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Posts posted by SuperPlyx
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3 hours ago, parallelbars said:
But wouldn't the +1 level shift bring it down to "+3" technically? so we wouldn't have to measure based off of the +4 numbers but the +3 To-Hit numbers?
Yes that's true, but like many things I have it 39% just so I don't have to change it for all the other toons I build. Because they need it when facing AVs and Incrante stuff.
And although you will not need it in a farm, if you can build using 39 instead of 48 *shrug* why not?
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I use 39% and also run at +4x8
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11 minutes ago, parallelbars said:
weird discrepancies between mids versions
I completely forgot I changed my Base To-Hit value in the configuration window, that is the difference.
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Hmm, according to Mids your accuracy is for all your power is in the middle 80s%
But here is mine with some caveats , it requires Ageless to be kept up. And it is only for farming. This toon never leaves the AE
SpoilerThis Villain build was built using Mids Reborn 3.0.5.6
https://github.com/Reborn-Team/MidsRebornClick this DataLink to open the build!
lolwut: Level 50 Mutation Brute
Primary Power Set: Radiation Melee
Secondary Power Set: Fiery Aura
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Mu MasteryVillain Profile:
Level 1: Radioactive Smash -- SprUnrFur-Dmg/EndRdx/Rchg(A), SprUnrFur-Dmg/Rchg(17)
Level 1: Fire Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam(3), Ags-Psi/Status(3), StdPrt-ResDam/Def+(5)
Level 2: Blazing Aura -- Obl-%Dam(A), PrfZng-Dam%(7), Erd-%Dam(9), HO:Nucle(9)
Level 4: Proton Sweep -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(5), SprBrtFur-Acc/Dmg/Rchg(13), SprBrtFur-Dmg/EndRdx/Rchg(15), SprBrtFur-Acc/Dmg/EndRdx/Rchg(15)
Level 6: Healing Flames -- Ags-ResDam(A), Ags-ResDam/EndRdx/Rchg(19), Ags-ResDam/Rchg(19)
Level 8: Fusion -- GssSynFr--Build%(A)
Level 10: Temperature Protection -- Ags-ResDam/EndRdx(A), Ags-ResDam(21), Ags-EndRdx/Rchg(21)
Level 12: Radiation Siphon -- Hct-Dmg(A), Hct-Dmg/Rchg(17), Hct-Acc/Dmg/Rchg(23), Hct-Dmg/EndRdx(23), Hct-Dam%(25)
Level 14: Boxing -- AbsAmz-Stun(A), AbsAmz-Stun/Rchg(29), AbsAmz-Acc/Stun/Rchg(34), AbsAmz-Acc/Rchg(37), AbsAmz-EndRdx/Stun(39)
Level 16: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(31), Ags-ResDam/Rchg(31), GldArm-3defTpProc(33)
Level 18: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(33), LucoftheG-Def(33)
Level 20: Irradiated Ground -- AchHee-ResDeb%(A), Obl-%Dam(25), ScrDrv-Dam%(34), TchofLadG-%Dam(34), Erd-%Dam(36), Arm-Dam%(36)
Level 22: Plasma Shield -- Ags-ResDam(A), Ags-ResDam/Rchg(31), Ags-ResDam/EndRdx(37)
Level 24: Maneuvers -- LucoftheG-Def(A), LucoftheG-Def/EndRdx(37)
Level 26: Devastating Blow -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Rchg/HoldProc(36), SprBlsCol-Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/Rchg(40), SprBlsCol-Dmg/EndRdx/Acc/Rchg(40)
Level 28: Burn -- Arm-Dmg(A), Arm-Dmg/Rchg(40), Arm-Acc/Dmg/Rchg(42), Arm-Acc/Rchg(42), Arm-Dmg/EndRdx(49)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(42)
Level 32: Atom Smasher -- SprUnrFur-Rchg/+Regen/+End(A), TchofLadG-%Dam(43), PrfZng-Dam%(43), HO:Nucle(43), SprUnrFur-Acc/Dmg(45)
Level 35: Assault -- EndRdx-I(A)
Level 38: Electrifying Fences -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/Rchg(46), SprFrzBls-Dmg/EndRdx/Acc/Rchg(46), SprFrzBls-Rchg/ImmobProc(46)
Level 41: Ball Lightning -- Rgn-Dmg(A), Rgn-Dmg/Rchg(47), Rgn-Acc/Dmg/Rchg(47), Rgn-Acc/Rchg(47), Rgn-Dmg/EndRdx(48)
Level 44: Fiery Embrace -- RechRdx-I(A)
Level 47: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(49), Ksm-ToHit+(50)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Fury
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Qck-EndRdx/RunSpd(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(11), RgnTss-Regen+(11), NmnCnv-Heal(27), NmnCnv-Heal/EndRdx(27), NmnCnv-Heal/Rchg(29)
Level 2: Stamina -- PrfShf-EndMod(A)
Level 50: Musculature Core Paragon
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48 minutes ago, parallelbars said:
I am doing just over 8 minutes on my rad/fire and that's when I'm going really hard and solo insp chugging.
Couple of things I found that helped. Was proc out irradiated Ground. I also proc out Atom Smasher and Blazing Aura, but those are not as important as Irradiated Ground.
Secondly try to get your accuracy over 95%. It can make a big difference between seeing alot of "deflected" or not.
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3 hours ago, parallelbars said:
Does anyone here run the Mobster Tunnel map? I’m just wondering what’s considered a fast clear time.
If you mean Big Mobs tunnel 19823 then I run it around 8 minutes per mission on my rad/fire brute
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The Emperor Cole's Personal Story one is fun to do once or twice.
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1 hour ago, TraumaTrain said:
What is the Black Whip?
"A hellish visiage of violence and pain. It came to ruin someone's day."...---from wiki, I really like that.
But yeah it's a mob from Dr. Kanes's Horros
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Hmm, Shadow Fall takes Resist sets so could drop Kick, Tough and Weave. But depending on your slotting could take a defense loss of up to 10%
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First and foremost a nemesis horse, but will make do with a dinosaur.
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8 minutes ago, Hew said:
cause powexec_location macros aint got timers.
Oh how nice that would be if they did
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6 hours ago, Shenanigunner said:
It's not two powers — it's one macro to post a chat string that happens to contain a power definition.
Ok, now I get it. Not sure why it took me so long for it to click.
Apologies for misunderstanding.
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Yeah you got to wonder about that timeline....Talos was constantly around in the 50's and 60's. He states he is thousands of years old and supposedly he created Talos Island in his last big fight with his arch nemesis Chimera.
Except the Island had been around for at least a 100 years or more because Spanky was born there in 1878.
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Unfortunately you can not put ATO enhancements in Epic/Patron pool powers.
I currently do not have it slotted, I might could get it in Spectral Wounds like you say. Just trying to decide if it's worth it.
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On 9/28/2021 at 2:40 PM, Shenanigunner said:
/macro_image Arachnos_Patron_ConeSlow "Tell Them Again" "s It's: /macro_image Teleportation_LongRangeTeleport Transport-Hub enterbasefrompasscode COSMICTRANSPORT-6608"
This doesn't work as a macro....does it need something else?
This part will make a working macro:
/macro_image Teleportation_LongRangeTeleport Transport-Hub enterbasefrompasscode COSMICTRANSPORT-6608"
Not sure what this part is for:
/macro_image Arachnos_Patron_ConeSlow "Tell Them Again" "s It's:
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@Carnifax Curious as to where you think the Overpowering Presence: Energy Font proc would be best used in a Ill/Dark?
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So I thought I would mention another way to manage macros, Shenanigunner and you could maybe use the info or not.
I use the Ashlocke's Handy menu popmenu. One of the great things with this is once installed it is on all your characters. Now it will let you easily create macros. But more importantly you can easily copy macros to your other toons.
By simply dragging and dropping a macro into the ashlocke menu, the macro will be added into and available for all your character that use the ashlocke menu.
Now I assume this is a feature of popmenus and not something special to this popmenu.
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While I mostly agree with @GM Impervium It does bring up the question of: If server XYZ has added something does that mean Homecoming can never add that too? Because it was not made in house first? Or that it would seem to be copying?
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3 minutes ago, Ukase said:
Further why would it matter whose mission it is?
IMO this comes into play when the player completes the mission, as I stated earlier.
In the instance I was referring to we where doing DA arcs, I run these a lot. I would say almost half the time I run these there is someone on the team who has not done them.
By this guy running to the end and soloing the boss and completing mission, the player on the team that has never run that mission just got robbed of an experience.
And that is why I think it matters whose mission it is, running off killing things is one thing, soloing the boss and completing the mission is a completely different thing.
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Yes, I had this problem twice in one night doing Dark Astoria arcs. The first one the player ran all the way to end, completed the objective solo and finished the mission. Of course as soon as "mission complete" popped up on screen the team started exiting. I spoke to the player in tell saying I thought it was rude to complete someone else mission without discussing it with leader first. They immediately quit team .
2 missions later, another team mate stealth's to end and completes it. This time I did not go to tells and just voiced my frustration in team chat. I do regret that, I should have went to tells. But the person in question believed based on the previous teammate finishing mission early that it was ok.
Now I do stealth to end on some missions and/or complete the objective without doing a kill -all. But never someone else's team/mission. As an example I have run stealth Maria Jenkins team, but it is discussed when starting the team we will just be doing AVs and objectives.
Please people make sure what the goal of the team leader is. Do not assume, know. No one cares if you can solo the end guy, trust me when I say I can solo the end guy too.
If that's what I wanted to do I would not have invited a whole team.
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Don't take this the wrong way but I read this and all I wonder is what the hell are y'all doing? ...lol
But seriously I have never run a Incarnate trial, I run teams a lot and a TF/SF from time to time but not itrials.
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I think the purple highlight should be improved somehow. It just is not obvious enough. Hell, stick all the WST in there own tab that changes as the WST changes.
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Farm fresh builds! *Farming focused builds and tips*
in Guides
Posted
@parallelbars Looks good to me. Obviously we got different ways of building but you hit the fire numbers and got the procs in. And raised your accuracy. Which is not easy.
I think you will see an improvement with those changes.