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Dispari

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Everything posted by Dispari

  1. I gotta say this is my favorite change in forever. Ever since they added electric control which did this, players have been begging for other immob powers to do this, and they never did it. At any rate, not to sound ungrateful, but I'm curious if this already does or will eventually be extended to other miscellaneous immobilize powers? Wide Area Web Grenade from VEATs, brute AoE immobs from PPPs, dark blast's tenebrous tentacles, dark melee's midnight grasp, all the blaster secondaries that do it, warshade gravimetric snare, lich and dark servant tentacles, Frozen Blast and Razzle Dazzle chance for immobilize, and all the other ones I probably forgot, to name a few?
  2. Having played Beasts a bunch lately (and having played several other MMs to 50), I think I can say it's actually surprisingly good. I see a lot of "beasts bad" from people who haven't even played the set. They look at the fact that they're melee and decide to write them off. I think that's a mistake. Some sets are notoriously bad like ninjas, but the reasons they're bad are addressed in the beasts set. For one, the pets have good base RES and DEF values (at least 17% S/L/C RES and 10% DEF all which the two lions buff even higher) and four of them have heals or self-RES powers, so they don't die to a random strike like ninjas would. Also if you really want, you can boost their DEF even higher by using the 18 power, though I rarely feel the need. Their lack of range also means they don't just stand around using their one ranged power instead of doing actual damage. They also have a very high base movement speed and can easily run things down, so their lack of range isn't really a problem. Even if you fight things that fly, you're given powers that do -fly to deal with it. They do a lot of -DEF, -ToHit, and -recharge, and on the high end they also stun and fear. And it's hard to overstate this but their damage is EXTREMELY HIGH. If you just stand around watching them, even without any buffs from their master, they'll regularly go over +70% damage and sometimes over +100%. And they can all crit. I wouldn't say they're the best MM set. Thugs, bots, and demons all have some sexy things going for them. But I'd say at minimum they're mid-tier if not leaning toward the high end.
  3. I'm not sure if anyone else got any pictures of specific outfits, but I took this picture just to show how many people were there. This wasn't even everyone, ultimately.
  4. One thing I'm curious about is critters getting stuck in geometry. It seems to happen far more often than it did on live. Is there some sort of reduced collision check frequency that causes that to happen? Or has anyone looked into it?
  5. StJ is just personal preference, it worked for this character. I've played WP a lot, I'm just curious if it can be pushed even farther than this (such as getting S/L DEF too). I know WP has pretty low DEF values to start with though, so it might not be feasible. But I'm sure it would be plenty survivable as-is.
  6. I've been out of the building game for a while now so I'm probably not as good at this as I used to be. I was building an idealized build for a scrapper I made and was struggling to get it where I wanted. This is what I landed on. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Quili Suqual: Level 50 Mutation Scrapper Primary Power Set: Street Justice Secondary Power Set: Willpower Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Ancillary Pool: Body Mastery Hero Profile: Level 1: Heavy Blow -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(3), OvrFrc-Acc/Dmg/End(3), OvrFrc-Dmg/End/Rech(5), OvrFrc-Acc/Dmg/End/Rech(5) Level 1: High Pain Tolerance -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal/Rchg(7), NmnCnv-Heal(7), ResDam-I(9), ResDam-I(9), StdPrt-ResDam/Def+(11) Level 2: Sweeping Cross -- Erd-Dmg(A), Erd-Acc/Dmg/Rchg(11), Erd-Acc/Dmg/EndRdx/Rchg(13), ClvBlo-Acc/Dmg(13), ClvBlo-Dmg/EndRdx(15), ClvBlo-Acc/Rchg(15) Level 4: Fast Healing -- Heal-I(A), Heal-I(17), RgnTss-Regen+(50) Level 6: Combat Jumping -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(19), Rct-ResDam%(19) Level 8: Rib Cracker -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(21), SprScrStr-Acc/Dmg/Rchg(21), SprScrStr-Dmg/EndRdx/Rchg(23), SprScrStr-Rchg/+Crit(23), SprScrStr-Acc/Dmg/EndRdx/Rchg(25) Level 10: Indomitable Will -- LucoftheG-Rchg+(A) Level 12: Combat Readiness -- RechRdx-I(A) Level 14: Mind Over Body -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(25), Ags-ResDam(27), GldArm-3defTpProc(27) Level 16: Rise to the Challenge -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(29), NmnCnv-Heal/Rchg(29), NmnCnv-Heal/EndRdx/Rchg(31), NmnCnv-Heal(31), NmnCnv-Regen/Rcvry+(31) Level 18: Spinning Strike -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(33), SprFrzBls-Acc/Dmg/EndRdx(33), SprFrzBls-Acc/Dmg/Rchg(33), SprFrzBls-Dmg/EndRdx/Acc/Rchg(34), SprFrzBls-Rchg/ImmobProc(34) Level 20: Quick Recovery -- EndMod-I(A) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(34) Level 24: Kick -- KBDist-I(A) Level 26: Shin Breaker -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(36), SprCrtStr-Acc/Dmg/Rchg(36), SprCrtStr-Dmg/EndRdx/Rchg(36), SprCrtStr-Acc/Dmg/EndRdx/Rchg(37), SprCrtStr-Rchg/+50% Crit(37) Level 28: Heightened Senses -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(37), RedFrt-Def/EndRdx/Rchg(39), RedFrt-Def(39), RedFrt-EndRdx(39), LucoftheG-Rchg+(40) Level 30: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(40), RctArm-ResDam(40) Level 32: Crushing Uppercut -- TchofDth-Dmg/EndRdx(A), TchofDth-Acc/Dmg/EndRdx(42), TchofDth-Dmg/EndRdx/Rchg(42), PndSlg-Acc/Dmg(42), PndSlg-Dmg/EndRdx(43), PndSlg-Dmg/Rchg(43) Level 35: Weave -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(43), RedFrt-Def/EndRdx/Rchg(45), RedFrt-Def(45), RedFrt-EndRdx(45), LucoftheG-Rchg+(46) Level 38: Strength of Will -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(46), RctArm-ResDam(46) Level 41: Focused Accuracy -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(48), GssSynFr--ToHit/Rchg/EndRdx(48), GssSynFr--Rchg/EndRdx(48), GssSynFr--ToHit/EndRdx(50), GssSynFr--Build%(50) Level 44: Physical Perfection -- Heal-I(A) Level 47: Resurgence -- EndMod-I(A) Level 49: Confront -- Taunt-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 -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Heal-I(A), Heal-I(17) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 50: Agility Radial Paragon ------------ I did get it to soft cap E/N/F/C DEF and cap S/L RES, but I'm not sure it's quite as good as it could be. For one, I had to use Agility alpha to squeeze out a few more points of DEF. So, the basics: * What I want: soft-capped E/N/F/C; S/L if feasible (but I think that would strain doability) * Capped S/L RES without needing SoW * As much regen/maxHP as possible where it can be fit * Those nice scrapper +crit procs * Once all those other needs are met... whatever recharge can be fit in * Agility Alpha is okay, but I think ideally I'd rather use Spiritual * These are basically the powers I want up until 44; I could be persuaded to drop Resurgence and/or Confront if there's a good reason to do so So what do people think? Is there any room for improvement? I know WP is pretty hard with its low base DEF values. I'm already eyeing swapping out something for Maneuvers though, if my recovery can actually handle all those expensive toggles.
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