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Eran Rist

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About Eran Rist

  • Birthday 07/13/1982

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  1. Same here. Tested both clients. Same result. Multiple into Vault, into Market. Only singletons OUT of vault.
  2. Interesting! Still looking for the OP to be updated with current (it's listed, just a few weeks out of date), and a header in that post with time of change-over would be useful... Especially since we've got conflicting information on it, now.
  3. Here's a Spines/Ice Scrapper I made, thinking maybe the slows would work to keep mobs in place. I've been running him at +2/3x8 through general content. While I haven't been farming, figured it might spark comments either for tweaking mine for better survivability/performance - or for you and seeing if */Ice Brutes are viable. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Penitentes: Level 50 Natural Scrapper Primary Power Set: Spines Secondary Power Set: Ice Armor Power Pool: Speed Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Soul Mastery Hero Profile: Level 1: Lunge -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/Rchg(11), SprBlsCol-Dmg/EndRdx/Acc/Rchg(40), SprBlsCol-Rchg/HoldProc(46) Level 1: Frozen Armor -- LucoftheG-Rchg+(A), LucoftheG-Def(5), LucoftheG-Def/EndRdx(5), ShlWal-ResDam/Re TP(45), Ksm-ToHit+(50), Rct-ResDam%(50) Level 2: Spine Burst -- OvrFrc-Acc/Dmg(A), OvrFrc-Acc/Dmg/End(3), OvrFrc-Dmg/End/Rech(11), OvrFrc-Acc/Dmg/End/Rech(15), OvrFrc-Dam/KB(39) Level 4: Chilling Embrace -- EndRdx-I(A) Level 6: Build Up -- RechRdx-I(A) Level 8: Impale -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(9), Apc-Acc/Rchg(9), Apc-Dmg/EndRdx(37), Apc-Dam%(43) Level 10: Wet Ice -- EndRdx-I(A) Level 12: Hoarfrost -- Prv-Absorb%(A), Prv-Heal(13), Prv-Heal/Rchg(13), Ags-ResDam/Rchg(23), Ags-EndRdx/Rchg(46), Ags-Psi/Status(46) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Glacial Armor -- LucoftheG-Rchg+(A), LucoftheG-Def(17), LucoftheG-Def/EndRdx(17) Level 18: Quills -- SprScrStr-Acc/Dmg(A), SprScrStr-Acc/Dmg/Rchg(19), SprScrStr-Dmg/EndRdx/Rchg(19), SprScrStr-Acc/Dmg/EndRdx/Rchg(36), SprScrStr-Rchg/+Crit(40) Level 20: Energy Absorption -- GifoftheA-Run+(A), GifoftheA-Def/EndRdx(21), GifoftheA-EndRdx/Rchg(21), GifoftheA-Def/EndRdx/Rchg(23), EffAdp-EndMod/EndRdx(31) Level 22: Kick -- Acc-I(A) Level 24: Tough -- Ags-ResDam(A), Ags-ResDam/EndRdx(25), Ags-ResDam/EndRdx/Rchg(25) Level 26: Ripper -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(27), SprCrtStr-Acc/Dmg/Rchg(27), SprCrtStr-Dmg/EndRdx/Rchg(34), SprCrtStr-Acc/Dmg/EndRdx/Rchg(40), SprCrtStr-Rchg/+50% Crit(45) Level 28: Permafrost -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(29), UnbGrd-Max HP%(29) Level 30: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31) Level 32: Throw Spines -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(33), SprFrzBls-Acc/Dmg/EndRdx(33), SprFrzBls-Acc/Dmg/Rchg(33), SprFrzBls-Dmg/EndRdx/Acc/Rchg(34), SprFrzBls-Rchg/ImmobProc(34) Level 35: Icicles -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(36), SprAvl-Acc/Dmg/EndRdx(36), SprAvl-Acc/Dmg/Rchg(37), SprAvl-Acc/Dmg/EndRdx/Rchg(37), SprAvl-Rchg/KDProc(43) Level 38: Dark Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(39), SprWntBit-Acc/Dmg/EndRdx(39), SprWntBit-Acc/Dmg/Rchg(42), SprWntBit-Dmg/EndRdx/Acc/Rchg(43), SprWntBit-Rchg/SlowProc(48) Level 41: Shadow Meld -- LucoftheG-Rchg+(A), LucoftheG-Def/Rchg(42), LucoftheG-Def/EndRdx/Rchg(42) Level 44: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def(45) Level 47: Icy Bastion -- Ags-ResDam/Rchg(A), Ags-ResDam/EndRdx/Rchg(48), Ags-ResDam(48) Level 49: Assault -- EndRdx-I(A) Level 1: Brawl -- Acc-I(A) Level 1: Critical Hit 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(A) Level 2: Rest -- IntRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(7) Level 50: Cimeroran Core Ally Level 50: Ion Core Final Judgement Level 50: Degenerative Core Flawless Interface Level 50: Ageless Radial Epiphany Level 50: Assault Radial Embodiment Level 50: Musculature Core Paragon ------------ ------------ Set Bonus Totals: 15% DamageBuff(Smashing) 15% DamageBuff(Lethal) 15% DamageBuff(Fire) 15% DamageBuff(Cold) 15% DamageBuff(Energy) 15% DamageBuff(Negative) 15% DamageBuff(Toxic) 15% DamageBuff(Psionic) 18.5% Defense(Smashing) 18.5% Defense(Lethal) 40.38% Defense(Fire) 40.38% Defense(Cold) 13.5% Defense(Energy) 13.5% Defense(Negative) 6% Defense(Psionic) 16% Defense(Melee) 9.75% Defense(Ranged) 30.69% Defense(AoE) 1.8% Max End 15% Enhancement(Accuracy) 67.5% Enhancement(RechargeTime) 22.5% SpeedFlying GrantPower Preventive Medicine (10% chance, if Scourge) 286.1 HP (21.37%) HitPoints 22.5% JumpHeight 22.5% SpeedJumping MezResist(Confused) 47.5% MezResist(Held) 47.5% MezResist(Immobilized) 47.5% MezResist(Sleep) 47.5% MezResist(Stunned) 47.5% MezResist(Terrorized) 47.5% 22% (0.37 End/sec) Recovery 78% (4.35 HP/sec) Regeneration 60% ResEffect(SpeedFlying) 60% ResEffect(RechargeTime) 60% ResEffect(SpeedRunning) 7.25% Resistance(Smashing) 31.25% Resistance(Fire) 31.25% Resistance(Cold) 5% Resistance(Energy) 5% Resistance(Negative) 5% Resistance(Toxic) 10% Resistance(Psionic) 0% Resistance(Smashing) 0% Resistance(Lethal) 0% Resistance(Fire) 0% Resistance(Cold) 0% Resistance(Energy) 0% Resistance(Negative) 0% Resistance(Toxic) 0% Resistance(Psionic) 7.25% Resistance(Lethal) 30% SpeedRunning 36% GlobalChanceMod PlayerCrit | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1537;733;1466;HEX;| |78DA6594594F534114C7E7B6B7D496028552A03B2D4B594A17C06763448C010CA68| |9AFF55A4668BCB64D5B127DF41B884BE2830A1831E2F6E4FA158CCB17302E4F9A18| |D4C4177D30F5F4FE0F6D93DEA4F9CDFCEF3967FE33F74C972ECC399E1CBB7448289| |D4774AD5CCEA4B325AD589425EB09ADB25ED274418F7D59E6731599AFC8B295A6EE| |FD98CC92D4A58C9F5CCFE97AD95B57E7E459992FCBF8F1ACCC1C2E9D2F94A840A1A| |0C7D34529573A8CE17C6E75AD92CBAF3A8CD9A2D48A34E9DA9FACC852792D57F41C| |2DE6B2F17445D3CF51D574615DCF2C69E58A2C5D1C201731FA6DD6EC184FD5222EA| |B42A45461DA00DBAE80F6AB60F41A38751DDC19A7348573DD8AA1A9BD4C27185B30| |1B4CFDA3B000F137E65B564E155555F900CDF411B47F023B3F83A35F405F540833D| |613E630216513DB54C7C29A6512DA1DD2AC5CDB1A3319B907E2CC04389C042752A0| |9F6ADBB88E8D6B7B496BE7FDB5EFC183E31BF33BD897C23EA7A69907C10819E840A| |ED2C1BE3A9901AADB8577A62E3E37279F9B93CFED2EE5772346ED7E8DB57ADE30DF| |8243EFC0E87B3048755D8A62E4B86A9B89AAA25765B6817D5630B86132BC98681D3| |7CE4AB8BD357F166126AD9FFDF5CFC2CF40923903EE508C87CFC6731AFDE0D59867| |C07096FB66058C4930443E7D5CDF370DEFFEDA82D41FFEBF98AB543FC031013EA32| |09F5190CFE81EC584B877434F517BF019F339F3057B79C97CC53A7988B0FFC84D68| |43B798B7C1E14DE61638B10D7E258B23BCEEC87D68A3BBCC07E0F843CE7904261E8| |37F1C428C21D734C6FB1AEF66BAC03EDAD7246294498E89F1DEC3E43BCEF971EEBD| |047F93047FAB1ECA4F722F27B997FD6AFD9E0B617C67FA0E6AFDFE56279ADF57E91| |1C91625D5A2CCB428B32DCA62B362C36D5B56EBB75F283EB8B139EBB7BBBA67A7F7| |BC03650AEF7F36344509F3BFCA2974CD8FE6F831C4FF6A8E1FC429B4316BC6AA66E| |AFB142FE8E96D8CE7FB1BE31B2E1AC3687537D2D0175C8DF17F2E28E751| |-------------------------------------------------------------------|
  4. A valid point - However, I don't see how it couldn't be solved by the continued monkey fucking of powers by PvP 2.0. Don't shy from these changes in PvE, and just ensure that the power works differently enough (like everything else in PvP) in a PvP environment that it doesn't provide a hard counter to +Perception on a toon. E.g. Ensure that whatever changes go through for useability/desireability/balance in PvE don't affect the PvP environment.
  5. If we're going that far on it, could we instead change the pool? Have Stealth be the combat one - partial invis; little/no movement penalty; some defense. Invisibility be a new travel power - full invis; OAS for outgoing, but not incoming (need Phase Shift for that); Ninja/Beast run level movement buff, stacks with travel powers (a la SS+SJ).
  6. I'm a fan of the defenseless nature of it being toxic damage (it'd be flagged Ranged/Toxic versus Tactical Arrow's Ranged/Energy - There's no Toxic Defense in game, only Toxic Resist and Defense All). Honestly, I also find it more believable being toxic damage, versus electrical/energy, given the nature of some epoxies and adhesives out there. Hey, can we change TA's (Both Tactical and Trick) to this as well?
  7. Caustic Web Grenade? Though, I feel that in-universe, "toxic" is a damage type and not explicitly evil.
  8. @Captain Powerhouse or any other responsible party... No fixes for Warshades yet? I had bugged and posted on the boards about some of these issues earlier. Gravimetric Snare (ST Ranged Immobilize) - Flagged in Detailed Info as AoE, Smashing Negative Energy, and checks against AoE Defense in combat. Can that get reflagged to Ranged? Gravity Well (ST Melee Hold) - Flagged in Detailed Info as AoE, Smashing, Negative Energy, and checks against AoE Defense in combat. Can it get reflagged to Melee? Shadow Bolt and Ebon Eye - No detailed information, no way to see damage for either power. Suspect this is related to their extensions to the forms? Dark Detonation - Short help says knockback, description states "Some foes may be knocked down.", and detailed info shows 50% chance for 3.74 mag KB on target... While I'd love for the KB to be converted to KD/U instead, especially for an AT like Warshades which thrives on targets (dead and alive) close by them (Mires, Eclipse, Damage/Mez Auras)... That's been asked for years, with no avail. Could we get the description consistent with the function of the power and other information? Quasar - No errors in description here, just another plea to change the KB to KD/U, especially with the changes to nukes to make them a more desired and used power. Dark Sustenance - No mention of Sentinel AT in the Description "...Your Damage will increase for each nearby Scrapper, Stalker, Brute or Blaster teammate...." It is working as intended, though, adopted a Sentinel, got close to him, received 20% Damage buff. And since I'm here... Peacebringers! Cosmic Balance - No mention of Sentinel AT in the Description "...Your Damage Resistance will increase for each nearby Scrapper, Brute, Stalker or Blaster teammate...." Also working as intended, readopted the Sentinel, got snuggly, 10% Damage Resistance buff. Gleaming Bolt and Glinting Eye - No detailed information, no way to see damage for either power. Suspect this is related to their extensions to the forms? Whelp, that's it for my info dump/testing session. Once again, to all y'all working hard on our sandbox, thanks for bringing our City back. I'm just trying to help, if I can.
  9. Nope. All enhancements get affected by malefactoring/exemplaring, with a portion of their enhancement degraded, to more accurately simulate your power level at lower levels, even with the bonus slots. For IO's, this happens when you go -4 or more relative to the level. Lowest level common would be 10's, so mal'd to 6 or less (DFB/SSK/AE) you're see the percentages diminish. And, you're gated at not being able to slot them until level 7, minimum. If we removed the level check from TO's (and maybe DO's), you'd get the same benefit at level 1, level 50, and mal'd back down to level 1. Now, I'll be honest, I've not run the potential numbers through the formula, so I'm unsure how much of a change it'd show between an SO slotted toon mal'd down, versus a native running never dying TO/DO's. Article and formula on how enhancement gets nerfed when exemping.
  10. Kinda why I went that way, wasn't easy, but doable. Just never increased difficulty. And warned teams that I was petless.
  11. Actually, Attuned Set IO's don't infinitely scale in power, they cap out at the top end of their set. So, if you slot a level 10-40 (e.g. Miracle) attuned IO at level 7, it'll be a level 10, and scale up to a level 40 at character level 40... And remain a level 40 at character level 50. So, if TO/DO's were "attuned" or just didn't have a level restriction for slotting, they'd still remain at their 1/4 or 1/2 effectiveness of SO's... But never expire, nor get stronger.
  12. I got my Demon/Poison to 50 petless, solely because of the whip.
  13. Oh, I wasn't commenting on that, more the fact he heralds them as beginner builds, but doesn't slot/power choice leveling friendly, and insists on using level 50 commons, when 30's would be much more approachable, and a better analogue to SO build constraints. If there's really an audience for both such beginner and intermediate slotting, I'm certain I could work up something on most any build/combo... my altitis is strong.
  14. Necro tangent - his builds are actually kinda wonky, though a good start. He tends to underslot for critical enhancement.
  15. Whelp, fuck. Time to climb Assault again.
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