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vibal

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Everything posted by vibal

  1. Using energy absorption as a ghetto heal is a great idea. I'm probably going to swap cold for gloom/oblit. Rune of protection is nice, but I'll forget to fire it off. I suppose it could fill the t9 spot, but we'll see how she flies without. Also picked up hasten. Kick as a feedback proc slot is a solid thought. Do you find you have time to fire it off? Hopped up to 40 and 0/x8 longbow are a comfortable challenge. Going to solo ride up to 50 to see how it handles.
  2. Thinking about something different and settled on ice/ice brute. Figgered I'd grab Arctic just for the theme and wanted to see if I could cook up something decent: This Villain build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Level 50 Magic Brute Primary Power Set: Ice Melee Secondary Power Set: Ice Armor Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Arctic Mastery Villain Profile: ------------ Level 1: Frozen Fists SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Acc/Dmg(11), SprBlsCol-Dmg/EndRdx(11), SprBlsCol-Acc/Dmg/EndRdx(21), SprBlsCol-Dmg/EndRdx/Acc/Rchg(40), SprBlsCol-Acc/Dmg/Rchg(43) Level 1: Frozen Armor LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48), LucoftheG-Def(50), LucoftheG-Def/EndRdx/Rchg(50) Level 2: Frost SprBrtFur-Rech/Fury%(A), SprBrtFur-Acc/Dmg/EndRdx/Rchg(9), SprBrtFur-Dmg/EndRdx/Rchg(17), SprBrtFur-Acc/Dmg/Rchg(23), SprBrtFur-Dmg/Rchg(23), SprBrtFur-Acc/Dmg(40) Level 4: Chilling Embrace TmpRdn-Acc/EndRdx(A), TmpRdn-EndRdx/Rchg/Slow(9) Level 6: Hoarfrost Prv-EndRdx/Rchg(A), Prv-Heal/Rchg(7), Prv-Heal/Rchg/EndRdx(7) Level 8: Ice Patch EndRdx-I(A) Level 10: Wet Ice EndRdx-I(A) Level 12: Combat Jumping LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(13), Rct-ResDam%(13), Ksm-ToHit+(15) Level 14: Super Jump WntGif-ResSlow(A), WntGif-RunSpd/Jump/Fly/Rng(15) Level 16: Taunt Empty(A) Level 18: Glacial Armor LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(19), LucoftheG-Def(19), LucoftheG-Def/EndRdx/Rchg(21) Level 20: Energy Absorption Empty(A) Level 22: Boxing Empty(A) Level 24: Tough UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(25), UnbGrd-ResDam/EndRdx(25), UnbGrd-Rchg/ResDam(40) Level 26: Freezing Touch Hct-Dam%(A), Hct-Dmg/EndRdx(27), Hct-Acc/Rchg(27), Hct-Acc/Dmg/Rchg(31), Hct-Dmg/Rchg(34), Hct-Dmg(37) Level 28: Weave LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(29), LucoftheG-Def/EndRdx/Rchg(29) Level 30: Permafrost GldArm-3defTpProc(A), StdPrt-ResDam/Def+(31), UnbGrd-Max HP%(31) Level 32: Frozen Aura SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(33), SprAvl-Acc/Dmg/Rchg(33), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Dmg/EndRdx(34), SprAvl-Acc/Dmg(34) Level 35: Icicles SprUnrFur-Rchg/+Regen/+End(A), SprUnrFur-Acc/Dmg/EndRdx/Rchg(36), SprUnrFur-Dmg/EndRdx/Rchg(36), SprUnrFur-Acc/Dmg/Rchg(36), SprUnrFur-Dmg/Rchg(37), SprUnrFur-Acc/Dmg(37) Level 38: Block of Ice SprEnt-Rchg/AbsorbProc(A), SprEnt-Acc/Hold/End/Rchg(39), SprEnt-Acc/Hold/End(39), SprEnt-End/Rchg(39), SprEnt-Hold/Rchg(43), SprEnt-Acc/Hold(46) Level 41: Ice Blast SprWntBit-Rchg/SlowProc(A), SprWntBit-Dmg/EndRdx/Acc/Rchg(42), SprWntBit-Acc/Dmg/Rchg(42), SprWntBit-Acc/Dmg/EndRdx(42), SprWntBit-Dmg/Rchg(43), SprWntBit-Acc/Dmg(48) Level 44: Ice Storm SprFrzBls-Rchg/ImmobProc(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(45), SprFrzBls-Acc/Dmg/Rchg(45), SprFrzBls-Acc/Dmg/EndRdx(45), SprFrzBls-Dmg/EndRdx(46), SprFrzBls-Acc/Dmg(46) Level 47: Maneuvers LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48) Level 49: Tactics AdjTrg-ToHit/EndRdx(A), AdjTrg-EndRdx/Rchg(50) Level 1: Fury Level 1: Brawl Empty(A) Level 1: Sprint Empty(A) Level 2: Rest Empty(A) Level 2: Swift Empty(A) Level 2: Hurdle Empty(A) Level 2: Health Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(5), Mrc-Rcvry+(5), Prv-Absorb%(17) Level 2: Stamina PrfShf-End%(A), PrfShf-EndMod(3), EndMod-I(3) Level 50: Agility Core Paragon ------------ ------------ Set Bonus Totals: 10% DamageBuff(Smashing) 10% DamageBuff(Lethal) 10% DamageBuff(Fire) 10% DamageBuff(Cold) 10% DamageBuff(Energy) 10% DamageBuff(Negative) 10% DamageBuff(Toxic) 10% DamageBuff(Psionic) 22.56% Defense(Smashing) 22.56% Defense(Lethal) 33.5% Defense(Fire) 33.5% Defense(Cold) 16% Defense(Energy) 16% Defense(Negative) 6% Defense(Psionic) 24.13% Defense(Melee) 11% Defense(Ranged) 23.5% Defense(AoE) 33% Enhancement(Accuracy) 2.5% Enhancement(Max EnduranceDiscount) 57.5% Enhancement(RechargeTime) 7.5% SpeedFlying GrantPower Preventive Medicine (0% chance, if Scourge) 236.1 HP (15.75%) HitPoints 7.5% JumpHeight 7.5% SpeedJumping MezResist(Confused) 103.8% MezResist(Held) 103.8% MezResist(Immobilized) 103.8% MezResist(Sleep) 103.8% MezResist(Stunned) 103.8% MezResist(Terrorized) 103.8% MezResist(Teleport) 100% (20% chance) 21.5% (0.36 End/sec) Recovery 56% (3.5 HP/sec) Regeneration 95% ResEffect(SpeedFlying) 95% ResEffect(RechargeTime) 95% ResEffect(SpeedRunning) 22.25% Resistance(Smashing) 22.25% Resistance(Lethal) 41.75% Resistance(Fire) 41.75% Resistance(Cold) 16.25% Resistance(Energy) 16.25% Resistance(Negative) 14% Resistance(Toxic) 14% Resistance(Psionic) 7.5% SpeedRunning 1 Null How was this set supposed to work? I had to go miles out of my way to get to any sort of usable numbers. I hit the s/l/e/n/f/c soft caps, but *man* this isn't a gimme. Block of ice ended up being a critical mule with the last 5% for e/n/f/c. Thoughts on anything I missed? I know storm isn't the best on brutes since it's a pseudo pet, but >shrug< figured it's worth a shot.
  3. This Villain build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Science Brute Primary Power Set: Radiation Melee Secondary Power Set: Electric Armor Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Energy Mastery Villain Profile: Level 1: Contaminated Strike -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(40), SprBlsCol-Acc/Dmg/Rchg(40), SprBlsCol-Acc/Dmg/EndRdx(42), SprBlsCol-Dmg/EndRdx(42), SprBlsCol-Acc/Dmg(43) Level 1: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(39), UnbGrd-ResDam/EndRdx/Rchg(39), UnbGrd-Rchg/ResDam(40) Level 2: Radioactive Smash -- SprBrtFur-Rech/Fury%(A), SprBrtFur-Acc/Dmg/EndRdx/Rchg(3), SprBrtFur-Dmg/EndRdx/Rchg(3), SprBrtFur-Acc/Dmg/Rchg(37), SprBrtFur-Dmg/Rchg(37), SprBrtFur-Acc/Dmg(37) Level 4: Lightning Field -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(5), SprAvl-Acc/Dmg/Rchg(5), SprAvl-Acc/Dmg/EndRdx(27), SprAvl-Dmg/EndRdx(34), SprAvl-Acc/Dmg(36) Level 6: Conductive Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-ResDam/EndRdx/Rchg(7), UnbGrd-Rchg/ResDam(27) Level 8: Radiation Siphon -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(9), KntCmb-Dmg/Rchg(9), KntCmb-Dmg/EndRdx/Rchg(15), CrsImp-Acc/Dmg/EndRdx(15), CrsImp-Acc/Dmg/Rchg(23) Level 10: Static Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(11), UnbGrd-ResDam/EndRdx/Rchg(11), UnbGrd-Max HP%(13) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13) Level 14: Super Speed -- BlsoftheZ-ResKB(A) Level 16: Grounded -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(17), StdPrt-ResKB(17) Level 18: Irradiated Ground -- Arm-Dam%(A), Obl-%Dam(19), ScrDrv-Dam%(19), TchofLadG-%Dam(21), ShlBrk-%Dam(21), EndRdx-I(23) Level 20: Taunt -- PrfZng-Taunt/Rchg/Rng(A) Level 22: Lightning Reflexes -- Run-I(A) Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(25), Rct-ResDam%(25), Ksm-ToHit+(50) Level 26: Boxing -- Empty(A) Level 28: Energize -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(29), Prv-Heal(29), Prv-Heal/EndRdx(48), Prv-EndRdx/Rchg(50), Prv-Heal/Rchg(50) Level 30: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(31), UnbGrd-ResDam/EndRdx/Rchg(31), UnbGrd-Rchg/ResDam(31) Level 32: Atom Smasher -- SprUnrFur-Rchg/+Regen/+End(A), SprUnrFur-Acc/Dmg/EndRdx/Rchg(33), SprUnrFur-Dmg/EndRdx/Rchg(33), SprUnrFur-Acc/Dmg/Rchg(33), SprUnrFur-Dmg/Rchg(34), SprUnrFur-Acc/Dmg(34) Level 35: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def/EndRdx/Rchg(36) Level 38: Superior Conditioning -- PrfShf-End%(A), PwrTrns-+Heal(39) Level 41: Physical Perfection -- PrfShf-End%(A), PwrTrns-+Heal(42) Level 44: Energy Torrent -- OvrFrc-Dam/KB(A), SprFrzBls-Rchg/ImmobProc(45), SprFrzBls-Acc/Dmg(45), SprFrzBls-Dmg/EndRdx/Acc/Rchg(45), SprFrzBls-Acc/Dmg/Rchg(46), SprFrzBls-Dmg/EndRdx(46) Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48) Level 49: Fusion -- Empty(A) Level 1: Fury Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(46), Pnc-Heal/+End(48) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(43), EndMod-I(43) ------------ That's the build I run. It sails smooth right up until the point it doesn't. Softcapped melee defense, but just a tick under s/l at 42%. You could just as easily pull the -kb from grounded along with the +heals in SC/PP to get the slots to drop kinetic combat's in boxing. I like the sustain on the heal procs. If anything i'd probably grab a slot from grounded to add another heal proc in stamina. 82% s/l resist, capped energy (easy), 77% fire/cold and even 47% psi. The end is overkill, but I really loathe looking at my blue. And energy gives me plenty of leg room to grab agility (still under s/l softcap at T4 tho). And as noted, the heal procs are a big part of the builds sustain. Heal procs + siphon/contam will generally keep your green topped off. By the time energize is needed it's too late in a lot of cases - you're about to get 100 to 0'd. I also am not a fan of the devastating blow animation. Solid power and you can rejigger the ST attacks to pick it up if it's to your fancy. Too often it feels like either I'm dead or the target is before the 3 lifetimes of that animation pass. The kismet is actually pretty important as the build lacks any +accuracy set bonuses. Odd side effect of winter sets I spose. Never a bonus I shot for, but definitely one I miss with the newer sets. Also, if you didn't know, irradiated ground fires every 5s and does a proc check for each. So it'll fire procs at 2x the rate of a normal damage aura. Makes it go from one of the worst places for a proc to easily the best. It's a fun build. -ToHit really stings and is pretty common late game with vamps, carnies, and CoT all tossing it around. It seems like late game you're plugging one hole and leaving another with melee. Immunity to saps and -recov is great. Then 14 illusionists all drop flash at the same time with 3 dark servants leg humping you so it doesn't matter anyhow. Giggling at sappers is nice until 12 stun grenades pop off :/. And of course every fight is a race with a defense build without defense debuff resist. Every pokey thing in the game is a debuff and when you're pulling 20 at a time 5% comes up pretty often.
  4. I think VEATs would be my pick for general "good" balance. Much like willpower they start good and can easily slot to great. They're great on a team and solo content well. Solid AoE damage, great utility, and reasonable control on the fort side.
  5. Ah, I had forgotten about the cone - yeah. I'll stand by the flavor's being similar though & you can pick where you want that silly slo-mo jump animation. Either set is going to put the clamp on single targets. Also, actually applying damage in a 15' PBAoE is also much more reliable than whirling hands' 8'. Haven't played with the updated EM but I'm really learning to love even a 10' PB over the rinky dink 8 footers.
  6. vibal

    Help with rad/dark

    @WitchofDread I gave your build a spin and just couldn't keep standing long enough to apply damage. At least vs arachnos/LB. I swapped out for a more defensive build and had much better luck. This build gets to the S/L & melee softcaps with similar recharge and just felt a bit sturdier as well as not huffing for blue the whole time. Damage is great, but a brute's going to garner a fair bit of attention so sustain is a thing too. This Villain build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Level 50 Magic Brute Primary Power Set: Radiation Melee Secondary Power Set: Dark Armor Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Energy Mastery Villain Profile: ------------ Level 1: Radioactive Smash SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(40), SprBlsCol-Acc/Dmg/Rchg(40), SprBlsCol-Acc/Dmg/EndRdx(42), SprBlsCol-Dmg/EndRdx(42), SprBlsCol-Acc/Dmg(43) Level 1: Dark Embrace StdPrt-ResDam/Def+(A), GldArm-3defTpProc(39), UnbGrd-ResDam(39), UnbGrd-ResDam/EndRdx(39), UnbGrd-ResDam/EndRdx/Rchg(40), UnbGrd-Rchg/ResDam(43) Level 2: Death Shroud SprUnrFur-Rchg/+Regen/+End(A), SprUnrFur-Acc/Dmg/EndRdx/Rchg(3), SprUnrFur-Dmg/EndRdx/Rchg(3), SprUnrFur-Acc/Dmg/Rchg(17), SprUnrFur-Dmg/Rchg(17), SprUnrFur-Acc/Dmg(37) Level 4: Murky Cloud UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(5), UnbGrd-ResDam/EndRdx/Rchg(5), UnbGrd-Rchg/ResDam(7) Level 6: Hasten RechRdx-I(A), RechRdx-I(7) Level 8: Radiation Siphon KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(9), KntCmb-Dmg/Rchg(9), KntCmb-Dmg/EndRdx/Rchg(13), CrsImp-Acc/Dmg/EndRdx(15), CrsImp-Acc/Dmg/Rchg(15) Level 10: Obsidian Shield UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(11), UnbGrd-ResDam/EndRdx(11), UnbGrd-Rchg/ResDam(13) Level 12: Taunt Range-I(A) Level 14: Super Speed BlsoftheZ-ResKB(A) Level 16: Dark Regeneration ThfofEss-+End%(A), TchoftheN-Acc/EndRdx/Rchg(48), TchoftheN-Acc/EndRdx/Heal/HP/Regen(50) Level 18: Irradiated Ground EndRdx-I(A), Mlt-Acc/Dmg/EndRdx(19), Arm-Dam%(19), ScrDrv-Dam%(21), Obl-%Dam(21), AchHee-ResDeb%(25) Level 20: Cloak of Darkness LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37), LucoftheG-Def(37) Level 22: Combat Jumping LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(23), Rct-ResDam%(23), Krm-ResKB(25) Level 24: Boxing Empty(A) Level 26: Devastating Blow KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(27), KntCmb-Dmg/Rchg(27), KntCmb-Dmg/EndRdx/Rchg(34), CrsImp-Acc/Dmg/EndRdx(36), CrsImp-Acc/Dmg/Rchg(36) Level 28: Tough UnbGrd-ResDam(A), UnbGrd-Max HP%(29), UnbGrd-ResDam/EndRdx/Rchg(29), UnbGrd-ResDam/EndRdx(36) Level 30: Cloak of Fear CldSns-Acc/EndRdx/Rchg(A), CldSns-Acc/ToHitDeb(31), CldSns-ToHitDeb/EndRdx/Rchg(31), CldSns-%Dam(31) Level 32: Atom Smasher SprBrtFur-Rech/Fury%(A), SprBrtFur-Acc/Dmg/EndRdx/Rchg(33), SprBrtFur-Dmg/EndRdx/Rchg(33), SprBrtFur-Acc/Dmg/Rchg(33), SprBrtFur-Dmg/Rchg(34), SprBrtFur-Acc/Dmg(34) Level 35: Superior Conditioning PrfShf-End%(A), PwrTrns-+Heal(50) Level 38: Oppressive Gloom RopADop-Acc/Stun(A) Level 41: Physical Perfection PrfShf-End%(A), PwrTrns-+Heal(42) Level 44: Energy Torrent OvrFrc-Dam/KB(A), Rgn-Dmg(45), Rgn-Dmg/Rchg(45), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(46), Rgn-Dmg/EndRdx(46) Level 47: Weave LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48) Level 49: Fusion RechRdx-I(A) Level 1: Brawl Empty(A) Level 1: Fury Level 1: Sprint Empty(A) Level 2: Rest Empty(A) Level 2: Swift Empty(A) Level 2: Health Pnc-Heal/+End(A), Mrc-Rcvry+(48), NmnCnv-Regen/Rcvry+(50) Level 2: Hurdle Empty(A) Level 2: Stamina PrfShf-End%(A), PrfShf-EndMod(43), EndMod-I(46) ------------ ------------ Set Bonus Totals: 8% DamageBuff(Smashing) 8% DamageBuff(Lethal) 8% DamageBuff(Fire) 8% DamageBuff(Cold) 8% DamageBuff(Energy) 8% DamageBuff(Negative) 8% DamageBuff(Toxic) 8% DamageBuff(Psionic) 32.25% Defense(Smashing) 32.25% Defense(Lethal) 11% Defense(Fire) 11% Defense(Cold) 6% Defense(Energy) 6% Defense(Negative) 6% Defense(Psionic) 32.25% Defense(Melee) 6% Defense(Ranged) 8.5% Defense(AoE) 2.25% Max End 15% Enhancement(Accuracy) 10% Enhancement(Max EnduranceDiscount) 48.75% Enhancement(RechargeTime) 7.5% SpeedFlying 247.4 HP (16.5%) HitPoints 7.5% JumpHeight 7.5% SpeedJumping Knockback (Mag -8) Knockup (Mag -8) MezResist(Confused) 88.75% MezResist(Held) 88.75% MezResist(Immobilized) 88.75% MezResist(Sleep) 88.75% MezResist(Stunned) 88.75% MezResist(Terrorized) 88.75% MezResist(Teleport) 100% (20% chance) 12% (0.2 End/sec) Recovery 36% (2.25 HP/sec) Regeneration 15% ResEffect(SpeedFlying) 15% ResEffect(RechargeTime) 15% ResEffect(SpeedRunning) 23% Resistance(Smashing) 23% Resistance(Lethal) 29% Resistance(Fire) 29% Resistance(Cold) 25.25% Resistance(Energy) 25.25% Resistance(Negative) 8% Resistance(Toxic) 8% Resistance(Psionic) 7.5% SpeedRunning 1 Null | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1335;653;1306;HEX;| |78DA6593D96B135118C5EF6426D6A649D37449BADAA6B1699BD67471791351BB803| |6105BF0350CCD351DAC499844B00882EFA25D14C1B57579F57FF0FFF04510F5C505| |DCEA53FC32E758850E09BFB9DFFD9633E7CE64AECD045FCDDF3CA58CA6B3AB76A59| |23BE35EAD6A7FC62E38CBA692AB41FE3D5E3097D1AB5AA717EDBC63579D5211EB4E| |ECCDE84BBA58D1E919DBBD9C3BED5E29B92A902D9556D34B65ADF341EF7641DB65A| |75808798B39A7B0529555F8EF565EBB9515A7DC355B7696D3B345ED16D67219BB52| |D5EE1A44758A927EF9DF4A2A5E35BFBA67293565A9E1BBE41638BA496E80A975F04| |1BDCC606D4C6EFA2C959C36BDBDE477F20738BC0BA67E810FEBA5AC3522E8E76B21| |C3604B3319020F07C1475265A2D63439C7E21C8B730E70CEA058EE47AEE11F53D82| |3EF247122750D0D59C1A0A50E5E2017C1E012D89C474DF332F858D0480D8DD410E0| |EC00B504A9615DE634618E6A4AA13E2183438C85DEF8BCD81359853D436BBE70ABE| |9F93911438FA928B821BD22F42D1247AFD62A79127DDAAF63DDAE50D3F95AE26D96| |7A2AE136D4FADA3A0C78DA42B68351D1D5C1E7EA604EF43CFA44BFB1DFAEF2B4199| |21BE333C46A72A94D51D74547BBE868371DEDA6A3713A9AA0A3093A6A4AB71E4EEE| |A1A3BDBF493A9BA0B3DB7501CCEDFBE0F3D41C7A47BE273F825B49BCE9754DFD2F5| |13FF0827C4E3E03E33BE436D81811A97C7B06EFC3DDA99F780B77243A843D357403| |4E05257F84F923CC1F657E48F6C6A863EC2DFA8F4F2367FC28790C3C729C3C015AE| |24D9A7DD33C95099EDC6D79BE499EC224DFEC5E6BEFAB965FFD64E6ACBD6FB5B6B0| |6F376B7153228617F914D8FB3E19F9F22FE233E2D03F714E02C3E2C94568F9BCAFE| |AEBFF557424B5C9A71B80DA3F9718CE1D| |-------------------------------------------------------------------|
  7. vibal

    Help with rad/dark

    Am I missing the kb protection in your build? That seems... inadvisable.
  8. vibal

    Savage melee brutes

    My take on sav/da. Levelling the toon now after throwing in the towel on bio. I wanted to love it, but just.... don't. Haven't played savage so it seemed like a good time to give it a go. The build is low on recharge, but I was able to hit the s/l/m soft caps without sacrificing too much. Normally I'd only grab 5 attacks as more is generally a waste, but the tp power is kinda the icing so it's there. Take a peek and see what you think. This Villain build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Level 50 Magic Brute Primary Power Set: Savage Melee Secondary Power Set: Dark Armor Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Ancillary Pool: Energy Mastery Villain Profile: ------------ Level 1: Maiming Slash SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(7), SprBlsCol-Acc/Dmg/Rchg(9), SprBlsCol-Acc/Dmg/EndRdx(9), SprBlsCol-Dmg/EndRdx(11), SprBlsCol-Acc/Dmg(11) Level 1: Dark Embrace GldArm-3defTpProc(A), StdPrt-ResDam/Def+(3), UnbGrd-Max HP%(3), UnbGrd-ResDam(5), UnbGrd-ResDam/EndRdx/Rchg(5), UnbGrd-ResDam/EndRdx(7) Level 2: Shred SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(13), SprBrtFur-Acc/Dmg/Rchg(13), FuroftheG-Acc/Dmg/End/Rech(15), FuroftheG-Acc/End/Rech(15), FuroftheG-ResDeb%(17) Level 4: Death Shroud SprUnrFur-Rchg/+Regen/+End(A), SprUnrFur-Acc/Dmg/EndRdx/Rchg(17), SprUnrFur-Dmg/EndRdx/Rchg(19), SprUnrFur-Acc/Dmg/Rchg(19), SprUnrFur-Dmg/Rchg(21), SprUnrFur-Acc/Dmg(21) Level 6: Blood Thirst RechRdx-I(A) Level 8: Murky Cloud UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(23), UnbGrd-ResDam/EndRdx(23), UnbGrd-Rchg/ResDam(25) Level 10: Vicious Slash KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(25), KntCmb-Dmg/Rchg(27), KntCmb-Dmg/EndRdx/Rchg(27), CrsImp-Acc/Dmg/Rchg(29), CrsImp-Acc/Dmg/EndRdx(29) Level 12: Obsidian Shield UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-ResDam/EndRdx/Rchg(34), UnbGrd-Rchg/ResDam(36) Level 14: Super Jump BlsoftheZ-Travel(A), BlsoftheZ-ResKB(37) Level 16: Combat Jumping LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(36), Rct-ResDam%(37), Ksm-ToHit+(37) Level 18: Rending Flurry SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(39), SprAvl-Acc/Dmg/Rchg(39), SprAvl-Acc/Dmg/EndRdx(40), SprAvl-Dmg/EndRdx(40), SprAvl-Acc/Dmg(40) Level 20: Taunt Range-I(A) Level 22: Dark Regeneration TchoftheN-Acc/EndRdx/Rchg(A), TchoftheN-Acc/EndRdx/Heal/HP/Regen(42), Prv-Absorb%(50) Level 24: Cloak of Darkness LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(46), LucoftheG-Def/EndRdx/Rchg(48) Level 26: Boxing Empty(A) Level 28: Cloak of Fear DarWtcDsp-ToHitdeb/Rchg/EndRdx(A), DarWtcDsp-ToHitDeb/EndRdx(50) Level 30: Tough UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(31), UnbGrd-ResDam/EndRdx/Rchg(31), UnbGrd-Rchg/ResDam(31) Level 32: Savage Leap SprBrtFur-Dmg/EndRdx/Rchg(A), SprBrtFur-Acc/Dmg/EndRdx/Rchg(33), SprBrtFur-Rech/Fury%(33), Obl-Acc/Dmg/EndRdx/Rchg(33), Obl-Acc/Dmg/Rchg(34) Level 35: Oppressive Gloom AbsAmz-Acc/Stun/Rchg(A), AbsAmz-Acc/Rchg(36) Level 38: Superior Conditioning PrfShf-End%(A), PrfShf-EndMod(39) Level 41: Physical Perfection PrfShf-End%(A), PrfShf-EndMod(42) Level 44: Energy Torrent OvrFrc-Dam/KB(A), SprFrzBls-Rchg/ImmobProc(45), SprFrzBls-Dmg/EndRdx/Acc/Rchg(45), SprFrzBls-Acc/Dmg/Rchg(45), SprFrzBls-Acc/Dmg/EndRdx(46), SprFrzBls-Dmg/EndRdx(46) Level 47: Weave LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48), LucoftheG-Def/EndRdx/Rchg(48) Level 49: Hasten RechRdx-I(A), RechRdx-I(50) Level 1: Brawl Empty(A) Level 1: Fury Level 1: Sprint Empty(A) Level 2: Rest Empty(A) Level 2: Swift Empty(A) Level 2: Health Mrc-Rcvry+(A), Pnc-Heal/+End(43), NmnCnv-Regen/Rcvry+(43) Level 2: Hurdle Empty(A) Level 2: Stamina PrfShf-End%(A), PrfShf-EndMod(42), EndMod-I(43) Level 1: Blood Frenzy ------------ ------------ Set Bonus Totals: 4% DamageBuff(Smashing) 4% DamageBuff(Lethal) 4% DamageBuff(Fire) 4% DamageBuff(Cold) 4% DamageBuff(Energy) 4% DamageBuff(Negative) 4% DamageBuff(Toxic) 4% DamageBuff(Psionic) 36% Defense(Smashing) 36% Defense(Lethal) 18.5% Defense(Fire) 18.5% Defense(Cold) 6.63% Defense(Energy) 6.63% Defense(Negative) 6% Defense(Psionic) 37.88% Defense(Melee) 7.25% Defense(Ranged) 16% Defense(AoE) 10% Enhancement(Max EnduranceDiscount) 22.5% Enhancement(RechargeTime) 22.5% SpeedFlying GrantPower Preventive Medicine (0% chance, if Scourge) 309.2 HP (20.63%) HitPoints 22.5% JumpHeight 22.5% SpeedJumping Knockback (Mag -7) Knockup (Mag -7) MezResist(Confused) 90% MezResist(Held) 90% MezResist(Immobilized) 90% MezResist(Sleep) 90% MezResist(Stunned) 90% MezResist(Terrorized) 90% MezResist(Teleport) 100% (20% chance) 20% (0.33 End/sec) Recovery 36% (2.25 HP/sec) Regeneration 45% ResEffect(SpeedFlying) 45% ResEffect(RechargeTime) 45% ResEffect(SpeedRunning) 17.75% Resistance(Smashing) 17.75% Resistance(Lethal) 37.25% Resistance(Fire) 37.25% Resistance(Cold) 23% Resistance(Energy) 23% Resistance(Negative) 8% Resistance(Toxic) 8% Resistance(Psionic) 22.5% SpeedRunning 1 Null | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1340;639;1278;HEX;| |78DA65935B4F13511485CFB453B0B48522D28B5068CBBD40A1BE2B5101136D0D4AE| |26B3329C7DA5869D3A29147FF81A2C644B97A79D028890F2AFA538C2FFC00D4448D| |FAA07577D60A1898B4F9E6EC35FBECBDD799C9DC9CF46E9EB935A10CCFE9A255AD6| |64F55AE2F6857C6CA17724E2557A3FC4376309BD145AD93B3D60D2BCF0585497D59| 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|711867E566C0548918E64A5C424F9F0F647DFD3F6B9F438928BAD5037BBDFD0350A| |DD2E6| |-------------------------------------------------------------------|
  9. If you're thinking about energy melee, I'd give stone melee a look. It's got great ST damage (seismic smash is a dude deleter) and tremor makes up for it's animation time by being one of the rare 15' melee AoE's. Fault is even a decent 1 slot power if you've got room in the build. You'll get similar ST numbers with a tick better AoE and the consistent KD in stone is more reliable than energies hit/miss disorient. But if you love the look/feel of energy it's a spiffy ST set.
  10. Feel free to add me @Vibal Magus -- I'm game to run red content if you're on excelsior
  11. Every power in dark's base toolkit does the same damage or less damage than plant. That doesn't take into account sets that have an actual attack in the set (ill/grav). The haunts could be as you describe, but they're awful. They have travel time, low damage, there's only 2, and they can be targeted. A 60 degree cone is pretty good, but it's still not as usable as a TAoE. Said cone also does less damage (11.93) than plant (18.35). Roots is a bit of an outlier there and living shadows does a tick more damage than something like chain fences (9.18) or fire cage (10.09) it pays a toll in that regard for being less applicable than either as a cone. -ToHit is an attractive secondary effect, but I think that highlights a separate issue with control sets. More than any other archtype controllers and doms lean into every aspect of the toon. It doesn't add to the damage of dark, but does tip the utility slightly. How much is debatable.
  12. Spot on @oedipus_tex - my gameplay experience is that it's generally more valuable to be able to confuse bosses for 10s without the overpower proc than to stack it as it has a notable recharge.
  13. Of the three listed (plant, dark, electric) plant is the only outlier in that list. Dark is at best a mid tier set. Low damage, schizophrenic positioning requirements due to pboae's and cones. The aoe hold is slightly better as it has a chance to reapply to new targets, but haunt doesn't even compare to PA - the most likely mirror. It feels like the watered down illusion we would've gotten if the late game devs redesigned the set. Electric works very favorably with procs, but that's not unique. A chaining KB and an aggro inducing chain confuse aren't broken (coercive persuasion arguably is). The sleep is nice as it pulses which makes it the only general use sleep available. It's definitely a fun & chaotic set, but isn't in the same league as plant/illusion.
  14. It's been brought up in this thread and others like it, but it's worth echoing the opinion that the game has plenty of ways to challenge yourself. The game is lacking reasons to challenge yourself. I'm not sure how that can be implemented without creating the toxic elite teaming that you see in other MMO's though. I love being able to grab a random team and romp. Once you create gates that require "x" powerlevel you'll be creating a different team dynamic.
  15. Odd, I guess I'm on the opposite end of popular opinion. I don't find much use for GI, and take SI exclusively. Teams are rarely fully in range for GI and even less frequently will a team leverage the stealth aspect of it. So you're left with a suppressing defense buff that'll hit some members and actively annoy a few melee players.
  16. I've been looking for a melee toon to scratch the itch to bang. I've never given electric melee much of a shake. This is the build I came up with on the fly. The survival numbers are pretty solid. I was able to get to the S/L and melee softcaps with S/L resist at 81% before any incarnates. F/C defense are comfortable at 39% with resist around 68%. Energy and toxic resists are lacking, but that's life in dark armor. There's only 45% recharge, which is definitely not perfect, but.... eh melee. I had a few spare slots so splurged on the 6 slot in murky cloud. 2 of those could easily be pulled for somewhere else (such as CoF for 6% more recharge). Dunno, maybe it's worth a look or helps. Endurance is (as ever) dark's problem. 3.66/s recov with 2.07/s drain is.... acceptable. Cardiac and accolades bring that split up to 3.99 vs. 1.59 which is much closer to the range I'd like to live at. Over/under is that CoF only fires up at 45+ content. Whoops! You'll want a -kb IO in SS, not the winters gift. This Villain build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Level 50 Science Brute Primary Power Set: Electrical Melee Secondary Power Set: Dark Armor Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Energy Mastery Villain Profile: ------------ Level 1: Charged Brawl SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(43), SprBlsCol-Acc/Dmg/Rchg(43), SprBlsCol-Acc/Dmg/EndRdx(43), SprBlsCol-Dmg/EndRdx(45), SprBlsCol-Acc/Dmg(45) Level 1: Dark Embrace GldArm-3defTpProc(A), StdPrt-ResDam/Def+(40), UnbGrd-Rchg/ResDam(42), UnbGrd-ResDam/EndRdx/Rchg(42), UnbGrd-ResDam(46), UnbGrd-ResDam/EndRdx(46) Level 2: Havoc Punch KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(37), KntCmb-Dmg/Rchg(39), KntCmb-Dmg/EndRdx/Rchg(39), Mk'Bit-Acc/EndRdx/Rchg(40), Mk'Bit-Acc/Dmg/EndRdx/Rchg(40) Level 4: Death Shroud SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(36), SprAvl-Acc/Dmg/Rchg(36), SprAvl-Acc/Dmg/EndRdx(36), SprAvl-Dmg/EndRdx(37), SprAvl-Acc/Dmg(37) Level 6: Murky Cloud UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-ResDam/EndRdx/Rchg(7), UnbGrd-Rchg/ResDam(9), UnbGrd-EndRdx/Rchg(50), UnbGrd-Max HP%(50) Level 8: Hasten RechRdx-I(A), RechRdx-I(9) Level 10: Thunder Strike SprUnrFur-Rchg/+Regen/+End(A), SprUnrFur-Acc/Dmg/EndRdx/Rchg(11), SprUnrFur-Dmg/EndRdx/Rchg(11), SprUnrFur-Acc/Dmg/Rchg(15), SprUnrFur-Dmg/Rchg(27), SprUnrFur-Acc/Dmg(34) Level 12: Obsidian Shield Ags-ResDam/EndRdx(A), Ags-ResDam(13), Ags-ResDam/Rchg(13), Ags-ResDam/EndRdx/Rchg(15) Level 14: Super Speed WntGif-ResSlow(A) Level 16: Dark Regeneration TchoftheN-%Dam(A), TchoftheN-Acc/EndRdx/Rchg(17), TchoftheN-Acc/EndRdx/Heal/HP/Regen(17), TchoftheN-Acc/Heal(48), TchoftheN-Heal/HP/Regen/Rchg(48), TchoftheN-Heal(50) Level 18: Chain Induction SprBrtFur-Rech/Fury%(A), SprBrtFur-Acc/Dmg/EndRdx/Rchg(19), SprBrtFur-Dmg/EndRdx/Rchg(19), SprBrtFur-Acc/Dmg/Rchg(23), SprBrtFur-Dmg/Rchg(23), SprBrtFur-Acc/Dmg(27) Level 20: Cloak of Darkness LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(21), LucoftheG-Def(21) Level 22: Taunt PrfZng-Taunt/Rchg/Rng(A) Level 24: Combat Jumping LucoftheG-Def/Rchg+(A), Rct-ResDam%(25), ShlWal-ResDam/Re TP(25) Level 26: Boxing Empty(A) Level 28: Tough Ags-Psi/Status(A), Ags-ResDam/EndRdx/Rchg(29), Ags-ResDam/EndRdx(29), Ags-ResDam(31) Level 30: Weave LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def/EndRdx/Rchg(31) Level 32: Lightning Rod Obl-%Dam(A), Obl-Acc/Dmg/EndRdx/Rchg(33), Obl-Acc/Dmg/Rchg(33), Obl-Dmg/Rchg(33), Obl-Acc/Rchg(34), Obl-Dmg(34) Level 35: Oppressive Gloom AbsAmz-Acc/Stun/Rchg(A) Level 38: Superior Conditioning PrfShf-End%(A), PrfShf-EndMod(39) Level 41: Cloak of Fear UnsTrr-Stun%(A), UnsTrr-EndRdx/Fear(42), UnsTrr-Acc/EndRdx(46) Level 44: Physical Perfection PrfShf-End%(A), PrfShf-EndMod(45) Level 47: Maneuvers LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48) Level 49: Build Up Empty(A) Level 1: Brawl Empty(A) Level 1: Fury Level 1: Sprint Empty(A) Level 2: Rest Empty(A) Level 2: Swift Empty(A) Level 2: Health Mrc-Rcvry+(A), Pnc-Heal/+End(5), NmnCnv-Regen/Rcvry+(5) Level 2: Hurdle Empty(A) Level 2: Stamina PrfShf-End%(A), PrfShf-EndMod(3), EndMod-I(3) ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1336;633;1266;HEX;| |78DA65935B6F12511485CFC0507A8102520AB4B4057AB72D2D5E9E8DDAD64421A99| |2F84A083DB6A348C980897DF41F68D59868AF5E5EFD2D9AF837BC24DEA32D6E66AD| |B6269D40BE9975669DB3F69E73F2F7E77D6FAF3CB8A08CAECB9552BD5EBC64DF6B6| |86FA16CE96A59BB955C5EF9271CB998D715AD330B155D6ED856B9548110C3E0BCBE| |A5AB759D992FD9778A17EDBB6BB6EA5C5A5BAB640A35AD977DCE6D4E976A5675C5E| |F3C2C5A2BAB0D790A1C0E2D6BBBBE6AD5E20B35AB9C59A86A7B65BD982FD51BDA5E| |47AE98441992FFBE3ABC9A1EF5D4542A6BAAD34FC8C7E40638FD887C083E6FD90C7| |ACFB81D6D3C2AC280A9267FE279F21738F38DFC0E1E1C5AC56B2C09D2A61AB90E8E| |DD200BE0B8A530F76DF085C0CD75DD7BC832BC4BEE90DBE0C816B9096E8ACB43AF8| |799DA98A98D59DB993DFB83FC0DA6E5FB79E135BC53C8D24E1AA277B09E8E10D6EA| |0C9201B0BB1BECF383291FB825AE2ECCEBEE9A331CCD778ECC82DD67C161C9E0C73| |ACADF8F5CDBF21470BAD9F40462D08251B2179C8D903DAC290CB6FA1862EED01B68| |A75E93AFC0DE97E41ED8B70BEE882B8CDCAE7004F97A82640FE8124498375273611| |EA9214A5F94BED857CC19BB061AF24E9CBE78532EE516A59F5DEA3F0F57825D49B0| |6B83EC9A29EF0E708501AE30C8648361B0B50B8658F990C2AAC92612260FC87D30F| |597FC03EEB53626E657E91CB40E69E32877C7E83368631BE0AEA813CC33F18127E4| |1D38F31EF4897F8AFE29FAA7E90F493D198E6558CF2CEB697DF839766ACEE954C23| |C3AD3F26B298BE6D1496DE64E8C2E99476751198EF2B153393BFA58F97CACB88CAB| |72332E5D4EA16BE64D24F974C2F5E57F176B72B126571227E71F168CCC10| |-------------------------------------------------------------------|
  17. Just finished levelling/slotting my rad/bio and it's so. much. fun. I was able to soft cap s/l/m defense and get up to 84% s/l resist. The attack chain is a bit slim with only 4 attacks and I'm living in defensive adaptation, but it's a blast. I wish there were more slots for the utility powers in bio, but they're trooping along nicely.
  18. The venn diagram of players who have a commentary about team dynamics and players who refuse to lead teams seems to be a perfect circle. I religiously form my own teams as I've had numerous instances where other people's fun seemed to be hampered by my play. I make sure to advertise quick runs and even started posting a disclaimer before heading out. There's no pressure to keep up with the players who are pushing ahead. The reverse of this is that I'm consistently confused by the "Any TP?" players. SS and a stealth IO is capped stealth. Anybody can ghost missions. 2 million inf is laughably cheap. The difference is that I don't begrudge those players the game they're playing. They apparently don't care to >shrug<, they're still welcome to join up get xp and merits. It takes exactly as long to build a team for a TF exactly how you like as it does to join a TF out of LFG. If you want to 4 man a +4/x8 ITF and sweep through, you only need to find 3 other people. Being upset about random results in a random group that you joined on a random day seems.... counterproductive.
  19. Someone touched on it in page 2, but the difference between force addition and force multiplication is shocking. 1 blaster adds exactly 1 blaster worth of damage to the team (caveat for secondary effects such as -to-hit, -def etc & occasional leadership buffs). 1 support multiplies the (x) attribute value of the entire team (damage, resist, def etc) until you reach the cap. Each support ALSO multiplies the enemy value by -(x) attribute for each debuff (res, def, regen). So a team of 8 blasters do (blaster * 8 ) damage. A team of 8 controllers (or def, cor, etc) do (controller * 8 ) * (buff value) * (debuff values). Couple that with the status effects that controllers have access to and it's shocking how powerful they are on a team.
  20. Fix the lfg queue. Sometimes I want to do something specific, but usually I just want to blast bad guys. More level 50 content. I love exemping, and don't weep about losing incarnate abilities, but sometimes I just want to play @50 with all the bits and bobs. Refitting existing TFs for max level is an interesting idea. A mob swap would even be an idea (Yin with carnies sounds like a blast) This is the tough one: Incentivize harder content. I can (and do) run TFs solo, or at +x/xX for giggles. It's more difficult to fill and find folks for these excursions because there's no "reason" to do so. I'd like to see a motivation to push our characters. +0/x0 Manticore is only entertaining so many times. That leads to speeding which leads to conflicts in teams/goals.
  21. Just want to point out that with investment elec/time is fully capable of soloing at shenanigans levels. I run elec/dark and usually zig where the team zags just to get full mileage out of the hilarity of triple pulling spawns. You've got a semi-reliable aoe confuse that goes bonkers with coercive persuasion procs, the only usable sleep in the game, and jolting chain is bananas once you've got enough recharge to proc slot it. Add in time's buffs/debuffs and everything is there to soft cap s/l and go. to. town. You have to push more buttons than the brute/blaster, but that's the controller life. That toon is fully capable of everything the game wants to throw at it. AV soloing may be a bit dicey with time's iffy -regen I suppose.
  22. Awesome - I set up a public channel "Free Radicals" and an SG so I can start filling up some enhancement tables. Feel free to drop in, or HMU in game. Can get you set up!
  23. Thinking about swapping my "main"(ish) efforts over to my fire/rad and wanted to see if there would be any interest in running a regular super team. We could setup a regular/semi regular time and make an effort outside of that to catch each other. I missed the lightshow on live with fire/rad and was hoping to make it happen here. Feel free to catch men in game (@Vibal Magus) or on the thread if interested.
  24. @Grindingsucks the key difference is that in the game play I'm advocating nobody is being told unilaterally what they *cannot* do. If I grab a tank who want to round em up, great! Have at it. I'll be dropping PA and confusing the next spawn - holler when you get here! See how everyone is doing their thing and having fun? The hours i spent playing, testing, building, and slotting aren't just /foottapping waiting for my turn to play. We'll all get down.
  25. So I'll engage because it seems like you're offering both a game and personal perspective. On the personal level congratulations on the weight loss - sincerely. From one internet stranger to another that's awesome. I have family who struggle with the same and it's heart breaking to see them continue to struggle. I hope your mental state is in good shape and on the upswing. I'd like to offer an opposing perspective on some of your in game takes though. You seem to be grouping a play style by AT? That's what I presume you're talking about when referring to the "Blaster community"? The type of players who play ahead of the team/don't wait on pulls etc. For the sake of argument I'll presume you primarily play tanks, as that's the gameplay you're describing. In your view the role of the tank is to pull the mob to the group, keep the mob on you, and keep aggro contained. That's a very traditional mmo playstyle and *can* work in CoH. It's also boring as all get out for the 7 people who are drooling and staring at their monitors while you're doing said pulling. I'd like to offer a counter proposal. Everyone should get to do their "stuff". They should spend as much time in game doing their "stuff" as is feasibly possible. Blasters blast, scrappers punch, trollers troll. Every time you make 7 people /nosepick while you herd 'em up those people are not doing their stuff. While that likely feels like pinnacle tanker gameplay, and I have no doubt that you play that version of the game exceptionally, you might do well to examine what's actually happening. You're under-utilizing your teammates. I play tankers too, and veats (a bit hairier), and trollers. All of them can (and do) solo +4/x8 any mob. Malta, Carnies, LB, Arachnos, all day. Chew em up. Never played a blaster tbh, but I am that guy who hears "Let the tank pull" and calmly replies "No.". A bad tank makes a team wait while they corner pull. A great tank sets the *maximum* pace for the team. Sometimes that's going to be corner pulling, but usually what a great tank is doing is hopping ahead, eating the alpha, rounding them up for aoe's, and jumping out *before* they're dead. Rinse and repeat as quickly as possible. When that's happening every player is doing their "stuff" the maximum amount of time. You do have to cede the ability to micromanage in that scenario. The triad paradigm is alive and well in other games/mmo's. It genuinely sounds like you're trying to attach that to CoH. The fun of an 8 man team is seeing the chaos pop off when everyone gets to play. Luckily, I'm not shy about running my own teams, so I suspect we'll never bump heads in game. I'd encourage you to loosen up a bit though. Try it out. If your fun comes at my expense maybe that's a me problem, but maybe ......
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