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Posts posted by Crasical
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I remember reading about a custom archetype, the Synergist, I think it was?
Dominator Assault primary, secondary was a mix of supports/buffs, but the first power in the secondary was the T3 pet summoning power. The intent (I think) was to wade into the fight alongside your bash buddy, I thought the idea was *really cool*,It's the first time I've seen a new post-shutdown archetype that got my brain bubbling with possibilities.
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Let me replace Jack Frost with a Winter Horde snowman.
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I'm considering backburner-ing my Warshade on the grounds that I'm not having fun playing him, but I do really like the costumes and backstory, so I might recycle them into a dark something. Maybe a brute?
1) How is dark/dark on a brute?
2) Can you color Dark to get that kind of ominous purple nictus glow? -
As far as I'm aware this is impossible, but I'd like to be proven wrong.
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This feels weird, but I don't necessarily dislike it? Technically Fighting exists but doesn't invalidate Martial Arts or Street Justice or Super Strength, so having a minor 'I GOT A GUN' power pool shouldn't shatter the fabric of reality or anything.
What I'd do is look at the pre-existing Force of Will pool for a starting place: Swap out [Project Will] for [Slug], [Wall of Force] for [Buckshot], and [Weaken Resolve] for a [Pummel] (from the Soldiers of Arachnos Set) variant. To replace Unleash Potential, I'd look at Medicine's [Field Medic] power, and start thinking of a variant: Something that gives a minor boost to Slug and Buckshot just for owning it, and can be clicked for something (A recharge boost for the two gun powers, so you can go on a brief shooting rampage?)
Not sure what the last power would be, though. Nothing seems quite fitting.
Alternatively, putting Burst and Heavy Burst instead of Slug and Buckshot gives you a rapid-firing weapon instead of a shotgun.
A major problem that comes to mind is this gives you just one more way to bump your head up against the maximum number of weapon props a character can have, which Is (I think) 3, getting more bugs the game and makes one of your weapons disappear.
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6 minutes ago, Wavicle said:
As has been stated elsewhere, putting it in the click gives it to the Stalkers as well.
Why not just give it to stalkers then? The scrapper and stalker versions of the set area already pretty strongly diverged.
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On 3/16/2021 at 6:10 PM, Katharos said:
I'd really like some clarity on the logic used here. Between the last attempt at a ninjitsu mobility nerf and this one, it's starting to look something like a fixation. If "they would be absorbed into the new stacking mechanics" is the true reason, why isn't sentinel bioarmour's athletic regulation getting a look? It's much stronger than nin's mobility, since it's an autopower granting movement speed debuff protection and defence debuff resistance with fly speed, which shinobi-iri doesn't get, and it's in what's absolutely the top sentinel defence set. Not that I think any sentinel sets need a nerf, but it seems like, if the concern with shinobi-iri was really the stacking, athletic regulation's exclusion deserves an explanation.
Seconded. Moving the movement to the click feels like a kludge way of resolving the 'stacking' problem, which feels like a non-issue. Yes, if you have better movement powers than Shinobi-Iri, they will get overriden. So...okay? I would prefer that over having the mobility be on a click, even if one stacks and the other doesn't.
Considering that Ninjutsu was on the block for adjustment last page, too, this is starting to feel like someone's single-issue fixation. I'd like some feedback.
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1 hour ago, Arbegla said:
For example:
Tsoo is Magic/Science (Ancestors/Sorcerers are inherently magical, Ink men are Magically imbued with Science ink)
Family is Natural/Tech (Mobsters with high-end weaponary)
Council/5th Column are Science/Mutant (Genetically enhanced soldiers, the Vampyre, and Wolves)
Freakshow are Tech/Mutant (Tech is obvious, Mutant is from the drug they all take that changes them genetically)
So that leaves Warriors as Natural/Magic (Natural warriors, that occasionally use Magically enhanced items, but nothing inherent)
You reached the correct conclusion, IMO, in that Warriors are Natural with a splash of Magic, but I don't think the rest of it is right.
Tsoo are not science origin at all; nothing about their ink is chemical superscience, it's just straight up enchanted. You could argue Natural Origin for some of their base-level mooks that are just ninjas with no magic ink yet (The 'Enforcers', rather than the Ink Men), but there's a problem with that....
The Family are uncommonly skilled and hardened criminals, so Natural, right? They're Dubiously tech and more Science, since their bosses use pure, uncut superadyne to get superstrength or gravity powers.
Council are Science (And Tech), with their supersoldiers, nictus hybrids. Tech for the robots, and so forth. They're not Mutants (You are born with mutant powers, not receiving them from outside serums or accidents, that's Science origin.) But, you also get a lot of extreme training regime for their soldiers (Apparently the mid-tier agents are SEAL-quality commandos). So, natural again....?
Freakshow are Tech/Science. Drugs and cybernetics. Again, not mutant. And there's nothing in the game that says Excelsior changes you genetically, as far as I know.So the problem I'm seeing is that 'Natural' pops up a lot as a possible descriptor for enemies: The Tsoo, Family, Council, all have enemies that are just trained goons without explicit superpowers. And that kind of poisons the ground for The Warriors being 'The Natural Origin Villain Group'; because other groups are treading that area, and they DO have a magical edge, their bosses are super-tough because of Odysseus' magic vase, not due to super-training and determination.
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Info taken from the Paragon Archive:
The Warriors are a fierce street gang in Paragon City. They operate primarily out of the Talos Island and Striga Isle zones. Their membership is wide and varied, and they don’t seem to discriminate based on ethnicity, race, or religion. The one common trait that all members share is the ability to fight and to fight well.
Give 'em female members. They only care about your martial prowess, after all.
The Warriors take their inspiration and colors from ancient Greek soldiers, emblazing their jackets with the image of a crested hoplite helm. They also wear ornate bracers, and many sport detailed tattoos depicting ancient battles. However, their camouflage pants, torn vests, and combat boots are all trappings of modern urban warfare. As a final touch, perhaps symbolizing the glorious crests of their heroes, they all wear red headbands.
They're a mix of street gang, paramilitary, and ancient Greek. They think of themselves as soldiers, Warriors (hence the name). I think that losing the camo and combat boots will detract; but giving them more tattoos and scars will emphasize them being brutal urban fighters. More ancient armor bits is also a good point, making them out to be a blending of new and old, modern and ancient, will improve them. Despite them being violent pragmatists, they seem to prefer ancient weapons for 'honor' reasons; so no guns or ammo belts or things like that. Giving them some javelin throws from the Cimerorans instead of/in addition to their bows would work.
The Warriors’ martial skills are also seemingly enhanced by some exposure to magical energies. Nowhere is this enhancement clearer than among the bosses, although some suspect that the lieutenants and even some of the street soldiers have also benefited from a magical blessing. The Smasher Elite, Slasher Elite, and Hewer Elite are not only expert fighters, but are magically tough and resilient. Inexperienced heroes may be surprised the first time they land a powerful blow to see the Warrior laugh it off and strike back just as hard.
They are just straight up magic. They're not wizards, but they use artifacts and are slurping from the magic urn that Odysseus got somehow. Magic weapons and armor are good, wands and staves maybe not. They might be evil.
The Elite rule the roost and run the day-to-day activities of the gang. Although they commonly engage in many base gang activities, like extortion, robberies, and protection rackets, their focus is primarily on the buying and selling of mystical artifacts – running the magical black market, as it were. This often puts the Warriors in conflict with the Circle of Thorns. The Warriors seem to have neutral or even positive connections to the Outcasts and Hellions, however, two other gangs focused on the trade of magical artifacts. The Warriors have had a long-standing rivalry with the Trolls and the Freakshow, but their greatest enemies are the Tsoo, who constantly threaten to usurp their territory and drive them out of Talos Island.
Maybe explore a little how exactly the Warriors get all these artifacts. Are there a class of Warriors (Athenian rather than Spartan) who are non-combat craftsmen (Like the Tsoo tattoo masters?) Are they stealing most of it from Oranbega (Anti-wizard strike teams, warriors prepped to kill ghosts and demons to bust into the Circle of Thorns' lairs and steal their trinkets?) There's some interesting lore space to explore here.
Do:
- Add female members
- Keep the 'urban resistance soldier' part of their motif
- Emphasize their use of magical weapons and armor.
Don't:
- Give them guns
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It didn't seem to when I tested it a moment ago. Let me try it again.
EDIT: Hmm, that time it definitely suppressed. I must have been mistaken.
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This is neat and cool.
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I just hopped onto my Ninja characters (Katana/Ninj Scrapper, and my DP/Ninj Blaster) and messed around. Pertinent information:
You can put a +stealth IO into the cool new Infiltration power. This gives you boss-avoiding (>54 feet) stealth radiusAND non-combat-supressed mobility. It's an extremely cool 'Ninja' power.If you do this, you can't toggle on Shinobi-Iri or the blaster version, Shinobi.
I really liked liked the old version of Shinobi-Iri; I had a stealth IO in it and it let me sneak into a mob and Golden Butterfly or Lotus Drop the spawn and get backstabby crit bonuses, and it let me run and flip around like, well, a ninja.
Now? Kuji-in Rin has half my stealth, and my in-combat mobility, and it takes +res IOs, so I guess I'm going to slot it more heavily and maybe I don't want to take Bo Ryaku anymore and just get my KB resist from IOs....
and Infiltration is just laughing at me because It does the cool thing that I used to be able to do but I can't use it now because it detoggles Shinobi-Iri.
It feels messy and bad, even before factoring in the whole 'I can't detoggle my stealth to deal with hostages anymore' factor that got mentioned upthread.
Please let Shinobi-Iri keep its movement bonus. Please give Shinobi (Blaster Version) A movement bonus. It makes you feel like a cool ninja. Having to toggle on sprint or whatever just isn't the same.
EDIT: Specifically, I know the stealth power conflicting is a 'Will Not Fix' for this patch, so don't do this and leave Ninjutsu in a lurch until the next page.-
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27 minutes ago, Resolve said:
A question, will you be taking a look at powers like Munitions Mastery's LRM missile? Asking for GI Joe related purposes.
Seconding this. Munition Mastery in general, really, but LRM needs to get sorted out and make up its mind as to if it's a snipe or not.
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I've never been very good at these 'asking for build help' posts, so I'm just gonna lay it out as best I can:
Water/Poison corruptor, intending to go /Dark for epic pool. Experimentation and Leadership secondary pools.
I started looking at IOing him out, shoved Thunderstrike and Artillery where they'd fit, plus Malice of the Corruptor, stuck the +def IOs in Antidote and ended up with 33% Ranged defense.However, that defense won't help him in melee, which is where a Poison character needs to live.
And I don't know how much I trust dehydrate, venomous gas and oppressive gloom to keep me alive in the scrum. I'm not sure if I should drop Dark Consumption (long recharge but I have been having end issues) for Dark Embrace (32% smethal resist, which doesn't seem *great* but maybe I'm underestimating it.)
So yeah, idiot check me: Does this even make sense?
Villain Plan by Mids' Reborn : Hero Designer 2.6.1.25
https://github.com/Crytilis/mids-reborn-hero-designerClick this DataLink to open the build!
The Cartoonist: Level 50 Science Corruptor
Primary Power Set: Water Blast
Secondary Power Set: Poison
Power Pool: Experimentation
Power Pool: Leadership
Ancillary Pool: Dark MasteryVillain Profile:
Level 1: Aqua Bolt -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(5), Thn-Acc/Dmg/Rchg(31), Thn-Acc/Dmg/EndRdx(37), Thn-Dmg/EndRdx/Rchg(43)
Level 1: Alkaloid -- DctWnd-Heal/Rchg(A), NmnCnv-Heal/Rchg(15), Prv-Heal/Rchg(21)
Level 2: Hydro Blast -- Thn-Acc/Dmg/EndRdx(A), Thn-Acc/Dmg(3), Thn-Dmg/EndRdx(5), Thn-Dmg/Rchg(31), Thn-Acc/Dmg/Rchg(37), Thn-Dmg/EndRdx/Rchg(43)
Level 4: Water Burst -- Artl-Acc/Dam(A), Artl-Dam/End(7), Artl-Dam/Rech(7), Artl-Acc/Dam/Rech(27), Artl-Acc/Rech/Rng(40), Artl-End/Rech/Rng(46)
Level 6: Speed of Sound -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(50)
Level 8: Envenom -- Acc-I(A), TchofLadG-DefDeb/Rchg(9), TchofLadG-DefDeb/Rchg/EndRdx(9), TchofLadG-DefDeb/EndRdx(48)
Level 10: Weaken -- Acc-I(A), DarWtcDsp-ToHitDeb/Rchg(11), DarWtcDsp-ToHitdeb/Rchg/EndRdx(11), DarWtcDsp-ToHitDeb/EndRdx(50)
Level 12: Dehydrate -- TchoftheN-Heal(A), TchoftheN-Acc/Heal(13), TchoftheN-Acc/EndRdx/Heal/HP/Regen(13), Thn-Acc/Dmg(34), Thn-Dmg/EndRdx(37), Thn-Acc/Dmg/Rchg(46)
Level 14: Tidal Forces -- RechRdx-I(A), GssSynFr--Build%(15)
Level 16: Whirlpool -- Artl-End/Rech/Rng(A), Artl-Acc/Dam(17), Artl-Dam/End(17), Artl-Dam/Rech(27), Artl-Acc/Dam/Rech(39), Artl-Acc/Rech/Rng(43)
Level 18: Water Jet -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(19), SprMlcoft-Acc/Dmg/Rchg(19), SprMlcoft-Dmg/EndRdx/Rchg(25), SprMlcoft-Acc/Dmg/EndRdx/Rchg(34), SprMlcoft-Rchg/Dmg%(40)
Level 20: Elixir of Life -- RechRdx-I(A), RechRdx-I(21)
Level 22: Antidote -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(23)
Level 24: Assault -- EndRdx-I(A)
Level 26: Tactics -- EndRdx-I(A)
Level 28: Experimental Injection -- DctWnd-Heal/Rchg(A), NmnCnv-Heal/Rchg(29), Prv-Heal/Rchg(29)
Level 30: Adrenal Booster -- RechRdx-I(A), RechRdx-I(31)
Level 32: Geyser -- Artl-Acc/Dam(A), Artl-Dam/End(33), Artl-Dam/Rech(33), Artl-Acc/Dam/Rech(33), Artl-Acc/Rech/Rng(34), Artl-End/Rech/Rng(40)
Level 35: Poison Trap -- Acc-I(A), Erd-%Dam(36), ScrDrv-Dam%(36), Obl-%Dam(36)
Level 38: Venomous Gas -- HO:Enzym(A), HO:Enzym(39), HO:Enzym(39)
Level 41: Oppressive Gloom -- AbsAmz-Stun/Rchg(A), AbsAmz-Acc/Stun/Rchg(42), AbsAmz-Acc/Rchg(42), AbsAmz-EndRdx/Stun(42), AbsAmz-ToHitDeb%(50)
Level 44: Dark Consumption -- ScrDrv-Acc/Rchg(A), Obl-Acc/Rchg(45), EffAdp-Acc/Rchg(45), PreOptmz-Acc/Rech(45)
Level 47: Soul Drain -- Obl-Acc/Rchg(A), ScrDrv-Acc/Rchg(48), Arm-Acc/Rchg(48)
Level 49: Soul Transfer -- RechRdx-I(A)
Level 1: Brawl -- Empty(A)
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: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(46)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(25)
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
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Oh man, that's rude but potentially hilarious. Confuse the tank so that his taunt aura suddenly affects the league and everyone near him suddenly starts pummeling him.
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Inspired by https://forums.homecomingservers.com/topic/26664-if-your-alts-formed-a-team/ here's a hypothetical: What if, instead of your alts forming a team (like the end of the LRSF vs. the freedom phalanx); your main got an ITrial dedicated to them? Think of the fight against Anti-Matter, the unique mechanics of the orbital laser, disintigration, time stop, entanglement, and so forth. What sort of unique powers would your character possess?
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Hyo. I have two that probably count... somewhat?
Everlasting, 'Peyote Patrol', perma-gold loyalist. Cowardly powers-division soldier that fled to Pocket D when the invasion of primal earth started to go bad and now has no home, as Praetoria is destroyed and she doesn't trust either primal side. She got to level 20 and then bailed and did AE missions all the way to fifty (and beyond).And on the same server, Ryoko Kobayashi, who got all the way to 40 on the goldside missions, including both first and nightward, but eventually did go villainside.
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I don't enjoy playing mine.
I tried building biform, dwarf/human, and while I can zap in, stun everything with Inky Aspect, charge up mire, and start blasting while Orbiting Death Chews on everyone.... then you get hit with a microstun from a tsoo's kick, and your powers drop, and if you don't instantly die from your anemic armors toggling off, you pop Dwarf, and have to finish the fight with its long, slow attacks, so that you can put your armors and auras back up as a human, then go to the next fight.... and most of the endgame builds are just 'Perma-Eclipse'; which means that it just invalidates everything from 1-38, like building a character around Granite Armor, actually leveling to that point is awkward.
They're hard to play, and you have to heavily invest into them before they are as good as the next leading brand.
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I didn't get the joke about 'He's not letting anyone who looks like a cat in!' during the mission to take out Raverobber.
The debriefing spells CMRj as 'Cybernetic Measured Rejuvenaton, should probably be Rejuvenation.I felt a little 'after the fact' that Pathogen's overclocking killed himself. I wish he'd exploded or something after defeat so I know he's dead and not in custody.
Had to log out and go cook dinner before I could do the fight with Cortex (Finale?)
more thoughts later
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I love all my children equally, but I do have to say that Cosmic Cow, my Beam Rifle/Energy Manipulation redside blaster, has had surprising longevity. Even after 50, she still got playtime. Even after completing her build, still playtime. Even after 26 veteran levels, still gets playtime. Even with me having pretty much filled out her Incarnate Powers, still playtime. She's just too fun to stop playing, even if I have no real 'goal' with her anymore aside from badging.
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So my volcano-shaman Earth/Fire dominator has been creeping through the mid-forties, which is traditionally when I start thinking about an endgame build for them. And I've reached the point where I've been staring at Mids for so long that I'm not sure anything even makes sense anymore, so I figured it was about time to throw it up on the forums to get some more eyes on it.
Some of my thoughts:
- Despite having quicksand on my live build, I probably don't actually need it: Stone Cages does almost as much -def and will also stick a group to the floor. It's gone.
- I've gone back and forth on Incinerate: On one hand, it hits like a truck, on the other hand it's got weirdly little impact (not satisfying to use) and the rest of the set really is encouraging me to stand back and blast instead of closing to melee. Gone, replaced by Kick to get into Tough and Weave later.
- I was mostly building for recharge and ranged defense.
- I went with Teleport because Stone Golem is *blind* and I can use TP Ally to yeet him into enemy spawns to take the alpha.
- I have no idea how to slot Quicksand, Earthquake, or Volcanic Gasses. Quicksand I've gotten rid of, Earthquake I've seen slotted for -tohit, I've been told 'only slot for recharge', and I've been told it makes a great Force Feedback mule, and Volcanic Gasses I've been told only to use recharge and hold/damage procs (NOT AoE damage procs) in. I have no idea if the Unbreakable Constraint is any good in there. Fiery Orb I've also heard is bad, but I think it's super thematic for my character so It's staying. I don't know if it'll have a single chance to proc on Volcanic activation, or if the geysers that appear all have their own chance to pop out a fiery orb. I hope it's the latter and I hope they appear IN the gas zone; but I'll have to go to the test server and check (if nobody can answer for me).
- Also, Unbreakable Constraint is totally a 'You can't break these cuffs!' meme reference.
- Too many purples? Maybe.
- Softcapped ranged defense is something, yeah?
- There was probably a more intelligent way to use those teleport power slots than just getting BotZ ranged defense over and over again.
- It's not permadom, but the patch powers don't actually benefit from domination, so. Not sure if it's as mission critical here. I did spec out of Rune of Protection, so maybe I'm underestimating how badly mez will screw me up in play without that panic button.
- I have an irrational dislike of Hasten, that's why it's not in this build.
- I kinnd of wanted to swap the Essence of Curare in Fossilize for Devastation: Chance for Hold but I am unsure how good of an idea that is.
- I could probably squeeze in more recharge (at 92.5% now) with more purple sets: 23.75% more at the cost of 7.5% ranged defense. I am unconvinced this is a good trade.
Anyway, I welcome thoughts and opinions from more veteran dominators!
Villain Plan by Mids' Reborn : Hero Designer 2.6.1.25
https://github.com/Crytilis/mids-reborn-hero-designerClick this DataLink to open the build!
Kiluaea: Level 50 Magic Dominator
Primary Power Set: Earth Control
Secondary Power Set: Fiery Assault
Power Pool: Fighting
Power Pool: Teleportation
Power Pool: Concealment
Ancillary Pool: Fire MasteryVillain Profile:
Level 1: Fossilize -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(7), BslGaz-Rchg/Hold(9), BslGaz-EndRdx/Rchg/Hold(21), EssofCrr-Acc/Hold(29)
Level 1: Flares -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(40), Thn-Acc/Dmg/EndRdx(40), Thn-Dmg/EndRdx/Rchg(43)
Level 2: Stone Cages -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(7), SprAscoft-EndRdx/Rchg(9), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(17), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(31), SprAscoft-Rchg/+Dmg%(46)
Level 4: Kick -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(5), Mk'Bit-Dmg/Rchg(5), Mk'Bit-Acc/EndRdx/Rchg(19), Mk'Bit-Acc/Dmg/EndRdx/Rchg(46), Mk'Bit-Dam%(48)
Level 6: Fire Breath -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(15), PstBls-Dmg/Rchg(17), PstBls-Acc/Dmg/EndRdx(37), PstBls-Dam%(37)
Level 8: Teleport -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(15)
Level 10: Fire Blast -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(11), Thn-Dmg/Rchg(11), Thn-Acc/Dmg/Rchg(25), Thn-Acc/Dmg/EndRdx(48), Thn-Dmg/EndRdx/Rchg(48)
Level 12: Stalagmites -- AbsAmz-Stun(A), AbsAmz-Stun/Rchg(13), AbsAmz-Acc/Stun/Rchg(13), AbsAmz-Acc/Rchg(31), AbsAmz-EndRdx/Stun(50)
Level 14: Stealth -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(23)
Level 16: Embrace of Fire -- RechRdx-I(A)
Level 18: Earthquake -- RechRdx-I(A), FrcFdb-Rechg%(19)
Level 20: Teleport Foe -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(21)
Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(23)
Level 24: Weave -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(25)
Level 26: Volcanic Gasses -- UnbCns-Hold/Rchg(A), UnbCns-Acc/Hold/Rchg(27), UnbCns-Acc/Rchg(27), UnbCns-EndRdx/Hold(34), UnbCns-Dam%(50), SprDmnGrs-Rchg/Fiery Orb(50)
Level 28: Consume -- EffAdp-EndMod/Rchg(A), EffAdp-Acc/Rchg(29)
Level 30: Recall Friend -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(31)
Level 32: Animate Stone -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(33), ExpRnf-Dmg/EndRdx(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(34), ExpRnf-+Res(Pets)(34)
Level 35: Fire Ball -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(36), PstBls-Dmg/Rchg(36), PstBls-Acc/Dmg/EndRdx(36), PstBls-Dam%(37)
Level 38: Blaze -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(39), Thn-Dmg/Rchg(39), Thn-Acc/Dmg/Rchg(39), Thn-Acc/Dmg/EndRdx(40), Thn-Dmg/EndRdx/Rchg(43)
Level 41: Rain of Fire -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(42), PstBls-Dmg/Rchg(42), PstBls-Acc/Dmg/EndRdx(42), PstBls-Dam%(43)
Level 44: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(45), StnoftheM-Acc/ActRdx/Rng(45), StnoftheM-Dmg/EndRdx/Rchg(45), StnoftheM-Dam%(46)
Level 47: Invisibility -- LucoftheG-Def/Rchg+(A)
Level 49: Rise of the Phoenix -- OvrFrc-Dam/KB(A)
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1 minute ago, Jimmy said:
Correct. It's back to how it was on live - Shinobi has no movement bonus.
🙃
Okay so you gave it a movement bonus (So that it matched the Scrapper and sentinel version, Shinobi-Iri) BUT made that movement bonus not stack with most other movement boosts.And now the stacking limitation has been removed; but you also removed the movement bonus.
Alright, sure.
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4 minutes ago, Vanden said:
Because the conundrum of stacking it with Combat Jumping has to be solved to allow that, and there's no time for that now.
I thought they walked back the whole non-stacking movement powers change?
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30 minutes ago, Jimmy said:
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Shinobi
- Movement buffs have been removed (they are not present on live)
Jimmy no, Jimmy why?!
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Discussion: Improvements to the Warriors
in Developer's Corner
Posted
Also, something I just found in game: The Envoy of Shadows arc starts with the Warriors stealing a demonic tome from the Circle of Thorns, and accidentally unleashing something they can't control.
Warriors are not great mages; and they DO canonically loot stuff from the CoT.