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macskull

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Everything posted by macskull

  1. I think there's like 2 people from dUmb so maybe we will be able to field 1/4 of a storm team.
  2. I think the most expensive items now are Hami O's, purples, and winter IOs, and even then none of those are anywhere near what they were on live (well, I think some Hami O's are going for more, but that's because there's way less supply and PvP builds love their microfilaments). Oddly enough, I've only done minimal toying with the market and have made off with a good chunk of inf just using converters and offloading what I don't need. Of course, I run enough content every day that I'm sitting on thousands of reward merits already so I can probably fund all my own builds without ever touching the market, but I just find it easier.
  3. I've got a screenshot of us finishing in like... 2.5 hours? I know it's possible to do it faster and I don't think team TP was a thing yet, but clever use of Ouro portals, base TP, Pocket D TP, and mission TP plus Assemble the Team make it possible. Helps to be able to steamroll everything once you're in the missions too.
  4. I work overnight that day but I might be able to make it if it doesn't run TOO long. I'll throw in my name. @macskull Tauntbot Mk. III BS/Energy Scrapper or something else if it's ready by then.
  5. The farming that's going on is not utilizing exploits of any sort. That's happened in the past and when the game was live the developers were very quick to patch out such exploits. The problem with "nerf this content because everyone is doing it and I don't like it" is that once you do that, people will move on to what they perceive to be the next best thing. That's exactly what happened with the AE XP nerf - people just moved on to DFB. If you nerf DFB, something else will become the new thing. Playing whack-a-mole with content is a little silly.
  6. So tell a GM/mod and move on with your day.
  7. Multi boxing was allowed when the game was live and literally none of the problems OP mentioned happened because of it.
  8. I would like the ability to convert them. And hydra/titan enhancements as well.
  9. The one for medium insps should be "take_a_breather" for the blues. Also if you're turning off break frees and awakens you can get rid of that part of each macro and add in the ones for luck/good luck/phenomenal luck.
  10. Yes please.
  11. I think the only two characters I ever explicitly built for perma-Hasten were my Fire/Psi Dominator and my Warshade. First one was for permadom (this was before the Dominator changes but even after it was nice) and second one was for perma Eclipse, because running around with capped damage and capped resistance to everything and just spamming AoEs is pretty damn awesome.
  12. Yes please.
  13. Elec would be the better choice of the two because of the -end but neither is particularly great on a Blaster. You want Psi or Dark.
  14. What do you mean by “fix?” It is working as designed.
  15. Villain Plan by Mids' Villain Designer 1.96 http://www.cohplanner.com/ Click this DataLink to open the build! Fire-Psi Dominator: Level 50 Science Dominator Primary Power Set: Fire Control Secondary Power Set: Psionic Assault Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Soul Mastery Villain Profile: Level 1: Char -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(3), BasGaze-Rchg/Hold:30(3), BasGaze-EndRdx/Rchg/Hold:30(5) Level 1: Psionic Dart -- Acc-I:50(A) Level 2: Fire Cages -- Posi-Acc/Dmg:30(A), Posi-Dmg/EndRdx:30(5), Posi-Dmg/Rchg:30(7), Posi-Acc/Dmg/EndRdx:30(7), Posi-Dam%:30(9), TotHntr-Dam%:50(50) Level 4: Mind Probe -- C'ngImp-Acc/Dmg:30(A), C'ngImp-Dmg/EndRdx/Rchg:30(9), C'ngImp-Dmg/Rchg:30(11), C'ngImp-Acc/Dmg/Rchg:30(11), C'ngImp-Acc/Dmg/EndRdx:30(13) Level 6: Telekinetic Thrust -- KinCrsh-Dmg/KB:30(A), KinCrsh-Acc/KB:30(13), KinCrsh-Rchg/KB:30(15), KinCrsh-Rechg/EndRdx:30(15), KinCrsh-Dmg/EndRdx/KB:30(17), KinCrsh-Acc/Dmg/KB:30(17) Level 8: Hasten -- RechRdx-I:50(A), RechRdx-I:50(19), RechRdx-I:50(19) Level 10: Mental Blast -- Decim-Acc/Dmg:30(A), Decim-Dmg/EndRdx:30(21), Decim-Dmg/Rchg:30(21), Decim-Acc/EndRdx/Rchg:30(23), Decim-Acc/Dmg/Rchg:30(23) Level 12: Flashfire -- Amaze-ToHitDeb%:50(A), Amaze-Stun/Rchg:50(25), Amaze-Acc/Stun/Rchg:50(25), Amaze-Acc/Rchg:50(27), Amaze-EndRdx/Stun:50(27) Level 14: Super Speed -- EndRdx-I:50(A) Level 16: Psychic Scream -- Posi-Acc/Dmg:30(A), Posi-Dmg/EndRdx:30(29), Posi-Dmg/Rchg:30(29), Posi-Acc/Dmg/EndRdx:30(31), Posi-Dam%:30(31) Level 18: Combat Jumping -- LkGmblr-Rchg+:50(A) Level 20: Drain Psyche -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(31), Dct'dW-Heal/Rchg:50(33), Dct'dW-Heal/EndRdx/Rchg:50(33), Dct'dW-Rchg:50(33) Level 22: Hot Feet -- HO:Nucle(A), EndRdx-I:50(34), EndRdx-I:50(34) Level 24: Cinders -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(34), BasGaze-Rchg/Hold:30(36), BasGaze-EndRdx/Rchg/Hold:30(36), BasGaze-Acc/EndRdx/Rchg/Hold:30(36) Level 26: Smoke -- DarkWD-ToHitDeb:30(A), DarkWD-ToHitDeb/Rchg:30(37), DarkWD-ToHitDeb/EndRdx:30(37), DarkWD-ToHitdeb/Rchg/EndRdx:30(37) Level 28: Assault -- EndRdx-I:50(A) Level 30: Tactics -- AdjTgt-ToHit:30(A), AdjTgt-ToHit/Rchg:30(39), AdjTgt-ToHit/EndRdx/Rchg:30(39), AdjTgt-EndRdx/Rchg:30(39), AdjTgt-ToHit/EndRdx:30(40) Level 32: Fire Imps -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(40), ExRmnt-Dmg/EndRdx:50(40), ExRmnt-Acc/Dmg/Rchg:50(42) Level 35: Psionic Lance -- Mantic-Acc/Dmg:35(A), Mantic-Dmg/EndRdx:35(42), Mantic-Dam%:35(42), Mantic-Acc/ActRdx/Rng:35(43), Mantic-Dmg/EndRdx/Rchg:35(43) Level 38: Psychic Shockwave -- Oblit-Dmg:30(A), Oblit-Acc/Rchg:30(43), Oblit-Dmg/Rchg:30(45), Oblit-Acc/Dmg/Rchg:30(45), Oblit-Acc/Dmg/EndRdx/Rchg:30(45) Level 41: Dark Embrace -- TtmC'tng-ResDam/EndRdx:50(A), TtmC'tng-ResDam:50(46), TtmC'tng-ResDam/Rchg:50(48) Level 44: Dark Obliteration -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(46), Posi-Dmg/Rchg:50(46), Posi-Acc/Dmg/EndRdx:50(48), Posi-Dam%:50(50) Level 47: Soul Drain -- RechRdx-I:50(A), RechRdx-I:50(48), RechRdx-I:50(50) Level 49: Vengeance -- LkGmblr-Rchg+:50(A) Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Domination 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 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- Empty(A) ------------ This was a relatively cheap perma-Hasten/permadom build from back when the game was live. You could make a few changes to improve things (slotting the powers in inherent Fitness, swapping Assault for Maneuvers and adding another LotG+7.5%). Drain Pysche is a couple seconds from being perma but that little bit makes zero difference in usability.
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