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Weekly Discussion 53: How to Increase Villain Population
Crysis replied to GM Miss's topic in General Discussion
Easy way to increase red population... Un-nerf some stuff but only for players who spend X hours in that zone. Start with re-enabling exemplar 2X influence when exemp’ed and playing red side. Perhaps offer 2X influence only when teamed with >4 others. I solo red side all the time and will often go hours or even days of play and never encounter another soul (Excelsior) or if I do it’s in Grandville as someone blue side is there to run the PPP arc. But if you can do something to get players active in numbers over there it will snowball. Until then.....it’s just wasted server space. -
Careful what you wish for lest you end up with invisible staff animations just like the invisible Katana once the no redraw option was added.
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Whole thread of builds here: I used the last one posted.
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The whole Demon/Storm combination is just epic looking. It’s like the Apocalypse. Lightning striking foes, hailstorms dropping everyone on their backs, Demons literally throwing fire and brimstone, fiery tornados flipping enemies this way and that, a fiery whip cracking overhead....sigh. Such a beautiful sight of high damage chaos.
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Oh and if you'd like a really different take on Staff/Elec, here's a build I found that incorporated Pyre Mastery. Looks pretty solid as well. Very different slotting. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Malice King: Level 50 Magic Brute Primary Power Set: Staff Fighting Secondary Power Set: Electric Armor Power Pool: Leaping Power Pool: Leadership Power Pool: Fighting Power Pool: Speed Ancillary Pool: Pyre Mastery Villain Profile: Level 1: Precise Strike -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(7), SprBrtFur-Acc/Dmg/Rchg(9), SprBrtFur-Dmg/EndRdx/Rchg(15), SprBrtFur-Acc/Dmg/EndRdx/Rchg(23), SprBrtFur-Rech/Fury(27) Level 1: Charged Armor -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(3), RctArm-ResDam/EndRdx/Rchg(3), RctArm-ResDam(39) Level 2: Guarded Spin -- Obl-Dmg(A), Obl-Acc/Rchg(5), Obl-Dmg/Rchg(7), Obl-Acc/Dmg/Rchg(13), Obl-Acc/Dmg/EndRdx/Rchg(15), Obl-%Dam(21) Level 4: Conductive Shield -- UnbGrd-Max HP%(A), UnbGrd-ResDam(5) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 8: Eye of the Storm -- Obl-Dmg(A), Obl-Acc/Rchg(9), Obl-Dmg/Rchg(13), Obl-Acc/Dmg/Rchg(21), Obl-Acc/Dmg/EndRdx/Rchg(23), Obl-%Dam(27) Level 10: Static Shield -- StdPrt-ResDam/Def+(A) Level 12: Maneuvers -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(17), ShlWal-ResDam/Re TP(43) Level 14: Super Jump -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(17) Level 16: Grounded -- GldArm-3defTpProc(A) Level 18: Lightning Field -- Obl-Dmg(A), Obl-Acc/Rchg(19), Obl-Dmg/Rchg(19), Obl-Acc/Dmg/Rchg(36), Obl-Acc/Dmg/EndRdx/Rchg(36), Obl-%Dam(37) Level 20: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(25), KntCmb-Dmg/Rchg(31), KntCmb-Dmg/EndRdx/Rchg(37) Level 22: Lightning Reflexes -- Run-I(A) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 26: Staff Mastery Level 28: Energize -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal/Rchg(29), NmnCnv-Heal(29) Level 30: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(31), RctArm-ResDam/EndRdx/Rchg(31), RctArm-ResDam(39) Level 32: Sky Splitter -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(33), KntCmb-Dmg/Rchg(33), KntCmb-Dmg/EndRdx/Rchg(33), Hct-Acc/Dmg/Rchg(34), Hct-Dam%(36) Level 35: Power Sink -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(40) Level 38: Innocuous Strikes -- Obl-Dmg(A), Obl-Acc/Rchg(39), Obl-Dmg/Rchg(40), Obl-Acc/Dmg/Rchg(40), Obl-Acc/Dmg/EndRdx/Rchg(43), Obl-%Dam(46) Level 41: Ring of Fire -- EnfOpr-Acc/Rchg(A), EnfOpr-EndRdx/Immob(42), EnfOpr-Acc/EndRdx(42), EnfOpr-Immob/Rng(42), EnfOpr-Acc/Immob/Rchg(43), EnfOpr-Acc/Immob(46) Level 44: Fire Blast -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(45), Apc-Acc/Rchg(45), Apc-Dmg/EndRdx(45), Apc-Dam%(46) Level 47: Fire Ball -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(48), Rgn-Knock%(50) Level 49: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50), Rct-ResDam%(50) Level 1: Brawl -- Acc-I(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- RechRdx-I(A) Level 1: Fury 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 -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(11), RgnTss-Regen+(37) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(11), PrfShf-EndMod/Acc(34), PrfShf-End%(34) Level 32: Form of the Body Level 32: Form of the Mind Level 32: Form of the Soul Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 50: Agility Core Paragon ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1548;732;1464;HEX;| |78DA6594CB6F525110C6CFE55EFA005AA02F6A1F14E80384720BB6EA4EA3B635DA9| |250896E09A1A72D095272C1C42EDD6BA2AD8FADDAD6D7C23FC577526DDCAB0B1F89| |6E7C549CDEF94A8990C06FCE9CFBCDCC993B87C4E549C7D3D3578E0BC57E2A9F299| |5D2278D4B65694D641673595508614F64F2B9ACF4CDE40A8B8DB4EE31F7D3099997| |524F95330B0BE9E9DCE25299B6FB786B522EC84249EA5379992D1BB96CFA847171D| |9709F292C494316CAFA9EE1482E2FE7F559992992D6B9B79897466929576C31D77B| 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I didn't get a lot of feedback on my post on Staff/Elec that I made a day or so before yours. Yours looks stronger than mine, but I did question the whole Fly/Hover/Afterburner picks. Flight may be thematic for you, and Hover could just be a set mule, but looks like you are planning on running it during combat. That doesn't resonate with me for a Staff brute, especially with how some of the attacks work. So I took your build and my own, made a few tweaks and ended up with this. I'm at 42 now, and its every bit as powerful as I recall from Live. Contrary to a lot of posts I've seen elsewhere, Endurance can be an issue, which is why I threw in Superior Conditioning at 41. I'll likely respec out at 50. Here's mine. I liked yours a lot. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Mutation Brute Primary Power Set: Staff Fighting Secondary Power Set: Electric Armor Power Pool: Leadership Power Pool: Speed Power Pool: Fighting Power Pool: Leaping Ancillary Pool: Energy Mastery Villain Profile: Level 1: Precise Strike -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(11), SprBlsCol-Acc/Dmg/Rchg(23), TchofDth-Dam%(37), SprBlsCol-Rchg/HoldProc(43) Level 1: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-Rchg/ResDam(13), UnbGrd-ResDam/EndRdx/Rchg(31), ImpArm-ResPsi(37), GldArm-3defTpProc(43) Level 2: Guarded Spin -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(5), SprBrtFur-Acc/Dmg/Rchg(13), SprBrtFur-Dmg/EndRdx/Rchg(31), SprBrtFur-Acc/Dmg/EndRdx/Rchg(39), SprBrtFur-Rech/Fury(43) Level 4: Lightning Field -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(7), SprAvl-Acc/Dmg/EndRdx(19), SprAvl-Acc/Dmg/EndRdx/Rchg(33), SprAvl-Rchg/KDProc(39), FuroftheG-ResDeb%(46) Level 6: Conductive Shield -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/EndRdx/Rchg(9), TtnCtn-ResDam(19), TtnCtn-EndRdx(34), StdPrt-ResDam/Def+(40), ImpArm-ResPsi(46) Level 8: Eye of the Storm -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(9), Arm-Acc/Rchg(21), Arm-Dmg/EndRdx(34), Arm-Dam%(40), FrcFdb-Rechg%(46) Level 10: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(11), Ksm-ToHit+(25) Level 12: Staff Mastery Level 14: Super Speed -- BlsoftheZ-ResKB(A) Level 16: Static Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-Rchg/ResDam(17), UnbGrd-ResDam/EndRdx/Rchg(25), ImpArm-ResPsi(40) Level 18: Grounded -- Ags-Psi/Status(A) Level 20: Serpent's Reach -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(21), Apc-Acc/Rchg(23), Apc-Dmg/EndRdx(36), Apc-Dam%(42) Level 22: Lightning Reflexes -- Run-I(A) Level 24: Kick -- FrcFdb-Rechg%(A) Level 26: Innocuous Strikes -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Acc/Dmg/Rchg(27), SprUnrFur-Dmg/EndRdx/Rchg(27), SprUnrFur-Dmg/Rchg(34), SprUnrFur-Acc/Dmg/EndRdx/Rchg(36), SprUnrFur-Rchg/+Regen/+End(42) Level 28: Energize -- DctWnd-Heal/EndRdx/Rchg(A), NmnCnv-Heal/EndRdx/Rchg(29), Prv-Heal/Rchg(29) Level 30: Super Jump -- BlsoftheZ-Travel(A) Level 32: Sky Splitter -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(33), Hct-Acc/Rchg(33), Hct-Dmg/EndRdx(37), Hct-Dam%(42), FrcFdb-Rechg%(50) Level 35: Power Sink -- EnrMnp-Stun%(A), PrfShf-EndMod/Acc(36) Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39) Level 41: Superior Conditioning -- PrfShf-End%(A) Level 44: Tough -- UnbGrd-ResDam/EndRdx(A), UnbGrd-Rchg/ResDam(45), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-Max HP%(45) Level 47: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(48), LucoftheG-Def/Rchg+(48), ShlWal-ResDam/Re TP(48) Level 49: Combat Jumping -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(50), LucoftheG-Def/Rchg+(50) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Clr-Stlth(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 -- Empty(A) Level 2: Rest -- IntRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(5), Pnc-Heal/+End(15), Prv-Absorb%(31) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(7), PwrTrns-+Heal(15) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 12: Form of the Body Level 12: Form of the Mind Level 12: Form of the Soul Level 0: Born In Battle Level 0: High Pain Threshold Level 0: Invader Level 0: Marshal Level 50: Musculature Radial Paragon Level 50: Degenerative Core Flawless Interface Level 50: Ion Core Final Judgement Level 50: Ageless Radial Epiphany Level 50: Longbow Radial Superior Ally Level 50: Assault Radial Embodiment ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1637;773;1546;HEX;| 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I amended my post. I really was more focused on the disappointment that was Bots/EA. See my amended reply above. "New" is often considered "hot" simply because it's different. And /EA is very different....but I think needs to go back to formula for MM's. It's just not all that impressive in my book.
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Def not my top tier MM. /EA has a great +RES shield, absorb shield and some +END stuff with -END debuffs. It's "ok" but nowhere near the powerhouse of a Thugs/Time, Demon/Time, Demon/Cold, Thugs/Storm, Demon/Storm, Bots/Time, Bots/Storm, Bots/Traps, etc etc etc..... It's a very good build, decent middle of the road, and will keep almost any henchmen types healthy. But it's top tier powers are utterly useless on the MM or the henchmen. Amp Up is good for a team-mate/duo partner, but does almost nothing for you or your henchmen. It's a broken version of Power Boost and, as such, you'll get more mileage out of Power Boost. Defib is...an odd duck really. It does work, but unless you are solo, you won't get much use out of it. The Immobilize helps make it more effective. I literally just slapped this together on the fly. You could likely do far better with some effort. But as-is, it's softcapped DEF to S/L, 73% S/L RES and 68% RES to Fire, plus 55% RES to Toxic. Perhaps use it as a starting point and see where you go? Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Bots EA: Level 50 Technology Mastermind Primary Power Set: Demon Summoning Secondary Power Set: zn_Electrical Affinity Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Mace Mastery Villain Profile: Level 1: Summon Demonlings -- SprMarofS-Acc/Dmg(A), SprMarofS-EndRdx/+Resist/+Regen(3), CaltoArm-Acc/Dmg(3), CaltoArm-Dmg/EndRdx(15), CaltoArm-Acc/Dmg/Rchg(31), CaltoArm-+Def(Pets)(33) Level 1: Shock -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(39), PreOptmz-EndMod/Rech(40), PreOptmz-EndMod/Acc/End(40), PreOptmz-EndMod/Acc/Rech(46), PreOptmz-EndMod/End/Rech(50) Level 2: Rejuvenating Circuit -- Prv-Heal(A), Prv-Heal/EndRdx(5), Prv-EndRdx/Rchg(5), Prv-Heal/Rchg(7), Prv-Heal/Rchg/EndRdx(7), Prv-Absorb%(37) Level 4: Discharge -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(9), PreOptmz-EndMod/Rech(9), PreOptmz-EndMod/Acc/End(11), PreOptmz-EndMod/Acc/Rech(11), PreOptmz-EndMod/End/Rech(40) Level 6: Enchant Demon -- EndRdx-I(A) Level 8: Lash -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Acc/Dmg(25), SprBlsCol-Dmg/EndRdx(31), SprBlsCol-Acc/Dmg/EndRdx(34), SprBlsCol-Dmg/EndRdx/Acc/Rchg(34) Level 10: Energizing Circuit -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(17), PreOptmz-EndMod/Rech(21), PreOptmz-EndMod/Acc/End(21), PreOptmz-EndMod/Acc/Rech(37), PreOptmz-EndMod/End/Rech(37) Level 12: Summon Demons -- SprMarofS-Dmg(A), SprMarofS-Acc/Dmg/EndRdx(13), RctArm-ResDam/EndRdx(13), RctArm-ResDam/EndRdx/Rchg(15), RctArm-ResDam(29), SvrRgh-PetResDam(33) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 16: Faraday Cage -- ImpSki-Status(A), GldArm-3defTpProc(17), StdPrt-ResDam/Def+(19), GldArm-End/Res(34), GldArm-ResDam(46) Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19) Level 20: Empowering Circuit -- RctRtc-Pcptn(A) Level 22: Maneuvers -- ShlWal-Def/EndRdx(A), ShlWal-Def(23), ShlWal-ResDam/Re TP(23), Rct-ResDam%(25), LucoftheG-Def/Rchg+(46) Level 24: Hell on Earth -- ExpRnf-+Res(Pets)(A), ExpRnf-Acc/Rchg(43), ExpRnf-Acc/Dmg(43), ExpRnf-Acc/Dmg/Rchg(45), CaltoArm-EndRdx/Dmg/Rchg(45), SprCmmoft-Rchg/PetAoEDef(45) Level 26: Summon Demon Prince -- SprMarofS-Dmg/EndRdx(A), SprMarofS-Acc/EndRdx(27), SlbAll-Dmg(27), SlbAll-Build%(29), ImpSwf-Dam%(31), EdcoftheM-PetDef(33) Level 28: Assault -- EndRdx-I(A) Level 30: Super Speed -- WntGif-ResSlow(A) Level 32: Abyssal Empowerment -- EndRdx-I(A) Level 35: Insulating Circuit -- DctWnd-Heal/EndRdx(A), DctWnd-Heal/Rchg(36), DctWnd-Heal/EndRdx/Rchg(36), DctWnd-Heal(36) Level 38: Scorpion Shield -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(39), LucoftheG-Def/Rchg+(39) Level 41: Web Envelope -- GrvAnc-Immob/Rchg(A), GrvAnc-Acc/Immob/Rchg(42), GrvAnc-Acc/Rchg(42), GrvAnc-Immob/EndRdx(42), GrvAnc-Hold%(43) Level 44: Kick -- Empty(A) Level 47: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(48), UnbGrd-Rchg/ResDam(48), UnbGrd-Max HP%(48) Level 49: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(50), LucoftheG-Def/Rchg+(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: Sprint -- Clr-Stlth(A) Level 1: Supremacy Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A) Level 1: Fiery Demonling Level 12: Hellfire Gargoyle Level 26: Hellfire Demonling Level 50: Agility Core Paragon Level 50: Ageless Core Epiphany Level 1: Cold Demonling Level 26: Demon Prince Level 12: Ember Demon ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1576;739;1478;HEX;| |78DA6594DB4E13511486F774064B0B4869A180B4A52D470B2D8CE2E946C3D104A8A| |280872BD294294CD2536849C4637803351AA306F5CA4B6FF5157C094F57A2224421| 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Since you posted this in Brute forum, the general trend you’ll see on Brute builds posted here is positional Melee Def is softcapped and usually also S/L and maybe even Energy as well. That’s because a lot of the melee IO sets will build these bonuses out for you. And honestly since you’ll spend most of your time in melee and S/L damage is the most common typed damage in the game that’s just fine.
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Curious.... Has the change cut market prices dramatically, or has a decrease in demand done so? Or an increase in supply? Corollary or causal from the influence nerf?
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Thanks for the ideas. I do have to ask though....since /Elec is a Resistance set, why -wouldn't- I want to focus on softcapping S/L and Melee? I don' t have to resist stuff that misses me, and I'm going to be in Melee almost 100% of the time so....maybe I'm missing something? Guarded Spin adds 10-12% Lethal/Melee +DEF and I'm well aware I can double stack that, but that starts to mess a bit with the combo mechanism I think? And I went Superior Conditioning mainly because I'm looking for one-slot wonders, and doing so lets me maintain the Form of the Body or Mind as opposed to Form of the Soul mode. Like I said...it's been years since I played this on Live but I seem to recall that was preferred to the END discount Form of the Soul provided. And if I take your advice and add a bunch of FF+Rech procs into attacks...then I'm concerned I'll burn END that much faster. Maybe I'm overthinking this.
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I understand, and appreciate, your point. My point is simply that the average player can't be bothered LEADING and ASSEMBLING a league, let alone learning the workarounds to actually form one in a competent manner to avoid the bugs. Just look how long groups of 50's hang around in Ouro "LF iTrial" when, in fact, there's more than enough players in there just idling waiting for someone else to form the league so they can join. BTW, I've participated in some of your instanced MSR's. I definitely feel the benefit of your leadership and the loss of lag is nice also.
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While I appreciate and respect the amount of detail you’ve provided to address the various instanced MSR events, this in itself more or less explains why most MSR’s are run as zone events. It’s easier and for the most part foolproof. Bugs need to be addressed. Workarounds are kinda for the birds.
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To be fair, “cannot fully ENJOY the game” is entirely subjective. Relative to the influence gains you used to be able to make relative to effort versus today, it’s not as enjoyable today versus a month or so ago for some. Personally, I find Marketeering an utterly boring way to spend my in-game time. Clicking, dragging, converting....that’s “administrivia” effort in a terrible UI. I may as well be saving the same Microsoft Word document over and over and over again. But to some, Marketeering is an ENJOYABLE past time. To others, farming is an ENJOYABLE past time. Not that it matters at this point as we’ve been instructed by the developers to quit enjoying ourselves doing one thing and if we want the goodies to do the other thing instead. Just because you find enjoyment in one manner and I in another doesn’t make either method less relevant. But in this case, the past method of finding enjoyment in the game is now...well...the past. Adapt or move on. You are actually being very actively encouraged by the Devs right now, as well as many of the hardcore players on this board, to “move on” if you don’t want to play the game “this way” as the nerf bats just keep coming along. However, if you look a couple posts above this one in General.... The recommendations in this are basically to do repeated Tin Mage/Apex and double Hami Raids daily for a few days. That will net you 1200+ merits for roughly 90 mins of playtime per day for 4 days. In other words, “grind” it out and you can have 12 purples in 4 days. Grinding is now the “approved” method to play if you want to enjoy the perks the fastest. That said.....spending 1200 merits on 12 purples is effectively spending way too much per purple. Playing “City of Converters” will get you the same 12 purples far cheaper if you just place some low bids on Absolute Amazements or something similar. I’ve several mule alts sitting on 100 purples each at this point....it’s not that hard to accumulate them over time and then use them as you need them. I seldom sell anything other than basic IO’s, keeping all the PVP’s and Purples for my own alt use.
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Meh with IO set bonuses, good +Recharge and some +DEF from Weave, Shadow Meld and the like Regen isn’t a bad secondary these days. It will never be what it once was, but running a perma-MOG build, tanking Hamidon and ignoring absolutely all the rest of the power set wasn’t actually working as intended either. On a Sentinel Regeneration is actually pretty good. For a Sentinel at any rate. What you and I have are fond memories of a massive Developer miscalculation during the early months of the game. They fixed that oversight. Likely too much but it’s all kind of moot now and evened itself out.
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I played a Staff/Elec many, many years ago. I seem to recall it was pretty stout (other than a big glaring hole in Psi/Toxic damage), and even took Taunt so I could do a little off-hand tanking as needed in PVE. At any rate, trying to remake the build from memory. I unfortunately didn't save it back in the day. This one has softcapped +DEF to S/L and Melee. And 84% S/L Resists and hardcapped Energy resists. Solid attack chain from what I can tell via MIDS as well. END use was a little high but I think I crammed in enough procs to fix that. Critique or feedback please? Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Staff Elec Broot: Level 50 Technology Brute Primary Power Set: Staff Fighting Secondary Power Set: Electric Armor Power Pool: Speed Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Energy Mastery Hero Profile: Level 1: Precise Strike -- SprBrtFur-Rech/Fury(A), SprBrtFur-Acc/Dmg/EndRdx/Rchg(11), SprBrtFur-Dmg/EndRdx/Rchg(25), Acc-I(25) Level 1: Charged Armor -- RctArm-ResDam/EndRdx(A), RctArm-ResDam(5), RctArm-ResDam/Rchg(7), RctArm-ResDam/EndRdx/Rchg(7), StdPrt-ResDam/Def+(27) Level 2: Guarded Spin -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(3), SprBrtFur-Acc/Dmg/Rchg(3), LucoftheG-Def/Rchg+(5), Obl-Acc/Dmg/EndRdx/Rchg(50), ScrDrv-Dam%(50) Level 4: Conductive Shield -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(9), RctArm-ResDam/EndRdx/Rchg(9), RctArm-ResDam(11) Level 6: Lightning Field -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(17), SprAvl-Acc/Dmg/EndRdx(17), SprAvl-Acc/Dmg/Rchg(19), SprAvl-Acc/Dmg/EndRdx/Rchg(19), SprAvl-Rchg/KDProc(21) Level 8: Staff Mastery Level 10: Static Shield -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(23), RctArm-ResDam/EndRdx/Rchg(27), RctArm-ResDam(46) Level 12: Eye of the Storm -- Obl-Dmg(A), Obl-Acc/Rchg(13), Obl-Dmg/Rchg(13), Obl-Acc/Dmg/Rchg(15), Obl-Acc/Dmg/EndRdx/Rchg(15), Obl-%Dam(33) Level 14: Super Speed -- WntGif-ResSlow(A) Level 16: Grounded -- GldArm-3defTpProc(A), UnbGrd-Max HP%(48) Level 18: Serpent's Reach -- SprUnrFur-Rchg/+Regen/+End(A), SprUnrFur-Acc/Dmg/EndRdx/Rchg(29), SprUnrFur-Dmg/EndRdx/Rchg(31), SprUnrFur-Acc/Dmg/Rchg(31), SprUnrFur-Dmg/Rchg(31), SprUnrFur-Acc/Dmg(33) Level 20: Hasten -- RechRdx-I(A), RechRdx-I(29) Level 22: Lightning Reflexes -- Run-I(A) Level 24: Boxing -- KntCmb-Acc/Dmg(A) Level 26: Innocuous Strikes -- Obl-Dmg(A), Obl-Acc/Rchg(33), Obl-Dmg/Rchg(36), Obl-%Dam(36), Obl-Acc/Dmg/EndRdx/Rchg(37), Obl-Acc/Dmg/Rchg(37) Level 28: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(43), RctArm-ResDam(43), RctArm-ResDam/EndRdx/Rchg(43) Level 30: Weave -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(46) Level 32: Sky Splitter -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(34), TchofDth-Dmg/Rchg(34), TchofDth-Acc/Dmg/EndRdx(34), TchofDth-Dmg/EndRdx/Rchg(36), TchofDth-Dam%(37) Level 35: Energize -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(40), Pnc-Heal/Rchg(40), Pnc-Heal/EndRedux/Rchg(40), Pnc-Heal(42), Pnc-Heal/+End(50) Level 38: Power Sink -- PwrTrns-+Heal(A), PrfShf-End%(39), MckBrt-Acc/Rchg(39), MckBrt-Taunt(39), MckBrt-Rchg(42), MckBrt-Taunt/Rchg(42) Level 41: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(48) Level 44: Taunt -- MckBrt-Acc/Rchg(A), MckBrt-Taunt/Rng(45), MckBrt-Taunt(45), MckBrt-Rchg(45) Level 47: Maneuvers -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(48) Level 49: Superior Conditioning -- PrfShf-End%(A) 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 -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 4: Swift -- Empty(A) Level 4: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(21) Level 4: Hurdle -- Empty(A) Level 4: Stamina -- PrfShf-End%(A), PrfShf-EndMod(23), EndMod-I(46) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 8: Form of the Body Level 8: Form of the Mind Level 8: Form of the Soul Level 50: Musculature Radial Paragon Level 50: Degenerative Core Flawless Interface Level 50: Ageless Core Epiphany Level 50: Melee Core Embodiment ------------
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If you are lacking DPS, you could always take Hasten in place of Afterburner. I've found Afterburner more of a QOL thing than anything highly useful. Just pop Hasten as it comes up. That, plus Ageless, will likely get you decent recharge to fuel more DPS.
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You know, it’s a shame you aren’t getting any feedback, but I suspect that’s because most of the blaster community derides Ninja Training as “crap” among the secondaries. What you’ve just proved here is that even if it has some issues versus other Blaster secondaries, just about -ANY- blaster builds these days is LIGHT YEARS better than they were back on Live days. The fact that you are soloing GM’s with an incomplete build should be a testament to both the superlative capabilities of the modern blaster as well as your own play style skills. So bravo to you. Honestly, as long as you have a solid ST attack chain, with Disintegrate fully available during same to help boost your damage, everything else is just gravy. You’ve got softcapped to everything you need defense wise, and it’s hard to build for softcapped Defense -and- high resists both with many builds without gimping your damage, so I’d say you are more than fine there. I don’t have MIDS handy this AM, but I noted you are going up Musculature Radial path for your Alpha, which should give you a smidge more ENDMOD benefit to help with your endurance issues. While Ageless will pretty much fix all of your Endurance issues, you might want to play with MIDS a bit and see what adding a third slot to Stamina would do with Musculature Radial T4’d out. A full boosted regular ENDMOD +5 for example? You likely have more than enough +TOHIT going on between set bonuses, the Kismet unique and Aim. I’d likely just put a single slot into that with the Gaussian Chance for Build Up unique and then swap that over to Stamina in MIDS to see what it gives you. However, I know you are likely counting on that 1.88% S/L +DEF from the 2-slotted Rectified Reticle so you’ll have to play with MIDS to see if it’s worth it to you. I just always look at the Incarnate Alpha bonuses as being a “free Enhanacement” that affects everything so want to be sure there’s stuff there for it to actually augment in first place. On your Interface proc choices, I’d personally go towards anything that gives you more damage. That’s what a Blaster does is damage. Any debuffs you have in your primary/secondary (Beam has -Regen, etc) aren’t really worth amping up I think, so if it were me I’d care less about anything other than Degenerative (attacks Max Health of targets, effectively lowering time to kill) or Reactive Core (more -RES = more Damage). But solid build, as evidenced by your play test results. Congrats. EDIT: Actually, you'd get better +END if you pulled the slot from Aim, stuck it into Health and added the Miracle +Recovery proc. Boosts overall End Recovery by 15%, and you are still over softcap for S/L. This may just be enough to keep you from having to take Ageless as your Destiny, although I'd still consider it just for the +Recharge. I usually take Clarion on my Blasters and just leave that on Auto, saving Hasten (if I have that) for popping before battles. But again, solid build. http://www.cohplanner.com/mids/download.php?uc=1563&c=718&a=1436&f=HEX&dc=78DA6594596F52511485CFE55E4A81D2093AD0B9A5932DA560AB3E1AABD6A483A1833E59E92DBD028A402846FBE85FF0C5446DAB7DB24E7FC538BCE95FD09AD418A331B8CB5A6D49B8097C87BDD7DE679D7D80F907976ADE5D79785E699E8B697363233625EF052BEF5AB6E2C94C369D4D6C2A791A2F149256BE90CDF42C15CCFC9DFB563AED90B09FEAD8A2994958EBA129CBBC1B5B4CDD4A5B5D4799A57BB95C365F085D4D656E9BB1E5BC99CAA43209E58E66B3E9D0743A9548166A4AEB39CBCC49C683C4615C3ED51DA5D6ADFC463295F35FCEA5E2A1A3DEF366DC92B7C3F566ABD809CA2BE6537C8A76F5D2502A6228DB1EF90A345E936FC0AAB7E0C17059ED96426E1BACDE219F83BD2FC85D7055F6D5506B6863B652CC1522C7C19A3019019D3243BD5454B4E94D5A2956FB05B9DAAFE09AF4B5D3935DC167BD46DAC0469D34409F1D6C96FE0EF4D71CECEFFB271F3B0DF54BCEEA64CEB9AF9772A70E4053F674734FB76E472F83B483AD55A4036CAB06D7A5D6C35ACF13F46B7B0A763C23B7C0AE6D7207748BDF3AD46A759C4317E76049DF06CEB7E13D66DEF381FC487EE29D7C067FCB19BD9CAFF71ACE1FB94E2E803F45D384BE7A5354D067A8FE0572915C026DE2AF85DA166A07A91DA476905A5DB47EEEED6FD14A330F4470CEC069D0104D3B347A7B3DFC04BCE0908FE4BD3588B693FD3AA7513F34C37B9B051332A36ECEA87B02731B9924CF9067C1E039F06FBDD8A5873E7A08D243901EC6E8E18FCC6A80773B7003F5632BE44D703C46AE922618176FF87915D5F09EC47CF21D6D566A94B151EED128E70CC18F0AF5E21EBD120B5317DE45BF0EE3F8B7AAD42AEFFD3086DAE2ECC871BE3852AE2DCAA3C21591484564A222325911992B8FD06DD438FE27505A3F624E99B24E37DF5C92E709B500F2FB27314DEBE5ADCE4860C850DFCBF5C3D0FF28D73FC644228FC0A8ABE4A6B4D74AD9DA2C5BAF95ADE7BC52C6A9EDF59DACFF0322C7ECB8
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Well on my Broadsword Stalker who is in Hide mode most of the time it fits. But on my flashy Blaster or Jedi scrapper....nope.
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I know I sound vain but part of the fun of making cool costumes is to show them off in action. When the animations are borked this badly....kind of takes away the fun factor for me. I had a teammate ask me the other day why my make-believe katana was causing damage. They couldn’t see anything. To me it looks badass. i truly remain a legend ONLY in my own mind . 😕
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Looks very cool....to you anyways. Im so bummed these power sets have invisible weapons when viewed by others. I feel like I’m playing a Mime.
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Like how you think, I was paying less attention to reducing END on high recharge powers like FR. So I made one more tweak here. Since Musculature boosts ENDMOD's, and we have a smidge over S/L DEF softcap, I took the DEF/ENDREDUX out of Maneuvers and put that slot back into Stamina. At least per MIDS (I know it's not 100% accurate), but that's a boost of about another 13% Recovery. Net difference to EndDrain is the zilch, it's the same. But Recovery goes from 166% to 179%, at the cost of roughly .6% S/L and 10% Regen. That's a YMMV thing I'm sure for most players, but seems like a fair tradeoff to me. Thanks again for all the thinking out loud with me. I hope others who want to try Demon/Storm will find this thread helpful as I really could find so very little build-wise on the topic.
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I don’t want to see a single second of development time wasted on additional difficulty settings. We have entire zones of tougher critters that are almost entirely empty of players. Night Ward, DA, etc. The player base wants easy, casual play sessions or they’d be flocking to this harder content already. They aren’t. Stop wishing for useless things.