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NEW DAWN

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Everything posted by NEW DAWN

  1. I'm kind of the other way around to some people. My name sake character New Dawn AR/Dev when we first got Croatoa, I soloed it on unyielding, went through all the red caps etc with all their spawning and had so many near death experiences but did not die at all, that is what makes me love a character... a Kat/Regen Scrapper in my hands just went through level after level after level, no deaths, no seriously exciting near death experiences, no challenge, I did what I normally would never do and deleted it.
  2. I didn't do Controllers or Dominators as much as some people but when I did I will confirm this , this and more this.
  3. I was never assuming in a team or steam rollering. I try to be inclusive of people who solo, who are levelling to 50, who could be duoing, so there is me cutting the fight duration down for survivabilities sake, ofc in a steam roll situation I was very situational and even then trip mines or timebomb pretty much went unused entirely. I mean there was a time with the icetank a room full of +5 Malta and it was a mine up, fast herd, me shooting out 80ft and back again followed by extreme lag many years ago, but that was it.
  4. Splitting them on their travel powers and/or extreme range with lowest damage (or low end cost) I normally split the fliers first.
  5. I used to be the Emp. I have also been the other person whilst someone else was the emp. I prefer if people who did the ranking were also emps. For the takes one to know one thing. I am going to eat popcorn on this thread.
  6. I think people are missing my own logic, in toe bombing when you're putting down trip mine, it will go off, you are under fire when putting down the next one. When you are effectively invisible you can put down timebomb and put down the first trip mine at the right time to go off simultaneously before becoming under fire. You then start the fight duration with more hitpoints and then they are at far less hitpoints, it is sacrificing dps for the sake of a headstart, because in the given situation, you might need the headstart. A situation can be made ingame whereby, you are not going to be putting down that second trip mine because you are dead. What is the BIGGEST alpha for alerting mobs to your presence you got?
  7. I have to say, that in my experience there is no point setting in stone who is in your view number 1, number 1 while buffing you while you are in over your head is number 2 , 3 , 4, 5 etc to someone else. Idiots die, empaths get blamed, was there a dynamic in the team in which everyone instantly had eachothers backs anyway? Also number ones come and go, people play another character, lose their touch after a while and someone else peaks.
  8. A pet that does the job for you, how interesting. You could watch a player take credit for being highly skilled with one of them.
  9. I suspect that everything that has been released since Cryptic control was a wip, so other than burst and -rechg there is nothing else. I looked at Tanker melee powers that are new and they all lacking certain utility assets in comparison to the old ones, but the old ones were SOs and 0-50 game.
  10. Cast interruptable trip mine twice? With timebomb and then plus trip mine its somewhat instant to the npcs, assured 7-8s of dps in one big burst +kb purely used for the function of reducing actual fight duration because the more the fight is prolonged the more of a chance you get mullered which is fine until you get to be the untouchable fully io setted God that just needs to spray bullets. I'll elaborate, as soon as you lay the first trip mine, npcs shoot at you if they still live, the clock is running out on your hp, if you get a timebomb and tripmine to go off at the same time more damage is done to the npcs and there is less of a fight duration to survive. Not done in teams. Also if you, well you probably wouldn't pull to a mere 2 trip mines, so as to of atleast laid 2 before being wiped, but you could stash a timebomb in there somewhere. I've just read this, so the only interrupt is death but the point is you reduce the npcs healthbars before they see you:
  11. Devices is more about you using your imagination, we all get a kick out of different things, we all maybe like yourself duo with different people. I wouldn't sit here and try to limit you with my experiences and put a power to pasture for you. That's upto you. You mention gun drone, is it skippable, depends who you ask, I tended to have it take an alpha for me, COT_mages control effects, yeah I didn't want that, so the drone got it. It was also additional side dps not just +hp to me. I didn't always play a patient game of trap and pull. Maybe it should detonate and do a small pbaoe? Recharge, well you want to cycle through your aoes at will and in those moments when trip mines become viable get them down quick. Timebomb I would put down before a trip if toebombing was viable or have it engage a patrolling group. The game doesn't have a lot of options but if your stealthy enough it's a means of you alphaing mobs instead from a more tactical position.
  12. What's the goal/theme/idea behind the character?
  13. I think, this build converted to Water Blast might be better as Geyser is less recharge and more damage. the -run speed, lack of kb to kd, could all be preferable Yeah, I have to do this, that works out. Thanks guys, good tips. Edit: Update Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Blaster Primary Power Set: Water Blast Secondary Power Set: Energy Manipulation Power Pool: Sorcery Power Pool: Leadership Power Pool: Speed Power Pool: Fighting Ancillary Pool: Mace Mastery Hero Profile: Level 1: Hydro Blast -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(3), SprBlsWrt-Acc/Dmg/EndRdx(3), SprBlsWrt-Acc/Dmg/Rchg(5), SprBlsWrt-Rchg/Dmg%(5), SprBlsWrt-Dmg/Rchg(7) Level 1: Power Thrust -- Empty(A) Level 2: Water Burst -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(7), PstBls-Dam%(9), PstBls-Acc/Dmg/EndRdx(9), PstBls-Dmg/Rng(11), ImpSwf-Dam%(11) Level 4: Arcane Bolt -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(15), Thn-Dmg/Rchg(15), Thn-Acc/Dmg/Rchg(17), Thn-Acc/Dmg/EndRdx(17), Thn-Dmg/EndRdx/Rchg(19) Level 6: Whirlpool -- Ann-Acc/Dmg/Rchg(A), Ann-ResDeb%(19), Ann-Acc/Dmg/EndRdx/Rchg(21), PstBls-Dmg/EndRdx(21), PstBls-Acc/Dmg/EndRdx(23), PstBls-Dam%(23) Level 8: Tidal Forces -- AdjTrg-ToHit/Rchg(A), AdjTrg-Rchg(25) Level 10: Assault -- EndRdx-I(A) Level 12: Dehydrate -- Apc-Dam%(A), Apc-Dmg/Rchg(25), Apc-Acc/Dmg/Rchg(27), Apc-Acc/Rchg(27), Apc-Dmg/EndRdx(29) Level 14: Build Up -- RechRdx-I(A), RechRdx-I(29) Level 16: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(31), Prv-EndRdx/Rchg(31), Prv-Heal/Rchg(31), Prv-Heal/Rchg/EndRdx(33), Prv-Absorb%(33) Level 18: Mystic Flight -- WntGif-ResSlow(A) Level 20: Hasten -- RechRdx-I(A), RechRdx-I(33) Level 22: Boxing -- Acc-I(A) Level 24: Tough -- StdPrt-ResDam/Def+(A), StdPrt-ResKB(34), GldArm-3defTpProc(34), UnbGrd-Max HP%(46) Level 26: Steam Spray -- Rgn-Knock%(A), Rgn-Dmg/Rchg(34), Rgn-Acc/Dmg/Rchg(36), Rgn-Acc/Rchg(36), Rgn-Dmg/EndRdx(36), PstBls-Dam%(37) Level 28: Power Boost -- RechRdx-I(A), RechRdx-I(37) Level 30: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(39), GssSynFr--ToHit/Rchg/EndRdx(39), GssSynFr--Rchg/EndRdx(39), GssSynFr--ToHit/EndRdx(40), GssSynFr--Build%(40) Level 32: Geyser -- PstBls-Dam%(A), ImpSwf-Dam%(40), RechRdx-I(42), RechRdx-I(42), Dmg-I(42), Dmg-I(43) Level 35: Scorpion Shield -- Rct-Def(A), Rct-Def/EndRdx(37), Rct-EndRdx/Rchg(43), Rct-Def/Rchg(45), Rct-Def/EndRdx/Rchg(45), Rct-ResDam%(45) Level 38: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(43), LucoftheG-Def/EndRdx(46), ShlWal-ResDam/Re TP(46) Level 41: Rune of Protection -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/Rchg(48), TtnCtn-ResDam/EndRdx/Rchg(48), TtnCtn-EndRdx/Rchg(48), RechRdx-I(50) Level 44: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(50), LucoftheG-Def/Rchg+(50) Level 47: Boost Range -- EndRdx-I(A) Level 49: Super Speed -- Clr-Stlth(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(13), Mrc-Rcvry+(13) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A) Level 50: Musculature Radial Paragon Level 50: Ageless Core Epiphany Level 50: Preemptive Core Flawless Interface Level 50: Storm Elemental Core Superior Ally Level 50: Melee Radial Embodiment Level 50: Ion Radial Final Judgement Level 1: Quick Form Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 0: Freedom Phalanx Reserve Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 ------------
  14. Costumes, min/max to a concept, be creative with a playstyle, just to differ from others. This is a reborn concept of a 50 I had, live, I honestly can't remember what she played like but in getting upto date on changes I come across Mad Kings by Sir Myshkin. Then I thought I'd renew interest in this character. The idea is to be that blaster you may of seen in some Atta cave that aggroes those other mobs, kbs, causes a bit of anarchy for an already challenged team and maybe pushed my skills as a Tanker in making recoveries. Some times mowing the lawn isn't fun anyway. With this character I think boost range works on teleport, well I have the range, the tp self and nova to upset those other mobs, keep the momentum going but the idea is to well keep the momentum going and maybe, just only just live long enough to clear up my own mess. I could with tp+stealth+ss, Nova next mob, tp back etc, then long range aoes as they come, with that in mind is there anything that could make this better? Also Tp self is a possible gtfo card if the team dies. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Blaster Primary Power Set: Energy Blast Secondary Power Set: Energy Manipulation Power Pool: Leadership Power Pool: Speed Power Pool: Fighting Power Pool: Teleportation Ancillary Pool: Mace Mastery Hero Profile: Level 1: Power Blast -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(3), SprBlsWrt-Acc/Dmg/EndRdx(3), SprBlsWrt-Acc/Dmg/Rchg(5), SprBlsWrt-Rchg/Dmg%(5), SprBlsWrt-Dmg/Rchg(7) Level 1: Power Thrust -- Empty(A) Level 2: Power Bolt -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Dmg/Rchg(9), Thn-Acc/Dmg/Rchg(9), Thn-Acc/Dmg/EndRdx(11), Thn-Dmg/EndRdx/Rchg(11) Level 4: Energy Torrent -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(13), PstBls-Dam%(13), PstBls-Acc/Dmg/EndRdx(15), PstBls-Dmg/Rng(15), SuddAcc--KB/+KD(17) Level 6: Power Burst -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(17), SprWntBit-Acc/Dmg/EndRdx(19), SprWntBit-Acc/Dmg/Rchg(19), SprWntBit-Dmg/EndRdx/Acc/Rchg(21), SprWntBit-Rchg/SlowProc(21) Level 8: Sniper Blast -- Apc-Dam%(A), Apc-Dmg/Rchg(23), Apc-Acc/Dmg/Rchg(40), Apc-Acc/Rchg(46), Apc-Dmg/EndRdx(46), StnoftheM-Dam%(50) Level 10: Assault -- EndRdx-I(A) Level 12: Aim -- RechRdx-I(A), RechRdx-I(25) Level 14: Build Up -- RechRdx-I(A), RechRdx-I(46) Level 16: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(27), Prv-EndRdx/Rchg(27), Prv-Heal/Rchg(29), Prv-Heal/Rchg/EndRdx(29), Prv-Absorb%(31) Level 18: Super Speed -- Clr-Stlth(A) Level 20: Hasten -- RechRdx-I(A), RechRdx-I(23) Level 22: Boxing -- Acc-I(A) Level 24: Tough -- StdPrt-ResDam/Def+(A), StdPrt-ResKB(36), GldArm-3defTpProc(37) Level 26: Explosive Blast -- Rgn-Knock%(A), Rgn-Dmg/Rchg(34), Rgn-Acc/Dmg/Rchg(34), Rgn-Acc/Rchg(36), Rgn-Dmg/EndRdx(40), SuddAcc--KB/+KD(40) Level 28: Power Boost -- RechRdx-I(A), RechRdx-I(36) Level 30: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(31), GssSynFr--ToHit/Rchg/EndRdx(31), GssSynFr--Rchg/EndRdx(33), GssSynFr--ToHit/EndRdx(33), GssSynFr--Build%(33) Level 32: Nova -- SprDfnBrr-Rchg/+Status Protect(A), SprDfnBrr-Dmg/Rchg(37), SprDfnBrr-Acc/Dmg/Rchg(37), SprDfnBrr-Acc/Dmg/EndRdx(39), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(39), SuddAcc--KB/+KD(39) Level 35: Boost Range -- EndRdx-I(A) Level 38: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42), LucoftheG-Def(42) Level 41: Scorpion Shield -- Rct-Def(A), Rct-Def/EndRdx(42), Rct-EndRdx/Rchg(43), Rct-Def/Rchg(43), Rct-Def/EndRdx/Rchg(43), Rct-ResDam%(45) Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(45), LucoftheG-Def(45) Level 47: Cross Punch -- Erd-Dmg(A), Erd-Acc/Dmg/EndRdx/Rchg(48), Erd-%Dam(48), ScrDrv-Dam%(48), Obl-%Dam(50), ExpStr-Dam%(50) Level 49: Teleport -- EndRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(25), Mrc-Rcvry+(34) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A) Level 50: Musculature Radial Paragon Level 50: Ageless Core Epiphany Level 50: Preemptive Core Flawless Interface Level 50: Storm Elemental Core Superior Ally Level 50: Melee Radial Embodiment Level 50: Ion Radial Final Judgement Level 1: Quick Form Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 0: Freedom Phalanx Reserve ------------
  15. You are going to have to go by your own experience. There are plenty of respecs in the world and you won't get optimum for everything. Every post is a suggestion, your build could get 90 s/l/e/f/c and maybe 75% n. Part of the solution to immortality is knowing what you're up against, how you may operate and what kind of an achilles heel you prefer to have. Keep what's best for you.
  16. I did a build that is well, normally I would just easily softcap defense with just Smash and Lethal, and then I thought no, lets go 45% to Melee, Range and AoE but actually hit it without using hover, and I thought screw it, I will take all the martial arts powers depriving me of your TBAoEs (which I think are a game changer in helping to achieve things AoE defense wise + Rechg). I achieved it but it's not as end friendly, slightly less damaging in the ranged damage dept, due to no range at all. In all it made me respect what you have done, Not easy. I would still move slots around. Afterburner I'd swap for the taunt, hover for combat jump, fly for tactics and I would slot tactics the way you did focused chi. Then I'd of been happier. The build I made though didn't require hover or combat jump to softcap. There is probably not a lot wrong with hovertanking, I think I might of tried it with a firetank years ago but something about it, I can't remember what just doesn't appeal.
  17. I open up my builder and this is not what I see, is there a reason for this? It's more like 40 and then I turn hover off. I would definitely move sets around the powers too, Grounded got love as if it was a toggle and charged armour as if it was a passive.
  18. Finding 5 slots for combat jumping is kind of tragic to me, they must be better off elsewhere. I don't have a build at hand to contribute but I just think more thought could be given. Use sets to bring either a large amount of recharge down or end cost down, work out which set does which and put them in the powers that benefit from it, it's not just bonuses, some people put a set together and gimp a power itself needlessly. I will say merging the best of both builds here is something I would consider, comparing power to power.
  19. I usually like a side of control or a kill order.
  20. I like your reserved sections, the Arachnos Bane Soldier build is more huntsman as you've only taken one power out of the bane section, but atleast this means more text perhaps? A crab build with more crab powers maybe? Also crab powers only could be good as that's in the same boat. Sorry if you just haven't had the chance to finish. As a recent returner, you're proving a good person to help me catch up on the game with.
  21. Mender Silos TF all hostages alive is a good goal.
  22. Your defense isn't pet defense, putting yourself as the highest target in the threat order will keep you getting hit and the pets getting hit less, then your pets have some form of damage mitigation from you, capitalizing on yours. Then factor in AoEs, they can hit you and all your pets together, so positioning can be important, where the pets attack can be where the npcs are but where you are, being attacked can be slightly out or visa versa,, I played Tanker and Defender before Mastermind so it was mixing both roles to me, but easier because I slipped in provoke.
  23. I didn't do Fire/Dark I did Fire/Fire, but I think you should be about +Rechg, Smash and Lethal defense when it comes to bonuses. The other thing I noticed is Shadow Maul is not damage slotted, Midnight Grasp is empty. Firetanks do tank well and they can afford to put slots in all the attacks in the process. Some IO sets I would move, I like high rechg IOsets on my long rechargers, or high end redux IO sets on my end per second powers. I also look at how far over I get past ED, then perhaps swap an IO, like a proc if I only need 5 of the set. I was tanking a lot unaided from a low level, hastened healing flames self stacked to raise my toxic res, taunt was used to perhaps lower the dps of GM on me, say Adamastor, his attack chain is limited by his lack if range and no support was needed, the earlier the better, it also helped keep strays from taking out distant team mates or for keeping things herded within debuffs. Blazing aura isn't autohit iirc. Plasma shield would get more love slot wise. Accuracy of attacks could do with being 150% ish The KB prot, +Def IOs would go into a passive so they were always on. Burn has along duration anyway so it was my immob protection, combat jump is a luck of the gambler mule.
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