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Everything posted by Call Me Awesome
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Earth's possibly the highest control primary, but it's also about the lowest damage output so you'll be a fantastic teammate but you'll struggle solo.
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Another vote for the private base method, all of my alts are in that SG and I have Salvage racks, Enhancement tables and an Inspiration storage rack. The downer is the limit of 18 storage devices. Email is too much of a PITA since you need a separate email for each item you want to store. I just use it to store Inf for my various characters. My money makers toss the extra into an email and my other characters take it as needed.
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Sure does, I've ended up with the League star several times due to having fast load times. I'm almost always among the first to zone in and occasionally need to pass the star back.
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Vertically increase hurtboxes for giant monsters
Call Me Awesome replied to Menelruin's topic in Suggestions & Feedback
This is a great QoL idea, you're correct that on GM's you can only attack them from ground level due to the vastly too small hit box. For a ranged character this is a non-issue but for a flying melee it's one of those strange design choices that you see in many areas of the game. It would actually be logical for a "head shot" hit box to do more damage than an ankle biter but that's likely a can of worms best left alone. Simply enlarging the hit box to match the size of the enemy makes sense all around. -
Here's the build I'm planning on my BS/SD scrapper, it's similar to what I had prior to Shutdown and that worked quite well. Currently my scrapper is level 45 so I'm not quite there yet but all of the basics are in place. I'm debating on a couple things now, my Live build used Gift of the Ancients in all the defense toggles along with the LotG 7.5% and I had my Melee at around 38%; using Parry to get to the soft cap. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Gortak: Level 50 Magic Scrapper Primary Power Set: Broad Sword Secondary Power Set: Shield Defense Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Blaze Mastery Hero Profile: Level 1: Hack -- Mk'Bit-Acc/EndRdx/Rchg(A), Mk'Bit-Acc/Dmg/EndRdx/Rchg(3), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Acc/Dmg(5), Mk'Bit-Dmg/Rchg(5), Mk'Bit-Dam%(7) Level 1: Deflection -- Rct-ResDam%(A), Rct-Def/Rchg(7), Rct-EndRdx/Rchg(9), Rct-Def/EndRdx(9), Rct-Def/EndRdx/Rchg(11), Rct-Def(11) Level 2: Slice -- Erd-Acc/Dmg/EndRdx/Rchg(A), Erd-Dmg(13), Erd-Acc/Dmg/Rchg(13), Obl-Acc/Dmg/EndRdx/Rchg(15), Obl-Acc/Dmg/Rchg(15) Level 4: Battle Agility -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(19), ShlWal-Def(21), ShlWal-Def/EndRdx(21), ShlWal-Def/EndRdx/Rchg(23), ShlWal-Def/Rchg(23) Level 6: True Grit -- StdPrt-ResDam/Def+(A), GldArm-ResDam(25), Prv-Absorb%(25), Prv-Heal(27), GldArm-3defTpProc(27), Pnc-Heal/+End(50) Level 8: Parry -- SprCrtStr-Dmg/EndRdx/Rchg(A), SprCrtStr-Acc/Dmg(29), SprCrtStr-Rchg/+50% Crit(29), SprCrtStr-Acc/Dmg/Rchg(31), SprCrtStr-Dmg/Rchg(31), SprCrtStr-Acc/Dmg/EndRdx/Rchg(31) Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(33) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 14: Super Jump -- WntGif-ResSlow(A) Level 16: Against All Odds -- Taunt-I(A) Level 18: Whirling Sword -- SprScrStr-Rchg/+Crit(A), SprScrStr-Acc/Dmg/EndRdx/Rchg(33), SprScrStr-Acc/Dmg(33), SprScrStr-Dmg/Rchg(34), SprScrStr-Acc/Dmg/Rchg(34), SprScrStr-Dmg/EndRdx/Rchg(34) Level 20: Phalanx Fighting -- LucoftheG-Def/Rchg+(A) Level 22: Boxing -- HO:Nucle(A) Level 24: Tough -- ImpArm-ResDam/EndRdx/Rchg(A), ImpArm-ResPsi(36), ImpArm-ResDam(36), ImpArm-ResDam/EndRdx(40) Level 26: Disembowel -- TchofDth-Dmg/EndRdx/Rchg(A), TchofDth-Acc/Dmg/EndRdx(36), TchofDth-Dmg/Rchg(37), TchofDth-Dmg/EndRdx(37), TchofDth-Acc/Dmg(37) Level 28: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39), LucoftheG-Def/EndRdx(39), LucoftheG-Def/Rchg(39), LucoftheG-Def/EndRdx/Rchg(40) Level 30: Build Up -- AdjTrg-Rchg(A), AdjTrg-ToHit/Rchg(40), AdjTrg-EndRdx/Rchg(42) Level 32: Head Splitter -- Obl-Dmg(A), Obl-Dmg/Rchg(42), Obl-Acc/Dmg/Rchg(42), Obl-Acc/Dmg/EndRdx/Rchg(43), Obl-Acc/Rchg(43) Level 35: Shield Charge -- ScrDrv-Acc/Rchg(A), ScrDrv-Dmg/Rchg(43), ScrDrv-Dmg/EndRdx(45), ScrDrv-Acc/Dmg(45), ScrDrv-Acc/Dmg/EndRdx(45) Level 38: One with the Shield -- UnbGrd-Max HP%(A) Level 41: Char -- HO:Endo(A) Level 44: Fire Blast -- Dcm-Acc/Dmg/Rchg(A), Dcm-Acc/Dmg(46), Dcm-Dmg/EndRdx(46), Dcm-Acc/EndRdx/Rchg(46), Dcm-Dmg/Rchg(48) Level 47: Fire Ball -- Ann-ResDeb%(A), Ann-Acc/Dmg/EndRdx/Rchg(48), Ann-Acc/Dmg(48), Ann-Acc/Dmg/Rchg(50), Ann-Acc/Dmg/EndRdx(50) Level 49: Grant Cover -- LucoftheG-Def/Rchg+(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 -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(17) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod-I(A), PrfShf-EndMod(17), PrfShf-End%(19) ------------
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Scrappers I've had fun with. Broadsword/Shield - a bit end heavy until the build matures enough to get a handle on it but it has great offense and defense, easily able to make short work of +4 x8 spawns once it matures. Spines/Regen - this was an old school character I leveled in the early game of issue 3, it's still capable but it will keep you on your toes with the clickie heals and mitigation. Spines/Elec - similar to the Spine/Regen but more durable with better damage output, it does need more thought on endurance management. Street Justice/Invuln - loads of fun and durable enough to handle most anything thrown at it. Also, who doesn't like kicking the bad guy in the balls? Elec/Shield - my character with this combo is a Stalker but they're similar enough to say this thing is a BEAST. Durable, massive AOE damage and with some attention to endurance a real winner. There's several other sets I've experimented on but never gotten around to leveling seriously; the above are the ones I've enjoyed the trip to 50 and pulled out frequently later on. Among the 50 list would be my first Scrapper, Broadsword/Regen, but I recommend the BS/Shield combo instead as it's a better choice in the current game.
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My Elec/Shield has been quite capable and is a beast now as an Incarnate. The single target may be lacking a bit but the AOE is fantastic, capable of easily clearing an 8 man spawn in 3-4 attacks. Any surviving bosses bite it quickly and then you're off to the next spawn. I solo'd him about 2/3 of the time on the way from 1-50 and didn't run into much that was an issue. I admit I cheated on the Maria Jenkins arc by keeping the AV's toned down to EB's but it was quick and fun solo.
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On a few occasions I've had strong teams split into either pairs or 4 man groups to clear maps faster. With the right group this can drastically speed up kill all missions, however with a typical PuG it can be a disaster as you get people dropping like flies after they split off and over aggro. For most PuG's it's best to stick together for mutual support and to increase kill speed. A team that's worked together and knows each other is a different story... my old SG on Live would typically break into pairs of damage & support to rapidly clear.
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Tanker Gauntlet seems to cause some effects to AoE
Call Me Awesome replied to ZorkNemesis's topic in Bug Reports
I seem to recall it made it Live for a few days but possibly I'm wrong. I do absolutely remember it though. Seismic Smash as a large AOE... fantastic. -
Global Knockback->Knockdown IO for Travel Powers/Rest
Call Me Awesome replied to TorrentYed's topic in Suggestions & Feedback
Absolutely. I don't have a real preference on HOW it works but I do agree it would be a great QoL option. I'd just prefer not having to devote a slot on every KB power to get it. Right now I have 4 KB-KD IO's on my Peacebringer and just deal with the occasional KB from other powers. My Fire/EM blaster however only needs to convert the APP power Bonfire... a FANTASTIC power as KD, a mostly useless/situational one as KB. (Popcorn is better than Stir Fry after all) On the other hand some characters would want to have a KB "positioning" power along with other KD powers so the option is good. Hmm, I wonder if it's possible to tie it to Power Customization like as an alternate animation? -
Tanker Gauntlet seems to cause some effects to AoE
Call Me Awesome replied to ZorkNemesis's topic in Bug Reports
Unfortunately the bug that turned all Tanker attacks into AOE with full damage didn't last long.☹️ -
Options are always nice, but as I recall costume pieces tend to be a pain to get right across various sizes of avatars. I'm sure it's doable, the question is how much of a PITA it would be for a volunteer Dev team with a lot already on their plate.
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Personally I never get Hover, it's another power pick and limited use. For my flying characters who use it in combat I just use Mystic Flight and manage my end usage. It saves one power choice, accomplishes the same purpose and doesn't require loads of movement bonuses to be functional. I think the last character I had with Hover was before the pool changes allowing a travel power with no prerequisite.
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And we all know what works best with a Fire/Rad... another one of course 😀 Building an ultimate team I've wondered if maybe 6 Fire/Rad, 1 Fire/Kin and 1 Fire/FF would be optimal... Kin buffs and mez protection coupled with crack monkeys and massive debuffs.
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It was roughly similar to my own situation, I had thousands dating from the mid 80's up to the early 2000's when I got the decree that they had to go. Outside of a few with a little value the bulk went for less than 5c per. 35 large boxes (about 30" square) full only brought a couple hundred. I did have a few gems, New Teen Titans #1 for example, but only about 20 were really worth much.
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Just an observation on how cheap this market is.
Call Me Awesome replied to Murcielago's topic in The Market
I've watched prices creep upwards the last few months, back in May and June very few things were more than 1 million per IO and premium stuff like Miracle, Numina, LOTG 7.5%, Gladiator's Armor and the like were running in the 4-6 million range. As the player base gets more solvent prices are naturally starting to rise. I haven't gone shopping for a character in a month or so but the last build I did I noticed many things were going above 2 million and the premium ones were bringing closer to 9 million. I'd expect to see this continue but it won't get to the insanity level we had on Live in the late game due to the greater availability of all drops, particularly the PvP IO's which were in nearly non-existent supply on Live due to the extreme lack of popularity of PvP in this game. Even purples are becoming semi-available now, although most seem to be going in the 15-25 million range. The answer to price spikes IMO is Merits. Run a few TF's and use those merits for the expensive stuff and save your inf for the more available IO's. -
Guess I should've hung onto mine, I had the series back when it came out. Then I got more domestic aggro about all the boxes of comics in the basement so they all had to go... for way too little $
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New Archetype: Protector (support/melee)
Call Me Awesome replied to Wavicle's topic in Suggestions & Feedback
Which in a game would be somewhat... problematic. 😉 -
Shield/Stone Melee would be effective; Stone feels like it hits harder than anything else and it has loads of soft control with knockdowns. Fair warning, it's an endurance hog so you'll need to mitigate that in your build. Grab the Miracle and Numina +recovery procs, a few recovery/+endurance set bonuses and you should be ok. Personally I'm partial to Stone Melee but it isn't everyone's cup of Joe. That said it DOES hit hard and has knockdown, knockUP, Stun and a Mag 4 HOLD. Other sets will out damage it, some may offer more utility but it will get the job done. Fault is one of the cornerstone powers... no damage but it's an AOE knockdown and it will take several damage procs. It's recharge is enough that the procs tend to fire most of the time, I find it's a decent damage power on top of it's soft control once proc'd up. If one proc hits you're getting roughly Stone Fist damage, two of them doubles that and I find more often than not they all hit. Unfortunately Shield's taunt/+damage aura won't boost the damage of procs and Stone Melee is lacking in AOE damage ability outside of Tremor... which is mediocre damage with knockdown.
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Well, the only Melee Support that comes to mind offhand is a Tank... support by controlling the attention of the mobs. Shield is quite good at getting attention and keeping it while surviving until the team can eliminate the threat. As far as a complement there's lots of choices and few bad ones so you're likely to be quite effective. One caution is that Shield will tend to be a bit endurance heavy so you may want to consider a lighter endurance secondary. I found that Shield/Fire worked quite well on Live. I also found that the Scrapper Broadsword/Shield combo was very good albeit end heavy, I'd expect much the same as a tanker. Of course the Scrapper numbers benefited much more from Parry than the Tanker version will. Still, it's an iconic pairing, I'm playing the Scrapper version again here on Homecoming, a BS/SD barbarian named Gortak. Basically pick a secondary you like and run with it. Elec/SD is popular on Stalkers, Scrappers and Brutes and should work well on Tanks as well. I use my Elec/SD Stalker to clear the Comicon Farm asteroid map in under 5 minutes even handicapped by not having a taunt aura.
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New Archetype: Protector (support/melee)
Call Me Awesome replied to Wavicle's topic in Suggestions & Feedback
I seem to recall this AT was proposed by the Devs prior to shutdown alongside the Sentinel and eventually rejected after play testing showed the concept was problematic. -
Global Knockback->Knockdown IO for Travel Powers/Rest
Call Me Awesome replied to TorrentYed's topic in Suggestions & Feedback
A global KB-KD proc would be a beautiful thing, as a suggestion simply change the Overwhelming Force IO to a Global instead of creating an "orphan" IO or another new set. That solves the KB problem and allows those who want to selectively keep KB to use the Sudden Acceleration IO instead. Admittedly I don't know of any specifics but since we already have other global effect IO's in the game (LOTG 7.5% recharge for example) it should be doable without much trouble. -
Personally I rarely use it for anything and never read them. On the other hand, I don't have anything against them either, it really doesn't matter one way or another. If it's a trivial change then yes, if it's more complicated then there's lots of other things WAY higher on the priority list. I do occasionally check the powers tab so I know what to expect from teammates and the IO list, while mostly useless, does indicate if someone has an extensive IO build. That list would be more useful if it parsed itself like "+10% S/L/M defense, +110% recharge" and so forth giving a total of the bonus.
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That's the point, they were extremely difficult back then. No Kelds were allowed either.
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How about the level 1 races? Roll a new level 1 (pre vet awards) and run from Atlas to the courtyard in Portal Corporation Perigrine Island. Your only travel power was Sprint and the typical route was AP-Steel-Talos-PI Ferry. If ANYTHING spotted you then you were off to the Hospital and disqualified. If you could do that then avoiding aggro in the Hollows was cake.