Jump to content

Agorazium

Members
  • Posts

    122
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by Agorazium

  1. I’m leveling a Plant/Dark right now and it’s insanely good. It will always have value on well-built teams thanks to Tar Patch and Plant’s above-average damage, and it carries weaker teams on its own. There are better options for more damage-oriented builds but I wanted a defensive secondary to balance out the character and on Controllers I think /Dark is the best bet. Thematically it was a little difficult to tie the sets together but I came up with a life-force-manipulation concept that I’m happy with.

    • Like 1
  2. I like grav/kin. Dimension Shift is one of the better “oh s***” powers in the game which really helps balance kin’s lack of defensive options in emergencies. If you’re sturdy enough to play in melee, Singularity’s pull-toward aura also helps keep enemies grouped for Fulcrum Shift.

  3. 10 hours ago, Nemu said:

    I would drop static discharge, between psi scream, shockwave and howl you have a full cone chain. That lets you fit in evasive maneuvers for more air mobility.

     

    If you plan to take advantage of powers that puts you in melee range you are better off dropping the entire flight pool, pick up combat jumping + super speed and learn to joust. Getting stuck in animation right in the middle of a pack while you are trying to fire off a 2 second AoE is a great way to get yourself in trouble even if you do build for defense. When I see people asking of build help, 90% of the time it's not the build that'll take you to the next level, it's understanding game mechanics.

     

    A quick glance at your build tells me that you are probably not at the ranged defense softcap despite the artilleries. You most likely don't have 95% chance to hit +4 mobs either. Recharge looks low for a secondary whose endurance/HP sustain depends on recharge. And as I said you can redirect those slots into static discharge into your other cones. Going 5 slots deep into luck of the gambler just for some S/L resist is also not the most efficient use of slots.

     

    For a cookie cutter template I would pick up scorpion shield and build for S/L + Ranged defense. It's possible to still melee blast with pure range defense and a resist shield but that's where mobility becomes even more paramount because you will have to constantly move to trick Mob AI into not meleeing you. If you don't want to do that, then keep a steady supply of lucks, pop one or two before you engage and convert others into purples in your downtime.

     

    Here's a quick workup of what a cookie cutter build focused on S/L + Range defense looks like. I always try to keep a healthy dose of slow resist as well, and it's pretty important for Mental Manip. Any slows will neuter the recharge of drain psyche and that's a significant part of your survival on top of your defenses.

     

    Sonic Mental.mbd 43.46 kB · 2 downloads

     

    If you want to squeeze more procs in then you'll have to sacrifice defense. A common strategy is to build towards 32.5% defense so that one luck softcaps you. That gives you a bit more room to fit procs in. Just remember if you are going to proc out a hold you still need enough ACC bonuses to make sure it hits.

     

    However, based on your comment about catching a lot of aggro, I think you are better off with the cookie cutter template till you learn all the blaster tricks of the trade.

    Thank you, this is great feedback. You are correct that I don't know what I'm doing on blasters, I watched all your videos and they were really helpful! I'm very familiar with jousting on my tanks/MMs, I don't know why I didn't think to apply it to blasters too.

     

    Still tinkering with the build but I did drop Discharge to use those slots elsewhere, and now have him at 37% ranged defense, 20% melee and 70% S/L resist. I never solo, so I build my toons assuming that at least 1 person on my team will have Maneuvers/Tactics.  I'm content with that for now I think, while I focus more on learning to play the AT and  feel comfortable making adjustments. Thank you so much! 

  4. On 7/20/2023 at 11:22 AM, Virtual Green said:

    I've been on villainous streak lately (costume-wise), and I'm pretty proud with how Slither, international assassin and fanatical follower of Apophis, came out! (Claw/Regen)

     

    slither.thumb.PNG.7d4af3d85cd07328e0ae440776286d4c.PNG

     

    slither_2.PNG.8a02899635fcb7252f00ef4b0d58b08f.PNG

     

    I've been trying to make a snake-inspired costume for years and can never get them to look right. This might be the best one I've ever seen!

    • Thanks 1
  5. 7 hours ago, Wimbochismo said:

    Instead of exporting the build, you should still be able to add it to your post as an attachment.

     

    From what I can see, there aren't any huge issues. Like you said, there's a lot of ranged defense sets so you should practically be a tank at ranged. Especially running two s/l res toggles and having Drain Psyche regen. Are you dipping into melee too much? Dreadful Wail has a big radius so you can stay at ranged Hovering when using it. It's a mag 3 stun so it should also be your go to for survivability when initiating group fights. Lots of cones and only thing to go into melee for is TK Thrust.

     

    I don't usually slot the whole Sudden Acceleration set, doesn't do much for dmg. You're low on recharge so maybe that's it? Your attacks aren't cycling very quickly. Although you have enough aoe variety to partially overcome that.

     

    How is your single target dmg feeling? Slotting more into Scream could make it work better. Don't know if Shout is comparable to procced Shocking Bolt. Potential for another full set if you use Shout.

     

    In general, Sonic trades some dmg for the -res effect. So long as you're using Build Ups for big aoe's to take out lots of mobs, and when burning single targets - it should still be bursty.

    Thanks! I didn't know you could do that, I've edited it into the OP.

     

    Thanks for the feedback. I do spend a fair amount of time in melee. Drain Psyche seems to not hit targets if I'm hovering above them; Shockwave is finnicky that way too. 

     

    I do plan on dropping Static Discharge and redistributing some of those slots into Scream. Shocking Bolt is much quicker to activate than Shout which unfortunately is still not a great power, plus I try to have several different damage types on my DPS toons. 

     

    The low recharge is noticeable but workable. My AOE attack chain cycles with no gaps, and if I have a free second on a single target, I can use Howl as filler for the extra -res proc. 

  6. Hi all! So I will be the first to admit I don't play blasters and it's very possible I'm doing something wrong with this build. But this character feels like hot garbage at L46. I wanted it to be a strong AOE blaster, but the amount of aggro I generate and the speed at which I die while putting out insignificant damage feels really bad to play. I prioritized def/res in my IO sets over damage and procs most of the time, and I wonder if that was a mistake? Any help would be appreciated, I love the concept and costume for this toon and would love to enjoy playing him as well!

     

    Mids' export function is giving me an error, so while I try to fix that, here is a screenshot. I'm not attached to any of the powers except Psychic Scream, Shockwave, Wail, and Hover/Fly.

     

    sonic mental build.png

    Blaster (Sonic Attack - Mental Manipulation).mbd

  7. 5 hours ago, BigBubbalu said:

    Hey All,

     

    Trying to remake a character back from the original CoH. Don't really have a concept for him, other than that his name is Lockejaw and he has the mecha chin option. Currently playing around with him being an ice stalker who had to have his jaw/arms replaced with some form of cryo-infused tech after an accident. Really just looking for some different options/ideas for him.

     

    He originally was a claws/SR scrapper back in the old days.

     

    Lockejaw.thumb.png.c6d5a9acbcade5fa693d580f96bd8869.png

    This is a really great starting point. I couldn't think of much to change about it other than adding some texture and getting the arms and boots to sort-of-match. Ice Melee is super fun on a stalker so I went with the elemental order gloves, but if you decide not to go that route, I use the Celestial gloves on a few power-armor characters.

     

     

    lockjaw.png

    • Like 1
    • Thanks 1
  8. Ok, I know cat characters are not original but I had a concept/background I liked and have been waiting forever to find one that matched up with Savage Melee. But this looks more mouse-y to me? I tried it with a tail which didn't make much of a difference. Wondering if a different chest/leg piece with one of the tiger-stripe patterns would maybe be a better fit? SOS!

     

    *note this is a human in a supersuit, not a catperson.

     

     

    hellclaw.png

  9. On 7/7/2023 at 3:35 PM, Psyonico said:

    For some reason, I can't open your build... I'm just getting an "about:blank" page.  Can you throw the file itself into a post so I can look at it? I don't know much about Psi blast, but TA is one of my all time favorite sets, so I can certainly try to help on that end.

     

    As for TA, there's a pretty darn good guide by @KaizenSoze located here 

     

     

    Weird! I'll try to attach it and see if that works. I did use @KaizenSoze's guide as a reference 🙂

     

    7 hours ago, KaizenSoze said:

    Here is my take on TA/psi. I looked over your build and here is my obsessive option of how I would build it.

    • More defense, this is a complicated point. Yes, Flash arrow is amazing, but due to all the patches TA lays down you will be taking fire from non-debuffed mobs often. Especially, in any chaotic pulling environment.
    • You will need Ageless at 50 to handle the end drain. Unless you slot a lot of end redx and take Cardiac
      • Since, you're trying to proc a lot. You are definitely going to need Ageless.
    • I think Psychic Scream is a horrible power. Cast time is too long, damage is too low. Swap it out for Psionic Lance.
    • Scrambled Minds is a really odd power. IMO it takes to long to take effect, but if the mobs are clumped up it's really nice. Take this over Psychic Scream.

    As food for thought, here are my TA/Storm and TA/Beam defenders. Both can solo 4x8 most mob groups.
     

    Defender (Trick Arrow - Storm Blast).mbd 43.4 kB · 0 downloads Defender - Trick Arrow - Beam Rifle.mxd 4.89 kB · 0 downloads

     

    Dropping Tough/Weave and slotting for a teensy bit more recovery has actually solved the end issues! For the most part at least. I really wanted Clarion but may end up building Ageless for content that is light on mezzes. I'm hoping the Support Hybrid end discount will be the final piece of the puzzle. I also picked up Stealth in my most recent respec which has all but eliminated any accidental aggro issues.

     

    Psychic Scream's animation time was reduced in the most recent patch so it's now the same as Tornado's, with similar damage but a lower end cost. On a melee/range hybrid I would drop it but since I stay in one spot at range most of the time, I'm happy with what it brings to the table. It also seems to proc better than Tornado which ends up whiffing entire groups if I select the wrong initial target.

     

    That TA/BR build is beastly. I do prefer a little more recharge over pure defenses on TA though. It looked a little light on recharge at first but I see that your OSA and EMP recharges are not much higher than mine...I may have to do some retuning to squeeze out higher defense. 

     

    Thank you both for the input!

    Psymoth - no Fighting.mbd

  10. I realize after scouring the internet for builds that this is a pretty rare combo! It's a lot of fun so far, currently L46 and mostly IOd. Here is an updated build that drops Fighting; losing the S/L resistance hurts, but this build's endurance economy is horrible. Trick Arrow is a fantastic set, but a downside of half the powers being 1-slot wonders is high endurance costs. I think it would be doable if I went Cardiac for my alpha but I am really wanting Musculature since Psy's damage isn't quite top-tier.

     

    For anyone wanting to min-max this combo, I think the optimal attack chain would probably include the Snipe. With a less end-heavy secondary I would've left Mental Blast with 1 slot and gone that route, but I just couldn't afford to spam it. I experimented with the reworked Scramble Minds but it's still pretty terrible, with a slow travel time and significantly reduced splash damage making it a poor choice in both ST and AOE situations.

     

    [/img]
    View This Build In MRB

     

     

  11. Hello! I recently rerolled one of my old toons to Psy/TA. I haven't played either set since their reworks so I'm a little confused about how to slot them now, and could use some help! 

     

    The L22 power slot is empty because I'm not sure what the optimal ST attack chain for Psy/ is these days. I'm assuming the snipe is the best option? but I could also fit Ice Arrow in there and have another proc bomb and hold to stack with Dominate. My second main question is whether I should be slotting so many procs, or if I'm better off slotting for damage considering how much -res TA puts out now.

     

    The ranged defense is lower than I'd like, but between Flash Arrow's -tohit and Psy/'s long range I'm really not getting hit much. 

     

    My apologies, I don't know how to share builds the old-fashioned way with the new Mids.
    View This Build In MRB

  12. I think Time is underrated as an endgame set (and also that on a team where Time isn’t useful, no other support set would be either). Slowed Response’s AOE -res, Chrono Shift’s +recharge and the +damage from the single target buff are meaningful team DPS increases even if they don’t feel like they’re making much of a difference, and Farsight is amazing at all levels - not every level 50 character is softcapped and fully IOd and Farsight bridges any gaps basically on its own. Time Stop is a stellar proc bomb and I always enjoy being able to help stack holds on a non-control AT. The set is also not endurance heavy so you’re able to run pool support powers with ease. 

     

    It may not be the absolute best set for endgame content but I do think it’s in the upper echelon, and unless you’re running incarnate content and absolutely nothing else, you’re going to be a major asset to most teams.

    • Like 1
  13. 1 hour ago, Zect said:

     

    It's more of a selling point than ever. In the current meta where softcap is trivial and defense buffs ample, res/-res is very strong. If that is not a selling point, it's because of the overuse of -res/+res in support sets and the resultant homogenization of play experience - case in point, the recent addition of -res to FF, turning a balanced set into a significantly overpowered one.

     

    Neither pain nor therm give the caster mez protection, and while they do have a strong ST buff, they don't have an additional -res debuff that sonic has.

     

    However, your complaint about liquefy has merit. Not that the power is weak, but a 5 min base recharge is far too long, literally on the order of some armor set T9's. That kind of recharge is reserved for situational or last-resort powers that do not have a major influence on a powerset's core feel and contributes to the bland feel of sonic res.

     

    Liquefy should first be weakened by losing two or more of its effects; you really don't need a KD patch to also be an aoe hold and literally 3 different debuffs. Then, the recharge can be lowered to make the power more usable. I believe it should not be more than 145s base at most, same as most blast set nukes, or just barely within every-spawn uptime range for a permahasten build.

    Fair play, but IMO the status resistance from Dispersion makes Clarity kind of a dud power. I feel like one way to "fix" the set could be to tack Clarity's numbers onto Dispersion's, making status resistance a premier reason to play Sonic and allowing Clarity to be replaced or reworked into something with a little more flavor. 

     

    Sonic Siphon is solid, but I don't think it's that much better than the damage buffs from Forge, Painbringer, Overgrowth etc. especially when you consider the hard targets you want to be using it on are going to resist some of it. Also those damage buffs apply to all targets making them useful in all situations, not just boss fights. YMMV of course but again I would rather have other sets that have more tools (which may be part of the problem as you said, the Trick Arrow and FF reworks were overkill) on my team. I play mostly support toons and my /Sonic definitely feels the least impactful of the bunch.

     

    Agreed re: Liquefy. The hold is pointless and while removing it would take away some proc-ability it takes plenty of others.

     

    I am hopeful that Sonic is on the list to be looked at at some point. The fact that they gave Dispersion Bubble the buff that makes its effects last for 15 seconds after you leave it, but did not do the same for Sonic Dispersion, tells me that it might have other changes in the works that just weren't ready to ship at the time...hopefully...

  14. 11 hours ago, Astralock said:

     

    Out of curiosity, what other support power set does a large amount of +res, a large amount of -res, and also provides AoE mez protection?

    I mean Sonic is indisputably the king of +/- res. I just don’t think that’s as much of a selling point as it used to be. Pain and Thermal offer both, mez protection (not AOE but it’s not hard to apply), strong healing, and a superbuff in Pain/superdebuff in Thermal - plus Forge which is easy to keep up on your damage-dealers. Nature lacks the AOE -res but Overgrowth’s damage buff is insane and very easy to perma which I would argue evens the playing field on that front, and again it brings heals, a rez, and other buffs/debuffs to the table.

     

    It’s not that Sonic doesn’t have strengths or an identity, just that IMO the other support sets have more of both those things and I would rather have probably any other set on my teams.

  15. I’m leveling an electric/dark controller at the moment. The battlefield control is unparalleled IMO, even at low levels thanks to the combination of Static Field + Darkest Night. You can’t always feel how impactful your support really is in this game but I’ve been on several teams/TFs with this guy where I could tell I was carrying. I don’t know if I can go back to Dark Miasma after this, Fade and Soul Absorption are just so good.

     

    The downside is that all that control and support comes at the cost of doing no damage whatsoever. Procs help a little bit but I ended up taking Arcane Bolt to feel less anemic. It’s also fairly starved for slots and power choices while leveling given that 8 of the 9 DA powers are amazing and you want Hasten ASAP to keep Fade rolling.

    • Thanks 1
  16. Sonic Resonance is not a bad sad per se, but I don’t see a reason to bring it to the table anymore when other sets can do what it does almost as well and have other things to offer on top of +/-res. It’s a shame because it was my favorite support set on live. At the very least, Liquefy has no business having as long a recharge as it does.

  17. Here is another option that looks sturdier with higher resists, though it is about 2% under defense caps and the recharge is abysmal. 

     

    This Hero build was built using Mids Reborn 3.4.7
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Glasshammer 2: Level 50 Mutation Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Stone Melee
    Power Pool: Leaping
    Power Pool: Force of Will
    Power Pool: Fighting
    Ancillary Pool: Arctic Mastery

    Hero Profile:
    Level 1: Frozen Armor -- LucoftheG-Def/Rchg+(A), Rct-Def(3), Rct-Def/EndRdx(3), Rct-ResDam%(5), ShlWal-ResDam/Re TP(5), Ksm-ToHit+(7)
    Level 1: Stone Mallet -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(7), SprGntFis-Acc/Dmg/Rchg(9), SprGntFis-Dmg/EndRdx/Rchg(9), SprGntFis-Acc/Dmg/EndRdx/Rchg(11), SprGntFis-Rchg/+Absorb(11)
    Level 2: Chilling Embrace -- PcnoftheT-Acc/EndRdx(A), PcnoftheT-Acc/Slow(15)
    Level 4: Heavy Mallet -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(17), SprMghoft-Acc/Dmg/Rchg(17), SprMghoft-Dmg/EndRdx/Rchg(19), SprMghoft-Acc/Dmg/EndRdx/Rchg(19), SprMghoft-Rchg/Res%(21)
    Level 6: Mighty Leap -- Lnch-Jump(A), Lnch-+Special(25)
    Level 8: Hoarfrost -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(21), Prv-EndRdx/Rchg(23), ImpArm-ResPsi(23), Ags-Psi/Status(25)
    Level 10: Weaken Resolve -- AchHee-ResDeb%(A)
    Level 12: Icicles -- Mlt-Acc/Dmg/EndRdx(A), ScrDrv-Acc/Dmg/EndRdx(27)
    Level 14: Wall of Force -- Artl-Acc/Dam(A), Artl-Dam/End(27), Artl-Acc/Dam/Rech(29), PstBls-Dam%(29), PstBls-Acc/Dmg/EndRdx(31), Bmbdmt-+FireDmg(31)
    Level 16: Wet Ice -- EndRdx-I(A)
    Level 18: Glacial Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(33), LucoftheG-Def/Rchg(33), LucoftheG-Def/EndRdx/Rchg(33)
    Level 20: Fault -- PstBls-Acc/Dmg/EndRdx(A), PstBls-Dam%(34), Bmbdmt-+FireDmg(34), Bmbdmt-Acc/Dam/Rech/End(34), Bmbdmt-Acc/Dam/Rech(36), JvlVll-Dam%(36)
    Level 22: Energy Absorption -- SynSck-EndMod(A), SynSck-Dam/Rech(37), SynSck-EndMod/Rech(39), SynSck-Dam/Rech/Acc(39), SynSck-Dam/Acc/End(39), SynSck-EndMod/+RunSpeed(40)
    Level 24: Tremor -- Obl-Acc/Dmg/EndRdx/Rchg(A), Obl-%Dam(40), FrcFdb-Rechg%(40), ScrDrv-Dam%(42), ScrDrv-Acc/Dmg(42), ScrDrv-Dmg/EndRdx(42)
    Level 26: Kick -- Empty(A)
    Level 28: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(36), UnbGrd-Max HP%(37), ImpArm-ResPsi(37)
    Level 30: Seismic Smash -- Mk'Bit-Dam%(A), Mk'Bit-Acc/Dmg/EndRdx/Rchg(43), Mk'Bit-Acc/Dmg(43), Mk'Bit-Dmg/EndRdx(43), Mk'Bit-Acc/EndRdx/Rchg(45), Hct-Dam%(45)
    Level 32: Permafrost -- GldArm-3defTpProc(A), ImpArm-ResPsi(45)
    Level 35: Hibernate -- Heal-I(A)
    Level 38: Taunt -- PrfZng-Dam%(A)
    Level 41: Block of Ice -- Apc-Dam%(A), UnbCns-Dam%(46), GhsWdwEmb-Dam%(46), GhsWdwEmb-Acc/EndRdx(46), GhsWdwEmb-Acc/Hold/Rchg(48), Dcm-Build%(50)
    Level 44: Shiver -- IceMisTrmt-+ColdDmg(A)
    Level 47: Ice Storm -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(48), Bmbdmt-Dam/Rech(48), Bmbdmt-Acc/Dam/Rech(50), Bmbdmt-Acc/Dam/Rech/End(50)
    Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet 
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Swift -- Empty(A)
    Level 1: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(13), Pnc-Heal/+End(13)
    Level 1: Hurdle -- Empty(A)
    Level 1: Stamina -- PrfShf-EndMod(A), PrfShf-End%(15)
    Level 16: Takeoff 
    ------------

  18. I worry I may be building this wrong. He is level 30 at the moment and is dying over and over in content that my Dark/ and Willpower/ tanks would handle with ease. I know with Ice being a pure defense set it'll be more of a late bloomer but it is so much squishier than I would've expected. I have no experience with either set so it may be a "me" problem!

     

    I would like to keep Wall of Force in the build; it's not the best power in the game but it has surprisingly good range/coverage and I like the KD as an extra layer of mitigation in crowds. With Stone's emphasis on ST damage I also feel like Weaken Resolve with the -resist proc is not a terrible one-slot wonder. With the empty power slots I was planning on taking the /Ice hold and Ice Storm but if there are better options to increase my survivability I'd definitely consider them. 

     

    Some questions:

    - Is Icicles overslotted? I copied that off other Ice builds I found on the forums but I feel like the slots would be better elsewhere.

    - Similarly, is Energy Absorption underslotted? It feels like it's meant to be a keystone power of the set but it's doing just fine with 1 slot.

    - Is Weave necessary? I've seen it on some other builds that have 55%+ defense but I've been shooting for more resists instead just because a full-def build feels very squishy and risky to me.

     

    This Hero build was built using Mids Reborn 3.4.7
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Glasshammer: Level 50 Mutation Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Stone Melee
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Force of Will

    Hero Profile:
    Level 1: Frozen Armor -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(3), RedFrt-Def/Rchg(3), RedFrt-EndRdx/Rchg(5), RedFrt-Def/EndRdx/Rchg(5), RedFrt-Def(7)
    Level 1: Stone Mallet -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(7), SprGntFis-Acc/Dmg/Rchg(9), SprGntFis-Dmg/EndRdx/Rchg(9), SprGntFis-Acc/Dmg/EndRdx/Rchg(11), SprGntFis-Rchg/+Absorb(11)
    Level 2: Hoarfrost -- Prv-Heal(A), Prv-Heal/EndRdx(17), Prv-EndRdx/Rchg(19), Prv-Heal/Rchg(19), Prv-Heal/Rchg/EndRdx(21), Prv-Absorb%(21)
    Level 4: Chilling Embrace -- EndRdx-I(A)
    Level 6: Wet Ice -- EndRdx-I(A)
    Level 8: Permafrost -- GldArm-3defTpProc(A)
    Level 10: Heavy Mallet -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(23), Mk'Bit-Acc/EndRdx/Rchg(23), Mk'Bit-Acc/Dmg/EndRdx/Rchg(25), Mk'Bit-Dam%(25), TchofDth-Dam%(27)
    Level 12: Icicles -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(27), SprMghoft-Acc/Dmg/Rchg(29), SprMghoft-Dmg/EndRdx/Rchg(29), SprMghoft-Acc/Dmg/EndRdx/Rchg(31), SprMghoft-Rchg/Res%(31)
    Level 14: Kick -- Empty(A)
    Level 16: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(40), StdPrt-ResDam/Def+(42)
    Level 18: Glacial Armor -- Rct-Def(A), Rct-Def/EndRdx(31), Rct-EndRdx/Rchg(33), Rct-Def/Rchg(33), Rct-Def/EndRdx/Rchg(33), Rct-ResDam%(34)
    Level 20: Fault -- PstBls-Acc/Dmg/EndRdx(A), PstBls-Dam%(34), Bmbdmt-Acc/Dam/Rech/End(34), Bmbdmt-+FireDmg(36), JvlVll-Dam%(36), JvlVll-Acc/Dmg(36)
    Level 22: Energy Absorption -- LucoftheG-Def/Rchg+(A), PreOptmz-EndMod/Rech(37)
    Level 24: Tremor -- Obl-Acc/Dmg/EndRdx/Rchg(A), Obl-%Dam(37), ScrDrv-Acc/Dmg/EndRdx(37), ScrDrv-Dam%(39), Arm-Dam%(39), FrcFdb-Rechg%(39)
    Level 26: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(40), ShlWal-ResDam/Re TP(40)
    Level 28: [Empty] -- Empty(A)
    Level 30: Seismic Smash -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(42), CrsImp-Dmg/EndRdx/Rchg(42), CrsImp-Acc/Dmg/EndRdx(43), Hct-Dam%(43), GhsWdwEmb-Dam%(43)
    Level 32: Mighty Leap -- Jump-I(A)
    Level 35: [Empty] -- Empty(A)
    Level 38: Weaken Resolve -- AchHee-ResDeb%(A)
    Level 41: [Empty] -- Empty(A)
    Level 44: Wall of Force -- PstBls-Dam%(A), PstBls-Acc/Dmg/EndRdx(48), Bmbdmt-+FireDmg(48), Bmbdmt-Acc/Dam/Rech/End(48), Bmbdmt-Dam(50), Bmbdmt-Acc/Dam/Rech(50)
    Level 47: [Empty] 
    Level 49: Hibernate -- RechRdx-I(A)
    Level 1: Gauntlet 
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Swift -- Empty(A)
    Level 1: Hurdle -- Empty(A)
    Level 1: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(13), Pnc-Heal/+End(13)
    Level 1: Stamina -- PrfShf-End%(A), SynSck-EndMod(15), SynSck-EndMod/+RunSpeed(15), PwrTrns-+Heal(17)
    Level 41: Takeoff 
    ------------

  19. On 11/10/2022 at 4:18 AM, Erratic1 said:

     

    While there are plenty of villains who kept their villainous costumes when they became or at least temporarily spent time as heroes, if you are changing the costume to reflect their shift I would go with softening jagged lines, showing skin (face/hands), and brightening color while not wholly abandoning the darker elements of the original.

     

    The following is meant to be suggestive of the approach rather than an end result. The Sinister costume options are swapped to generic Bodysuit, bands replace the glove options so the look of the forearms being wrapped is retained while leaving hands visible, a lighter central base color fades to darkened edges across the costume, and the Circle of Thorns shoulders get replaced with Barbarian Iron to indicate toughness without malign intent. The chest emblem is retained along with the belt as holdover elements from the original costume. An optional mask is shown if you prefer to keep a secret identity.

     

    DeepFear.thumb.jpg.521f5e2b0024e23190e0accc950620ce.jpg    DeepFear2.thumb.jpg.5900fe7b77c2a69586f2996eac48c328.jpg

     

    DeepFear.costume 6.75 kB · 0 downloads

    Thank you, this looks great! May toy around with the color scheme a bit but this is a fantastic starting point. Thanks so much.

    • Thanks 1
×
×
  • Create New...