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Tad Cooper

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  1. Well, since you posted in the Everlasting help channel and no one who actually knows what they're doing seems to be responding, here's my attempt. I basically ripped off nekkidtruth's build from here and a dark/dark build from a big archive of old mid's builds that I can't seem to find the link to right now and tried to Frankenstein them together. It definitely needs polishing. Enhancements may be in weird places. Defenses aren't soft-capped (though it's close enough on ranged that dark might cover for the lack). It's got a serious lack of AoE. It's incredibly expensive. However, it should have perma-dom with some nice leeway if I understand the requirements properly. So you might be able to afford to drop some recharge for some more defense. Good luck! Villain Plan by Mids' Reborn : Hero Designer https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Marian: Level 50 Mutation Dominator Primary Power Set: Ice Control Secondary Power Set: Dark Assault Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Power Pool: Flight Ancillary Pool: Soul Mastery Villain Profile: Level 1: Block of Ice (A) Basilisk's Gaze - Accuracy/Hold: Level 30 (3) Basilisk's Gaze - Accuracy/Recharge: Level 30 (3) Basilisk's Gaze - Chance for Recharge Slow: Level 30 (5) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30 Level 1: Dark Blast (A) Cloud Senses - ToHit Debuff: Level 30 (5) Cloud Senses - Accuracy/ToHitDebuff: Level 30 (7) Cloud Senses - Accuracy/Recharge: Level 30 (7) Cloud Senses - ToHit Debuff/Endurance/Recharge: Level 30 (9) Cloud Senses - Accuracy/Endurance/Recharge: Level 30 (9) Cloud Senses - Chance for Negative Energy Damage: Level 30 Level 2: Frostbite (A) Annihilation - Chance for Res Debuff: Level 50 Level 4: Gloom (A) Apocalypse - Damage: Level 50 (13) Apocalypse - Damage/Recharge: Level 50 (13) Apocalypse - Accuracy/Damage/Recharge: Level 50 (15) Apocalypse - Accuracy/Recharge: Level 50 (15) Apocalypse - Chance of Damage(Negative): Level 50 (17) Apocalypse - Damage/Endurance: Level 50 Level 6: Arctic Air (A) Coercive Persuasion - Contagious Confusion: Level 50 (17) Coercive Persuasion - Confused: Level 50 (19) Coercive Persuasion - Confused/Recharge: Level 50 (19) Coercive Persuasion - Accuracy/Confused/Recharge: Level 50 (21) Coercive Persuasion - Accuracy/Recharge: Level 50 (21) Coercive Persuasion - Confused/Endurance: Level 50 Level 8: Hasten (A) Recharge Reduction IO: Level 50 Level 10: Boxing (A) Empty Level 12: Ice Slick (A) Recharge Reduction IO: Level 50 Level 14: Tough (A) Steadfast Protection - Resistance/+Def 3%: Level 30 (23) Gladiator's Armor - TP Protection +3% Def (All): Level 50 (23) Gladiator's Armor - End/Resist: Level 50 (25) Unbreakable Guard - +Max HP: Level 50 Level 16: Gather Shadows (A) Recharge Reduction IO: Level 50 Level 18: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50 (25) Luck of the Gambler - Defense/Endurance: Level 50 (27) Shield Wall - +Res (Teleportation), +5% Res (All): Level 50 (27) Luck of the Gambler - Defense: Level 50 Level 20: Flash Freeze (A) Lethargic Repose - Accuracy/Recharge: Level 50 (29) Lethargic Repose - Endurance/Sleep: Level 50 (29) Lethargic Repose - Accuracy/Endurance: Level 50 (31) Lethargic Repose - Sleep/Range: Level 50 (31) Lethargic Repose - Accuracy/Sleep/Recharge: Level 50 (50) Lethargic Repose - Accuracy/Sleep: Level 50 Level 22: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50 (31) Luck of the Gambler - Defense/Endurance: Level 50 (33) Luck of the Gambler - Defense: Level 50 Level 24: Fly (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50 Level 26: Glacier (A) Lockdown - Chance for +2 Mag Hold: Level 50 Level 28: Hover (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50 (33) Kismet - Accuracy +6%: Level 30 Level 30: Engulfing Darkness (A) Armageddon - Damage: Level 50 (33) Armageddon - Damage/Recharge: Level 50 (34) Armageddon - Accuracy/Damage/Recharge: Level 50 (34) Armageddon - Accuracy/Recharge: Level 50 (34) Armageddon - Damage/Endurance: Level 50 (36) Armageddon - Chance for Fire Damage: Level 50 Level 32: Jack Frost (A) Call to Arms - Defense Bonus Aura for Pets: Level 30 (36) Call to Arms - Accuracy/Damage: Level 30 (36) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 50 (37) Expedient Reinforcement - Accuracy/Damage: Level 50 (37) Sovereign Right - Resistance Bonus: Level 50 (37) Sovereign Right - Accuracy/Damage: Level 50 Level 35: Dark Embrace (A) Unbreakable Guard - Resistance: Level 40 (39) Unbreakable Guard - Resistance/Endurance: Level 40 (39) Unbreakable Guard - Endurance/RechargeTime: Level 40 (39) Unbreakable Guard - RechargeTime/Resistance: Level 40 Level 38: Moon Beam (A) Sting of the Manticore - Accuracy/Damage: Level 50 (40) Sting of the Manticore - Damage/Endurance: Level 50 (40) Sting of the Manticore - Accuracy/Interrupt/Range: Level 50 (40) Sting of the Manticore - Damage/Interrupt/Recharge: Level 50 (42) Sting of the Manticore - Damage/Endurance/Recharge: Level 50 (42) Sting of the Manticore - Chance of Damage(Toxic): Level 50 Level 41: Soul Drain (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50 (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50 (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50 (43) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50 (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50 (45) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50 Level 44: Midnight Grasp (A) Superior Ascendency of the Dominator - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized: Level 50 (45) Superior Ascendency of the Dominator - Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Recharge: Level 50 (45) Superior Ascendency of the Dominator - Endurance/Recharge: Level 50 (46) Superior Ascendency of the Dominator - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance: Level 50 (46) Superior Ascendency of the Dominator - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance/Recharge: Level 50 (46) Superior Ascendency of the Dominator - Recharge/Chance for +Damage: Level 50 Level 47: Dark Consumption (A) Efficacy Adaptor - EndMod: Level 50 (48) Efficacy Adaptor - EndMod/Recharge: Level 50 (48) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50 (48) Efficacy Adaptor - Accuracy/Recharge: Level 50 (50) Efficacy Adaptor - EndMod/Accuracy: Level 50 (50) Efficacy Adaptor - EndMod/Endurance: Level 50 Level 49: Afterburner (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50 Level 1: Brawl (A) Empty Level 1: Domination Level 1: Quick Form Level 1: Prestige Power Dash | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1465;679;1358;HEX;| |78DA6594C94F535114C6EFEB00B4050B329479282273699D198C31A046A10909892| |BB5BE40032FD696B425D1A57B155CF90F386E5C3B8F7F8013269A18174EB0518961| |0824A69EBEEFA33469D3E6F7EE77CF77CEB9C36BF0C250E1BD63970E29CD3D18D11| |389D050ECBC11D593B178417026A9278D58D4AA94CA0BEA71438FE6CB635D262234| |188B26E3B188EFF87878F3B97E6BF67022A1CF4492BE213D7E6E73A09CA331318C4| |D87C31345E6E35163722A694427DDE66824AC4F84E3892963DA85D9487ABAE6C8B4| |31EEDBCA3C169B8984827A22198E5FAC94965AE4B737DDA6F94959D5BC45FAB429C| |B07F21368FB08FEF56462EDEA1BE7BE83793FC89F60C102B908EE933A1ABC4A5B90| |41C0A696259F95F9AC5D16532BEC267DE0B61E320016FBC1FD62B46BF0DA75CE9D0| |2B79F26CF806521F22CE895F3C8672FF99DCAD434111CD41C29F9A85EA9E0A2E262| |9455A28A50D55AE4D1CC9555ECC26A2A0260E53AB82AAB73D3EFA6DF26FE12FA4BC| |A35C41783D5C3F0559761DC27C352EE4EE95368B5CFC8E760FD0BF2251878059648| |9D72D4B194B34E3DEB3432BF4B623CECCFF3193BD32F35ABA8556D4073485C0D726| |935CCD5F84F996B5F930475ECB1EE00E21B7BC1A63EB29F1C009B0F820352AB81DE| |86AFB825CD5FC865C4EC58225714C7E09C78BDDC47EFB20C5A6D6AE70AB94AAE81E| |B1EDCF4749D96D7F0B7BE21DF92EFC0F6F7E43CB858A8541BBD6D37D04BFB4DB0E3| |16799BBC0376DD0537A46E276F68E77D9C6DD703F221D8FD887C4C3E0167053EF37| |D49D97D9791AFE70A79959C050373E435505528E5E719FA795EB5B6CC9B2BDFF4ED| |F6A61574971AEEC8CCA63A7222FD394A2047D99DA3ECC95146B215077A1DB565FD2| |B9851BF9CA268549A710A7FB6348B76122B729ED0CCD3753661C77E67FBDAE05BCA| |D6AEA3E27F343AEF82| |-------------------------------------------------------------------|
  2. You shouldn't need an introduction to anyone. Once you're the right level, you can just click on them. That said, Eckman and the guy in Siren's Call don't seem interested in offering their missions, so what you should do is hit up Warzone Agent Goddard in Warburg. Same badges and he works at 50.
  3. Well, finally over the last hump. It took me a lot longer than most of you, and just a little bit longer than my badge rival. He got #1500 about 15 minutes before I did with the Really Hard Way. That seems like a bad ass finish to me, but apparently it left him feeling pretty down 😞 . On the other hand, check out the one that put me over the top: Obviously untrue. 🙂
  4. It's under Echo: Galaxy City.
  5. Pointing out a fallacy is not an argument. Explain why one grind should be necessary and the other should be skippable. Maybe offer an opinion as to why my proposal would be a net negative for the game. And you would get to do all those things regardless of whether or not they were required, just like the existence of DFB does not stop you from running missions sub 20 or earning Incarnate experience everywhere doesn't preclude you from running BAF over and over if you want. In Hero of Light's thread about wanting unlockable costumes you were pretty strongly against the idea of trophies and needing to run specific content on your alts. How is this different? Badges are achievements. If the game were created this year they'd almost certainly be account wide and probably not come with bonuses at all. Instead they were designed by guys who thought you'd have one main and stick with it forever, which hilariously is pretty much what I do so this whole thread is academic to me.
  6. I really don't get some of you people. Who on earth has ever said to themselves, "Well, I sure am looking forward to grinding out Fake Nemeses for that 10% hp bonus," in an unironic fashion? No one. Ever. In the entirety of history. And if you're thinking, "Oh, I like that. It's relaxing," you're lying to us and to yourself. It's just another annoying thing like the grind to 20 you're all happy to skip with DFB or the grind to 50 or money you're all happy to skip with the stupid AE farms. But no, THIS is different. This requires eye rolling dismissal. I like MetaVileTerror's idea. In fact, to expand on it: you should be able to blow merits on badges you've already earned. You've got to do them the real way on one character, then they show up grayed out on your other characters and you can just spend reward merits to skip that pointless bullshit and light it up. Make it cost more in proportion to the amount of bullshit skipped. ReallySuperDuperMan was awarded the Atlas Medallion for fulfilling all the normal requirements, SlightlySuperDuperMan was awarded the Atlas Medallion for his heroism/villainy in doing several hundred merits worth of something else because he's just another face of a real person whose time has value. I also agree that this is not high priority.
  7. When I talk to Rita Mayfair in the Imperial City with max costume slots on either the 64-bit or 32-bit clients the game crashes to desktop as it tries to open the costume selection window. The legacy client works as expected. Can anyone else confirm this behavior?
  8. Do you have Force Feedback: Chance for Recharge in something? Once you slot it the program defaults to adding the +100% recharge as if it were active all the time.
  9. How on earth is that seven times more effective? Recall Friend has a 4 second interrupt window, it's not exactly an oh shit power. All you're saving is time, which was why people wanted it replaced earlier in the thread. Could easily make the Recall Friend->Assemble the Team cost more endurance. Maybe just multiply it by the cost for casting it on each team member. Could also apply a debuff that stops you from doing it twice in a certain period, which one would hope is less than half an hour because goddamn that's annoying. The metrics say a whopping 1703 characters took Long Range Teleport. I'm one of them: I basically never use it. It was something to throw in at 50 that didn't need slots. It needs some oomph, especially with /enterbasefrompasscode going away or getting nerfed or whatever. It's thematic, too. Gateway from Marvel, Raven from Teen Titans (at least the cartoon), I'm sure a bunch of other people move the whole team right where they need to go. As it is, an investment of three powers minimum to be basically equivalent to a P2W power everybody gets doesn't seem unreasonable to me. Especially when, again, it only saves time. As for the defense bonus, Zepp covered why I even mentioned it. The other sets all get some form of Defense, except Speed and that USED to have it. They just decided in Issue 1 that Hasten was too fucking awesome because everyone was taking it and removed it. Obviously that 5% defense was why it was so popular. 🙂 Just movement speed would cover the other glaring inconveniences of Teleport: it's basically useless indoors and briefly freezes you outside. So a movement speed buff would let you move during the hover mud, which almost everyone finds infuriating, and let you get around indoors more easily. I wasn't suggesting that it let you break caps, just be a faster version of sprint or similar to having the Jump Pack on while you're flying. Again, like P2W powers that everyone gets. I like all this too. Especially how the Teleport->LRT thing.
  10. I was thinking it would be in the top spot, so it's a lot of power for three powers. Which bit concerns you?
  11. Ok, this is something I've been kicking around in my head for a while. The Medicine Pool has Field Medic, which improves all the other powers, yeah? Why not something like that for Teleport? We drop Team Teleport and replace with a cheap toggle power that increases all movement speed and maybe defense because you're just so good at teleporting now you're just constantly making little jumps. While the toggle is active all your other Teleport powers are also super-charged. The speed increase should be high enough to overcome the Hover Tar, Recall Friend becomes Assemble the Team, Teleport Foe becomes Wormhole-lite by doing multiple foes and/or adding a stun, and Long Range Teleport pulls the whole team to your destination. Add options for "Mission Entrance" and "Supergroup Base" to LRT. This way the indoor movement problems are reduced, and the whole set gets a ton of utility by basically offering faster recharging versions of the P2W powers.
  12. I keep coming back to the flippant "just get rid of tankers, they're not needed." post from early in the thread that I haven't had enough coffee this morning to find, and it reminded me of when I saw how many Corruptor support numbers are the same as Defender support numbers. Meaning for some sets there's basically no reason to roll Def. Instead of getting rid of them, why not combine them? Give Tankers Fury, add Gauntlet to Brute powers, make all their numbers the same on attack and defense. Same with Corruptors and Defenders. Give Defenders Corruptor damage and Scourge, give Corruptors Defender support/secondary effect numbers and Vigilance. Make the difference whether you want attack or defense/support powers first, and flavor text. Or we could change Fury to use the same "in combat" mechanic as the new snipes. While you're in combat make it go up fast over time instead of by incoming attacks, hitting the cap after 3 or 4 minutes maybe (obviously would require testing). When you're out of combat have it drop even faster. Remove Brute inherent taunt (but leave the tree powers) and have their taunt auras increase the amount Fury increases per tick for each enemy instead of taunting, or maybe with less taunt than Tanks though I'm not sure how you'd make that happen the way the AI is set up. Maybe make Tank auras taunt twice for every tick over a bigger area? Anyway, this way Brutes become crappier tanks but don't need to get attacked to be effective. They're mad that anyone would DARE stand against them. Though it suddenly occurs to me that the new tactic will be to leave one enemy alive to pointlessly swing at you until you're at the Fury cap, then go and slaughter everything, changing very little other than the time investment. Oh well. These are my dumb ideas. Maybe they'll inspire someone else's good ones.
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