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Shocktacular

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Posts posted by Shocktacular

  1. 4 hours ago, madatlis16 said:

    @Shocktacular, I have a rad/bio and it was okay.. but I think my build isn't that good.. do you happen to have yours in mids?

    I'm not sure my build is that good, either, but I find her fun.  She's a bit squishier than many brutes I've played, but she mostly lives in Offensive Adaptation.  A good part of survivability is knowing when to switch to Defensive.  Destiny: Barrier helps a lot, too, of course 😛.  Also, I could probably swap out the "Chance for Knockdown" proc in Irradiated Ground for another damage proc, but I like seeing foes randomly trip, plus they can't hit me while they're tripping and getting back up, so it reduces incoming damage a bit (if somewhat randomly).

     

    This Villain build was built using Mids Reborn 3.2.17
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    sepsis (test2): Level 50 Science Brute
    Primary Power Set: Radiation Melee
    Secondary Power Set: Bio Armor
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Radioactive Smash -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Acc/Dmg/EndRdx/Rchg(15), Mk'Bit-Dmg/Rchg(39)
    Level 1: Hardened Carapace -- StdPrt-ResDam/EndRdx(A), StdPrt-ResDam/Def+(5), ImpSki-Status(7), Ags-Psi/Status(7), ImpArm-ResPsi(15), ImpArm-ResDam/EndRdx(17)
    Level 2: Proton Sweep -- SprBrtFur-Rech/Fury%(A), SprBrtFur-Acc/Dmg/EndRdx/Rchg(37), SprBrtFur-Acc/Dmg(39), SprBrtFur-Dmg/Rchg(42), SprBrtFur-Dmg/EndRdx/Rchg(43)
    Level 4: Environmental Modification -- ShlWal-ResDam/Re TP(A), ShlWal-Def/EndRdx(9), GifoftheA-Def/EndRdx(9), GifoftheA-Run+(31), GifoftheA-Def(39)
    Level 6: Fly -- Flight-I(A)
    Level 8: Radiation Siphon -- ThfofEss-+End%(A), ThfofEss-Acc/EndRdx/Heal(34), ThfofEss-Acc/EndRdx/Rchg(34)
    Level 10: Inexhaustible -- Prv-Absorb%(A), PwrTrns-+Heal(11), PwrTrns-EndMod(11), Mrc-Heal(13), Mrc-Rcvry+(13)
    Level 12: Adaptation 
    Level 14: Kick -- TchofDth-Acc/Dmg(A), TchofDth-Acc/Dmg/EndRdx(48)
    Level 16: Tough -- GldArm-3defTpProc(A), GldArm-End/Res(17), ImpArm-ResPsi(19), ImpArm-ResDam/EndRdx(19)
    Level 18: Irradiated Ground -- Arm-Dam%(A), Arm-Dmg/EndRdx(27), SprAvl-Rchg/KDProc(27), AchHee-ResDeb%(29), ScrDrv-Dam%(29), TchofLadG-%Dam(31)
    Level 20: Weave -- Rct-ResDam%(A), Rct-Def/EndRdx(21), RedFrt-EndRdx(21), RedFrt-Def(23), RedFrt-Def/EndRdx(23)
    Level 22: Evolving Armor -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-ResDam(33), UnbGrd-ResDam/EndRdx/Rchg(33), ImpArm-ResPsi(33), ImpArm-ResDam/EndRdx(34)
    Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(25)
    Level 26: Devastating Blow -- Hct-Dmg/EndRdx(A), Hct-Acc/Rchg(45), Hct-Dmg(46)
    Level 28: DNA Siphon -- TchoftheN-%Dam(A), TchoftheN-Acc/EndRdx/Heal/HP/Regen(31), TchoftheN-Acc/Heal(43), TchoftheN-Heal/HP/Regen/Rchg(45), TchoftheN-Acc/EndRdx/Rchg(46), RechRdx-I(48)
    Level 30: Assault -- EndRdx-I(A)
    Level 32: Atom Smasher -- SprUnrFur-Rchg/+Regen/+End(A), SprUnrFur-Acc/Dmg/EndRdx/Rchg(40), SprUnrFur-Acc/Dmg(40), SprUnrFur-Dmg/Rchg(42), SprUnrFur-Acc/Dmg/Rchg(42), SprUnrFur-Dmg/EndRdx/Rchg(43)
    Level 35: Genetic Contamination -- TrmIns-Stun%(A), PrfZng-Dam%(36), Erd-%Dam(36), ScrDrv-Dam%(36), ScrDrv-Dmg/EndRdx(37), FuroftheG-ResDeb%(37)
    Level 38: Focused Accuracy -- GssSynFr--Build%(A), EndRdx-I(40)
    Level 41: Physical Perfection -- RgnTss-Regen+(A)
    Level 44: Ablative Carapace -- DctWnd-Rchg(A), DctWnd-Heal/EndRdx/Rchg(45), DctWnd-Heal/Rchg(46)
    Level 47: Laser Beam Eyes -- Dcm-Build%(A), Dcm-Acc/Dmg/Rchg(48)
    Level 49: Energy Torrent -- Ann-ResDeb%(A), Ann-Acc/Dmg/Rchg(50), Ann-Acc/Dmg/EndRdx/Rchg(50), SuddAcc--KB/+KD(50)
    Level 1: Fury 
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Flight-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(3), Pnc-Heal(3)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(5)
    Level 50: Musculature Core Paragon 
    Level 50: Ion Radial Final Judgement 
    Level 50: Assault Core Embodiment 
    Level 50: Barrier Core Epiphany 
    Level 50: Born In Battle 
    Level 50: High Pain Threshold 
    Level 50: Invader 
    Level 50: Marshal 
    Level 12: Defensive Adaptation 
    Level 12: Efficient Adaptation 
    Level 12: Offensive Adaptation 
    Level 6: Afterburner 
    Level 50: Diamagnetic Core Flawless Interface 
    ------------

    • Like 2
  2. Knowing his name might help inspire some costume ideas... or at least narrow down the possibilities.  Any additional descriptions of the character (where he's from, how he got his powers, any beefs he has with any specific villains, etc.) would also be helpful.

  3. 22 minutes ago, JAMMan0000 said:

    I thought this only affected generally 'offensive' toggles. Currently purely 'defensive' toggles do not drop when mezzed. I know some 'offensive' toggles have defensive components to them. So I understood those were going to get affected by this. But, I didnt think this had any affect on purely 'defensive' or 'survival' toggles. Am I understanding that correctly?

    The 'survival' toggles most people are talking about here are either mezzing toggles like Choking Cloud or -ToHit or -Dmg toggles that slow down the rate at which enemies hurt you.  Both of these types of toggles are affected by the proposed changes.

    • Like 3
  4. Rad/Bio brute (aka, my "super-brute") because even if I have no idea what's going on and I'm just standing there, as long as I'm standing near enemies, I'm technically helping 😛.   Also putting that chance for KD proc in one of the damage auras is just hilarious; all the bad guys just randomly trip over themselves once in a while.

    Lately I've been having fun with a StJ/Stone stalker.  Street Justice is pretty awesome on a stalker because, between quick AS and the combo bonuses, you can use a bonus-boosted attack about half the time.  Also, getting to do 4-digit damage is pretty cool (AS from Hide with Build Up with the "Chance for Build Up" proc going off.  I haven't got up to that level on this stalker yet, but my stj/nrg can do it reliably).

    Illusion/Dark controller is fun, but VERY clicky.  If I want to play it well, I have to practice for a bit first, but by GOD she hits hard!  Also, putting a KB -> KD IO into the Phantasm has helped soooo much.

    My Rad/Elec defender has pulled off some thrillingly narrow escapes from death at the hands of various mobs.  Plus, Choking Cloud followed by total end drain is just wickedly delightful to me.

  5. I really enjoy Street Justice on stalkers because between the combos and quick version of Assassin's Strike, you can get about half of your attacks to be boosted one way or another if you do it right.  My StJ/Energy stalker is the only character I've ever had do 4-digit damage regularly; AS from Hide with Build Up with the "Chance for Build Up" proc in it gives me a total of about 1200 dmg in a single strike against +1 incarnate content bosses.  For some reason, this damage is split into 2 numbers, one of which is around 800 dmg and the other is around 400 damage or more (this probably has to do with attack types or something).  In any event, it's really awesome and it feels really awesome every time I do it.  I'm working on a StJ/Stone currently and she's been a lot of fun too!

    • Like 1
    • Thumbs Up 2
  6. 1 hour ago, TygerDarkstorm said:

    @Trike Shock nailed it. 🙂 I believe it's Stars 1, and yes, it's on the Chainmail Dull Chest option.

    I've had this idea for a young teen hero who wears a costume knitted by her grandma (using Chainmail Dull to get that look). I haven't actually made her yet but I've tried making her costume a few times, so I know about this trick.

    • Like 1
  7. 14 hours ago, Fire Chief said:

    Can't wait till friday to unleash my Symphony Control guy The amazing great Smozando (will update costume when the page goes live)...

     

     

     

     

    thegreatsmorzando.JPG

     

    Nice one!
    wait... friday? the new update goes live on friday?  who said?  I have SO many more costumes to make before then... 🙂 

    • Thumbs Up 1
  8. 5 hours ago, Wavicle said:

    The more I think about it, the less these arguments make sense.

    People are saying the toggle would be ready immediately, as if they've been in a mez for a while and the toggle has already recharged.

    Well, if that's true then you SOMEHOW survived the duration of the mez without your toggle on, so I think you can survive for another few seconds without it.

     

    Most often the reason I need the toggle up "right nao" is BECAUSE I've survived the duration of the mez without it... which means my health bar is almost depleted.  If I die while mezzed then, well, there's nothing I could've done (without a break-free or equivalent).  If I can pull off a skin-of-my-teeth save, it's thrilling!  If not, well, it's practice to do better next time.  But if the game itself makes such a save impossible... 😞 

    • Thumbs Up 3
  9. I'm getting weird resist numbers.  They're not negative, though.  When I start a new character, before even choosing any powers, some of them have an initial global non-zero resistance, which shouldn't happen.  

    Breakdown by AT:

    Starts with 40% res to everything: Blasters, Controllers, Defenders, Dominators, Corruptors, 

    Starts with 15% res to everything: Peacebringers, Warshades

    Starts with 10% res to everything: Scrappers, Sentinels, Brutes, Stalkers, Widows, Soldiers

    Starts with 0% res to everything (as it should): Tankers, Masterminds

     

    What is going on?

    Edited to add:
    Resist toggles (Tough, Epic/Patron powers with resists [except scorpion shield]) on non-armored ATs (everything in the 40% category, Widows, Soliders, and MMs) add resistance to everything instead of just the categories they're supposed to add resist to.

  10. I'm wondering if there's a way to allow a player to turn off offensive toggles while mezzed and have that prevent those toggles from suffering suppression.  That way, you could de-toggle your "omg don't kill me" offensive toggle as soon as the mez hits (thus exempting it from suppression) and (presumably) have it back up and ready to go when the mez is over while still being able to use the suppression system for less critical toggles.  Of course, it would be a gamble; if the remaining recharge + animation time when the mez is over is longer than the suppression would have been you end up worse off, but you'd have to figure it out during gameplay like so many other things.  This change would allow for the new system to be used AND give the players more control to have their most critical toggles up ASAP.  I have no idea if it's possible to do this in the game code, or if anyone else thinks this is a reasonable idea/compromise. 

    • Thanks 1
  11. 13 hours ago, Spaghetti Betty said:

    I didn't even know they weren't available to all body types. But I have the attention span of a medium-sized boulder, so that's not a huge shock.

    I'm like this, too, since I tend to only make female characters.  I only found out about those pieces because some of my friends talked about using them and I was helping someone out on the Costume Requests thread.

  12. 6 hours ago, Captain Powerhouse said:

     

    We are nowhere near a release candidate [I don't think] and I had RL stuff hit me in the face delaying a lot of the stuff I was working on. My side of the patches that went in were committed before RL decided to interfere.

     

    Thank you for your response.  I was concerned that this was a sign that there was no chance of this changing.  
    I understand that the devs have RL stuff, too.  Sorry for the premature despair.

    • Like 1
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