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City_of_Jedi

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  1. "When a player identifies a problem, he is almost always right. When a player proposes a solution, he is almost always wrong." Let me be more clear. I think the discussion is still worth having for two reasons. One, it lets the Homecoming Team know that we are thinking about this issue. Two, it may generate an idea or inspire something that can someday be implemented as a game-mechanic. There is an opportunity here to be creative and add something unique that will set Mercenaries apart from the other primaries. I will speak in generalities because there are others that can directly address issues with specific powers more accurately than myself. To be plain, we want Mercenaries to be better. Better than they are currently. But in comparison to what? Clearly the measuring bar is in comparison to Thugs, and specifically, the Enforcer's leadership powers. This is a mechanic that probably should have gone to Mercenaries in the first place. But it is too late for that now. The ship has sailed. So you have Thugs and their tighter hierarchical command structure. The Enforcer, through a combination of charisma, intimidation, and outright threats, keeps the rest of the thugs in line, fighting together as a cohesive unit. Thematically speaking [if not also mechanically], they will always have this advantage over mercs. Perhaps what the mercs need is to display better training. Most of them are likely ex-military, law enforcement, or special forces. They are the best. The elite. The disciplined. The decorated. The bravest, strongest, and fastest. Together, they are the most lethal fighting force ever assembled. The moment you summon a mercenary, amateur hour is over. Whereas thugs are poorly trained but highly organized, perhaps mercs are simply more loosely organized but highly trained. They need no enforcer to keep them in line. They do not look to a squad leader for direction. Their battlefield commander is the Mastermind himself. They already know what their employer expects of them. They need only be pointed in the enemy's direction, and they will sort out the details of that enemy's demise in short order. This does not mean that they are unable to work as a team. Rather, that they are simply less dependent upon each other in the furtherance of their objectives. Every finger a knife. Every hand a bayonet. Every man an army.
  2. Thank you all. Sagely advice, as it turns out. Taking Gun Drone and slotting with Expedient Reinforcement allowed me to hit the softcap for Ranged, Energy, and Negative. 😁 I'm still getting used to the "post-invention-origin-enhancements" mindset where you take and slot powers that you maybe had no intention of using merely for the sake of set bonuses.
  3. Sudden Acceleration/Knockback to Knockdown is not unique and can therefore be slotted into multiple powers. I'm flattered that you asked. The truth is that it's too early to tell. I'm still leveling the guy. 😐 I find myself using it even against single targets just to have something to shoot them with. You only have so many powers at level 25, after all. The biggest drawback for you will be the range. It's a mere 40 feet. I will say that the magnitude of the knockback is lower than MP30, however Buckshot is still the inferior power, being a cone instead of a targeted AoE (and having shorter range, of course). Out of the two, I'd say you picked the right one. I've come to accept the truth of that statement. There's a decent chance I'll end up doing that. However, for me, concept is everything. In the above scenario, I'd have to take Fire Shield, and I can't for the life of me explain why the guy would be be running around on fire all the time. He's a tech-based scout-sniper (e.g. Deadshot, etc.) I would take /Munitions Mastery but for the fact that it is terrible. I'm trying to strike a balance between viable theme and operational reality. Having said that, the [mostly] improvements to /Devices have given me hope that /Munitions will someday be improved as well.
  4. Thank you for your reply. You had some good suggestions, there. I should've taken a closer look at your thread/build. I thought about posting there, but didn't want to "threadjack," as it were. I had thought the program was set to update whenever it was opened. It wasn't. Good catch. I had been wondering if an update was imminent. I'll agree with that. Our builds are slowly converging. Also, I was able to hit the soft cap for ranged! 😁 I'm liking how the build turned out, and I think it's an improvement:
  5. City_of_Jedi

    Devices

    I am up to speed about the buffs/changes to /Devices and decided to roll one myself. Build proposal is below, although I'm certain it can be improved. I am asking for feedback in that regard. I did have a couple of questions: Does Sniper Rifle still have improved accuracy? The in-game information claims it is 1.00X, which is standard accuracy (i.e. 75%). Is the tooltip wrong? What is the real value? When using Sudden Acceleration/Overwhelming Force to change knockback into knockdown, does the level of the enhancement matter? What to do about incarnates? 😕 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! AR-Dev: Level 50 Technology Blaster Primary Power Set: Assault Rifle Secondary Power Set: Devices Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Power Pool: Leaping Ancillary Pool: Force Mastery Hero Profile: Level 1: Burst -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(7), Thn-Acc/Dmg/Rchg(11), Thn-Acc/Dmg/EndRdx(39), Thn-Dmg/EndRdx/Rchg(43) Level 1: Web Grenade -- Acc-I(A) Level 2: Slug -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(5), Thn-Acc/Dmg/Rchg(11), Thn-Acc/Dmg/EndRdx(39), Thn-Dmg/EndRdx/Rchg(40) Level 4: Buckshot -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(5), SprBlsWrt-Acc/Dmg/Rchg(9), SprBlsWrt-Acc/Dmg/EndRdx(15), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(27), SprBlsWrt-Rchg/Dmg%(40) Level 6: M30 Grenade -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(7), OvrFrc-Acc/Dmg/End(9), OvrFrc-Dmg/End/Rech(17), OvrFrc-Acc/Dmg/End/Rech(23), OvrFrc-Dam/KB(43) Level 8: Super Speed -- Run-I(A) Level 10: Targeting Drone -- ToHit-I(A), ToHit-I(17) Level 12: Sniper Rifle -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(13), StnoftheM-Acc/ActRdx/Rng(13), StnoftheM-Dmg/ActRdx/Rchg(15), StnoftheM-Dmg/EndRdx/Rchg(25), StnoftheM-Dam%(39) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(34) Level 16: Caltrops -- Rgn-Knock%(A) Level 18: Flamethrower -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(19), PstBls-Dmg/Rng(19), PstBls-Acc/Dmg/EndRdx(21), PstBls-Dam%(25), Ann-ResDeb%(40) Level 20: Field Operative -- EndMod-I(A), EndMod-I(21), EndMod-I(23), Heal-I(45), Heal-I(50) Level 22: Kick -- Empty(A) Level 24: Tough -- StdPrt-ResKB(A), ImpSki-Status(43), UnbGrd-Max HP%(45), StdPrt-ResDam/Def+(46), GldArm-3defTpProc(48), GldArm-ResDam(48) Level 26: Ignite -- Dmg-I(A), Dmg-I(27), Dmg-I(29) Level 28: Trip Mine -- Erd-Dmg(A), Erd-Dmg/Rchg(31), Erd-Acc/Dmg/Rchg(31), Erd-Acc/Dmg/EndRdx/Rchg(36) Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(46), Rct-ResDam%(46), LucoftheG-Def(50), LucoftheG-Def/EndRdx(50) Level 32: Full Auto -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(33), PstBls-Dmg/Rng(33), PstBls-Acc/Dmg/EndRdx(33), PstBls-Dam%(34), Ann-ResDeb%(34) Level 35: Time Bomb -- Obl-Dmg(A), Obl-Acc/Rchg(36), Obl-Dmg/Rchg(36), Obl-Acc/Dmg/Rchg(37), Obl-Acc/Dmg/EndRdx/Rchg(37) Level 38: Personal Force Field -- LucoftheG-Def/Rchg+(A) Level 41: Temp Invulnerability -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(42), RctArm-ResDam/Rchg(42), RctArm-ResDam/EndRdx/Rchg(42), RctArm-EndRdx(48) Level 44: Force of Nature -- GldArm-RechRes(A), UnbGrd-Rchg/ResDam(45) Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(31), EndMod-I(37) ------------
  6. So... is the consensus, then, to skip Gun Drone until it is improved from its current state?
  7. I fixed it. Also, Redlynn has a well-researched Huntsman build here
  8. I've been asking myself this same question. The issue I can see with /Electric is that it requires you to be near the ground to benefit from its immobilize and knockback protection via Grounded (unless they've changed that and haven't told me), and you mentioned Hovering. Also, Power Sink is 10 foot range, so you'd have to move in to benefit from that. (For comparison, standard range for melee attacks is 7 feet). But that's an issue for every primary, not just AR. /Energy is in many ways a copy of /Elec, except it uses typed defense, whereas /Elec uses typed resistance. /Elec has Psi resistance, whereas /Energy has no /Psi defense. /Energy has a +hit points and resistance power instead of a +recharge +runspeed power. If it comes down to these two only, I feel that /Elec is the superior choice. But they are very similar. /Bio seems like everyone's favorite nowadays. It's the "new shiny". It has a mix of defense, resistance, +regen, +hit points, and healing/absorb. I think the Sentinel version is great because it seems to have just the right balance of toggles, click powers, and auto powers. Offensive Adaptation allows you to edge your damage upward, and I've come to rely on its To-hit buffing on my Beam/Bio. And with Powerset Customization, you can turn off the "organic stuff" that otherwise grows over you and covers your costume. Personally, I was trying to decide between /Dark and /Invuln. /Dark fits the concept better for me. But it seems like it isn't a great pairing because AR has three knockback powers. Unless you slotted Sudden Acceleration or Overwhelming force to change the knockback into knockdown, you'd be pushing mobs away from Oppressive Gloom and/or Cloak of Fear (which carry their own problems in addition to short radius). The range on Obscure Sustenance seems generous at 35 feet, so I'm less worried about that. Of course /Dark lacks the Tier 9 "god mode" power and instead gets a self-rez. The thing I like about /Invul, specifically with AR, is that Invincible has a built-in +10% To-Hit buff in addition to its defense. It's like your own personal Tactics aura (that only affects you). Between that AR's slightly enhanced accuracy, it's like having a second accuracy slotted into all your attacks, so you can devote that slot to something else. (It isn't exactly that way because accuracy and to-hit are different and function differently. I only say that to illustrate a point). According to the flavor of the month reports, the most popular pairing for Sentinels with AR is /Willpower. This is by a wide margin. I think we can infer that it is indicative of a natural origin type of character; one without traditional "super powers," per se. One thing we've learned from these (in case it wasn't already obvious) is that people really like themes. Fire/Fire. Ice/Ice. Rad/Rad. You get my point. I think it's important to pick a good concept and then make your selections accordingly. Sometimes there are powersets that I want to combine, and I come up with a concept that will explain it. But always, concept is paramount. It also happens that Willpower is a good set. The truth is that none of the secondaries are "bad." There isn't a "wrong" choice here. I would pick whatever makes the most sense for the character that you are trying to make. I think if you invest strongly in the character and try to answer the difficult questions (Who is he? Where does he come from? Why does he fight? What does he fear?, etc.), you will find the end result to be much more rewarding. You are not "picking powersets." You are building a character. Treat it as such.
  9. I remember the early days when CoV came out. We had discussions about this all the time on the boards. These were the heady days when... Bots/Dark ruled the roost Then people started to realize Bots/Traps was a thing You could turtle up in personal forcefield and still command pets You had to summon all your pets at the start of every mission, and upgrade them each time, one at a time There was no bodyguard mode People actually played Mercs. Can you imagine? I know. It sounds heretical. But Thugs weren't around back then. We had to make do. Ranged pets had all the advantages. They would sit back and plink away at Sky Raiders and never move. It was glorious. Once in a blue moon, a bot would try to melee a guy. But honestly, the guy probably had it coming, to get b-slapped by a robo fist. But it was nothing like today, in the post-Castle-fix era. (The medic was always suicidal... don't get me started on that). We've inherited the legacy of that design decision, good or bad. It's a mixture of both. It sounds like I'm assigning blame here. That's because I am. But there was a legitimate problem that Castle was trying to solve. He was a good guy. He was trying to help us. He got a red name, and later his own avatar in Peregrine. We were so happy for him. But I digress. The idea was that melee pets would be totally helpless without ranged attacks in the event that they couldn't reach the enemy. (CoV has more flying foes.) But they were using their ranged attacks at the exclusion of the melee ones. They would sit back and daisy chain ranged attacks. Shoving them with the go-to command didn't help. I mean obviously they would use them eventually. But it took a lot of coaxing to get the damn grave knight to pull out his sword and start hacking off limbs. So you had a situation where ranged pets were more survivable by virtue of being ranged, and more damaging by virtue of having ranged attacks which did more damage. Melee pets were bottom-feeding jerks. The red-headed step-children of that crazy uncle that keeps showing up to Thanksgiving even though no one actually invites him. It was untenable. Something had to be done.
  10. Thank you again for your advice. 😀 Is losing perma-hasten a reasonable trade-off for the increased defense? (I had assumed recharge to be the priority where Dominators were concerned.)
  11. I have this theory that people pick Excelsior because it's at the top of the list, which explains the higher player count (which includes me, by the way). A second theory goes that it got a bump from Stan Lee's passing. I think many of us are here, including the game itself, because of him and his contribution to comic book culture and the superhero genre.
  12. I had the same idea and ended up going Dominator. Take a look at this thread.
  13. I noticed that Dark Mastery/Darkest Night and Soul Mastery/Darkest Night have radically different numbers. Is this by design?
  14. I'd forgotten about this feature, if I ever knew it existed to begin with. Thank you for your advice and for taking the time to write it. I will incorporate your suggestions. The issue is: what shall I do with the slots? Add to Health? 😕 Lastly, I still do not know why Spinning Kick is sending mobs flying. Perhaps these particular mobs are simply vulnerable to knockdown effects? (I believe it was CoT).
  15. Hey guys, Just looking for some feedback on this build. (I feel like it came together more easily than some other builds.) IO priority was pushing resistances as high as they'd go. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.3 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Titan-Elec: Level 50 Magic Brute Primary Power Set: Titan Weapons Secondary Power Set: Electric Armor Power Pool: Sorcery Power Pool: Fighting Power Pool: Speed Ancillary Pool: Energy Mastery Villain Profile: Level 1: Defensive Sweep -- FuroftheG-Acc/Dmg(A), FuroftheG-Dam/Rech(3), FuroftheG-Dam/End/Rech(5), FuroftheG-Acc/End/Rech(7), FuroftheG-Acc/Dmg/End/Rech(34), PrfZng-Dam%(37) Level 1: Charged Armor -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(11), Ags-ResDam(23), Ags-ResDam/EndRdx/Rchg(46) Level 2: Titan Sweep -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(3), SprAvl-Acc/Dmg/EndRdx(5), SprAvl-Acc/Dmg/Rchg(7), SprAvl-Acc/Dmg/EndRdx/Rchg(17), FrcFdb-Rechg%(37) Level 4: Conductive Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(15), Ags-ResDam(25), Ags-ResDam/EndRdx/Rchg(46) Level 6: Build Momentum -- RechRdx-I(A), RechRdx-I(11), GssSynFr--Build%(23) Level 8: Follow Through -- GldStr-Acc/Dmg(A), GldStr-Dam/Rech(9), GldStr-Dam/End/Rech(9), GldStr-Acc/End/Rech(13), GldStr-Acc/Dmg/End/Rech(17), FrcFdb-Rechg%(40) Level 10: Static Shield -- ResDam-I(A) Level 12: Lightning Field -- Obl-Acc/Rchg(A), Obl-Acc/Dmg/Rchg(13), Obl-Acc/Dmg/EndRdx/Rchg(42), Obl-%Dam(42), Erd-%Dam(43), Arm-Dam%(43) Level 14: Mystic Flight -- EndRdx-I(A) Level 16: Grounded -- UnbGrd-Max HP%(A) Level 18: Rend Armor -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(19), SprUnrFur-Acc/Dmg/Rchg(19), SprUnrFur-Dmg/EndRdx/Rchg(21), SprUnrFur-Acc/Dmg/EndRdx/Rchg(25), SprUnrFur-Rchg/+Regen/+End(37) Level 20: Lightning Reflexes -- Run-I(A) Level 22: Taunt -- Taunt-I(A) Level 24: Kick -- Empty(A) Level 26: Whirling Smash -- Obl-Dmg(A), Obl-Acc/Rchg(27), Obl-Dmg/Rchg(27), Obl-Acc/Dmg/Rchg(31), Obl-Acc/Dmg/EndRdx/Rchg(31), FuroftheG-ResDeb%(39) Level 28: Energize -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(29), NmnCnv-Heal/Rchg(29), NmnCnv-Heal/EndRdx/Rchg(31), NmnCnv-Heal(34) Level 30: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(40), Ags-ResDam(42), Ags-ResDam/EndRdx/Rchg(43) Level 32: Arc of Destruction -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(33), SprBrtFur-Acc/Dmg/Rchg(33), SprBrtFur-Dmg/EndRdx/Rchg(33), SprBrtFur-Acc/Dmg/EndRdx/Rchg(34), SprBrtFur-Rech/Fury(36) Level 35: Power Sink -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(36), EffAdp-EndMod/Acc/Rchg(36), EffAdp-Acc/Rchg(40), EffAdp-EndMod/Acc(45), EffAdp-EndMod/EndRdx(46) Level 38: Power Surge -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39) Level 41: Superior Conditioning -- EndMod-I(A) Level 44: Physical Perfection -- EndMod-I(A), EndMod-I(45) Level 47: Focused Accuracy -- EndRdx-I(A), EndRdx-I(48) Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50) Level 1: Brawl -- Acc-I(A) Level 1: Sprint -- Run-I(A) Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(45), Pnc-Heal/+End(48), RgnTss-Regen+(48), Heal-I(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15), EndMod-I(21) ------------ I also wanted to ask about Incarnate powers because I have no clue what to take. 😐
  16. Thank you for your suggestions. I am incorporating them now. But I do have a couple of questions: Do you mean to say that it's largely unhelpful rather than outright detrimental? If so, that's been my impression as well, even prior to starting the build. Once the mob aggros onto you, it can attack you whether it can "see" you or not [as you know]. Like you were saying, theme sort of demands that I take it. Perhaps it could reduce the likelihood of that nearby pack from aggroing and wiping the team? Or it even fails at that? My thread reply prior to your post has some additional questions. I don't suppose you could address any of those things? New build: 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! Fire - Martial v3: Level 50 Magic Dominator Primary Power Set: Fire Control Secondary Power Set: Martial Assault Power Pool: Speed Power Pool: Concealment Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Char -- GldNet-Acc/Hold(A), GldNet-Acc/Rchg(3), GldNet-Rchg/Hold(9), GldNet-EndRdx/Rchg/Hold(17), GldNet-Acc/EndRdx/Rchg/Hold(34), GldNet-Dam%(37) Level 1: Shuriken Throw -- EntChs-Acc/Dmg(A), EntChs-Dmg/EndRdx(7), EntChs-Dmg/Rchg(17), EntChs-Dmg/EndRdx/Rchg(34), EntChs-Heal%(37), GldJvl-Dam%(46) Level 2: Fire Cages -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(3), SprAscoft-EndRdx/Rchg(15), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(27), SprAscoft-Rchg/+Dmg%(43), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(45) Level 4: Trick Shot -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(5), Dcm-Dmg/Rchg(5), Dcm-Acc/EndRdx/Rchg(7), Dcm-Acc/Dmg/Rchg(31), Dcm-Build%(40) Level 6: Smoke -- ToHitDeb-I(A) Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(25) Level 10: Spinning Kick -- Obl-Dmg(A), Obl-Acc/Rchg(11), Obl-Dmg/Rchg(11), Obl-Acc/Dmg/Rchg(15), Obl-Acc/Dmg/EndRdx/Rchg(31), Obl-%Dam(42) Level 12: Flashfire -- AbsAmz-Stun(A), AbsAmz-Stun/Rchg(13), AbsAmz-Acc/Stun/Rchg(13), AbsAmz-EndRdx/Stun(27), AbsAmz-Acc/Rchg(29), Ann-ResDeb%(43) Level 14: Super Speed -- BlsoftheZ-ResKB(A) Level 16: Envenomed Blades -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(29) Level 18: Stealth -- DefBuff-I(A) Level 20: Dragon's Tail -- Arm-Dmg(A), Arm-Dmg/Rchg(21), Arm-Acc/Dmg/Rchg(21), Arm-Acc/Rchg(23), Arm-Dmg/EndRdx(23), Arm-Dam%(31) Level 22: Kick -- Empty(A) Level 24: Tough -- GldArm-ResDam(A), GldArm-End/Res(45), GldArm-3defTpProc(45), StdPrt-ResDam/Def+(48) Level 26: Bonfire -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(43) Level 28: Caltrops -- OvrFrc-Dam/KB(A), Rgn-Knock%(48) Level 30: Weave -- LucoftheG-Def(A), LucoftheG-Def/EndRdx(46), ShlWal-ResDam/Re TP(46), LucoftheG-Def/Rchg+(50) Level 32: Fire Imps -- SvrRgh-Acc/Dmg(A), SvrRgh-Dmg/EndRdx(33), SvrRgh-Acc/EndRdx(33), SvrRgh-Acc/Dmg/EndRdx(33), SvrRgh-Acc(34), SvrRgh-PetResDam(48) Level 35: Masterful Throw -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(36), StnoftheM-Acc/ActRdx/Rng(36), StnoftheM-Dmg/ActRdx/Rchg(36), StnoftheM-Dmg/EndRdx/Rchg(37) Level 38: Explosive Shuriken -- Apc-Dmg(A), Apc-Dmg/Rchg(39), Apc-Acc/Dmg/Rchg(39), Apc-Acc/Rchg(39), Apc-Dmg/EndRdx(40), Apc-Dam%(40) Level 41: Scorpion Shield -- LucoftheG-Def(A), LucoftheG-Def/EndRdx(42), LucoftheG-Def/Rchg(42), LucoftheG-Def/Rchg+(50) Level 44: Personal Force Field -- LucoftheG-Def/Rchg+(A) Level 47: Invisibility -- LucoftheG-Def/Rchg+(A) Level 49: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 1: Sprint -- Run-I(A) Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(19), EndMod-I(19) ------------ I got sooooo close to the soft cap for smashing/lethal defense! But it was the best I could do without making some other kind of sacrifice. (Obviously recharge time is the main priority, but typed defenses are a nice side benefit!) I incorporated the Concealment pool to eek out just a bit more defense using Stealth, while still maintaining access to defense powers to mule Luck of the Gambler. (It also makes sense thematically; he's "harder to see" because of all the smoke.) What do you think?
  17. It does. But only for Sentinels. If you read the description, it talks about the Cryo rounds being "more aerodynamic," or some such, and so they "fly farther." However they justify it, I'm happy with it. 😁
  18. Another point in Cryo's favor is that it boosts the Sentinel's range, which is quite helpful seeing as how their blast sets have shorter ranges than other archetypes with ranged powersets.
  19. Well of course not. It refers to the placement of slots, and not the enhancements themselves.
  20. Something else I noticed: Domination is increasing knockback magnitude! This is probably old news to most readers on this forum. But it totally didn't work this way in Issue 6 with my Ice/Ice Dom (which I gave up on after getting my @ss handed to me repeatedly). I used Ice Slick extensively and it never changed from knockdown into knockback, whether domination was up or not. I realize we have Sudden Acceleration and Overwhelming Force sets to change knockback to knockdown. But from messing around with it in Mids' Reborn, it seems like the level of the enhancement affects the degree of KB reduction. Too low and the target is still knocked back. Too high and you get negative knockback. What happens then?! Are they knocked forward?! Maybe it doesn't actually work that way in-game. Maybe Mids' is wrong. I don't know. That's why I'm here. Another question: isn't it possible to add a bunch of different knockdown effects such that they stack and become knockback? (e.g. Bonfire slotted with Sudden Acceleration + Spinning Kick + Dragon's Tail)
  21. I appreciate the positive appraisal. But I was hoping to get some feedback on the build. I'm flying blind here when it comes to Dominators. And IO's. I didn't even touch the incarnate stuff. Two things I've noticed so far: Wowzers! Hot Feet is expensive!!! It drained me dry doing nothing but standing around at the Merit Vendor. I understand it probably needs more end reduction. But I'm not sure where to pull the slots. Or if it's even worth doing that. I was going to take Cinders, but I realized I didn't have any slots for that either. So I dropped Cinders and took Caltrops, even though that's a questionable power for Dominators I prefer to have a build that I can level into and not have to respec into. I understand that respecs are much easier to come by than they were on Live. I also understand that respecing can optimize slot placement so that none are "wasted". If I respec into something else later on, that is fine. But at the beginning, I need some kind of plan...a roadmap for where it's all going. I can't just wing it. Okay three things: 3. I wonder if leaving Shuriken Throw at the default slot is wise. After trying to do without the Tier 1 blast on the Blaster version, I realized that the starter attacks are a vital link in the attack chain. Without the Tier 1, I felt like I was standing around for quite a while doing nothing waiting for the Tier 2 to recharge. The Dominator version is different because the Tier 1 attack is the default. I'll have to use it at least initially. But it seems like it won't be very effective without any slotting. But again...there are so many more important powers. This isn't anything new. This is the dilemma we've all faced: so many 'kewl powerz', and so few slots. I get that. But I'm wrestling with it... now more than usual. Maybe it's the nature of Dominators. I'm used to melee archetypes 'cuz I've made a lot of those. Depending on the sets, sometimes everything falls into place, and it's easy to figure out when to slot what. I'm not finding that to be the case here. Am I way off base?
  22. See what I did there??? 😅 Anyway. Moving on. Let me start off by saying that Dominator is the class that I have perhaps the least experience with. I have never before attempted to even plan a perma-dom, let alone build one. Below is the fruit of an exhaustive several minutes. I'm certain that it can be improved, but I am not sure how. 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! Fire - Martial v2: Level 50 Magic Dominator Primary Power Set: Fire Control Secondary Power Set: Martial Assault Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Char -- GldNet-Acc/Hold(A), GldNet-Acc/Rchg(3), GldNet-Rchg/Hold(9), GldNet-EndRdx/Rchg/Hold(17), GldNet-Acc/EndRdx/Rchg/Hold(34), GldNet-Dam%(40) Level 1: Shuriken Throw -- GldJvl-Dam%(A) Level 2: Fire Cages -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(3), SprAscoft-EndRdx/Rchg(15), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(27), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(31), SprAscoft-Rchg/+Dmg%(43) Level 4: Trick Shot -- EntChs-Acc/Dmg(A), EntChs-Dmg/EndRdx(5), EntChs-Dmg/Rchg(5), EntChs-Dmg/EndRdx/Rchg(7), EntChs-Heal%(7), Dcm-Build%(43) Level 6: Smoke -- ToHitDeb-I(A) Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(25) Level 10: Spinning Kick -- Obl-Dmg(A), Obl-Acc/Rchg(11), Obl-Dmg/Rchg(11), Obl-Acc/Dmg/Rchg(15), Obl-Acc/Dmg/EndRdx/Rchg(17), Obl-%Dam(31) Level 12: Flashfire -- AbsAmz-Stun(A), AbsAmz-Stun/Rchg(13), AbsAmz-Acc/Stun/Rchg(13), AbsAmz-EndRdx/Stun(27), AbsAmz-Acc/Rchg(29), AbsAmz-ToHitDeb%(43) Level 14: Super Jump -- BlsoftheZ-ResKB(A) Level 16: Envenomed Blades -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(29) Level 18: Kick -- Empty(A) Level 20: Dragon's Tail -- Arm-Dmg(A), Arm-Dmg/Rchg(21), Arm-Acc/Dmg/Rchg(21), Arm-Acc/Rchg(23), Arm-Dmg/EndRdx(23), Arm-Dam%(31) Level 22: Hot Feet -- EndRdx-I(A), EndRdx-I(48) Level 24: Tough -- GldArm-ResDam(A), GldArm-End/Res(45), GldArm-3defTpProc(45), StdPrt-ResDam/Def+(45) Level 26: Bonfire -- SuddAcc--KB/+KD(A), PstBls-Dmg/EndRdx(34), PstBls-Acc/Dmg(37), PstBls-Acc/Dmg/EndRdx(37), PstBls-Dmg/Rchg(48), PstBls-Dam%(50) Level 28: Caltrops -- Ann-ResDeb%(A) Level 30: Weave -- LucoftheG-Def(A), LucoftheG-Def/EndRdx(46), LucoftheG-Def/Rchg(46), LucoftheG-Def/Rchg+(46) Level 32: Fire Imps -- SvrRgh-Acc/Dmg(A), SvrRgh-Dmg/EndRdx(33), SvrRgh-Acc/EndRdx(33), SvrRgh-Acc/Dmg/EndRdx(33), SvrRgh-Acc(34), SvrRgh-PetResDam(48) Level 35: Masterful Throw -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(36), StnoftheM-Acc/ActRdx/Rng(36), StnoftheM-Dmg/ActRdx/Rchg(36), StnoftheM-Dmg/EndRdx/Rchg(37) Level 38: Explosive Shuriken -- Apc-Dmg(A), Apc-Dmg/Rchg(39), Apc-Acc/Dmg/Rchg(39), Apc-Acc/Rchg(39), Apc-Dmg/EndRdx(40), Apc-Dam%(40) Level 41: Scorpion Shield -- LucoftheG-Def(A), LucoftheG-Def/EndRdx(42), LucoftheG-Def/Rchg(42), LucoftheG-Def/Rchg+(42) Level 44: Personal Force Field -- LucoftheG-Def/Rchg+(A) Level 47: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 49: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(50), RgnTss-Regen+(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(19), EndMod-I(19) ------------ There is a concept that I am attempting to fulfill: a character made of living smoke who suffocates his opponents. Anything that doesn't breathe (e.g. robots) gets kicked to death. I originally started out with a Dark/Martial Blaster, with the -To Hit representing the enemy's obscured vision, and the blasts being made to look somewhat "smoke-like" with powerset customization. But I thought more about it and realized that Fire Control had many of the powers that I wanted: Char, Bonfire, and even Smoke (which of course absolutely fits the concept). In no way do I have the cash to pull this off. My intention is to muck about with the test server once the build is solidified.
  23. I would like to personally thank Zerethon for his thread, and the character that it inspired me to create. I had been wanting to try this ever since the original post, but I couldn't come up with a concept. (I finally did, and everything's great!) I do have one question: the Stalker's Guile set has a lot of recharge built into it. Doesn't that reduce the proc rate of any procs?
  24. Since we're on the subject, can you folks take a look at mine as well? 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! Beam-Bio v2: Level 50 Mutation Sentinel Primary Power Set: Beam Rifle Secondary Power Set: Bio Armor Power Pool: Flight Power Pool: Speed Power Pool: Fighting Hero Profile: Level 1: Single Shot -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(3), SprSntWar-Acc/Dmg/Rchg(5), SprSntWar-Acc/Dmg/EndRdx(9), SprSntWar-Acc/Dmg/EndRdx/Rchg(36), SprSntWar-Rchg/+Absorb(40) Level 1: Hardened Carapace -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(11), StdPrt-ResDam/Def+(31) Level 2: Cutting Beam -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(3), PstBls-Dmg/Rng(5), PstBls-Acc/Dmg/EndRdx(15), PstBls-Dam%(31), TchofLadG-%Dam(45) Level 4: Environmental Adaptation -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(11), LucoftheG-Def/EndRdx/Rchg(25), LucoftheG-Def(46), LucoftheG-Def/Rchg+(48) Level 6: Disintegrate -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(7), SprOppStr-Acc/Dmg/Rchg(7), SprOppStr-Acc/Dmg/EndRdx(9), SprOppStr-Acc/Dmg/EndRdx/Rchg(17), SprOppStr-Rchg/+Opportunity(37) Level 8: Inexhaustible -- EndMod-I(A), EndMod-I(37), EndMod-I(39), Heal-I(50), Heal-I(50) Level 10: Adaptation Level 12: Lancer Shot -- Apc-Dmg(A), Apc-Dmg/Rchg(13), Apc-Acc/Dmg/Rchg(13), Apc-Acc/Rchg(15), Apc-Dmg/EndRdx(31), Apc-Dam%(40) Level 14: Fly -- EndRdx-I(A) Level 16: Ablative Carapace -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(17), DctWnd-Heal/Rchg(36), DctWnd-Heal/EndRdx/Rchg(42), DctWnd-Heal(43) Level 18: Refractor Beam -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(19), PstBls-Dmg/Rng(19), PstBls-Acc/Dmg/EndRdx(23), PstBls-Dam%(34), TchofLadG-%Dam(40) Level 20: Rebuild DNA -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(21), DctWnd-Heal/Rchg(21), DctWnd-Heal/EndRdx/Rchg(37), DctWnd-Heal(42), DctWnd-Rchg(43) Level 22: Aim -- RechRdx-I(A), RechRdx-I(23), GssSynFr--Build%(36) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(39) Level 26: Piercing Beam -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(27), PstBls-Dmg/Rng(27), PstBls-Acc/Dmg/EndRdx(29), PstBls-Dam%(29), Ann-ResDeb%(42) Level 28: Athletic Regulation -- Run-I(A) Level 30: Hover -- LucoftheG-Def/Rchg+(A) Level 32: Overcharge -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(33), Rgn-Acc/Rchg(33), Rgn-Dmg/EndRdx(33), Rgn-Knock%(34), AchHee-ResDeb%(34) Level 35: Genomic Evolution -- GldArm-3defTpProc(A) Level 38: Parasitic Leech -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(43) Level 41: Kick -- Empty(A) Level 44: Tough -- ImpSki-ResDam/EndRdx(A), ImpSki-ResDam/Rchg(45), ImpSki-EndRdx/Rchg(45), ImpSki-ResDam/EndRdx/Rchg(46), ImpSki-Status(46) Level 47: Weave -- LucoftheG-Def(A), LucoftheG-Def/EndRdx(48), LucoftheG-Def/Rchg(48), LucoftheG-Def/Rchg+(50) Level 49: Afterburner -- LucoftheG-Def/Rchg+(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Swift -- Run-I(A) Level 2: Health -- RgnTss-Regen+(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A) Level 50: Musculature Core Paragon Level 50: Pyronic Core Final Judgement Level 50: Degenerative Radial Flawless Interface Level 50: Longbow Core Superior Ally Level 50: Barrier Core Epiphany Level 50: Assault Core Embodiment ------------ Please note: This is intended as a level-up build and not a RESPEC build. Lastly, I read something about the latest patch bugging the disintegrate mechanic in some way. Can anyone explain?
  25. Thank you for posting the build. I haven't looked at it closely but I will save it so that I may do so. (Especially the Incarnate stuff because I have not the slightest clue about that!) 😕 I didn't, at first, intend for this to be a farming build. But I wonder if it could do that? Not as efficiently as Spines, grant you. But could it be done? Pines claims that Consume is auto-hit. (If you look at the build Croax posted, that version doesn't have accuracy slotted either.) The limited number of times I've used it, I don't think I've ever seen it miss.
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