Jump to content

Generator

Members
  • Posts

    794
  • Joined

  • Last visited

Everything posted by Generator

  1. Hmm, that's an intriguing thought, TBH. The big plus Tanker gets there is thematically-supported choice for APPs (that matters to me 🙂). I'll pore it over, thanks for the link.
  2. Hey, So the below is what I've begun working up on my Ice Scrapper, who is up to a whopping 24. 🙂 I haven't yet gotten to the point of figuring out Sets and stuff, this is just IOs and such as I'm leveling. My initial plan had kind of been to just use FF/IS/FT/Frost/Freezing Aura, and probably pick up Icicles once it opens up at 35. Or does anyone think I should bother slotting Boxing? Any feedback you've got to give, I'd be happy to hear. Thanks, Generator Villain Plan by Mids' Reborn : Hero Designer 2.6.0.4 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Freezing Moe: Level 49 Mutation Scrapper Primary Power Set: Ice Melee Secondary Power Set: Ice Armor Power Pool: Leaping Power Pool: Fighting Villain Profile: Level 1: Frozen Fists -- Acc-I(A), EndRdx-I(3), Dmg-I(9), Dmg-I(17) Level 1: Frozen Armor -- EndRdx-I(A), DefBuff-I(3), DefBuff-I(11), DefBuff-I(13) Level 2: Ice Sword -- Acc-I(A), EndRdx-I(5), RechRdx-I(5), Dmg-I(11), Dmg-I(15) Level 4: Super Jump -- Jump-I(A) Level 6: Frost -- Acc-I(A), EndRdx-I(7), RechRdx-I(7), Dmg-I(9), Dmg-I(15) Level 8: Combat Jumping -- Jump-I(A) Level 10: Wet Ice -- EndRdx-I(A) Level 12: Ice Patch -- RechRdx-I(A) Level 14: Hoarfrost -- RechRdx-I(A), RechRdx-I(19), Heal-I(23) Level 16: Glacial Armor -- EndRdx-I(A), DefBuff-I(17), DefBuff-I(19), DefBuff-I(23) Level 18: Chilling Embrace -- EndRdx-I(A) Level 20: Energy Absorption -- RechRdx-I(A), RechRdx-I(21), DefBuff-I(21) Level 22: Boxing -- Acc-I(A) Level 24: Tough -- EndRdx-I(A) Level 26: [Empty] Level 28: [Empty] Level 30: [Empty] Level 32: [Empty] Level 35: [Empty] Level 38: [Empty] Level 41: [Empty] Level 44: [Empty] Level 47: [Empty] Level 49: [Empty] Level 1: Brawl -- Empty(A) Level 1: Critical Hit 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 -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(13) ------------
  3. Well, I used to have other teammates. On a slightly related note, um, LFG?
  4. To be sure, there isn't a lot that does amuse the zombies. The puppet show I tried last night was a spectacular failure...
  5. Are we shoveling dirt on GIS's grave again? Goody!
  6. I've got an Ice^2 Rogue up to about 18 now. The decision to go Scrapper was mainly b/c the Brute version has Hibernate as the T9 instead of Icy Bastion. Feels promising so far, but it'll take a bit more time to get him tricked out.
  7. Generator

    War Mace?

    My only knock on War Mace is the customization options for it are a little light on the "this is my high-tech hittin' stick" options. The existing Tech Mace doesn't quite do it for me.
  8. I actually found that Fallout Shelter looks better in the Dark palette. The colors actually show there instead of a washed-out white.
  9. The more I think about this the more I suspect that's the way I'll do it. I find this to be a tradeoff of unsatisfying options. I like the set bonuses from full Lockdown, but was barely using Power Surge. Now the slots from that have moved around, and a lot of them ended up in Taunt. The taunt sets offer good set bonuses, but good god, does Taunt really need that much enhancement? (Hint: No) 🙂 Thanks for the feedback.
  10. You could do the Performance Shifter bit again in Quick Recovery, no? Looks solid.
  11. You can't figure out why the exit from Perez Park to Galaxy City is blocked off...
  12. Hey, So I just took Power Surge out of the build plan for my Elec brute, just to see what happens to him. (It's a shame, I adore Power Surge, but I just no longer find myself using it all that much.) If I take it out I find I can happily use the slots elsewhere, but still have one power (but no slots) as an open choice. Any suggestions for what to do with that one open choice? Later on, Generator Villain Plan by Mids' Reborn : Hero Designer 2.6.0.4 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! OhmWrecker: Level 50 Science Brute Primary Power Set: Electrical Melee Secondary Power Set: Electric Armor Power Pool: Leaping Power Pool: Flight Power Pool: Fighting Ancillary Pool: Mu Mastery Villain Profile: Level 1: Charged Brawl -- CrsImp-Acc/Dmg(A), CrsImp-Acc/Dmg/Rchg(3), CrsImp-Acc/Dmg/EndRdx(3), CrsImp-Dmg/EndRdx/Rchg(5) Level 1: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(5), UnbGrd-Rchg/ResDam(7), UnbGrd-ResDam/EndRdx/Rchg(7) Level 2: Lightning Field -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(9), OvrFrc-Acc/Dmg/End(9), OvrFrc-Dmg/End/Rech(11), OvrFrc-Acc/Dmg/End/Rech(11), OvrFrc-Dam/KB(13) Level 4: Jacobs Ladder -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(17), SprBrtFur-Acc/Dmg/Rchg(17), SprBrtFur-Dmg/EndRdx/Rchg(19), SprBrtFur-Acc/Dmg/EndRdx/Rchg(19), SprBrtFur-Rech/Fury(21) Level 6: Havoc Punch -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(21), TchofDth-Dmg/Rchg(23), TchofDth-Acc/Dmg/EndRdx(23), TchofDth-Dmg/EndRdx/Rchg(25), TchofDth-Dam%(25) Level 8: Conductive Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(27), UnbGrd-Rchg/ResDam(27), UnbGrd-ResDam/EndRdx/Rchg(29) Level 10: Static Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(29), UnbGrd-Rchg/ResDam(31), UnbGrd-ResDam/EndRdx/Rchg(31) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(31) Level 14: Fly -- Flight-I(A) Level 16: Grounded -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(33) Level 18: Chain Induction -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(33), TchofDth-Dmg/Rchg(33), TchofDth-Acc/Dmg/EndRdx(34), TchofDth-Dmg/EndRdx/Rchg(34), TchofDth-Dam%(34) Level 20: Lightning Reflexes -- Flight-I(A) Level 22: Thunder Strike -- Obl-Dmg(A), Obl-Acc/Rchg(36), Obl-Dmg/Rchg(36), Obl-Acc/Dmg/Rchg(36), Obl-Acc/Dmg/EndRdx/Rchg(37), Obl-%Dam(37) Level 24: Boxing -- Empty(A) Level 26: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam(37), Ags-Psi/Status(39) Level 28: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(39), Prv-EndRdx/Rchg(39), Prv-Heal/Rchg(40), Prv-Heal/Rchg/EndRdx(40), Prv-Absorb%(40) Level 30: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(42), LucoftheG-Def/Rchg+(42) Level 32: Lightning Rod -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(42), SprUnrFur-Acc/Dmg/Rchg(43), SprUnrFur-Dmg/EndRdx/Rchg(43), SprUnrFur-Acc/Dmg/EndRdx/Rchg(43), SprUnrFur-Rchg/+Regen/+End(45) Level 35: Power Sink -- EffAdp-EndMod/Rchg(A), EffAdp-EndMod/Acc/Rchg(45), EffAdp-EndMod/EndRdx(45) Level 38: Taunt -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(46), MckBrt-Taunt/Rchg/Rng(46), MckBrt-Acc/Rchg(46), MckBrt-Taunt/Rng(48), MckBrt-Rchg(48) Level 41: Mu Lightning -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/Rchg(48), Thn-Acc/Dmg/EndRdx(50), Thn-Dmg/EndRdx/Rchg(50) Level 44: [Empty] -- Empty(A) Level 47: Build Up -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(50) Level 49: Electrifying Fences -- EnfOpr-Acc/EndRdx(A) Level 1: Brawl -- Acc-I(A) Level 1: Sprint -- Run-I(A) Level 2: Rest -- RechRdx-I(A) Level 1: Fury Level 4: Ninja Run 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 2: Swift -- Flight-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Heal(13) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), PrfShf-EndMod(15), PrfShf-End%(15) Level 50: Musculature Radial Paragon ------------
  13. Sure, great set, but that 18% just makes it not-great for a damage toggle.
  14. Wouldn't it also occasionally knock the enemies down?
  15. Do you mean Multi-Strike? If not I'm out of ideas. 🙂
  16. The two Sentinels I've played to date have both been Resist, but that was just b/c I had Electric and Radiation-themed concepts in mind, so I went with those.
  17. I've been a little distracted this week, sorry to be late to this. Was anything done with the T1 attacks of Tanker secondaries apart from sweeping them under the rug? All I saw (with the important caveat that I could have missed something) is that Bruising is gone and the T1 attacks were shoved out of the way by making them the T2 attacks, and thus skippable. Honestly, I'd rather have the current setup than this.
  18. Indeed, it's been my experience that once a Night Widow chucks a Smoke Grenade, if it hits, that's the ball game. The blinding effect stays with you no matter where you go.
  19. Tactics, from the Leadership pool, also gives +Per. Willpower, Dark, and possibly Ice (someone please verify?) also help in that regard. Don't know if I missed anything, but if I did, anyone feel free to chime in.
  20. Fear makes the enemy stand in place, cowering. They won't act/attack unless they've been attacked, in which case they can get off one return attack every few seconds. I used to think all versions of Fear had a ToHit debuff, but I think just the Dark ones do.
  21. I always liken good code documentation to good periodontal hygiene. We all tell the dentist we're gonna floss after every meal, but there always manages to be a reason we don't.
  22. Don't always have capped defenses at level 14. 🙂 I freely concede, this pick is a holdover from an earlier era, but I don't feel like it's hurting anything. As I said before, if and when I feel like there's a better choice for me, I'll take it.
  23. Looks nice, thanks for sharing. The first pick seems to have gotten its name clipped off, is that Ice Bolt or Ice Blast? Two questions: 1) You took 3 of the 4 ST blasts, do you ever feel "gappy?" 2) Why not Bitter Freeze Ray? Thanks!
  24. Thanks, it's useful to know the guts of what I had can build into something useful. EdIT: Oh yeah, I meant to respond to @Omega-202 's comment about CT: Offensive. I know it's not optimal, but it's an Auto power that resists ToHit debuffs, and in my book that carries some water. If its opportunity cost got too big, then yeah, I'd consider removal, but not before then.
  25. I guess. For me, a need that strong is pretty uncommon, but theoretically, yeah that makes sense. Thanks.
×
×
  • Create New...