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jack_nomind

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  1. Hahah, thanks. I originally set out to make a TW/SR, which I think makes a very solid combo, but then I found out that Ninja has a button you click that just... gives you back half your endurance every fifteen seconds. And that's hard to pass up.
  2. Before we go any further, this. How's this strike you? I almost always find it better to plan around the Alpha Slot. You also don't technically *need* the Winter set for this build, so if cost is a factor you can rejigger it -- but the set bonuses are fantastic and double KD in Lighting Field along with everything else means you're immortal in melee. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! CC Charge: Level 50 Natural Brute Primary Power Set: Super Strength Secondary Power Set: Electric Armor Power Pool: Fighting Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Ancillary Pool: Energy Mastery Hero Profile: Level 1: Punch -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(3), CrsImp-Dmg/EndRdx/Rchg(3), CrsImp-Acc/Dmg/Rchg(5), CrsImp-Acc/Dmg/EndRdx(5) Level 1: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-Rchg/ResDam(7), UnbGrd-ResDam/EndRdx/Rchg(9) Level 2: Haymaker -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(9), SprBrtFur-Acc/Dmg/Rchg(11), SprBrtFur-Dmg/EndRdx/Rchg(11), SprBrtFur-Acc/Dmg/EndRdx/Rchg(13), SprBrtFur-Rech/Fury(13) Level 4: Boxing -- Empty(A) Level 6: Conductive Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-ResDam/EndRdx/Rchg(17), UnbGrd-Rchg/ResDam(19) Level 8: Knockout Blow -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(19), SprUnrFur-Acc/Dmg/Rchg(21), SprUnrFur-Acc/Dmg/EndRdx/Rchg(21), SprUnrFur-Dmg/EndRdx/Rchg(23), SprUnrFur-Rchg/+Regen/+End(23) Level 10: Static Shield -- UnbGrd-Max HP%(A), UnbGrd-ResDam(25), UnbGrd-ResDam/EndRdx(25), UnbGrd-ResDam/EndRdx/Rchg(27) Level 12: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(27), ShlWal-ResDam/Re TP(29) Level 14: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(29), UnbGrd-ResDam/EndRdx/Rchg(31), UnbGrd-Rchg/ResDam(31) Level 16: Grounded -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(31), RctArm-ResDam(46), RctArm-ResDam/EndRdx(50) Level 18: Rage -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(33), GssSynFr--ToHit/Rchg/EndRdx(33), GssSynFr--Rchg/EndRdx(33), GssSynFr--ToHit/EndRdx(34), GssSynFr--Build%(34) Level 20: Lightning Reflexes -- Run-I(A) Level 22: Weave -- Rct-ResDam%(A), Rct-Def(34), Rct-Def/EndRdx(36), Rct-EndRdx/Rchg(36), Rct-Def/Rchg(36), Rct-Def/EndRdx/Rchg(37) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(37) Level 26: Lightning Field -- OvrFrc-Dam/KB(A), SprAvl-Rchg/KDProc(37), SprAvl-Acc/Dmg(39), SprAvl-Dmg/EndRdx(39), SprAvl-Acc/Dmg/EndRdx(39), SprAvl-Acc/Dmg/EndRdx/Rchg(40) Level 28: Energize -- Prv-Absorb%(A), Prv-Heal(40), Prv-Heal/EndRdx(40), Prv-EndRdx/Rchg(42), Prv-Heal/Rchg(42), Prv-Heal/Rchg/EndRdx(42) Level 30: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(43), LucoftheG-Def/EndRdx/Rchg(43) Level 32: Foot Stomp -- Obl-Dmg(A), Obl-Acc/Rchg(43), Obl-Dmg/Rchg(45), Obl-Acc/Dmg/Rchg(45), Obl-Acc/Dmg/EndRdx/Rchg(45), Obl-%Dam(46) Level 35: Power Sink -- EffAdp-Acc/Rchg(A) Level 38: Superior Conditioning -- EndMod-I(A) Level 41: Super Jump -- WntGif-ResSlow(A) Level 44: Super Speed -- Clr-Stlth(A), Clr-EndRdx(46) Level 47: Laser Beam Eyes -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(48), Dcm-Dmg/Rchg(48), Dcm-Acc/EndRdx/Rchg(48), Dcm-Acc/Dmg/Rchg(50), Dcm-Build%(50) Level 49: Physical Perfection -- RgnTss-Regen+(A) 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: Fury 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), NmnCnv-Heal(15), Pnc-Heal/+End(15) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) Level 50: Spiritual Core Paragon ------------
  3. The unofficial Pride server is Everlasting, the new Virtue, and therefore the sexiest server. The unofficial Pride server cluster is Homecoming, where everyone can play regardless of gender identity (although until we get more costume and vfx people you do have to express with one of three gendered bodies; however, we'll respect your gender choice because frankly gamers have been asking to be called some gender other than their avatar since the dawn of avatars). Thank you for coming to my TED talk. Please don't let the door hit you on the way out; we've been trying to establish boundaries and it's still struggling to learn that not everyone appreciates that kind of touch.
  4. I think I addressed one reason in another thread. Another reason is that sentinel versions of secondaries are just better -- more survivability tools, more recovery, even more damage (cf Sentinel Fiery Aura) -- to the point where they'd be overtuned if ported to another AT. To me the statements "Sentinel <secondary> should be ported to Scrappers" and "Scrapper secondaries need to be buffed" are equivalent.
  5. I agree with you on melee. But for the melee sets, you can easily see how (most of) the weapon types would fit into all five Origins; there's a broad range of character concepts that use Staff or Claws. Wands or staves seem to really skew themselves towards one particular class of character. I could see a "sufficiently advanced tech" kind of character but that's about as far as I can get with it. Since we have guns in the real world and they've been pervasive in fiction for a long time, it's a lot easer IMO to get to "magic gun-user" than "non-magic wand user." So ultimately... a really knock-out powerset proposal could get my support but otherwise I agree with the consensus, wand or staff props should be added by animation and a "Reality Warper" or "Nature's Power" kit could be made that's not quite so conceptually tied to a specific kind of character story. UGH. Did they *have* to make Axe and Mace superhero sets? I mean come on! Just give Tankers Broadsword and Scrappers Katana, and make a "police baton" kit or whatever that had some krav maga or something in it and we'd be in a much better position today.
  6. I didn't distinguish my thoughts very well. I was responding to the notion that the sets ought to be merged into one -- I actually think that might be a good idea but I don't think it's practically possible. The way the idea was brought up was to say that if only the model sets were merged Axe and Mace would lose their existing users. That's probably not the case. Axe might, but War Mace would probably gain a fair number. The "no one" statement is hyperbole. I just sort of... elided all that into a few incoherent sentences. (I do assume that most people are after power.)
  7. I've forgotten way to much about how this works. Does hitting incarnate softcap (58.75?) impact that? No; defense only reduces ToHit, not Accuracy (in PvE nothing reduces Accuracy). The two are multiplied together, so something with 2x Accuracy will still always have at least twice the floor hit chance.
  8. Well, once you solve them, let me know and we'll change the past. I don't understand how you can think that wealth does and should matter in a social game, but status doesn't or shouldn't -- but even with that perplexity it's not really the point I'm making. The second-most free-form game in the world is a sheet of paper where you can do anything; your rules and challenges are entirely up to you. And yet, very few people consider that game to be very interesting. I think anyone claiming that, here, would certainly be disingenuous. Most players seek the structure of an outside set of rules, rather than choosing to create most of those rules themselves as you propose they do.
  9. This is running on volunteer time. Everything, including maintaining/updating a list, takes someone's regular attention. If you're volunteering your own time for this, PK has an unofficial dev tracker you can use to compile from.
  10. If you swap in Musculature without changing anything else, it's still higher endurance efficiency, global recharge, resistance, and most defenses. It soft-caps 6/7 types at 4 targets in Invincibility rather than 2. You do irrevocably lose some fly speed though. Or here's a reshuffle that keeps S/L softcap at 1 in Invincibility w/ Musculature, at cost to f/n defense.
  11. The community would collapse in on itself because no achievements would retain the value of rewarded effort. For the record, I'm not opposed to the OP's suggestion; I'm opposed to turning the play servers into the same kind of environment as test server. The server code exists for anyone who wants that kind of play, but it would kill Homecoming.
  12. No; you're flagged as untouchable and only affecting self, so your auras stay on but have no effect on anything else. Because of how aggro is calculated, you will also very quickly (but not necessarily immediately) fall off the hate list for anything that was aggro'd to you.
  13. First power on second tray, rebound as Shift + 1
  14. CJ deliberately has "air control" as a feature, for easier positioning. I'd prefer that this wasn't changed.
  15. A cat. A plan. A canal. Panacotta.
  16. The only sets that would do more for your AoE damage than /Rad are /FA and /Bio. I'm not really sure that's what you're asking about, though. What is it specifically you want that Radiation Armor isn't doing for you?
  17. Is that different than regular number crunching, or are you just sort of an ass? I like this point because it does a great job of highlighting the issue in your previous screed -- what you've said here is not that Ice is a great set, but that Chilling Embrace is such a great tool that blasters who have it can tank as well as Ice tankers. Agreed. Similarly agreed that any AT can use soft control, including positioning, to extend their survivability. Do you see why these might actually undercut your overall argument? This issue is clearly very personal for you. I'm not going to change your mind with something so mundane as 'numbers' or 'evidence.' I'm perfectly happy to trade barbs with you, but I think it ends poorly if you're going to go all 4chan about it.
  18. No Accolade, but Swift boosts fly speed and will throw off all actual tests vs Fly power info. What was the actual build (AT and powersets) of the test character you made?
  19. Since we're making this an educational thread -- this mistakes two things. First, there is only one set-type enhancement that gives a +tohit bonus all the time (the misleadingly named Karma +6% Accuracy), and only a few that give proc +tohit (like Gaussian's). It's worth making the distinction because there *is* some kind of bonus which affects hit chance that's making Defense ineffective, which is Accuracy. Accuracy and ToHit apply at different stages of the hit calculation, but Defense only works against ToHit. To counteract this, most Defense sets (SR included) get elusivity in PvP, which *does* work against accuracy. This is one implementation of Arcanaville's proposed anti-accuracy which... well since she's here, perhaps she'll generously explain since she can do a better job than I can. And perhaps renew her campaign to get a version of it in PvE? I'm not terribly familiar with PvP builds but as far as I can tell there's some misinformation that's hurting the no-Defense advice. Realistically Elude *should* help a great deal in PvP because if it's slotted for Defense it ought to still floor enemy ToHit (since it would be the biggest bonus, calculated first to bypass PvP diminishment, and do >-70% -- with the rest of the set counteracting Tactics/Aim/BU/etc ToHit) and then SR's elusivity should dramatically reduce the effects of accuracy slotting. It's possible that I'm forgetting something about PvP (notably, I'm basing this in part on the idea that stacked ToHit and Accuracy bonuses should be scaling down to the point of near-irrelevance at absurd investment levels, and that inspirations are affected by this diminishment as well) so perhaps I'm mistaken. Either way, it's not the voltage that kills you, it's the +acc. The other error is that 'softcap' is a point of functional maximum effect before the game actually cuts off the stat (a hard cap), so Defense has a softcap (usually 45) well below most archetypes' hard cap (around 200). If Resistance had a softcap, it would be 100% -- but the hard cap is always below that.
  20. Staff also has a +resist buff with Body combo/Sky Splitter finisher. Because the Guarded Spin defense bonus only provides one type (lethal) out of a linked type pair (smashing/lethal), it's better both for dps and your overall survivability if you can softcap without it. Here's a build that does that. (There's an imho better version of this build possible if you use Barrier Destiny -- which has a minimum bonus of +5% res/+5% def -- that switches Agility Alpha for Spiritual Alpha and makes some other changes. It may even be cheaper in terms of set costs. However, you give up being able to use Rebirth Destiny which can do some amazing things for survivability.) Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Natural Brute Primary Power Set: Staff Fighting Secondary Power Set: Willpower Power Pool: Fighting Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Ancillary Pool: Energy Mastery Villain Profile: Level 1: Precise Strike -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(43), SprBlsCol-Acc/Dmg/EndRdx(43), SprBlsCol-Acc/Dmg/Rchg(45), SprBlsCol-Dmg/EndRdx/Acc/Rchg(45), SprBlsCol-Rchg/HoldProc(45) Level 1: High Pain Tolerance -- NmnCnv-Heal(A), NmnCnv-Heal/EndRdx(5), UnbGrd-Max HP%(7), UnbGrd-ResDam(7), UnbGrd-ResDam/EndRdx(9), UnbGrd-Rchg/ResDam(9) Level 2: Mind Over Body -- UnbGrd-Rchg/ResDam(A), UnbGrd-ResDam(11), UnbGrd-ResDam/EndRdx(11), UnbGrd-ResDam/EndRdx/Rchg(23) Level 4: Boxing -- Empty(A) Level 6: Eye of the Storm -- SprBrtFur-Rech/Fury(A), SprBrtFur-Acc/Dmg(21), SprBrtFur-Acc/Dmg/Rchg(40), Erd-Acc/Dmg/EndRdx/Rchg(48), Erd-Acc/Dmg/Rchg(50), Erd-Dmg/Rchg(50) Level 8: Staff Mastery Level 10: Indomitable Will -- LucoftheG-Rchg+(A), LucoftheG-Def(34), LucoftheG-Def/EndRdx(34) Level 12: Fast Healing -- NmnCnv-Heal(A), NmnCnv-Heal/EndRdx(13), NmnCnv-Heal/Rchg(13) Level 14: Tough -- UnbGrd-Rchg/ResDam(A), UnbGrd-ResDam(15), UnbGrd-ResDam/EndRdx(15), UnbGrd-ResDam/EndRdx/Rchg(23), StdPrt-ResDam/Def+(43), GldArm-3defTpProc(50) Level 16: Rise to the Challenge -- Prv-Absorb%(A), Prv-Heal(17), Prv-Heal/EndRdx(17), Prv-EndRdx/Rchg(19), Prv-Heal/Rchg(19), Prv-Heal/Rchg/EndRdx(21) Level 18: Serpent's Reach -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(34), SprWntBit-Acc/Dmg/EndRdx(36), SprWntBit-Acc/Dmg/Rchg(36), SprWntBit-Dmg/EndRdx/Acc/Rchg(36), SprWntBit-Rchg/SlowProc(37) Level 20: Quick Recovery -- EndMod-I(A) Level 22: Weave -- Rct-ResDam%(A), Rct-Def(27), Rct-Def/EndRdx(27), Rct-EndRdx/Rchg(29), Rct-Def/Rchg(29), Rct-Def/EndRdx/Rchg(31) Level 24: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def(25), ShlWal-ResDam/Re TP(25), Ksm-ToHit+(31) Level 26: Innocuous Strikes -- SprBrtFur-Dmg/Rchg(A), SprBrtFur-Dmg/EndRdx/Rchg(42), SprBrtFur-Acc/Dmg/EndRdx/Rchg(42), Erd-Acc/Dmg/EndRdx/Rchg(42), Erd-Acc/Dmg/Rchg(48), Erd-%Dam(48) Level 28: Heightened Senses -- LucoftheG-Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(33), LucoftheG-Def/Rchg(33), LucoftheG-Def/EndRdx/Rchg(33) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(46) Level 32: Sky Splitter -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(37), SprUnrFur-Acc/Dmg/Rchg(37), SprUnrFur-Dmg/EndRdx/Rchg(39), SprUnrFur-Acc/Dmg/EndRdx/Rchg(40), SprUnrFur-Rchg/+Regen/+End(40) Level 35: Superior Conditioning -- EndMod-I(A), EndMod-I(46) Level 38: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(39), LucoftheG-Def/EndRdx(39) Level 41: Physical Perfection -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(46) Level 44: [Empty] Level 47: [Empty] Level 49: [Empty] 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: Fury Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- NmnCnv-Heal/Rchg(A), NmnCnv-Heal(3), RgnTss-Regen+(3), Pnc-Heal/+End(5) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod-I(A) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 8: Form of the Body Level 8: Form of the Mind Level 8: Form of the Soul Level 0: Born In Battle Level 0: High Pain Threshold Level 0: Invader Level 0: Marshal Level 50: Agility Radial Paragon ------------
  21. They aren't identical. War Mace does more damage than either by a fairly large margin (see the Pylon thread in the Scrapper forums), and has 100% knockdown and knockup (vs Axe or BS which both have chance-to-KD or KU on several attacks). Broadsword, meanwhile, is the only one of the three with a parry. If their model sets were merged -- besides breaking a lot of characters -- it's Axe no one would use, BS only a few people would use, and WM that would see a huge growth. I don't know how the homecoming team feels about merging the model sets, but I'm almost positive they wouldn't go for this. (...it might solve the problem of trying to bring Axe and BS up to par though...)
  22. flat no to the proposal of adding additional powersets via a remort system. uninflected meh on other possible 'remort' ideas (like adding prestige powers or global enhancement percentages or additional slots). it's impractical to design content challenging to the players who abandon their altitis long enough to get somebody through a few dozen remorts, so it seems like kind of a dead end as a system -- it stratifies a few elite, bored players at a very high but empty tier, endlessly trivializing the existing content for those they chaperone through it.
  23. Those (and Incarnate powers) are available in power customization once you unlock them.
  24. Well, the one that sticks out most is the second +rech in Conserve Power. Losing it drops the power from 4.5 min recharge to 5.5 min recharge. Is that going to be a big difference for your play? Also... are you... entirely sure about this? If you're willing to give up Punch and a bit of off-Rage damage I could probably give you some better defensive numbers and haste while keeping similar on-Rage damage and the other power picks. (Jab ultimately adds more damage than Punch anyway due to Bruising.)
  25. All Axe powers -- afaik all melee powers (although there are ranged powers in melee sets) -- were changed to do KD rather than KB.
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