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plainguy
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Monos King & Galaxy Brain's Mastermind Changes
plainguy replied to Galaxy Brain's topic in Suggestions & Feedback
I have 2 builds. One is 10 seconds off on the high recharge pets and the other build is on point. The overall point is the most important thing masterminds need is their pets and its the most difficult thing to set up during a fight. Fill in your excuse for the pet wipe here, but once occurred to regroup is a pain in the backside. You summon your Tier one pets and they instantly drop. You summon the Tier two pets and one dies off. You summon your Tier 3 and your scrambling to keep it alive while you cast your upgrades hoping it doesn't die off. Then your waiting for the recharge on your Tier two to be back up and you don't even bother with the Tier one until after the fight because its just not worth the endurance cost. Attack wise as was discussed, let me speak as the resident SME ( subject Matter Expert ) on Petless mastermind and say a mastermind cannot sustain any form of constant attack chain like other Arch Types with their attacks. You just can't endurance wise.. So even if they decided to reduce the endurance cost on pet summoning and raised the level on tier one pets.. A mastermind still could not effectively attack along side their pets because you just can't due to the inflated price we pay for powers when compared to other Arch Types. Personally I would like for the standard Mastermind build to be the same with some quality of life improvements, but also the option to have less pets and still be viable. What I would like right now Endurance to be reduced across the board for Masterminds. This would give the Mastermind the real option to be able to use attacks along side their pets Remove the pet upgrades and make them level inherit. This gives the Mastermind either 2 one slotted powers If they like the current build they have OR a respec to pick up 2 more attacks and slot them accordingly. Thus reworking their build. Increase the Tier one pet level at least by 1 atm. In the background Remove the power from the pets and make the pets more of DPS vehicle for masterminds. Having Perma pets that stay until killed is already a great advantage for a pet and a player. Rework the bodyguard concept Give the masterminds the bonuses the pets give instead in the form of a Unique aura for each Mastermind Type which increase as he levels. Pets get a big portion of the Aura and maybe a small percentage trickles down to teammates. This gives the PLAYER a value NOT his pet.. The player still have VALUE to the team even when his pets are gone. Examples Thug enforcer doesn't give out Maneuvers the mastermind does inherently in his aura. Thug picks up Maneuvers again from the Leadership pool and has double Maneuvers. Robot Protector bot doesn't give you a defense bubble, the mastermind aura just gives you extra defenses. Remove the heal from Protector bots and give him a target immune healing drone. Demon mastermind gives out a resistance buff. The Mastermind must have at least one Pet but is not required to pick up any other pets. In replacement the Mastermind receives a unique signature power for forgoing a pet. As the pets are picked up at certain levels these Unique signature powers would also be powerful based on the pet Tier they have given up. The power might even fall in line with the concept of the pet Tier. Again as an example The Tier 2 is usually a buffing type of pet. So forgoing the Tier 2 pet for a Unique Signature might be a buff or some sort of attack that buffs. This concept will help the debate over the concern of making the attack improvements that would be considered a must have powers, because you are forgoing a pet for a must have power. Do I want a pet that might give me more constant dps that I don't have to worry about that much ? Or do I want that new cool power that I might use less in a attack chain cost me endurance each use but benefits me or the team in another way. -
I was thinking of making an AMER 50 States theme S.G. Name of hero has part of the state in it. And something thematic behind the state. Water power colored orange for Florida the Orange state. Florida Fresh Squeezed. shots orange juice in your face blinding you. New York could Thug Mastermind with pets called Brooklyn, Bronx etc. Pennsylvania something related to the civil war maybe. California surfer dude or Hollywood glam girl power of the sun fire power, water power, thinking female martial arts in a dress Hollywood style, sparkle aura that announces the attacks as they come. Karate kick, karate block, punch. like a B rated charlies angels. Alaska - Snow. Eskimo
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Monos King & Galaxy Brain's Mastermind Changes
plainguy replied to Galaxy Brain's topic in Suggestions & Feedback
I disagree on your last statement. A Crab solider can play on without the pets. A mastermind can't. Again based on build. Again very easily tested. Make a petless mastermind no IOs and make Crab Solider with a build based around pets but no IOs and just use the attacks. Lets see who last the longest against a group of mobs. Again based on my experience with Petless masterminds I know the mastermind will loose. You would run out of endurance after 4 or 5 attacks. Further if you pull mobs "strategically" with a Crab Solider you can get decent life out of your pets to have one set up in a cycle of re-summoning. Its not like your pets run ahead of you. But again you can do it without the pets. Its not like I am running 3/8 on my Crab and then suddenly stop waiting for pets to recharge because of a bad pet wipe for example. As if I cannot continue on. Again as I mentioned in another response. If you are looking at a small corner of the mastermind build then yes on a pet per pet comparison. But this thread isn't just about pets.. It many other parts of the mastermind as well. When we add up all those parts the Crabbermind with everything else it can do makes the unique pet control ability of masterminds seem somewhat weak at least in my eyes. -
Monos King & Galaxy Brain's Mastermind Changes
plainguy replied to Galaxy Brain's topic in Suggestions & Feedback
You are correct they are replaced if resummoned. As I mentioned Having 5 attacks - 3 aoe, 1 cone, 1 single, 1 aoe hold Being fully defense capped and not needing Pets to survive ( depending on your mastermind build, EG My robot traps can survive without the pets if needed. ) sort of beats out bodyguard mode and/or having more finite controls over a pet. Only recently have the pet controls actually been changed to have some better value then they did when the game was live those years ago. Perma in the sense the Recharge equals or exceeds the duration. I completely concede that a bad pull could wipe out the pets within the first 10 seconds. But then again a "Crabbermind" does not need his pets in the first place. A mastermind again pretty much does, again based on the build. If I can pick up the aggro before the pet summon the pets will last a few fights. Which pretty much is the process. You start the fight, get aggro, Drop the pets, clear the mobs, Move to the next set. Loose a few pets, recharge is almost up, resummon new pets, move to next fight, resummon next set of pets, ETC.. ETC.. Of course they cannot be upgraded but then again I don't need to waste a power upgraded them either. The 5 attacks I get makes up for the upgrade. Your assumption would have to be that all or most masterminds pick almost all their primary attacks. Which as you know they clearly don't. A simple review of the builds listed on the masterminds forums clearly shows that.. Further Endurance wise you couldn't even run those 3 attacks on a steady basis anyways. Yet again having 8 or 9 petless masterminds I am speaking from place of facts. If we are just going to look at a small corner of masterminds build and not the overall work then yes, you are correct. But if you look at the totality there is a Arch Type that comes pretty close to mimicking Masterminds and has better overall numbers HP wise, Attack, endurance cost, better chance of getting defense and resistance caps when compared to Masterminds. The ability to have some finite control over pets becomes lack luster. -
I think they should create this badge..
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I just read 2 pages of people saying the same exact thing in different ways and with pictures.. Knee jerk reaction on the OP part.. It happens.
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Monos King & Galaxy Brain's Mastermind Changes
plainguy replied to Galaxy Brain's topic in Suggestions & Feedback
Lots of great stuff across the boards here. Just very good discussion and debated ideas going on. I hope the Devs are reading this stuff. I agree with small changes as well as was mentioned by Redlynne. It seems as if the Original Developers just lost control and eventually just went with what felt right. I always thought there would be some formula that said 1 BASE point of damage equals X amount of Endurance based on a certain amount of recharge.. Then everything extrapolated from there.. Cone damage added so much to endurance based on size. AOE damage added endurance based on size, Recharge, debuff cost added endurance cost, ETC.. ETC.. ETC.. Then add some modifier based on Arch Type. So a Blaster using a ranged type of attack would pay less Endurance wise then lets say a Mastermind for the same attack because they are the Blaster and that is their forte ( Duh).. The UNIQUE Control Ability of Masterminds on their pets is diminished when a VEAT Crab; 1. Has 6 pets on Perma or close to perma ( 10 seconds above recharge) 2. 3 AOE attacks, 1 Cone, 1 single and 1 AOE hold. 3. Full positional defense cap 4. Resistance numbers between 40% to 60% to all damage excluding Psi. 5. A Self Heal I don't want to sound foolish here, but if Masterminds are about having Pets then NO other Arch Types should have equal or more pets than them. Who cares if I can change all my pet stances from stay, goto, aggressive, ETC if an Arachnos Solider Crab spec can have same amount of pets and still do more than a Mastermind WITHOUT THE PETS. Tier one pets need to be improved. Endurance needs to be fixed. Pet upgrades should be inherit based on the Mastermind level and the pets should just come out upgraded. I know more at level 42 then I did level 12. CRAB VEAT gets 6 fully ready to go pets, why shouldn't I as a Mastermind get that. 2 less upgrades to worry about means 2 more attacks - At least now I am close to matching that CRAB VEAT. Revamp off Mastermind Attacks. The Heal for all Masterminds should be usable on everyone, including themselves. Personally I think Masterminds need a full re-vamp. All Masterminds given a Unique AURA based on the set that is picked. This is AURA is basically how this Tactician thinks. He is the Mastermind right.. He is the person on the team either via pets or teammate wise Orchestrating the team. Blaster Flank Left, Tank Take on the boss, Corruptor attack from the sky, Controller Hold back those mobs. Defenders support the Tank. All Masterminds have a base Aura that is common among all Masterminds but then increases and becomes signature based on the set. Masterminds should have the option to take less number of pet BUT must be required to take at least one Tier of Pet. The Aura increases based on the number of Tiers NOT taken. This is done to enhance the existing pets strengths and to shore up their weaknesses This Aura is mainly for pets but maybe a portion is passed over to the rest of the team. Less pets means less work for the mastermind thus more time he has to exude his power and control over the existing pets. This concept works well when working with the Tier 3 pet as one Super Pet concept several were interested in. Thus its a Super Hero/Villain and his side kick. EG Batman and Robbin. This pet option is based on the build as there are 3 builds a Player can choose from that can only be changed at a trainer. Thus giving some control and preventing any sort of abuse on the system. Less pets means more attacks, maybe even Signature attacks. You just gave up the option to pick up another Pet/Minion. Why not give you something cool and interesting for giving up that option. Less pets mean the leveling scheme for the pets would have to change. Example only taking the Tier one pets mean they would have to be bumped up level wise as well. -
My SG base is Maxed out. Except one storage bin I use to transfer over enhancement converters or high end salvage. IF I could make more SG bases with the ability to link them together like in a coalition to get access I would.. But sadly you can't. So all my toons are in one S.G. I am telling you I have at easily 30 purple IOs across all my tons. Some ATO and some winter IOs I specced out of. I hold tons of stuff on Market as well. I just go down the line from toon to toon and pulling what materials I think I might need. I run my sons old account as a mule to hold stuff as well. Some times I send him out ( the mule ) buy stuff on market and email it to main account so the toon I am working on doesn't have to zone out. Every 50 merits I convert to hero merits and email to the toon I am working on. I try to keep all my toons in places for instant log off as well. From personal experience I have come across times when trying to get any level 50 defense IO is an arm and a leg price. You are buying Red Fortune Endurance IOs for 4 million to convert to LOTG or reactive. So I realize that when I come across a Red Fortune or a Reactive I keep it. Same with some KB IOs and Holds IOs. Because trying to buy Lockdown or Basilisk Gaze sometimes is expensive. So I might start with 200 million and a bunch of IOs and converters and then formulate my plan based on the market prices and what IOs I really need to buy for the build. EG ATO or Winter IOs. But as you now understand the setup time is just a dam pain in the backside..
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I was able to defeat an AV on the base setting requested in a previous post. No way you can level up from 1 to 50 on this type of build. The endurance is just too massive. I did it up to 25 or 28 and just kept running out of endurance on missions. I've been pushing on the suggestion forum for several mastermind changes. Even out the endurance issues with Masterminds compared to other Arch Types. Masterminds pay more for just about every power other Arch Types have or when the endurance is same or less it is a lesser form of the power when compared to other Arch Types. Some simple test on Test Center around attacks will give the player a clear difference between similar attacks. Fix the Tier 1 pets 5 level difference ( at 4/8 setting, which not far fetched on end game ) which is pretty much making Mastermind a 3 pet set ( Tier 2 and Tier 3 ). Give Masterminds the option to choose the number of pets they want based on their current build ( The three builds all players have to choose from that can only be changed at trainers ). Less pets in build offers stronger current active pets. E.G. You could have only Tier 1 pets ( 3 pets ) but their overall DPS would be equal to have all 3 Tiers out. Maybe their attacks would change. With lesser pets the Mastermind is offered more attack Options.. EG Robot Mastermind not taken Tier 3 Assault bot might get the option to a new attack that would equal the swarm missile attack of the Assault Bot. Currently I have read that the Devs idea is to reduce pet summoning endurance which to me is utterly useless. Because even if you loose your pets trying to resummon can become impossible at certain times. How many have TRIED to summon pets and just get them wiped during resummon. Which now puts your pets on recharge and you are pretty much screwed depending on your build. Currently my Arachnos Solider has the same amount of pets as a mastermind and they are all higher levels compared to my mastermind and my Arachnos build has more attacks. Each build is a bit different. My Whips Trick arrow is pretty fun on 3/8. Flash, Disruption Arrow, Glue Arrow, Acid Arrow, Poison Arrow, Oil Slick, Mu Mastery Electrifying Fences ( ignites Oil slick usually ), Judgement Pyronic and finally Mu Mastery Thunder Strike. That usually kills most mobs that were in range. Then I use whip attacks to kill off runners. I have Cross punch on the build so I pretty much get a knock down on the mob between cross punch, Lash, Crack Whip, Thunder Strike and even kick. The demon Storm build due to force feedback +recharge can put out 3 Lighting Storms at times. I am currently trying to solo ITF on him on 1/8 setting ( No Deaths ). Unfortunately I get a bit Impatient on the Cyst map and instead of just taking my time I end up dying. The damage type is a pain for those mobs. But that is rough for anyone who does not have defenses set up for it either. As a POC ( Proof of Concept ) I have shown that the builds work at a level 50 setting. I am doing 3/8 with them. Many players can't even do 0/8 on regular builds. But its an acquired taste. Out of the 25 level 50 IOed toons I have, these are 8. Currently I am making secondary builds to group up to run a few Incarnate TF missions to pick up some Incarnate mats. EG BAF and such. Since no one looks at builds I can craft non set IOs and no one will notice. I have all T3 but T4 would help to be able to solo ITF.
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I disagree with you. If you have Billions on hand then its not an issue. You are suggesting that I MUST sell all or a Majority of my IO recipes that I will not need today and my Salvage on this toon because they don't need it on the Market to stimulate the player economy. I can tell you I can do that. But I will still have many IO sets and salvage I want to save for many other builds I want to create. My suggestion has nothing to do with the player economy. It has to do with creating and end game build and the hours pooling the resources together. I might not have billions to spare to spend on the market but I have enough resources, the problem is they are NOT pulled all together in one place. They are all over the place. I would like one crafting type table that links all my recipes and all my salvage for the stuff I DON'T want to sell. So I don't have to spend hours at level 50 logging off and on different toons to find recipes I need along with the salvage. For me at least it can be 4 to 5 hours juggling this stuff. This does not include the IOs I don't have and need to purchase. Thus it could take days to create the level 50 build. I accept the Market wait time for those IOs needed. Let me cut down the 4 to 5 hours to 30 minutes.. let me play another bunch of toons for the 4 hours I just saved.
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Was considering making a Merc /poison or pain Go with the theme of Contra https://en.wikipedia.org/wiki/Contra_(video_game) Bill (the blond-haired commando with the white tank top and blue bandana), and the other player as Lance (the shirtless dark-haired commando in the red bandanna).
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New Rework of Whips Trick arrow Petless. Cardiac and Support is what fixed the endurance issues with the build. Now that endurance is not an issues, it can solo 3/8 vs Council Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Natural Mastermind Primary Power Set: Demon Summoning Secondary Power Set: Trick Arrow Power Pool: Fighting Power Pool: Leadership Power Pool: Leaping Power Pool: Speed Ancillary Pool: Mu Mastery Villain Profile: Level 1: Corruption -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(5), Thn-Acc/Dmg/Rchg(3), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(34) Level 1: Entangling Arrow -- GrvAnc-Hold%(A) Level 2: Flash Arrow -- Acc-I(A) Level 4: Glue Arrow -- ImpSwf-Dam%(A) Level 6: Kick -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(7), Mk'Bit-Dmg/Rchg(13), Mk'Bit-Acc/EndRdx/Rchg(7), Mk'Bit-Acc/Dmg/EndRdx/Rchg(19), Mk'Bit-Dam%(21) Level 8: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(9), RedFrt-EndRdx/Rchg(9), RedFrt-Def/EndRdx/Rchg(11), RedFrt-Def(11), RedFrt-EndRdx(13) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31) Level 12: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(15) Level 14: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam(21), UnbGrd-ResDam/EndRdx(15), UnbGrd-EndRdx/Rchg(17), UnbGrd-Rchg/ResDam(17) Level 16: Poison Gas Arrow -- FrtHyp-Plct%(A) Level 18: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(19) Level 20: Acid Arrow -- Bmbdmt-+FireDmg(A) Level 22: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(23), GssSynFr--ToHit/Rchg/EndRdx(23), GssSynFr--Rchg/EndRdx(25), GssSynFr--ToHit/EndRdx(31), GssSynFr--Build%(25) Level 24: Hasten -- RechRdx-I(A) Level 26: Lash -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(29), TchofDth-Dmg/Rchg(29), TchofDth-Dmg/EndRdx/Rchg(33), TchofDth-Acc/Dmg/EndRdx(27), TchofDth-Dam%(27) Level 28: Disruption Arrow -- RechRdx-I(A) Level 30: Crack Whip -- Artl-Acc/Dam(A), Artl-Dam/End(37), Artl-Dam/Rech(36), Artl-Acc/Dam/Rech(39), Artl-Acc/Rech/Rng(31), Artl-End/Rech/Rng(34) Level 32: Cross Punch -- SprAvl-Acc/Dmg(A), SprAvl-Rchg/KDProc(33), SprAvl-Dmg/EndRdx(34), SprAvl-Acc/Dmg/EndRdx(36), SprAvl-Acc/Dmg/Rchg(36) Level 35: Oil Slick Arrow -- Artl-Acc/Dam(A), Artl-Dam/End(40), Artl-Dam/Rech(42), Artl-Acc/Dam/Rech(45), Artl-Acc/Rech/Rng(37), Artl-End/Rech/Rng(50) Level 38: Charged Armor -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(39), UnbGrd-ResDam/EndRdx(39), UnbGrd-EndRdx/Rchg(40), UnbGrd-Rchg/ResDam(40) Level 41: Electrifying Fences -- EnfOpr-Acc/Rchg(A), EnfOpr-Acc/Immob(42), EnfOpr-Acc/Immob/Rchg(42), EnfOpr-EndRdx/Immob(43), EnfOpr-Acc/EndRdx(43), EnfOpr-Immob/Rng(43) Level 44: Thunder Strike -- Obl-Dmg(A), Obl-Acc/Rchg(45), Obl-Dmg/Rchg(46), Obl-Acc/Dmg/Rchg(45), Obl-Acc/Dmg/EndRdx/Rchg(46), Obl-%Dam(46) Level 47: Static Discharge -- Artl-Acc/Dam(A), Artl-Dam/End(48), Artl-Dam/Rech(48), Artl-End/Rech/Rng(48), Artl-Acc/Dam/Rech(50), Artl-Acc/Rech/Rng(50) Level 49: EMP Arrow -- Lck-%Hold(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: Supremacy Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(33) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(37) Level 50: Support Core Genome Level 50: Cardiac Total Core Revamp ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1497;690;1380;HEX;| |78DA65945B4F135110C7CF76B7144AAF94FBA5D016283797567DF3C1A8A8D150438| |2FA206AD3C0B65D81B6D9B6511FBDC45B7C50D4680C17318AFAE21750BE88F12B28| |3E7849BCD571E70F6DB29B6C7F3BFF397366E6CC761397265C6F8F5ED92F24DFA18| |554B1984CA48A25CD58D473738E13A952D9482DC8822E07DDA1AA2F395D5E5CCCE7| |D4098D7E61E8B94C57CD8A83E5745A3D69E8B3F3C9038691BFE83F96CB6A86962BA| |9DB0FEEA97C7E413DA267B2258AF59AD6A4969AD38C62562FB8B6ED02399DA6315D| |D0B4B9CEC3057D56AD499428A3E8CBED546494EE273E81AB62172B84B8226CAB4C6| |50DF633D8EBCCD073E65565275688533653BB469A044DEAE475D74993A1C91BE4ED| |A13DE994ECC86B4FFF2F46117519A62B0B5B67365D6036CF33FD14EB9038D6E194C| |C1CF58DA08BE974831EA6CBCB6CA5D8068E951A5A580BFA9811F235724D52E347EE| |C7F3812993CFCD718A7BB76C6ACD5F65B31ECF37A6EF3BF8837983FAF6A26FEF0CE| |FA3D03E7EE4F7237F13F2DFA4F501AC0FD8ECA616A0F52DE8B5E505EFD1FA12DC60| |B6BF62065FC37EC30C536C1BC78AB6519EC5539A7707CEBDE30C21AC88EE19F02CB| |3EF3CB3F31C9864DEA2FABA505F17F65BA6FD7AB05F8FCC35F72BCC889D3958C70C| |3A98A17AE6DD01217A3956E95D564CAD6F9D195A614656C135E66D4218F9C2C8174| |5BE61E41B43BE7EE48B23DF7B1ACB006638D0C6EFE120663888194631C32866B849| |1842BEA17B3CA7E147E043E6C87D70097CC0DC7209318AD8D15F3C93B1DFCC5D7F6| |0FF855D0105BF5BEF082A6255F4398E3EC7D1E738FA8AA3DF38FABD436714C39C62| |3F6D669FDDB5FFD50A5D62C4A2C42C4ADCA2ECB1287B2DCAA445495495CA54ED17C| |2F436F876BE0F954F4EF24AB5DEADAA2249A7F964FB8E4BE6743E5B567FA95DBDC4| |67DAFF98B9492F4E9C7D957D81EAF33FA127F48D| |-------------------------------------------------------------------|
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I like it.. Rathulfr gave a good idea.
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Alternate animation for Aid Other/Self
plainguy replied to WumpusRat's topic in Suggestions & Feedback
targeting drone that follows you around and heals when activated. -
Having over 20+ level 50 toons its a honestly a real pain and time consuming process to create and IO a level 50 character. If you are fortunate enough to have enough money to buy already crafted IOs this isn't much of an issue. But If your middle class like many players its a bit of both. You spend BIG INF on things you need E.G. Winter IO's and some purple sets and then craft and convert what is in your inventory. What I would like to see happen is the following. Have the ability to dump all your recipe's into one bin in your S.G base. Have another bin for Salvage. Then let the super computer link the two together. Maybe make some sort of option at PW2 to buy the super computer and/or unique storage bins or make it a purchase for INF straight from the SG customization menu as a form of INF sink if needed. Leave the other storage bins for brain storm tokens, Converters, ETC. and for decorations. The concept is basically to make the level 50 build process a bit easier to organize at the same time giving the player the same immersion they currently have in the game.
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For me its the time and game money spent as well. I don't know about anyone else but creating the build at level 50 and buying all these IOs or finding them across all my toons take HOURS.. I mean HOURS.. can be anywhere between 4 to 6 hours just buying/bidding on IO's needed. Transferring over IOs needed. Money.. Salvage. If I am bidding on big items like Winter IOs it can take a day(s) to see if I was successful. As they say in the real world. Its either TIME or MONEY. Its either you have the money a just buy the things you need or you take the time to search all your toons to save some money and pool it all together.
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I have been draining mobs with MU and seen them running off as well, as this on my odd petless mastermind builds I just move on to the next group in the mission and hope they come back after me. Most of the mobs I notice are the Bosses. I of course see this A LOT with the council werewolves as they really cannot be held and higher cons and run off a lot regardless. But running a council mission I can have 3 or 4 werewolves running away from me when I drag down their endurance next to nothing. I can only imagine with a set made to do this specifically. Again I brought this up earlier in the thread. I hate to beat up on the Devs. People giving away their free time to do this stuff. I don't think this was the right set to start off with as the first new set introduced into Homecoming. But the horse has left the barn, so now they need to tune it, if they can. But I can't imagine they are going to rework ALL the AI for ALL the mobs NOT to run away because of this set.
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I have no reason to kiss Crysis backside. What I like is how he explains a build, talks about the numbers behind it and its really well thought out and to me makes sense. So with that after reading a bunch of his write ups I put him on my list of trust his words. He knows what he talking about. With that said for me this was enough to stop my Bots/EA at lvl 42.. If he isn't feeling it then I know I won't be feeling it either. Even being able to PL a toon it just isn't worth my effort and time.
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Make Group Fly useful change it to Grant Flight instead
plainguy replied to plainguy's topic in Suggestions & Feedback
Never had an issue or heard of anyone using a power to grief someone in this game. I disagree with Null the Gull. It was put in place for a quick band-aid fix. Further Group Fly is still lacking as was mentioned with the fact that the caster of Group Fly can and will out-fly everyone being granted flight. Thus causing everyone to drop and possibly dying. Plus I don't want to pay all that endurance to let someone fly.. Let them pay for it. -
Make Group Fly useful change it to Grant Flight instead
plainguy replied to plainguy's topic in Suggestions & Feedback
No problem with that. I just think the buff is too short for flight. But I would be fine with a 10 minute rebuff or make it a buff all and allow the buff to be removed by the player as they deem fit. But there is no reinventing the wheel here as you are pointing out. a lot of the mechanics are already done, Just need to tweak the formula. -
There are several things wrong with Group Fly that need to be corrected. Unless you went to Null the Gull to suppress Group Fly you will be affected by it if someone on your team uses it. Using Group Fly on team mates that have not gone to Null the Gull can upset them immensely. The caster of Group fly inherently flies faster then everyone else within the bubble of Group flight, which means you will eventually out fly those you are supporting which can cause your team mates to fall to their death eventually. The endurance drain is somewhat high for a power that no one wants on them without their asking and it has to be team/League wild consensus to agree. Because of all the above Group Fly is EXTREMELY LIMITING. Lets change it to Grant Flight. Like Speed Boost and other buffs, the caster can cast Grant Flight on individuals either on their team or not on their team. If the Person is on the team with the Grant Flight person then it last as long as you are on the team/League. You as the person receiving the Grant Flight pay for the endurance out of your Endurance pool. Once the person Granted Flight leaves the team it changes to a 10 minute timer. If the Person is NOT on the Grant Flight person team/League then its a timed buff. 10 minutes of fly time again you paying for the endurance out of your own Endurance pool. The BIG benefit is now everyone on the team is not tethered to the Granter of Group Fly or have to worry dying when the Granter gets out of range. This change would allow for example a Mastermind with Group fly to allow his pets to fly around with him without upsetting the team or League. It doesn't hinder Jet Pack purchases as a Jet Pack last 30 minutes and they are still valuable to players.
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Range cap hover blaster.. Doing 3/8 setting. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Science Defender Primary Power Set: Trick Arrow Secondary Power Set: Archery Power Pool: Fighting Power Pool: Leadership Power Pool: Flight Power Pool: Speed Ancillary Pool: Power Mastery Hero Profile: Level 1: Entangling Arrow -- TraoftheH-Acc/Rchg(A), TraoftheH-EndRdx/Immob(3), TraoftheH-Acc/EndRdx(3), TraoftheH-Immob/Acc(5), TraoftheH-Acc/Immob/Rchg(5), TraoftheH-Dam%(7) Level 1: Snap Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Dmg/Rchg(9), Thn-Acc/Dmg/Rchg(9), Thn-Acc/Dmg/EndRdx(11), Thn-Dmg/EndRdx/Rchg(11) Level 2: Flash Arrow -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(13), CldSns-Acc/Rchg(33), CldSns-ToHitDeb/EndRdx/Rchg(43), CldSns-Acc/EndRdx/Rchg(45), CldSns-%Dam(46) Level 4: Glue Arrow -- Slow-I(A) Level 6: Kick -- Acc-I(A) Level 8: Ice Arrow -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(13), BslGaz-EndRdx/Rchg/Hold(34), BslGaz-Acc/EndRdx/Rchg/Hold(40) Level 10: Poison Gas Arrow -- LthRps-Acc/Rchg(A), LthRps-EndRdx/Sleep(15), LthRps-Acc/EndRdx(36) Level 12: Acid Arrow -- AchHee-ResDeb%(A), TchofLadG-DefDeb/Rchg(15), TchofLadG-%Dam(48) Level 14: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(45) Level 16: Fistful of Arrows -- Rgn-Dmg(A), Rgn-Dmg/Rchg(17), Rgn-Acc/Dmg/Rchg(17), Rgn-Acc/Rchg(19), Rgn-Knock%(19) Level 18: Disruption Arrow -- RechRdx-I(A) Level 20: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(21), LucoftheG-Def/EndRdx(21) Level 22: Blazing Arrow -- Apc-Dmg(A), Apc-Dmg/Rchg(23), Apc-Acc/Dmg/Rchg(23), Apc-Acc/Rchg(25), Apc-Dmg/EndRdx(25) Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42), LucoftheG-Def/EndRdx(42) Level 26: Oil Slick Arrow -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/Rchg(27), SprVglAss-Dmg/EndRdx/Rchg(27), SprVglAss-Acc/Dmg/EndRdx/Rchg(31), SprVglAss-Rchg/+Absorb(34) Level 28: Explosive Arrow -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(29), PstBls-Dmg/Rchg(29), PstBls-Dmg/Rng(31), PstBls-Acc/Dmg/EndRdx(31), OvrFrc-Dam/KB(36) Level 30: Ranged Shot -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(36), StnoftheM-Acc/ActRdx/Rng(37), StnoftheM-Dam%(37), StnoftheM-Dmg/EndRdx/Rchg(34) Level 32: Hover -- BlsoftheZ-ResKB(A), LucoftheG-Def/Rchg+(33), LucoftheG-Def/EndRdx(33) Level 35: Hasten -- RechRdx-I(A), RechRdx-I(37) Level 38: Rain of Arrows -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(39), SprDfnBst-Dmg/EndRdx/Rchg(39), SprDfnBst-Acc/Dmg/EndRdx(39), SprDfnBst-Acc/Dmg/EndRdx/Rchg(40), SprDfnBst-Rchg/Heal%(40) Level 41: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(42), GssSynFr--ToHit/Rchg/EndRdx(43), GssSynFr--Rchg/EndRdx(43), GssSynFr--ToHit/EndRdx(48), GssSynFr--Build%(46) Level 44: Super Speed -- Clr-Stlth(A) Level 47: EMP Arrow -- BslGaz-Acc/Hold(A), Lck-%Hold(48), BslGaz-Acc/Rchg(50), BslGaz-Rchg/Hold(50), BslGaz-EndRdx/Rchg/Hold(50) Level 49: Power Build Up -- 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 2: Swift -- Empty(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(45) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(46) Level 50: Musculature Radial Paragon Level 50: Reactive Radial Flawless Interface Level 4: Ninja Run Level 1: Quick Form ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1486;684;1368;HEX;| |78DA6594C96F126118C66786C14A774A2BDD375AD9CA005DE2D154AB46A58658E39| |51018964880404DF5E8BF50B56B5A5B772F1EEC76B37AD3835163D51EBC18D78BCB| |D90BBECCF39692CC84C96FE679F7EFFB86F12B63D58F4F5D3B2A88B5C753E17C3E3| |4A6C6D47454CD554C44926A3AA20AC5AB82EE963D4BE8D8E5584CB9904B462E8546| |73B9CC94B564391F4EC7D5A8329A8B24D4DC55F3E934414D4F2A7B0F35C14C26A59| 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