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m153ry

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Everything posted by m153ry

  1. I currently have a rather expensive and (if i do say so myself) impressive PvP build on my scrapper at the moment.. How ever single target low Res doesnt really work well when trying to do the normal PvE content .. for threads , merits and TFs . Anyone have a decent but cheap PvE build ? i Cant seem to get it where I want it with out 4 or 5 purple sets in the build . I would really like Whirling Swords and maybe another AoE worked in there if possible
  2. Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Natural Brute Primary Power Set: Spines Secondary Power Set: Fiery Aura Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Energy Mastery Villain Profile: Level 1: Lunge -- Hct-Acc/Dmg/Rchg(A), Hct-Acc/Rchg(40) Level 1: Fire Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(3), Ags-ResDam(3) Level 2: Blazing Aura -- SprUnrFur-Rchg/+Regen/+End(A), SprUnrFur-Acc/Dmg/EndRdx/Rchg(11), SprUnrFur-Acc/Dmg/Rchg(11), SprUnrFur-Dmg/EndRdx/Rchg(34) Level 4: Spine Burst -- OvrFrc-Acc/Dmg(A), OvrFrc-Acc/Dmg/End(19), OvrFrc-Acc/Dmg/End/Rech(19) Level 6: Healing Flames -- NmnCnv-Heal(A), NmnCnv-Heal/EndRdx/Rchg(17), NmnCnv-Heal/Rchg(17) Level 8: Build Up -- RechRdx-I(A), RechRdx-I(15) Level 10: Impale -- Dvs-Acc/Dmg(A), Dvs-Acc/Dmg/Rchg(37), Dvs-Acc/Dmg/EndRdx/Rchg(37), Dvs-Dmg/EndRdx(40) Level 12: Temperature Protection -- StdPrt-ResDam/Def+(A), StdPrt-ResKB(13), GldArm-3defTpProc(13), StdPrt-ResDam/EndRdx(15) Level 14: Maneuvers -- ShlWal-ResDam/Re TP(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx(27), LucoftheG-Def/EndRdx/Rchg(27) Level 16: Kick -- Empty(A) Level 18: Tough -- UnbGrd-Max HP%(A), RctArm-ResDam(21), RctArm-ResDam/EndRdx(21), RctArm-ResDam/EndRdx/Rchg(36) Level 20: Weave -- LucoftheG-Def(A), LucoftheG-Def/EndRdx(29), LucoftheG-Def/EndRdx/Rchg(29), LucoftheG-EndRdx/Rchg(36) Level 22: Plasma Shield -- Ags-ResDam(A), Ags-ResDam/EndRdx(23), Ags-ResDam/EndRdx/Rchg(23), Ags-EndRdx/Rchg(36) Level 24: Consume -- EffAdp-EndMod(A), EffAdp-EndMod/Acc/Rchg(25), ScrDrv-Acc/Dmg/EndRdx(33), ScrDrv-Acc/Rchg(34) Level 26: Quills -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(31), ScrDrv-Acc/Dmg/EndRdx(33), ScrDrv-Dam%(33), ScrDrv-Acc/Rchg(37) Level 28: Ripper -- PrfZng-Taunt/Rchg/Rng(A), PrfZng-Acc/Rchg(43), PrfZng-Taunt/Rng(43) Level 30: Burn -- Obl-Dmg(A), Obl-Acc/Dmg/Rchg(31), Obl-Acc/Dmg/EndRdx/Rchg(31), Obl-Acc/Rchg(34), Obl-Dmg/Rchg(46) Level 32: Throw Spines -- Rgn-Acc/Dmg/Rchg(A), Rgn-Acc/Rchg(43) Level 35: Fiery Embrace -- RechRdx-I(A) Level 38: Tactics -- GssSynFr--Build%(A), AdjTrg-ToHit/EndRdx(39), AdjTrg-ToHit(39), AdjTrg-ToHit/EndRdx/Rchg(39), AdjTrg-EndRdx/Rchg(40) Level 41: Focused Accuracy -- AdjTrg-ToHit(A), AdjTrg-ToHit/EndRdx(42), AdjTrg-ToHit/EndRdx/Rchg(42), AdjTrg-EndRdx/Rchg(42) Level 44: Physical Perfection -- Prv-Absorb%(A), Prv-Heal(45), EffAdp-EndMod(45), EffAdp-EndMod/Rchg(45), EffAdp-EndMod/EndRdx(46), EffAdp-EndMod/Acc(46) Level 47: Laser Beam Eyes -- AnlWkn-%ToHit(A), AnlWkn-Acc/Rchg/EndRdx(48), AnlWkn-Acc/Rchg(48), AnlWkn-Acc/DefDeb(48), AnlWkn-DefDeb/EndRdx/Rchg(50) Level 49: Superior Conditioning -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(50), EffAdp-EndMod/EndRdx(50) Level 1: Brawl -- Empty(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 -- UnbLea-Stlth(A) Level 2: Rest -- RechRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(7), Mrc-Rcvry+(9), Mrc-Heal(9) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), EffAdp-EndMod(5), EffAdp-EndMod/Rchg(5), EffAdp-EndMod/EndRdx(7) Level 50: Resilient Core Paragon Level 50: Ion Core Final Judgement Level 50: Reactive Core Flawless Interface Level 50: Longbow Radial Superior Ally Level 50: Barrier Core Epiphany Level 50: Assault Radial Embodiment ------------ ------------ Set Bonus Totals: 20% DamageBuff(Smashing) 20% DamageBuff(Lethal) 20% DamageBuff(Fire) 20% DamageBuff(Cold) 20% DamageBuff(Energy) 20% DamageBuff(Negative) 20% DamageBuff(Toxic) 20% DamageBuff(Psionic) 6% Defense(Melee) 6% Defense(Smashing) 6% Defense(Lethal) 13.81% Defense(Fire) 13.81% Defense(Cold) 7.25% Defense(Energy) 7.25% Defense(Negative) 6% Defense(Psionic) 6.63% Defense(Ranged) 12.25% Defense(AoE) 5% Enhancement(RechargeTime) 56% Enhancement(Accuracy) 15% SpeedFlying GrantPower Preventive Medicine (10% chance, if Scourge) 281.1 HP (18.75%) HitPoints 15% JumpHeight 15% SpeedJumping Knockback (Mag -4) Knockup (Mag -4) MezResist(Confused) 36.25% MezResist(Held) 36.25% MezResist(Immobilized) 36.25% MezResist(Sleep) 36.25% MezResist(Stunned) 36.25% MezResist(Terrorized) 36.25% 20.5% (0.34 End/sec) Recovery 114% (7.12 HP/sec) Regeneration 14% Resistance(Smashing) 5% Resistance(Fire) 5% Resistance(Cold) 15.5% Resistance(Energy) 15.5% Resistance(Negative) 7.25% Resistance(Toxic) 7.25% Resistance(Psionic) 14% Resistance(Lethal) 15% SpeedRunning
  3. Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Natural Controller Primary Power Set: Fire Control Secondary Power Set: Kinetics Power Pool: Leadership Power Pool: Leaping Power Pool: Fighting Power Pool: Concealment Ancillary Pool: Mace Mastery Villain Profile: Level 1: Char -- Empty(A) Level 1: Transfusion -- EnrMnp-Stun%(A), ThfofEss-Heal/Rchg(37), ThfofEss-Heal(37), ThfofEss-Acc/Heal(39), ThfofEss-Acc/EndRdx/Heal(39) Level 2: Fire Cages -- GrvAnc-Hold%(A), GrvAnc-Immob/EndRdx(3), GrvAnc-Immob(3), GrvAnc-Immob/Rchg(5), GrvAnc-Acc/Immob/Rchg(5), GrvAnc-Acc/Rchg(7) Level 4: Maneuvers -- RedFrt-Def(A), RedFrt-Def/EndRdx(40), RedFrt-Def/Rchg(40), RedFrt-EndRdx/Rchg(40), RedFrt-Def/EndRdx/Rchg(42), RedFrt-EndRdx(42) Level 6: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def(7), LucoftheG-Def/EndRdx(9), LucoftheG-Def/Rchg(9), LucoftheG-EndRdx/Rchg(11), LucoftheG-Def/EndRdx/Rchg(11) Level 8: Kick -- Empty(A) Level 10: Siphon Speed -- Acc-I(A) Level 12: Flashfire -- SprFrzBls-Rchg/ImmobProc(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(13), SprFrzBls-Acc/Dmg/Rchg(13), SprFrzBls-Acc/Dmg/EndRdx(15), SprFrzBls-Dmg/EndRdx(15), SprFrzBls-Acc/Dmg(17) Level 14: Tough -- StdPrt-ResKB(A), ImpArm-ResPsi(21), StdPrt-ResDam/Def+(23), GldArm-3defTpProc(23) Level 16: Weave -- ShlWal-ResDam/Re TP(A), RedFrt-Def(17), RedFrt-Def/EndRdx(19), RedFrt-Def/EndRdx/Rchg(19), RedFrt-Def/Rchg(21) Level 18: Tactics -- GssSynFr--Build%(A), GssSynFr--ToHit/EndRdx(33), GssSynFr--Rchg/EndRdx(33), GssSynFr--ToHit/Rchg/EndRdx(33), GssSynFr--ToHit/Rchg(34), GssSynFr--ToHit(34) Level 20: Stealth -- Rct-ResDam%(A), Rct-Def/EndRdx(42), Rct-Def/EndRdx/Rchg(48) Level 22: Speed Boost -- EndMod-I(A) Level 24: Hot Feet -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/Rchg(29), SprAvl-Acc/Dmg/EndRdx/Rchg(36), SprAvl-Acc/Dmg(39), SprAvl-Acc/Dmg/EndRdx(50) Level 26: [Empty] Level 28: Bonfire -- OvrFrc-Acc/Dmg(A), OvrFrc-Acc/Dmg/End(29), OvrFrc-Dmg/End/Rech(31), OvrFrc-Dam/KB(31), OvrFrc-Acc/Dmg/End/Rech(31) Level 30: Increase Density -- ImpArm-ResPsi(A) Level 32: Fire Imps -- SvrRgh-Dmg/EndRdx(A), SvrRgh-PetResDam(43), SvrRgh-Acc/Dmg(43), SvrRgh-Acc/Dmg/EndRdx(43), SvrRgh-Acc(45), SvrRgh-Acc/EndRdx(45) Level 35: Scorpion Shield -- LucoftheG-Rchg+(A), LucoftheG-Def(45), LucoftheG-Def/EndRdx(46), LucoftheG-Def/Rchg(46), LucoftheG-EndRdx/Rchg(46), LucoftheG-Def/EndRdx/Rchg(48) Level 38: Transference -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(48), EffAdp-EndMod/Acc/Rchg(50), EffAdp-EndMod/Acc(50) Level 41: Fulcrum Shift -- Acc-I(A) Level 44: Focused Accuracy -- Empty(A) Level 47: Summon Tarantula -- EdcoftheM-PetDef(A) Level 49: [Empty] Level 1: Brawl -- Empty(A) Level 1: Containment 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: Sprint -- Clr-Stlth(A) Level 2: Rest -- RechRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(27), NmnCnv-Heal/EndRdx(27), NmnCnv-Heal/Rchg(36), NmnCnv-EndRdx/Rchg(36), NmnCnv-Heal/EndRdx/Rchg(37) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), EffAdp-EndMod(25), EffAdp-EndMod/Rchg(25), EffAdp-EndMod/EndRdx(34) Level 50: Agility Core Paragon Level 50: Melee Core Embodiment Level 50: Clarion Radial Epiphany ------------ ------------ Set Bonus Totals: 9.5% DamageBuff(Smashing) 9.5% DamageBuff(Lethal) 9.5% DamageBuff(Fire) 9.5% DamageBuff(Cold) 9.5% DamageBuff(Energy) 9.5% DamageBuff(Negative) 9.5% DamageBuff(Toxic) 9.5% DamageBuff(Psionic) 16.63% Defense(Melee) 5% Defense 11.31% Defense(Smashing) 11.31% Defense(Lethal) 14.75% Defense(Fire) 14.75% Defense(Cold) 12.88% Defense(Energy) 12.88% Defense(Negative) 6% Defense(Psionic) 16% Defense(Ranged) 16% Defense(AoE) 1.8% Max End 11% Enhancement(Heal) 33% Enhancement(Accuracy) 30% Enhancement(RechargeTime) 7.5% SpeedFlying 137.3 HP (13.5%) HitPoints 7.5% JumpHeight 7.5% SpeedJumping Knockback (Mag -4) Knockup (Mag -4) MezResist(Confused) 96.25% MezResist(Held) 96.25% MezResist(Immobilized) 96.25% MezResist(Sleep) 96.25% MezResist(Stunned) 96.25% MezResist(Terrorized) 96.25% 19% (0.32 End/sec) Recovery 72% (3.05 HP/sec) Regeneration 30% ResEffect(SpeedFlying) 30% ResEffect(RechargeTime) 30% ResEffect(SpeedRunning) 33% Resistance(Smashing) 33% Resistance(Lethal) 36% Resistance(Fire) 36% Resistance(Cold) 18.75% Resistance(Energy) 18.75% Resistance(Negative) 30% Resistance(Toxic) 42% Resistance(Psionic) 0% Resistance(Smashing) 0% Resistance(Lethal) 0% Resistance(Fire) 0% Resistance(Cold) 0% Resistance(Energy) 0% Resistance(Negative) 0% Resistance(Toxic) 0% Resistance(Psionic) 7.5% SpeedRunning
  4. http://(https://i.imgur.com/IndJRqQ.jpg)[/image] Yes this is dependent on Incarnate powers .. How ever Considering the recharge times of said skills. and that you only need to survive the first few moments of a mob while you get off your opening attack chain.. it works out just fine. You can easily pop a few purps in between cool downs to keep going on a larger spawn farm .
  5. would have to be coupled with a universal endurance discount /recovery boost.. faster attacks means you will be drained .. and nothing screams I'm a super hero like.. Hey guys let me rest a minute to recover .... like an old man walking up steps ..
  6. You dont know how Aggro and Taunts work apparently lol
  7. no one cares about farming , power leveling , or what ever your argument may be for keeping the aggro cap.. the cap sucks for those of us that enjoy playing the Tank . Protecting a team . when too many mobs are aggro ed is lame .. you should be able to hold the attention of as many as you can survive holding . If you can tank 20 tank 20 . If you can tank 50 you should be able to tank 50.. with out everyone in you team getting wiped the min someone pops off a skill .. or just half of them walking away. Try doing the first door on the eden trial set to +4 x8 .. see how tough it is to tank those spawn numbers and try to keep your team alive .. each spawn is 20 or 30 mobs that spawn right on top of everyone . Which means basically instant team wipe unless you keep it set to easy mode. leveling from 1-50 has never really mattered.. except to those few that it seems to matter to.. the 50+ content is so over looked . No one seems to consider how much there is to do once you hit end game.. aside from just rolling another alt.. as the majority of players stand .. they have little to no real motivation to deck out a 50s toon.. i mean really .. why bother with IOs, incarnates and everything else if you cant make the game more challenging . My 50+2 tank is already basically god mode on +4x8 . with out any IOs .. whats the challenge ? i run double taunt and two toggle AoEs to try and hold aggro for my team mates .. but even though nothing can kill me ... i cant hold two mobs together to protect my team ?
  8. actually it all already works just fine.. you can do it in single player or through admin console commands right now.. I'll upload a little video clip as soon as i render and crop it a bit. But for now . just to give you the basic idea of how it works.. A blaster tuned into a trash can doesnt really have any animations does it ? Its just fire shooting from in front of it . animals like wolves and cats already have attack animations.. when you use your lets say broad sword attack . the dog doesnt swing a sword. he bits (animation) and the damage is just delt to the target . weapons ( sword/claw/guns ) are not tied to the actual power. just the model . so when you change the model the weapon doesnt come with it . just the powers effect . so yea you could make a cat that shoots fire out of its face .. or a ghost or trash can .. what ever .. the attacks still recharge and fire at the same rate regardless of the model being used . the only minor exception to this rule is human models.. like if a controller is turned into statesman .. the new body you have will still make all the normal animations and just your over all outfit is what changes.. I'll post the video here shortly
  9. Or a fire/kin getting to be one of the Imps .. soo many possibilities here , Beast MMs get to run with their pack,, Rather than just flying . we could turn into birds..
  10. Add item in P2W vender. perma power to shape shift into other creatures same as done through console commands for those with GM access . TO start out add something like the coyote and panther travel power . But with no addition benefits . and usable with all powers . So for example a Claws/regen scrapper . could toggle on Lion Form. Turn into a lion . and still use his attacks and buffs . I would suggest starting out with a dozen or so common animals already in the game like from the Vanity pets, and MM set .. then maybe have a community vote from time to time on new ones to add from list. I can see no way this could be exploitable or game breaking.. and cant for the life of me figure out why they never added this feature in the Live days .
  11. For tankers when taunting its currently at 15 mob . after that they will wonder off . cant hold their attention . It didnt use to be this way. This shouldnt effect the Max number of targets hit by X powers .. Just the amount of attention a tank/brute/scrapper so on . Can hold on themselves . like the good old days before they nerfed everything to death .
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