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mistagoat

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Posts posted by mistagoat

  1. 23 hours ago, SeraphimKensai said:

    Is it just me or is B and C identical?

    Mainly just a difference in recharge.

    I ended up respecing to "C" and it feels really good! I went Night Widow and my buddy went Bane, we're 44 now and just melting +2's/+3's set for 8! The only thing that gave us trouble was a giant mob of "Living Armor" bosses in a John Houston mission. Still don't know what they hit us with but we were doing fine for a good while and then suddenly we were both face down in the dirt lol!

  2. On 4/30/2024 at 1:33 PM, Bopper said:

    I think I would go option C. You have enough defense, resistances for SLP look good, your haste is very strong and your health and net endurance recovery compares well with the other options. 

    Thanks Bopper, I got way too hung up on recharge vs resistance, appreciate the advice! I got her respec'd last night and I'm hoping to take her for a test drive tonight!

  3. I'm leveling a Widow, currently at 30 and she needs a respec. I've put together 4 options, they all take the same powers but moving some slots and swapping some sets make big differences so I was looking for some opinions on which one focuses on the most important stats.

     

    These are pre 50 builds so there are no purples, no superiors, no Incarnates and no plus'd out enhancers however it does have the 4 accolades enabled.

     

    The only thing worth noting that's not in the picture is that Build A loses 3 bonuses to the rule of 5 (2x accuracy and 1x hit points) while none of the others lose anything. 

     

    So just going by the stats, which one looks the most appealing?

     

    image.thumb.jpeg.1f3e40555b3358bd981881b6437a5a17.jpeg

  4. Every toon of mine starts in Mids so I have a plan right from the start. That being said, plans change and sometimes adjustments are needed. I remember not too long ago I was making something (Ice controller I think) with "World of Confusion" in the epic pool. Stacking Artic Air with WoC was the whole reason I started the toon but by the time I got up to epic pool level it was apparent that it was not going to be as beneficial as I was hoping and had to change gears. Best laid plans and all that...

  5. Dark is such an amazing secondary! It can really turn any troller into a tank with softcapped defense and hardcapped s/l resistance. I've decided to try every primary with dark, I only have 3 and a half left (half cuz I'm currently leveling an earth/dark) Plant will be the more traditional lock em down troller set while illusion will be more of an elegant chaos build. Both would be a blast and also very safe and effective builds. I'd give the edge to Illusion for its ability to take down hard targets solo. Even when an AV has their immunity phase where you can't get any holds or stuns off, your Phantom Army is still there taking all those punches for you and laughing!

     

    Build em both! Or choose one and then pair the other primary with Storm! They both go great with Storm too and that really kicks up the damage quite a bit!

     

    You can't make a bad choice!

  6. Electric control is functional but unimpressive. I have an elec/cold troller that gets very little playtime.  It's niche (-end) is cool in theory but it doesn't seem super effective in practice.

     

    I seem to have stumbled down a path of pairing every troller primary with the dark secondary, I'm only missing 4 primaries and electric is one of them, can't say I'm super excited to run that one up but maybe it'll surprise me. At least all the -to hit in Dark should help the gremlins stay alive a little longer. Maybe....I dunno...they're very fragile....

     

    Way back on live... you could put the contagious confusion proc in the chain and it worked great to spread confusion but that was removed. I never understood why, it was never better than seeds or total domination and it really helped the set but you know how it goes...

  7. 18 minutes ago, ShinMagmus said:

    Fixed Arsenal Control
    By: Shin_Rekkoha (Shin_Magmus)

     

    *The powerset is now given an identity and a niche: not just having several ground-targetted patch powers, but being the best (and only) Control set at stacking -dmg debuffs.*
    *Power naming consistency pass conducted: all power names which contain "Canister" are ground-targetted and can be used preemtively.*
    *Power order adjusted.*


    T1 - Tranquilizer Round
    Ranged, Dmg(Toxic), Foe Sleep, -dmg/-rech
    *Add Debuff Effects
    Above average DPA attack for a Controller, fills the attack chain position usually occupied by an ST Immobilize, stacks additional -dmg effects for when Sleep fails.

     

    T2 - Cryo Freeze Ray
    Ranged, Dmg(Cold), Foe Hold, -speed/-rech
    *Add Debuff effects / Power given correct parity with Block of Ice*
    Standard Single Target Hold, no arbitrary weaknesses.

     

    T3 - Liquid Nitrogen
    Ranged, Targeted Enemy AoE, Foe Immobilize/-Fly/-KB%/-KU%, strong -speed/-rech,
    *Changed targeting method, add Slow Debuff effects, removed damage, CD reduced to 8s, changed core power, Wet status completely removed from the game*
    Derivative version of Chillblain, deals no damage and can't slot damage IO sets but applies a more powerful movement slow in exchange, effect even if the Immobilize fails.  Since this power deals no damage, it also does not break Sleep, allowing it to be used to set up Containment without waking up foes.

     

    T4 - Sophorific Canister
    Ranged, Ground Targeted Location, Foe Pulsing Sleep, -dmg/-rech
    *Add Debuff effects, changed targeting method, damage removed*
    A more usable Sleep Grenade that can be placed preemptively without an enemy target, stacks additional -dmg effects for when Sleep fails.

     

    T5 - Cloaking Device
    Self, Toggle Stealth, +Def(All)
    *No changes*
    Power must have retain parity with Superior Invisibility to be justified, people who don't want it can skip it or just mule a LotG 7.5%.

     

    T6 - Flash Bang Grenade
    Ranged, Targeted Enemy AoE, Minor Dmg(Smashing), Foe Stun/-ToHit
    *Damage added*
    A standard 90s CD AoE Stun is a default Opener for most Control sets and a fine power, given minor Smashing damage because getting Flash-Banged hurts.

     

    T7 - Smoke Canister
    Ranged, Ground Targeted Location, Foe Pulsing -Perception/-ToHit, Foe Confuse on dmg
    *Debuff effects increased, Added correct 100% consistent Domination values*
    The idea of this power is fine as long as we also have an AoE Immobilize that prevents KB.  2 different Openers both on 90s CDs is unique for a Control set, as long as they're both good powers individually.

     

    T8 - Tear Gas Canister
    Ranged, Ground Targeted Location, Moderate DoT(Toxic), Foe Pulsing Hold, -dmg
    *Changed targeting method, changed core power, now a clone of Volcanic Gasses with adjusted numbers, retain 240s CD*
    Tear Gas Canister has been given a new identity to be a strong AoE attack that deals significant Toxic Damage over time and stacks additional -dmg, with a small chance to periodically Hold them.  Directly compared against Volcanic Gasses: this power will have more DPS and a debuff, but significantly lower Hold frequency/duration.

     

    T9 - Tri-Cannon
    *No changes*
    The pet works fine and fits the theme well enough.
     

     

    I would be interested to hear the opinions of others in this thread on this set instead of the Arsenal Control that we're getting.

    That looks good! I don't love no damage on the immob but it's a fair tradeoff for the utility. I'd play that set, ship it!

  8. The new costume parts are great! The heads are fun but any chance of more color customization on the eyeball heads? It seems like the only change you can make is to the iris. I'd like to make a big red eye with a yellow iris!

     

    The Sybil Costume may be the highlight of the whole page! Love it! The front skirt part does kinda hang at an odd angle when moving, not a huge deal but worth mentioning.

  9. 2 minutes ago, arcane said:

    HC does a lot of buffs and reworks, so there’s no reason to believe this statement.

    They do indeed and I certainly appreciate that, however it's extremely rare that they change the fundamental effect of the power. For example we don't see them change a blast to melee or change a buff into a debuff or a sleep to an immobilize. If the set goes live with no AoE immob, it will never receive one.

     

    You've made your position clear, you don't want an AoE immob. I respect you opinion but to my eye, the set is begging for an immob and it seems the majority in here agree with that sentiment.

    • Like 3
  10. The problem is that once the set enters the game it will never be fundamentally changed. This set is not done baking and needs to go back in the oven and if that means it doesn't come out in this page, so be it. I'd happily wait a page for an improved set rather than having to deal with this set as it is now for the rest the games lifespan.

    • Like 3
    • Thanks 3
  11. 3 hours ago, BruwtForce said:

    @HelenCarnate @mistagoat 

    Might seem like a stupid question, but for somebody that's just coming back to the game since it was shutdown moons ago, and is basically starting over, but wants a farming build in their set of AT's to get the ball rolling - what's the best way to level one up. The question is based more around @mistagoat's comment where Rad/Fire isn't great for standard content. Do you leveling by farming from a certain level, 1, 10, 25? Or is it assumed that you level normally through missions, teams etc.

    When I initially built mine, I just played it normally into the 30s on SO's. Somewhere around mid 30s it was able to basically farm itself up. Obviously not at +4 x8 but maybe start at +0 x4. Eat inspirations like they're going out of style to make up for anything thats lacking and get the base buffs, I still pound F1 and F2 like crazy when farming!

     

    As Sovera says you can also just level up via normal teaming and stuff too, though in that case I'd probably gear it more toward smashing/lethal def/resist and swap once you're max level.

     

    Sovera also make an extremely good point about making it on a second account. That's top notch advise!!

     

    Also just to avoid any confusion, it's the farming builds that aren't good for standard content, Rad/Fire brutes in general are just fine for all content when built accordingly.

  12. I'm also assuming this is for a farmer, these builds are not great for standard content. I'll never get a better return on investment than this cheap farmer build! Before I finally upgraded, this build got me 670ish vet lvls, many billions of inf, many hundreds or maybe even thousands of purples and tons of power leveling. It is absolutely not the best farmer build but it'll do what you need for a pittance of an investment and boy did it serve me well!

     

    I really like Helens approach of evolving the build but I went a different route and my upgraded version has little to nothing in common with the cheap version. The upgrade version is a slightly tweaked version of a build I found on here, I'm afraid I don't remember who to credit for it. I use AE farm 54290. Hope that helps and sorry if you were just looking for a standard content build.

    Brute Rad Fire Brute not Cheap Atomic SF v2.mbd Brute Rad Fire Brute Cheap Atomic SF.mbd

  13. 5 minutes ago, PancakeGnome said:


    No no, PVP is superrr broken, and it isn't really what the normal game is about. 

    Instead, I mean PVE content.... basically villains and heroes living out the "mastermind" or "super commander" role by creating missions they send other villains and heroes on. 

    AND the very high end should be the "PVPVE" content, which is PVP using the PVE content!!! Where architects are trying to WIN with their mission. Where you go into it knowing "ok, whoever designed this wants us dead.....we need to be careful". Giving a more unique PVE experience at the high end, where you are moving forward actually afraid of what is going to happen, because you know they aren't holding back. 

    It could be balanced by limiting the number of "big moves" an architect could make. And if the architect is able to defeat the heroes, then they get some sort of bonus as they work towards their ultimate mastermind goal. And it could be a set number of "objective arcs". 

    Basically, it is a system that rewards not just the people doing the missions....but also the person who designs them. Make creating missions be part of the game and part of a character. Make sitting in a base scheming and planning and putting it all together actually the gameplay of that hero / villain. 

     

    Mission Progression:

    1. Phase 1 - The Heist/Defense:

      • The villain architect designs a mission where their NPC character attempts to steal something (e.g., technology, information) from a lab.
      • Heroes are tasked to stop this heist. If they fail, the villain progresses; if they succeed, the villain must regroup.
    2. Phase 2 - Escalation or Regrouping:

      • If the villain succeeds in Phase 1, the next mission involves using the stolen item for a larger plan (e.g., building a weapon, hacking a network).
      • If the villain fails, they must design a mission to regroup, like stealing resources or freeing captured allies.
    3. Phase 3 - Showdown or Desperation:

      • Success in Phase 2 leads to a grand plan (e.g., activating a doomsday device, launching a large-scale attack). This is the climax for the villain.
      • Failure leads to a desperate last stand or an attempt to salvage what's left of their plan.
    4. Phase 4 - Resolution:

      • Depending on previous outcomes, this could be a final battle, a peace negotiation, or cleaning up the aftermath.

    So it isn't just "one mission and it's over". Its a set of higher stakes end game content.

    Then just have some rewards that make it interesting to the end game....and things will be fun for everyone.

    Okay, I gotcha! It's an interesting concept. Sorry for jumping to conclusions, I see the letters "PVP" and go red!

  14. On 1/15/2024 at 12:38 AM, PancakeGnome said:


    I think the endgame should be PVPVE..... player created content for players through the architect system. A progression to live out a top villain or hero designing missions for other players to go on that will level them up for interesting rewards and give the other players rewards too. 

    The architect system was such a great first step towards opening up a ton of content for players. But they were scared of people leveling too fast (lol) or farming (lol) and getting other rewards from it..... in the end, none of that mattered. Now you can farm and level up and all the rest doing all sorts of things just as easy. 

    If you're suggesting that end game content should require participation in any amount of PVP then I could not possibly disagree more! As it stands PVP can be ignored at all levels with no detriment to my character, that should remain the standard. No PVP in my PVE please.

    • Like 2
  15. 9 hours ago, Icono04 said:

    I used to think the same thing, but the official HC Discord has a channel showing constantly updated players numbers - total and by server, no less - so presumably secrecy of player numbers is not a concern for the HC team.

    Huh, that's a very good point! All the more reason for these stats to finally be updated!

    • Banjo 1
  16. I get lots of use out of Flashback missions! I usually duo with a buddy and doing arcs through Flashback ensures that we both get the merits for it. That can be done without Flashbacks but its just easier this way.

     

    I have a "Merit Run" that I do pretty often, Freakshow War, it's 55 merits and I can bang it out in under 35 min. Add a second account in there who just hangs out in the base and I'm getting 110 merits in 35 min. It's tough to beat!

     

    It's also fun to go back to low level stuff once you're fully slotted. Frostfire is a fun one and if you do it without Flashback you can easily out level the arc before its complete, doing it through Flashback makes sure you're getting consistent XP. Then of course, you've got the badges you need for accolaids, Spelunker, Shrouded, multi-dimensional ect, Flashback makes them so easy to get!

  17. On 11/18/2023 at 9:16 PM, bustacap said:

    Anyone have a new build for axe/ninja?

    I think I'm building one of these next and this is my first draft. I haven't played Nijitsu before but I have a couple Axe toons and really love the set!

    It's a leveling build so no purps/superiors/incarnates. There are couple spots to swap purps in for extra recharge after 50 but it'll cost a little s/r resist.

    Scrapper (Battle Axe - Ninjitsu) v1.mbd

    • Like 1
  18. So after playing this for a while, the T1/2 power is an awful place for the 50% proc. It went off so rarely that it might as well have not been in the build at all! I just did a respec a couple nights ago and swapped the proc into Shred and it is much more successful! 

     

    This allows me to keep Leap as a proc bomb and keep the big recharge bonus from the Critical Strike set. The FF proc in Vicious goes off very often as well.

     

    I'm 45 now and my meager defense plus Shadow Meld soft caps ALL def. Thats usually all thats needed to get through most groups and if I need more I still have IH and MoG and DP and a quick heal! It's become pretty sturdy, however Sappers and Super Stunners and are target #1!

     

    I went through a stretch in the 30s where I really wasn't enjoying it because Leap drew too much aggro to overcome before some of the def/res was in place and some of the powers were better slotted. It got much better in the early 40s! One thing that really surprised me was that the end usage was much higher than expected. With Quick Recovery and a low end set I thought it would sip blue. I guess it sort of does but its also very quick fire and it adds up. Again, it's getting better in the mid 40s as powers fill out. 

     

    Definitely  having fun with it now!

    Scrapper - savage Regen v1.4.mbd

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