Jump to content
Homecoming is temporarily down due to network issues with our provider. We've opened a ticket and hope to resume service as soon as possible. We apologize for the inconvenience. ×

scarhead

Members
  • Content Count

    12
  • Joined

  • Last visited

Community Reputation

0 Neutral

About scarhead

  • Birthday December 27

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. scarhead

    MM Duo

    My wife and I played a bunch after the game came back, now have taken a fairly long break. I've been thinking about getting back in and the concept of dual Masterminds has come to me. We did run a Thugs/Dark, Thugs/Poison duo on live. My new thought is a Thugs/Sonic + Thugs/Time. I've been reading through the forums and came up with these builds for them. I've seen some of the proc conversations, don't really understand them, so I don't know if this would be good slotting. I think it would be good synergy but I'd like to hear other ideas or thoughts about this duo. Than
  2. scarhead

    MM 4some

    My wife and I played some MM's on live, Thugs/Dark and Thugs/Poison. I haven't started an MM on Homecoming yet, but I'm making plans. Something new added to the mix though, is dual-boxing. My wife and I each have a separate account for which we can add a helper to the party. We've done it a little bit with some brutes, but I'm wondering if it wouldn't be really crazy on MM's as our mains. The thought is to have a Sonic Defender with leadership toggles and another defender with either more resistance or defense toggles, and these two just follow. I swap over every 4 minutes to recas
  3. I definitely want Fault. It's not just mitigation for me, but for whatever team I'm supporting. I took the two builds and came up with some ideas to improve my original build. Still have a few questions. How much accuracy do I need in Fault? It's fairly low to begin with, and since I was chasing F/C & E/N defense, I didn't build for more acc. Here's my modified build: Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Magma Igneus 2: Level 50 Magic Tanker Primary Power Set: Invulnerability Secondary Power Set: Stone Melee Power Pool: Leaping Power Po
  4. This is a theoretical build. He is only lvl 3 at the moment. Thanks for your input. I'll take a look at your build.
  5. Hello, I am seeking assistance for this build. I am more a brute guy, but I wanted to make a tougher than nails toon. My first character was actually a tanker back in '04, but really nothing since. It seems like this build hits a lot of spots. I am just shooting to be as tough as possible, with some mitigation in the form of Fault and Tremor. I'm also not sure which alpha to go with on this build, so I'm looking for power/slotting/alpha suggestions. Thanks. Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Magma Igneus:
  6. I posted awhile ago about creating a steamroll all buff/debuff team. My mates and I made our toons and have done some work with it, but it has been tough sledding for me. I made a son/son def and I'm not really happy with him. Recently I was browsing the Cor forum and saw this build for a Fire/Time Cor that looked really intriguing. DPS Support Tank Then I got to thinking, what would changing this to a defender look like? I put it together and it looks like better buffs, as I expected, but the damage looked to be pretty close. I know it's not accounting for scourge, so my que
  7. What I am hearing is that for what I want, Invul is the way to go. Odhinn, here's my farmers content build: Villain Plan by Hero Villain Designer 2.23 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! JP Morgan: Level 50 Magic Brute Primary Power Set: Spines Secondary Power Set: Fiery Aura Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Energy Mastery Villain Profile: Level 1: Lunge -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(3), SprBlsCol-Acc
  8. I have been looking at both of these in Pines. With 26 slots left to go I can easily get Invul def to 39.6% S/L, 37.1% E/N/F/C, and 29.5% psi, with res 90% S/L, 48.2% E/N,Toxic, 45.2% F/C, and 55.7% Psi. Regen at 216%, HP 188%, 50% DDR. At about the same amount of difficulty, Willpower has def 26.3% S/L, 37.2% F/C/E/N, 32.5% Psi with res 90% S/L, 31.1% F/C/Toxic, 34.8% E/N, and 66.5% Psi. Regen at 663%, HP 162.2%, 21.6% DDR. Willpower also has better status protection to confuse and fear, and better status resistance. I want to pair this armor set with Stone Melee. The qu
  9. So, for better or worse, my peeps have decided on the following: Controller Plant/Dark Defender Sonic/Sonic Defender Rad/Archery Corruptor Fire/Kin Corruptor Ice/Cold Corruptor Beam/Thermal So, this is not strictly a defender post anymore, but I would welcome advice on what powers to definitely take and which are skippable. We're looking at taking Maneuvers, Assault, and Tactics for all of the toons. We will be doing Cap SF and up. Most of these toons are already in the 30-50 range, so we just need builds, IO's, and then take it to work. Th
  10. I thought Thermal would be a good add, not only for the extra resist buffs and forge, but for the debuffs of Heat Exhaustion and Melt Armor. Are you suggesting that the extra resist is not needed and the debuffs aren't up enough? They do have long recharge times, but with enough recharge, which will probably be there, could be up every other spawn or so.
  11. It is entirely possible that I'm underestimating defenders. One of my concerns is that teams don't always stay together. Sure, when we're all in range, maneuvers and resist toggles will get everyone capped, but I wanted to make sure the Sonic/ defender was able to get their resistance capped as well. Anyways, after reading the responses and thinking about it some more, I think the play might be to have the 6 mains toons use Rad, Cold, Dark, Thermal (all with good debuffs), kin, and sonic (with good buffs). Another two can be whatever, we should be rolling with that. Als
  12. I'm having a great time being back in CoV. Much of my legacy Coalition has returned and we are creating teams and doing Strike Forces and such. I remember reading about all defender super teams in the past, and the idea came up tonight for a Themed Team made of the coalition members. We have at least 6 people who play regularly, and more who play sometimes. Leaving aside the themes, unless you have some suggestions, I was trying to wrap my mind around what would be a great synergistic build of 6-8 defenders. Goals are maxing defense and resistance, for buffs, along with +recovery a
×
×
  • Create New...