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  1. It's been a while, but you might just be able to copy and paste that text itself into the pines import? Edit: Nope, that doesn't work. But if you right click on: Click this DataLink to open the build! and save as a mids file, you can open it with the editor, if you have the same version I used...which is "Mids Reborn v2.6.0.1".
  2. Yep, I've been using this since it was offered. Still takes me a bit of time to spin up a new character from scratch, click through all the windows, then get all the ios, slot them, etc. I do it, I'm just saying it would be way easier if I could use my existing characters, especially given I'm familiar with exactly how they play. I have limited time to play, and spending 1/4 of that on putting a character together makes psyching myself up to spend my time testing tougher than it might otherwise be.
  3. Makes it hard to know what I'm testing though : how many targets should this be hitting, should my radius be bigger than X? Etc. kind of thing. Especially if there are going to be exceptions- I think I saw one of CPH's posts say there would be some exceptions to the cone size boosting. BUT, that makes sense and I'll just have to take the additional testing difficulty into account.
  4. I was finally able to do a little bit of testing on an io'd out Inv/TW last night and mostly I found it hard to test 😛 Nothing was killing me and I was hitting a ton of things and killing them slowly, seemed about like I remembered? Having 135(?) end was hilarious though. Is there a way to turn off all the accolades? Would help me get closer to my live builds. The lack of char copy has made me put off recreating my live tank and thus getting an actual solid late game comparison. Suggestion: It would be really helpful if the modified radius and target cap showed up in game. Maybe I'm blind, but I think the numbers I was seeing for TW matched the ones in mids.
  5. Agreed. This would make testing much easier as I only have 1 tank I'm really familiar with and spending 30-60minutes recreating him (especially each time there is a wipe) to test stuff does not excite me at all (this holds in general for other testing - I've mostly been testing combos that don't exactly match live so I can get myself interested in doing it that way).
  6. Earth has arguably 4, since no one (?) uses the sleep. Of those 4, I can't see myself taking more than 3 (Fossilize, Stalagmites and Cages OR Prison)- I should have spelled that out. I would take all 3 of the Illusion powers, so it was a pretty direct comparison to me. I can't remember the specifics, quick googling yields that the domination bar is boosted by "attacks" : "A Dominator's Domination level is shown by an orange bar between Endurance and Experience Points. It rises each time he attacks. It rises faster if the Dominator has more teammates. This is a mild effect with one or two teammates, but on a large team Domination can be brought from 0 to over 90% with fewer than ten attacks. " (from the wikis). I believe this includes controls that do damage (at minimum), I'm not sure if it includes things like controls that do no damage and pseudopets (earthquake, gasses, etc. I can check this tonight when I get home on my earth dom). [EDIT: Tested, for earth at least, EQ/Gasses/QS add 0 domination] All dominators have pets, so that one doesn't count. Many of them have pseudopets like phantom army and spectral terror (earth has two, ice has one, dark has one, etc.). The presence of two separate buffs does stand out, but this could be compared to fire having Smoke+Hot Feet. If any changes were to be made to dominator Illusion, changing one of the Inivis buffs would be what I would suggest. BUT. I don't think it's needed, just maybe something people might point out. The bit about power level is the only thing I SORT of remember, but I'm not claiming that's 100% fact, I could easily be misremembering. Whatever the case, I think the set is fine to proliferate now and I'm really curious why they didn't during the Dark Secret Days (TM).
  7. Hmmm. OK. I can see this. Is there way to reward the current playstyle (which, I guess, is just "use whatever attacks you want based on no criteria? What are you defining as the "current flavor"?), but still bring in some kind of theme or flavor? Having it scale based on how many targets are aggrod? I dunno, I just want it to be something that makes you feel more like a tanker, not just a damage buff (because that's what this translates to - hitting more targets = putting out more damage (and debuffs)). You can have it give the exact mechanical thing you want, but tie it to ...something and I think (maybe I'm wrong, what do others think?) that having it tied to something - and be a pure reward/buff - will feel better than just a flat buff?
  8. Hoo boy. There's a lot to unpack here, and I won't be able to test anything for a few days :(. Some off the cuff thoughts: Bruising/target cap/aoe size/inherent: I like the idea of targeting the target cap and aoe size as a way to address the brute vs. tank discrepancy. Bruising was always kind of silly and hacky (IMHO), I'd love to see it go. I think maybe solidifying the concept around your target/aoe increase into a new inherent might be a solid way to go thematically. Now you just need a good name for it.... Magnificence, Glory, Valor, Valorous ?? I dunno I suck at names. I'll use "Valor" for my examples. Honestly this change alone might be enough on its own (maybe with some other additional aspect to fully flesh it out), I would have been fine just testing that. As to that additional aspect...to drive the point and the inherent home.....maybe it's not needed, but I feel like there should be a way to tie it to every skill in the secondary. Can this bonus be made flexible? If so, what about a base valor bonus of 50% of current or whatever, and that scales up with each use of a single target power (by some amount corresponding to the base damage formula, or to DPA or something), resetting each time an aoe that does damage is used? This would make it a bit more tactical to use as well. Having an additional bar showing the buff amount like Brute's fury may not be doable, but I think something like this would do a solid job of wrapping it up thematically and making the other attacks and abilities used feel like they are also a part. Other odds and ends: Extra end seems fine, will make slotting tanks much more interesting and flexible than other ATs. This could also be expressed as a scaling endurance usage reduction buff that is based off the size of the current Valor buff. The swap out of AT mods and bruising making damage basically the same just get there differently seems OK...but...I think we could honestly get by without this initially. The aoe increase and the damage cap increase might be enough on their own. This might be overkill. The T1 swap seems dangerous on a few levels (upsetting people, just forcing a new paradigm, etc.). Since it sounds like we don't have the tech to do a T1/T2 choice, I'd favor something like my above suggestion to tie the T1 into the new inherent/aoe thing. Maybe that power gives the biggest Valor boost? And since it's quick, should be a decent reason to use it....or continue not slotting it as some of us do. On a personal level, Fault >>> Tremor (EDIT: I got it confused with Dominator Fissure, sorry! Fault is great for tanking, but I can see why it would be shifted later under this model), and these should not be swapped. Maybe leave Fault where it is and swap Tremor->16, BU->28, Hurl->35. The other swaps seem fine. Taunt stuff seems fine Tank vs. Brute As a player who loves brutes, I wouldn't cry too hard if their res cap was made 5% lower than tanks - or even somewhere in between, like 88%. We can start on all sides now as Tanks or Brutes, so there's less reason to make Brutes as good at tanking in teams as Tanks imho. Regen tanks So what if they suck? Let's do it! 😉
  9. Suggestion: Could we get the icon set to highlight (like snipes, etc.) when the power is NOT active? That might help with those that trigger manually. It would be a clear indicator of "SAFE TO CLICK WITH NO PUNISHMENT."
  10. I think a DPA boost (as highlighted in other excellent comments), killing(?) brawl & changing Serum would go really far towards bringing the set up to an even level. I love the idea of a "teamwork" buff that is a timed buff and not a toggle ("come on guys, get it together!"). It could provide simple defense, or a combination of def/tohit/damage. I think swapping out Serum for a temporary (recharge based, maybe perma-able) Medic and converting the T1 medic to another soldier is also a great idea! So many solid ideas.... Another idea I really like is taking the ammunition toggle idea from DP and either replacing Serum with that, giving it to the player for free along with the T1 mercs, or changing the T1 or T2 buff to have multiple options, each of which changes the damage type for all mercs (to make it simple). Basically they do say 50% Lethal to start, then you can choose between lethal, toxic, fire or cold for the other 50%. Solid, doable suggestions. Hopefully the HC team takes a pass at MMs soon (especially the epic pools! *points to his signature*).
  11. I mean, I'm on board with the idea that this isn't much of an argument. Earth isn't too far off. Stone Prison, Fossilize, Stone Cages, Salt Crystals (which almost no one uses) & Stalagmites. Grav is about the same. My vague recollection was that the devs thought it would be too powerful? Likely because it's a high damage primary. Still...with the Grav changes...I think it would be fine.
  12. Hmm. I have a plant/poison as one of my two 50 controllers...and I play him completely differently than this, so this is cool to see. I think I might spin up his second build as a copy of yours and see how that feels. Just in case I want a 4th or 5th option for farming... :P.
  13. This is my target: Villain Plan by Mids' Reborn : Hero Designer https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Dominator Primary Power Set: Ice Control Secondary Power Set: Earth Assault Power Pool: Leaping Power Pool: Speed Power Pool: Medicine Power Pool: Concealment Ancillary Pool: Soul Mastery Villain Profile: Level 1: Block of Ice -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-Rchg/Hold(5), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(5), SprAscoft-Rchg/+Dmg%(45) Level 1: Stone Spears -- Empty(A) Level 2: Stone Mallet -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(7), CrsImp-Dmg/Rchg(7), CrsImp-Acc/Dmg/Rchg(9), CrsImp-Dmg/EndRdx/Rchg(9) Level 4: Tremor -- Obl-Dmg(A), Obl-Acc/Rchg(11), Obl-Dmg/Rchg(11), Obl-Acc/Dmg/Rchg(13), Obl-Acc/Dmg/EndRdx/Rchg(13), EndRdx-I(15) Level 6: Arctic Air -- CrcPrs-Conf(A), CrcPrs-Acc/Conf/Rchg(15), CrcPrs-Acc/Rchg(17), CrcPrs-Conf/EndRdx(43), CrcPrs-Conf%(43), EndRdx-I(19) Level 8: Super Jump -- Empty(A) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(19) Level 12: Ice Slick -- RechRdx-I(A), RechRdx-I(17) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 16: Power Boost -- RechRdx-I(A) Level 18: Flash Freeze -- Acc-I(A) Level 20: Heavy Mallet -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(21), CrsImp-Dmg/Rchg(21), CrsImp-Acc/Dmg/Rchg(23), CrsImp-Dmg/EndRdx/Rchg(23) Level 22: Aid Other -- Heal-I(A) Level 24: Aid Self -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(34), Pnc-Heal/Rchg(34), Pnc-Heal/EndRedux/Rchg(37), Pnc-Heal(40), IntRdx-I(43) Level 26: Glacier -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(27), BslGaz-Rchg/Hold(27), BslGaz-EndRdx/Rchg/Hold(31) Level 28: Seismic Smash -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(29), CrsImp-Dmg/Rchg(29), CrsImp-Acc/Dmg/Rchg(31), CrsImp-Dmg/EndRdx/Rchg(31), SprDmnGrs-Rchg/Fiery Orb(46) Level 30: Field Medic -- RechRdx-I(A) Level 32: Jack Frost -- ExpRnf-Acc/Dmg(A), ExpRnf-Dmg/EndRdx(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(33), BldMnd-Acc/Dmg/EndRdx(34) Level 35: Mud Pots -- Erd-Dmg(A), Erd-Acc/Dmg/EndRdx/Rchg(36), Mlt-Acc/Dmg(36), Mlt-Acc/Dmg/EndRdx(36), Mlt-Acc/EndRdx(37), Erd-%Dam(37) Level 38: Fissure -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(39), PstBls-Dmg/Rchg(39), PstBls-Acc/Dmg/EndRdx(39), PstBls-Dam%(40), FrcFdb-Rechg%(40) Level 41: Dark Embrace -- StdPrt-ResDam/EndRdx(A), StdPrt-ResKB(42), GldArm-End/Res(42), GldArm-3defTpProc(45) Level 44: Soul Drain -- Erd-Acc/Rchg(A), Erd-Dmg/Rchg(45), Erd-Acc/Dmg/Rchg(46), Erd-Acc/Dmg/EndRdx/Rchg(50) Level 47: Summon Seer -- CaltoArm-EndRdx/Dmg/Rchg(A), CaltoArm-Acc/Dmg/Rchg(48), ExpRnf-Acc/Rchg(48), ExpRnf-Dmg/EndRdx(48), ExpRnf-Acc/Dmg/Rchg(50), ExpRnf-EndRdx/Dmg/Rchg(50) Level 49: Stealth -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Domination 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 -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(25), Pnc-Heal/+End(46) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod-I(A), PrfShf-EndMod(25), PrfShf-End%(42) Level 50: Vigor Radial Paragon ------------ I'm still missing a couple purples and the panacea set, but close. It's not a crazy OP build or anything, and I likely can't do +4/x8, but it's fine for what I'm doing, and fun!
  14. I personally love fissure and always have. The visual is great, the damage is OK, the debuff is solid. I always take both...although if I had to skip one, Tremor is probably the one I would skip. I use Fissure in single target rotations for the +rech proc and the chance for knockdown/up too.
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