%
    • MezResist(Stunned) 28.75%
    • MezResist(Terrorized) 28.75%
    • MezResist(Teleport) 100% (20% chance)
    • 20% PerceptionRadius
    • 6% (0.1 End/sec) Recovery
    • 68% (3.41 HP/sec) Regeneration
    • 7.25% Resistance(Smashing)
    • 7.25% Resistance(Lethal)
    • 8% Resistance(Fire)
    • 8% Resistance(Cold)
    • 17% Resistance(Energy)
    • 17% Resistance(Negative)
    • 5% Resistance(Toxic)
    • 5% Resistance(Psionic)
    • 15% SpeedRunning

     

    image.png.f1cbfdf8c67d6ae61f6bc0c29d84b988.png

     

     

     

     

  13. I would do Invuln/WM tanker, with Mu Mastery and Ion Judgement. And abuse the electric auras in the costume creator for flavor, especially before you actually get those electric abilities in late game.

  14. Missed this post originally. I was finishing up residency and we were getting ready to move several states away when Homecoming opened, and then all the life stuff that followed kept us from really getting back into it until about a year ago (you know, when COVID closed the world).

    But hey, I'm Ravenbane (also @Ravenbane in game). My boyfriend (now husband) and I moved to Virtue from Champion a few months after CoH launched. We had a number of duos together, most of which we've remade here. We were really active for the first several years of CoH until RL started to demand more and more of our attention (my schooling and our children... we're have three now!).

     

    Our three most-played duos were:

    Darkfang and Ravenbane

    Captain Galacto and Galacto Girl

    Psycharisma and Battletide - Who ran the Paragon University themed SG C.A.P.E.S (Campus Alliance of Preternatural and Exemplary Students).

     

    I also ran around quite a bit as Tephra Fire (now just Tephra), and Spettra. We've remade all of those pairs and have *low whistle* quite a few more now.

    I've been on medical leave from work for the last several months fighting a cancer diagnosis, so I've been around quite a lot. Would love to reconnect with several of the people that posted earlier in this thread. Send me a global message whenever. We're on Everlasting.

    • Thanks 1
  15. 3 minutes ago, Tyrannical said:

    I'm game for this, the Sirens have 6 or 7 unique powers with these effects right? Plenty to work with.

     

    (I'd also like the musical notes to be an option for Mind Control too)

     

    Seven, according to Paragon Wiki. https://archive.paragonwiki.com/wiki/Talons_of_Vengeance#Siren

    A mix of ST range
    d and cone attacks, with a PBAoE and a targeted AoE as well. Like you said, plenty to work with.

    • Like 1
    • Thanks 1
  16. This is related to my suggestion to have music notes as an aura, but specifically for the sonic blast (and I guess potentially sonic resonance and maybe sonic manipulation sets).

    That is simply to add an option in power customization that projects a flowy music staff with notes and other music notations, rather than just the (rather bland) ripples that sonic blast currently uses.

    The assets already exist in game as seen when fighting Talons of Vengeance Sirens. That power animation is essentially what I'm asking for.

    Thanks!

    • Like 6
  17. 7 hours ago, hakurr said:

     

     

     

    with the amount of regen and built in heals Radiation has i really don't have a problem with it most of the time but if i was going to try to farm En/NE it would probably be a little more difficult but not impossible.

    Noted. Thanks so much for the help!

  18. Thanks Hakurr!

    One question. Do you find the less En/NE defense to be a handicap? I ask because my FA/Stone is capped for S/L/Fire (way beyond the cap for fire since that's how FA rolls). Her defenses for S/L are about 36 and for fire/cold are 18.5 (21 for AoE). If I take her farming (which wasn't my goal when I made her, she's just capable of handling it), I actually am less stressed in the S/L farms compared to fire farms because I'm taking way less damage due to the better defense.

  19. 1 hour ago, Naomi said:

    There isn't currently, but one thing you can do that might be easier for you is to copy and paste the first 14 lines at the start of your new scales .costume file, (above 'NumParts') to your other costume slots.

     

    You'll have to enter the tailor and save each costume file out before you can edit them which is still a process, but it'll at least be consistent if you do it that way rather than by eye.

    This is super helpful! Thank you so much!

  20. 19 minutes ago, StriderIV said:

    Such a cool concept as well! The walking Volcano haha. Tons of cool costumes I’m sure you could do.

     

    😄

    This is her lava form, with and without toggles up. The lava option on stone melee made me SO happy! It looks the stone fists and hammers just grow out of her arm.

     

    And I enjoy few things more on her than soloing/duoing AVs like Hess or Olympian Guard that have a lava pool in their map I can pull them into, which takes care of all of their regen. Fools.

     

     

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    • Like 3
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