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Snarky

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Everything posted by Snarky

  1. Dead horse. Someone else said camel. What are we doing here. Why is someone having a cow? Have you herd about this issue?
  2. Perhaps a more useful question is how hardcoded 17 is? It started off unlimited, but seriously how much is now dependent on that number without anyone knowing testing it? Perhaps give Tanks an inherent pet at a certain level? 35? 40? 50? That can grab another 17 but then just funnel the mobs right to the tank? or be symbiotic like a MM pet except whatever hate the pet grabs just goes right onto the Tankers armor/defenses/health? The pet becomes a defacto appendage of the Tank and gets around breaking anything dependent code-wise on the agro cap of 17. PS, if you do the pet, for the love of Paragon either make the thing customizable or able to be invisible. I will not run a Tank whose only choice is a mekman helper or some other nonsense.
  3. there was a SG that did this back on live. Forget their name. they tried to recruit me to their cult. desperate if they want me lol. i said no.
  4. sneaking from Atlas Park to FBZ to buy a jet pack at level 1
  5. 23 and 42. i'm giving you my best here.
  6. Snarky

    PB Powerhouse

    I tend to run Doms just on teams. I actually generally team on everything except on specific "Solo all Redside" project type stuff. So just trying to figure out how to be in the shit amongst 7-23 companions and 30-100 baddies and not get hate
  7. Snarky

    PB Powerhouse

    Thank you. I just looked at this again for a few minutes. It seems, at first glance, Ice has a TON more area coverage with its powers. Lot of BIG footprint stuff. I want a ton of output from this build as far as what I am screwing with. If you are going to be a PBAoE battery then the order of the day is to light it up! lol, er, right?
  8. Snarky

    PB Powerhouse

    I have been trying for years to build a ranged squishy. Actually have come close to being happy a few times. My latest Grav/Dark is a decent ranged build. But in doing so I have, slowly, come to get more comfortable in close with squishies. As I was researching I came across a few powersets that seemed very powerful for up close and personal work. Ice/Psi/Soul looks like a glass supernova. At least to me. I looked at Dark as the primary for the to hit debuffs and the PBAoE , but the Location Hold is a bitch for me to work with. Ice gives even Blasters control, and the PBAoE hold is what I want. The Artic Air fits well. Psi gets Shockwave and drain psyche. nuff said. Soul gives one of the best gimick buff in the game if it works like the brute version. Soul Drain. AND Dark Consumption. I am actually going to build this thing and see if I can run it. armor....ooof. Have not started looking at MiDs yet. Ranged Def is near worthless... try for S/L? Any thoughts would be appreciated. This will be.....either great or horrid. But it will...be...EPIC
  9. Well reasoned and presented analyses. Even better from someone who is 1) running their first 50 2) enjoys the set. I cannot stress enough how important it is to listen to opinions like these. Recognize value. First rule.
  10. I have run a KM / Invul Brute at top level for a couple months. It was designed to thematically be a "Tank Mage" Lot of weird arm waving spell casting. Lot of not right at Melee range. It achieved those two things. It was...meh. just meh. I have long advocated for generic set of animations for all power sets to get away from "artistic" choices a Dev has made that make looking at your toon pure torture. KM is a set that really illustrates that. Unless you really think Tai Chio practitioners are the scariest people on earth it is tough to look at the art here and find an intimidating super. For the love of Spiderman give us a generic Energy Blast and/or basic punch swing animation options on EVERYTHING in the game. Opens up a lot of creativity. Instead of designing an entire look around "He stands around waving his arms a lot and then ...meh" The Build Up. What can you say. It has a Build Up. It does...something. It does work. Doesn't it? Is this thing on?
  11. Not to crap on this wonderful Tankers are better than Brutes vibe. But, isn't the damage cap for Brutes 700 and the Tankers are a tad bit lower? Because solo, sure, Tanks needed the buff and might be comparable to a Brute now. But roaring at full steam in a buffed league?
  12. Definitely food for thought. Thank you. Well stated as well. I love Doms, I grew up on Redside lol. But I do see your points. This bug you planted in my brain may lead me down the road to controllers in the near future.
  13. I have not "seriously" did any Dom since live. Even then I would run a grav/Nrg for a few months every year or so at 50, then break it for parts. (so expensive on live) I have run a few up to 30-40s but have not 50d one on Homecoming. After looking at my design parameters I came up with Grav Dark. !) Fully Ranged. 2) Team friendly 3) Perma Dom 4) High Ranged Defense For Primaries that led me to Grav, Psi, and possibly Elec. For Secondaries that seemed to leave Dark, Elec and Energy. I love a Grav / Nrg, and have an old robot concept I run with it. But the KB. And, when you get right down to it every power in Energy Secondary is a basic carbon copy of the power again. Fun. But, at super high recharge...? Meh. I built out a Grav/Nrg in Mids. It was okay. Then I looked at Dark. No Knockback. An AoE, a heal, and to hit debuffs. Also, a rarer damage type. I run a Dark/Dark Brute and a few Dark/Invul Tanks/Brutes. I love me some Dark. The build came together well. In fact, the real problem was tracking I was not going past the 5 limit on set bonuses. I had options! Please give me advice, as this rusty old Dom needs all the help I can get. I ran him through a Posi 1 & 2. Was about to form a Synapse when a farm started. Just rolled past 46 as I type lol. I needed to bop over to the Darkside for Ghost Widows love. Then will probably run as Rogue. i would love to keep him as a Villain, for concept and Alignment power. But I am hoping this will be my TF guy for a while. All levels, just bounding through the game on PUGs like I love. I am horrid at attack chains, and very rusty on Dom in general. I got the basics. But probably not much beyond that. Any advice is appreciated. I did manage perma dom, perma hasten, +92% Accuracy, and +39% Damage. No idea what Incarnate powers to steer towards. I would prefer a priority of 1) more mez, 2) more damage, 3) end issue solving, def, etc. the mechanics of end and def I can manage with inspirations. In my mind chasing the big focus of the AT with Incarnates is my priority. Is that the right way to look at it? Villain Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Snarkon: Level 50 Magic Dominator Primary Power Set: Gravity Control Secondary Power Set: Dark Assault Power Pool: Flight Power Pool: Speed Power Pool: Concealment Power Pool: Leaping Ancillary Pool: Soul Mastery Villain Profile: Level 1: Crush -- SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprDmnGrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(3), SprDmnGrs-EndRdx/Rchg(3), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(5), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(5), SprDmnGrs-Rchg/Fiery Orb(7) Level 1: Dark Blast -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(7), Dcm-Dmg/Rchg(9), Dcm-Acc/Dmg/Rchg(9), Dcm-Build%(11) Level 2: Lift -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(11), Thn-Dmg/Rchg(13), Thn-Acc/Dmg/Rchg(13), Thn-Acc/Dmg/EndRdx(15), Thn-Dmg/EndRdx/Rchg(15) Level 4: Gravity Distortion -- UnbCns-Hold(A), UnbCns-Hold/Rchg(17), UnbCns-Acc/Hold/Rchg(17), UnbCns-EndRdx/Hold(19), UnbCns-Dam%(19) Level 6: Propel -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(21), Thn-Dmg/Rchg(21), Thn-Acc/Dmg/Rchg(23), Thn-Acc/Dmg/EndRdx(23), Thn-Dmg/EndRdx/Rchg(25) Level 8: Crushing Field -- GrvAnc-Immob(A), GrvAnc-Immob/Rchg(25), GrvAnc-Acc/Immob/Rchg(27), GrvAnc-Immob/EndRdx(27), GrvAnc-Hold%(29) Level 10: Night Fall -- Artl-Acc/Dam(A), Artl-Dam/End(29), Artl-Dam/Rech(31), Artl-Acc/Dam/Rech(31), Artl-Acc/Rech/Rng(31), Artl-End/Rech/Rng(33) Level 12: Gloom -- Apc-Dmg(A), Apc-Dmg/Rchg(33), Apc-Acc/Dmg/Rchg(33), Apc-Dmg/EndRdx(34), Apc-Dam%(34) Level 14: Fly -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(34) Level 16: Gather Shadows -- RechRdx-I(A), RechRdx-I(36) Level 18: Gravity Distortion Field -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(36), SprAscoft-EndRdx/Rchg(37), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(37), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(37), SprAscoft-Rchg/+Dmg%(39) Level 20: Hasten -- RechRdx-I(A), RechRdx-I(36) Level 22: Hover -- LucoftheG-Def/Rchg+(A) Level 24: Stealth -- LucoftheG-Def/Rchg+(A) Level 26: Wormhole -- AbsAmz-Stun(A), AbsAmz-Stun/Rchg(39), AbsAmz-Acc/Stun/Rchg(39), AbsAmz-EndRdx/Stun(40), AbsAmz-ToHitDeb%(40) Level 28: Life Drain -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(40), Dcm-Dmg/Rchg(42), Dcm-Acc/EndRdx/Rchg(42), Dcm-Acc/Dmg/Rchg(42) Level 30: Invisibility -- LucoftheG-Def/Rchg+(A) Level 32: Singularity -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(43), ExpRnf-Dmg/EndRdx(43), ExpRnf-Acc/Dmg/Rchg(43), ExpRnf-EndRdx/Dmg/Rchg(45), ExpRnf-+Res(Pets)(45) Level 35: Moon Beam -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(45), StnoftheM-Dmg/ActRdx/Rchg(46), StnoftheM-Dmg/EndRdx/Rchg(46), StnoftheM-Dam%(46) Level 38: Phase Shift -- RechRdx-I(A) Level 41: Dark Embrace -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(48) Level 44: Dark Obliteration -- Artl-Acc/Dam(A), Artl-Dam/End(48), Artl-Dam/Rech(48), Artl-Acc/Dam/Rech(50), Artl-Acc/Rech/Rng(50), Artl-End/Rech/Rng(50) Level 47: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 49: Afterburner -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Domination Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1476;656;1312;HEX;| |78DA6594DB52D3501486776842694B2D08B46029872A1468491BF05245860222455| |1F49A89D8C18C31619AC0C8A56FA057783E3D80D71E9F4147BD727C0505111DBDC2| |45D64FCB984E3BDFCEBFB2D6BFF6CE4AE76E161B5F4CDF1A13526CC2D41D67B168D| |F302CDDB52BCA9CBE6C2C058410C1054BAF5CB7AD20AD7BABF1C509DB722BB6A94E| 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  14. I was going to respond to Carnifax above. Yes 3/8 of a team rolling hot is unneeded. A super hot ROFLSTOMP team develops a leapfrog rythym working 1 1/2 to 2 giant pulls at a time. Now, about that Taunt... If I build a Tank, I take Taunt. If I build a Brute, I do not. This is partly historical, partly style. First, the history. I started Redside, on Brutes. A few months after Good vs Evil came out. There was no inherent fitness. There was an extra power pick required for a travel power. So you are 4 power picks down from what you get today. I soloed a lot, still do. I ran heavy. Still mostly do. Meaning a tendency to Invulnerability builds, which, even on SOs, a SS/Invul build is mean. When I started to team I learned people just wanted me to run into a mob, maybe "pull" with mutagen or taser inherent origin power. THey did not shame you for not taking taunt, not on live teams Redside. Some complained in public channels. sure, but i cannot recall being shamed for not having taunt. I carry resentments way too long, I would remember lol. It worked. Redside ROFLSTOMP tactics just require you to cannonball and take the Alpha (and Beta, and...) surviving that to continue on. Or being able to pull and take whatever hate you get for that. Second, the Style. Picking up from the last paragraph. Taunt is largely unnecessary in modern tactics. My current main is a Dark/Dark Brute. I have Tanked I-trials with it. I have no Taunt....AND a Stealth Aura. The Brute is hiding. But with a damage aura, a fear aura, and a stun aura going once i cannonball into the midst of 17 bad guys and drop a few AoEs they tend to ignore my teammates. They are 'taunted.' Lastly. My Tanks (I do have a couple) ALWAYS take Taunt. To me, and this is personal, A Tank is not a melee damage dealer. A Tank is one of the easiest controllers in the game (well, to run it PRO requires deep knowledge, but to start...) to run. The control power is forcing the enemies to only attack you. The build is designed to soak all the damage they will throw at you for doing your job. It is a beautiful mechanic and a perfect platform to run it on. But Taunt is not necessary in modern CoX. Then again, neither are Tanks necessary. The Agro mechanic is necessary for a fun game. Understanding how mobs will react and taking advantage of that is required for fun play. But you do not need a Tank to do that or Taunt power. Tanks are the epitome of controlling mobs using the "Taunted" power. If you enjoy that playstyle my friends you will always find a home on a City of Villains, er Heroes, game server. The power is so great that they put a hard cap of 17 mobs on the thing. It is freaking mind control. So, Tank on, and Taunt on, and enjoy the battle.
  15. Tankers are very useful in the End Game. Part of this always depends on a teams style. But part of it is almost hard and fast not changing. Take the BAF for instance. In general, you want a Tank to pull the AVs to the tennis court. No, you do not have to do it that way. No, you do not need a Tank. You are going to want a Tank to pull the AVs to the tennis court. I tanked a high Psi damage i Trial in my Dark armor Brute. practically made for the job, 90% psi resist. and someone needed to hold agro. Did it need to be a Brute with 90% psi resist, high health, and the best self heal in the game? No. But it was just easier. I think i used my heal once in that entire trial. When I play a squishy (rarely, although I am experimenting again) I always try to find a Tank to work near. Whether that is low level teams or incarnate teams. You can shed agro by hopping over the Tank and getting the Tank between you and w/e you just pissed off. works 100% of the time 90% of the time. After that quick reset I can go back to blasting or doming or w/e. Are Tanks absolutely necessary? absolutely not. This is not WoW. When redside was designed the Devs envisioned MMs being the Redside Tanks. But Redside teams had no patience for the pets and developed ROFLSTOMP tactics. The whole mission is one long drive-by on a good Redside team. and half the time they are using semi-squishy fire armor Brutes to pull it off. I have seen trollers farm with more style and nearly as fast as any Fire brute. crazy to watch. As long as the trollers and doms on a team keep track of the mob behavior they can handle all the agro in regular play, at least with a good team. The trick is to mez, buying time to kill. Which means people need to kill lol. But it sure makes life easier to have Tanks. Many people enjoy running Tanks. Just sort of works itself out.
  16. Yeah, most high end builds depend on Superior versions to top them off. Even my beloved Invulnerable isnt truly softcapped until everything is topped off at 50. But seriously, what the heck pre 50 is going to stop Invulnerable with 35% defenses? Uh, besides Arachnos, Carnies, freaking Rularuu, the PPD with Psi. Ya know, I need better armor...sigh.
  17. And there it is. I struggle with Blasters. But for the strangest reason. The description says they are ranged. Ranged?!? It literally took me years to accept they were designed as Blappers. Range was an afterthought. Still, even after fully understanding that, I look at the description. Where's my ranged T9s? Where? Why all the melee attacks? Why? So, there we go. Some things will never be right.
  18. THis was posted in the Sentinel Archetype threads. This is one of the reasons I started this thread. Where do the ATs really (no, REALLY) stand? "Almost every AT does more DPS than a Sentinel. Even Tankers. The Tanker sheet is using purely wagged enhancement numbers and no actual optimized builds. I changed the sheets to operate off of drop downs for secondary and primary instead a sheet for each attack set. I'll probably port the Sentinel sheet to work like this, it's just easier to change things this way. Tanker Sheet: https://docs.google.com/spreadsheets/d/13czdhsxYChsOfEHJMRk6dJIlJ_YogIB_q_G-0l8HD5w/edit?usp=sharing Corruptor Sheet: https://docs.google.com/spreadsheets/d/1buBhaMjezBrNDf_lWklDFeA1AxsnGiPZQwCC-dbTg0s/edit?usp=sharing Dominator Sheet: https://docs.google.com/spreadsheets/d/10GVDAM2e7SPbRSKNC2PrcKENY00GPg7lfJ-re8GgHR0/edit?usp=sharing Edited Tuesday at 04:44 PM by underfyre"
  19. Back on live if you stayed in the winter zone and logged there then came back after it closed I want to say you emerged at the door in Pocket D. Same as if you logged out in a mission. You emerge at the door. Dim memory though. Like so many others.
  20. Snarky

    Elec / Temporal

    About once a year I go searching for a pure ranged character. Never satisfied I go back to Bruting. Stares at feet. Okay so here I go again. This time I chose Electric. I have never fully dived into Electric for various reasons. These are mostly artistic, so will mean little to most other people. I just ran an Elec/Invul Sentinel up to 50 and was not as unhappy as I thought I would be. So, off to real blasting. I do have one question. Is the Voltaic Sentinel worth it to keep throwing out for the damage buff? I am guessing it is, even though I hate pets. The build came togethr remarkably well. At least...I think so....I never build Blasters and most of my Brute designs I steal from Hyperstrike! Anyways, here is the build. Softcap Def to Ranged, AoE were the goals. Somehow it managed softcap to Energy, Negative, Fire, and Cold with me literally paying no attention to those numbers. Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Elec Time Defense: Level 50 Magic Blaster Primary Power Set: Electrical Blast Secondary Power Set: Temporal Manipulation Power Pool: Flight Power Pool: Fighting Power Pool: Leadership Power Pool: Speed Ancillary Pool: Mu Mastery Hero Profile: Level 1: Charged Bolts -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(3), SprWntBit-Acc/Dmg/EndRdx(3), SprWntBit-Acc/Dmg/Rchg(5), SprWntBit-Dmg/EndRdx/Acc/Rchg(5), SprWntBit-Rchg/SlowProc(7) Level 1: Time Wall -- PcnoftheT-Acc/Slow(A), PcnoftheT-Dmg/Slow(7), PcnoftheT-Acc/EndRdx(9), PcnoftheT-Rng/Slow(9), PcnoftheT-EndRdx/Rchg/Slow(11), PcnoftheT--Rchg%(11) Level 2: Lightning Bolt -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(13), SprDfnBrr-Acc/Dmg/Rchg(13), SprDfnBrr-Acc/Dmg/EndRdx(15), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(15), SprDfnBrr-Rchg/+Status Protect(17) Level 4: Ball Lightning -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(17), SprBlsWrt-Acc/Dmg/Rchg(19), SprBlsWrt-Acc/Dmg/EndRdx(19), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(21), SprBlsWrt-Rchg/Dmg%(21) Level 6: Time Stop -- Lck-Acc/Hold(A), Lck-Acc/Rchg(23), Lck-Rchg/Hold(23), Lck-EndRdx/Rchg/Hold(25), Lck-Acc/EndRdx/Rchg/Hold(25), Lck-%Hold(27) Level 8: Aim -- RechRdx-I(A), RechRdx-I(27) Level 10: Chronos -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(29), GssSynFr--ToHit/Rchg/EndRdx(29), GssSynFr--Rchg/EndRdx(31), GssSynFr--ToHit/EndRdx(31), GssSynFr--Build%(31) Level 12: Zapp -- Thn-Acc/Dmg(A), Thn-Dmg/Rchg(33), Thn-Acc/Dmg/Rchg(33), MlsFur-Acc/Dmg(33), MlsFur-Dmg/Rchg(34), MlsFur-Dmg/EndRdx/Rchg(34) Level 14: Fly -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(34), BlsoftheZ-ResKB(36) Level 16: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), Ksm-ToHit+(36) Level 18: Tesla Cage -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(37), SprEnt-End/Rchg(37), SprEnt-Acc/Hold/End(37), SprEnt-Acc/Hold/End/Rchg(39), SprEnt-Rchg/AbsorbProc(39) Level 20: Temporal Healing -- Prv-Absorb%(A) Level 22: Kick -- FrcFdb-Rechg%(A) Level 24: Tough -- Ags-Psi/Status(A), Ags-ResDam/EndRdx(39), Ags-ResDam/Rchg(40), Ags-ResDam/EndRdx/Rchg(40), Ags-ResDam(40) Level 26: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42) Level 28: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42) Level 30: Tactics -- RctRtc-Pcptn(A) Level 32: Thunderous Blast -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(42), SprFrzBls-Acc/Dmg/EndRdx(43), SprFrzBls-Acc/Dmg/Rchg(43), SprFrzBls-Dmg/EndRdx/Acc/Rchg(43), SprFrzBls-Rchg/ImmobProc(45) Level 35: Time Shift -- SphIns-ToHitDeb(A), SphIns-Acc/ToHitDeb(45), SphIns-Acc/Rchg(45), SphIns-ToHitDeb/EndRdx/Rchg(46), SphIns-Acc/EndRdx/Rchg(46), SphIns-%ToHit(46) Level 38: Time Lord -- GldArm-3defTpProc(A) Level 41: Hasten -- RechRdx-I(A), RechRdx-I(48) Level 44: Charged Armor -- StdPrt-ResDam/Def+(A) Level 47: Electrifying Fences -- Artl-Acc/Dam(A), Artl-Dam/End(48), Artl-Dam/Rech(48), Artl-Acc/Dam/Rech(50), Artl-Acc/Rech/Rng(50), Artl-End/Rech/Rng(50) Level 49: Voltaic Sentinel -- SlbAll-Dmg(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1484;671;1342;HEX;| |78DA65D4C94F13511C07F037ED1B4A374B2D0888485B04698BA585E251A36C1A694| |2843B99B46399A4B44D97448F1E3C18BD9BA888071750C125AE37D77F42FD17502F| |AE89A9BFF6FB6BD33813E033FD2DEFBD799D47F2ECB46B7BEEFC51A1B8A7B25AA9B| |47C9CFE96F5A29AD432464AD0E59DC9EA29FF92B1AAFBA7F5337AAEA4DB283AC075| |CBA7B55C464F476B45E5A291D2B21861A8915FAC140AF96239BAA4AF92944E6A39A| |350C96A65239F13CE857C3E1B9DCD1A9995B21BF7B55B2397F1D43FCDEB5A5A2F96| |568C82A3FE79B1A0EBE9EE9982918A3626485668C8DADDB91E5AD730FD4645E3AAA| |A62430A1197C2B2C9DE83F23EFB00B66DC163A196DE2D05B96DD8FE907D041D8FD9| |27708CBA14EE5504C67329AC05EEB2B21276A830465D56EEB55EB522770DEEBECEA| |EC1CE1BEC3A9CA235ABDCAB7EB7D4637B7EB03F61CF2FF637DCFB078E53970DBD8A| |2D229063A7695C3B8F6BBF85FA7DB7D93B70FF5D7683DD8413D4E5E45EE71AC6F3A| |FB337D98B64508AC025F63274D282DCE8B5B83F62BCC02738F819DAA9C6A3A0C6D3| |85FD1FEC64FF52B85F8A44EDED458DEA7D8D7D3EF0867DCBBE83C3EFD90F70969ED| |D873508DF0EF6D9427376613CD17501EBB052AC1B31D93D89F98763F0609C9D6013| |50524F2F7A945E5E7B88D7EEA55C1FE7FAFECBF928D7CFF3F7AFD1FC3E290ED7CE2| |2EFF3C053AC3DF40C869FB32FD89770F4153C41CF18E4FD09DAF08CA3EDAC1D1E72| |B04ED6054F52EF10AF65681CB120AD6F84DFA5117E87C658E11522C2F591DA86D1F| |7A3781B67B5AA46AD2AEA25ABC2781B6B63DBE12475C5F8FB891DE1775236CF2EFD| |D02502B27124ABD553E166B61A3655C64C91B82932618A244C917953644136FF2B0| |8A51EB17734CF7A75C74159A535FBB53512C0CE7E31557D6B8D5CC1F3FF031BF9EE| |F1| |-------------------------------------------------------------------|
  21. I suggest a "hot fix" on the Synapse. Very easy. No change, except one major one, easy to implement. During the 2-...6? kill all misssions. Default them to small maps. When a team gets the small maps it knocks 20-30 minutes off the length of the TF. When the team gets endless large maps like the #1 warehouse it feels like the TF takes forever. With an experienced team being able to bring it in under 1:30 barely and and a team of newer players (and we still get them!) looking at a 1:45-2Hour grind. Lot of good suggestion in here thanks. THis is a very easy patch that would add a lot to QoL
  22. Thats why I avoid the Rikti stuff. Ever since the aliens started taking over Cleveland pretending to be City Officials and Corporation owners. Sheesh, like I need that in game too.
  23. hmmmm, i ran this at level on my Brute Redside story arc toon , was just the right level when it came out. Granted this toon was pretty enhanced even at that level, but it wasnt "SO MUCH TOUGHER THAN EVERYTHING I HAVE BEEN DOING" I do know Redside lore pretty well. I thought the story just was a marvelous work of moving the plot of Redside into the future. I wrote a glowing review somewhere on the boards about it at the time. Just gave me a great feeling the city is still moving on and the lore is getting deeper. Again, I did not find it mechanically challenging. And i seriously suck at mechanics. I mean, I am not a good player lol. No really. I am still Bruting even though I started playing before fitness pool was inherent and travel powers were unavailable until 6 (hover) and the real travel at like 14. Incarnate trials I have run a hundred times I will look at some days watching another player and be like. "Oh, thats why we do that..." But yes, If you are not steeped in lore it might mean a lot of nothing to you. Story I do pay attention to. That is why I love Redside, dislike Blueside, and hate the politics of Goldside. This arc was a lot about another deep lore thing in the city. If you do not care what is happening beneath Sharkhead or why Lord Recluse got his powers then you also wont care much about one of DR Vahziloks Eidolons seeking assistance. When I compare it to the Dreck that is the Hero side joining the w/e Super club at level 4? it is not even close for me. The villain story arc (contest of death?) was a little better than that horsecrap. But that is not saying much. THis new story arc I just loved. Sorry you did not like it though. Maybe it is a Redside vs Blueside thing. I struggle to run any Blueside content. For me, being a Venture Bros style Supervillain and a member of the League of Calamitous Intent is where it is at. Someday you might look at the Redside version and see if it is any better. Sigh, and someday I will need to run that Blue...
  24. Are you talking about the new arc (Docc Buzzsaw villain side) I have only done the Red version nd I thought that rocked with a side of choc cheesecake. If you are talking about the corny joining a hero club with Flambeaux and the thing that makes mooorp noises I get your point. Tough to suffer through even as a joke.
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