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Everything posted by BrandX
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Still the top.
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I have a StJ/EA Scrapper. EA has a taunt aura. The enemies are still running. Now, I haven't done an INV or WP on Homecoming and I don't recall how well my BIO did with runners, because I never got to focused on it (really really want to use it on my main, for being a fun set, but I just haven't gotten into for my main). However, I'm going to guess, taunt aura isn't stopping runners, at least on Scrappers. Though, I've had runners on my Ice/Fire Brute and Elec/Elec Brute. Can't recall how my Tank did with runners at the moment.
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Have to say, I'd go Purple set in Shockwave. Yes, you lose the Damage Proc, but you gain the same set bonuses but better. Just at first glance of it.
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It'd change increase some defense for loss of damage. Resist sets already grab Alphas for more resist, if they don't grab those Alphas for more Defense/Recharge. Though, perhaps they could make just Nerve have the DDR and not Agility?
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I'm not a hater of Elec Melee, like a lot seem to be, but I have to say, Elec Melee on my Elec/Bio Stalker is my favorite with it.
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I think this might actually get some to look away from Musculature and eyeball Agility and Nerve. SR may not take it, but all those other Defense Users, including those who rely on set bonus defense may now start going "Hmmmm" An extra 20% DDR...seems like a good start to see how it gets players picking on Alphas.
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Someone made a Sonic Armor set and I did a revised version of it. Sonic Ancillary Powers wouldn't be to hard to figure out, but you'd have to base it around the AT they're for. While the Red Side Villain Patrons are a bit different, generally the other ones have a pretty standard formation.
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I was going to say this. Also there just so happens to be an Icon in Atlas Park, so no need to make that dangerous trek to North Steel Canyon! Anyone else remember those days?! 😮 Like travelling around the Hollows!
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Thoughts on the Sentinel (feedback/theorycrafting ahoy)
BrandX replied to Nerva's topic in Suggestions & Feedback
I'm not much a fan of it either, but I know I'm not a fan it's current form even more, as it's linked to taking specific attacks. Could make it easier, I guess, by just linking it to both Tier 1 and Tier 2 attack and giving both a decent offense AND defense all at once. What if, you need to use one of those attacks to use Opportunity. Now, players would of course always use it (unless they ignore tier 1 and 2 attacks) and it could put a -Resist on the target and a give the player a defense bonus of some sort. -Resist that lasts a decent length of time and does a decent amount of -Resist to be noticeable, while also giving a 3-5 second Huge Defense bonus. Sort of a critical hit and critical defense. -
Thoughts on the Sentinel (feedback/theorycrafting ahoy)
BrandX replied to Nerva's topic in Suggestions & Feedback
Why not make it simpler? Build Opportunity like Fury/Domination is built. Get attacked and attacking builds Opportunity. When Opportunity has hit 100%, the Sentinel can click on Opportunity (Defensive) or Opportunity (Offensive). They share a cool down, so it's one or the other. Now as to what these Opportunities are...AOE or Single Target. Heal? +DMG? -Resist? I'd go for PBAOE Heal or Defense All, as both seem like taking some defensive opportunity. Could make it Self only if wanted as well. -Resist, keeps with the current opportunity and just leave it on the target. I'd make it worth while. Also, I don't think it would be that bad to put the damage scale up to 1 if it's lower than that. -
Pretty sure StJ out did Claws in Single Target, but I'm not 100% on it. Claws for sure out does StJ on AOE, which imo is sucky damage wise, but Spinning Strike animation is pure love 🙂 Also, getting that huge POW from Crushing Uppercut (especially with it being able to slot 2 Purple Damage Procs) is just so satisfying 🙂 For me Street Justice and Energy Melee are the best two Scrapper Primaries. Some of that has to do with my love of the Pom Poms and StJ's animations I admit.
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I see. Thanks for the clarification 🙂
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Infiltration detoggles Energy Cloak. Does Super Speed detoggle it as well?
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These newest Time Sets has me wishing more for my Temporal Armor set 😛
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I know, but it always feels like they're missing out on a great attack because of it.
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Blast needs Snipe 🙂 As for damage type, if we look at Blaster's Secondary, Psionic, Energy, and Cold seem to be the damage types they've gone with, though I'd add in Smashing or Lethal depending on the attack, at least in the melee set.
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In Mids. No idea if it's doing that in game.
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Okay, seems the Synapse's Shock IO screws up the Recharges of all the powers.
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This Hero build was built using Mids Reborn 3.0.5.6 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Mutation Scrapper Primary Power Set: Street Justice Secondary Power Set: Bio Armor Power Pool: Fighting Power Pool: Flight Power Pool: Leadership Power Pool: Speed Ancillary Pool: Soul Mastery Hero Profile: Level 1: Heavy Blow -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(5), KntCmb-Dmg/Rchg(5), KntCmb-Dmg/EndRdx/Rchg(7), CrsImp-Acc/Dmg/EndRdx(7) Level 1: Hardened Carapace -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(9), UnbGrd-ResDam/EndRdx(9), UnbGrd-ResDam/EndRdx/Rchg(11), UnbGrd-Max HP%(11), GldArm-3defTpProc(40) Level 2: Inexhaustible -- Prv-Heal(A), Prv-Heal/EndRdx(13), PwrTrns-EndMod(13), PwrTrns-+Heal(15), PrfShf-End%(15) Level 4: Environmental Modification -- Rct-Def(A), Rct-Def/EndRdx(17), Rct-ResDam%(17), LucoftheG-Def/Rchg+(19) Level 6: Combat Readiness -- GssSynFr--Build%(A) Level 8: Rib Cracker -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(19), SprCrtStr-Acc/Dmg/Rchg(21), SprCrtStr-Dmg/EndRdx/Rchg(21), SprCrtStr-Acc/Dmg/EndRdx/Rchg(23), SprCrtStr-Rchg/+50% Crit(23) Level 10: Adaptation Level 12: Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(46), KntCmb-Dmg/Rchg(48), KntCmb-Dmg/EndRdx/Rchg(48) Level 14: Fly -- WntGif-ResSlow(A) Level 16: Ablative Carapace -- Prv-Heal(A), Prv-Heal/EndRdx(25), Prv-EndRdx/Rchg(25), Prv-Heal/Rchg(27), Prv-Heal/Rchg/EndRdx(27), Prv-Absorb%(29) Level 18: Spinning Strike -- Rgn-Dmg(A), Rgn-Dmg/Rchg(29), Rgn-Acc/Dmg/Rchg(31), Rgn-Acc/Rchg(31), Rgn-Dmg/EndRdx(31) Level 20: Evolving Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(33), UnbGrd-EndRdx/Rchg(33), UnbGrd-ResDam/EndRdx/Rchg(33) Level 22: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(34), Ags-ResDam(34), Ags-Psi/Status(34) Level 24: Weave -- RedFrt-Def/EndRdx(A), RedFrt-Def(36), LucoftheG-Def/Rchg+(36) Level 26: Shin Breaker -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/EndRdx(36), SprBlsCol-Acc/Dmg/Rchg(37), SprBlsCol-Dmg/EndRdx/Acc/Rchg(37), SprBlsCol-Rchg/HoldProc(37), AchHee-ResDeb%(39) Level 28: DNA Siphon -- SprScrStr-Dmg/Rchg(A), SprScrStr-Acc/Dmg/Rchg(39), SprScrStr-Rchg/+Crit(39) Level 30: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def(40), LucoftheG-Def/Rchg+(40) Level 32: Crushing Uppercut -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(42), Hct-Acc/Rchg(42), Hct-Dmg/EndRdx(42), Hct-Dam%(43), UnbCns-Dam%(43) Level 35: Moonbeam -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(43), Apc-Acc/Rchg(45), Apc-Dmg/EndRdx(45), Apc-Dam%(45) Level 38: Genetic Contamination -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/EndRdx/Rchg(46), SprScrStr-Acc/Dmg/EndRdx/Rchg(46), Arm-Dmg/EndRdx(50) Level 41: Tactics -- EndRdx-I(A) Level 44: Assault -- EndRdx-I(A) Level 47: Hasten -- RechRdx-I(A), RechRdx-I(50) Level 49: Soul Storm -- Lck-%Hold(A) Level 1: Brawl -- Empty(A) Level 1: Critical Hit Level 1: Sprint -- EndRdx-I(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I(A) Level 1: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(48), NmnCnv-Regen/Rcvry+(50) Level 1: Hurdle -- Jump-I(A) Level 1: Stamina -- PwrTrns-EndMod(A), PwrTrns-+Heal(3), PrfShf-End%(3) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 10: Defensive Adaptation Level 10: Efficient Adaptation Level 10: Offensive Adaptation Level 14: Afterburner Level 49: Quick Form Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion ------------ Here's what I have now. Any way to get more Recharge and S/L Defense out of this build?
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This Hero build was built using Mids Reborn 3.0.5.6 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Mutation Scrapper Primary Power Set: Street Justice Secondary Power Set: Willpower Power Pool: Fighting Power Pool: Flight Power Pool: Leadership Power Pool: Speed Ancillary Pool: Soul Mastery Hero Profile: Level 1: Heavy Blow -- SprScrStr-Acc/Dmg(A), SprScrStr-Acc/Dmg/Rchg(5), SprScrStr-Acc/Dmg/EndRdx/Rchg(5), SprBlsCol-Dmg/EndRdx/Acc/Rchg(7), SprBlsCol-Rchg/HoldProc(7), TchofDth-Dam%(9) Level 1: High Pain Tolerance -- Prv-Heal(A), Prv-Absorb%(9), NmnCnv-Heal(11), NmnCnv-Regen/Rcvry+(11), StdPrt-ResDam/Def+(13), ResDam-I(27) Level 2: Mind Over Body -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(13), UnbGrd-ResDam/EndRdx/Rchg(15), UnbGrd-Max HP%(15) Level 4: Fast Healing -- Mrc-Rcvry+(A) Level 6: Combat Readiness -- GssSynFr--Build%(A) Level 8: Rib Cracker -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(17), SprCrtStr-Acc/Dmg/Rchg(17), SprCrtStr-Dmg/EndRdx/Rchg(19), SprCrtStr-Acc/Dmg/EndRdx/Rchg(19), SprCrtStr-Rchg/+50% Crit(21) Level 10: Indomitable Will -- RedFrt-Def/EndRdx(A), RedFrt-Def(21), LucoftheG-Def/Rchg+(25) Level 12: Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(48), KntCmb-Dmg/Rchg(48), KntCmb-Dmg/EndRdx/Rchg(50) Level 14: Fly -- WntGif-ResSlow(A) Level 16: Rise to the Challenge -- Prv-Heal(A), Prv-Heal/EndRdx(23), Heal-I(23), DarWtcDsp-ToHitDeb(25), DarWtcDsp-ToHitDeb/EndRdx(27) Level 18: Spinning Strike -- SprScrStr-Dmg/Rchg(A), SprScrStr-Dmg/EndRdx/Rchg(29), SprScrStr-Rchg/+Crit(29), SprFrzBls-Acc/Dmg(31), SprFrzBls-Acc/Dmg/EndRdx(31) Level 20: Quick Recovery -- PwrTrns-EndMod(A), PwrTrns-+Heal(31), PrfShf-End%(33) Level 22: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(33), Ags-ResDam(33), Ags-Psi/Status(34) Level 24: Weave -- Rct-Def(A), Rct-Def/EndRdx(34), Rct-ResDam%(34), LucoftheG-Def/Rchg+(40) Level 26: Shin Breaker -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(36), KntCmb-Dmg/Rchg(36), KntCmb-Dmg/EndRdx/Rchg(36), CrsImp-Acc/Dmg/Rchg(37), AchHee-ResDeb%(37) Level 28: Heightened Senses -- ShlWal-Def/EndRdx(A), ShlWal-Def(37), ShlWal-ResDam/Re TP(39), LucoftheG-Def/Rchg+(39) Level 30: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def(40), LucoftheG-Def/Rchg+(40) Level 32: Crushing Uppercut -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(42), Hct-Acc/Rchg(43), Hct-Dmg/EndRdx(43), Hct-Dam%(43), UnbCns-Dam%(45) Level 35: Moonbeam -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(45), Apc-Acc/Rchg(45), Apc-Dmg/EndRdx(46), Apc-Dam%(46), CldSns-%Dam(46) Level 38: Tactics -- RctRtc-ToHit(A), RctRtc-Pcptn(50), HO:Cyto(50) Level 41: Hasten -- RechRdx-I(A), RechRdx-I(48) Level 44: Soul Storm -- Lck-%Hold(A) Level 47: Strength of Will -- GldArm-3defTpProc(A) Level 49: Resurgence -- SynSck-EndMod/+RunSpeed(A) Level 1: Critical Hit Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(39), KntCmb-Dmg/Rchg(42), KntCmb-Dmg/EndRdx/Rchg(42) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Pnc-Heal/+End(A) Level 1: Stamina -- PwrTrns-EndMod(A), PwrTrns-+Heal(3), PrfShf-End%(3) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 14: Afterburner Level 49: Quick Form Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion ------------ I think something is off on this on the recharge times. Hasten is for example recharging at 105 seconds. That seems off to me. I believe my Shield/EM/Soul Tanker had more +RCH with a slower Hasten recharge.