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Mythical Creature

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Everything posted by Mythical Creature

  1. I wanted to create some guide videos for the low level mission arcs on both blue and red side. The videos show you how to obtain some helpful P2W abilities and how to complete the Matthew Habashy mission arc (blueside) and the Operative Kuzman arc (redside). The rewards for the arc includes levels 1-8 or 9 and a badge, "Savior of Atlas Park" on blueside and "Freedom Cracker" on redside. They take roughly 30-35 minutes to complete if you know the arc well. Here are the videos: Blueside: Redside:
  2. I just noticed this, I am actually working on a build and wouldn't mind the inf influx! Thanks so much! My global is: @Mythical Creature
  3. You bring up an interesting point, -regen debuff. I think that further solidifies my resolve on radiation armor. Radiation Armor is the only defensive set I could find with -Regen apart from Granite Form. The Rad -Regen is 29% for 60secs on a 60sec recharge pbae I plan to turn into roughly 20 sec recharge or so. Assuming it stacks, I can get that up to almost 90%.
  4. I am leaning towards Savage/Rad myself so thanks for the confirmation that it is a fun combo to play. It seems like Energy Aura is frequently cited as a synergistic secondary choice for Savage Melee, which sort of lead me to Savage/Rad as a potential option, since it had similar recharge/endurance cost mitigation toys. I frequently double guess myself, so want to make sure there are no red flags to watch out for in this combo. It basically seems like the main difference is sav/energy will be a tad bit more survivable and sav/rad will be a tad bit more damage. If that is correct, than I definitely think sav/rad is the winner. Thank you.
  5. I am interested in making a savage melee brute that is not a fire farmer or savage/bio (I am already leveling one). I was torn between Radiation Armor and Energy Aura, both seem to offer recharge and endurance which should synergize well with Savage Melee. What else in the sets will compliment savage melee? Energy aura seems to be more of a balanced armor set split def/res set but doesn't seem to have much in terms of healing/regen or added damage components. This set seems more fire and forget. Radiation armor is pure resistance based and offers no defense but has a lot more healing/regen and seems to have more damage components as well. This set seems a lot more active. For playing general casual content (no intense hard elitist stuff) which of these two sets would be more beneficial? Is savage melee too busy that radiation's clicks will get in the way? Or does savage melee benefit from this extra damage and activity since the recharge rate will allow me to use them more often? Thanks in advance!
  6. I think that Time Manipulation/Seismic Blast is the winner, thanks for everyone's input, I will report back once I have gained some levels to let you know how it worked out. I will roll this one on Excelsior. Now I just need to come up with a theme to match this powerset, I am thinking maybe a sasquatch. Traveling through time throwing boulders at people seems like a very bigfoot thing to do. I also already have a costume picked out from my character creation binge on Torchbearer (shown below). Feel free to provide any tips for my power sets or any flaws I didn't consider and need to work around. Also folks are always looking for ideas for powersets, so feel free to continue providing ideas about complimentary sets for Seismic Blast for defenders. Thanks all.
  7. I liked my seismic/cold corrupter but now I really do want to try the seismic blast set on a defender. Of the recommendations so far, I am leaning towards; time/seismic, dark/seismic, and rad/seismic anyone care to help me decide between these three? Dark Miasma seems to be an obvious fit, but it is one of the sets that feels stronger on a corrupter, so I try to avoid those type of sets on defenders. The set does seem synergistic with seismic blast, since the -to hit, knockdown, and tar patch combo and the lack of -def in dark meshes well with the ample -def in seismic blast. It also plays well up close, which should benefit from seismic force. Radiation seems to be another great fit, though it already has two sources of -def, I feel like that would be overkill with all my -def from seismic blast. Is too much -def worth it, or does it start to experience diminishing returns? Time Manipulation is the other one that seems like a good fit. Time Manipulation seems to want to be up close for the time juncture debuff. Seismic blast (particularly with seismic force) seems to handle being up close to the combat. The +recharge from Chrono Shift seems supreme, paired with seismic pressure, my blasts will have a very fast recharge. Time Manipulation is also the only one with an endurance regen which will help a lot if I am spamming super fast seismic blasts. Please help me and future players decide between these, or let me know of any other ideas that would compliment seismic blast well, specifically utilizing the abilities -def and seismic pressure. Thanks in advance.
  8. Admittedly I haven't tried the beta server out, I should give it a try. Thanks for the suggestion.
  9. I am interested in using Fiery Aura on a Sentinel. I was hoping to start a conversation about what blast sets the community think best compliment fiery aura on a sentinel and why they think it is a good fit. Partly because I am torn between several choices myself so was hoping someone could sell the merits of those combos or propose their own. So far in the running are the following: Fire Blast - Matches thematically and on the higher end as far as damage goes. Electrical Blast - Also one of the more damaging sets, the Molten Embrace will add fire damage to the energy blasts, which could be nice. My main concern is that without a complimentary -End drain in my armor set. Will I see the shock effect often enough to matter. Is the blast set enough by itself to see a benefit from the new shock mechanic or does it need to be paired with electric or energy armor for the additional -End? Water Blast - Not the greatest thematic match, but all the knockdown and knockup seems like it would pair nicely with burn, especially since I will be lacking a taunt. Ice Blast / Dark Blast - Will make me a lot more survivable at the expense of damage and aoe (more for dark), but perhaps the damage from Fiery Aura will compensate for this with the addition of burn, consume, and rise of the phoenix? Radiation Blast / Sonic Attack - Maybe the extra damage from fiery aura is exactly what these debuff sets are looking for? The aoe disorient/holds will help keep enemies in the burn patch and debuffs are always welcome. Thoughts? I am hoping to not make 7 different sentinels, please help me narrow down my choices. Thank you. Fiery Aura - Unofficial Homecoming Wiki (cityofheroes.dev)
  10. Sonic Resonance is most helpful having a target for the shields and toggle ally pbae debuffs. Of the archetypes with access to Sonic Resonance, mastermind has the most convenient targets for these abilities. Of the mastermind pets, the best choices are usually thugs, demons, bots, and sometimes beasts. Sonic Resonance seems to have particular synergy with necromancy, which is unusual in that necro pets are generally considered mid tier at best for masterminds. So now that we took Sonic Resonance and Necromancy, two generally mid tier sets, and mix them, what do we get? For starters, an easy path to 90% for most pet resistances, -res protection, and CC protection. One major hole in the Sonic Resonance set (lack of a heal) is remedied with the self healing pets and life drain in necromancy. With capped resistances out of the way you only need to focus on defenses, which is helped by the -To Hit debuffs found in Necromancy. If you opt for Chill Mastery, you can further bolster your own defenses, gain an aoe sleep, and gain an additional self heal. Thematic Sonic Resonance and Necromancy fit quite well. For a blueside hero with this theme, I went with a Graveyard Crow (that was my name as well). The Crow would bring the dead back to life with it's magical songs that woke the dead. There is plenty that could go with these combo of sound and undead such as Banshee or maybe someone who animates bones with sound. I think there is a lot of potential with this combo, I could be wrong.
  11. That is what I ended up doing, albeit Corrupter, since it seems like Cold Domination as a set performs well on them. It has been a lot of fun!
  12. Now that stalkers have stone armor I was curious about everyones thoughts on good melee power pools to go with it. For thematic reasons I am considering ice, fire, and stone, but I think electric may also be a good choice. Thoughts?
  13. I am pretty stoked for Seismic Blast and wanted to start discussing what we think goes well with it. It appears to be pretty heavy in the -Def department so defender seems like a natural fit for archetype. I am thinking about making mine a cold domination / seismic blast defender themed after Santa Claus. The seismic blast will be stylized to look like charcoal. Thoughts on this combo or any ideas on good combos for seismic blast?
  14. I have a "badger" as well, named "Badger To Death", I went with Claws / Willpower Brute.
  15. Villain Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Forest-Fire: Level 50 Mutation Brute Primary Power Set: Spines Secondary Power Set: Fiery Aura Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Power Pool: Speed Ancillary Pool: Mu Mastery Villain Profile: Level 1: Lunge -- OvrFrc-Dam/KB(A) Level 1: Fire Shield -- Ags-ResDam(A), Ags-ResDam/EndRdx(3), Ags-ResDam/EndRdx/Rchg(3) Level 2: Spine Burst -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(36), SprAvl-Acc/Dmg/EndRdx(36), SprAvl-Acc/Dmg/Rchg(37), SprAvl-Acc/Dmg/EndRdx/Rchg(37), SprAvl-Rchg/KDProc(37) Level 4: Blazing Aura -- Obl-Dmg/Rchg(A), Obl-Dmg(11), Obl-Acc/Dmg/Rchg(13), Obl-%Dam(13), Obl-Acc/Dmg/EndRdx/Rchg(15), Mlt-Acc/EndRdx(15) Level 6: Healing Flames -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(7), Prv-Heal/Rchg(7), Prv-EndRdx/Rchg(9), Prv-Heal/EndRdx(9), Prv-Heal(11) Level 8: Build Up -- GssSynFr--Build%(A) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 12: Taunt -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(33), MckBrt-Taunt/Rchg/Rng(34), MckBrt-Acc/Rchg(34), MckBrt-Taunt/Rng(34), MckBrt-Rchg(36) Level 14: Boxing -- AbsAmz-ToHitDeb%(A) Level 16: Plasma Shield -- Ags-ResDam(A), Ags-ResDam/EndRdx(17), Ags-ResDam/EndRdx/Rchg(17) Level 18: Quills -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(19), Arm-Acc/Rchg(19), Arm-Dmg/EndRdx(27), Arm-Dam%(27), Erd-%Dam(33) Level 20: Consume -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(21), MckBrt-Taunt/Rchg/Rng(21), MckBrt-Acc/Rchg(23), MckBrt-Taunt/Rng(25), MckBrt-Rchg(25) Level 22: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(23) Level 24: Weave -- LucoftheG-Def/Rchg+(A), EndRdx-I(39) Level 26: Ripper -- Obl-Dmg(A), Obl-Acc/Rchg(40), Obl-Dmg/Rchg(40), Obl-Acc/Dmg/Rchg(43), Obl-Acc/Dmg/EndRdx/Rchg(50) Level 28: Burn -- SprBrtFur-Rech/Fury(A), SprBrtFur-Acc/Dmg/EndRdx/Rchg(29), SprBrtFur-Dmg/EndRdx/Rchg(29), SprBrtFur-Acc/Dmg/Rchg(31), SprBrtFur-Acc/Dmg(31), FuroftheG-ResDeb%(31) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), EndRdx-I(46) Level 32: Hasten -- RechRdx-I(A), RechRdx-I(33) Level 35: Throw Spines -- SprUnrFur-Rchg/+Regen/+End(A), SprUnrFur-Acc/Dmg/EndRdx/Rchg(39), SprUnrFur-Acc/Dmg(39) Level 38: Fiery Embrace -- RechRdx-I(A) Level 41: Mu Lightning -- SprWntBit-Rchg/SlowProc(A), SprWntBit-Dmg/EndRdx/Acc/Rchg(42), SprWntBit-Acc/Dmg/Rchg(42), SprWntBit-Acc/Dmg/EndRdx(42), SprWntBit-Dmg/Rchg(43), SprWntBit-Acc/Dmg(43) Level 44: Electrifying Fences -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/Rchg(45), SprFrzBls-Dmg/EndRdx/Acc/Rchg(46), SprFrzBls-Rchg/ImmobProc(46) Level 47: Ball Lightning -- Rgn-Dmg/EndRdx(A), Rgn-Acc/Rchg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Dmg/Rchg(48), Rgn-Dmg(50), Ann-ResDeb%(50) Level 49: Assault -- EndRdx-I(A) Level 1: Brawl -- TchofDth-Dam%(A) 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: Fury Level 1: Sprint -- Jump-I(A) Level 2: Rest -- RechRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(5), NmnCnv-Regen/Rcvry+(40) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(5) ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1450;682;1364;HEX;| |78DA6594D94E53511486F76E4F2D1DA003148A50A12005A9AD2D45631C4214AC89A| |19184C4DBDAC8168ED6B6E96913BDF415BCF1C601A7449CAE04447D01350EAFE095| |23E8BD435D3DEB179AB449F365FD7BADBDFEBDF639277371CAFDE4F8E509215D93F| |99C61648F96AB15D592A9567215BD58B00A215CE962591995585A2F2B3BC57E3325| |9B5179A5E2B325BDA08C204B53EAAC2A182A9ED655F952F648B59C13EE9962311F9| |F5639CA9B6F3583B43EBF50A1C8F37F694E958D05BDE434E3D9925273816325FD4C| |1C7DAAD94CCEA8D08E416A3E44FF5711815F4D888F6431A989E57A284DCD22C6A5A| |95912608AF93A821451B3C96B9AA90D5E076F3077DE0417C15BCC15AAB2F2FE36EB| |1F8BA9397F31DD7F41C15EDA6A1CB719C2E42AC186BEB675CED9F61DFCC66CF90A7| |E613A3F33DF90673BCE6A5FE27D3B4970B017E108F0D9DE529E0B3D5C0B9CD7AF33| |C3E7C0F3609E3978812969BF56F4683DC9DA1A451ECCD383797A314F2FE6F98E7AF| |A3013DF7EAEF31F000F32B71F020FC3D30631A489E754D56EDE46CDD60EBF1DF0DB| |01BF9DF01B84DF20FC5AC96F80FDCAC018CFA9B34B9AFB6AB4D6C59E6417661309F| |33DBC27BFDD5CA775E3EE867F83B8D351DC651277F882B27B30D79E7BDCABF72E78| |87B9E336B8084E307DE425042F217889C1CB00ADF5E10C7D51D6FAC10FE47380D72| |C033E7EFE225ED0CD7C8977A17E6743A8CB52DB11781D79CC79BB1E810FC107CCD1| |25F03EF334D546511B7DCADAEE6570055C65C69E816BCC1CD5C6511BDFC773DBB31| |71C075398EB18F88967E4A73924F02C27309B5EADE1FDCE1286C967A356A39F4834| |29C92625D5A48C3729696DF3CB519B6E5C1D613733DAE65743484CDAE115F577DDA| |C5977D23A4E2063BCFE634BB3C8309F543B21CD930C9FE22761A3B10EBD7E6E6952| |5EE149695799FF0026C2D987| |-------------------------------------------------------------------|
  16. Here is version 2 of my Spines/Fire Brute Fire Farmer. I essentially took Warlawk's farm fresh build and modified it to fit my play style more. I sacrificed about 12% of the global recharge from 98% down to a whopping 86% (before haste), but in return I got better endurance management (more than 1.0/s separating regen from use), higher global +damage, slightly higher regen. I also swapped out a few abilities to fit my theme better, for example, Mu Lightning instead of Impale for a ranged attack (it has twice the range, less endo cost, and shorter cast time). I also wanted to keep my ripper ability instead of vengeance for the additional 7% recharge slot (it ends up with 5% regen so only 2% loss and the +damage more than makes up for that). I think I am happy with this one, it hits all the goals and is maybe a bit more conducive to distracted farming. Please let me know if there is anything else I can do to improve my build. Thanks all! 🙂 Set Bonus Totals: 14% DamageBuff(Smashing) 14% DamageBuff(Lethal) 14% DamageBuff(Fire) 14% DamageBuff(Cold) 14% DamageBuff(Energy) 14% DamageBuff(Negative) 14% DamageBuff(Toxic) 14% DamageBuff(Psionic) 18.5% Defense(Smashing) 18.5% Defense(Lethal) 36% Defense(Fire) 36% Defense(Cold) 11% Defense(Energy) 11% Defense(Negative) 6% Defense(Psionic) 16% Defense(Melee) 8.5% Defense(Ranged) 24.75% Defense(AoE) 3.6% Max End 48% Enhancement(Accuracy) 86.25% Enhancement(RechargeTime) 3.75% Enhancement(Max EnduranceDiscount) 22.5% SpeedFlying GrantPower Preventive Medicine (10% chance, if Scourge) 73.09 HP (4.88%) HitPoints 22.5% JumpHeight 22.5% SpeedJumping MezResist(Confused) 73.75% MezResist(Held) 73.75% MezResist(Immobilized) 73.75% MezResist(Sleep) 73.75% MezResist(Stunned) 73.75% MezResist(Terrorized) 73.75% MezResist(Teleport) 100% (20% chance) 20% (0.33 End/sec) Recovery 16% (1 HP/sec) Regeneration 45% ResEffect(SpeedFlying) 45% ResEffect(RechargeTime) 45% ResEffect(SpeedRunning) 11.25% Resistance(Smashing) 11.25% Resistance(Lethal) 33% Resistance(Fire) 33% Resistance(Cold) 22.5% SpeedRunning 1 Null
  17. Thanks for your input, several people on reddit also pointed that out. I revised my build some based on this feedback to include more recharge. Ill post the new one in a little bit. Also the different sets was intentional but only because I thought you couldn't duplicate, turns out it is just the ones with unique on them.
  18. Hello, Please review my Spines/Fire Brute Farming Build, my goal is to farm the fire maps in AE (and nothing else I have a lot of other alts to play to do other things). A few thoughts that went into my build, I wanted to avoid using redundant abilities (for example I built around Plasma Shield), going way over cap in stats (wasting space), and I wanted to avoid as many purple sets as possible (I ended up picking only two superior sets, Avalanche and Frozen Blast). I also wanted to get up to 90% Fire Resistance and 45% Fire Defense (If I understand correctly this is all the defenses needed for fire farming). After that I wanted to increase endurance recovery and health recovery abilities. After all that, I wanted to be as well-rounded as possible, apart from maybe slightly more s/l defense due to the common appearance. My final build that I worked on is below. Please let me know if there are any fatal flaws, or anything that might be worked in differently. For a fun bonus, I included a picture of my new villain farmer named Forest-Fire! Thanks in Advance! Key Stat Total (Important ones for Fire Farming): With Plasma Shield/Tough Off Fire Defense: 45.6% Fire Resistance: 90.92% Recovery: 188% (3.23/s) End Use: (1.2/s) Regen: 235% +21% Accuracy +16% Damage Other Stat Totals: With All Toggles S/L Defense: 23.8% Energy/Negative Defense: 21.6% Psionic Defense: 23.5% Cold Defense: 45.6% Melee Defense: 29.1% Range Defense: 20% AOE Defense: 53.1% S/L Resist: 65.9% Energy/Negative Resist: 38.8% Cold Resist: 46.6% Toxic Resist: 26.8% Psionic Resist: 17.8% Villain Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Forest-Fire: Level 50 Mutation Brute Primary Power Set: Spines Secondary Power Set: Fiery Aura Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Power Pool: Speed Ancillary Pool: Mu Mastery Villain Profile: Level 1: Lunge (A) Perfect Zinger - Chance for Psi Damage Level 1: Fire Shield (A) Aegis - Resistance (15) Aegis - Resistance/Endurance (17) Aegis - Resistance/Endurance/Recharge (36) Aegis - Endurance/Recharge (48) Aegis - Resistance/Recharge Level 2: Spine Burst (A) Scirocco's Dervish - Accuracy/Damage (3) Scirocco's Dervish - Damage/Endurance (3) Scirocco's Dervish - Damage/Recharge (5) Scirocco's Dervish - Accuracy/Recharge (5) Scirocco's Dervish - Accuracy/Damage/Endurance (7) Scirocco's Dervish - Chance of Damage(Lethal) Level 4: Blazing Aura (A) Multi-Strike - Accuracy/Damage/Endurance (7) Multi-Strike - Damage/Endurance/Recharge (9) Multi-Strike - Accuracy/Endurance (9) Multi-Strike - Damage/Recharge (11) Multi-Strike - Damage/Endurance (11) Multi-Strike - Accuracy/Damage Level 6: Healing Flames (A) Miracle - +Recovery (13) Miracle - Heal (13) Miracle - Heal/Recharge (17) Miracle - Heal/Endurance/Recharge (39) Miracle - Endurance/Recharge Level 8: Build Up (A) Recharge Reduction IO Level 10: Temperature Protection (A) Impervium Armor - Psionic Resistance (37) Impervium Armor - Resistance (39) Impervium Armor - Resistance/Endurance Level 12: Taunt (A) Accuracy IO Level 14: Boxing (A) Touch of Death - Chance of Damage(Negative) Level 16: Tough (A) Steadfast Protection - Resistance/+Def 3% Level 18: Quills (A) Superior Avalanche - Accuracy/Damage (19) Superior Avalanche - Damage/Endurance (19) Superior Avalanche - Accuracy/Damage/Endurance (21) Superior Avalanche - Accuracy/Damage/Recharge (21) Superior Avalanche - Accuracy/Damage/Endurance/Recharge (23) Superior Avalanche - Recharge/Chance for Knockdown Level 20: Consume (A) Performance Shifter - EndMod (23) Performance Shifter - EndMod/Recharge (25) Performance Shifter - EndMod/Accuracy/Recharge (25) Performance Shifter - Accuracy/Recharge (48) Performance Shifter - EndMod/Accuracy (50) Performance Shifter - Chance for +End Level 22: Weave (A) Reactive Defenses - Scaling Resist Damage (37) Reactive Defenses - Defense (39) Reactive Defenses - Defense/Endurance (43) Reactive Defenses - Defense/Endurance/RechargeTime Level 24: Combat Jumping (A) Shield Wall - +Res (Teleportation), +5% Res (All) (37) Shield Wall - Defense (40) Shield Wall - Defense/Endurance Level 26: Ripper (A) Eradication - Damage (27) Eradication - Accuracy/Recharge (27) Eradication - Damage/Recharge (34) Eradication - Accuracy/Damage/Recharge (36) Eradication - Accuracy/Damage/Endurance/Recharge (36) Eradication - Chance for Energy Damage Level 28: Burn (A) Obliteration - Damage (29) Obliteration - Accuracy/Recharge (29) Obliteration - Damage/Recharge (31) Obliteration - Accuracy/Damage/Recharge (31) Obliteration - Accuracy/Damage/Endurance/Recharge (31) Obliteration - Chance for Smashing Damage Level 30: Maneuvers (A) Serendipity - Defense/Endurance (40) Serendipity - Defense (40) Serendipity - Endurance (46) Serendipity - Defense/Endurance/Recharge (48) Serendipity - Defense/Recharge Level 32: Throw Spines (A) Annihilation - Accuracy/Damage (33) Annihilation - Damage/RechargeTime (33) Annihilation - Accuracy/Damage/RechargeTime (33) Annihilation - Accuracy/Damage/Endurance (34) Annihilation - Accuracy/Damage/Endurance/RechargeTime (34) Annihilation - Chance for Res Debuff Level 35: Fiery Embrace (A) Recharge Reduction IO Level 38: Hasten (A) Recharge Reduction IO Level 41: Electrifying Fences (A) Detonation - Accuracy/Damage (42) Detonation - Damage/Endurance (42) Detonation - Damage/Recharge (42) Detonation - Damage/Range (43) Detonation - Damage/Endurance/Range (43) Detonation - Accuracy/Damage/Endurance Level 44: Ball Lightning (A) Superior Frozen Blast - Accuracy/Damage (45) Superior Frozen Blast - Damage/Endurance (45) Superior Frozen Blast - Accuracy/Damage/Endurance (45) Superior Frozen Blast - Accuracy/Damage/Recharge (46) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime (46) Superior Frozen Blast - Recharge/Chance for Immobilize Level 47: Assault (A) Endurance Reduction IO Level 49: Plasma Shield (A) Gladiator's Armor - TP Protection +3% Def (All) Level 1: Brawl (A) Gladiator's Strike - Chance for Smashing Damage Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Empty Level 1: Fury Level 1: Sprint
  19. A few suggestions: Leveling: I really think you should allow yourself to level (humans tend to get better with practice) but you should disallow slotting and of course you should stick to feasible abilities. Archetypes: It looks like you are using a blaster, however, I think the stats are too high for the "average guy". I think you should pick the class with the least amount in the melee damage and ranged damage stats, after all, an average guy wouldn't be able to swing a punch that hard. You should play a controller or if that is too extreme (which if you look at the power choices - it would be) then a petless mastermind which is slightly better stats and has more realistic choices for abilities. Abilities: Anything a regular human couldn't do is off limits, if you absolutely have to pick it to level up, you can, but you can't use it. Also, anything that requires magic, is something only a super could do, so no Nemesis Staff or Blackwand (undead slaying axe is fine). If your playing a controller, you can't use either of your main two powers, pick whatever you want it doesn't matter. For mastermind, you should pick between Demon (whips), Mercenaries (gun), Ninja (bow), Robotics (rifle), or Thugs (dual pistols). Though I would think the most realistic choice of the two is between mercenaries or thugs. Summoning pets would likely also be off-limits, but that can be left up to your rp decisions. Otherwise I think it is a great idea, good luck and have fun!
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