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Rikis

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Everything posted by Rikis

  1. I guess my biggest disappointments were that instead of a melee attack, it got Caltrops and since I personally don't care for snipes, it also as a snipe instead of another melee attack. I would have loved to have had Eagles Claw in Martial Assault.
  2. Any idea on how to unlock that arc on redside? I tried doing it from the first contact, but it said I needed to do a tip mission which I've never seen drop.
  3. Back on live, my biggest request on the forums was asking for a Martial Assault set on Dominators. I really wanted to play a Mind/Martial as that fit one of my character's concepts so well. So then when I saw that Martial Assault was an actual thing with i24 and I was ecstatic. Over the moon. But then the disappointment came in. I was expecting a set like Earth Assault, in the sense that it'd be mostly melee with 2, maybe 3 ranged attacks total. Instead, I got the opposite, a Ranged set with only three melee attacks. It broke my heart. I would truly wish that we'd get something similar to Sentinel's Super Reflexes and that we get choices for the T7, 8, and 9 powers and have the option for some more melee attacks. A pipe dream that won't happen, but if only...
  4. Thinking about it, I'd replace the taunt from the melee sets and add in a power with two choices (using the Swap Ammunition or the /bio armor mechanic). First, their defense powers would be at Sentinel values. Their buff powers would be between Mastermind and Corruptor strength. Then the two choices would be as follows (neither of them enhanceable.) Withstand: +Resistance, +Defense, -power effects. Increasing survivability, but lowering buffs/debuffs to MM levels. Desecrate: +Power Effects, -res, -def. Increasing buff/debuff values to Corruptor levels, decreasing survivability.
  5. Given my disappointing times on my DB/Rad Scrapper on the pylon, I decided to check my team on clearing a mission of the 125 Fire Farm Comic Con AE arc (+4/x8). I'm happier with those results, from start to finish, I cleared it in 7 minutes, 46 seconds. Obviously that isn't a scientific test by any means, but I figured I'd try considering my Scrapper is S/L/F/C soft capped and is more about survival than dishing out damage.
  6. Tried it on the test server, got a pet killed in combat and tried using Fallout on it. Nope, it would expend the endurance needed for the power, but no animation nor any effect would go off, nor would it go on cooldown either.
  7. So I ran it twice with my Dual Blades/Radiation Armor/Pyre Mastery Scrapper and I was disappointed. My Scrapper has the T4 Agility Core Paragon Alpha, T4 Assault Core Hybrid, T4 Reactive Core Flawless Interface. She also has Chance to Build Up and the +50% Crit Chance ATO slotted into Blinding Feint and Achilles' Heel -Res in Beta Decay. So for the first run, I didn't use Meltdown (+41% Damage), the Hybrid toggle, or Melt Armor (which has another Achilles' Heel proc) Time: 06:55 (415 Seconds) DPS: 220.2 Second run I was using Meltdown (got to use it twice), the Hybrid toggle (destroyed the pylon while on the second click), and Melt Armor on recharge (the proc was going off 100%) Time: 05:00 (300 Seconds) DPS: 255.6 Both times, the chain was Blinding Feint + Attack Vitals combo (sadly I do not have the recharge for the optimal Blinding Feint + Ablative Strike + Sweeping Strike + Ablative Strike chain).
  8. Of course a Dominator doesn't die in melee in a big team, like you mentioned, they have active defenses in the form of control. They lock down the group and go to town, safely. And yes, a Dominator does weave in and out of melee for their cones, both attacks and crowd control powers. I've played a wide variety of Dominators, I am well used to their playstyle. A melee/support wouldn't have that kind of active support. On Live, the devs mentioned that Blasters had the highest death rate. Blaster's are an AT that has a reason to go melee (their highest damaging single target attacks are meles) with no defenses. The Defiler definitely needs some defense, Stalker levels are enough to make them survive in the chaos of an 8 man team while also preventing them from being able to take the alpha like a Tanker or Brute.
  9. Another reason to avoid assault says is so that Epic Pools have some holes to fill. They could add ranged attacks and single target CC powers. If this were to be Assault/Efflux (the Armor/Support), what would the epic/patrons be filled with? The more I think about it, the more sense it makes to keep any new support AT to melee. I'm still at a hard no for an assault/support mix. As far as *this* particular AT is concerned, with Stalker defensive values and MM support values, they'd hardly be overpowered.
  10. As far as Assault sets go, as I mentioned on the OP too many Dominators stay ranged as it is. It'd break my heart in the impossibility of this ever seeing the light of day and seeing all the Defilers staying at ranged. They should have just rolled a Defender or Corruptor. No, it'd have to be melee for the concept. There are Tankers, Brutes, Scrappers, and Stalkers. There are also Defenders, Corruptors, Blasters, and Sentinels. Controllers tend to stay at ranged and Dominators are supposed to weave in and out of melee. As far as not being a pure support secondary, if they are truly meant to be punching Nazis in the face, they will need some defenses to survive for any significant amount of time in an 8 man group. Sacrificing the ally only powers makes the most sense. Sure the sets I posted aren't all great and could easily be modified. I also threw in Shield and Traps together just for funsies. If they were to make it pure support, their inherent could simply be some mez protection. After all, VEATs have a very simplistic inherent.
  11. Defiler - A close range combatant that weakens her foes and strengthens his allies. Primary: Melee Sets (Stalker Values - no crit) --- Secondary: Buff/Debuff and Armor Hybrid (MM Values) Not entirely my original idea on the secondaries. If you want to play a support, you pretty much have to stick to range. Or go Mastermind. Or use only power pool attacks (for the lulz). Don't really care for Assault being its primary, enough Dominators stay Ranged only and the idea of this AT is for players to get in the thick of things. One problem with the Defiler would be what to do with Taunt, since this AT does not want to draw attention to itself under any circumstance. Maybe replace it with Placate (with regular stealth to avoid its crit mechanic) or Power Build Up? I also have no idea what to do with its inherent, maybe something akin to Defender's Vigilance. Instead, while solo the defensive power values go up to above Brute level, below Tanker level and while teamed the secondary values to Controller level or maybe an endurance discount on the secondaries? Again, no clue. The idea of the secondaries is to avoid any ally only powers and any damaging auras and as many of the damaging powers as possible. It does have to include the status protections though. Examples of Secondaries: Storm Efflux - T1 (Level 1) Charged Armor T2 (Level 2) Gale T3 (Level 4) Snow Storm T4 (Level 10) Conductive Shield T5 (Level 16) Static Shield T6 (Level 20) Steamy Mist T7 (Level 28) Lightning Reflexes T8 (Level 35) Grounded T9 (Level 38) Freezing Rain Dark Efflux - T1 (Level 1) Dark Embrace T2 (Level 2) Twilight Grasp T3 (Level 4) Tar Patch T4 (Level 10) Murky Cloud T5 (Level 16) Obsidian Shield T6 (Level 20) Shadow Fall T7 (Level 28) Dark Regeneration T8 (Level 35) Darkest Night T9 (Level 38) Soul Transfer Nature Efflux - T1 (Level 1) Hardened Carapace T2 (Level 2) Regrowth T3 (Level 4) Corrosive Enzymes T4 (Level 10) Adaptation T5 (Level 16) Environmental Modification T6 (Level 20) Spore Cloud T7 (Level 28) Lifegiving Spores T8 (Level 35) Evolving Armor T9 (Level 38) Wild Bastion Fiery Efflux - T1 (Level 1) Fire Shield T2 (Level 2) Warmth T3 (Level 4) Temperature Protection T4 (Level 10) Plasma Shield T5 (Level 16) Consume T6 (Level 20) Rise of the Phoenix T7 (Level 28) Fiery Embrace T8 (Level 35) Heat Exhaustion T9 (Level 38) Melt Armor Cold Efflux - T1 (Level 1) Frozen Armor T2 (Level 2) Infrigidate T3 (Level 4) Snow Storm T4 (Level 10) Glacial Armor T5 (Level 16) Wet Ice T6 (Level 20) Chilling Embrace T7 (Level 28) Hoarfrost T8 (Level 35) Benumb T9 (Level 38) Sleet Time Efflux - T1 (Level 1) Focused Fighting T2 (Level 2) Temporal Mending T3 (Level 4) Time Crawl T4 (Level 10) Focused Senses T5 (Level 16) Practiced Brawler T6 (Level 20) Time's Juncture T7 (Level 28) Evasion T8 (Level 35) Slowed Response T9 (Level 38) Chrono Shift Radiation Efflux - T1 (Level 1) Alpha Barrier T2 (Level 2) Radiant Aura T3 (Level 4) Radiation Infection T4 (Level 10) Proton Armor T5 (Level 16) Fallout Shelter T6 (Level 20) Accelerate Metabolism T7 (Level 28) Gamma Boost T8 (Level 35) Enervating Field T9 (Level 38) Lingering Radiation Kinetic Efflux - T1 (Level 1) Kinetic Shield T2 (Level 2) Transfusion T3 (Level 4) Siphon Power T4 (Level 10) Power Shield T5 (Level 16) Entropic Aura T6 (Level 20) Siphon Speed T7 (Level 28) Inertial Reduction T8 (Level 35) Dampening Field T9 (Level 38) Transference Trick Training - T1 (Level 1) Ninja Reflexes T2 (Level 2) Flash Arrow T3 (Level 4) Glue Arrow T4 (Level 10) Danger Sense T5 (Level 16) Kuji-in Rin T6 (Level 20) Poison Gas Arrow T7 (Level 28) Acid Arrow T8 (Level 35) Shinobi-Iri T9 (Level 38) Disruption Arrow Shield Device - T1 (Level 1) Deflection T2 (Level 2) Triage Beacon T3 (Level 4) Caltrops T4 (Level 10) Battle Agility T5 (Level 16) Active Defense T6 (Level 20) Acid Mortar T7 (Level 28) True Grit T8 (Level 35) Grant Cover T9 (Level 38) Seeker Drones Willful Efflux - T1 (Level 1) Mind over Body T2 (Level 2) Nullify Pain T3 (Level 4) High Pain Tolerence T4 (Level 10) Quick Recovery T5 (Level 16) Indomitable Will T6 (Level 20) World of Pain T7 (Level 28) Heightened Senses T8 (Level 35) Soothing Aura T9 (Level 38) Anguishing Cry
  12. My first MM to reach 50 was my Necromancy/Trick Arrow. Even got her a few incarnate abilities. I love Trick Arrow, I love Necromancy. Never again will I mix those two sets.
  13. Here's a build for a Necro/Time with mostly capped out Defenses (to most damage types, melee, and ranged) and over 40% to the rest (except psionic). Maxed out Smashing/Lethal resistance. Near perma Chrono Shift (just 0.13 seconds shy). What I wish I could fit: Provoke and Assault. Alas, it is not to be. I could drop Hasten (since I already have over 70% global recharge) but without Hasten, Chrono Shift isn't anywhere near perma (19 seconds away!) for Provoke so that all of my defenses aren't wasted. I also wish I could slot my zombies with one Heal IO, but oh well. On the other hand, I am providing my little undead murdering army with +30% Defenses (+45% to AoE!) and some regen to my Grave Knight heavy hitters. New Fixed Pines': Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Mastermind Primary Power Set: Necromancy Secondary Power Set: Time Manipulation Power Pool: Flight Power Pool: Leadership Power Pool: Fighting Power Pool: Speed Ancillary Pool: Soul Mastery Villain Profile: Level 1: Zombie Horde -- SprCmmoft-Acc/Dmg/Rchg(A), SprCmmoft-Acc/Dmg(3), SprCmmoft-Dmg/EndRdx(3), EdcoftheM-PetDef(5), CaltoArm-+Def(Pets)(5), SprCmmoft-Rchg/PetAoEDef(7) Level 1: Time Crawl -- PcnoftheT-Acc/EndRdx(A) Level 2: Temporal Mending -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(7), NmnCnv-Heal/EndRdx(11), NmnCnv-EndRdx/Rchg(43), NmnCnv-Heal/Rchg(43), NmnCnv-Heal/EndRdx/Rchg(46) Level 4: Hover -- LucoftheG-Rchg+(A) Level 6: Enchant Undead -- EndRdx-I(A) Level 8: Time's Juncture -- DarWtcDsp-ToHitDeb/EndRdx(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(9), DarWtcDsp-ToHitDeb(9), DarWtcDsp-Rchg/EndRdx(11) Level 10: Fly -- EndRdx-I(A) Level 12: Grave Knight -- SprMarofS-Acc/Dmg/EndRdx(A), SprMarofS-Dmg(13), SprMarofS-Acc/Dmg(13), SprMarofS-EndRdx/+Resist/+Regen(15), AchHee-ResDeb%(15), SlbAll-Build%(17) Level 14: Temporal Selection -- DctWnd-Heal/Rchg(A) Level 16: Distortion Field -- Lck-%Hold(A), UnbCns-Dam%(17), GldNet-Dam%(23), GhsWdwEmb-Dam%(25), NrnSht-Dam%(25) Level 18: Soul Extraction -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(19), ExpRnf-Dmg/EndRdx(19), ExpRnf-Acc/Dmg/Rchg(21), ExpRnf-EndRdx/Dmg/Rchg(21), ExpRnf-+Res(Pets)(23) Level 20: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(37), ShlWal-ResDam/Re TP(37) Level 22: Boxing -- OvrFrc-Dam/KB(A) Level 24: Tough -- StdPrt-ResDam/Def+(A), StdPrt-ResKB(34), GldArm-3defTpProc(34), GldArm-ResDam(34), GldArm-End/Res(40) Level 26: Lich -- HO:Nucle(A), HO:Endo(27), HO:Perox(27), HO:Perox(29), CldSns-%Dam(29), SvrRgh-PetResDam(31) Level 28: Farsight -- LucoftheG-Rchg+(A), HO:Membr(31), HO:Membr(31), HO:Membr(33) Level 30: Weave -- LucoftheG-Rchg+(A), Rct-ResDam%(33), Rct-Def(33) Level 32: Dark Empowerment -- EndRdx-I(A) Level 35: Slowed Response -- TchofLadG-%Dam(A), AchHee-ResDeb%(36), AnlWkn-Acc/Rchg/EndRdx(36), AnlWkn-Acc/Rchg(36), AnlWkn-DefDeb/EndRdx/Rchg(37) Level 38: Chrono Shift -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(39), Prv-Heal/Rchg(39), Prv-EndRdx/Rchg(39), Prv-Heal/EndRdx(40), Prv-Heal(40) Level 41: Dark Embrace -- Ags-Psi/Status(A), Ags-ResDam(42), Ags-ResDam/EndRdx(42), Ags-ResDam/EndRdx/Rchg(42), Ags-EndRdx/Rchg(43) Level 44: Soul Tentacles -- EnfOpr-Acc/Immob(A), EnfOpr-Acc/Immob/Rchg(45), EnfOpr-Immob/Rng(45), EnfOpr-Acc/EndRdx(45), EnfOpr-EndRdx/Immob(46), EnfOpr-Acc/Rchg(46) Level 47: Soul Storm -- SprEnt-Rchg/AbsorbProc(A), SprEnt-Acc/Hold/End/Rchg(48), SprEnt-Acc/Hold/End(48), SprEnt-End/Rchg(48), SprEnt-Hold/Rchg(50), SprEnt-Acc/Hold(50) Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50) Level 1: Brawl -- SprBlsCol-Rchg/HoldProc(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 -- Clr-Stlth(A) Level 1: Supremacy Level 2: Rest -- RechRdx-I(A) Level 1: Health -- Pnc-Heal/+End(A) Level 1: Hurdle -- Empty(A) Level 1: Stamina -- PrfShf-End%(A) Level 1: Swift -- Empty(A) Level 50: Agility Core Paragon ------------
  14. One reason only for me, I'm a 100% redsider. Champions Online doesn't have playable villains, and no roleplaying as the bad guy is not good enough for me. For what it's worth, I actually did enjoy the little of CO that I did try in the beta. But a lack of playable villains (your own created villains, not that abomination they created where you play as a signature villain) made me skip out on the game.
  15. Hopefully this is a bug, but being in a team while completing a morality mission gave everyone reward merits. Now, only the mission owner gets the merits, effectively making the alignment/morality progression a solo endeavor. I mentioned that I hoped this was a bug because right after the patch things were working like they were before, but I noticed the change yesterday.
  16. Maybe at x6? That gives you only one boss to contend with in all spawns. Arch Villains and Elite Bosses are another option on the Notoriety setting and have nothing to do with team size.
  17. Thank you for the update. One thing I do want to point out is the endurance cost on Mastermind's /Kinetics and /Radiation Emission. As part of their balancing, Masterminds have higher endurance costs on their secondaries. Even though the debuff/buff values are fine, their endurance cost is not. A minor detail, but it's just for consistency with in game values. I was going to mention that leaving Fitness in would have been a good idea since on Live, some character still had power pool fitness as they had never respecced after it was changed to an inherent, but that's a non-issue here.
  18. BUT BUT BUT allegedly, Controllers do more damage than Dominators anyway due to their debuffs! No, give Dominators Illusion Control. It would have been nice if Plant Control had never been proliferated to Controllers, so that there was parity between the Control ATs. Alas it was, so let's port Illusion Control to Dominators. If the lack of Domination-affected powers is a problem, remove Spectral Wounds and Group Invisibility with an Immob and a Stun. Boom, now it has 5 powers affected by Domination, the same as many other Control sets.
  19. Ice Mistral is 35-40 and there's the Tesseract and Lazarus SFs in Ouroboros, but yeah, the amount of SFs is quite small. Can't remember if you throw down in any of the casinos but a boss fight against a Wailer who busted through the wards would be neat. Failing that, Viridian II: Let's Just Punch All The AVs Ever. (Oh god Viridian was great. Half a dozen Council AVs versus a Fire/Psy Dom, Dark/Dark Brute and Ice/Rad Corr. None of 'em stood a chance.) You're quite right, I accidently added 35-40. The Mender content may be listed as "Strike Force" but are really more like story arcs using the Ouroboros system, which is SF-like. They can be started solo, are very short, and give a pitiable amount of merits. Neither worth it nor fair to count them as "Strike Forces".
  20. New Strike Forces for levels 10-15 (Wretch Strike Force anyone? Which segues nicely into Seer Marino's arc about Wretch at level 15), 30-35, 35-40, and 40-45 as red side still has those Strike Force gaps. Some sort of Giant Monster in St. Martial, so many possibilities, a Freakshow, Carnival of Shadows, or Wailer GM? Yes please!
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