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Marshal_General

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Everything posted by Marshal_General

  1. The one thing that comes to mind is the reduction of the cast time of ignite to 2 seconds from 4.
  2. Have at it. I am currently going over every picture in this thread looking for even more new ideas.
  3. Looking for something that would go great with this mace character.
  4. I would love them to expand on the demon MM attacks to have a full elemental whip attack set.
  5. Sounds like you picked a bad time to stop sniffing glue.
  6. Here is the same character from before done as a shield/stone tanker. I am not sure which I like better.
  7. I would be happy if they could make it only show up in combat unless you wanted it to.
  8. I am thinking about a Stone/DM tanker especially since Rooted is getting adjusted.
  9. I think you forgot a Red Bull or two in your rotation! 😁
  10. I never tried. I always thought they didn't.
  11. I like it. I use a speed on demand bind system that activates sprint when I move and turns it off when I stop is a major PITA when trying it with rooted. They could keep the boots, but get rid of the ground effect.
  12. So Super Speed+Super Jump= Super Speed Jumping?
  13. I am still on a Malaise kick so here is another one. I know a non Granite armor character isn't very optimal, but I can't seem to stay away from designing one.
  14. It looks different on my phone.
  15. I imagine the name, God Himself, would get a lot of interesting chatter.
  16. I do like what some of the other servers have done like giving controllers their level 32 pet at level one. It makes it a lit easier than having to slog it out until 32.
  17. My imaginary friend left me for her imaginary friend. 😭
  18. My mind pronounced it as Futatomp which would change the rating of the game!
  19. The boots make her look like some space age cowgirl. Good pose. I really should look at doing some action shots.
  20. I made another costume that I don't what to do with for AT/sets/bio. I wanted to do something with the Malaise pattern and this is what I came up with. You can barely see it, but I used the Valkyrie Crest on top. I also used white/black or black/white for the Malaise pattern. I am not sure which one.
  21. I have f.lux for windows, though I usually have it not effect games.
  22. This is a DM/Bio build I put together before the ToF change and I haven't had time to remake it. It doesn't hit softcap for S/L and E/N unless you run defensive. I should be able to fix it once I remake it. That is if ToF is worth taking now. This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! DM BIO: Level 50 Magic Scrapper Primary Power Set: Dark Melee Secondary Power Set: Bio Armor Power Pool: Leaping Power Pool: Flight Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Soul Mastery Hero Profile: Level 1: Shadow Punch -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/Rchg(5), SprBlsCol-Rchg/HoldProc(5) Level 1: Hardened Carapace -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(7), UnbGrd-ResDam/EndRdx(7), UnbGrd-ResDam/EndRdx/Rchg(9), UnbGrd-ResDam(9), UnbGrd-Max HP%(11) Level 2: Smite -- SprScrStr-Dmg/Rchg(A), SprScrStr-Acc/Dmg(11), SprScrStr-Dmg/EndRdx/Rchg(13), CrsImp-Acc/Dmg(13), CldSns-%Dam(15), TchofDth-Dam%(15) Level 4: Shadow Maul -- SprScrStr-Acc/Dmg/EndRdx/Rchg(A), SprScrStr-Acc/Dmg/Rchg(19), SprScrStr-Rchg/+Crit(21), Mlt-Acc/Dmg(21), Erd-%Dam(23), OvrFrc-Dam/KB(23) Level 6: Environmental Modification -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(25), LucoftheG-Def(25), Rct-ResDam%(27), ShlWal-ResDam/Re TP(27) Level 8: Siphon Life -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(29), KntCmb-Dmg/Rchg(29), KntCmb-Dmg/EndRdx/Rchg(31), ThfofEss-Acc/Heal(31), ThfofEss-+End%(31) Level 10: Adaptation Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 14: Fly -- WntGif-ResSlow(A) Level 16: Ablative Carapace -- Prv-Heal(A), Prv-Heal/EndRdx(33), Prv-EndRdx/Rchg(33), Prv-Heal/Rchg(33), Prv-Heal/Rchg/EndRdx(34), Prv-Absorb%(34) Level 18: Dark Consumption -- Erd-Dmg(A), Erd-Acc/Rchg(34), Erd-Acc/Dmg/EndRdx/Rchg(36) Level 20: Evolving Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(36), UnbGrd-Rchg/ResDam(36), UnbGrd-ResDam/EndRdx/Rchg(37) Level 22: Inexhaustible -- PrfShf-End%(A) Level 24: Kick -- Empty(A) Level 26: Soul Drain -- Obl-Dmg(A), Obl-Acc/Rchg(37), Obl-Dmg/Rchg(37), Obl-Acc/Dmg/Rchg(39), Obl-Acc/Dmg/EndRdx/Rchg(39), Obl-%Dam(39) Level 28: DNA Siphon -- Prv-Heal(A), Prv-Heal/Rchg(40) Level 30: Tough -- UnbGrd-ResDam/EndRdx(A), UnbGrd-Rchg/ResDam(40), UnbGrd-ResDam(40), UnbGrd-ResDam/EndRdx/Rchg(42) Level 32: Midnight Grasp -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(42), SprCrtStr-Acc/Dmg/Rchg(42), SprCrtStr-Dmg/EndRdx/Rchg(43), SprCrtStr-Acc/Dmg/EndRdx/Rchg(43), SprCrtStr-Rchg/+50% Crit(43) Level 35: Genetic Contamination -- Obl-Dmg(A), Obl-Acc/Rchg(45), Obl-Dmg/Rchg(45), Obl-Acc/Dmg/Rchg(45), Obl-Acc/Dmg/EndRdx/Rchg(46), Obl-%Dam(46) Level 38: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(46) Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48) Level 44: Assault -- EndRdx-I(A), EndRdx-I(48) Level 47: Moonbeam -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(48), SprWntBit-Acc/Dmg/EndRdx(50), SprWntBit-Acc/Dmg/Rchg(50), SprWntBit-Dmg/EndRdx/Acc/Rchg(50) Level 49: Shadow Meld -- LucoftheG-Def/Rchg+(A) Level 1: Critical Hit Level 1: Brawl -- Empty(A) Level 1: Sprint -- Run-I(A) Level 2: Rest -- Heal-I(A) Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(17), Mrc-Rcvry+(17) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(19) Level 49: Quick Form Level 4: Ninja Run Level 50: Musculature Radial Paragon Level 50: Assault Core Embodiment Level 50: Degenerative Core Flawless Interface Level 50: Void Core Final Judgement Level 50: Barrier Core Epiphany Level 10: Defensive Adaptation Level 10: Efficient Adaptation Level 10: Offensive Adaptation ------------
  23. This is a build I was tinkering with. It still needs a little adjusting to get S/L where I want it and ranged is a bit low. This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! EA ELE: Level 50 Magic Defender Primary Power Set: Electrical Affinity Secondary Power Set: Electrical Blast Power Pool: Flight Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Mace Mastery Hero Profile: Level 1: Shock -- Acc-I(A), PwrTrns-+Heal(50) Level 1: Charged Bolts -- SprVglAss-Dmg/Rchg(A), SprVglAss-Dmg/EndRdx/Rchg(3), SprVglAss-Acc/Dmg/EndRdx/Rchg(3), PwrTrns-Dam/Acc/Rech/End(5), PwrTrns-Dam/Acc/End(5), PwrTrns-+Heal(7) Level 2: Lightning Bolt -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(7), SprDfnBst-Dmg/EndRdx/Rchg(9), SprDfnBst-Acc/Dmg/EndRdx(9), SprDfnBst-Acc/Dmg/EndRdx/Rchg(11), SprDfnBst-Rchg/Heal%(11) Level 4: Galvanic Sentinel -- SynSck-EndMod(A), SynSck-EndMod/+RunSpeed(15), SynSck-EndMod/Rech(15), SynSck-Dam/Rech/Acc(17), SynSck-Dam/Acc/End(17), EnrMnp-Stun%(19) Level 6: Rejuvenating Circuit -- Prv-Heal(A), Prv-Heal/EndRdx(19), Prv-EndRdx/Rchg(21), Prv-Heal/Rchg(21), Prv-Heal/Rchg/EndRdx(23), Prv-Absorb%(23) Level 8: Faraday Cage -- GldArm-End/Res(A), GldArm-RechRes(25), GldArm-RechEnd(25), GldArm-Res/Rech/End(27), GldArm-ResDam(27), GldArm-3defTpProc(29) Level 10: Fly -- WntGif-ResSlow(A) Level 12: Ball Lightning -- SprVglAss-Acc/Dmg(A), SprVglAss-Acc/Dmg/EndRdx(29), SprVglAss-Rchg/+Absorb(31), PwrTrns-Dam/EndMod(31), PwrTrns-Dam/Acc/End(31), PwrTrns-+Heal(33) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(33) Level 16: Empowering Circuit -- AdjTrg-ToHit/EndRdx(A) Level 18: Energizing Circuit -- PwrTrns-+Heal(A) Level 20: Zapp -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(33), Thn-Dmg/Rchg(34), Thn-Acc/Dmg/Rchg(34), Thn-Acc/Dmg/EndRdx(34), Thn-Dmg/EndRdx/Rchg(36) Level 22: Defibrillate -- RechRdx-I(A) Level 24: Assault -- EndRdx-I(A), EndRdx-I(36) Level 26: Insulating Circuit -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal/EndRdx/Rchg(36), NmnCnv-Heal(37) Level 28: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37), LucoftheG-Def/EndRdx/Rchg(37), LucoftheG-Def(39), ShlWal-ResDam/Re TP(39), Rct-ResDam%(39) Level 30: Tactics -- GssSynFr--Build%(A) Level 32: Kick -- Empty(A) Level 35: Voltaic Sentinel -- BldMnd-Acc/Dmg(A), BldMnd-Dmg/EndRdx(40), BldMnd-Acc/EndRdx(40), BldMnd-Acc/Dmg/EndRdx(40), BldMnd-Acc(42), BldMnd-Dmg(42) Level 38: Thunderous Blast -- Artl-Acc/Dam(A), Artl-Dam/End(42), Artl-Dam/Rech(43), Artl-Acc/Dam/Rech(43), Artl-Acc/Rech/Rng(43), Artl-End/Rech/Rng(45) Level 41: Tough -- StdPrt-ResDam/Def+(A), RctArm-ResDam/EndRdx(45), RctArm-ResDam/Rchg(45), RctArm-ResDam/EndRdx/Rchg(46), RctArm-ResDam(46) Level 44: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(46), LucoftheG-Def/EndRdx/Rchg(48), LucoftheG-Def(48) Level 47: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48), LucoftheG-Def/EndRdx/Rchg(50), LucoftheG-Def(50) Level 49: Amp Up -- RechRdx-I(A) Level 1: Vigilance Level 1: Brawl -- Empty(A) Level 1: Sprint -- Run-I(A) Level 2: Rest -- Heal-I(A) Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(13) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13) Level 49: Quick Form 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 50: Musculature Radial Paragon ------------
  24. I have a few forever characters, if forever is about as long as a Hollywood marriage.
  25. Is it just me or does disorient have a less proc chance than knock? I have a WM and an NRG scrapper snd I see far more knocks than I do disorients. I have the P2W vendor knock IO in barrage and it seems to go off more than the disorients do.
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