
plainguy
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Reworked Whip Kin. Range and S/L Defense cap. 44% S/L Resistance. Only 4 attacks. ☹️ Power boost plus some kin powers would be interesting to see. Repel seems interesting but the endurance drain is HIGH. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.3 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Mastermind Primary Power Set: Demon Summoning Secondary Power Set: Kinetics Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Corruption -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(15), Thn-Dmg/Rchg(17), Thn-Acc/Dmg/Rchg(17), Thn-Acc/Dmg/EndRdx(19), Thn-Dmg/EndRdx/Rchg(19) Level 1: Transfusion -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(7), NmnCnv-Heal/Rchg(7), NmnCnv-Heal/EndRdx/Rchg(13), NmnCnv-Heal(21), NmnCnv-Regen/Rcvry+(27) Level 2: Lash -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(3), Mk'Bit-Acc/EndRdx/Rchg(5), Mk'Bit-Acc/Dmg/EndRdx/Rchg(5), Mk'Bit-Dam%(37) Level 4: Siphon Power -- RechRdx-I(A) Level 6: Combat Jumping -- RedFrt-Def/EndRdx(A), RedFrt-EndRdx(31), RedFrt-Def/Rchg(33), RedFrt-Def(33), RedFrt-EndRdx/Rchg(37), RedFrt-Def/EndRdx/Rchg(31) Level 8: Crack Whip -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(9), SprFrzBls-Acc/Dmg/EndRdx(9), SprFrzBls-Acc/Dmg/Rchg(11), SprFrzBls-Dmg/EndRdx/Acc/Rchg(11), SprFrzBls-Rchg/ImmobProc(13) Level 10: Siphon Speed -- CrtSpd-Acc/Slow(A), ImpSwf-Dam%(46) Level 12: Kick -- Empty(A) Level 14: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(15), Ags-ResDam/EndRdx(40), Ags-ResDam(40), Ags-EndRdx/Rchg(46) Level 16: Increase Density -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(21), RctArm-EndRdx/Rchg(45), RctArm-ResDam/EndRdx/Rchg(23) Level 18: Weave -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(25), RedFrt-EndRdx/Rchg(27), RedFrt-Def/EndRdx/Rchg(29), RedFrt-Def(29), RedFrt-EndRdx(25) Level 20: Speed Boost -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(34) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(33) Level 24: Super Speed -- Clr-Stlth(A) Level 26: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(43), LucoftheG-Def(43) Level 28: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(42), GssSynFr--ToHit/Rchg/EndRdx(42), GssSynFr--Rchg/EndRdx(34), GssSynFr--ToHit/EndRdx(31), GssSynFr--Build%(36) Level 30: Repel -- ExpStr-Dmg/KB(A), SuddAcc--KB/+KD(36), ExpStr-Acc/KB(39), ExpStr-Dam%(40) Level 32: Inertial Reduction -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(36) Level 35: Transference -- PrfShf-EndMod/Acc(A), PrfShf-EndMod/Rchg(37) Level 38: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39), LucoftheG-Def/EndRdx(39), RedFrt-Def(50), RedFrt-Def/EndRdx(50) Level 41: Mace Beam Volley -- AirBrs-Acc/Dmg(A), AirBrs-Dmg/EndRdx(42), AirBrs-Dmg/Rchg(43), AirBrs-Dmg/Rng(45), Dtn-Dmg/Rchg(45), Dtn-Acc/Dmg(46) Level 44: Fulcrum Shift -- RechRdx-I(A) Level 47: Web Envelope -- TraoftheH-Acc/Rchg(A), TraoftheH-EndRdx/Immob(48), TraoftheH-Acc/EndRdx(48), TraoftheH-Immob/Acc(48), TraoftheH-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: Supremacy Level 2: Rest -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A), Prv-Absorb%(34) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(23) Level 2: Swift -- Empty(A) Level 4: Ninja Run ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1468;671;1342;HEX;| |78DA65945B53126118C77761C9409025545001C5138ABA8179DF4C594D253316D5A| |DC3E00A5B8A8CE0A4977D859A512B3B4E5976BCA9D4AF52DD75ADF50DE861FF7F0F| |33EC803FDEFF737C9FF75D332B93DE2F571E9C5754FDE27CAE5299C9E42A557369C| |12ACDBA32B9829557EA4F937CE3C79699ECF2C2C262C99834E52F1756A9103EE171| |61796ECEB86E95CCAA95AF04AE968AE69259AA1A873FBCD38B8BF3C694992B4B9CC| |F5E5CB60AC5AAAC3CF62A5B36CD59FFA1D7ACB954295AE5C8A5B295374E54C9E4F2| |263B5E0D4B8F03F2DDD0153E3597F24C90D69496E7A0FE827C099E7945BE06DB934| |295B137545B3B7593CC82DE5B60EB6DB0F30EF84467A8C4AA73C8E728904550B3C8| |BB60FF3D3024759D76744D718EB01719BA8BBDB83CA811F3833DCD640BD8EFA5DD0| |76EEA38B37A6CD337CDD64E7F277F809E1D7217F4EE811DD28B5B71D46355F7A6E4| |8B6ACAD816E890A4CDC8AB34D7E4519CA2F8D0A5E61B7762DA21782752E82631018| |E8D736252C18F2C4E7F4CB4844CB31B1CED01DBE3A026F9039C4280530873F79DDC| |7584BB8E701A614EA94BEA0451470DFE76D85AFC17D82B79DB90576DE3C47BC83EB| |185B8CB901BFE01D13AE0EFE86843FEA44EB68241F1E962AF5D6F1037FC96DC62FD| |7760EC3DD8B70D86A5D7286712BD2F5A506C7F7022832B582756C188F876735FDDD| |C57DF4F302AB65EDA7AD7A0F53F0277E57806785603DCC3207B1FE45ED29C619AB3| |DE939821DEA4A16DCC67F80398FC088E7E22BF82639FC198F432C25B3DC2D9EE483| |E03F934630D35CEAE931BE463F6F0143CF02A4A8AE791629E8876F496CBA77E1393| |0D4AAA41493728E71A94890665AA41C91C2BB569EDE8BD5754DBFAD7230AEF96720| |DF738BE8F77E3E0D8C65CFF4E7AAFE3A4DA1F82FB0DDE6EBDFE9F0295FF035BACEC| |FC| |-------------------------------------------------------------------|
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This is the best I can do ATM. It usually takes me some weeks of going back to a build to fix it. Range defense cap. S/L Defense is only 30%. S/L Resistance is capped. My thought process is as follows for defenses and why. The Range defense cap is going to protect you against ANY damage type while closing in or against any running mobs or outside aggro. S&L is a big component in many attacks. So that will cover the Melee and AOE Defense elements because many of your powers you need to be in Melee range to get the buffs from the powers. S&L Resistance combined with S&L Defense will help minimize the damage thus allowing you to run on larger team settings solo. EG 2/8 or 3/8. My concern is 30% Defense in S&L along with S&L resistance cap work ? Or will a lot of damage still be coming in Would going Mace Mastery and getting Range, Smash Lethal Defense cap with 40% Smash and lethal resistance be better ? But the numbers of attacks would be less with mace mastery as you would have several holds. Trust me just running around with 3 attacks is a bit rough and painful. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.3 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Mastermind Primary Power Set: Demon Summoning Secondary Power Set: Kinetics Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Mu Mastery Hero Profile: Level 1: Corruption -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(15), Thn-Dmg/Rchg(17), Thn-Acc/Dmg/Rchg(17), Thn-Acc/Dmg/EndRdx(19), Thn-Dmg/EndRdx/Rchg(19) Level 1: Transfusion -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(7), NmnCnv-Heal/Rchg(7), NmnCnv-Heal/EndRdx/Rchg(13), NmnCnv-Heal(21), NmnCnv-Regen/Rcvry+(27) Level 2: Lash -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(3), Mk'Bit-Acc/EndRdx/Rchg(5), Mk'Bit-Acc/Dmg/EndRdx/Rchg(5), Mk'Bit-Dam%(37) Level 4: Siphon Power -- RechRdx-I(A) Level 6: Combat Jumping -- RedFrt-Def/EndRdx(A), RedFrt-EndRdx(31), RedFrt-Def/Rchg(33), RedFrt-Def(33), RedFrt-EndRdx/Rchg(37), RedFrt-Def/EndRdx/Rchg(31) Level 8: Crack Whip -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(9), SprFrzBls-Acc/Dmg/EndRdx(9), SprFrzBls-Acc/Dmg/Rchg(11), SprFrzBls-Dmg/EndRdx/Acc/Rchg(11), SprFrzBls-Rchg/ImmobProc(13) Level 10: Siphon Speed -- CrtSpd-Acc/Slow(A) Level 12: Kick -- Empty(A) Level 14: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(15) Level 16: Increase Density -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(21), RctArm-EndRdx/Rchg(45), RctArm-ResDam/EndRdx/Rchg(23) Level 18: Weave -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(25), RedFrt-EndRdx/Rchg(27), RedFrt-Def/EndRdx/Rchg(29), RedFrt-Def(29), RedFrt-EndRdx(25) Level 20: Speed Boost -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(34) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(33) Level 24: Super Speed -- Clr-Stlth(A) Level 26: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(43), LucoftheG-Def(43) Level 28: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(42), GssSynFr--ToHit/Rchg/EndRdx(42), GssSynFr--Rchg/EndRdx(34), GssSynFr--ToHit/EndRdx(31), GssSynFr--Build%(36) Level 30: Repel -- ExpStr-Dmg/KB(A), SuddAcc--KB/+KD(36), ExpStr-Acc/KB(39), ExpStr-Dam%(40) Level 32: Inertial Reduction -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(36) Level 35: Transference -- PrfShf-EndMod/Acc(A), PrfShf-EndMod/Rchg(37), Empty(46) Level 38: Charged Armor -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/Rchg(39), TtnCtn-EndRdx/Rchg(39), TtnCtn-ResDam/EndRdx/Rchg(40), TtnCtn-ResDam(42), TtnCtn-EndRdx(40) Level 41: Electrifying Fences -- EnfOpr-Acc/Rchg(A), EnfOpr-EndRdx/Immob(43), EnfOpr-Acc/EndRdx(45), EnfOpr-Acc/Immob/Rchg(45), EnfOpr-Immob/Rng(46), EnfOpr-Acc/Immob(46) Level 44: Fulcrum Shift -- RechRdx-I(A) Level 47: Thunder Strike -- Obl-Dmg(A), Obl-Acc/Rchg(48), Obl-Dmg/Rchg(48), Obl-Acc/Dmg/Rchg(50), Obl-Acc/Dmg/EndRdx/Rchg(48), Obl-%Dam(50) Level 49: Static Discharge -- Empty(A), Empty(50) 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 2: Health -- Empty(A), Empty(34) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(23) Level 2: Swift -- Empty(A) Level 4: Ninja Run ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1456;663;1326;HEX;| |78DA6594DB4F135110C6CFF622B6B4746B8196D202E54E0B0B55DF4D1435469AA0A| |8AFA481A55D85D2D012E1D1FF40C15B0C5EE3F5C527AF51FF11F4CD67C5772F75BA| |DF0734D94DBBBFCE7766E6CCCC9E6D6E6D32F0FAF4B5634AD34F2CE62B95D95CBE5| |2355796ACD2BC37972F5873AA7E35C937B5BF323BB3BAB4B45C32264DB9D3B04A85| |5883C7F1D58505E3AC5532ABD65C257CA6543457CC52D5D8FD11985E5E5E34A6CC7| |C59E282B671CA2A14AB62F96D6BA66C9AF3A15DAF7973A552B4CAF193656BCE68D8| |25B7CA7AD76352E1807CEFEA8A57CDABEE0BB21ED5F200D41F928FC0438FC927607| |B5AA831F69C666B07CE933360E002D87A118C5F02EFE90C95586D01F95C05B2087A| |2CF232D87F058CCABE6E3BBAA6DC19D62223F7B216AF1F7B7485C09E66B205EC0F7| |03D086EE97862F5D8A6371E5B3BF8967C07FADF931FC0C047B0436AF129975D8B6F| |4BF225A57E49D68C7CAAB92697728B1244755AF0B01B538EC23B2E1942F07687BA4| |41B92697583A33D607B0AF4489E30BB0CB3CB18BB8BB3AB04BB4AB0DB18A7D029FB| |44B08F16F9E6B2B5D457B057F2B6B1BE364EB487EC93B528BB89FAE01F16AD03FEA| |E8E36E44FEB642B18119F4ED6DAF9147123CFC8E7DCFF05D8F512EC7B05C6A4D624| |6792BC2A5A44D6BE63E2836BB087D6C184F876B3AF6EF6D5B70D2665AD176BAEDED| |BD0FA37C131FBC97C968731C02A07D2A87C30438E824363E088417B1CFC22B1C33C| |37C3D7D9FD0D707483BC098E6D92B778F6A4B20CCF708693DE092865309FF11B558| |EFF21FF82D97FB46BB4154ED327C104A730617796B5EF09CFDEFB2D9FBA92762813| |0E25EB508E3894A30E65CAA1E4F695DAB467EF8D579ABDBAE31785A70EFE29FBFE7| |35F679E5F8D9E77D079FB06F8C3E1EDD3EBFF0FD8F53F0169FED8| |-------------------------------------------------------------------|
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The best route would be S/L cap which would probably bring you to melee cap as well. Looking into it.
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I think it would go a long way for any suggestion and feedback if the Devs would just state what can or cannot be done with this 12 year old game. E.G Request- I want to have swing travel power.. Answer - You can't because the buildings are not set up with anchor points for swing line. You also can't because game engine doesn't allow for upward swing like that. Request- I want 4 arms Answer- We can't because we would have to redo every single costume part to accommodate 2 other sets of arms. End result you would cut down on the background noise of the impossible request. Someone wants 4 arms.. You point them to the sticky. Someone says I want swing I don't care if its an invisible bind point in the sky. You point them to the sticky. So instead of people expending energy trying to request and explain and design things that are just unfortunately impossible, they might be better suited expending that creative energy and thought process on something that might be doable.
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I get what you are saying. But honestly I think its a combo of everything with bodyguard mode. Its the AOE, the direct damage by the aggro or taunt you created combined with bodyguard mode. As a Robot Traps mastermind I run into this several times on double group pulls with AOE mobs like COT Demons for example. Or a group with a EB in it and I taunt this getting hit by it all. Which is pretty funny to see the robots drop instantly. I wonder what the damage would have been without bodyguard mode when I see that happen.
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NPC Exclusive Costume and Hair Items
plainguy replied to FeroshaCouture's topic in Suggestions & Feedback
@daveyfiacre Thank for taking the time and the clarity. I have to agree allowing this would open the door for many new quick options. With the caveat that buyer beware with clipping and other glitches. -
Mastermind Pet: Clones and/or female minions
plainguy replied to Dragonfire's topic in Suggestions & Feedback
I think ( can be talking out of backside here, as not muck of coder) pre-selected pets as Redlynne mentioned might be a decent start. Yea we could say go big or go home, but just having preselected pets or color change options for certain pets. EG Red Robots. Might be a a simple and safe start. And then maybe 6 months down the line you can have your Mixed Gender all Steampunk Merc Team ( Just saying I called it first ). -
I do understand how to herd with hurricane. I played with with RO group storm member and we ran all storm teams every weekend. But in a team setting it is pretty much anti-team. Yea you can play it in the background away from the tank/brute/scrapper herding. At level 50 it is good against AVs which resist the knockback/pushback. But no one will let you waste time herding mobs unless its MSR type environment or some big farming type map where the Team Lead trust you to understand what your doing to bring him mobs while the rest of team is killing off the current mobs at hand. Thus creating a semi steady flow of mobs coming to the team to speed up the farming progress. I can personally tell you from my own experience that Hurricane like other KB powers can and will put mobs into places on the map that make them untouchable. This is most apparent in cave missions. They get stuck in walls and you need some sort of targeted AOE at their feet sticking out to kill them. Further this also ruins the game play when you "accidentally" push the wrong mobs into the wall or ceiling preventing the team from completing the mission. I've seen mobs get pushed into the wall and then run around in the background to the top of the cave and then disappear off. Further build wise of course I am going to take it, it puts me at defense cap when solo. I can't tell you why others took the power. Maybe they build for defenses but thematic reasons. Maybe its the best choice for the build at that time. Maybe its the best power they could take in the build. But you would need to ask that 73 percent why they took it. You are making a big assumption that they are OK with it because they took it. I can tell you I took it for defense numbers. I can tell you I only take powers for defense/resistance numbers and NEVER thematic. My goal is defense cap/resistance cap/recharge and run solo on highest setting 4/8 on any Arch Type and power sets. I can tell you I don't make a build or pick a set unless I can do that and I don't create any melee type characters. But I can tell you it also made having and PBAOE attack useless while hurricane was on. It literally made it single target or just a few mobs. Hurricane has a repel and knockback. Tornado has a knockback. The Knockback isn't as bad as the repel in this instance. Repel is the issue. Simply because it literally causes you to miss mobs with PBAOE attacks. Either You or a team mate. I had a KB to KD IO in it and all it did, which is working as intended was push back the mob that fell. They put and have IOs in to change KB to KD. But they can't put in an IO that makes repel KD ? That's high suspect and speculative to the code comment. An IO would allow a player a choice thus NOT changing the actual power for EVERYONE And I do get free to play. I clearly can say I have donated over a years worth of monthly subs at 15 a month value. So I am not just asking for something while not helping out. But neither am I saying I expect anything either. Suggestion forum, I put in a suggestion. But at the end of the day it is what it is.
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NPC Exclusive Costume and Hair Items
plainguy replied to FeroshaCouture's topic in Suggestions & Feedback
Bit confused.. So running with the switch -N means only you can see the costume ? Or does it just allow you to pretend in the ICON store ? Further was wondering if you could maybe save the costume, get the code and then replace an existing costume with the code you wanted. EG I seen in another thread where you could change your character height beyond what is allowed a bit by changing it manually and saving it. -
As much as I like hurricane and the melee type defenses it offers.. The Push back is a utter pain in the backside for teaming and fighting purposes. I really do get the thematic concept it brings. I get it this is what a hurricane does.. But it really is somewhat limiting in a team environment in the middle of combat for anything that is NOT an AV because of the push back. It would be nice if one of the IO sets currently allowed to be slotted in Hurricane which include knock back to knock down could also have the option from push back to knockdown. Simply the mob stays within the hurricane gets the combat debuff it provides and eventually falls down once the knockdown procs. At the end of the day the "push back" is nothing more than a constant knock back. Further if I can add Tornado already has this in place as an option.
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Link base salvage storage inventory to invention tables.
plainguy replied to CodeJunkie's topic in Suggestions & Feedback
Posted this a while back and totally agree. I would imagine superheros and supervilians would have super computers to handle such task as inventory. Just saying. -
Wanted to repost changes to the last build. I know Range says 37 but in game it is 45. Don't ask I have no clue. I will put a purple set in flamethrower eventually. Bonfire is pretty dam good as well. It does proc a lot. Did an ITF with a Kin and had 3 Gun Drones out at one time. Teammates where amazed as was I. | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1465;679;1358;HEX;| |78DA6594DB4E1351148667DAA9B585CA190A148156A0B67468D5C44BE39160C0107| |88066226369524BD30E895E798E6F200A026A542031DE78E03114F0CAF0009E506F| |C4C34D5DCCFFB7623A69FBEDF9F75E7BFD7BEDBD3B72E954F5F3C16BC714D577326| |3140AC913F26B9979F739C39ACE1B1965E771CB37C08EE498914D9913FAF142C198| |CE58C9B1F4858CD952EA1C9FCEE5A6F2963E684CA44CAB5037949D34F366D6D24B0| |DDFE8D454463F934E4D5AE96CCA6BBF8DE74C73A20A1D999D9E6ABB3D6C1A391953| |7F3A973E2F1DC64533396267B9EC173FBDF2ED514A4FD1A5CC0B129AE25804F73C0| |0F72E806D0FC1C023F0CAEED83B2A62EF81DE59B06B0E1CB84BCE803BB955C6AACC| |AB31AFB6F07FFE00F3EE67DE3E8113B19AF3053DBE02BDAF3976957CC935C906B81| |0A3B8DAA085DCD817D154F77B87AD356E82D745F5A8F0E7790AADFA31F904DCB744| |2E83B52B6058A2AAB8B6AA4D71EA973E45B3FBEA55D201366A609713BC2A513EFAF| |41DC57C4E3159032F4A8D5F1A1D9A1295B73AD6A08E35F073AD7ED6A28DB588B016| |1E99A701F3A80D5C6F82EB0D4A5F13FB9AA218DF4CDE14B4B0162D1F9CB6D6FD91F| |C04767D06435FC0DE2DB05FA25AE9B3953E13F419A2CF107DC6E833226867FDDADF| |088292E72D78608D5C2737C0C83BF086A083F5EB58C5DA62F2D6C9F93A67E96F0EE| |CBB4FCE930BE0C022A8495D82AC7DB00967F776F9DE145D3DFDC8D11B030FEAE400| |190723097049A60DD35FF896C33E1BCBA245395FF487C3DEDFFE6DF227F90B8CFD2| |6FF802B12ABD39F7E0867ED991CA038F732BE8171893530A095EFAC7CE451862B94| |51AD7C3715D556BAB5D2752D16B7BCD2644635861DFBBA5B0B43FBF64F53D5B3D2E| |893133584D3FB7DF7F81954265EE12352A1242A942315CAE10A65BB5912D0BDA7B6| |FCDF51FC0B1823EDBF| |-------------------------------------------------------------------|
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First off wow. That is where I was testing this out again last night, so I thought for some reason you got a screen shot of me. So UTRA wild. I see you created a custom tab. I need to set that up.. It is obvious I do not have something selected to show this damage and such. I see the force feedback proc and the stamina proc, but no others. I didn't see the numbers pop up except once. But again I could see the health bar reducing. But I will say this again, against all the mobs that I had aggroed on me only a few were getting damage from the proc.
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I seen it ONCE come up as a -41 on a gray con mob after posting. But only once. To expand on this. I ran around that garage area pulling everything with hurricane to see I just stood there as 10 mobs where trying to bash on me. Some mobs got damage and others didn't. I mean some mobs where at half health and others didn't seem to have a scratch. I Literally fell asleep at one point.
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Coming from a petless mastermind build or Semi Petless. It would be nice if the game system could register your build and see how many pets are in your build and then rework your endurance cost on attack power accordingly. EG 3 pets based on their Tiers you pay the full price for your attacks. But if your build only has Tier 1 or 2 or 3 then the endurance rates for attack powers would drop accordingly to help compensate for lack of pets. Also maybe like Arachnos soldier and Widow a different set of powers open up based on the build. Overall would like to see more powers like Mystic Flight. You get flight and Teleport. Teleport is great for dropping into the middle of mobs on the right builds.
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Reworked Whips/Storm build Steady running 3/8 no issues, on the OLD BUILD. I see no changes/issues for the new build. But I will run 4/8 just see the performance. As I was posting this I decided to rework the build and was able to squeak out something I thought was better. After reading up and asking a few questions about Procs in the Proc Monster thread I made some minor changes to add some procs where I could and changed out the Knockback to knockdown proc from Hurricane as it did nothing because the mobs still got pushed back. I also did some testing with mobs outside PI hospital in the parking garage across the street to see how it all worked out. I keep pet summoned on aggressive so as NOT to be in bodyguard mode, otherwise he dies on first incoming volley of attacks. With incarnates unlocked I picked up Agility and Ageless for the Endurance and Recharge. I picked Ageless Partial Core because it has a 90 second duration. Between those 2 incarnates I have no endurance issues. The recharge also helps me drop 3 Lightening Storms which is outputting some really good damage. I picked up Melee core Hybrid for the following reasons I wanted to improve my Regen as I have no self heal. - CHANGED keep aggro off pets if I could from the built in taunt I am already at defense cap ( or close to it ) 43.3 range I drop the defense wisp and I am at 45 defense. Hurricane plus 20 in defenses for AOE and Melee help cap out the others. So I took it for the resistance values. Game play issues I kept mulling over no self heal was a bit annoying. Thunder Strike AOE though nice was being trashed because of hurricane needed to be on. Which meant mobs were being pushed away before I could use this as an effective Melee AOE. Was good against bosses but it was pretty much single target. I would have like to incorporate Combat Jump into the build to get rid of Kick, Tough, Weave combo but I couldn't get enough defenses up reach at leave 43 ranged defense. Plus I lost some Decent resistance numbers as well. Plus I would lose other bonuses to recharge and such. Reworked the build. Removed Thunder Strike and added in Arcane Bolt. Since Thunder Strike was pretty much being messed up by Hurricane and relegated to being single target. I can technically fire off 2 Arcane Bolts against the target and do more DPS with less endurance and have 2 chances at knockdown and add in much quicker recharge. I could fire off 3 Arcane Bolts for a bit more endurance then it cost Thunder Strike. Removed O2 and Electrifying Fences Added Aid other and Aid Self reslotted Snow Storm because of the defense increase Added more DPS to Static Discharge Number wise I ended up with more recharge and Regen, better endurance numbers and better resistance numbers. Nothing amazingly outstanding but it's in a positive direction nonetheless. I surely didn't loose anything with the changes. 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Have Explosive Strike Chance for Smashing in Hurricane and I noticed it is not displaying damage or proc'ing in any type of chat window. But I see the damage bar going down on the target.
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I asked in the beta forums about Traps as well. Other echoed the same thing. The impression I got from the Dev's response is many things are going to be updated. I have a feeling once they see how it works with Devices they will move it over to Traps. So its going to be a wait for it to happen thing and be patient I guess. But I would like it changed as well yesterday.
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All great ideas. I have zero issues with not allowing certain things so as not be offensive. EG Pimps. But it would be nice to have different skins for pets.. EG Mercs have different Merc skins, Demons have different Demons skins. ETC. Would be nice if we could pick the color of the flame and glowing heads on demons. Make it match the summon color ? Again as was mentioned color code them differently to make them stand out a bit more from the common npc. Personally I would just overall pet AI improvements or additions.. EG give pets a leash distance.. Meaning they will only stray X amount of distance from the Mastermind. I just hate when pets run off.
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I was able to get my Demon Storm to 50 and also with incarnates. I will post what I have. I am thinking of just making up a petless mastermind thread and post what I have.
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No this was only for Devices not for Traps
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Again thank you.. I think sometimes showing some screenshots of this would make newer players understand.. I get enough of the game mechanics and honestly this can be a bit overwhelming for me. I think also it is trying to understand where the fail point is. Meaning when is it a waste of time to slot a proc or not slotting enough procs in a power. EG putting in a single proc in a power and not realizing you actually hurt yourself damage wise for doing it. Mids was very good for building Defense cap and resistance numbers because those mechanics are very simple to understand. But Proc's a different ball game and MIDs doesn't help out that much to get you accurate numbers on this. I wish there was a tool for Procs in powers.. See how your explaining Incarnates and why one over another. I get that. It helps add a bit of clarity. I don't know if there is a rule of thumb here. But if there are some do's and don'ts I think that would be helpful. EG a cheat sheet of sorts. EG going back to the defense analogy, someone one thinking that having 20% defense across the board is better then having 45% in S/L or in Positional Defense. Because they think 20% is almost half when it actually it isn't based on the mob and luck streak rolls, etc.
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Let me follow up on this. Again for the layman. Are the Proc's overall generating more DPS then a standard build ?