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Calamity Cain

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Posts posted by Calamity Cain

  1. Lemme just throw this in, as a relatively mechanically-ignorant player. Sleep seems like it'd be useful for soloing/stealthing. And teams that don't rush through the mission like junkies jonesing for a fix. Which...of course...is most teams, let's be real. XD

    So I have to echo the sentiments of these other dudes and dudettes. Sleep seems like a fun mechanic on paper, but I've almost NEVER seen it used in a PvE context. There's better mezzes out there, and sleep is so easy to interrupt...

    I think the solution here isn't necessarily a new power - its a revamp of Sleep overall, as a mechanic. It's damage mitigation and control that ends at the drop of a hat. I dunno what to do about that, but the mark of a good game is one where no part of the buffalo goes to waste. I believe Sleep could be pushed to be something at least kinda useful in the main.


    Buuuut it seems...greedy to ask for that with all these new toys, so here's an idea:

    Make Sleep Grenade into something like Knockout Gas. What does it do? It not only puts some mobs to sleep, but it slows and/or stunsLike, some enemies go right to bed, others get groggy and ineffectual.

    That sounds a lot more useful to me. What do you guys think?

    • Thumbs Up 2
  2. 3 hours ago, Exiliath said:

     

    But they are evil. It goes against the entire philosophy of Homecoming. Prismatic Aethers are already a huge headache and a mistake in themselves, we should not allow that kind of things to happen anymore.


    Evil?

    Take a breath friendo. Slow your roll. These aren't microtransactions, these are unlockables. While you might still dislike the idea, they are nowhere near the same ballpark, and your kind of emotional outburst should be saved for ACTUAL sins by the dev team. This just doesn't qualify.

    While I do cherish having everything unlocked these days, I think there's room for some things to be unlockable to encourage further engagement with the content.

    We have to remember that this is a GAME, and not Second Life, much as you and I may treat it that way. XD

    • Thanks 4
  3. 5 hours ago, StrikerFox said:

    Two over the rule of 5 for LotG +7.5%. SR is easy to softcap, I would skip Parry since it's L/M def buff isn't really needed. Work to get Hasten perma to keep the attack chain consistent, or get enough +recharge bonuses to run the chain without Hasten and respec it out. Try to squeeze in the Steadfast +3% def somewhere. It's a good build and will serve you well.

     

    Right on, appreciate the feedback!

  4. Go ahead! Make my day!

    Seriously, this is the first build I've built from the ground up. I figured I'd copied enough people's builds and honestly, there was no good BS/SR build on the forums that I could find. So here we are.

    I figured SR is defense based right? So I know DEF is gonna be good. I'm a Stalker, so my primary concern should be killing things and doing it quickly.

    Thus, I started by slotting attack powers for maximum effect, also taking set bonuses for RES as much as possible, given that SR has very little built-in RES. Next, I slotted to fill in the gaps and ensure I was above softcap in DEF to account for debuffs, toggle failure, etc.

    Any way I could squeeze more out of this build? Besides Incarnate powers I mean? Those always felt like the cherry on top, rather than a necessary component, and plenty of content won't let me lean on Incarnates anyway.

    Stalkers are basically the solo AT, and I mostly team, so I didn't focus on solo- or team-play over the other. Looking for balance in that regard.

     

    Anyway, tell me what you think. Did I do alright? What can I polish up? Am I missing any glaring, obvious things? XD
     

    This Villain build was built using Mids Reborn 3.0.6.0
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Codename Lionheart: Level 50 Magic Stalker
    Primary Power Set: Broad Sword
    Secondary Power Set: Super Reflexes
    Power Pool: Sorcery
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Hack

    • (A) Superior Assassin's Mark - Accuracy/Damage
    • (17) Superior Assassin's Mark - Damage/RechargeTime
    • (17) Superior Assassin's Mark - Accuracy/Damage/RechargeTime
    • (23) Superior Assassin's Mark - Damage/Endurance/RechargeTime
    • (36) Superior Assassin's Mark - Accuracy/Damage/Endurance/RechargeTime
    • (37) Superior Assassin's Mark - RechargeTime/Rchg Build Up

    Level 1: Hide

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (40) Shield Wall - +Res (Teleportation), +5% Res (All)
    • (42) Kismet - Accuracy +6%

    Level 2: Focused Fighting

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (50) Luck of the Gambler - Defense

    Level 4: Mystic Flight

    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)

    Level 6: Slice

    • (A) Achilles' Heel - Chance for Res Debuff
    • (7) Fury of the Gladiator - Chance for Res Debuff
    • (7) Fury of the Gladiator - Accuracy/Damage
    • (9) Fury of the Gladiator - Damage/Recharge
    • (9) Fury of the Gladiator - Damage/Endurance/Recharge
    • (11) Fury of the Gladiator - Accuracy/Damage/End/Rech

    Level 8: Assassin's Slash

    • (A) Superior Stalker's Guile - Recharge/Chance to Hide
    • (11) Superior Stalker's Guile - Accuracy/Damage
    • (13) Superior Stalker's Guile - Damage/Recharge
    • (13) Superior Stalker's Guile - Accuracy/Damage/Recharge
    • (15) Superior Stalker's Guile - Damage/Endurance/Recharge
    • (15) Superior Stalker's Guile - Accuracy/Damage/Endurance/Recharge

    Level 10: Focused Senses

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (37) Luck of the Gambler - Defense
    • (37) Luck of the Gambler - Defense/Endurance
    • (48) Luck of the Gambler - Defense/Recharge
    • (48) Luck of the Gambler - Endurance/Recharge
    • (48) Luck of the Gambler - Defense/Endurance/Recharge

    Level 12: Build Up

    • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up

    Level 14: Agile

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (45) Luck of the Gambler - Defense/Endurance
    • (46) Luck of the Gambler - Defense
    • (46) Luck of the Gambler - Defense/Recharge
    • (46) Luck of the Gambler - Endurance/Recharge
    • (50) Luck of the Gambler - Defense/Endurance/Recharge

    Level 16: Practiced Brawler

    • (A) Recharge Reduction IO

    Level 18: Parry

    • (A) Hecatomb - Chance of Damage(Negative)
    • (19) Hecatomb - Damage
    • (19) Hecatomb - Damage/Recharge
    • (21) Red Fortune - Defense
    • (21) Red Fortune - Defense/Recharge
    • (23) Red Fortune - Defense/Endurance/Recharge

    Level 20: Dodge

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (43) Luck of the Gambler - Defense
    • (43) Luck of the Gambler - Defense/Endurance
    • (43) Luck of the Gambler - Defense/Recharge
    • (45) Luck of the Gambler - Endurance/Recharge
    • (45) Luck of the Gambler - Defense/Endurance/Recharge

    Level 22: Kick

    • (A) Empty

    Level 24: Tough

    • (A) Unbreakable Guard - +Max HP
    • (25) Gladiator's Armor - TP Protection +3% Def (All)
    • (25) Unbreakable Guard - RechargeTime/Resistance
    • (31) Unbreakable Guard - Resistance
    • (36) Unbreakable Guard - Resistance/Endurance
    • (36) Unbreakable Guard - Resistance/Endurance/RechargeTime

    Level 26: Disembowel

    • (A) Achilles' Heel - Chance for Res Debuff
    • (27) Mako's Bite - Accuracy/Endurance/Recharge
    • (27) Mako's Bite - Accuracy/Damage
    • (29) Mako's Bite - Damage/Endurance
    • (29) Mako's Bite - Damage/Recharge
    • (31) Mako's Bite - Accuracy/Damage/Endurance/Recharge

    Level 28: Quickness

    • (A) Run Speed IO

    Level 30: Weave

    • (A) Reactive Defenses - Scaling Resist Damage
    • (31) Reactive Defenses - Defense
    • (34) Reactive Defenses - Defense/Endurance
    • (42) Reactive Defenses - Defense/RechargeTime
    • (42) Reactive Defenses - Defense/Endurance/RechargeTime
    • (50) Defense Buff IO

    Level 32: Head Splitter

    • (A) Achilles' Heel - Chance for Res Debuff
    • (33) Armageddon - Damage
    • (33) Armageddon - Damage/Recharge
    • (33) Armageddon - Accuracy/Damage/Recharge
    • (34) Armageddon - Accuracy/Recharge
    • (34) Armageddon - Damage/Endurance

    Level 35: Evasion

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 38: Zapp

    • (A) Superior Winter's Bite - Accuracy/Damage
    • (39) Superior Winter's Bite - Damage/RechargeTime
    • (39) Superior Winter's Bite - Accuracy/Damage/Endurance
    • (39) Superior Winter's Bite - Accuracy/Damage/Recharge
    • (40) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime
    • (40) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge

    Level 41: Hasten

    • (A) Recharge Reduction IO

    Level 44: Assault

    • (A) Endurance Reduction IO

    Level 47: Tactics

    • (A) Empty

    Level 49: Vengeance

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 1: Assassination 


    Level 1: Brawl

     

     

    • Like 1
  5. Time to throw my hat in the ring. Been holding onto these bases for so long and never shared anything about them.

    So first, some shots of Abrams Tower, the personal abode of my hero Captain Adamant. I really wanted to go above and beyond some of the more standard apartment designs and play with different color schemes and accent walls.

     

    AbramsTowerPreview.png

    • Like 3
    • Thumbs Up 3
  6. 15 hours ago, MTeague said:

    I actually prefer clicky status protection, because it can STACK. Toggle on a status protection and that's your status protection, for the duration the toggle is on. Click protection and if it comes back fast enough you can have double the status protection for a significant period of time. Can be very nice against a massed group of mobs that like to use Holds / Sleeps / etc.

     

    Is there a slight DPS loss because of Practiced Brawler firing? Yea, maybe. Have I ever noticed or cared? Nope.

    But, your mileage may vary. 

     

    To the original idea.  Debuffing them to only your primary method of attack... makes Sentinels less team-friendly. Right now everyone who shoots it benefits from the -RES a Sent applies. Now if you want to do a large debuff to a damage type ON TOP OF what teams already benefit from, sure. Still. I do like the idea of not having it married to the T1 or T2 power, I do like the idea of triggering it when is tactically best for me. 

     

    LOL thanks for the counterweight, because I was really hoping clickies weren't carte blanche unpopular. Seems I wasn't alone. That doesn't make it correct, just adds necessary nuance for the discussion.

    As for the debuff, you raise an interesting point, similar to Wavicle's. Perhaps it really should just be a blanket -RES, rather than be something unique to the Sentinel's own damage type. Because of you two I'm starting to see that as a flaw in my original idea. Although I could also get behind it giving a slight bonus -RES based on your own damage type for flavor. That could be a compromise of sorts. But I'm coming around to the blanket -RES idea. It's simpler, more effective in more situations, and easier to wrap your head around. Hard to argue against those.

  7. 5 minutes ago, Wavicle said:

    I think you're making it too weak.

    Should be:

     

     

    But honestly, I think I agree with the person who said it should basically not change too much from current, just be less clunky.

    A single click power that activates a -Res to All debuff on the enemy, that can be activated DURING other powers animations, and grants the Sentinel both the Defensive and Offensive portions of the current buff, but with the Offensive portion enhanceable and buffable.

     

    Given General Idiot's point about problems with some Primary sets not being as useful, this might be a good fix. haha

    I'll miss all the specific, fun combinations, but he did bring up a pretty good point and this might fix it.

  8. 20 hours ago, Teirusu said:

    People already complain about the domination clickie and that's just one power.  Imagine now having 3 of those sitting in your already packed Power Tray.  No thank you.

     

    Also, from what I've seen, Dominators are also one of those ATs that people don't play as much as others.  Recently, Sentinels appear to be at least as popular to play as Dominators, perhaps even slightly more.   I'm sure the clunkiness of Domination does not help them.

    Moreover, most of the other ATs inherents function just by doing stuff they normally do.  Brutes get rage from attacking, Scrappers and Stalkers get criticals just naturally and/or from hide.  Corruptors are the same.  So, to stay on the same footing as all those other ATs, whatever change they make to opportunity should just follow that pattern for ease of use.

     

    Also I really don't think the fact that Dominators' Inherent is a clickie is what is offputting to people. Dominators are CCers par excellence, and thus take more care and strategy to play effectively than your average hitting stick. They're also pretty squishy unless you know how to build one, and even then. That's immediately going to turn players away. Some just wanna hit or shoot stuff without dying all the time. I get it - I don't play Doms hardly at all.

    Yeah the clickie probably doesn't help, but there are deeper issues at play, if you ask me.

  9. 12 hours ago, General Idiot said:

    I'm not a huge fan of making it a click power but that's mostly personal preference. My real problem with it though is tying the defensive buffs explicitly to your primary set's damage type, because that makes it vastly more useful for some sets than others. If you're something like Dual Pistols it's good because tons of things do lethal damage. But something like, say, Ice Blast it becomes much less worth using the defensive version because almost nothing does cold damage so a buff to cold resistance only is extremely situational to the point that even when it is useful it'll be forgotten about. Additionally, having it charge up per enemy (if I'm reading that right?) would mean it'd have to charge very quickly or it becomes unusable outside of the occasional Elite Boss or Archvillain fight because by the time it's available the enemy is dead or mostly dead already.


    You raise a good point I hadn't considered. But perhaps this would be offset by the fact that an Ice Blast Sentinel could simply lean more on the more offensive side of Adaptation, and rarely have to break out the defensive components (debuff on enemies vs. buff on allies). I'm not opposed to Adaptation affecting different powersets differently, but you may very well have shown a weakness in this idea. Fair enough!

    And no, in my idea I do not intend for it to be a clickie for every enemy. That would be nuts. I suppose I imagined its meter being a faster charge up than something like Domination, so you could use it a little more often? Or maybe not, if the buffs/debuffs are really good. But I conceived of it being used more for Boss-level enemies and up, if you plan to use it on enemies at all.

    While I understand your preference for a non-clickie inherent, Sentinels already have so little clickie powers baked in, is one more really going to annoy you or ruin the experience? Blasters can have two full trays of clickies just from their Primary and Secondaries alone. Same with Dominators and Defenders. Having a clickie might make it more clunky in general, or for newer/more basic players, I could concede that. But so far, I think Adaptation offers quite a bit of variability in how you want to play your Sent and could keep them interesting even after you've reached 50+, and I really don't think the learning curve would be so steep as to turn off new/basic players.

  10. 20 hours ago, Teirusu said:

    People already complain about the domination clickie and that's just one power.  Imagine now having 3 of those sitting in your already packed Power Tray.  No thank you.

     

    Also, from what I've seen, Dominators are also one of those ATs that people don't play as much as others.  Recently, Sentinels appear to be at least as popular to play as Dominators, perhaps even slightly more.   I'm sure the clunkiness of Domination does not help them.

    Moreover, most of the other ATs inherents function just by doing stuff they normally do.  Brutes get rage from attacking, Scrappers and Stalkers get criticals just naturally and/or from hide.  Corruptors are the same.  So, to stay on the same footing as all those other ATs, whatever change they make to opportunity should just follow that pattern for ease of use.


    You misunderstand. You would have ONE clickie in this idea, exactly like Domination. The differences in how the effect is applied come with you target.

    Whereas Domination is just a clickie that applies the same effect no matter what, Adaptation would be one clickie  that has three possible effects, based on what you're targeting:

    • Targeting Enemy: Lower Resist to Primary damage type
    • Targeting Friendly: Buff friendly's Resist to Primary damage type
    • Targeting nothing: Buff your own Resist to Primary damage type

    I'm sympathetic to your argument from simplicity. But I also don't want something boring or just as milktoast and frustrating as the current Opportunity mechanic.

    Besides, technically Opportunity is already a clickie, cuz you're using one of your powers. I know it's not the same as Domination, but you do still have to "press a button" to do the thing, right?

    My thought is if you're gonna go back to the drawing board, the devs, in my opinion, should really iron out conceptually what Sentinels are in both solo and team play, then continue the conversation from there. That's what I attempted to do here.

    Given that Sentinels archetypal hero seems to be Iron Man, a clickie seems most appropriate to me. Iron Man doesn't have a lot of passive effects or buffs. He has gadgets and armor components that do specific things for specific situations. That's what Adaptation would be. You determine which fancy doodad to use and when. I think it offers a lot of strategic variation for both solo and team play and could really make for interesting team combinations. If the devs get the numbers right? Sents could be a big win for certain teams on certain content, rather than just "Oh okay, sure. A Sentinel. Fine I guess."

  11. 2 hours ago, wffej1 said:

    No, you lost me at "clickie", didn't even wanna keep reading after that.


    Now that I understand a little better why you might have said this, aside from a bit a humor, lemme try to explain my reasoning:

    It should be a clickie for maximum strategic possibility. I suppose you could make Sentinels have a simpler Inherent like Brutes or Scrappers. I'm always up for simple, but I also don't want another watered down solution to a watered down problem. I think we'd all prefer Sentinels had a unique and interesting Inherent all their own right? Something to make them attractive to many players on top of their available powersets.

    I go for Brutes for that Rage dynamic. I go to Stalkers so I can plan my critical hits and be able to get in and out of situations easily. What do people play Sentinels for? What should they pick Sentinels for? My answer is: effectiveness in both solo and team environments, toughness, and good damage, especially when pitted against opponents they understand i.e. they use the same damage type as them. Kind of like how Rangers in Dungeons & Dragons have (or used to, dunno about new D&D these days) a preferred enemy they get bonuses for. Except you choose when and where to cash in on those bonuses, and also how they're applied.

    Making Adaptation a clickie means you can choose exactly when to fire off your buff/debuff. And yes, if you made it immune to animation times, would that help alleviate your issue? Which btw, I still don't know if I understand. Just guessing here, tbh.

  12. Yo. I think I heard that Sentinels are going to be getting a revisiting, up to and including their Inherent. I'm all about it. I was just thinking about what to do with Sentinels, and figured I'd share my thoughts, if only to have the discussion. Or...another discussion. I know this has been talked about plenty already. But maybe, if my take is any good, the players - or even the devs - will give it some consideration?

     


     

    I think the question comes down to: "What is a Sentinel"?



    I'd be interested to hear some discussion on that if nothing else. From where I'm standing I see Sentinels as skin to Scrappers, in that they're kind of tough, do decent damage (Scrappers do pretty damn good damage, I know), and are relatively simple for beginners. No quirks or built in tactics - just shoot the bad guys.

    So to me their inherent should support this idea.

    Beyond that, I think an AT's inherent should match that AT's inspiration. Vis a vis, each AT seems to have one or more archetypal character. Tankers have Superman. Br00ts have the Hulk. Scrappers have Wolverine. Blasters have Starfire. And so many more. But most of us can think of one or two characters when looking at each AT.

    So who do we think of when we look at the Sentinel? They're tough, but ranged almost exclusively. The character that comes to mind personally is Iron Man

    spacer.png

     

    Now naturally you could make a version of Iron Man with any ranged AT, given that his suit can have all kinds of unique abilities. But fundamentally, he's one of the toughest members of the Avengers, albeit not the toughest. He's a heavy hitter at range with all kinds of unique weapons, but really isn't the biggest gun on the Avengers either. But he is kind of a swiss army knife too, in that he has tricks for many situations.


    The current Inherent kind of supports this idea, but I think it falls a little short of the other Inherents in the game. It just doesn't seem to make as much of a difference to my gameplay loop on Sentinels. Whether I use Opportunity or not doesn't seem to make as big a difference, especially when compared to...Domination, Gauntlet, or Rage. On those respective ATs, those inherents are not just fun or unique - they're essential to how the AT plays and factor into almost every reasonable build for that AT.

    What if the Sentinel's Inherent really was built for any situation, akin to Iron Man? What if it supported a beginner-friendly playstyle, while still having some dynamism involved? What if it made Sentinels an absolute asset to any team, rather than a "Sure I guess"?

     



    So here's my idea for a Sentinel Inherent. I call it Adaptation.

     

    It has two components, again similar to the current Opportunity

     

    First, I recommend that this be a clickie, similar to Dominators' Domination. Tying it to powers in the Primary tree means you have to grab both the T1 and T2 to get the full experience. This excludes all kinds of builds from taking full advantage of Opportunity. That's no bueno if you ask me. Every Brute can enjoy the benefits of Rage. Every Scraper gets to crit. But not every Sentinel gets to enjoy it's full Inherent. 

    This is how it works: with each attack, your Sentinel would build their Adaptation meter, similar to the Opportunity or Rage meters. The idea is that as they fight an enemy more and more, they get wise to their tactics, their defenses, etc. Once you build your meter, you can hit the clickie!

    If you hit it while targeting an enemy, that enemy receives a hefty debuff to the damage type of the Sentinel's Primary powerset. So after fighting enough, a Dual Pistols Sent could weaken a boss's Lethal resistance, for example! And we can keep the Sentinel's reticle marker from Opportunity, why not? What's that? Do I hear DP and AR Sents weeping with relief? Or am I just crazy? 😛

    However, if you select a teammate and activate Adaptation, you give your entire team a passive buff against your Primary set's damage type. This could represent a learning curve: working with a Sent long enough gives a team insight into a certain danger to watch for, or it could be seen as a literal upgrade bestowed by the Sentinel to get their team through the madness. I think that's very in line with Iron Man, and a nice option to have in many situations.

    With no target selected? Activating Adaptation gives you the resistance bonus towards your own Primary damage type. Generally, you'd only use this option when facing enemies who use the same damage type as you. To me that makes sense, because a Green Lantern would be quite wise to another Green Lantern's abilities, for instance.

    So with a single Inherent and a single clicky, Sentinels have three options for any engagement, once they've built their meter. There's your dynamism baby.

    I think this could be a lot of fun, because it gives you options for both solo and team play. Plus, they can stack, so a team with a couple Sents (or ALL Sents) could really link together some interesting buff/debuff combinations! A team of Psychic Sentinels, for instance, could seriously heap on some impressive damage by combining debuffs to Psi Resist, or vice versa be very hardy during a mission against Psychic foes. Or some combination thereof.


    Weird example: Did any of you play Diablo 2 back in the day? Remember the Paladin class? It's main deal were the use of Auras, passive effects you could switch between as needed. Some healed you, some reflected damage to enemies, some weakened your foes, dealt magical damage every few seconds, etc.

    In Diablo 2 multiplayer, as I understand it, Paladins are meant to be a boon to any team. A Paladin giving an entire group Fire Resistance could be pivotal during a given boss fight, for instance. But also, a full team of only Paladins could really stack and combine Auras to make themselves formidable in their own right. You could overlap magic resistances, healing auras, or simply buff the team's damage. All of the Paladins could pick the same aura to stack, or they could mix and match for unique combos.

    This is what I can see for Sentinels. An AT that's simple to play and get into with an Inherent that helps no matter what you do with it, but has a lot of room for creative use.

     



    I'm sure there should be a limit to how much these effects can stack. I also have no idea what the numbers should be for the buff/debuff effects. I leave that to the more number savvy players and perhaps the devs to hash out.

    But what do y'all think? Is Adaptation better than Opportunity? About the same? Is it worse? LOL

     

     

    • Thumbs Up 5
  13. 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 by Mids' Reborn : Hero Designer 2.6.1.25
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    Dibbuk: Level 50 Technology Stalker
    Primary Power Set: Dark Melee
    Secondary Power Set: Energy Aura
    Power Pool: Teleportation
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Smite -- SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(3), SprAssMar-Acc/Dmg/Rchg(3), SprAssMar-Dmg/EndRdx/Rchg(5), SprAssMar-Acc/Dmg/EndRdx/Rchg(5), SprAssMar-Rchg/Rchg Build Up(7)
    Level 1: Hide -- Ksm-ToHit+(A), ShlWal-ResDam/Re TP(17)
    Level 2: Kinetic Shield -- Rct-ResDam%(A), Rct-Def(19)
    Level 4: Shadow Maul -- Obl-Dmg(A), Obl-Acc/Rchg(7), Obl-Dmg/Rchg(9), Obl-Acc/Dmg/Rchg(9), Obl-Acc/Dmg/EndRdx/Rchg(11), Obl-%Dam(11)
    Level 6: Power Shield -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(21), RedFrt-Def(21), RedFrt-Def/EndRdx/Rchg(23)
    Level 8: Assassin's Eclipse -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(13), SprStlGl-Acc/Dmg/Rchg(13), SprStlGl-Dmg/EndRdx/Rchg(15), SprStlGl-Acc/Dmg/EndRdx/Rchg(15), SprStlGl-Rchg/Hide%(17)
    Level 10: Entropy Shield -- EndRdx-I(A)
    Level 12: Build Up -- GssSynFr--Build%(A), GssSynFr--ToHit(19), GssSynFr--ToHit/Rchg(23), GssSynFr--ToHit/Rchg/EndRdx(29), GssSynFr--Rchg/EndRdx(43), GssSynFr--ToHit/EndRdx(43)
    Level 14: Teleport -- Tim&SpcMn-Rng(A)
    Level 16: Fly -- Flight-I(A)
    Level 18: Hover -- LucoftheG-Def/Rchg+(A)
    Level 20: Kinetic Dampening -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(31), UnbGrd-Max HP%(31), UnbGrd-ResDam/EndRdx/Rchg(33), StdPrt-ResDam/Def+(43)
    Level 22: Siphon Life -- ThfofEss-Heal(A), ThfofEss-Heal/Rchg(25), ThfofEss-Acc/Heal(25), ThfofEss-Acc/EndRdx/Heal(27), ThfofEss-Acc/EndRdx/Rchg(27), ThfofEss-+End%(29)
    Level 24: Kick -- Empty(A)
    Level 26: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(33), UnbGrd-EndRdx/Rchg(33), UnbGrd-Rchg/ResDam(34), UnbGrd-ResDam/EndRdx/Rchg(34), GldArm-3defTpProc(34)
    Level 28: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37), LucoftheG-Def/Rchg(40), LucoftheG-EndRdx/Rchg(45), LucoftheG-Def/EndRdx/Rchg(45), LucoftheG-Def(45)
    Level 30: Energy Drain -- PwrTrns-+Heal(A)
    Level 32: Midnight Grasp -- Hct-Dmg(A), Hct-Dmg/Rchg(39), Hct-Acc/Dmg/Rchg(39), Hct-Acc/Rchg(39), Hct-Dmg/EndRdx(40), Hct-Dam%(40)
    Level 35: Moonbeam -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(36), SprWntBit-Acc/Dmg/EndRdx(36), SprWntBit-Acc/Dmg/Rchg(36), SprWntBit-Dmg/EndRdx/Acc/Rchg(37), StnoftheM-Dam%(37)
    Level 38: Energize -- Prv-Absorb%(A), Prv-Heal(42), Prv-Heal/EndRdx(42), Prv-Heal/Rchg/EndRdx(42)
    Level 41: Combat Jumping -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(46), LucoftheG-EndRdx/Rchg(46), LucoftheG-Def/EndRdx/Rchg(46), LucoftheG-Def(48), LucoftheG-Def/Rchg+(48)
    Level 44: Afterburner -- LucoftheG-Def/Rchg+(A)
    Level 47: Teleport Foe -- Range-I(A)
    Level 49: Team Teleport -- Tim&SpcMn-Rng(A)
    Level 1: Assassination 
    Level 1: Brawl -- Empty(A)
    Level 1: Quick Form 
    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 -- IntRdx-I(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(50), Pnc-Heal/+End(50)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- PrfShf-End%(A), PwrTrns-EndMod(48), PwrTrns-+Heal(50)
    Level 50: Cryonic Radial Final Judgement 
    Level 50: Degenerative Radial Flawless Interface 
    Level 50: Assault Core Embodiment 
    Level 50: Ageless Core Epiphany 
    Level 50: Cardiac Core Paragon 
    ------------

  14. 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.

  15. 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 2.6.1.25
    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 Aura
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Earth Mastery

    Villain Profile:
    Level 1: Stone Mallet -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(36), SprBlsCol-Acc/Dmg/EndRdx(36), SprBlsCol-Acc/Dmg/Rchg(37), SprBlsCol-Dmg/EndRdx/Acc/Rchg(37), SprBlsCol-Rchg/HoldProc(37)
    Level 1: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-Max HP%(3), UnbGrd-ResDam/EndRdx(3), UnbGrd-ResDam/EndRdx/Rchg(5), StdPrt-ResDam/Def+(5), StdPrt-ResKB(7)
    Level 2: Heavy Mallet -- Hct-Dmg(A), Hct-Dmg/Rchg(39), Hct-Acc/Dmg/Rchg(39), Hct-Acc/Rchg(39), Hct-Dmg/EndRdx(40), Hct-Dam%(40)
    Level 4: Healing Flames -- Prv-Heal(A), Prv-Heal/EndRdx(7), Prv-EndRdx/Rchg(13), Prv-Heal/Rchg(15), Prv-Heal/Rchg/EndRdx(15), Prv-Absorb%(17)
    Level 6: Super Jump -- BlsoftheZ-Travel/EndRdx(A)
    Level 8: Blazing Aura -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(9), SprUnrFur-Acc/Dmg/Rchg(9), SprUnrFur-Dmg/EndRdx/Rchg(11), SprUnrFur-Acc/Dmg/EndRdx/Rchg(11), SprUnrFur-Rchg/+Regen/+End(13)
    Level 10: Fault -- AbsAmz-Stun(A), AbsAmz-Stun/Rchg(40), AbsAmz-Acc/Stun/Rchg(42), AbsAmz-Acc/Rchg(42), AbsAmz-EndRdx/Stun(42), AbsAmz-ToHitDeb%(43)
    Level 12: Kick -- Empty(A)
    Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(33), ShlWal-ResDam/Re TP(33)
    Level 16: Plasma Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-ResDam/EndRdx/Rchg(19), UnbGrd-EndRdx/Rchg(19), GldArm-3defTpProc(21)
    Level 18: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(21), UnbGrd-Rchg/ResDam(23), UnbGrd-ResDam/EndRdx/Rchg(23), ImpArm-ResPsi(46)
    Level 20: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(25), LucoftheG-Def/EndRdx/Rchg(25), LucoftheG-Def(27), LucoftheG-Def/Rchg+(27), Ksm-ToHit+(29)
    Level 22: Seismic Smash -- UnbCns-Dam%(A), SprBrtFur-Acc/Dmg(43), SprBrtFur-Dmg/Rchg(43), SprBrtFur-Dmg/EndRdx/Rchg(45), TchofDth-Dam%(45), GhsWdwEmb-Dam%(45)
    Level 24: Consume -- SprBrtFur-Acc/Dmg/Rchg(A), SprBrtFur-Acc/Dmg/EndRdx/Rchg(34), SprBrtFur-Rech/Fury(36)
    Level 26: Spring Attack -- FrcFdb-Rechg%(A)
    Level 28: Burn -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(29), Arm-Acc/Rchg(31), Arm-Dmg/EndRdx(31), Arm-Dam%(31), FuroftheG-ResDeb%(33)
    Level 30: Build Up -- GssSynFr--Build%(A)
    Level 32: Tremor -- OvrFrc-Dam/KB(A), OvrFrc-Acc/Dmg(46), OvrFrc-Acc/Dmg/End/Rech(50)
    Level 35: Salt Crystals -- CaloftheS-Heal%(A)
    Level 38: Temperature Protection -- Ags-Psi/Status(A)
    Level 41: Quick Sand -- ImpSwf-Dam%(A)
    Level 44: Stalagmites -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(46), SprFrzBls-Acc/Dmg/EndRdx(48), SprFrzBls-Acc/Dmg/Rchg(48), SprFrzBls-Dmg/EndRdx/Acc/Rchg(50), SprFrzBls-Rchg/ImmobProc(50)
    Level 47: Fiery Embrace -- RechRdx-I(A)
    Level 49: Maneuvers -- LucoftheG-Def/Rchg+(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 -- EndRdx-I(A)
    Level 2: Rest -- IntRdx-I(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(34)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-End%(A), PwrTrns-EndMod(34), PwrTrns-+Heal(48)
    Level 50: Cardiac Core Paragon 
    ------------

  16. 6 hours ago, TemporalVileTerror said:

    Something to bear in mind is the ludonarrative context.  It can be a real challenge for some players to elevate the stakes in terms of fighting enemies in a mission because the game rules demonstrate it's really not an issue to be defeated.  Ending up in an instant teleport Hospital or a weak enemy prison is the worst that can happen, and that's assuming that one of the dozen means of self- or team-resuscitation don't get utilized first.

    The game has taught us NOT to take things seriously.

     

    At least not for personal stakes.

    Perhaps you can encourage your teammates (either in-character or out) to consider the ramifications of failure.

    "What happens to the civilians if one of these demons makes it through that portal and gets set loose in Kings Row?"

     

    Of course, even then, the game tells us "they stand around waiting to be foiled by a hero."

    It's an upward climb to inject weight in to the proceedings for someone who's already seen the worst the game has to offer.

     

    It's a very casual game, and that's a good thing.  But it does also have the added complication that it doesn't teach the players to consider anything a real threat, or offer any real stakes.

    Maybe something new could be added by the Devs to help in that regard . . . 

    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.

    • Like 1
    • Thanks 1
  17. 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 interesting and consistent. Presentation matters.

    • Take the Threat (A Little) Seriously

    This might apply more to random RP or RP teams than SGs, but I can't stand it when a group doesn't give the devil his due and take the enemy with at least a little seriousness. It deflates any semblance of tension, even if things are silly out of context. Even just the pretense of danger goes a long way in making any given encounter feel more real. It also makes me feel like the asshole for trying to tackle a story or mission in good faith while others are pointing and laughing at the same material. I dunno, in too great a dosage that preoccupation with taking the piss just seems lazy to me. It's easy to lampoon a comic book universe. It seems far more interesting to me to try and take it seriously and run with it, play by its rules and see what happens. I love it when a group works together against a common threat they acknowledge to be dangerous and yet worth taking on. With some solid RPers you can really create a sense of accomplishment, even if you've done the mission a million times before or your uberslotted megabuild one-shotted everything in actuality.

     

    I'm not asking for The Dark Knight levels of seriousness here either. Just enough to avoid feeling like I'm walking into a farce with no real consequences besides some cheap yuks. If the likes of Ben 10 or Danny Phantom are more concerned about their villains than a given character? It's not my bag, baby.


    Obviously the corollary to this is that you can also take things too seriously, and that should be avoided too. We aren't in the 40K universe, after all. Somewhere in between is what I'm looking for. I dunno, maybe I just keep running into people who I'm not compatible with, but it seems like a pretty common thing, at least outside of most SGs I've been a part of, and it grinds my gears.

    • Like 1
  18. On 1/26/2021 at 3:44 PM, Grindingsucks said:

    Most of my characters, I pay zero (or very little) for costume designs.  It depends on whether our character is a fashion fanatic that likes to have lots of different outfits to wear (mine aren't, and typically are able to make use of the free tailor tokens that you get throughout the game).

     

    Having said that, I don't really see the point of charging for cosmetic changes, at all.  That's an artifact of live-game revenue source and no longer needed (IMO).  I feel the same way about the player market, generally, but people get their panties in a knot if you try to make that argument.

     

    Let's see how I long it takes people to go bonkers at my suggestion that we don't need to pay for costumes, because it will somehow "destroy the game".  😃

    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 side of "if it ain't broke don't fix it" and "spend your time working on things with better value added for more players".

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