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Bionic_Flea

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Everything posted by Bionic_Flea

  1. So you can kill other players in PvP zones, as long as you do it politely.
  2. Coding is a cruel mistress . . .
  3. Wait . . . so if we timed it to click say 12 bombs at the same time we would have close to an hour on the Ship?
  4. Here's a Proc heavy, perma-Chrono/Hasten/Farsight, softcapped to melee and AoE standard but then over cap on everything when using Power boost, Support Hybrid, or Clarion Radial, capped S/L resist version of you. I like to call him Captain Tachy-Proc. Pop your Power boost, Farshight, Chrono, and Aim, run in with Superspeed and the stealth IO, Soul Drain them to boost your damage and knock'em down, them release the Thunderous Blast! That's about 1000 points of damage. Or you can pop Clarion and shoot things with a full ST chain at 168 feet . . . or 446 pt damage snipe from 285 feet! Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Capt Tachy-Proc: Level 50 Technology Defender Primary Power Set: Time Manipulation Secondary Power Set: Electrical Blast Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Ancillary Pool: Soul Mastery Hero Profile: Level 1: Time Crawl -- TmpRdn-Acc/Slow(A) Level 1: Charged Bolts -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(5), SprDfnBst-Dmg/EndRdx/Rchg(5), SprDfnBst-Acc/Dmg/EndRdx(15), SprDfnBst-Acc/Dmg/EndRdx/Rchg(15), SprDfnBst-Rchg/Heal%(17) Level 2: Temporal Mending -- Prv-Heal(A), Prv-Heal/Rchg/EndRdx(37), Prv-Absorb%(37) Level 4: Lightning Bolt -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/Rchg(17), SprVglAss-Dmg/EndRdx/Rchg(21), SprVglAss-Acc/Dmg/EndRdx(25), SprVglAss-Acc/Dmg/EndRdx/Rchg(34), SprVglAss-Rchg/+Absorb(34) Level 6: Combat Jumping -- LucoftheG-Rchg+(A), Rct-ResDam%(7), ShlWal-ResDam/Re TP(7), Ksm-ToHit+(9) Level 8: Ball Lightning -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(9), SprFrzBls-Acc/Dmg/EndRdx(11), SprFrzBls-Acc/Dmg/Rchg(11), SprFrzBls-Dmg/EndRdx/Acc/Rchg(13), SprFrzBls-Rchg/ImmobProc(13) Level 10: Short Circuit -- Obl-Dmg(A), Obl-Acc/Rchg(34), Obl-Dmg/Rchg(36), Obl-Acc/Dmg/Rchg(36), Obl-Acc/Dmg/EndRdx/Rchg(36), Obl-%Dam(37) Level 12: Distortion Field -- UnbCns-Dam%(A), GldNet-Dam%(40), GhsWdwEmb-Dam%(43), NrnSht-Dam%(46), Lck-%Hold(46), UnbCns-EndRdx/Hold(46) Level 14: Super Speed -- Clr-Stlth(A) Level 16: Aim -- GssSynFr--Build%(A) Level 18: Farsight -- LucoftheG-Rchg+(A), LucoftheG-Def/Rchg(19), LucoftheG-Def/EndRdx/Rchg(19), LucoftheG-EndRdx/Rchg(21) Level 20: Kick -- FrcFdb-Rechg%(A) Level 22: Zapp -- GldJvl-Acc/Dmg/End/Rech(A), GldJvl-Acc/End/Rech(23), GldJvl-Dam%(23), StnoftheM-Dam%(31), StnoftheM-Dmg/EndRdx/Rchg(31), StnoftheM-Acc/Dmg(33) Level 24: Tough -- StdPrt-ResDam/Def+(A), StdPrt-ResKB(25), UnbGrd-ResDam/EndRdx(27), UnbGrd-ResDam/EndRdx/Rchg(27), UnbGrd-Max HP%(29), UnbGrd-ResDam(50) Level 26: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(31) Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29) Level 30: Slowed Response -- AchHee-ResDeb%(A) Level 32: Chrono Shift -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(33), Prv-EndRdx/Rchg(33) Level 35: Temporal Selection -- DctWnd-Heal/EndRdx/Rchg(A) Level 38: Thunderous Blast -- Rgn-Dmg(A), Rgn-Dmg/Rchg(39), Rgn-Acc/Dmg/Rchg(39), Rgn-Dmg/EndRdx(39), Rgn-Knock%(40), JvlVll-Dam%(40) Level 41: Soul Drain -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(42), SprAvl-Acc/Dmg/EndRdx(42), SprAvl-Acc/Dmg/Rchg(42), SprAvl-Acc/Dmg/EndRdx/Rchg(43), SprAvl-Rchg/KDProc(43) Level 44: Dark Embrace -- GldArm-ResDam(A), GldArm-Res/Rech/End(45), GldArm-End/Res(45), GldArm-3defTpProc(45) Level 47: Soul Storm -- GldJvl-Acc/Dmg(A), GldJvl-Acc/Dmg/End/Rech(48), GldJvl-Acc/End/Rech(48), GldJvl-Dam%(48), GldNet-Dam%(50), Apc-Dam%(50) Level 49: Power Boost -- RechRdx-I(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: Sprint -- Empty(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3) Level 50: Intuition Radial Paragon Level 50: Clarion Radial Epiphany Level 50: Ion Radial Final Judgement Level 50: Support Radial Embodiment Level 50: Degenerative Radial Flawless Interface ------------
  5. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Terraan revised: Level 50 Magic Scrapper Primary Power Set: Titan Weapons Secondary Power Set: Bio Armor Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Power Pool: Leaping Ancillary Pool: Soul Mastery Hero Profile: Level 1: Crushing Blow -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(3), KntCmb-Dmg/EndRdx/Rchg(5), Mk'Bit-Acc/Dmg/EndRdx/Rchg(5), AchHee-ResDeb%(7) Level 1: Hardened Carapace -- UnbGrd-Rchg/ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-ResDam(9), UnbGrd-ResDam/EndRdx/Rchg(9), GldArm-3defTpProc(11), StdPrt-ResDam/Def+(29) Level 2: Inexhaustible -- PrfShf-End%(A), PrfShf-EndMod(13) Level 4: Environmental Modification -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(13), LucoftheG-Def(15), ShlWal-ResDam/Re TP(15), Rct-ResDam%(23) Level 6: Follow Through -- Hct-Dmg(A), Hct-Dmg/Rchg(17), Hct-Acc/Dmg/Rchg(17), Hct-Dmg/EndRdx(19), Hct-Dam%(19), GldStr-%Dam(34) Level 8: Build Momentum -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(21), GssSynFr--Build%(21) Level 10: Adaptation Level 12: Boxing -- CrsImp-Acc/Dmg(A) Level 14: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-ResDam/EndRdx/Rchg(27), UnbGrd-Max HP%(27) Level 16: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(29), LucoftheG-Def(31) Level 18: Rend Armor -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(31), SprBlsCol-Acc/Dmg/EndRdx(31), SprBlsCol-Acc/Dmg/Rchg(33), SprBlsCol-Dmg/EndRdx/Acc/Rchg(33) Level 20: Evolving Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(23), UnbGrd-ResDam/EndRdx/Rchg(25), UnbGrd-Rchg/ResDam(34) Level 22: Super Speed -- Clr-Stlth(A) Level 24: Ablative Carapace -- Prv-Heal(A), Prv-Heal/EndRdx(36), Prv-EndRdx/Rchg(36), Prv-Heal/Rchg(36), Prv-Heal/Rchg/EndRdx(37), Prv-Absorb%(40) Level 26: Whirling Smash -- Arm-Dam%(A), Arm-Dmg(37), Arm-Dmg/EndRdx(37), Arm-Dmg/Rchg(39), Arm-Acc/Dmg/Rchg(39), FrcFdb-Rechg%(39) Level 28: DNA Siphon -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(40), SprScrStr-Rchg/+Crit(40) Level 30: Defensive Sweep -- LucoftheG-Rchg+(A), Obl-Dmg(42), Obl-Dmg/Rchg(42) Level 32: Arc of Destruction -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Rchg/+50% Crit(34), SprCrtStr-Dmg/Rchg(43), SprCrtStr-Acc/Dmg/Rchg(43), SprCrtStr-Dmg/EndRdx/Rchg(43), SprCrtStr-Acc/Dmg/EndRdx/Rchg(45) Level 35: Genetic Contamination -- SprScrStr-Acc/Dmg/EndRdx/Rchg(A), SprScrStr-Acc/Dmg/Rchg(45), SprScrStr-Dmg/EndRdx/Rchg(46) Level 38: Parasitic Aura -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(42), Pnc-Heal/Rchg(46), Pnc-Heal/EndRedux/Rchg(46), Pnc-Heal(48) Level 41: Moonbeam -- Apc-Dam%(A), Apc-Dmg/Rchg(48), Apc-Acc/Dmg/Rchg(48), Apc-Acc/Rchg(50), Apc-Dmg/EndRdx(50) Level 44: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(45) Level 47: Combat Jumping -- LucoftheG-Rchg+(A) Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50) 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), Pnc-Heal/+End(33) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(11) Level 10: Defensive Adaptation Level 10: Efficient Adaptation Level 10: Offensive Adaptation Level 1: Momentum Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Musculature Core Paragon ------------
  6. Hey, we spoke in game earlier so I came over to check out your build. All in all, it seems pretty solid. Yeah, it's not soft-capped but it's close enough and one swing of defensive sweep puts you over the softcap to smash, but more importantly, melee. And Bio as a set is all about layering. You've got defense, resist, absorb, regen, and heal. I probably would have built it a little different if I had done it from scratch, but that's just idiosyncrasies. I did, however move some things around. I switched the Overwhelming Force quad in Crushing Blow to the Mako's Quad. Same exact enhancement values but it should be cheaper. If you already have the OF, slot away. Next I moved the slot with Steadfast Protection +defense from Tough to Hardened Carapace. You get the defense benefits at a lower level and you also get more bang for your buck as Steadfast also gives you a little more resistance enhancement as well and is better served with the larger base of HC and the extra Toxic resist. I also moved the +HP from HC to tough and put in the other 3 pieces in lieu of Reactive Armor. Evolving Armor was also switched from Reactive to Unbreakable. At the end, it's a loss of 0.6 S/L defense for a gain of 5.7 melee defense. You also gain some E/N resistance and endurance discounts. I took three slots from boxing and added the Reactive Defenses Scaling resist proc to environmental modification, a PvP damage proc to Follow Through, and a Defense/Endurance LoTG in Maneuvers. I then took the two heal slots from DNA Siphon and put all six Preventive Medicine in Ablative and switched the 5 slots of Panacea to Parasitic. The switching isn't as important as the six slots in Preventive, which nets you more recharge, another endurance discount, and that absorb proc to jump in when needed. Finally, I exchange Shadow Meld for CJ since you said you didn't plan to use it much anyway. That keeps the LoTG recharge and gets you a little more defense. All in all, the numbers are fairly similar and you could completely ignore my suggestions. It's your baby. But here are my suggested revisions:
  7. This question is impossible to answer without more constraints. Not only do we have four different ATs, but we have over a dozen attack sets many of which overlap from AT to AT, but some that do not. And then we have secondaries that not only help the characters survive, but some also have damage auras or buffs that significantly improve damage delivered. And finally, but perhaps most importantly, you need to take into account a build for each. The stalker and scrapper ATOs increase damage by a HUGE amount if you slot them. But it's not just slotting them that determines the outcome. You have to account for the power it is slotted into and the attack or attacks that follow it. And to do that, you need to come up with an attack chain. And to calculate an attack chain, you also need to know the recharge of all the powers in the chain, which requires you to know what is slotted in the power as well as your global recharge from other powers, set bonuses, and I-powers. Perhaps the easiest way to do this calculation is to ignore all that and just add up all the attacks in a set for each attack power set in each AT without regard to any slotting. This information can be relatively easily pulled from Pines/Mids by clicking "window" then "power set comparison." You could then compare fire to fire to fire, etc. You could also add all the different power sets together and divide by the number of sets available for each AT and call that the average damage for the AT and compare the averages between ATs. But again, as others have said, while this might be a fun philosophic or mathematical thought experiment, that experiment breaks down when you actually have fully built characters facing a variety of enemies and being piloted by players of differing skill and knowledge. Otherwise, you can just take a look at the Pylon times thread as your answer.
  8. Thanks for all your work, Blondeshell
  9. No, thank you.
  10. I haven't read the whole thread and I'm about to head to sleep, but is there any sort of special ring or marker on rage that indicates when a click is a stack? I like this proposed change. Sometimes I want that double stacked KO blow. Other times I want a nice consistent flow without a crash. Giving me the option is good. But being able to easily know that I am actually making that choice would be helpful.
  11. Will a new zone automatically be generated when the cap of 50 is reached? If so, there's no reason to worry about people getting locked out of RWZ to run missions and TFs. Just wait for the new zone to appear and run it there. Although it might be better if the additional zone triggered at a slightly lower number . . . 35? 40? That lets both the Raiders and the TFers to continue to recruit for their teams without taking space from each other. A similar number should be applied to RWZ and Hive to allow folks to form their own raid, if desired.
  12. Along with more content, I would like to see: 1) New interior maps! I've had enough of the same caves and offices. 2) My old characters!
  13. Me too . . . two . . . uhhh . . . ten!
  14. Don't make me turn this car around!
  15. Would people be opposed to an arena setting that gave an option for everyone playing had max hit points for their AT and level for the duration of the match? That doesn't address zones but it seems to me that most of the competitive PvP is in the arena anyway.
  16. How about giving an inf sink to the Sirens Call vendor -- Purchasable accolades for one hour of time, usable only in pvp zones or arena?
  17. Captain Powerhouse did a stealth nerf to illusion controllers!! He better run. Leo's gonna kill him!
  18. This community member disagrees with your proposal. Pool powers are supposed to be filler not primary mode of dealing damage.
  19. Some cheap knock off of Aviation Gin!
  20. I can neither confirm nor deny this flawed (or is it flawless) logic.
  21. I'll agree with Obitus and Ukase (further up thread). After you have a fully built level 50 (or a stable of 50s) and 2 - 3 billion liquid you can coast. With that amount, you can build a fully equipped new 50 at buy-it-NAO prices and still have enough bank left over to make billions more in a short period of time by investing, flipping, crafting, converter roulette, or whatever your preferred market method is.
  22. It's basically the boxing glove arrow.
  23. I can tell you with some authority that Jimmy is definitely NOT Ryan Reynolds.
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