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  1. On 10/9/2019 at 8:47 PM, Rathulfr said:

    I recommend Energy/Temporal or Archery/Tactical for solo Blasters, if you want to stick with ranged damage.  Both secondaries offer good damage and mitigation, and are low maintenance.

     

    On 10/9/2019 at 10:01 PM, 3333053222 said:

    I second Archery/Tactical, it's solid, syngerizes very well. So does Ice/Tactical.

     

    Based on these statements and my slight familiarity with Ice Blast/, I decided to go with Ice Blast/Tactical Arrow.

  2. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.5
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    Final Desire: Level 50 Mutation Dominator
    Primary Power Set: Mind Control
    Secondary Power Set: Psionic Assault
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Mesmerize -- FrtHyp-Sleep(A), FrtHyp-Acc/Sleep/Rchg(3), FrtHyp-Acc/Rchg(3)
    Level 1: Psionic Dart -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(5), Apc-Acc/Rchg(5), Apc-Dmg/EndRdx(36), Apc-Dam%(42)
    Level 2: Dominate -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(7), BslGaz-Rchg/Hold(7), BslGaz-EndRdx/Rchg/Hold(34)
    Level 4: Mind Probe -- Mk'Bit-Dmg/EndRdx(A), Mk'Bit-Dmg/Rchg(9), Mk'Bit-Acc/EndRdx/Rchg(9), Mk'Bit-Acc/Dmg/EndRdx/Rchg(27), Mk'Bit-Dam%(31)
    Level 6: Confuse -- CrcPrs-Conf/Rchg(A), CrcPrs-Acc/Conf/Rchg(11), CrcPrs-Acc/Rchg(11), CrcPrs-Conf/EndRdx(37), CrcPrs-Conf%(39)
    Level 8: Mass Hypnosis -- CaloftheS-Acc/Rchg(A), CaloftheS-EndRdx/Sleep(13), CaloftheS-Acc/EndRdx(13), CaloftheS-Sleep/Rng(39), CaloftheS-Acc/Sleep/Rchg(39), FrtHyp-Sleep/Rchg(40)
    Level 10: Hover -- Flight-I(A), ShlWal-ResDam/Re TP(15), LucoftheG-Def/Rchg+(15), Rct-ResDam%(50)
    Level 12: Assault -- EndRdx-I(A), EndRdx-I(17)
    Level 14: Kick -- Empty(A)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17)
    Level 18: Total Domination -- UnbCns-Hold(A), UnbCns-Hold/Rchg(19), UnbCns-Acc/Hold/Rchg(19), UnbCns-Acc/Rchg(23), UnbCns-EndRdx/Hold(23)
    Level 20: Drain Psyche -- Prv-Heal(A), Prv-Heal/EndRdx(21), Prv-EndRdx/Rchg(21), Prv-Heal/Rchg(36), Prv-Heal/Rchg/EndRdx(37), Prv-Absorb%(37)
    Level 22: Fly -- EndRdx-I(A)
    Level 24: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(25), Ags-EndRdx/Rchg(25), Ags-ResDam/EndRdx/Rchg(31), Ags-ResDam(40), Ags-Psi/Status(40)
    Level 26: Maneuvers -- LucoftheG-Def/Rchg+(A), EndRdx-I(27), EndRdx-I(36)
    Level 28: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(29), HO:Cyto(29), HO:Cyto(31)
    Level 30: Vengeance -- LucoftheG-Def/Rchg+(A)
    Level 32: Mass Confusion -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(33), SprAscoft-EndRdx/Rchg(33), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(33), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(34), SprAscoft-Rchg/+Dmg%(34)
    Level 35: Charged Armor -- HO:Ribo(A), HO:Ribo(42), HO:Ribo(45), StdPrt-ResDam/EndRdx(45), GldArm-3defTpProc(50), ImpArm-ResPsi(50)
    Level 38: Psychic Shockwave -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(42), Arm-Acc/Rchg(43), Arm-Dmg/EndRdx(43), Arm-Dam%(43), AbsAmz-ToHitDeb%(45)
    Level 41: Surge of Power -- UnbGrd-Rchg/ResDam(A)
    Level 44: Psionic Lance -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(46), StnoftheM-Acc/ActRdx/Rng(46), StnoftheM-Dmg/ActRdx/Rchg(46), StnoftheM-Dmg/EndRdx/Rchg(48), Thn-Dmg/EndRdx/Rchg(48)
    Level 47: Group Fly -- EndRdx-I(A), EndRdx-I(48)
    Level 49: Levitate -- FrcFdb-Rechg%(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Domination 
    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 -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- NmnCnv-Regen/Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-End%(A)
    Level 50: Ageless Radial Epiphany 
    Level 50: Ion Core Final Judgement 
    Level 50: Reactive Radial Flawless Interface 
    Level 50: Assault Radial Embodiment 
    Level 50: Polar Lights Core Superior Ally 
    Level 50: Musculature Core Paragon 
    ------------

     

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  3.  

    WARNING!  SPOILERS!

     

    Who Will Die, part 2

    Contact: Michael Binocolo (Talos Island)
    Level: 30-?

    Hero side

    Rush time: approx ? mins

     

    Recommended equ:
    Reveal
    Jetpack
    Ouroboros portal

     

    Rewards (*for Incarnate-level toons only)
    1) 4x Reward Merits (total: 20)
    2) Merit Reward (total: 5)
    3) *Astral Merit (total: 1)
    4) *Incarnate Threads (total: 10)
    5) SO enh: acc

    Note: You may only choose 4x Reward Merits twice per week.  You may only choose Astral Merit once per week.  You may only choose Incarnate Threads once per week.

     

    Recommended difficulty: -1/x1 (solo)

     

    1st Mission

    1) Talk to Michael Binocolo in Talos.

    2) Fight some Rulu-Shin cultists.

    3) Exit through the back door into the caves and rescue Percy Winkley from Rularru's Ward and some minions.

    4) Lead Percy to Montague Castanella (follow the marker.)

    5) Fight off a few waves of Rulu-Shin cultists.

    6) Darrin Wade appears.

    7) Fight off a few more waves of Rulu-Shin cultists.

     

    2nd Mission

    1) Return to Michael Binocolo.

    2) Take the fishing boat to the location.

    3) Check your map.  The Rulu-Shin meeting ground entrance is located at the top of a hill where there are three crypts.

    4) Defeat the Rulu-Shin cultists guarding the crypt and enter the left crypt.

    5) Enter the hole underneath the grave in front of you.

    6) Defeat the Rulu-Shin cultists and find three chests.

    7) Find the Rulu-Shin guardian.

     

    Answers for Rulu-Shin guardian:

    a) The Floating Watcher

    b) Kora Fruit

    c) Storm Castle

     

    8. Go through the door behind the guardian

    9) Beat on some more cultists

     

    3rd Mission

    1) Call Michael Binocolo

    2) Enter the store in the cargo ship

    3) To get the to the locked door to the storage vault on the southern wall (downstairs,) head east and take the first right turn to the south.  You'll probably hear the glowie by the time you pass the first door to your right.  Inside you'll find the keys to the storage vault in the middle drawer of the cabinet.

    3b) If you try to get into the vault legitimately, it won't work.  But you can try to do this by heading upstairs and approaching an office with a guard.  DO NOT attempt to enter the office without talking to the guard first.  After talking to the guard, enter the office and talk to Harry Stein.  If you attempt to force him to give you access to the storage vault then it will merely cause all the guards in the store to attack you.

    4) Follow the marker to a dimensional portal and jump inside of it.

    5) Follow the marker to another dimensional portal and jump inside of it.

    6) Ignore Hamidon.  You can't reach it.

    7) Follow the marker to the boss and minions and retrieve Tommy Arcanus' skull.  Note that the boss is as nimble as a goat so Fly/Hover/Super Jump/Combat Jumping will be useful in chasing him.

     

    • Like 1
  4. This happened on the Excelsior server.

     

    Yesterday while doing the MSR half the 48-member league (including myself) were kicked from the league when we arrived at the bowl to engage the GM.

     

    Ultimately we ended up forming a new league during the bowl assault and were able to continue.  Since the new league didnt seem plagued with glitches like the previous league was, I took over and ran a new MSR.

     

    This time the glitch occurred again after arriving at the bowl but not as badly.  We lost several members but the team leaders helped me get everyone back in.

     

    It doesn't seem to be limited to our arrival at the bowl.  Some league members had apparently been kicked along the way.

     

    I also notice that transferring team members is difficult too.  But I don't know if that's me or a glitch.

  5. In the auction house, the Shield Wall enh shows up as Rare.  And the prices for them are stupidly ridiculous.

     

    But in the merit vendor, Shield Wall shows up as Very Rare.

     

    Now, if this means that fixing it requires the auction house to be changed to Very Rare then can everyone please ignore this message?

  6. Why not put all the travel powers in a single pool called "Super Travel" or something and keep the level 4 requirement?  I like Combat Jumping.  But CJ can't reach the upper level from the ground towards the back of "that certain warehouse map."  I think Super Jump is cool, but I prefer Fly.  So I would probably pick Combat Jumping for the added defense vs Immobilization and pick Flight for the maneuverability.

     

    Oh, and I hate caves enough as it is without falling to the bottom of the multi-level cave room and having only Combat Jumping/Super Jump to get back up.  It makes me want to call the contact and end the mission.

     

    I have no objection to level 1 but level 4 has always been satisfactory for me.

  7. Combat Jumping offers protection from Immobilization:

    https://paragonwiki.com/wiki/Leaping#Combat_Jumping

     

    Hover offers "pseudo-knockback" protection:

    https://paragonwiki.com/wiki/Flight#Hover

     

    But you can provide your own *real* knockback protection without Hover.  So Combat Jumping seems to be the better choice.

     

    As for Fly, legend has it that Super Jump has a faster movement rate than Fly.  Based on my personal experience with being a flier in a group of super jumpers, I can vouch for the veracity of the legend.

     

    I think a reasonable compromise would be to get Fly and Combat Jumping.  Fly/Super Jump is usually only used between missions so I would think that it doesn't make a real difference.  But Fly gives you maneuverability inside of those caves with multiple levels.

  8. Here are some of my own notes:


    I started a new Dominator Mind/Psi in order to experience the various powers from the ground up instead of power-leveling.  Note that I haven't started playing with Domination yet, and I don't have a single enhancement.  So my descriptions are for "raw" powers.

     

    Mesmerize

    Up until level 8, Mesmerize is almost literally unstoppable.  At level eight I *started* to encounter enemies that were resistant to it.  At level twelve, I'm still having a hard time finding enemies resistant to it.

     

    Psionic Dart

    At level twelve, Psionic Dart is my primary ranged attack.  I have no plans to change that anytime soon.  I mainly use it to gain aggro and to soften them up as they approach.

     

    Mind Probe

    This is my first melee attack.

     

    Telekinetic Thrust

    This is my final melee attack because it creates knockback.

     

    Dominate

    I acquired this when Mesmerize started getting resisted.  It allows me to continue attacking while the target is mez'd.  It has a shorter range and shorter duration than Mesmerize.  But so, what?

     

    Confuse

    This is a monster.  I cast Confuse on everyone and then I attack each enemy for the purpose of causing at least one point of damage.  This completely negates the "no exp" penalty.  Then I sit back and watch the fun.  Done.  Confuse is unaffected by attacks.  I've heard multiple Confuse casts stack (so EBs/AVs are vulnerable, too.)  So when you have the "last man standing," you can continue casting Confuse on him while you whale away on him.  My answer to any objections: "Ok, I won't use it unless I'm the only toon standing."

     

    Edit: Due to my being unenh'd and lack of using Domination, I can only take on groups of 3 at once.  I use Mesmerize/Dominate to hold enemies when Confuse wears off to prevent them from attacking me while Confuse recharges.

     

  9. On 9/17/2019 at 5:50 PM, SlimPickens said:

    If you want to get into those crazy silly dom tricks at high lvl like soloing TFs and making Avs your little puppy, then you want both confuses, both sleeps, the aoe hold is optional due to its long rech time. I always take the fear cone as well, it is a powerful soft control tool.

     

    Psi lance is your hardest hitter, mind probe is your best melee, and psy shockwave is mandatory for its overall damage and how well it plays with domination in effect. If you like more aoe then you can use the scream cone, or if you want more single target subdue does good damage and has immob as a secondary effect, outside of probe, lance, and shockwave the rest is dealers choice.

     

    Drain psyche is your -regen on hard targets, with the bonus of +regen to you, but for the most part this is a debuff rather than worrying about hitting 10 targets with it everytime to buff yourself. the regen is nice, but your control is so good you rarely get hit so the power really ends up being used to soften them up rather than heal you. You should probably slot this for heal, end is not an issue with perma dom, and heal sets offer more +rech bonus.

     

    Positional defenses are great, but your shield is going to be typed, so getting to caps on typed makes more sense, and requires less slotting sacrifices.

     

     

    Can you be more specific?

     

    Both confuses: Confuse (Primary,) Mass Confusion (Primary)

    Both sleeps: ?

    AoE hold: ?

    Fear cone: Terrify (Primary)

    Psi lance: ?

    Mind probe: Mind Probe (Secondary)

    Psy shockwave: Psychic Shockwave (Secondary)

    Drain psyche: Drain Psyche (Secondary)

     

  10. Several posts I've read about Dominators in melee gave me the impression that most people avoid it.  Given the nature of these power sets I've chosen, I don't see any way to avoid it.  Maybe other power sets work with range but I'm not interested in those yet.

     

    What is "EB," "SJ" and "CJ?"  What does "Number-Six" mean?

  11. Hi!  I've constructed a build conforming to the last post on page one "This is the build I'm working towards."  I'm just about finished with most of it except for the high-end enhs in my attacks and healing.  I find PBs to be very awkward to play in all but human form.

     

    Normally I use the cursor keys to move and the "normal" number keys for attacks 1-0.  When I switch to Bright Nova or White Dwarf forms, my attack powers appear in a temporary tray and I have to use the mouse to access them.  This forces me to switch hands and use the Q-W-E-S-X keys for movement and use the mouse for my attacks.

     

    Is it possible to create keybinds that will allow me to continue using the cursor keys for movement and the "normal" number keys for my attacks?  I've heard that you can assign the powers for the second and third forms to trays 8 and 9 and automatically bring them up when you transform to a particular form (and also continue using the "normal" number keys for attacks.)

     

    Can someone help me, please?

  12. Hi!  I've been playing CoH only a few months and wanted to start my own build.  For some strange reason, I happened to settle on the Dominator AT.

     

    I've read this thread:
    https://forums.homecomingservers.com/topic/5478-reasons-your-dominator-isnt-as-strong-as-it-could-be/

     

    ...*and* the replies.  I've concluded that my attack strategy (under ideal circumstances) will be to launch an AoE mez attack and then engage the enemies one at a time with Psionic melee attacks.  Naturally, according to Murphy's Law, this means that I will only ever team with ATs with ranged and PB AoE damaging attacks (thus neutralizing my mez.)

     

    Anyway, my build has so far assumed that I will encounter ideal circumstances at least 51% of the time.

     

    Since I'll be depending on melee attacks a lot, I'd like to improve my Smashing/Lethal defense and/or resistance.  HOWEVER, I've also read this article:

    https://paragonwiki.com/wiki/Defense_Effectiveness

     

    ...and I wonder if wouldn't be easier/cheaper/more efficient to focus my defenses on positional vs Smashing/Lethal?  I know most people simply dismiss positional defenses as completely irrelevant and will not hesitate to tell me it's a complete waste of time.  But I would rather hear from someone who has actually tried it.

     

    And finally, I'd like to increase my Psionic defense.  Mainly just for thematic purposes, but you know...

     

    In this line of thought, here's what I have so far.  I'm using Dynamic because I don't yet have a clear idea how to build it.  I haven't figured out what to slot yet, so I don't have any slots added.

     

    I usually pick Hover instead of Combat Jumping because CJ is almost useless to me as a travel power (even indoors because I've encountered multi-level rooms.)  I also have no interest in Confuse or Mass Confusion or World of Confusion.  To me, those powers are entertaining but a waste of exp resources.

     

    Can anyone offer suggestions on how I'm thinking about this?  Specifically regarding powers chosen and where I might add slots.  But maybe also regarding "Are you NUTS?!  Melee?!?!?!"

     

    Edit: After talking to a Live player, I concluded that World of Confusion would make a good mule.  The build here shows Combat Jumping and Super Jump because CJ provides an additional protection from Immobilization, and CJ with Flight is not thematically sound.  I may or may not take it for my own toon.

     

    Villain Plan by Mids' Reborn : Hero Designer 2.6.0.2
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    Heartthrob: Level 49 Natural Dominator
    Primary Power Set: Mind Control
    Secondary Power Set: Psionic Assault
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Concealment
    Ancillary Pool: Psionic Mastery

    Villain Profile:
    Level 1: Mesmerize

    • (A) Empty

    Level 1: Psionic Dart

    • (A) Empty

    Level 2: Mind Probe

    • (A) Empty

    Level 4: Super Jump

    • (A) Empty

    Level 6: Telekinetic Thrust

    • (A) Empty

    Level 8: Combat Jumping

    • (A) Empty

    Level 10: Kick

    • (A) Empty

    Level 12: Mental Blast

    • (A) Empty

    Level 14: Tough

    • (A) Empty

    Level 16: Weave

    • (A) Empty

    Level 18: Hasten

    • (A) Empty

    Level 20: Psychic Scream

    • (A) Empty

    Level 22: Drain Psyche

    • (A) Empty

    Level 24: Mass Hypnosis

    • (A) Empty

    Level 26: Total Domination

    • (A) Empty

    Level 28: Subdue

    • (A) Empty

    Level 30: Terrify

    • (A) Empty

    Level 32: Stealth

    • (A) Empty

    Level 35: Psionic Lance

    • (A) Empty

    Level 38: Link Minds

    • (A) Empty

    Level 41: Psychic Shockwave

    • (A) Empty

    Level 44: Mind Over Body

    • (A) Empty

    Level 47: World of Confusion

    • (A) Empty

    Level 49: Psionic Tornado

    • (A) Empty

    Level 1: Brawl

    • (A) Empty

    Level 1: Domination 


    Level 1: Prestige Power Dash

     

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  13. I think we should give the Hive zone cap time for everyone to get used to it.  I started my first MMO in May and didn't learn about the Hami raids until a month or so ago.  The zerg raids were kinda boring but the rewards were too much to ignore.

     

    My first "real" Hami raid occurred the day the change was made to the zone cap.  I made it to Hive 1 on time, mostly because people weren't aware of the change I imagine, but was dc'd shortly after I joined the league and couldn't get back in.  So I joined the league in Hive 2 and was able to participate there.

     

    At first I wasn't sure we were going to be able to do it because Hami drove us back a few times.  But we kept at it and WON!  Man, that was glorious!  I received far fewer rewards but the amount of fun we had far surpassed any reduction in reward.

     

    My only concern to the zone cap would be an inability to participate.  But Hive 2 took care of that.

  14. Hi!  I've been playing around with Mids just to see what happens to my build and was wondering if anyone had any suggestions?

    Hero Plan by Mids' Reborn : Hero Designer 2.6.0.2
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    My Brute: Level 50 Magic Brute
    Primary Power Set: Radiation Melee
    Secondary Power Set: Willpower
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Radioactive Smash

    • (A) Damage Increase IO
    • (3) Kinetic Combat - Damage/Endurance/Recharge
    • (31) Kinetic Combat - Damage/Recharge
    • (37) Kinetic Combat - Damage/Endurance
    • (40) Kinetic Combat - Accuracy/Damage

    Level 1: High Pain Tolerance

    • (A) Resist Damage IO
    • (3) Gladiator's Armor - TP Protection +3% Def (All)
    • (5) Steadfast Protection - Resistance/+Def 3%
    • (23) Unbreakable Guard - +Max HP
    • (48) Impervious Skin - Status Resistance

    Level 2: Mind Over Body

    • (A) Unbreakable Guard - Resistance/Endurance/RechargeTime
    • (5) Unbreakable Guard - Resistance/Endurance
    • (15) Unbreakable Guard - Resistance
    • (46) Unbreakable Guard - Endurance/RechargeTime
    • (48) Unbreakable Guard - RechargeTime/Resistance

    Level 4: Proton Sweep

    • (A) Empty
    • (11) Empty
    • (31) Empty
    • (34) Empty
    • (37) Empty
    • (39) Empty

    Level 6: Fast Healing

    • (A) Harmonized Healing - Heal
    • (7) Panacea - +Hit Points/Endurance
    • (7) Miracle - Heal
    • (48) Preventive Medicine - Heal

    Level 8: Fly

    • (A) Empty

    Level 10: Radiation Siphon

    • (A) Empty
    • (11) Empty
    • (25) Empty
    • (34) Empty
    • (37) Empty
    • (39) Empty

    Level 12: Indomitable Will

    • (A) Serendipity - Endurance
    • (13) Serendipity - Defense/Recharge
    • (13) Serendipity - Defense/Endurance/Recharge
    • (23) Serendipity - Defense/Endurance
    • (43) Serendipity - Defense

    Level 14: Kick

    • (A) Empty

    Level 16: Rise to the Challenge

    • (A) Doctored Wounds - Endurance/Recharge
    • (17) Doctored Wounds - Heal/Endurance
    • (17) Doctored Wounds - Heal/Recharge
    • (25) Doctored Wounds - Heal/Endurance/Recharge
    • (40) Doctored Wounds - Heal

    Level 18: Irradiated Ground

    • (A) Empty
    • (19) Empty
    • (19) Empty
    • (31) Empty
    • (34) Empty
    • (36) Empty

    Level 20: Quick Recovery

    • (A) Empty
    • (21) Empty
    • (21) Empty

    Level 22: Tough

    • (A) Titanium Coating - Endurance
    • (43) Titanium Coating - Resistance/Recharge
    • (45) Titanium Coating - Resistance/Endurance
    • (45) Titanium Coating - Resistance

    Level 24: Weave

    • (A) Luck of the Gambler - Endurance/Recharge
    • (43) Luck of the Gambler - Defense/Endurance/Recharge
    • (45) Luck of the Gambler - Defense/Endurance
    • (46) Luck of the Gambler - Defense

    Level 26: Devastating Blow

    • (A) Empty
    • (27) Empty
    • (27) Empty
    • (36) Empty
    • (40) Empty

    Level 28: Heightened Senses

    • (A) Luck of the Gambler - Defense/Endurance
    • (29) Luck of the Gambler - Defense/Recharge
    • (29) Luck of the Gambler - Defense
    • (36) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (42) Luck of the Gambler - Defense/Endurance/Recharge

    Level 30: Taunt

    • (A) Empty

    Level 32: Atom Smasher

    • (A) Empty
    • (33) Empty
    • (33) Empty
    • (33) Empty
    • (39) Empty

    Level 35: Combat Jumping

    • (A) Shield Wall - +Res (Teleportation), +5% Res (All)

    Level 38: Strength of Will

    • (A) Titanium Coating - Resistance/Recharge
    • (42) Titanium Coating - Resistance/Endurance
    • (42) Titanium Coating - Resistance

    Level 41: Resurgence

    • (A) Empty

    Level 44: Superior Conditioning

    • (A) Adrenal Adjustment - EndMod/Accuracy/Recharge
    • (46) Adrenal Adjustment - EndMod/Recharge
    • (50) Adrenal Adjustment - EndMod

    Level 47: Laser Beam Eyes

    • (A) Empty

    Level 49: Physical Perfection

    • (A) Regenerative Tissue - Heal/Recharge
    • (50) Regenerative Tissue - +Regeneration
    • (50) Regenerative Tissue - Heal/Endurance

    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
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  15. I would rather not see an easy-street to level 50, no matter what form it took.

     

    I would like an optional way for a player to turn off ALL auras on their toon from THEIR point of view, but still allow other players to see them.  I say optional because some players enjoy customizing their power effects and would want to be able to appreciate them.

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