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@T3h Ish

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  1. Tactical Mastery - Mastermind - Corruptor - Defender - Squad Sight - Auto Power. Minor +Defense +DMG +ToHit for allies. Doesn't buff the Mastermind, akin to Grant Cover for Shield. - Smoke Grenade: A ranged -ToHit / -Perception power, borrowed from Devices. - Body Armor or Kevlar Vest: Auto power. +Resistances to Smashing, Lethal and Stun. - Fear Gas Grenade: A ranged AoE Fear/Terrify, -DMG, Minor Toxic DoT. Leaves a psuedopet to continuously refresh the effect for a duration. Same toss animation as frag grenades/smoke grenade, or under-handed like O2 boost or Alkaloid is. Recycled Tear Gas FX from Malta Titans or PPD Ghost/Grenadiers. - Air Strike: Targeted AoE Radius 20, Long CD. 4-6m.(Uses the animation from the Galaxy City tutorial, with the strafing / arrows.) Delayed AoE damage, heavy lethal DoT. 2 Animations, one is the wrist typing animation from summoning Robotics pets. Or, using the old boxy comm from summoning your Mercenaries pets. Alternatively, an Artillery Strike. Uses the FX from the Praetorian Warwalker with the targeting reticle / bombardment. Large TAoE. Heavy Lethal Damage + Fire. 75/25% split. Wanted something that fits Mercenaries and/or Traps conceptually and feel that this fits th'bill.
  2. Piercing Rounds (Dual Pistols) actual FX for the smoke trail that it does for most of the ST attacks, to emphasize the style of the set. Marksmanship (Originally Heavy Sniper Rifle) Tier 1: Snap Shot: Standard Attack - (Lancer shot weapon animation) Tier 2: Aimed Shot. (Charged Shot Beam Rifle weapon animation.) Tier 3: Called Shot (Slow, Chance for Immobilize) Tier 4: Sniper Shot: General Snipe (AR Sniper rifle animation or Penetrating Ray with how they shoulder the weapons) Tier 5: Swap Mag Armor Piercing: -Def and/or - Res -2.0% (then add AT Scalers) as to not tread on Sonic's ground but still play into the trope of a designated marksman and their ammunition. High-Explosive: Adds 7 radius AoE. 80%/20% Lethal/Fire Discarding Sabot: 20% Range Bonus, adds a piercing effect, 9 degree arc to ST attacks. Tier 6: Air-Burst Round: Larger AOE then the HE Mags 14 radius, Chance for Disorient. (Sniper Rifle wepaon animation, FX piercing shot from Dual Pistols, followed by a Explosive Shuriken FX from Martial Assault) Tier 7: Squadsight (Auto Power, +ToHit / +DMG self. Allies +ToHit minor +Def +Perception) - Differentiates it from other sets, but also to play into the 'guardian angel' trope. Tier 8: Anti-Material: Low Damage, Single Target LARGE -Def / -Res (Think Surveillance terms of values.) (LRM Rocket weapon-cast animation, buckshot on hit) Tier 9: One Shot, One Kill: Massive damage, long recharge single target. It's like a better snipe. (Overcharge rifle animation) Originally @Megawatt's idea, but built upon. I believe there's some rifle options/animations that can be repurposed and borrowed from PPD Ghosts, Crey Snipers, Spec Ops (Mercs) Assault Rifle, and a few others. But this set mainly focuses on single target, with a Ammo Swap feature to give it some form of AoE, though about as small as Poison's splash debuffs terms of radius. ---
  3. Typically speaking, the main appeal of City of Heroes has always been how accessible it is to the general player, its character customization having nothing to do with your gearing system, having to farm for pieces to do so. You don't need the IO system to have fun teaming outside of maybe Incarnate Trials, but that's optimal performance vs. just what you can do with the SO system. With the plethora of team buffs, etc, you can still do end-game content readily and easily. It breaks the trinity system of other traditional MMOs, and that's also a main driver of why it keeps me here. You don't -need- a tank, healer and then some DPS. It's nice to have but, not necessary to team. The social aspect is paramount in any MMO, so, even if you just use it as a 3d chat engine, sweet. It keeps us connected. If you use it for roleplaying? Hell, even a 3d engine for TTRPGs (Tabletop RPGs) using the roll system in game. Though I definitely wish more dice options where available, d4, d6, d10, d20, d100, etc. Since the combat system is based off a D100 system. Even better. There's no rush to get to end-game content, some head that way, and that's not a problem, you aren't chastised for not gearing up as soon as possible. Base building? Another aspect of the game, it unlocks yet another layer of depth, and player creativity knows no bounds. I've generally had fantastic experiences, people are far more helpful and understanding than my time in WoW or other traditional MMOs. There's always those few but, that's what /ignore is for. So, this is what keeps me coming back day after day. For hours at a time, roleplaying, my love of base building. The pick-up and go style of teaming, or even doing Ouroboros content on your own, you can just hop off, and pick it back up later whenever. And of course, the biggest thing? The amazing community, I love all of you people. Well, except you. You know who you are. >=3
  4. 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! Level 50 Natural Scrapper Primary Power Set: Martial Arts Secondary Power Set: Willpower Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Weapon Mastery Hero Profile: Level 1: Storm Kick (A) Superior Scrapper's Strike - Recharge/Critical Hit Bonus (43) Superior Scrapper's Strike - Accuracy/Damage (43) Superior Scrapper's Strike - Damage/Recharge (46) Focused Smite - Accuracy/Damage/Recharge (46) Focused Smite - Accuracy/Endurance/Recharge (48) Focused Smite - Damage/Endurance Level 1: High Pain Tolerance (A) Gladiator's Armor - TP Protection +3% Def (All) (40) Steadfast Protection - Resistance/+Def 3% (40) Preventive Medicine - Heal (42) Preventive Medicine - Heal/Endurance (43) Preventive Medicine - Heal/RechargeTime Level 2: Cobra Strike (A) Kinetic Combat - Accuracy/Damage (3) Kinetic Combat - Damage/Endurance (3) Kinetic Combat - Damage/Endurance/Recharge (7) Kinetic Combat - Damage/Recharge (40) Touch of Death - Accuracy/Damage (50) Touch of Death - Accuracy/Damage/Endurance Level 4: Mind Over Body (A) Unbreakable Guard - Resistance/Endurance/RechargeTime (5) Unbreakable Guard - RechargeTime/Resistance (5) Unbreakable Guard - Endurance/RechargeTime (7) Unbreakable Guard - Resistance/Endurance Level 6: Focus Chi (A) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 8: Crane Kick (A) Superior Scrapper's Strike - Damage/Endurance/Recharge (9) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge (9) Superior Scrapper's Strike - Accuracy/Damage/Recharge (37) Touch of Death - Accuracy/Damage/Endurance (39) Touch of Death - Accuracy/Damage Level 10: Indomitable Will (A) Reactive Defenses - Defense/Endurance/RechargeTime (11) Reactive Defenses - Defense/Endurance (11) Reactive Defenses - Endurance/RechargeTime (13) Reactive Defenses - Defense/RechargeTime Level 12: Hasten (A) Recharge Reduction IO (13) Recharge Reduction IO Level 14: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (15) Shield Wall - +Res (Teleportation), +5% Res (All) (15) Kismet - Accuracy +6% (34) Reactive Defenses - Scaling Resist Damage Level 16: Rise to the Challenge (A) Preventive Medicine - Chance for +Absorb (17) Preventive Medicine - Heal (17) Preventive Medicine - Heal/RechargeTime (19) Preventive Medicine - Endurance/RechargeTime (19) Preventive Medicine - Heal/Endurance (25) Preventive Medicine - Heal/RechargeTime/Endurance Level 18: Super Jump (A) Winter's Gift - Slow Resistance (20%) Level 20: Crippling Axe Kick (A) Hecatomb - Chance of Damage(Negative) (21) Hecatomb - Damage/Endurance (21) Hecatomb - Accuracy/Recharge (23) Hecatomb - Accuracy/Damage/Recharge (23) Hecatomb - Damage/Recharge (25) Achilles' Heel - Chance for Res Debuff Level 22: Quick Recovery (A) Performance Shifter - Chance for +End Level 24: Boxing (A) Empty Level 26: Dragon's Tail (A) Superior Critical Strikes - RechargeTime/+50% Crit Proc (27) Armageddon - Damage/Endurance (27) Armageddon - Chance for Fire Damage (33) Armageddon - Accuracy/Recharge (34) Armageddon - Accuracy/Damage/Recharge (34) Armageddon - Damage/Recharge Level 28: Heightened Senses (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (29) Luck of the Gambler - Defense/Endurance (29) Luck of the Gambler - Defense/Endurance/Recharge Level 30: Tough (A) Unbreakable Guard - Resistance/Endurance/RechargeTime (31) Unbreakable Guard - Resistance/Endurance (31) Unbreakable Guard - Endurance/RechargeTime (31) Unbreakable Guard - RechargeTime/Resistance Level 32: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (33) Luck of the Gambler - Defense/Endurance (33) Luck of the Gambler - Defense/Endurance/Recharge Level 35: Eagles Claw (A) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime (36) Superior Blistering Cold - Accuracy/Damage/Recharge (36) Superior Blistering Cold - Recharge/Chance for Hold (36) Superior Blistering Cold - Accuracy/Damage/Endurance (37) Superior Blistering Cold - Damage/Endurance (37) Touch of Death - Chance of Damage(Negative) Level 38: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (39) Luck of the Gambler - Defense/Endurance (39) Luck of the Gambler - Defense/Endurance/Recharge Level 41: Tactics (A) Rectified Reticle - To Hit Buff (42) Rectified Reticle - Increased Perception (42) Endurance Reduction IO Level 44: Caltrops (A) Annihilation - Chance for Res Debuff (45) Bombardment - Chance for Fire Damage (45) Bombardment - Accuracy/Damage/Recharge (45) Bombardment - Accuracy/Damage/Recharge/Endurance (46) Bombardment - Accuracy/Recharge/Endurance Level 47: Assault (A) Endurance Reduction IO Level 49: Vengeance (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 1: Brawl (A) Empty Level 1: Critical Hit Level 1: Sprint Scrapper - Martial Arts - Willpower - Weapon Mastery - i27.mxd
  5. This Villain build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Magic Stalker Primary Power Set: Street Justice Secondary Power Set: Willpower Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Body Mastery Villain Profile: Level 1: Heavy Blow (A) Superior Assassin's Mark - RechargeTime/Rchg Build Up (7) Superior Assassin's Mark - Damage/Endurance/RechargeTime (7) Superior Assassin's Mark - Accuracy/Damage (9) Superior Assassin's Mark - Accuracy/Damage/Endurance/RechargeTime (9) Mako's Bite - Accuracy/Damage/Endurance/Recharge (11) Mako's Bite - Damage/Endurance Level 1: Hide (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (3) Shield Wall - +Res (Teleportation), +5% Res (All) (3) Kismet - Accuracy +6% (5) Reactive Defenses - Scaling Resist Damage (5) Reactive Defenses - Defense Level 2: Sweeping Cross (A) Superior Stalker's Guile - Accuracy/Damage/Endurance/Recharge (11) Superior Stalker's Guile - Damage/Recharge (13) Superior Stalker's Guile - Accuracy/Damage/Recharge (13) Scirocco's Dervish - Accuracy/Damage/Endurance (15) Scirocco's Dervish - Damage/Recharge (15) Scirocco's Dervish - Damage/Endurance Level 4: High Pain Tolerance (A) Gladiator's Armor - TP Protection +3% Def (All) (48) Preventive Medicine - Heal (48) Preventive Medicine - Heal/Endurance (50) Preventive Medicine - Heal/RechargeTime Level 6: Assassin's Strike (A) Superior Stalker's Guile - Recharge/Chance to Hide (17) Superior Stalker's Guile - Accuracy/Damage (17) Superior Stalker's Guile - Damage/Endurance/Recharge (19) Mako's Bite - Accuracy/Damage/Endurance/Recharge (19) Mako's Bite - Accuracy/Endurance/Recharge (21) Mako's Bite - Damage/Endurance Level 8: Build Up (A) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 10: Mind Over Body (A) Unbreakable Guard - Resistance/Endurance/RechargeTime (21) Unbreakable Guard - RechargeTime/Resistance (23) Unbreakable Guard - Endurance/RechargeTime (25) Unbreakable Guard - Resistance/Endurance Level 12: Reconstruction (A) Preventive Medicine - Chance for +Absorb (45) Preventive Medicine - Heal/RechargeTime/Endurance (46) Preventive Medicine - Heal/RechargeTime (46) Preventive Medicine - Endurance/RechargeTime (46) Preventive Medicine - Heal/Endurance (48) Preventive Medicine - Heal Level 14: Hasten (A) Recharge Reduction IO (40) Recharge Reduction IO Level 16: Indomitable Will (A) Reactive Defenses - Defense/RechargeTime (39) Reactive Defenses - Defense/Endurance (40) Reactive Defenses - Endurance/RechargeTime (40) Reactive Defenses - Defense/Endurance/RechargeTime Level 18: Spinning Strike (A) Force Feedback - Chance for +Recharge (31) Ragnarok - Damage/Endurance (31) Ragnarok - Accuracy/Recharge (34) Ragnarok - Accuracy/Damage/Recharge (37) Ragnarok - Damage/Recharge (37) Ragnarok - Damage Level 20: Heightened Senses (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (25) Reactive Defenses - Defense/Endurance (31) Reactive Defenses - Defense/Endurance/RechargeTime (50) Reactive Defenses - Endurance/RechargeTime Level 22: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 24: Super Jump (A) Winter's Gift - Slow Resistance (20%) Level 26: Shin Breaker (A) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime (27) Superior Blistering Cold - Recharge/Chance for Hold (27) Superior Blistering Cold - Accuracy/Damage/Recharge (29) Superior Blistering Cold - Accuracy/Damage/Endurance (29) Superior Blistering Cold - Damage/Endurance Level 28: Fast Healing (A) Healing IO Level 30: Boxing (A) Empty Level 32: Crushing Uppercut (A) Hecatomb - Chance of Damage(Negative) (33) Hecatomb - Damage/Endurance (33) Hecatomb - Damage/Recharge (33) Hecatomb - Accuracy/Damage/Recharge (34) Hecatomb - Accuracy/Recharge (34) Unbreakable Constraint - Chance for Smashing Damage Level 35: Tough (A) Unbreakable Guard - Resistance/Endurance/RechargeTime (36) Unbreakable Guard - Resistance/Endurance (36) Unbreakable Guard - Endurance/RechargeTime (37) Unbreakable Guard - +Max HP Level 38: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (39) Luck of the Gambler - Defense/Endurance (39) Luck of the Gambler - Defense/Endurance/Recharge Level 41: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (42) Luck of the Gambler - Defense/Endurance (42) Luck of the Gambler - Defense/Endurance/Recharge Level 44: Tactics (A) Rectified Reticle - Increased Perception (45) Rectified Reticle - To Hit Buff (45) Endurance Reduction IO Level 47: Superior Conditioning (A) Performance Shifter - Chance for +End Level 49: Physical Perfection (A) Performance Shifter - Chance for +End Level 1: Assassination Level 1: Brawl Stalker - Street Justice - Willpower - Body Mastery - i27.mxd
  6. Project Ascension @Keshbits (I'm the builder.) I emailed you our base-code, as it's an RP-SG and would prefer to keep the access code private, in the event we're running a plot/mission/scene.
  7. Items, well, a few are in the pics below. are a few of the items of interest in the Vanguard/RWZ area, the pillars, the crates, cement textures below on the floor and the caution bands! Lots of great suggestions overall! Warehouse Doors / Garage Doors Shipping Containers More Ships, such as Oil Tankers. (Sharkhead, other zones) I'd really love t'see more stuff from the Praetorian sewer network, Night Ward and other zones as well. More NPCs such as D.U.S.T and PPD (Praetorian and Paragon City) for more immersive scenes/etc, Arachnos personnel, so on, so forth. I generally don't really care about base PvP myself, but I know people that do want it. There should be an opt-in but it should be WHEN you create / register the SG / base, and there should be a few weeks to decide whether or not to enable it in an already existing base via some admin option like when you're determining access to your base from Coalitions, etc. Alternatively, have a cooldown between 'on' and 'off' of 24 hours? If it's able to be added in to permissions and such when managing the SG. 100% against any prestige cost for placing items. That's been so freeing, to not have to spent days, weeks, farming prestige to build a base. Not really sure what t'do with a base/SG that's opted into PVP permanently when they create the base? There'd have to be limits on how many defense items you have per room again should you opt-in, like there used to be, you'll actually have to manage control/power as well.
  8. Looking forward to the base contest. I've been working for a looooong time on a project. Page 6? Can't wait for that either, hopefully soon so that I might play-test it a bit.
  9. I suppose we'll need to work in Tough, Weave, Maneuvers, Tactics into being inherent too, since practically everyone takes them, or removing them from the game and balancing powers with higher values to start and modifying enemies to work with these new values, or lowering enemy values / accuracy / ToHit , etc to compensate. Granted they did this for Fitness, but literally 99.9% of the player base took it, and is the entire basis of how a character works with endurance management and HP. You don't -need- hasten, it's just nice to have. I can't say i'd be for removing Hasten, or asking the developers to rework the entire game around it not existing, or rolling it into a inherent. The amount of effort needed, as opposed to new content, or fixing things like Trick Arrow, Super Strength's Rage and the fact that it props up the otherwise incredibly weak set, the crash, Energy Melee having one AoE if you aren't a Stalker-- is preferable than finding a way to make the game not function without hasten or with hasten as an inherent, even if it was necessary to do.
  10. The only suggestion I would make, in particular to Everfreefire's comment? Is just changing the Aura IOs to something else entirely, such as pet debuff resist, chance for damage, pet chance for debuff, such as -DMG or -Recharge. The existing Aura IOs would just be rolled into pet upgrades. 10% Res / 5% All Def, but I think that was the intent of Everfreefire? Pets just need to be equal level to the MM to remain relevance in late game or have something else tagged onto them in iTrial content other than the level shifts they share with the MM, as they still can have trouble hitting things / low damage to begin with. These suggestions are quite good. However, I would make Serum a passive bonus, with an active effect, akin to Fortify Pack, affecting all the pets, with a lockout period of 60s, so you can't abuse Burnout. 100% regen base, with it going up to 200% regeneration when the active effect is used. +5% ToHit, +10% ToHit when active. +5% All Res, +10% Res when active. +10% Max HP (strictly passive, no effect from the active component) +Mez Prot while Active. It currently slots Resistance IOs, Endurance IOs and ToHit IOs and SOs. Should remain as such. 7m CD, 1m active effect. Medic loses Frag Grenade for Smoke Grenade. Soldiers gain the Frag Grenades instead to help with AoE. Soldiers alternatively have a Medic, Soldier, and a Heavy. The Gunner would use the Resistance Heavy's gun, granted the energy bolts could be recolored to be grey / LRM rockets in appearance for the auto-fire, it's kind of like a auto-cannon instead of a energy weapon, the sounds are by in largely perfect. Spec Ops gain Venom Grenade from Upgrade at 32 at lower -Res values. Spec Ops retains the snipe, the sound is iconic. Alternatively. Spec Ops changed to have a Marksman (unsure of what powers he'd get outside of Sniper Rifle attacks perhaps something akin to Piercing Shot for -Res, Cyro Round, Incendiary Round, HE Round (TAoE), and and the original Spec Ops. Commando works fine outside of the long recharge on LRM Rocket, Flamethrower needs a lower-cast time. And if possible? I'd LOVE for them to properly shoulder weapons like Beam Rifle does--granted that'd be fine as a customization option so people can keep the 80's Hipfire if they want to. Target Caps should certainly be addressed, they're quite low as I recall. Number values in themselves also just need upping. I'd really like them to get Smoke Flash as an inherent, and the power filled with something else entirely, unsure what to replace it with though.
  11. Morning, i'll have to re-level a character to confirm this but, I essentially used the commands to level a brand new character to 50, a Robotics/Electric Affinity Mastermind to be specific, and then used the badge grant to give me access to Patron pools. I was unable to choose a patron or epic power pool like you normally could on later Issues, and was using the older level requirements. Going to make another Robotics/Electric Affinity MM, before trying on other ATs or power sets that aren't the new power set to see if this is an isolated case or not. --- Seems to be an isolated case. Weird, will repeat.
  12. Because it's a good idea, FF isn't that great of a set and it would dramatically increase it's utility outside of just bringing +Defense, a Mez Protection Toggle, some endurance heavy CC and a capture that isn't all that great in general practice. Having force fields absorb and deflect damage seems reasonable, and fits within the set theme overall.
  13. Looks good, but if I may make a few suggestions myself. Force Bolt - +Absorb, Knockback, - Accepts Accurate Healing sets, , Damage Sets, Healing Sets, and Knockback sets. Now able to target Allies, adds an Absorb to an ally or acts as normal against enemies, akin to Injection in the Medicine Power Pool. Def. need it's costs adjusted. Detention Field - Slow Movement, Immobilize, -Recharge. - Accepts Slow Movement, Immobilization sets. I really don't like how it currently functions, and wouldn't mind it being a temporary toggle, or a placed intangibility along the lines of Dimension Shift where players can still affect the enemies if they want by entering the area, via the expert control of the Force Fields. Repulsion Bomb - +Absorb, Knockback, Disorient (Mag 2) - Accepts Accurate Healing sets, Healing sets, Damage sets, and Disorient sets. Same concept as Force Bolt, except it gives a Targeted AoE absorb from it's target to allies / original ally, retaining it's KB / damage on foes regardless of target. Definitely needs it's costs adjusted. Force Bubble - +Absorb, Slow Movement, +All Resists (but Psi) -Fly, -Max Run, -Jump Height, -Max Jump - Accepts Healing Sets, Slow Movement Sets, Knockback Sets. I wouldn't mind it being a toggle ticking +Absorb, Slow Movement, -Fly, -Jump Mag, -RunSpd for 10s after leaving the bubble, and +All Resist except Psi for allies in it's aura, since attacks would be substantially slowed down by the attacks and thus do less damage. in addition to it's KB, granted the Repel should go in my humble opinion. Endurance Cost reduced to .45 Area reduced to 25ft.
  14. I personally would prefer it to scale fully with damage, as a DoT, however, basing it on current Endurance, I haven't had time to test this (as it takes me forever to download even a gig, let alone beta, as i'm still downloading it on my garbage internet), does the current endurance thing work like this? ToHit Check - > Grants Endurance - > Checks Current End - > Damage Dealt. It having a decent radius, 15ft - 20ft radius, some base up-front damage, fully scalable by enhancements and +DMG buffs + DoT based on current endurance, would be my take on it I think. Having it critically strike would be preferable, to put it in line with other existing AoEs outside of those done via psuedopets. Having Touch of Fear turned into an AoE DoT / Fear would I think alleviate some of the AoE issues, perhaps using Dark Assault's Engulfing Darkness with a Radius 10 instead of 15, and maybe named Engulfing Terror, which would also give the Stalker AT an AoE that it's sorely lacking from Dark Melee. It'd be a back loaded AoE, but it'd be something other than just Shadow Maul.
  15. Can't say I have any problems playing Mercenaries, especially after some of the AI improvements. Here's what I use. Traps is certainly not recommended for newer players, as it requires a lot of investment to make phenomenal, it comes into it's own at 16 and 20, when it gets Force Field Generator and Poison Trap. I use Soul Mastery for Oppressive Gloom, Dark Embrace and Soul Storm for additional CC. But if you aren't comfortable with that, Mace Mastery for Scorpion Shield does allow you to grab some other powers since Power Boost doesn't do much for you. Mastermind - Mercenaries - Traps - Soul Mastery - Kesh.mxd
  16. Sets are designed to be played with, and balanced around SOs. This to be taken into account whenever balancing a set or reworking a set to bring it to a point where it can function. SS as it works right now, sort of functions, due to the lower-DPA/DPS nature of its attacks, and essentially only functions decently / well due to Rage. So, either the powers need to be adjusted appropriately in terms of base damage, the attacks given an AoE like Rad Melee is with successive hits to help with it's lack of AoE outside of Foot Stomp. Rage should I think, function kind of like how the Adaptations do for Bio Armor, except being on-use ability, rather than a toggle, activating it gives a flat -10% all res except Psi, -10% all def since you're recklessly going into battle, or focused on only hitting the enemy as HARD as possible. Giving it some -recover or flat endurance increases for SS attacks, which can be mitigated by either picking a set where it gives you additional recovery, or grants endurance based on say, Consume, Power Sink, or simply SOing more endurance reduction in the attacks, or additional recovery enhancements into Stamina, and furthermore enables the small PbAoE's for it's Single Target attacks / +damage boost, with the damage crash applying whenever the buff falls off, and can no longer be stacked, retaining the enormous boost in damage / ToHit, with the base increases to the individual powers to begin with to compensate for the loss of stacking. I think this would be a middle ground between most of the suggestions put forth so far.
  17. Predominately, I like to control when the Gaussian's goes off, not randomly whenever it feels like, but that's just my preference.
  18. Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Natural Arachnos Widow Primary Power Set: Fortunata Training Secondary Power Set: Fortunata Teamwork Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Villain Profile: Level 1: Telekinetic Blast (A) Decimation - Accuracy/Damage/Recharge: Level 40 (5) Decimation - Damage/Endurance: Level 40 (9) Decimation - Accuracy/Endurance/Recharge: Level 40 (9) Thunderstrike - Accuracy/Damage/Recharge: Level 50 (45) Thunderstrike - Damage/Endurance: Level 50 (46) Thunderstrike - Accuracy/Damage/Endurance: Level 40 Level 1: Combat Training: Defensive (A) Shield Wall - +Res (Teleportation), +5% Res (All): Level 50 (40) Kismet - Accuracy +6%: Level 30 (43) Reactive Defenses - Scaling Resist Damage: Level 50 (43) Reactive Defenses - Defense: Level 50 Level 2: Subdue (A) Gravitational Anchor - Chance for Hold: Level 50 (3) Apocalypse - Damage/Endurance: Level 50 (3) Apocalypse - Damage/Recharge: Level 50 (39) Apocalypse - Accuracy/Damage/Recharge: Level 50 (40) Apocalypse - Damage: Level 50 (40) Apocalypse - Accuracy/Recharge: Level 50 Level 4: Combat Training: Offensive (A) Accuracy IO: Level 50 (5) Accuracy IO: Level 50 Level 6: Tactical Training: Maneuvers (A) Luck of the Gambler - Recharge Speed: Level 50 (7) Luck of the Gambler - Defense/Endurance: Level 50 (7) Luck of the Gambler - Defense/Endurance/Recharge: Level 50 Level 8: Aim (A) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50 Level 10: Indomitable Will (A) Steadfast Protection - Resistance/+Def 3%: Level 30 (11) Gladiator's Armor - TP Protection +3% Def (All): Level 50 (11) Gladiator's Armor - Recharge/Endurance: Level 50 (39) Gladiator's Armor - End/Resist: Level 50 Level 12: Dominate (A) Apocalypse - Chance of Damage(Negative): Level 50 (13) Superior Dominion of Arachnos - Recharge/Chance for -Dmg and Terrorize: Level 50 (13) Superior Dominion of Arachnos - Accuracy/Damage/Endurance/Recharge: Level 50 (15) Superior Dominion of Arachnos - Accuracy/Damage: Level 50 (37) Superior Dominion of Arachnos - Accuracy/Damage/Recharge: Level 50 (50) Superior Dominion of Arachnos - Damage/Endurance/Recharge: Level 50 Level 14: Hasten (A) Recharge Reduction IO: Level 50 (15) Recharge Reduction IO: Level 50 (48) Recharge Reduction IO: Level 50 Level 16: Psionic Tornado (A) Superior Spider's Bite - RechargeTime/Global Toxic: Level 50 (17) Superior Spider's Bite - Accuracy/Damage/Endurance/RechargeTime: Level 50 (17) Superior Spider's Bite - Damage/Endurance/RechargeTime: Level 50 (36) Superior Spider's Bite - Accuracy/Damage/RechargeTime: Level 50 (37) Superior Spider's Bite - Accuracy/Damage: Level 50 (37) Force Feedback - Chance for +Recharge: Level 50 Level 18: Combat Jumping (A) Reactive Defenses - Defense/Endurance/RechargeTime: Level 50 (19) Reactive Defenses - Defense/Endurance: Level 50 (19) Reactive Defenses - Endurance/RechargeTime: Level 50 (23) Unbounded Leap - +Stealth: Level 50 Level 20: Mask Presence (A) Reactive Defenses - Defense/Endurance/RechargeTime: Level 50 (21) Reactive Defenses - Defense/Endurance: Level 50 (21) Reactive Defenses - Endurance/RechargeTime: Level 50 (23) Reactive Defenses - Defense/RechargeTime: Level 50 Level 22: Super Speed (A) Winter's Gift - Slow Resistance (20%): Level 50 Level 24: Mind Link (A) Reactive Defenses - Defense/Endurance/RechargeTime: Level 50 (25) Reactive Defenses - Endurance/RechargeTime: Level 50 (25) Reactive Defenses - Defense/RechargeTime: Level 50 (36) Reactive Defenses - Defense/Endurance: Level 50 Level 26: Total Domination (A) Unbreakable Constraint - Endurance/Hold: Level 50 (27) Unbreakable Constraint - Hold/Recharge: Level 50 (27) Unbreakable Constraint - Accuracy/Hold/Recharge: Level 50 (34) Unbreakable Constraint - Accuracy/Recharge: Level 50 (36) Unbreakable Constraint - Chance for Smashing Damage: Level 50 (46) Lockdown - Chance for +2 Mag Hold: Level 50 Level 28: Foresight (A) Luck of the Gambler - Recharge Speed: Level 50 (29) Reactive Defenses - Defense/Endurance/RechargeTime: Level 50 (29) Reactive Defenses - Defense: Level 50 (39) Unbreakable Guard - +Max HP: Level 50 Level 30: Tactical Training: Leadership (A) Adjusted Targeting - To Hit Buff/Endurance: Level 50 (31) Adjusted Targeting - To Hit Buff/Endurance/Recharge: Level 50 (31) Adjusted Targeting - To Hit Buff/Recharge: Level 50 (31) Adjusted Targeting - Endurance/Recharge: Level 50 (34) Adjusted Targeting - To Hit Buff: Level 50 Level 32: Psychic Wail (A) Armageddon - Chance for Fire Damage: Level 50 (33) Armageddon - Damage/Endurance: Level 50 (33) Armageddon - Damage/Recharge: Level 50 (33) Armageddon - Accuracy/Damage/Recharge: Level 50 (34) Armageddon - Accuracy/Recharge: Level 50 Level 35: Tactical Training: Assault (A) Endurance Reduction IO: Level 50 Level 38: Tactical Training: Vengeance (A) Luck of the Gambler - Recharge Speed: Level 50 Level 41: Aura of Confusion (A) Coercive Persuasion - Confused/Endurance: Level 50 (42) Coercive Persuasion - Confused/Recharge: Level 50 (42) Coercive Persuasion - Accuracy/Confused/Recharge: Level 50 (42) Coercive Persuasion - Accuracy/Recharge: Level 50 (43) Coercive Persuasion - Contagious Confusion: Level 50 (46) Coercive Persuasion - Confused: Level 50 Level 44: Maneuvers (A) Luck of the Gambler - Recharge Speed: Level 50 (45) Luck of the Gambler - Defense/Endurance: Level 50 (45) Luck of the Gambler - Defense/Endurance/Recharge: Level 50 Level 47: Assault (A) Endurance Reduction IO: Level 50 Level 49: Vengeance (A) Luck of the Gambler - Recharge Speed: Level 50 Level 1: Brawl (A) Empty Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Empty Level 1: Sprint (A) Empty Level 1: Conditioning Level 2: Rest (A) Empty Level 4: Ninja Run Level 2: Swift (A) Run Speed IO: Level 50 Level 2: Health (A) Numina's Convalesence - +Regeneration/+Recovery: Level 50 (48) Miracle - +Recovery: Level 40 (48) Panacea - +Hit Points/Endurance: Level 50 Level 2: Hurdle (A) Jumping IO: Level 50 Level 2: Stamina (A) Performance Shifter - Chance for +End: Level 50 (50) Endurance Modification IO: Level 50 (50) Endurance Modification IO: Level 50 Level 0: High Pain Threshold Level 0: Invader Level 0: Born In Battle Level 0: Marshal Level 50: Intuition Radial Paragon Level 50: Pyronic Core Final Judgement Level 50: Degenerative Radial Flawless Interface Level 50: Barrier Core Epiphany Level 50: Control Core Embodiment ------------ ------------
  19. I certainly prefer the snipes as they currently exist, but as a compromise. I'd like Targeting Drone to auto-give you the fast snipe, as it has no Build Up, it does a flat damage increase to snipes somewhat as it is as I remember, but nothing really enough to be happy about. Devices is already sort of in a rough spot / under-tuned and that was it's gimmick with the Insta-Snipe rework when the blaster changes came about since it was so easy to acquire it.
  20. Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Level 50 Natural Brute Primary Power Set: Spines Secondary Power Set: Electric Armor Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Energy Mastery Villain Profile: ------------ Level 1: Lunge (A) Kinetic Combat - Accuracy/Damage: Level 35 (7) Kinetic Combat - Damage/Endurance/Recharge: Level 35 (46) Kinetic Combat - Damage/Endurance: Level 35 (50) Kinetic Combat - Damage/Recharge: Level 35 (50) Mako's Bite - Accuracy/Endurance/Recharge: Level 50 (50) Mako's Bite - Accuracy/Damage: Level 50 Level 1: Charged Armor (A) Unbreakable Guard - Resistance/Endurance/RechargeTime: Level 50 (45) Unbreakable Guard - RechargeTime/Resistance: Level 50 (46) Unbreakable Guard - Resistance/Endurance: Level 50 (46) Unbreakable Guard - Endurance/RechargeTime: Level 50 Level 2: Spine Burst (A) Superior Brute's Fury - Recharge/Fury Bonus: Level 50 (3) Superior Brute's Fury - Accuracy/Damage/Endurance/Recharge: Level 50 (3) Superior Brute's Fury - Accuracy/Damage: Level 50 (43) Armageddon - Damage/Endurance: Level 50 (43) Armageddon - Accuracy/Damage/Recharge: Level 50 (43) Armageddon - Chance for Fire Damage: Level 50 Level 4: Conductive Shield (A) Unbreakable Guard - Resistance/Endurance/RechargeTime: Level 50 (5) Unbreakable Guard - Resistance/Endurance: Level 50 (5) Unbreakable Guard - RechargeTime/Resistance: Level 50 (42) Unbreakable Guard - Endurance/RechargeTime: Level 50 Level 6: Build Up (A) Rectified Reticle - To Hit Buff/Recharge: Level 20 (7) Rectified Reticle - To Hit Buff: Level 20 Level 8: Impale (A) Apocalypse - Chance of Damage(Negative): Level 50 (9) Apocalypse - Damage/Endurance: Level 50 (9) Apocalypse - Damage/Recharge: Level 50 (37) Apocalypse - Accuracy/Damage/Recharge: Level 50 (40) Apocalypse - Accuracy/Recharge: Level 50 Level 10: Static Shield (A) Unbreakable Guard - Resistance/Endurance/RechargeTime: Level 50 (11) Unbreakable Guard - Resistance/Endurance: Level 50 (11) Unbreakable Guard - Endurance/RechargeTime: Level 50 (37) Unbreakable Guard - RechargeTime/Resistance: Level 50 Level 12: Lightning Field (A) Superior Brute's Fury - Damage/Recharge: Level 50 (13) Superior Brute's Fury - Accuracy/Damage/Recharge: Level 50 (13) Superior Brute's Fury - Damage/Endurance/RechargeTime: Level 50 (15) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50 (36) Obliteration - Accuracy/Recharge: Level 50 (37) Obliteration - Chance for Smashing Damage: Level 50 Level 14: Hasten (A) Recharge Reduction IO: Level 50 (15) Recharge Reduction IO: Level 50 Level 16: Grounded (A) Steadfast Protection - Resistance/+Def 3%: Level 30 (17) Gladiator's Armor - TP Protection +3% Def (All): Level 50 (17) Unbreakable Guard - +Max HP: Level 50 Level 18: Quills (A) Fury of the Gladiator - Chance for Res Debuff: Level 50 (19) Avalanche - Accuracy/Damage/Endurance: Level 50 (19) Avalanche - Recharge/Chance for Knockdown: Level 50 (23) Avalanche - Accuracy/Damage/Endurance: Level 50 (25) Avalanche - Accuracy/Damage/Recharge: Level 50 (25) Avalanche - Accuracy/Damage: Level 50 Level 20: Combat Jumping (A) Luck of the Gambler - Recharge Speed: Level 50 (21) Shield Wall - +Res (Teleportation), +5% Res (All): Level 50 (21) Kismet - Accuracy +6%: Level 30 (23) Reactive Defenses - Scaling Resist Damage: Level 50 Level 22: Super Speed (A) Winter's Gift - Slow Resistance (20%): Level 50 Level 24: Lightning Reflexes (A) Run Speed IO: Level 50 Level 26: Ripper (A) Superior Unrelenting Fury - RechargeTime/+Regen/+End: Level 50 (27) Superior Unrelenting Fury - Damage/Endurance/RechargeTime: Level 50 (27) Superior Unrelenting Fury - Accuracy/Damage/RechargeTime: Level 50 (31) Superior Unrelenting Fury - Damage/RechargeTime: Level 50 (31) Superior Unrelenting Fury - Accuracy/Damage/Endurance/RechargeTime: Level 50 (34) Superior Unrelenting Fury - Accuracy/Damage: Level 50 Level 28: Energize (A) Panacea - +Hit Points/Endurance: Level 50 (29) Panacea - Heal/Endurance: Level 50 (29) Panacea - Endurance/Recharge: Level 50 (31) Panacea - Hea/Recharge: Level 50 (36) Panacea - Heal/Endurance/Recharge: Level 50 Level 30: Kick (A) Empty Level 32: Throw Spines (A) Annihilation - Chance for Res Debuff: Level 50 (33) Ragnarok - Damage/Endurance: Level 50 (33) Ragnarok - Accuracy/Recharge: Level 50 (33) Ragnarok - Accuracy/Damage/Recharge: Level 50 (34) Ragnarok - Damage/Recharge: Level 50 (34) Ragnarok - Chance for Knockdown: Level 50 Level 35: Power Sink (A) Recharge Reduction IO: Level 50 Level 38: Tough (A) Unbreakable Guard - Resistance/Endurance/RechargeTime: Level 50 (39) Unbreakable Guard - Resistance/Endurance: Level 50 (39) Unbreakable Guard - Endurance/RechargeTime: Level 50 (39) Unbreakable Guard - RechargeTime/Resistance: Level 50 Level 41: Weave (A) Luck of the Gambler - Recharge Speed: Level 50 (42) Luck of the Gambler - Defense/Endurance: Level 50 (42) Luck of the Gambler - Defense/Endurance/Recharge: Level 50 Level 44: Maneuvers (A) Luck of the Gambler - Recharge Speed: Level 50 (45) Luck of the Gambler - Defense/Endurance: Level 50 (45) Luck of the Gambler - Defense/Endurance/Recharge: Level 50 Level 47: Focused Accuracy (A) Rectified Reticle - To Hit Buff: Level 20 (48) Rectified Reticle - Increased Perception: Level 20 (48) Adjusted Targeting - To Hit Buff/Endurance: Level 50 (48) Adjusted Targeting - Endurance/Recharge: Level 50 Level 49: Physical Perfection (A) Preventive Medicine - Chance for +Absorb: Level 50 Level 1: Brawl (A) Empty Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Empty Level 1: Fury Level 1: Sprint (A) Empty Level 2: Rest (A) Empty Level 4: Ninja Run Level 2: Swift (A) Run Speed IO: Level 50 Level 2: Health (A) Numina's Convalesence - +Regeneration/+Recovery: Level 50 (40) Miracle - +Recovery: Level 40 Level 2: Hurdle (A) Jumping IO: Level 50 Level 2: Stamina (A) Performance Shifter - Chance for +End: Level 50 (36) Endurance Modification IO: Level 50 (40) Endurance Modification IO: Level 50 Level 50: Resilient Core Paragon Level 50: Reactive Radial Flawless Interface Level 50: Melee Radial Embodiment Level 50: Barrier Radial Epiphany Level 50: Ion Core Final Judgement ------------ ------------ Set Bonus Totals: 13% DamageBuff(Smashing) 13% DamageBuff(Lethal) 13% DamageBuff(Fire) 13% DamageBuff(Cold) 13% DamageBuff(Energy) 13% DamageBuff(Negative) 13% DamageBuff(Toxic) 13% DamageBuff(Psionic) 33.19% Defense(Smashing) 33.19% Defense(Lethal) 6% Defense(Fire) 6% Defense(Cold) 6% Defense(Energy) 6% Defense(Negative) 6% Defense(Psionic) 34.13% Defense(Melee) 6% Defense(Ranged) 6% Defense(AoE) 15% Enhancement(Accuracy) 10% Enhancement(Max EnduranceDiscount) 50% Enhancement(RechargeTime) GrantPower Preventive Medicine (10% chance, if Scourge) 326.1 HP (21.75%) HitPoints MezResist(Confused) 78.75% MezResist(Held) 78.75% MezResist(Immobilized) 78.75% MezResist(Sleep) 78.75% MezResist(Stunned) 78.75% MezResist(Terrorized) 78.75% 20% PerceptionRadius 16.5% (0.28 End/sec) Recovery 62% (3.87 HP/sec) Regeneration 30% ResEffect(SpeedFlying) 30% ResEffect(RechargeTime) 30% ResEffect(SpeedRunning) 13.25% Resistance(Smashing) 13.25% Resistance(Lethal) 27.5% Resistance(Fire) 27.5% Resistance(Cold) 20% Resistance(Energy) 20% Resistance(Negative) 6.5% Resistance(Toxic) 6.5% Resistance(Psionic) 0% Resistance(Smashing) 0% Resistance(Lethal) 0% Resistance(Fire) 0% Resistance(Cold) 0% Resistance(Energy) 0% Resistance(Negative) 0% Resistance(Toxic) 0% Resistance(Psionic) 1 Null
  21. wtb concrete pieces / chunks / sewer items from Praetoria. I'd -really- love the Vanguard pillars. (Won't let me directly post pictures, says the data folder is full on this thread.)
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