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Spaghetti Betty

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Everything posted by Spaghetti Betty

  1. You must be working on that SS/Regen On a related note, I have noticed that sometimes the game will sometimes just scale the mobs in a mission up for no discernible reason. That could've been the case. Or maybe they were lying. Who knows?
  2. I like the idea of adding +recharge and a dmg proc to the T9. That feels fresh.
  3. Always struck me as odd that we have the Resistance Rifle but not the pistols.
  4. For me, Doms were something I always had trouble getting into. When Illusion Control was added for them, I actually had a concept in mind for an Ill/Sav/Ice. That toon turned out to just be "it" for me. The sets just feel so right together.
  5. I'm ok with this or a flat amount for 1 target hit, like Consume and its Max HP buff. Whichever option isn't too strong.
  6. I like a lot of the ideas you got here. Good stuff! RoP is a good choice. Every little bit of burst mitigation that you can cycle through will help, and Burnout is a good option for tense moments (Twin Colossi come to mind). I took your power picks and reslotted it how I would to give you some more ideas, and also added some choice Incarnates.
  7. Yup. That's my suggestion to buff Electric Armor. First, let me start off my explanation by talking about Energize. When it comes down to it, there's a lot that makes it this power less than desirable. It has a massive recharge, doesn't heal for much (even after being enhanced), and attempts to make up for it with a sad amount of +Regen. All of these points make it a very not good heal, but what if I told you there's a way to make it better without touching the power at all? Enter Power Sink. A PBAoE End drain with a lighting fast recharge - ~16 seconds on a recharge-focused build. This click is screaming to become a mitigation click. My proposal is to add an unenhanceable amount of Absorb to it. Now, whether this gives a flat amount if at least 1 target is hit (like what was done to Consume) or if it should give a scaling amount per target hit (like Energy Absorption, etc.), I'm unsure. It should be whichever is more balanced. What this does is plug the one hole I feel Elec Armor has - dealing with the alpha. Energize is not good for recovering after soaking an alpha. But, if you let the absorb layer deal with that, then Energize suddenly becomes an excellent backup option for dealing with heavy fire. A nice, flat heal with some extra +Regen that will pad your HP while mobs whittle down your absorb barrier. It also reinforces the "Look, you are not going to have End problems. Just click this." mindset of the set. Everyone wins!
  8. Some quick points of advice: stuff as many FF: +Recharge procs into your build as you can. Hand Clap has a great proc chance with multiple foes. DEF will be worthless. Rage crash and no DDR plus nothing to build on. You're better off chasing RES and Recharge. Accuracy isn't critical if you're doublestacking Rage. End will be your biggest foe, but there are ways around that. I actually have messed around with this in mids a bit and wouldn't mind sharing if you make a proper thread for it. I will be back to respond to the OP as well (currently at work), but I couldn't resist replying to a potential SS/Regen build as well. And this goes to anyone wanting to bring a Regen brute to Hard Mode. It is perfectly doable, but will hinge 100% on what support is backing you up.
  9. Once you become adept at dragging mobs through the air with Cyclone Slinging we're calling it this now no exceptions, pair it with Fold Space to make galactic-sized mobs! With some skill and a good team comp, you can make mosh pits that will be reminiscent of the i0 days. Yes, I have been having too much fun practicing this, to the detriment of those around me.
  10. It'll play the same thud effect that happens during a regular KD. It's hard to notice since your average knock completes quickly, but if an NPC gets caught on some geometry, you can hear it when they properly plant on the ground. It's also very quiet for some reason.
  11. My fault for skimming. Apologies. As far as I can tell, the enemy is considered "knocked" until they finish hitting the ground and can execute the getup animation. This varies wildly because of the ragdoll and you can even test it in game, since the knock being complete is indicated by a sound effect.
  12. While an "opportunity strike" mechanic sounds cool, part of me feels the validity of it being attached to mez would be widely unbalanced in both ways depending on the situation. All controllers get an AoE hold plus some other form of aoe control. Would this mean a team could be carried by a controller? How useful would this be against Cims? 2 controllers can hold an AV. How strong is this flourish against a held AV? Maybe a standard KD wouldn't complicate things too much, but ragdoll physics on the other hand... I think "finishing blow" is just a strong term to use. In Dark Souls, executing a riposte after a successful parry certainly does critical damage, but heartier foes will get back up and continue whooping your ass. It's not a bad idea, but lockdown and damage are already heavily skewed in the player's favor.
  13. Reject societal norms.
  14. This is sadly only available on females. It's the fur from the Bolero option cut off and fixed to the shoulders. They have way more fur options than males. Furry shoulders, gloves, boots, chest details. Males only get the santa gloves and boots and the barbarian boots.
  15. I definitely like the arcs that cover a whole zone the best. Hollows, Faultline, Striga, Croatoa, and RWZ are my top 5 and every toon will run them (if they don't outlvl them first). I like the worldbuilding (zonebuilding?) that happens as you complete contacts. The Kings Row revamp is up there, too. I don't mind running around the city to complete Legacy missions, but a lot of those end up feeling extremely self-contained. Oh, and I have a soft spot for Vivacious Verandi on redside. "You know what? F-- you, infinite ambushes." Twinshot Thanks for reminding me that I still need to check a lot of them out. Most of my time in AE has been spent playtesting my own arcs. I would not recommend them for the story. They all have excuse plots. but are extremely challenging. (Think NES-era packaging of story vs gameplay) Just let me feel like my actions are making a difference. The Faultline arc does this beautifully. After helping Jim learn the truth of the Faultline incident and helping him turn a new leaf, you find him and Fusionette on the front line of the war efforts in RWZ. You also help Penny Yin in Faultline as a teen and she ends up becoming a keystone member of the Freedom Phalanx. I like things like that. It makes the people in the world feel more organic. There were also elements of the world changing through Phasing in the Atlas Park revamp. I would've liked to see how that technology would've influenced future arcs. I think having more choice during an arc would be a good first step. Fighting the boss or a similar tough encounter.
  16. The Crazy Battery, Electric Armor/Super Strength Tanker Comes in 3 flavors! Classic Army Green Future Tech JACKED
  17. Wouldn't you say it's pretty..... rad?
  18. I'm not as familiar with Ice Armor on Scraps as I am Tanks, but here's some ideas for you. This Hero build was built using Mids Reborn 3.4.7 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Spaghetti Yeti: Level 50 Magic Scrapper Primary Power Set: Battle Axe Secondary Power Set: Ice Armor Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Body Mastery Hero Profile: Level 1: Chop (A) Crushing Impact - Accuracy/Damage (43) Crushing Impact - Accuracy/Damage/Recharge (43) Crushing Impact - Accuracy/Damage/Endurance (45) Crushing Impact - Damage/Endurance (46) Achilles' Heel - Chance for Res Debuff (46) Force Feedback - Chance for +Recharge Level 1: Frozen Armor (A) Shield Wall - +Res (Teleportation), +5% Res (All) (13) Shield Wall - Defense (15) Shield Wall - Defense/Endurance (15) Shield Wall - Defense/Recharge Level 2: Hoarfrost (A) Preventive Medicine - Chance for +Absorb (7) Preventive Medicine - Heal/RechargeTime/Endurance (9) Preventive Medicine - Heal (9) Preventive Medicine - Heal/Endurance (11) Preventive Medicine - Endurance/RechargeTime (11) Preventive Medicine - Heal/RechargeTime Level 4: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (13) Kismet - Accuracy +6% Level 6: Build Up (A) Gaussian's Synchronized Fire-Control - Chance for Build Up (31) Recharge Reduction IO Level 8: Pendulum (A) Scirocco's Dervish - Accuracy/Damage (45) Scirocco's Dervish - Accuracy/Recharge (45) Scirocco's Dervish - Accuracy/Damage/Endurance (46) Scirocco's Dervish - Damage/Endurance Level 10: Wet Ice (A) Endurance Reduction IO Level 12: Chilling Embrace (A) Ice Mistral's Torment - Endurance/Slow (50) Ice Mistral's Torment - Accuracy/Damage/Endurance (50) Ice Mistral's Torment - Accuracy/Damage/Endurance/Recharge Level 14: Super Jump (A) Winter's Gift - Run Speed, Jump, Flight Speed, Range (48) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance Level 16: Glacial Armor (A) Reactive Defenses - Scaling Resist Damage (17) Reactive Defenses - Defense/Endurance/RechargeTime (17) Reactive Defenses - Defense/RechargeTime (19) Reactive Defenses - Endurance/RechargeTime (19) Reactive Defenses - Defense/Endurance (21) Reactive Defenses - Defense Level 18: Swoop (A) Superior Critical Strikes - RechargeTime/+50% Crit Proc (40) Hecatomb - Chance of Damage(Negative) (40) Hecatomb - Damage/Endurance (42) Hecatomb - Recharge/Accuracy (42) Hecatomb - Damage/Recharge/Accuracy (43) Hecatomb - Damage/Recharge Level 20: Energy Absorption (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (21) Luck of the Gambler - Defense (23) Luck of the Gambler - Defense/Endurance (23) Luck of the Gambler - Defense/Recharge (25) Performance Shifter - EndMod (25) Performance Shifter - EndMod/Recharge Level 22: Axe Cyclone (A) Eradication - Accuracy/Damage/Recharge (33) Eradication - Accuracy/Recharge (33) Eradication - Accuracy/Damage/Endurance/Recharge (34) Fury of the Gladiator - Accuracy/Damage (34) Fury of the Gladiator - Chance for Res Debuff (34) Force Feedback - Chance for +Recharge Level 24: Boxing (A) Empty Level 26: Tough (A) Unbreakable Guard - Resistance (27) Unbreakable Guard - Resistance/Endurance (27) Unbreakable Guard - RechargeTime/Resistance Level 28: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (29) Luck of the Gambler - Defense (29) Luck of the Gambler - Defense/Endurance (31) Luck of the Gambler - Defense/Recharge (31) Luck of the Gambler - Defense/Endurance/Recharge Level 30: Cleave (A) Armageddon - Chance for Fire Damage (37) Armageddon - Damage/Endurance (39) Armageddon - Recharge/Accuracy (39) Armageddon - Damage/Recharge/Accuracy (39) Armageddon - Damage/Recharge (40) Force Feedback - Chance for +Recharge Level 32: Permafrost (A) Gladiator's Armor - TP Protection +3% Def (All) (33) Steadfast Protection - Resistance/+Def 3% Level 35: Icicles (A) Superior Scrapper's Strike - Recharge/Critical Hit Bonus (36) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge (36) Superior Scrapper's Strike - Damage/Endurance/Recharge (36) Superior Scrapper's Strike - Accuracy/Damage/Recharge (37) Superior Scrapper's Strike - Damage/Recharge (37) Superior Scrapper's Strike - Accuracy/Damage Level 38: Icy Bastion (A) Unbreakable Guard - Resistance (48) Unbreakable Guard - RechargeTime/Resistance (50) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 41: Hasten (A) Recharge Reduction IO (42) Recharge Reduction IO Level 44: Focused Accuracy (A) Endurance Reduction IO Level 47: Physical Perfection (A) Performance Shifter - Chance for +End (48) Power Transfer - Chance to Heal Self Level 49: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 1: Brawl (A) Empty Level 1: Critical Hit Level 1: Sprint
  19. In my experience, the trick to Rage crash is to pick an armor that 1. Doesn't care about losing 20% DEF for a few seconds and 2. Can mitigate end drain well. (Or understand that you will have to pick Ageless) The third part of the crash, the -10000% DMG, can be worked around by putting DMG procs in your BnB attacks, but that's more committal, as you'd have to give up set bonuses for that. Playing without Rage is perfectly acceptable, since your primary job on a team as a Tanker is to Tank, but opting out of Rage is way more of a DMG loss than just dealing with the crash. You can just not click it if your concern is surviving a tough encounter.
  20. Gee, I would be really bummed if some of that was emailed to @Spaghetti Betty. Just absolutely downtrodden. 2 bil will do.
  21. Not too much that isn't readily apparent. The only changes I really made were the shuffling of some enhancements, and I made those while considering the pros and cons of Brute vs Scrapper. For me, giving up Shadow Meld for Darkest Night is a hard trade, but it does present some new strategies. Having DN allows you the ability to make the mob come to you instead of having to aggressively engage, which is what I use Shadow Meld for. I consider Gloom and Moonbeam to be equal in value, one is just better for sustained DPS and the latter for burst. Meltdown is also huge on a Brute for mitigation, at least in this case. Going from 70% RES to almost capped is good utility vs mostly being a DMG buff click on a scrapper. I would amount this to the Brute being able to stand up about 15 seconds longer than the Scrapper before going splat, which can make a difference in a hot situation. But is that worth trading out the damage the Scrapper can give? For me, no, but I like the big orange numbers. Everybody is gangster until Midnight Grasp + Moonbeam does over 2k dmg with crits.
  22. Spaghetti Betty

    SR/EM

    Here, some ideas for you. I have some notes below as well. This Hero build was built using Mids Reborn 3.4.7 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Bouncy ball fired from a Man O War: Level 50 Magic Tanker Primary Power Set: Super Reflexes Secondary Power Set: Energy Melee Power Pool: Leaping Power Pool: Fighting Power Pool: Presence Power Pool: Speed Hero Profile: Level 1: Focused Fighting (A) Shield Wall - Defense/Endurance (11) Shield Wall - Defense (11) Shield Wall - Defense/Recharge (19) Shield Wall - Defense/Endurance/Recharge Level 1: Energy Punch (A) Superior Gauntleted Fist - Damage/RechargeTime (29) Superior Gauntleted Fist - Damage/Endurance/RechargeTime (33) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime (34) Superior Blistering Cold - Accuracy/Damage/Endurance (34) Superior Blistering Cold - Accuracy/Damage/Recharge Level 2: Focused Senses (A) Shield Wall - Defense (13) Shield Wall - Defense/Endurance (13) Shield Wall - Defense/Recharge (15) Shield Wall - Defense/Endurance/Recharge Level 4: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (19) Kismet - Accuracy +6% (43) Shield Wall - +Res (Teleportation), +5% Res (All) Level 6: Practiced Brawler (A) Endurance Reduction IO Level 8: Bone Smasher (A) Superior Might of the Tanker - Accuracy/Damage (21) Superior Might of the Tanker - Damage/Recharge (21) Superior Might of the Tanker - Accuracy/Damage/Recharge (23) Superior Might of the Tanker - Damage/Endurance/Recharge (23) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge (29) Superior Might of the Tanker - Recharge/Chance for +Res(All) Level 10: Taunt (A) Empty Level 12: Evasion (A) Shield Wall - Defense (15) Shield Wall - Defense/Endurance (17) Shield Wall - Defense/Recharge (17) Shield Wall - Defense/Endurance/Recharge Level 14: Super Jump (A) Winter's Gift - Slow Resistance (20%) (42) Winter's Gift - Run Speed, Jump, Flight Speed, Range Level 16: Whirling Hands (A) Armageddon - Chance for Fire Damage (34) Armageddon - Damage/Endurance (37) Armageddon - Recharge/Accuracy (40) Armageddon - Damage/Recharge/Accuracy (42) Armageddon - Damage/Recharge Level 18: Agile (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (42) Reactive Defenses - Defense (46) Reactive Defenses - Defense/Endurance (46) Reactive Defenses - Defense/RechargeTime Level 20: Dodge (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 22: Quickness (A) Run Speed IO Level 24: Total Focus (A) Superior Gauntleted Fist - RechargeTime/+Absorb (25) Superior Gauntleted Fist - Accuracy/Damage (25) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime (27) Superior Blistering Cold - Accuracy/Damage (27) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime Level 26: Build Up (A) Gaussian's Synchronized Fire-Control - Chance for Build Up (43) Adjusted Targeting - To Hit Buff (45) Adjusted Targeting - To Hit Buff/Endurance/Recharge (45) Adjusted Targeting - To Hit Buff/Endurance (45) Adjusted Targeting - To Hit Buff/Recharge (46) Adjusted Targeting - Endurance/Recharge Level 28: Lucky (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (43) Luck of the Gambler - Defense Level 30: Energy Transfer (A) Hecatomb - Chance of Damage(Negative) (31) Hecatomb - Damage/Endurance (31) Hecatomb - Recharge/Accuracy (31) Hecatomb - Damage/Recharge/Accuracy (33) Hecatomb - Damage/Recharge (33) Mako's Bite - Chance of Damage(Lethal) Level 32: Boxing (A) Empty Level 35: Tough (A) Steadfast Protection - Resistance/+Def 3% (36) Gladiator's Armor - TP Protection +3% Def (All) (36) Unbreakable Guard - +Max HP (36) Unbreakable Guard - Resistance (37) Unbreakable Guard - Resistance/Endurance (37) Unbreakable Guard - RechargeTime/Resistance Level 38: Weave (A) Reactive Defenses - Scaling Resist Damage (39) Reactive Defenses - Defense/Endurance/RechargeTime (39) Reactive Defenses - Defense (39) Reactive Defenses - Defense/Endurance (40) Reactive Defenses - Endurance/RechargeTime (40) Reactive Defenses - Defense/RechargeTime Level 41: Provoke (A) Empty Level 44: Intimidate (A) Empty Level 47: Unrelenting (A) Preventive Medicine - Chance for +Absorb (48) Preventive Medicine - Heal/RechargeTime/Endurance (48) Preventive Medicine - Heal/RechargeTime (48) Preventive Medicine - Endurance/RechargeTime (50) Preventive Medicine - Heal/Endurance (50) Preventive Medicine - Heal Level 49: Hasten (A) Recharge Reduction IO (50) Recharge Reduction IO Level 1: Brawl (A) Empty Level 1: Gauntlet Level 1: Sprint -One of my main directions when building SR on a tank is to have my damage resistance spread be as even as possible. The reason being that the scaling damage resistance buff from the passives will boost ALL resistances (excluding toxic and psi), and will cap well before your HP reaches critical. -Unrelenting is a boon for SR. It is completely worth the 2 empty power picks. 97% fights will be covered by building a modest amount of regeneration. On the off chance you take a big chunk of damage at once, you can rest assured knowing soft capped defense and hard capped damage resistance will have you covered. Unrelenting is there for the 3% it doesn't. -Don't you hate it when mobs can decide when your powers come back? Yeah, me too. Here's 100% slow resistance for your troubles. -I wholeheartedly recommend going Musculature Radial for your Alpha. Why? Well, you can give up a little bit of damage boost compared to Core to run really fast with just by turning on Sprint. As an alternative, you could go Agility Radial. Doing so would net you perma-Hasten and the same run speed bonus, but you trade off added damage for some extra defense (which could be useful for stuff like Hard Mode Aeon or ITF). -Some other recommendations for Incarnate powers: -Assault Core or Melee Core Hybrid. Damage vs Survivability -Barrier Core Destiny Hope this helps!
  23. Slow resist is something I'm very particular about in every build I make. I hate being slowed. It's such a bummer. If a build I made has less than 80% slow resist, it has a good chance of getting scrapped completely and starting over, even to the detriment of other stats.
  24. Personally, I run an Overkill proc DM/Rad Scrap over a Brute for access to Moonbeam and Shadow Meld. My philosophy is "If it's dead, it can't kill me." This goes for everything up to +4 AVs. Seriously, only Diabolique and her stupid bubble have escaped my clutches! I did my best to translate it to a Brute to stay on topic. This Villain build was built using Mids Reborn 3.4.7 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! proc god reflavored: Level 50 Magic Brute Primary Power Set: Dark Melee Secondary Power Set: Radiation Armor Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Soul Mastery Villain Profile: Level 1: Smite (A) Superior Unrelenting Fury - Accuracy/Damage (13) Superior Unrelenting Fury - Damage/RechargeTime (13) Superior Unrelenting Fury - Accuracy/Damage/RechargeTime (15) Superior Unrelenting Fury - Damage/Endurance/RechargeTime (15) Superior Unrelenting Fury - RechargeTime/+Regen/+End (17) Superior Unrelenting Fury - Accuracy/Damage/Endurance/RechargeTime Level 1: Alpha Barrier (A) Unbreakable Guard - Resistance (7) Unbreakable Guard - Resistance/Endurance (7) Unbreakable Guard - RechargeTime/Resistance (9) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 2: Shadow Maul (A) Superior Brute's Fury - Recharge/Fury Bonus (36) Superior Brute's Fury - Accuracy/Damage (37) Superior Brute's Fury - Damage/Recharge (37) Armageddon - Chance for Fire Damage Level 4: Proton Armor (A) Unbreakable Guard - Resistance (9) Unbreakable Guard - Resistance/Endurance (11) Unbreakable Guard - RechargeTime/Resistance (11) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 6: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (21) Kismet - Accuracy +6% (21) Shield Wall - +Res (Teleportation), +5% Res (All) (23) Reactive Defenses - Scaling Resist Damage Level 8: Siphon Life (A) Superior Blistering Cold - Accuracy/Damage (39) Superior Blistering Cold - Accuracy/Damage/Endurance (40) Superior Blistering Cold - Accuracy/Damage/Recharge (40) Touch of Death - Chance of Damage(Negative) (40) Mako's Bite - Chance of Damage(Lethal) (42) Perfect Zinger - Chance for Psi Damage Level 10: Fallout Shelter (A) Steadfast Protection - Resistance/+Def 3% (17) Unbreakable Guard - +Max HP (19) Gladiator's Armor - TP Protection +3% Def (All) Level 12: Hasten (A) Recharge Reduction IO (19) Recharge Reduction IO Level 14: Super Jump (A) Winter's Gift - Slow Resistance (20%) Level 16: Radiation Therapy (A) Superior Avalanche - Recharge/Chance for Knockdown (23) Theft of Essence - Chance for +Endurance (34) Eradication - Chance for Energy Damage (34) Scirocco's Dervish - Chance of Damage(Lethal) (36) Obliteration - Chance for Smashing Damage (36) Touch of the Nictus - Chance for Negative Energy Damage Level 18: Touch of Fear (A) Superior Brute's Fury - Accuracy/Damage/Recharge (37) Superior Brute's Fury - Damage/Endurance/RechargeTime (39) Superior Brute's Fury - Accuracy/Damage/Endurance/Recharge (39) Obliteration - Chance for Smashing Damage Level 20: Beta Decay (A) Achilles' Heel - Chance for Res Debuff Level 22: Boxing (A) Empty Level 24: Tough (A) Unbreakable Guard - Resistance (25) Unbreakable Guard - Resistance/Endurance (25) Unbreakable Guard - RechargeTime/Resistance (27) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 26: Soul Drain (A) Armageddon - Damage (27) Armageddon - Damage/Recharge (33) Armageddon - Damage/Recharge/Accuracy (33) Armageddon - Recharge/Accuracy (33) Armageddon - Damage/Endurance (34) Fury of the Gladiator - Chance for Res Debuff Level 28: Particle Shielding (A) Preventive Medicine - Chance for +Absorb (29) Preventive Medicine - Heal/RechargeTime/Endurance (29) Preventive Medicine - Heal/RechargeTime (31) Preventive Medicine - Endurance/RechargeTime (31) Preventive Medicine - Heal/Endurance (31) Preventive Medicine - Heal Level 30: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 32: Midnight Grasp (A) Hecatomb - Chance of Damage(Negative) (45) Hecatomb - Damage/Recharge/Accuracy (45) Hecatomb - Recharge/Accuracy (46) Touch of Death - Chance of Damage(Negative) (46) Mako's Bite - Chance of Damage(Lethal) (46) Cloud Senses - Chance for Negative Energy Damage Level 35: Ground Zero (A) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown (42) Eradication - Chance for Energy Damage (42) Scirocco's Dervish - Chance of Damage(Lethal) (43) Obliteration - Chance for Smashing Damage (43) Shield Breaker - Chance for Lethal Damage (43) Touch of Lady Grey - Chance for Negative Damage Level 38: Gamma Boost (A) Performance Shifter - Chance for +End Level 41: Gloom (A) Superior Winter's Bite - Accuracy/Damage (48) Superior Winter's Bite - Accuracy/Damage/Endurance (48) Superior Winter's Bite - Accuracy/Damage/Recharge (48) Apocalypse - Chance of Damage(Negative) (50) Gladiator's Javelin - Chance of Damage(Toxic) (50) Cloud Senses - Chance for Negative Energy Damage Level 44: Darkest Night (A) Dark Watcher's Despair - To Hit Debuff/Endurance (45) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance Level 47: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 49: Meltdown (A) Unbreakable Guard - RechargeTime/Resistance (50) Recharge Reduction IO Level 1: Brawl (A) Empty Level 1: Fury Level 1: Sprint And here is the original Scrapper build for anyone interested:
  25. It's a combination of these 3 here. This is still, to date, one of the best character creators in any game I've played. It also has some of the most fun stuff I've ever found to do in a game. I played a lot of dungeon crawlers growing up, and CoH still satisfies that itch the best. Stop attacking me Funnily enough, I was already gone before sunset hit. I wasn't a huge fan of the direction the game was going after CoH: Freedom, and I considered myself done some time after that. I recall Water Blast being on the test server when I left. I was a teenager then. In those 10 years I grew up and moved out, got a job and started working. I would try other MMOs (namely The Secret World and WoW), but they never really hit the same, so I took the time to catch up on the games I missed. It's hard to argue to your parents having a monthly sub to a video game AND buying $60 ones on top of that. I had no idea of SCORE's existence and I didn't find out about HC existing until 2019, and even then, that was just a "Hey, did you know CoH has a private server now" from my sister. Unfortunately, no PC at the time, so I didn't get to join until August 2020. I didn't realize how much I missed the game until I booted it up again. And if it all goes away for a 2nd time? I'll appreciate the time I had and move on. I'll be sour, sure, but this all feels like a freebie anyway.
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