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Calamity Cain

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  1. Looking for tips from y'all about this build, because I always feel like I'm missing something. This is a concept build, so I'm only looking to min/max within those parameters. Note the teleport powers: they're placeholders for the new equivalents (Combat Teleport, Fold Space, etc.). I just want a fairly survivable build that packs as much punch as possible. Given that I hate running out of endurance and don't like relying on Ageless, I went for Cardiac Core, but if there's IO choices that can net me some better recovery I'll take it! Let me know any and all thoughts! Villain Plan
  2. Ah, you mean Kinetic Combat? I'm gonna try that. Looks like a marginal decrease in the other Defenses for a substantial boost in S/L defense. Haven't made 50 yet, so when I get there I'll really stress test this and update the thread. Appreciate the tips.
  3. Hey guys, rolling a Brute. The stats say I have a decent thing going here, but I beseech ye build experts for any tips. Still new at this y'see. The character is not a farming character - it's built for concept more than anything. Let me know your guys' thoughts and if I'm missing anything or can slot something better than I already have. Villain Plan by Mids' Reborn : Hero Designer https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Hellscaper: Level 50 Magic Brute Primary Power Set: Stone Melee Secondary Power Set: Fiery
  4. Oh yeah, the game is absolutely responsible for this. It's hell bent on building up the player as a demigod and creating an experience that's easy to enjoy with few consequences. Which, as you said, is a good thing overall. The game probably 80%-90% non-RPers to begin with, then most RPers are probably casual on top of that. The takeaway is probably that me, being in a minority, should just avoid pickup teams for these reasons, since it is, as you said, an uphill battle for most to ignore what the gameplay is communicating.
  5. Lemme add my two cents by adding a not-so-serious pet peeve and a sort-of-serious one: pls learn to type it srsly helps rp I really appreciate the effort in making the text readable and as close to proper English as one can manage. Obviously the odd typo, occasional grammar/syntax misstep, ESL, etc. are gonna happen, but otherwise crummy typing sticks in my craw. If someone is new to RP and there used 2 typing like dis bcuz its faster? I usually won't abort an RP just because of it, but it's always something in the background that grates on me, even if a character is otherwise
  6. Well keep in mind that there IS an economy at work here, however wonky it might be or whether you might dismiss such a thing. I would really like to hear devs or seasoned traders weigh in on this point. But then, it's also a bit off topic and definitely a whole thread in itself. More to the point for the OP: I'm not following. Surely simply saving and reloading costumes isn't such a hassle that you need to reroll an entire character for minor adjustments? I don't see the structural problem with the game here, only a problem with your choice of solution. I err on the si
  7. With Sprint + Athletic Run and the LRT Accolade, I don't really invest in travel powers anymore, unless it suits the concept, so I'm fine leaving Super Jump out. Anyway, thanks for the help, it's given me a lot to chew on.
  8. The damage difference is driving me nuts. haha I tweaked my build a bit, and it actually gets 1 or 2 extra points of damage on all other attacks, but somehow your build's Assassin's Blow is dominating mine. I've made sure all relevant slotting is the same, all options match, etc. But no matter what, your build gets 300 or so more damage on Assassin's Blow. I'd think it was a glitch but I recreated your build from scratch and it still shows a 300 damage difference. 😖
  9. Appreciate the alternative feedback! I'll poke around with this later tonight!
  10. Ah, that clarifies it, thanks! So I punched up my own version of this, changing a few of the powers (incidentally I like that you added Medicine, since the character has some medical training). I get nervous with such low resist, but I suppose the idea is that with such high damage and high defense, most things will be dead before they can land a hit right? Speaking of damage, I compared your offered build and my own, particularly the damage output on Assassin's Blow, and I can't for the life of me understand why the two are different. Your build shows 1182.4 Damage on Assassin's Blow, whil
  11. Any pointers on where to put the slots instead and what sets to pursue? What do you mean "Kuji-in Rin is a clicky and dosn't play nice with hasten"? I know they're both clickies, but you can have more than one. I can auto Hasten and use Kuji-in Rin situationally, since its resists are pretty situational in the first place. I did notice the end draw as I was leveling today, but then I wasn't fully slotted. Mids says my recovery with this build would still be solid, with 1.9/s Net Endurance Gain with everything turned on. I'm all for using less endurance, but again I'm not sure where
  12. I'm starting to utilize Mids Reborn more and dig into the numbers. But there's still a lot of nuance and so many IO and set bonus options I feel like I still miss quite a bit. So if any of you build-savvy folks have a sec, I could use another pair of eyes on muh build here. I'm also not a numbers kind of guy by nature, so I'm trying to get a grasp of the mechanics. Some of my choices - Weapons Mastery in particular - are for concept reasons. So even if there's a better Patron/Ancillary option, I don't think I'm interested. I'm mostly looking for finer points, like is there a better
  13. Here's one of my latest: Captain Vulcan, the Cyber Centurion! Part Man, Part Machine, All Hero!
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