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Lochspring

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Everything posted by Lochspring

  1. I deeply love the various costume parts with glowing bits (e.g. Imperial Defense gloves), and end up using them on all sorts of characters, but it's vaguely annoying that I can't tint the lights separately from the main part of the costume. That leads to discussions in my head like: "Oh, yeah, red lighting would be great on those boots....crap, the red is all over the armor, and now it looks awful with the rest of the costume." I realize that this is really a request for 3-color parts in disguise, but my latest science hero really really wants yellow glowy bits on his blue and white armor. Please?
  2. Thanks, folks. I've looked over both suggestions, and stolen a few more ideas. Have a look at this, tell me what you think. Right now, I've capped S/L/F/C, I'm at 43% for energy, and weak on Negative with 35%. Resists are 55% S/L, 26% F/C, 34% E, 26% N, and 31% Psi. Energize is very close to perma, power siphon is 20 up, 20 down, and energy drain is perma. Haste is 20 second down, which impacts everything else, BUT. I'm stealing Sir Myshkin's Mad King trick,, and trying for Force Feedback chance for recharge in Quick Strike, Burst, Focused Burst, and Repulsing Torrent (with the KB/KD so I don't scatter mobs). With those 4 powers, I'm hopeful that I can stack up the +100% recharge from the FF IO, and keep all my goodies very close to perma. I'm sacrificing a bit of damage, and I had to lose Overload (which may hurt later, I dunno). I've kept Superior Conditioning and Physical Perfection for the regen/recovery bonuses, as well as to slot more Perf Shifters and a Preventative Medicine unique. Both of you had suggested I might have too many attacks in my build. I can't speak to that yet; I'm only level 13, so I am leveling, and I will likely be exemplaring quite a bit with this character as I drag my friends into the game. Right now, I feel like I need all the weapons I can get. Later, it may make sense to drop body blow or smashing blow; both are similar effects, and I've not really noticed a difference in chance to Stun between them. Body blow would certainly be the faster attack, no question. If I did that, dropped one or the other, I would have 6 more slots to toss into my resist sets or maybe into Power Shield to patch my negative hole. Thoughts? 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! Twindrive v2: Level 50 Magic Brute Primary Power Set: Kinetic Melee Secondary Power Set: Energy Aura Power Pool: Leaping Power Pool: Force of Will Power Pool: Fighting Power Pool: Speed Ancillary Pool: Energy Mastery Villain Profile: Level 1: Quick Strike (A) Touch of Death - Accuracy/Damage (3) Touch of Death - Damage/Endurance (11) Touch of Death - Damage/Recharge (25) Touch of Death - Accuracy/Damage/Endurance (37) Force Feedback - Chance for +Recharge (40) Touch of Death - Damage/Endurance/Recharge Level 1: Kinetic Shield (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (5) Red Fortune - Defense (15) Red Fortune - Defense/Endurance Level 2: Body Blow (A) Superior Blistering Cold - Accuracy/Damage (3) Superior Blistering Cold - Damage/Endurance (9) Superior Blistering Cold - Accuracy/Damage/Endurance (15) Superior Blistering Cold - Accuracy/Damage/Recharge (34) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime (43) Superior Blistering Cold - Recharge/Chance for Hold Level 4: Power Shield (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (5) Red Fortune - Defense (17) Red Fortune - Defense/Endurance Level 6: Smashing Blow (A) Superior Brute's Fury - Accuracy/Damage (7) Superior Brute's Fury - Damage/Recharge (7) Superior Brute's Fury - Accuracy/Damage/Recharge (13) Superior Brute's Fury - Damage/Endurance/RechargeTime (34) Superior Brute's Fury - Accuracy/Damage/Endurance/Recharge (42) Superior Brute's Fury - Recharge/Fury Bonus Level 8: Power Siphon (A) Gaussian's Synchronized Fire-Control - To Hit Buff (9) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (39) Gaussian's Synchronized Fire-Control - Recharge/Endurance (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance (46) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 10: Entropic Aura (A) Endurance Reduction IO Level 12: Combat Jumping (A) Kismet - Accuracy +6% (13) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 14: Mighty Leap (A) Unbounded Leap - Jumping Level 16: Energy Protection (A) Aegis - Resistance (17) Aegis - Resistance/Endurance (42) Aegis - Psionic/Status Resistance (50) Aegis - Resistance/Recharge Level 18: Burst (A) Fury of the Gladiator - Accuracy/Damage (19) Fury of the Gladiator - Damage/Recharge (19) Fury of the Gladiator - Damage/Endurance/Recharge (21) Fury of the Gladiator - Accuracy/Damage/End/Rech (34) Force Feedback - Chance for +Recharge (43) Fury of the Gladiator - Chance for Res Debuff Level 20: Dampening Field (A) Impervium Armor - Resistance (21) Impervium Armor - Resistance/Endurance (40) Steadfast Protection - Resistance/+Def 3% (42) Impervium Armor - Psionic Resistance Level 22: Repulsing Torrent (A) Positron's Blast - Accuracy/Damage (23) Positron's Blast - Damage/Endurance (23) Positron's Blast - Damage/Recharge (31) Force Feedback - Chance for +Recharge (37) Sudden Acceleration - Knockback to Knockdown Level 24: Boxing (A) Damage Increase IO Level 26: Focused Burst (A) Thunderstrike - Accuracy/Damage (27) Thunderstrike - Damage/Endurance (27) Thunderstrike - Damage/Recharge (29) Thunderstrike - Accuracy/Damage/Endurance (37) Thunderstrike - Damage/Endurance/Recharge (43) Force Feedback - Chance for +Recharge Level 28: Energy Drain (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (29) Shield Wall - +Res (Teleportation), +5% Res (All) (46) Perfect Zinger - Accuracy/Recharge (46) Perfect Zinger - Taunt/Range (48) Perfect Zinger - Chance for Psi Damage Level 30: Tough (A) Unbreakable Guard - +Max HP (31) Gladiator's Armor - TP Protection +3% Def (All) (31) Impervium Armor - Psionic Resistance Level 32: Concentrated Strike (A) Superior Unrelenting Fury - Accuracy/Damage (33) Superior Unrelenting Fury - Damage/RechargeTime (33) Superior Unrelenting Fury - Accuracy/Damage/RechargeTime (33) Superior Unrelenting Fury - Damage/Endurance/RechargeTime (45) Superior Unrelenting Fury - Accuracy/Damage/Endurance/RechargeTime (50) Superior Unrelenting Fury - RechargeTime/+Regen/+End Level 35: Energize (A) Panacea - Heal (36) Panacea - Heal/Endurance (36) Panacea - Endurance/Recharge (36) Panacea - Hea/Recharge (45) Panacea - Heal/Endurance/Recharge (45) Panacea - +Hit Points/Endurance Level 38: Weave (A) Reactive Defenses - Scaling Resist Damage (39) Reactive Defenses - Defense (39) Reactive Defenses - Defense/Endurance Level 41: Superior Conditioning (A) Performance Shifter - Chance for +End Level 44: Physical Perfection (A) Preventive Medicine - Chance for +Absorb Level 47: Energy Cloak (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (48) Red Fortune - Defense (48) Red Fortune - Defense/Endurance Level 49: Hasten (A) Recharge Reduction IO (50) Recharge Reduction IO Level 1: Brawl (A) Empty Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Empty Level 1: Fury Level 1: Sprint Twindrive.mxd
  3. I'm working a build on EnA now, and the numbers look pretty solid. I'm capped on S/L/F/C, just under with Energy, and a a bit weak on Negative with 36%.. I've got 55% resist on S/L, and weaker numbers on the others (sacrificing for a trick with Force Feedback chance for recharge in my KM primary). That's with Energize near perma, which nets you a massive regen boost along with a healthy heal and a end use reduction, and perma end drain to make sure you never run out of gas. All that, without incarnates. All in all, I think this one is going to grow up nicely.
  4. Hi, folks. I've been tinkering with this brute for a bit, but I'm not making a lot of headway. I'm aiming for three things in it, and I'm hoping someone out there has a bright idea how to fix me. 1) Perma-energize 2) Perma- Power Siphon 3) Softcap defense Nice to haves include solid psionic defenses (because I'm paranoid), inclusion of both Super Jump and Superspeed (or analogs), and solid tanking ability (I think I've got that now with high regen and keeping as many AoE powers in the build as I can to maximize pokevoke). 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! Twindrive: Level 50 Magic Brute Primary Power Set: Kinetic Melee Secondary Power Set: Energy Aura Power Pool: Speed Power Pool: Force of Will Power Pool: Fighting Ancillary Pool: Energy Mastery Villain Profile: Level 1: Quick Strike (A) Kinetic Combat - Accuracy/Damage (3) Kinetic Combat - Damage/Endurance (11) Kinetic Combat - Damage/Recharge (25) Kinetic Combat - Damage/Endurance/Recharge (37) Kinetic Combat - Knockdown Bonus Level 1: Kinetic Shield (A) Luck of the Gambler - Defense (5) Luck of the Gambler - Defense/Endurance (17) Luck of the Gambler - Defense/Endurance/Recharge (40) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 2: Body Blow (A) Superior Unrelenting Fury - Accuracy/Damage (3) Superior Unrelenting Fury - Damage/RechargeTime (9) Superior Unrelenting Fury - Accuracy/Damage/RechargeTime (15) Superior Unrelenting Fury - Damage/Endurance/RechargeTime (31) Superior Unrelenting Fury - Accuracy/Damage/Endurance/RechargeTime (39) Superior Unrelenting Fury - RechargeTime/+Regen/+End Level 4: Power Shield (A) Luck of the Gambler - Defense (5) Luck of the Gambler - Defense/Endurance (17) Luck of the Gambler - Endurance/Recharge (40) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 6: Smashing Blow (A) Mako's Bite - Accuracy/Damage (7) Mako's Bite - Damage/Endurance (7) Mako's Bite - Damage/Recharge (13) Mako's Bite - Accuracy/Endurance/Recharge (34) Mako's Bite - Accuracy/Damage/Endurance/Recharge (37) Mako's Bite - Chance of Damage(Lethal) Level 8: Power Siphon (A) Gaussian's Synchronized Fire-Control - Recharge/Endurance (9) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (11) Gaussian's Synchronized Fire-Control - Chance for Build Up (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (42) Gaussian's Synchronized Fire-Control - To Hit Buff (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance Level 10: Entropic Aura (A) Endurance Reduction IO Level 12: Hasten (A) Recharge Reduction IO (15) Recharge Reduction IO Level 14: Mighty Leap (A) Unbounded Leap - Endurance Level 16: Energy Protection (A) Aegis - Resistance (25) Aegis - Resistance/Endurance (42) Aegis - Psionic/Status Resistance Level 18: Burst (A) Scirocco's Dervish - Accuracy/Damage (19) Scirocco's Dervish - Damage/Endurance (19) Scirocco's Dervish - Damage/Recharge (21) Scirocco's Dervish - Chance of Damage(Lethal) (34) Scirocco's Dervish - Accuracy/Damage/Endurance (40) Scirocco's Dervish - Accuracy/Recharge Level 20: Dampening Field (A) Impervium Armor - Resistance (21) Impervium Armor - Resistance/Recharge (43) Impervium Armor - Psionic Resistance Level 22: Repulsing Torrent (A) Superior Frozen Blast - Accuracy/Damage (23) Superior Frozen Blast - Damage/Endurance (23) Superior Frozen Blast - Accuracy/Damage/Endurance (34) Superior Frozen Blast - Accuracy/Damage/Recharge (42) Superior Frozen Blast - Recharge/Chance for Immobilize (46) Sudden Acceleration - Knockback to Knockdown Level 24: Boxing (A) Damage Increase IO Level 26: Focused Burst (A) Devastation - Accuracy/Damage (27) Devastation - Damage/Endurance (27) Devastation - Damage/Recharge (29) Devastation - Accuracy/Damage/Recharge (36) Devastation - Accuracy/Damage/Endurance/Recharge (46) Devastation - Chance of Hold Level 28: Energy Drain (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (29) Shield Wall - +Res (Teleportation), +5% Res (All) (46) Performance Shifter - Chance for +End Level 30: Tough (A) Gladiator's Armor - TP Protection +3% Def (All) (31) Unbreakable Guard - +Max HP (31) Impervium Armor - Psionic Resistance Level 32: Concentrated Strike (A) Superior Blistering Cold - Accuracy/Damage (33) Superior Blistering Cold - Damage/Endurance (33) Superior Blistering Cold - Accuracy/Damage/Endurance (33) Superior Blistering Cold - Accuracy/Damage/Recharge (43) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime (50) Superior Blistering Cold - Recharge/Chance for Hold Level 35: Energize (A) Preventive Medicine - Heal (36) Preventive Medicine - Heal/Endurance (36) Preventive Medicine - Endurance/RechargeTime (45) Preventive Medicine - Heal/RechargeTime (45) Preventive Medicine - Heal/RechargeTime/Endurance (48) Preventive Medicine - Chance for +Absorb Level 38: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (39) Luck of the Gambler - Defense (39) Luck of the Gambler - Defense/Endurance (50) Luck of the Gambler - Defense/Endurance/Recharge (50) Luck of the Gambler - Endurance/Recharge Level 41: Superior Conditioning (A) Performance Shifter - Chance for +End Level 44: Physical Perfection (A) Regenerative Tissue - +Regeneration Level 47: Energy Cloak (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (48) Luck of the Gambler - Defense (48) Luck of the Gambler - Defense/Endurance Level 49: Overload (A) Luck of the Gambler - Endurance/Recharge Level 1: Brawl (A) Empty Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Empty Level 1: Fury Level 1: Sprint Twindrive.mxd
  5. You're right. I was mostly thinking of theme, trying to look at nature-based monster sets, not level. Though, and this is worth considering, why NOT allow zones to change level range? As long as there is equivalent content moved to another zone, why not shift things around a bit? That'd be another way to bring a more dynamic, living feel to the game. Of course, at this point, to manage a balanace like that, we'd be looking at overhauling multiple zones at once, so that'd be challenging, but one of the hallmarks of MMOs today is an evolving world. I think there's room to explore the idea.
  6. On live (Virtue!), I ran a DM/SR (Nightstick) for the longest time. Amazingly, I never made 50; I kept getting pulled to my Kin/Rad defender (Synch), but I loved him all the same. Now, I'm running a StJ/Nin (Zengine on Everlasting) and having an absolute blast. I finally figured out that the thing I love about CoH is the mobility you have as a character, and running Ninjutsu with Shinobi-iri, Ninja Run, and Sprint all on is a real treat. I spend hours just hopping around Kings Row rooftops, trying to do laps without touching the ground. 😎
  7. If we're starting to talk about zones, I agree with posters considering overhauls to existing ones. For example,, take Boomtown. By this point in game time, Boomtown should definitely be showing signs of overgrowth. Weeds, wide trees, grasses, vines starting to cover the broken husks of the buildings. New factions should replace the older ones. For example, yank the Fifth Column from in there, and replace with Devouring Earth, something along those lines. What I'm getting at here is to evolve the zones in a way that tells the ongoing story. Right now, story is limited to arcs and contacts, maybe the occasional TF. Zone ambiance, and more importantly, CHANGE, is critical to creating a "living" experience. On a smaller scale, I'd love to see more "instanced" content. Example: the first Matt Habashy mission in Atlas. Area is full of Hellions, until you complete the first mission, and then they're all rounded up by the cops. I'd love to see the city react to us more frequently like that, even if it's only for the individual player. It makes you feel like you contributed in some small way. On an even smaller (?) scale, I'd like to see more things like the fire alarms and superadine raids across the city. More events, is what I'm getting at. Perhaps larger events in the upper level zones, or at least more "threatening" from a story perspective?
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