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zenijos10

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  1. Croax, I didn't know about the "attacked" suppression, that's very valuable! Thank you. Also, the ATO synergy part was of help- i moved the ATOs to assassin's blade. Here is the full build with some changes: Villain Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Moonlight Serious: Level 50 Natural Stalker Primary Power Set: Ninja Blade Secondary Power Set: Dark Armor Power Pool: Fighting Power Pool: Speed Power Pool: Flight Ancillary Pool: Body Mastery Villain Profile: Level 1: Sting of the Wasp -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(3), Mk'Bit-Acc/EndRdx/Rchg(5), Mk'Bit-Acc/Dmg/EndRdx/Rchg(5), Mk'Bit-Dam%(7) Level 1: Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(48) Level 2: Flashing Steel -- Obl-Dmg(A), Obl-Acc/Rchg(7), Obl-Dmg/Rchg(9), Obl-Acc/Dmg/Rchg(9), Obl-Acc/Dmg/EndRdx/Rchg(11), Obl-%Dam(11) Level 4: Dark Embrace -- Ags-ResDam(A), Ags-ResDam/EndRdx(36), Ags-ResDam/Rchg(36), Ags-ResDam/EndRdx/Rchg(43) Level 6: Assassin's Blade -- SprStlGl-Rchg/Hide%(A), SprStlGl-Acc/Dmg(13), SprStlGl-Dmg/Rchg(13), SprStlGl-Acc/Dmg/Rchg(15), SprStlGl-Acc/Dmg/EndRdx/Rchg(15), SprAssMar-Rchg/Rchg Build Up(17) Level 8: Murky Cloud -- Ags-ResDam(A), Ags-ResDam/EndRdx(17), Ags-ResDam/Rchg(34), Ags-Psi/Status(45) Level 10: Shadow Dweller -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/Rchg(37), Rct-ResDam%(50), ShlWal-ResDam/Re TP(50) Level 12: Build Up -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(37), GssSynFr--ToHit/Rchg/EndRdx(37), GssSynFr--Rchg/EndRdx(39), GssSynFr--ToHit/EndRdx(39), GssSynFr--Build%(39) Level 14: Placate -- RechRdx-I(A) Level 16: Obsidian Shield -- ImpArm-ResDam(A), ImpArm-ResPsi(43) Level 18: Divine Avalanche -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(19), DefBuff-I(19), Mk'Bit-Dmg/Rchg(21), Mk'Bit-Acc/Dmg/EndRdx/Rchg(21), Mk'Bit-Dam%(23) Level 20: Dark Regeneration -- Pnc-Heal(A), Pnc-EndRdx/Rchg(23), Pnc-Heal/+End(25), Obl-Dmg(25), Obl-%Dam(27), Obl-Dmg/Rchg(27) Level 22: Boxing -- Empty(A) Level 24: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(29), StdPrt-ResKB(40), GldArm-ResDam(42), GldArm-End/Res(43) Level 26: Soaring Dragon -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(29), SprBlsCol-Acc/Dmg/EndRdx(31), SprBlsCol-Acc/Dmg/Rchg(31), SprBlsCol-Dmg/EndRdx/Acc/Rchg(31), SprBlsCol-Rchg/HoldProc(34) Level 28: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(40), LucoftheG-Def/EndRdx(40) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(48) Level 32: Golden Dragonfly -- Arm-Dam%(A), Arm-Dmg/EndRdx(33), Arm-Acc/Rchg(33), Arm-Acc/Dmg/Rchg(33), Arm-Dmg/Rchg(34), Arm-Dmg(42) Level 35: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42) Level 38: Superior Conditioning -- PrfShf-EndMod(A) Level 41: Fly -- BlsoftheZ-ResKB(A) Level 44: Laser Beam Eyes -- TchofLadG-DefDeb(A), AchHee-ResDeb%(45), AnlWkn-%ToHit(45), TchofLadG-DefDeb/EndRdx(46), TchofLadG-%Dam(46) Level 47: Soul Transfer -- Prv-Absorb%(A) Level 49: Afterburner -- LucoftheG-Def/Rchg+(A) Level 1: Assassination 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 -- Run-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(46) Level 1: Quick Form ------------
  2. I took a long hiatus and came back to finish this character. I decided I didn't feel like doing the patron missions and made some changes. I would appreciate some feedback or advice. Villain Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Moonlight Serious: Level 50 Natural Stalker Primary Power Set: Ninja Blade Secondary Power Set: Dark Armor Power Pool: Fighting Power Pool: Speed Power Pool: Flight Ancillary Pool: Body Mastery Villain Profile: Level 1: Sting of the Wasp -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(3), Mk'Bit-Acc/EndRdx/Rchg(5), Mk'Bit-Acc/Dmg/EndRdx/Rchg(5), Mk'Bit-Dam%(7) Level 1: Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(48) Level 2: Flashing Steel -- SprAssMar-Rchg/Rchg Build Up(A), SprStlGl-Acc/Dmg(7), SprStlGl-Dmg/Rchg(9), SprStlGl-Acc/Dmg/Rchg(9), SprStlGl-Acc/Dmg/EndRdx/Rchg(11), SprStlGl-Rchg/Hide%(11) Level 4: Dark Embrace -- Ags-ResDam(A), Ags-ResDam/EndRdx(36), Ags-ResDam/Rchg(36) Level 6: Assassin's Blade -- Mk'Bit-Dam%(A), Mk'Bit-Acc/Dmg/EndRdx/Rchg(13), Mk'Bit-Acc/Dmg(13), Mk'Bit-Dmg/Rchg(15), Mk'Bit-Dmg/EndRdx(15), Mk'Bit-Acc/EndRdx/Rchg(17) Level 8: Murky Cloud -- Ags-ResDam(A), Ags-ResDam/EndRdx(17), Ags-ResDam/Rchg(34), Ags-Psi/Status(45) Level 10: Shadow Dweller -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/Rchg(37), Rct-ResDam%(50), ShlWal-ResDam/Re TP(50) Level 12: Build Up -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(37), GssSynFr--ToHit/Rchg/EndRdx(37), GssSynFr--Rchg/EndRdx(39), GssSynFr--ToHit/EndRdx(39), GssSynFr--Build%(39) Level 14: Placate -- RechRdx-I(A) Level 16: Obsidian Shield -- ImpArm-ResDam(A), ImpArm-ResPsi(43) Level 18: Divine Avalanche -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(19), Mk'Bit-Acc/EndRdx/Rchg(19), Mk'Bit-Dmg/Rchg(21), Mk'Bit-Acc/Dmg/EndRdx/Rchg(21), Mk'Bit-Dam%(23) Level 20: Dark Regeneration -- Pnc-Heal(A), Pnc-EndRdx/Rchg(23), Pnc-Heal/+End(25), Obl-Dmg(25), Obl-%Dam(27), Obl-Dmg/Rchg(27) Level 22: Boxing -- Empty(A) Level 24: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(29), StdPrt-ResKB(40), GldArm-ResDam(42), GldArm-End/Res(43) Level 26: Soaring Dragon -- Mk'Bit-Dmg/EndRdx(A), Mk'Bit-Acc/Dmg(29), Mk'Bit-Dmg/Rchg(31), Mk'Bit-Acc/EndRdx/Rchg(31), Mk'Bit-Acc/Dmg/EndRdx/Rchg(31), Mk'Bit-Dam%(34) Level 28: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(40), LucoftheG-Def/EndRdx(40) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(48) Level 32: Golden Dragonfly -- Arm-Dam%(A), Arm-Dmg/EndRdx(33), Arm-Acc/Rchg(33), Arm-Acc/Dmg/Rchg(33), Arm-Dmg/Rchg(34), Arm-Dmg(42) Level 35: Hover -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(42), LucoftheG-Def/Rchg+(43) Level 38: Superior Conditioning -- PrfShf-EndMod(A) Level 41: Fly -- BlsoftheZ-ResKB(A) Level 44: Laser Beam Eyes -- TchofLadG-DefDeb(A), AchHee-ResDeb%(45), AnlWkn-%ToHit(45), TchofLadG-DefDeb/EndRdx(46), TchofLadG-%Dam(46) Level 47: Soul Transfer -- Prv-Absorb%(A) Level 49: Afterburner -- LucoftheG-Def/Rchg+(A) Level 1: Assassination 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 -- Run-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(46) Level 1: Quick Form ------------ Numbers reflect "attacked" suppression.
  3. I think this would be great. I totally would be happy to see these changes! As someone who played 100s of hours on the original servers as an MA, I offer a more radical (and possibly not possible and probably unrealistic) set of options designed to modernize the set while increasing consistency and remaining in line with the martial arts theme. Replace Focus Chi with stances or styles that affect the following powers only: Thunder Kick, Storm Kick, Crippling Axe Kick. Feral Tiger: Each attack has a small chance to fire off a proc with the effect of the current focus chi. I don't know how to determine an appropriate proc rate? Make it fire off roughly twice a minute? Drunken Monkey: Each successful attack increases defense (melee, smashing) like parry, but a smaller amount, say 3% for ten seconds. Iron Horse: Each successful attack increases resistance (smashing, lethal, fire, cold) by 3% for ten seconds. Dancing Dragon : Each attack automatically does a magnitude 1 stun in addition to whatever it normally does. Trampling Elephant: Each attack automatically does a magnitude 1 knockdown in addition to whatever it normally does. This would recreate the feeling of classic kung fu flicks by allowing free flowing movement of martial arts style.
  4. Does anyone have a Dark/ Assault Rifle Proc Monster build they can share? I will appreciate it.
  5. A lot of folks seem to want to get rid of the ability to switch sides instantly via Null the Gull. I don't believe this will have any real effect on increasing Red side population. I am pro-Null the Gull. I've leveled two 50's now on Homecoming through villain side, probably spending about 85% of my time to 50 on red side. Most of my other 50s have spent at least a little time on redside, either to hang with friends, or to do task forces. Additionally I had somewhere around 10 level 50 villains before the shutdown. In Homecoming, a non-trivial portion of people joining teams or task forces came from Blue side due to LFG requests. I would estimate that if my group was full, at least 1 person came immediately via Null the Gull, and often up to half the group was drafted this way. On many occasions when I was playing a hero and used Null to switch, 7 of 8 people joined via LFG drafting through Null. It seems to me that Removing Null the Gull will simply make it much harder to fill groups and Task Force; unless there were no limitations on who could travel where and accept which missions in which case Null would be obsolete but the ability to join on a whim in redside would still live. Stopping people from being able to leave or join redside on a dime wont do anything about content- and the feeling players get from it. I think very few additional people would be motivated to make Villains if they found out they would be stuck on Villain or have to do alignment missions. I think a larger number of people would just not make a villain. If no other changes were made and only Null was removed, I would probably never make a redside character again. My play rate on characters who are already redside would probably go down too. I think the true root of the issue is that the red content is less compelling to the population at large than blue: Many people feel the Rogue Isles are too drab/bleak Many people don't enjoy the large amount of Arachnos and Longbow Many people don't like the storyline direction their characters are forced into- often working as a lackey and then often as a stupid one Many people feel the stories are often lower in scope than hero stories. i.e. Rob a bank versus save the world. Many people feel there is a lesser feeling of community or places to congregate in the Rogue Isles (i.e. like Atlas Park) Many people feel it is hard to get around
  6. I think villain stories and dialogue are generally better written and thats a good reason to play redside. However, everything looks so drab. I think a visual makeover could create a huge long term change. I understand the Rogue Isles are supposed be run down, but they dont have to be consistently dreary. Patchworks and mismatched materials create a good pop of color but dont lose the theming. Here are some more specific suggestions: Create new textures for existing missions, maps Possibly let people keep the old ones if they like, maybe give a color / or dreary to lively slider option for each player Create entirely new maps for newspaper missions
  7. Welcome to the game! I love Fire/Kins! Fire cages isn't as potent as bonfire. If it is resisted or dodged it can't be applied again until you cast it again. Bonfire will continue to fire off by itself until it ends. Fire cages immobilizes, so enemies can still fight, just not move. Bonfire knocks em down, so they cannot attack (or flee). Anecdotally, I think bonfire foes more damage, but I have no data on this. I'm sure others do though. While fire cages keeps enemies from running, bonfire slows enemies run speed, but makes them run away in fear More importantly though, these powers have excellent synergy. Locking down enemies with immobilize then pulling up a bonfire at their location is absolutely devastating. Eventually, once you have siphon speed, transference, and fulcrum shift, soloing gets A LOT easier. Level 50 Fire/Kin are some of the best soloers in the whole game while still being very much wanted in teams.
  8. The general concept of unlocking costume pieces is not new to this game. I think it is an expected and normal mmo feature and I think many people(other than me) enjoy it. The specific concept of unlocking costumes for a given powerset(willpower scrapper armor, invulnerability armor, etc) I think is not in line with this game. I'm not sure what the outcome you are specifically seeking is, so please help me understand. What is the actual challenge you're seeking? Defeat a giant monster every 10 levels without help from higher level characters? I think that would make for compelling missions or taskforces- a costume reward might be nice to go along with it. I think that reward should not be archetype/power based. If the outcome you're seeking is that a lot of people would be showing off armor or items for defeating the monster, I think some people certainly would. I would expect most people to not wear most of the armor most of the time even if they earned it all. If you simply want armor themed on the already-existing monster, I think that's fine too. I think new costume sets are always welcome. Are you saying you want to create and implement a new system of challenges based on class and level (or as mentioned by another enhancements or something?) and let costumes be the reward? I think a new challenge system is a neat idea, but in general, I'd prefer new missions over it. From a lesser resources perspective, would additional challenge options in AE or in Ouroboros based on archetype/powerset or aimed at them (ex, deal more than X or X% damage in a team of 8) resulting in new titles be in the vein you are thinking? In lieu of programmed changes to the game, could a list of challenges be created and uploaded to a website for people to do on their own? screenshots/ video for proof where applicable?
  9. Unlocking armor based on action/ badge unlocking seems fine to me, and in the past there have been pieces unlocked by missions/ achievements. I'm generally not a huge fan of it myself though. I don't agree with locking armor to any given archetype or powerset, I don't see how it actually make sense, nor do I think it is something people are clamoring for. I think one of the best design choice that city of heroes ever made was to remove classes/races/etc from costumes (outside of relevant weapon use). Also, thematically, I'm not sure how heroic it is to go around hunting monsters or giants for the purpose of wearing their skin/ body parts in public- although I suppose its not totally out of bounds. Additionally, I see no problem with higher level characters helping lower levels to defeat monster. It is a natural solution- and its part of the design of public zones. If for some reason it was truly important to limit the level then instead of publicly spawning monsters there could be level based missions. All that said, I would not expect many people to wear the full costumes even after they earn the whole set. This is a feature of a lot of other games and MMOs, where you can tell what a character has done by her/his armor/weapon- as such many characters look alike. However, part of the allure of City of Heroes is how unique each character is. In general, you rarely see exact copies of any costumes or of heroes wearing a full costume set.
  10. Thank you for making Mids Reborn! I have a feature request. Could you make it that when we export for forum use we can optionally include character sets as they appear on the popout window, ie resistances, defenses, runspeed haste, etc. This, I think is far more useful for the forums and helping people understand a build then seeing set bonuses.
  11. Yes, please. When I posted this I didn't realize there were any sets with zero level 50s- that the bottom of the bottom.
  12. No need to feel dumb, it's hard to know if no one tells you. Staying at the speed cap 100% of time is fun! Few players will do it, and as a tank people will probably notice. I have a blaster, Halcyon Fox, who was built around always being at top speed. The cap almost gives you the luxury of choosing any set in any archetype and still being maximum fast.
  13. Are you just trying to be fast when running? Or are you asking for extreme recharge? If you only want fast running, then all you really need is super speed with speed enhancement in it and swift. If that doesnt get you to speed cap with any io set bonuses, then two slot super speed. After that, you just need the endurance to keep it on. You can slot super speed for endurance reduction, maxmize recovery from stamina, get the physical perfection epic power, beef up on recovery io bonuses, use a secondary that provides endurance or endurance reduction, or some combo of those things. It is not too difficult to hit run speed cap and keep super speed on all the time. If youre interested in maximizing recharge, thats a whole other ball of wax, and will require more build fine tuning and influence.
  14. Seems like it would be good! Can you mock up a build for us?
  15. I'll give it a shot first, with Rad/ Ninja (/Mace). I know nothing about either of these sets, so I've made an incredible amount of assumptions- many are probably wrong. It looks like both sets benefit from up-close action- a serious Point Blank Blaster. The build is moderately sturdy, but it may not be enough without the right team support. Defense: S/L at 44.6, F/C: 27.2, Energy 47.3, Neg, 36.5, Psi: 22.2, Melee, 24.7, Ranged: 35.9, AOE: 24.7 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! Super Rad Ninja: Level 50 Magic Blaster Primary Power Set: Radiation Blast Secondary Power Set: Ninja Training Power Pool: Flight Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: X-Ray Beam (A) Superior Blaster's Wrath - Accuracy/Damage (3) Superior Blaster's Wrath - Damage/Recharge (3) Superior Blaster's Wrath - Accuracy/Damage/Recharge (5) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge (5) Superior Blaster's Wrath - Recharge/Chance for Fire Damage (7) Superior Blaster's Wrath - Accuracy/Damage/Endurance Level 1: Immobilizing Dart (A) Gravitational Anchor - Chance for Hold Level 2: Irradiate (A) Superior Defiant Barrage - Accuracy/Damage (13) Superior Defiant Barrage - Damage/RechargeTime (13) Superior Defiant Barrage - Accuracy/Damage/RechargeTime (15) Superior Defiant Barrage - Accuracy/Damage/Endurance (15) Superior Defiant Barrage - Accuracy/Damage/Endurance/RechargeTime (17) Superior Defiant Barrage - RechargeTime/+Status Level 4: Choking Powder (A) Lockdown - Chance for +2 Mag Hold Level 6: Electron Haze (A) Overwhelming Force - Accuracy/Damage (7) Overwhelming Force - Endurance/Recharge (9) Overwhelming Force - Accuracy/Damage/Endurance (9) Overwhelming Force - Damage/Endurance/Recharge (11) Overwhelming Force - Accuracy/Damage/Endurance/Recharge (11) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown Level 8: Aim (A) Adjusted Targeting - To Hit Buff/Recharge (37) Adjusted Targeting - To Hit Buff/Endurance/Recharge (37) Adjusted Targeting - To Hit Buff (39) Adjusted Targeting - Endurance/Recharge (39) Adjusted Targeting - To Hit Buff/Endurance (39) Adjusted Targeting - Recharge Level 10: Fly (A) Empty Level 12: Proton Volley (A) Thunderstrike - Accuracy/Damage (17) Thunderstrike - Damage/Endurance (23) Thunderstrike - Damage/Recharge (25) Thunderstrike - Accuracy/Damage/Recharge (25) Thunderstrike - Accuracy/Damage/Endurance (36) Thunderstrike - Damage/Endurance/Recharge Level 14: Hasten (A) Recharge Reduction IO (46) Recharge Reduction IO Level 16: Shinobi (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (40) Luck of the Gambler - Defense (40) Luck of the Gambler - Defense/Endurance (40) Luck of the Gambler - Defense/Recharge (42) Luck of the Gambler - Endurance/Recharge Level 18: Cosmic Burst (A) Apocalypse - Damage (19) Apocalypse - Damage/Recharge (19) Apocalypse - Accuracy/Damage/Recharge (21) Apocalypse - Accuracy/Recharge (21) Apocalypse - Damage/Endurance (23) Touch of Lady Grey - Chance for Negative Damage Level 20: Kuji-In Toh (A) Steadfast Protection - Resistance/+Def 3% (43) Preventive Medicine - Chance for +Absorb (50) Preventive Medicine - Heal Level 22: Hover (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (36) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range (37) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance Level 24: Kick (A) Empty Level 26: Neutron Bomb (A) Positron's Blast - Accuracy/Damage (27) Positron's Blast - Damage/Endurance (27) Positron's Blast - Damage/Recharge (31) Positron's Blast - Damage/Range (34) Positron's Blast - Chance of Damage(Energy) (36) Positron's Blast - Accuracy/Damage/Endurance Level 28: Tough (A) Gladiator's Armor - TP Protection +3% Def (All) (29) Gladiator's Armor - Resistance (29) Gladiator's Armor - End/Resist Level 30: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (31) Luck of the Gambler - Defense (31) Luck of the Gambler - Defense/Endurance Level 32: Atomic Blast (A) Superior Avalanche - Accuracy/Damage (33) Superior Avalanche - Damage/Endurance (33) Superior Avalanche - Accuracy/Damage/Endurance (33) Superior Avalanche - Accuracy/Damage/Recharge (34) Superior Avalanche - Accuracy/Damage/Endurance/Recharge (34) Superior Avalanche - Recharge/Chance for Knockdown Level 35: The Lotus Drops (A) Obliteration - Damage (43) Obliteration - Accuracy/Recharge (43) Obliteration - Damage/Recharge (45) Obliteration - Accuracy/Damage/Recharge (45) Obliteration - Accuracy/Damage/Endurance/Recharge (45) Obliteration - Chance for Smashing Damage Level 38: Golden Dragonfly (A) Obliteration - Damage (46) Obliteration - Accuracy/Damage/Endurance/Recharge (46) Obliteration - Chance for Smashing Damage (48) Obliteration - Accuracy/Recharge (48) Obliteration - Damage/Recharge (48) Obliteration - Accuracy/Damage/Recharge Level 41: Scorpion Shield (A) Luck of the Gambler - Defense (42) Luck of the Gambler - Defense/Increased Global Recharge Speed (42) Luck of the Gambler - Defense/Endurance Level 44: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (50) Luck of the Gambler - Defense Level 47: Smoke Flash (A) Recharge Reduction IO Level 49: Afterburner (A) Shield Wall - +Res (Teleportation), +5% Res (All) Level 1: Brawl (A) Empty Level 1: Defiance Level 1: Prestige Power Dash Take a look, leave some feedback and please post your own bottom of the barrel blaster!
  16. The Flavour of the Month (level 50) thread revealed both the most and least used powerset combos at 50 by Archetype. Here is the challenge: make an build with one of the least used combos (less than 3 level 50s exist at time of thread creation), post it here, and lets figure out how to make these unused combos shine! Rank 155 Primary Beam Rifle Secondary Electricity Manipulation # of lvl 50s 2 156 Psychic Blast Ice Manipulation 2 157 Beam Rifle Ice Manipulation 2 158 Sonic Attack Devices 2 159 Assault Rifle Plant Manipulation 2 160 Sonic Attack Fire Manipulation 2 161 Radiation Blast Ninja Training 2 162 Psychic Blast Electricity Manipulation 2 163 Assault Rifle Electricity Manipulation 1 164 Sonic Attack Ninja Training 1 165 Sonic Attack Tactical Arrow 1 166 Psychic Blast Darkness Manipulation 1 167 Dark Blast Electricity Manipulation 1 168 Assault Rifle Ice Manipulation 1 Take a look, leave some feedback and please post your own bottom of the barrel blaster! If you get one to 50, let us know how they operate.
  17. Thanks Werner! Here is an adjusted build. Any advice, comments, or fine tuning will be appreciated. Hero Plan by Mids' Hero Designer 2.22 http://www.cohplanner.com/ Click this DataLink to open the build! 5 Oclock Shadow: Level 50 Mutation Scrapper Primary Power Set: Katana Secondary Power Set: Regeneration Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Hero Profile: Level 1: Sting of the Wasp -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(3), Mk'Bit-Dam%(5), Mk'Bit-Acc/EndRdx/Rchg(5), Mk'Bit-Acc/Dmg/EndRdx/Rchg(7) Level 1: Fast Healing -- Prv-Heal(A), Prv-Heal/EndRdx(43), Heal-I(43) Level 2: Flashing Steel -- Obl-Dmg(A), Obl-Acc/Rchg(7), Obl-Dmg/Rchg(9), Obl-Acc/Dmg/EndRdx/Rchg(9), Obl-%Dam(11), Obl-Acc/Dmg/Rchg(31) Level 4: Reconstruction -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(36), Pnc-Heal/Rchg(37), Pnc-Heal(43), Pnc-Heal/+End(45), Pnc-Heal/EndRedux/Rchg(46) Level 6: Build Up -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(11), GssSynFr--ToHit/Rchg/EndRdx(13), GssSynFr--Rchg/EndRdx(13), GssSynFr--ToHit/EndRdx(15), GssSynFr--Build%(15) Level 8: Divine Avalanche -- LucoftheG-Rchg+(A), LucoftheG-Def(17), SprCrtStr-Acc/Dmg/Rchg(19), SprCrtStr-Rchg/+50% Crit(17), SprCrtStr-Acc/Dmg(19), SprCrtStr-Dmg/Rchg(21) Level 10: Quick Recovery -- PrfShf-End%(A), PrfShf-EndMod(37) Level 12: Dull Pain -- Prv-Heal/Rchg(A), NmnCnv-Heal/Rchg(34), DctWnd-Heal/Rchg(36), Prv-Heal/Rchg/EndRdx(36) Level 14: Super Jump -- Jump-I(A) Level 16: Integration -- Heal-I(A) Level 18: The Lotus Drops -- Obl-Dmg(A), Obl-Acc/Rchg(21), Obl-Acc/Dmg/EndRdx/Rchg(23), Obl-%Dam(23), Obl-Dmg/Rchg(25), Obl-Acc/Dmg/Rchg(25) Level 20: Resilience -- TtnCtn-ResDam(A), TtnCtn-ResDam/EndRdx/Rchg(46), TtnCtn-ResDam/EndRdx(48), TtnCtn-ResDam/Rchg(48) Level 22: Combat Jumping -- LucoftheG-Def(A), Ksm-ToHit+(48) Level 24: Kick -- Empty(A) Level 26: Soaring Dragon -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(27), Mk'Bit-Dmg/Rchg(27), Mk'Bit-Acc/Dmg/EndRdx/Rchg(29), Mk'Bit-Dam%(29), Mk'Bit-Acc/EndRdx/Rchg(31) Level 28: Instant Healing -- 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: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(39) Level 32: Golden Dragonfly -- SprScrStr-Acc/Dmg(A), SprScrStr-Acc/Dmg/Rchg(33), SprScrStr-Dmg/Rchg(33), SprScrStr-Dmg/EndRdx/Rchg(33), SprScrStr-Acc/Dmg/EndRdx/Rchg(34), SprScrStr-Rchg/+Crit(34) Level 35: Maneuvers -- LucoftheG-Def(A), LucoftheG-Def/EndRdx(46), Rct-ResDam%(50) Level 38: Moment of Glory -- LucoftheG-Rchg+(A) Level 41: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(42), GldArm-ResDam(42), StdPrt-ResDam/EndRdx(50) Level 44: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(45), ShlWal-ResDam/Re TP(45) Level 47: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/EndRdx(50) Level 49: Revive -- RechRdx-I(A) 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 -- Empty(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(42) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(31) ------------
  18. This build achieves perma-dull pain and using Divine Avalanche, I am able to get 51.8% Melee defense. Additionally, I get to roughly ~65% sm/lethal resistance (mids does not seems to add in the sm/lethal from preventative medicine set bonuses). Please provide any feedback on how to increase survivability. I have put my scrapper ATO procs into divine avalanche. It is up every second, but I only plan to use the power roughly every 10 seconds. Is it a good place for the scrapper ATOs? Is there a better place? Why? What about replacing the non-proc ATO (Acc/dam, dam/rech) with damage procs like Hecatomb and Touch of death? Will that increase the damage output from the power? If I slot in force feedback knockdown in Divine Avalance, how good is the proc at keeping bosses knocked down? I will appreciate any feedback. Here is the build: Hero Plan by Mids' Hero Designer 2.22 http://www.cohplanner.com/ Click this DataLink to open the build! 5 Oclock Shadow: Level 50 Mutation Scrapper Primary Power Set: Katana Secondary Power Set: Regeneration Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Hero Profile: Level 1: Sting of the Wasp -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(3), Mk'Bit-Dam%(5), Mk'Bit-Acc/EndRdx/Rchg(5), Mk'Bit-Acc/Dmg/EndRdx/Rchg(7) Level 1: Fast Healing -- Prv-Heal(A), Prv-Heal/EndRdx(43), Heal-I(43) Level 2: Flashing Steel -- Obl-Dmg(A), Obl-Acc/Rchg(7), Obl-Dmg/Rchg(9), Obl-Acc/Dmg/EndRdx/Rchg(9), Obl-%Dam(11), Obl-Acc/Dmg/Rchg(31) Level 4: Reconstruction -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(36), Pnc-Heal/Rchg(37), Pnc-Heal(43), Pnc-Heal/+End(45), Pnc-Heal/EndRedux/Rchg(46) Level 6: Build Up -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(11), GssSynFr--ToHit/Rchg/EndRdx(13), GssSynFr--Rchg/EndRdx(13), GssSynFr--ToHit/EndRdx(15), GssSynFr--Build%(15) Level 8: Divine Avalanche -- LucoftheG-Rchg+(A), LucoftheG-Def(17), SprScrStr-Rchg/+Crit(19), SprCrtStr-Rchg/+50% Crit(17), SprCrtStr-Acc/Dmg(19), SprCrtStr-Dmg/Rchg(21) Level 10: Quick Recovery -- PrfShf-End%(A), PrfShf-EndMod(37) Level 12: Dull Pain -- Prv-Heal/Rchg(A), NmnCnv-Heal/Rchg(34), DctWnd-Heal/Rchg(36), Prv-Heal/Rchg/EndRdx(36) Level 14: Super Jump -- Jump-I(A) Level 16: Integration -- Heal-I(A) Level 18: The Lotus Drops -- Obl-Dmg(A), Obl-Acc/Rchg(21), Obl-Acc/Dmg/EndRdx/Rchg(23), Obl-%Dam(23), Obl-Dmg/Rchg(25), Obl-Acc/Dmg/Rchg(25) Level 20: Resilience -- TtnCtn-ResDam(A), TtnCtn-ResDam/EndRdx/Rchg(46), TtnCtn-ResDam/EndRdx(48), TtnCtn-ResDam/Rchg(48) Level 22: Combat Jumping -- LucoftheG-Def(A), Ksm-ToHit+(48) Level 24: Kick -- Empty(A) Level 26: Soaring Dragon -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(27), Mk'Bit-Dmg/Rchg(27), Mk'Bit-Acc/Dmg/EndRdx/Rchg(29), Mk'Bit-Dam%(29), Mk'Bit-Acc/EndRdx/Rchg(31) Level 28: Instant Healing -- 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: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(39) Level 32: Golden Dragonfly -- Obl-Dmg(A), Obl-Acc/Dmg/EndRdx/Rchg(33), Obl-%Dam(33), Obl-Acc/Rchg(33), Obl-Acc/Dmg/Rchg(34), Obl-Dmg/Rchg(34) Level 35: Maneuvers -- LucoftheG-Def(A), LucoftheG-Def/EndRdx(46), Rct-ResDam%(50) Level 38: Moment of Glory -- LucoftheG-Rchg+(A) Level 41: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(42), GldArm-ResDam(42), StdPrt-ResDam/EndRdx(50) Level 44: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(45), ShlWal-ResDam/Re TP(45) Level 47: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/EndRdx(50) Level 49: Revive -- RechRdx-I(A) 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 -- Empty(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(42) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(31) ------------
  19. I never played either of these sets before (or a stalker for that matter)- I might be missing something obvious to those who have. I'd like hover/fly/afterburner. With this build I have positional defenses at the softcap if I use divine avalanche. I ended up with an extra power choice and took teleport other thinking it could go well with stealth. I'm not hard sold on any other powers that flight pool. I'd like to avoid using any purples beyond what's already in the build. Please take a look and give me some feedback! Villain Plan by Mids' Villain Designer 2.22 http://www.cohplanner.com/ Click this DataLink to open the build! Sirius Moonlight : Level 50 Natural Stalker Primary Power Set: Ninja Blade Secondary Power Set: Dark Armor Power Pool: Fighting Power Pool: Speed Power Pool: Flight Power Pool: Teleportation Ancillary Pool: Soul Mastery Villain Profile: Level 1: Sting of the Wasp (A) Mako's Bite - Accuracy/Damage (3) Mako's Bite - Damage/Endurance (3) Mako's Bite - Damage/Recharge (5) Mako's Bite - Accuracy/Endurance/Recharge (5) Mako's Bite - Accuracy/Damage/Endurance/Recharge (7) Mako's Bite - Chance of Damage(Lethal) Level 1: Hide (A) Luck of the Gambler - Recharge Speed (48) Luck of the Gambler - Defense (48) Luck of the Gambler - Defense/Endurance Level 2: Flashing Steel (A) Obliteration - Damage (7) Obliteration - Accuracy/Recharge (9) Obliteration - Damage/Recharge (9) Obliteration - Accuracy/Damage/Recharge (11) Obliteration - Chance for Smashing Damage (11) Superior Stalker's Guile - Recharge/Chance to Hide Level 4: Dark Embrace (A) Aegis - Resistance (36) Aegis - Resistance/Endurance (36) Aegis - Resistance/Recharge Level 6: Assassin's Blade (A) Mako's Bite - Chance of Damage(Lethal) (13) Mako's Bite - Accuracy/Damage/Endurance/Recharge (13) Mako's Bite - Accuracy/Damage (15) Mako's Bite - Damage/Recharge (15) Mako's Bite - Damage/Endurance (17) Mako's Bite - Accuracy/Endurance/Recharge Level 8: Murky Cloud (A) Aegis - Resistance (17) Aegis - Resistance/Endurance (34) Aegis - Resistance/Recharge Level 10: Shadow Dweller (A) Luck of the Gambler - Recharge Speed (36) Luck of the Gambler - Defense (37) Luck of the Gambler - Defense/Recharge (50) Reactive Defenses - Scaling Resist Damage Level 12: Build Up (A) Gaussian's Synchronized Fire-Control - To Hit Buff (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (39) Gaussian's Synchronized Fire-Control - Recharge/Endurance (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance (39) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 14: Placate (A) Recharge Reduction IO Level 16: Obsidian Shield (A) Endurance Reduction IO Level 18: Divine Avalanche (A) Luck of the Gambler - Recharge Speed (19) Luck of the Gambler - Defense (19) Luck of the Gambler - Defense/Recharge (21) Superior Assassin's Mark - RechargeTime/Rchg Build Up (21) Superior Assassin's Mark - Accuracy/Damage (23) Superior Assassin's Mark - Damage/RechargeTime Level 20: Dark Regeneration (A) Panacea - Heal (23) Panacea - Endurance/Recharge (25) Panacea - +Hit Points/Endurance (25) Obliteration - Damage (27) Obliteration - Chance for Smashing Damage (27) Obliteration - Damage/Recharge Level 22: Boxing (A) Empty Level 24: Tough (A) Steadfast Protection - Resistance/+Def 3% (29) Gladiator's Armor - TP Protection +3% Def (All) (40) Steadfast Protection - Knockback Protection (42) Gladiator's Armor - Resistance Level 26: Soaring Dragon (A) Mako's Bite - Damage/Endurance (29) Mako's Bite - Accuracy/Damage (31) Mako's Bite - Damage/Recharge (31) Mako's Bite - Accuracy/Endurance/Recharge (31) Mako's Bite - Accuracy/Damage/Endurance/Recharge (34) Mako's Bite - Chance of Damage(Lethal) Level 28: Weave (A) Luck of the Gambler - Recharge Speed (40) Luck of the Gambler - Defense (40) Luck of the Gambler - Defense/Endurance Level 30: Hasten (A) Recharge Reduction IO (48) Recharge Reduction IO Level 32: Golden Dragonfly (A) Overwhelming Force - Accuracy/Damage (33) Overwhelming Force - Endurance/Recharge (33) Overwhelming Force - Accuracy/Damage/Endurance (33) Overwhelming Force - Damage/Endurance/Recharge (34) Overwhelming Force - Accuracy/Damage/Endurance/Recharge (42) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown Level 35: Hover (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range (42) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance (43) Blessing of the Zephyr - Knockback Reduction (4 points) (43) Luck of the Gambler - Recharge Speed Level 38: Moonbeam (A) Thunderstrike - Accuracy/Damage/Endurance (43) Thunderstrike - Damage/Endurance/Recharge (45) Thunderstrike - Accuracy/Damage (45) Thunderstrike - Damage/Endurance (45) Thunderstrike - Damage/Recharge (46) Thunderstrike - Accuracy/Damage/Recharge Level 41: Fly (A) Flight Speed IO Level 44: Afterburner (A) Flight Speed IO Level 47: Soul Transfer (A) Preventive Medicine - Chance for +Absorb Level 49: Recall Friend (A) Empty Level 1: Assassination Level 1: Brawl
  20. The purpose of the filter is to save you time in clearing space. It basically deletes filtered inspirations as they come in. That is- to make it so you don't have to manually delete inspirations (or combine them). In practice, the idea works because we get inspirations very quickly(which is part of the problem filters are solving for). It lets you fill up your bank with what you specifically want, it does not increase the odds of getting the inspiration you specifically want on any drop (or decrease the odds of those you don't want). Getting 1 or zero inspirations from inner inspirations I think makes perfect sense when using filters. I agree with the current design and think it is the way it should be. Changing the filter or inner inspiration power to make it easier get exactly what you want I believe is an unnecessary and overly powerful enhancement to a free (filters) or cheap (inner inspiration) features/powers.
  21. As Helencarnate pointed out, my build is only at the softcap with power boost. I should have been clear on that. Even without that though, it is still pretty sturdy for a blaster. Also, I didn't include fly, but super speed and combat jumping could be swapped out for fly and hover. I went with villain mace mastery for the Defense and storyline reasons. Getting patron powers and switching sides are almost trivial in homecoming. The hero side powers that provide defense also come with effects that I don't like as much. Each armor power has a specific look to it. Also Scorpion shield doesn't require you get any other powers in the pool. As for defense vs resistance, if I can only get one I go for defense. Helencarnate's explanation is solid. Also, Helencarnate's build is very strong and I will probably borrow some ideas. As far as thought process, let me walk you through: First, this is a blaster meant to blast- to inflict damage. That means, it's good to start with making sure my attacks are solid- most important to this build was ranged attacks. I only took two melee, the one they made me take and tier nine. It was too hard for me to pass up the extreme damage. Even though I plan to stay out of melee range, I can completely avoid it, so total focus might come in handy there. Additionally, I can 6 slot Mako's in it, which among other bonuses will give me +3.75 ranged defense which is about as good as unslotted weave. I avoided the other melee attacks because I want to avoid melee. I put blistering cold into Power Thrust for the obvious set bonuses, but also for the chance to hold. I figured I can use it to knockback and potentially hold any villains that get to close. If hasten is active, that power is ready in less than 2 seconds. Blasters are squishy by design, but I don't want to be liability to my team. So after getting my attacks, I want to make sure I am sturdy enough to survive enemy attention. For this blaster I focused on Range positional defense, and smashing, lethal, energy, and negative typed defense. Around 40% (without power boost) I'm no scrapper or tank, but I should be able to survive unwanted attention now and then. Add in power boost and I can maybe survive a group's alpha here and there. Finally using phase shift (or misdirection), I have an oh - sh** button to get out of sticky spots. I only slotted my defensive powers with 3 or less slots due to scarcity and diminishing return for my slots. You could probably squeeze out 2-3 more defense points from the chosen powers and 5% more range defense from slot bonuses if I added more slots at the cost of some powers. Power thrust or total focus might be candidate to give up slots to 6 slot scop shield or weave. Stealth and combat jumping 6 slotted is probably a poor return on slots. Since I'm not building for resist, tough probably isn't worth any more slots. Some might say to add more to tough, s ome might argue I used too many on it and that the unique +defense IOs are enough. Additionally, energize's +regen and dehydrate's heal over time also add to survivability. Side note: The chance for absorb in energize will fire even if I don't use energize. I chose concealment pool because it gives me +def power, makes travel easier and gives me two powers to put Luck of the Gambler +recharge into. That leads me to some other considerations like recharge. My basic thought is that I want enough recharge to always have an attack ready and to be able to use my tier 9 blast at least every other group. At 145% I have enough for this, and to answer your question about attacks, I think 7 ranged, and two melee attacks (along with energize, boost range, power boost, hasten, buildup, and tidal forces as well as possible incarnate powers) are more than enough to consistently fill my attack chain. Also make sure to watch your endurance drain versus recovery. I don't know how much is actually enough, but I try to aim for a difference of about 2/s including the performance shifter proc. Also consider mez, knockback, immobilize, etc protection. Defiance is a nice power to have, but it's not a complete replacement for protection. For the build I posted it might make sense to add the knockback IO, generally, I hope to avoid it by staying far back, but obviously that's not gonna work all the time. As a general synopsis, when using IO sets, make sure you choose useful powers first, concentrate on making them effective, then choose sets which help you fill a role. For me the water blaster role I want to fill is to be a team player who can obliterate groups from a far and survive being noticed. That idea informs all my choices. One other concern is price, ATOs WOs and purples are nice, but often the additional expense is not worth the added utility. So I think the best advice for IO set builds is to begin with the end in mind.
  22. This is the build I'm currently using. Only at level 40. So far, its pretty powerful. I use both build up and Tidal Forces, sometimes together sometimes separate depending on fighting cadence and who we are facing. My build uses adjusted targeting because I happened to have a lot of them lying around. I might switch to gaussians, but I am happy at level 40 with these sets. When I expert pressure, the enemies fall quickly, even if they are +5! I think it is is worth it to get stealth power, you get a def bonus too from it! Stacked with superspeed I havent been seen yet. I may switch out phase shift for the pool power placate. Gotta wait to see how it works. Anyhow, this build is a lot of fun! Softcapped on DEF: Smashing/ Lethal / Energy/ Range, just short of softcap for neg energy. Hero Plan by Mids' Hero Designer 2.22 http://www.cohplanner.com/ Click this DataLink to open the build! Halcyon Fox: Level 50 Mutation Blaster Primary Power Set: Water Blast Secondary Power Set: Energy Manipulation Power Pool: Concealment Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Mace Mastery Hero Profile: Level 1: Hydro Blast -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Acc/Dmg/EndRdx(3), Thn-Dmg/EndRdx/Rchg(5), Thn-Dmg/Rchg(5), Thn-Acc/Dmg/Rchg(31) Level 1: Power Thrust -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(46), SprBlsCol-Acc/Dmg/EndRdx(46), SprBlsCol-Acc/Dmg/Rchg(46), SprBlsCol-Dmg/EndRdx/Acc/Rchg(48), SprBlsCol-Rchg/HoldProc(50) Level 2: Water Burst -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(7), SprBlsWrt-Acc/Dmg/Rchg(7), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(9), SprBlsWrt-Acc/Dmg/EndRdx(9), SprBlsWrt-Rchg/Dmg%(11) Level 4: Build Up -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(37), AdjTrg-ToHit/EndRdx/Rchg(37), AdjTrg-EndRdx/Rchg(37), AdjTrg-ToHit/EndRdx(39), AdjTrg-Rchg(39) Level 6: Whirlpool -- PstBls-Acc/Dmg(A), PstBls-Dmg/Rchg(11), PstBls-Acc/Dmg/EndRdx(13), PstBls-Dmg/Rng(13), PstBls-Dam%(15), TchofLadG-%Dam(15) Level 8: Tidal Forces -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(31), AdjTrg-ToHit/EndRdx/Rchg(34), AdjTrg-EndRdx/Rchg(36), AdjTrg-ToHit/EndRdx(36), AdjTrg-Rchg(36) Level 10: Stealth -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(43) Level 12: Dehydrate -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(17), Thn-Dmg/Rchg(17), Thn-Acc/Dmg/Rchg(19), Thn-Acc/Dmg/EndRdx(19), Thn-Dmg/EndRdx/Rchg(21) Level 14: Invisibility -- LucoftheG-Rchg+(A) Level 16: Energize -- Prv-Absorb%(A), Prv-Heal(50) Level 18: Water Jet -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(21), Thn-Acc/Dmg/EndRdx(23), Thn-Dmg/EndRdx/Rchg(23), Thn-Dmg/Rchg(25), Thn-Acc/Dmg/Rchg(25) Level 20: Hasten -- RechRdx-I(A), RechRdx-I(43) Level 22: Super Speed -- Run-I(A) Level 24: Combat Jumping -- LucoftheG-Rchg+(A), Ksm-ToHit+(45) Level 26: Steam Spray -- PstBls-Dam%(A), PstBls-Acc/Dmg/EndRdx(27), PstBls-Dmg/Rchg(27), PstBls-Acc/Dmg(29), PstBls-Dmg/Rng(29), TchofLadG-%Dam(31) Level 28: Power Boost -- RechRdx-I(A) Level 30: Boxing -- Empty(A) Level 32: Geyser -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(33), SprDfnBrr-Acc/Dmg/Rchg(33), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(33), SprDfnBrr-Acc/Dmg/EndRdx(34), SprDfnBrr-Rchg/+Status Protect(34) Level 35: Boost Range -- RechRdx-I(A) Level 38: Total Focus -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Acc/Dmg/EndRdx/Rchg(39), Mk'Bit-Dmg/EndRdx(40), Mk'Bit-Dmg/Rchg(40), Mk'Bit-Acc/EndRdx/Rchg(40), Mk'Bit-Dam%(42) Level 41: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(42), GldArm-ResDam(42) Level 44: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(45), Rct-ResDam%(45) Level 47: Scorpion Shield -- LucoftheG-Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(48) Level 49: Phase Shift -- RechRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Defiance 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 -- Empty(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(50) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(43) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 ------------
  23. I haven't seen a water/energy blaster before, so I decided to make one. Please help me with this build. This is my first blaster since 2012! Softcapped on DEF: Smashing/ Lethal / Energy/ Range, just short of softcap for neg energy. I'd obviously like suggestions on the build, but also on incarnate powers. Hero Plan by Mids' Hero Designer 2.22 http://www.cohplanner.com/ Click this DataLink to open the build! Halcyon Fox: Level 50 Mutation Blaster Primary Power Set: Water Blast Secondary Power Set: Energy Manipulation Power Pool: Concealment Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Mace Mastery Hero Profile: Level 1: Hydro Blast -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Acc/Dmg/EndRdx(3), Thn-Dmg/EndRdx/Rchg(5), Thn-Dmg/Rchg(5), Thn-Acc/Dmg/Rchg(31) Level 1: Power Thrust -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(46), SprBlsCol-Acc/Dmg/EndRdx(46), SprBlsCol-Acc/Dmg/Rchg(46), SprBlsCol-Dmg/EndRdx/Acc/Rchg(48), SprBlsCol-Rchg/HoldProc(50) Level 2: Water Burst -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(7), SprBlsWrt-Acc/Dmg/Rchg(7), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(9), SprBlsWrt-Acc/Dmg/EndRdx(9), SprBlsWrt-Rchg/Dmg%(11) Level 4: Build Up -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(37), AdjTrg-ToHit/EndRdx/Rchg(37), AdjTrg-EndRdx/Rchg(37), AdjTrg-ToHit/EndRdx(39), AdjTrg-Rchg(39) Level 6: Whirlpool -- PstBls-Acc/Dmg(A), PstBls-Dmg/Rchg(11), PstBls-Acc/Dmg/EndRdx(13), PstBls-Dmg/Rng(13), PstBls-Dam%(15), TchofLadG-%Dam(15) Level 8: Tidal Forces -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(31), AdjTrg-ToHit/EndRdx/Rchg(34), AdjTrg-EndRdx/Rchg(36), AdjTrg-ToHit/EndRdx(36), AdjTrg-Rchg(36) Level 10: Stealth -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(43) Level 12: Dehydrate -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(17), Thn-Dmg/Rchg(17), Thn-Acc/Dmg/Rchg(19), Thn-Acc/Dmg/EndRdx(19), Thn-Dmg/EndRdx/Rchg(21) Level 14: Invisibility -- LucoftheG-Rchg+(A) Level 16: Energize -- Prv-Absorb%(A), Prv-Heal(50) Level 18: Water Jet -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(21), Thn-Acc/Dmg/EndRdx(23), Thn-Dmg/EndRdx/Rchg(23), Thn-Dmg/Rchg(25), Thn-Acc/Dmg/Rchg(25) Level 20: Hasten -- RechRdx-I(A), RechRdx-I(43) Level 22: Super Speed -- Run-I(A) Level 24: Combat Jumping -- LucoftheG-Rchg+(A), Ksm-ToHit+(45) Level 26: Steam Spray -- PstBls-Dam%(A), PstBls-Acc/Dmg/EndRdx(27), PstBls-Dmg/Rchg(27), PstBls-Acc/Dmg(29), PstBls-Dmg/Rng(29), TchofLadG-%Dam(31) Level 28: Power Boost -- RechRdx-I(A) Level 30: Boxing -- Empty(A) Level 32: Geyser -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(33), SprDfnBrr-Acc/Dmg/Rchg(33), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(33), SprDfnBrr-Acc/Dmg/EndRdx(34), SprDfnBrr-Rchg/+Status Protect(34) Level 35: Boost Range -- RechRdx-I(A) Level 38: Total Focus -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Acc/Dmg/EndRdx/Rchg(39), Mk'Bit-Dmg/EndRdx(40), Mk'Bit-Dmg/Rchg(40), Mk'Bit-Acc/EndRdx/Rchg(40), Mk'Bit-Dam%(42) Level 41: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(42), GldArm-ResDam(42) Level 44: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(45), Rct-ResDam%(45) Level 47: Scorpion Shield -- LucoftheG-Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(48) Level 49: Phase Shift -- RechRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Defiance 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 -- Empty(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(50) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(43) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 ------------
  24. Robotech Master, First, I love controller's name. For the price, I think that build will be very squishy. As a pure team player, he/she can probably survive, but solo will be a challenge. For some more durability, I suggest you drop a few powers in favor of boxing or kicking and tough and weave. Maybe assault, siphon power, and inertial reduction, or vengeance. In your budget, you should be able to get at least a few resistances or defenses soft capped.
  25. I have lots of alts. I think making the most of builds per inf is a high value skill. I don't want to purple out each build, but I think getting non-purple IO sets is worth it. Purples help to increase effectiveness in a relatively small area per influence compared to non-purple IOs. For certain tasks or ideas the purples are worth it, but I'm not interested in that for my play time. I respect and admire people who can purple out their build. I don't personally want to do it. As for transference. I tried a build relying on it, but I really prefer having to pay less attention to it. Higher base stamina gives me a buffer to forget to use transference. I think possibly you can thrive on a build where endurance consumption ~= endurance generation by using transference, but I do not enjoy it. I prefer to use transference less often. Alpha helps here too.
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