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dopeninja

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Everything posted by dopeninja

  1. I haven't noticed them at all. Both my WS and PB are IO'd to the gills and have at least T3 Incarnate powers. Even when leveling they didn't seem to be an issue. Targeting macro to find the buggers hiding in a group and take them out first. I do remember the voids being a real pain when HEAT's came out. Have two of them in a group and you were eating dirt for sure. See a cyst? Dirt cakes for lunch. There was more skill involved. Now it is just Leeeeeroy Jenkin's the mobs and go on to the next one.
  2. I usually skip the T9 in armor sets. I will take them to mule a useful proc if I don't have space elsewhere and have a free power pick. Some builds are more forgiving than others. Also keep in mind that power x from your primary might not be useful with secondary y, but it would be if you used a different secondary. Every combo is technically playable, it might not be efficient, but playable. Every power is useful, even if situational. You'll figure out what is and isn't useful to have in your build by playing. It will also depend on your play style (to me everything can tank, so you'll find me in the middle of the mobs). Note what is/isn't working and respec out of what you don't use or doesn't work like you had hoped. When you get into IO's/sets that can change something from being garbage to useful as well, even as a mule.
  3. I try to find punny names. Like Miss Tree (Plant/Nature Troller), Sleight Delay (Ill/Time Troller), Psychoplantis (Psi/Plant Blaster). Sometimes it takes a few tries to find a name that works and other times I get it first go. It's getting harder and harder to do as my character count goes up.
  4. I was playing around with the /interact command last night. It seemed to work most of the time when I typed it in or pasted it, but when I tried to bind it to a key it gave me an invalid command. Not sure if this is working as intended. I figured it out. Fat fingers FTL.
  5. I have one dedicated market toon, a vault toon and a few farmers. I horde Purps, PVP's and keep a stockpile of common procs / IO's. About the only thing I ever end up buying are WIO/ATO's and those I just get from packs and convert or sell what I don't want to buy what I do want. The Vault has about 11bn on it currently with a goal of 20bn for a future project(s). I do move inf off of characters from time to time when I log them in and play. I'll find I left 200m here and there or they have sold a bunch of stuff and I'll collect the funds and email it if I remember to.
  6. I've played both ways. Depends on the character, power sets and other factors. Sometimes I'll make challenges for myself, or "only level doing X" characters. I've made some that only run TF's (outside of getting to lv8 for Posi) to 50. That is rather easy to do honestly. Some that only run TF's after I've hit 50 and so on. It keeps things interesting. Others I just wanted to get to 50 because they are late bloomers, or characters I had on live that I wanted to recreate and didn't want to wait because I liked playing them at higher levels.
  7. I have a bunch of tanks, favs are DA/TW, Rad/Psi and Inv/Elec
  8. Freakshow MM Primary? Summoning Freaks would be a fun time!
  9. Grav/Energy Dom. Use Wormhole to bring your new friends to you!
  10. StJ/EA is fun, also Claws/Bio, Savage/Dark. Those are the stalkers I have run to up 50 that were fun. BS/Nin was okay, Ice/Elec was alright as well. Never cared for Ice Melee too much though.
  11. I would like to see this scaling mechanic overall. Never out level a contact and the mobs just scale. Probably some issues with some mob types like Skullz, no lv50 variants of them.
  12. RNG is hateful. Some days I'll get nothing but commons and a few uncommons. Other days I'll get 9 purples. May the RNG so ever be in your favor. Can't hurt to sacrifice a lv1 to the fire mobs to help your rolls.
  13. Give it a small damage increase, maybe a minor sleep/slow effect on some of the powers, That doesn't really add much in the way of proc's but it is something. Sparky could be made into a real pet that I don't have to remember to summon, but forget most of the time. The other option would be to nerf all the mobs so they can't fire off all of their powers with 2 points of endurance and make the drain aspect useful.
  14. I have macros set up on my market toon to open packs. I'd rather just press 1 on my keyboard.
  15. It is annoying that I have to stop what I'm doing and go unlock patrons so I can finish my build. I seldom use the regular APP's as they feel weakand require more investment to get the good stuff compared to patrons. I could probably run Black Scorpions arc in my sleep if needed at this point. I have run it at least 70 times. Brutes/Tanks normally take Mu for Ball Lightning. I use it as a second taunt that does damage. Electric Fences ends up being a set mule. Blasters/Dom's take Mace for Scorpion Shield Def's/Corr's take Soul for Power Boost and Soul Storm (my favorite power in the game) Stalkers take Mu or Lev. Waterspout with a KB-KD proc is fun times. The rest take whatever fits or I feel like using. I think I have taken the pet once on an Elec/Dev Blastermind build. So no more mission unlock, some alternate animations / weapon options would be nice.
  16. Sadly you can't escape Praetoria at all unless you run the mission. I tried porting into Talos from the base and got dumped in Nova. Would be nice if we had the option to not choose a side.
  17. Here is my take on it. I modified a DA/TW Tank that I have. Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! DA-Psi: Level 50 Magic Tanker Primary Power Set: Dark Armor Secondary Power Set: Psionic Melee Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Ancillary Pool: Mu Mastery Hero Profile: Level 1: Dark Embrace (A) Unbreakable Guard - Resistance (7) Unbreakable Guard - Resistance/Endurance (9) Unbreakable Guard - RechargeTime/Resistance (9) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 1: Mental Strike (A) Superior Gauntleted Fist - Accuracy/Damage (11) Superior Gauntleted Fist - Damage/RechargeTime (11) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime (13) Superior Gauntleted Fist - Damage/Endurance/RechargeTime (13) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime (15) Superior Gauntleted Fist - RechargeTime/+Absorb Level 2: Psi Blade (A) Hecatomb - Damage/Recharge (15) Hecatomb - Accuracy/Damage/Recharge (17) Hecatomb - Accuracy/Recharge (17) Hecatomb - Damage/Endurance (19) Hecatomb - Chance of Damage(Negative) Level 4: Murky Cloud (A) Unbreakable Guard - Resistance (19) Unbreakable Guard - Resistance/Endurance (21) Unbreakable Guard - Endurance/RechargeTime (21) Unbreakable Guard - RechargeTime/Resistance (23) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 6: Obsidian Shield (A) Unbreakable Guard - Resistance (23) Unbreakable Guard - Resistance/Endurance (25) Unbreakable Guard - Endurance/RechargeTime (25) Unbreakable Guard - RechargeTime/Resistance (27) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 8: Combat Jumping (A) Karma - Knockback Protection (27) Luck of the Gambler - Defense/Increased Global Recharge Speed (29) Shield Wall - +Res (Teleportation), +5% Res (All) Level 10: Death Shroud (A) Superior Might of the Tanker - Accuracy/Damage (29) Superior Might of the Tanker - Damage/Recharge (31) Superior Might of the Tanker - Accuracy/Damage/Recharge (31) Superior Might of the Tanker - Damage/Endurance/Recharge (31) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge (33) Superior Might of the Tanker - Recharge/Chance for +Res(All) Level 12: Super Jump (A) Blessing of the Zephyr - Knockback Reduction (4 points) Level 14: Taunt (A) Mocking Beratement - Taunt/Recharge/Range Level 16: Dark Regeneration (A) Touch of the Nictus - Healing/Absorb/Recharge (33) Touch of the Nictus - Accuracy/Endurance/Healing/Absorb (33) Touch of the Nictus - Accuracy/Endurance/Recharge (34) Theft of Essence - Healing/Recharge (34) Theft of Essence - Accuracy/Endurance/Healing (34) Theft of Essence - Chance for +Endurance Level 18: Cloak of Darkness (A) Reactive Defenses - Defense (36) Reactive Defenses - Defense/Endurance (36) Reactive Defenses - Defense/Endurance/RechargeTime (36) Reactive Defenses - Scaling Resist Damage (37) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 20: Psi Blade Sweep (A) Superior Avalanche - Accuracy/Damage (37) Superior Avalanche - Accuracy/Damage/Endurance (37) Superior Avalanche - Accuracy/Damage/Recharge (39) Superior Avalanche - Accuracy/Damage/Endurance/Recharge (39) Superior Avalanche - Recharge/Chance for Knockdown Level 22: Hasten (A) Recharge Reduction IO (39) Recharge Reduction IO Level 24: Kick (A) Force Feedback - Accuracy/Knockback (40) Force Feedback - Recharge/Knockback (40) Force Feedback - Chance for +Recharge Level 26: Tough (A) Steadfast Protection - Resistance/+Def 3% (40) Gladiator's Armor - TP Protection +3% Def (All) Level 28: Weave (A) Gift of the Ancients - Defense/Endurance (42) Gift of the Ancients - Defense (42) Luck of the Gambler - Defense/Endurance (42) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 30: Oppressive Gloom (A) Razzle Dazzle - Chance of Immobilize Level 32: Concentration (A) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 35: Greater Psi Blade (A) Superior Blistering Cold - Accuracy/Damage (43) Superior Blistering Cold - Accuracy/Damage/Endurance (43) Superior Blistering Cold - Accuracy/Damage/Recharge (43) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime (45) Superior Blistering Cold - Recharge/Chance for Hold Level 38: Mass Levitate (A) Multi-Strike - Accuracy/Damage (45) Multi-Strike - Damage/Endurance (45) Multi-Strike - Damage/Recharge (46) Multi-Strike - Accuracy/Damage/Endurance (46) Fury of the Gladiator - Accuracy/Damage/End/Rech (46) Fury of the Gladiator - Chance for Res Debuff Level 41: Electrifying Fences (A) Gravitational Anchor - Accuracy/Immobilize/Recharge (50) Gravitational Anchor - Chance for Hold Level 44: Ball Lightning (A) Bombardment - Damage (48) Bombardment - Accuracy/Recharge/Endurance (48) Bombardment - Damage/Recharge (48) Bombardment - Accuracy/Damage/Recharge (50) Bombardment - Accuracy/Damage/Recharge/Endurance (50) Bombardment - Chance for Fire Damage Level 47: Soul Transfer (A) Recharge Reduction IO Level 49: Summon Striker (A) Expedient Reinforcement - Damage/Endurance Level 1: Brawl (A) Empty Level 1: Gauntlet Level 1: Prestige Power Dash
  18. I made a petless Demon/Time MM. It isn't horrible. I built for +Def, +HP and +Dam. It doesn't die, but takes a hot minute to kill things. Fun experiment, but not going to replace my Blasters, Brutes or Fort.
  19. dopeninja

    Sr/psi

    Here is one I planned out. Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! SR-Psi Tank: Level 50 Natural Tanker Primary Power Set: Super Reflexes Secondary Power Set: Psionic Melee Power Pool: Force of Will Power Pool: Fighting Power Pool: Presence Power Pool: Speed Hero Profile: Level 1: Focused Fighting (A) Reactive Defenses - Defense (3) Reactive Defenses - Defense/Endurance (3) Luck of the Gambler - Defense/Endurance (5) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 1: Mental Strike (A) Crushing Impact - Damage/Endurance (5) Crushing Impact - Damage/Recharge (7) Crushing Impact - Accuracy/Damage/Recharge (7) Crushing Impact - Accuracy/Damage/Endurance (9) Crushing Impact - Damage/Endurance/Recharge Level 2: Psi Blade (A) Superior Might of the Tanker - Accuracy/Damage (9) Superior Might of the Tanker - Damage/Recharge (11) Superior Might of the Tanker - Accuracy/Damage/Recharge (11) Superior Might of the Tanker - Damage/Endurance/Recharge (13) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge (13) Superior Might of the Tanker - Recharge/Chance for +Res(All) Level 4: Focused Senses (A) Red Fortune - Defense/Endurance (15) Red Fortune - Defense/Recharge (15) Red Fortune - Defense/Endurance/Recharge (17) Red Fortune - Defense (17) Red Fortune - Endurance (19) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 6: Mighty Leap (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range (19) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance (21) Blessing of the Zephyr - Knockback Reduction (4 points) Level 8: Practiced Brawler (A) Recharge Reduction IO Level 10: Boxing (A) Mako's Bite - Chance of Damage(Lethal) Level 12: Provoke (A) Perfect Zinger - Taunt/Recharge (21) Perfect Zinger - Taunt/Recharge/Range (23) Perfect Zinger - Accuracy/Recharge (23) Perfect Zinger - Chance for Psi Damage Level 14: Evasion (A) Defense Buff IO (25) Defense Buff IO (25) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 16: Psi Blade Sweep (A) Superior Gauntleted Fist - Accuracy/Damage (27) Superior Gauntleted Fist - Damage/RechargeTime (27) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime (29) Superior Gauntleted Fist - Damage/Endurance/RechargeTime (29) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime (31) Superior Gauntleted Fist - RechargeTime/+Absorb Level 18: Dodge (A) Defense Buff IO (31) Defense Buff IO (31) Kismet - Accuracy +6% Level 20: Intimidate (A) Glimpse of the Abyss - Chance of Damage(Psionic) Level 22: Agile (A) Defense Buff IO (33) Defense Buff IO (33) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 24: Lucky (A) Defense Buff IO (33) Defense Buff IO (34) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 26: Weaken Resolve (A) Achilles' Heel - Chance for Res Debuff Level 28: Quickness (A) Run Speed IO Level 30: Unleash Potential (A) Regenerative Tissue - Heal/Endurance (34) Regenerative Tissue - Endurance/Recharge (34) Regenerative Tissue - Heal/Recharge (36) Regenerative Tissue - Heal/Endurance/Recharge (36) Regenerative Tissue - +Regeneration Level 32: Unrelenting (A) Preventive Medicine - Heal (36) Preventive Medicine - Heal/Endurance (37) Preventive Medicine - Endurance/RechargeTime (37) Preventive Medicine - Heal/RechargeTime (37) Preventive Medicine - Heal/RechargeTime/Endurance (39) Preventive Medicine - Chance for +Absorb Level 35: Greater Psi Blade (A) Hecatomb - Damage/Recharge (39) Hecatomb - Accuracy/Damage/Recharge (39) Hecatomb - Accuracy/Recharge (40) Hecatomb - Damage/Endurance (40) Hecatomb - Chance of Damage(Negative) Level 38: Mass Levitate (A) Armageddon - Damage/Recharge (40) Armageddon - Accuracy/Damage/Recharge (42) Armageddon - Accuracy/Recharge (42) Armageddon - Damage/Endurance (42) Armageddon - Chance for Fire Damage (43) Fury of the Gladiator - Chance for Res Debuff Level 41: Elude (A) Recharge Reduction IO (43) Recharge Reduction IO Level 44: Tough (A) Unbreakable Guard - Resistance (45) Unbreakable Guard - Resistance/Endurance (45) Unbreakable Guard - Resistance/Endurance/RechargeTime (45) Unbreakable Guard - +Max HP (46) Steadfast Protection - Resistance/+Def 3% (46) Gladiator's Armor - TP Protection +3% Def (All) Level 47: Hasten (A) Recharge Reduction IO (48) Recharge Reduction IO Level 49: Weave (A) Luck of the Gambler - Defense/Endurance (50) Luck of the Gambler - Defense (50) Shield Wall - +Res (Teleportation), +5% Res (All) (50) Reactive Defenses - Scaling Resist Damage Level 1: Brawl (A) Empty Level 1: Gauntlet Level 1: Prestige Power Dash
  20. My first character on live was an Elec/Ice blaster. It was a rather painful combo then. I am sure it would be better now with IO's but not then. I haven't rolled one on HC due to the bad memories. I do have a TA/DP Defender named Redraw McGraw. He is rather pitiful as well.
  21. I have 4 Fortunata's on different servers. All have the same name/build/costume and so on. I like that character so I don't have to move it around and all that. As far as sets? I have 120ish characters so I am sure there is some overlap. Costumes, well I am lazy at times and load up one I have saved so I can get through the new character creator and mess with the costume at a later time.
  22. The only time I really enjoyed red side was when the VEATS came out. Sure I had several lv50 vills by the time they came out, but Red side seemed really boring and a hassle to get around. My suggestion, and hear me out here...... we kill the spider...... Recluse has to go. States is dead, kill off Recluse, kill off Arachnos. Sure there will be some leftover hanger on folks, but they have served their purpose. Why? This allows for new stories to be told, new powers to come into play and gives a reason to do zone revamps. Patron pools are just open. No more arcs to get them, as well the patrons are dead or no longer the big dogs. Maybe rename the pools. Could also tie them to faction. Vills/Rogues get Patrons, Hero/Vig get Epics. If you switch, they are disabled like accolade powers. Use the radio/paper "contact" for a 1-50 branching arc. No real contact, you're working for yourself. Give several different mission complete choices. Kinda like moral choices, but more of a what direction do I want to go choices.
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