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Cutter

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Everything posted by Cutter

  1. Savage/Rad build that's been working OK for me. Use what works for you & your build goals.
  2. I'm a fan of the bottom left. The black/white contrast on top is sharp.
  3. Tanks or brutes, especially with a damage aura. Easy to bump spawn sizes early (adjusting difficulty as found appropriate).
  4. Thanks, very much appreciated! Totally overlooked Blistering Cold. Rad Therapy improvement should be simple enough. I'll do some tinkering to see where I can poach those Taunt slots from.
  5. Thanks, much appreciated! I've not had any involvement in the deeper strategy or planning of Hami raids, so this is all new to me. I'm used to just being there and following instructions! Since I've got you here (and if you don't mind), would you be able to feedback my build plan specifically as it relates to Hami tanking? Off the top of my head & based on other posts in this thread, it looks like I'll need to find another 10-20% slow resist (sitting at 79%), but any insight on the rest of the build choices would be appreciated.
  6. Is /Dark the defacto "best" melee set for this type of build, or can it be done without? Working on a Rad/EM tanker with this goal in mind. I see the comment about Rad/Kat tank above, but is that elevated by the +def attack?
  7. Sounds like I'll have to give it a try and see how annoying it is in practice.
  8. Pretty much the title. Grounded says, in part, "Additionally, Grounded provides Immobilize and Knockback protection, but only applies when you are near the ground." Has anyone ever measured how high up "near" actually is? I've got an up & coming Kin/Elec broot for whom Hover fits his character/costume concept. But I'd rather not get myself into a situation where I'm doing a spooky float and get knocked/immob'd because I'm a foot too far off the ground. Even something imprecise like "waist-high to the average mob" would be helpful and provide a rough eyeball measure. Thanks in advance for any insight into this!
  9. With a little more play time under my belt, and especially after reading some of these latest ideas about stances, what about something like having KM attacks naturally have a -dam effect on enemies, that builds up stacks for you, and turn a to-be-renamed Power Siphon (with a quicker animation) into a +dam stack spender mechanic? (Preemptive note: I'm not a numbers guy. Throwing some out for the sake of example & for smarter people to evaluate!) (Default) Yin Stance - Your attacks strike with precision at your enemies' pressure points, weakening them. With each hit you lower their damage dealing capability (unresistible -dam, maybe -3% for 8 seconds, with the effects overlapping but not extending, so it would be fairly easy to maintain prolly a 15% -dam), and build up your own chi energy (capped at say, 10 stacks - to make it a more flexible mechanic) to be unleashed when the time is right. (Power Siphon effect) Yang Stance - With a quick centering breath, you release your stored chi to empower your attacks. For a short period of time (20 seconds?) you trade precision for power. Your attacks no longer weaken your enemies (it would not be possible to gain chi stacks while under this effect), but instead your damage and chance to hit are both increased. For each chi stack expended, you gain an additional to-hit and damage bonus (off the top of my head thinking the base numbers are 50% of a Build Up, with each stack adding 6-7%; so at 9 or 10 stacks the numbers work out to a little more than a full Build Up, which feels like a fair trade for having to work for it). Needs work, but maybe something to consider? And if you wanted to "de-mysticize" it, turn "chi" into "potential" and renamed the stances to Potential and Kinetic.
  10. OK, figured out part of it anyway. I was able to reset the "use this program to open files" thing and got the link opening to work. Still don't have anything on my Start menu, but I just pulled a shortcut onto my task bar and that's working so... Thanks for the help.
  11. Updated and now have a couple significant issues: 1. I no longer have a Mids shortcut in my Start menu (I used to be able to click Start and type "m" and the program would appear as an option. This is no longer the case. The only Mids folder on my Start menu is an uninstall prompt: 2. I can't open forum builds from the "click this link to open the build", nor from a downloaded .mxd file. In both cases I get a prompt asking me to configure Mids Reborn: Any suggestions on what might be going on?
  12. I rolled up a Kin/Elec brute the other day, prompted in large part by this thread. I definitely notice the animation speed > effect issue (also, Burst just takes f o r e v e r). I will say tho, the attacks do seem to have a nice flow to them (unlike, say, Psi Melee, which feels all kinds of choppy). I'm not high enough for Concentrated Strike but based on the comments I've seen (plus just looking at it in the builder) it's likely not making the cut, from both an animation time & aesthetic pov. Srsly it looks awful. I like the Claws comparison. I'll have to dust of my claw tank and play her back to back with my kin broot so I can better see how they stack up. Echoing the calls to change Power Siphon somehow, and do a pass on the animations in terms of when the attacks actually hit. I don't have enough experience to say what those should be, but PS sure feels lacking somehow. Reach for the Limit clone sounds interesting, or maybe a +dam/tohit mechanic similar to Blood Frenzy stacks?
  13. It's an OK combo. Staff isn't the fastest-animating set (tho it feels like it because the animations themselves tend to be frantic). Doesn't feel crazy OP but that's entirely likely to be operator error. Guarded Spin helps shore up def holes. Bio is Bio. I don't have an endgame version, but currently at 40 with this (not hyper-purpled) plan. Maybe some nuggets in there for you to build off. Certainly not claiming end-all be-all here! The actual in-game build atm isn't exactly as per plan; still working on getting some pieces & realized that some slots need to be reallocated a bit on the way up. Been a while since I've paid attention to him so excuse the random low-level IOs.
  14. Ha ha, awesome. He's got the presence down pat - max height plus the thunderhead & the cowl makes him super imposing. Edit: wasn't happy with the original name I'd chosen, so thinking on this I tried my luck, and... he is IMPOSITION.
  15. Welp, here's my shameless theft repurposing 🙂 of @Sparrows' look! (Kin/Elec broot)
  16. Looks good! Did a complete un/reinstall to ensure no file wonkiness. Couple bugs that are bugging me: First, Incarnate abilities don't seem to show up in the right places, and consequently display the wrong info. Highlighted below is Storm Elemental Core Superior Ally, and well... I discovered that I can un-choose and re-choose that power, but all that happens is the builder pushes a different Incarnate ability into this space and it gets the same treatment. (FWIW the power hidden by the popup is an erroneous Momentum, which I see is slated to be resolved.) Second, I'm seeing display bugs in Defender > Nature Affinity. Many powers have the incorrect duration (and other stats) showing. Duration, Res # and Regen # all look off. The #s on the Effects tab all look to be in line with what they should be. Duration is off. Duration, ToHit # and DamBuff # all look off. Again, the #s on the Effects tab look to be right. I'm also seeing the "Duration: 10.25 s" line also appearing on Regrowth and Rebirth. I'm guessing that's the duration of the Bloom effect, which is separate from the duration of the power itself, and probably shouldn't be overriding it.
  17. Gonna second Spiritual for this combo. It's where I'm building my NA/Water toward as well. In addition to the obvious heal powers, the +heal in Spiritual also affects +regen (at least Mids says it does), which boosts that aspect of Wild Growth, and it also sneaks in a buff to the heal portion of Dehydrate as an extra little bonus.
  18. First crack at it. I kept a lot of the original parts, with the big changes to the face & gloves, and played around a bit with adding colour: Kept the hood, changed the face parts to be sleeker and (IMO) more menacing. Took advantage of asymmetry to play with the gloves a bit. I also changed her skin colour to black - I didn't like the exposed right forearm, so this option lets it pretend to be some kind of ultrathin bodysuit instead. Added the orange highlighting to the bow, kinda ties in a little with the hood detail (if you don't look too closely anyway!) Swapped out the belt for another colour pop. I went the opposite direction with the corset, choosing to black it up to flow down into the armoured pads part of her pants. Motorcycle boots for the leather & metal. murdermurder.costume
  19. Looks interesting! You've done some neat things with overlapping/complementary parts. Any pieces you particularly like & want retained as-is? Similarly, any no-go stuff? Guessing Natural origin so no obvious machine parts?
  20. Released into the wild: Shadowbeast
  21. Inspiration sometimes comes from the strangest of places. Case in point, Hamidon Bud! What would happen if an enterprising hero took one of these little guys home and raised it? (He's a Rad/NRG tanker, with auras representing the Hami's inner glow & the jello bubble, and whose 3 primary shields each emulate one of the three mitos (blue, yellow, green). His attacks are also assorted mito-colours.)
  22. Some good points to consider. Thanks for the continued targeted feedback. I'm used to Build Up on my melee guys, which tends to be on a "use when ready" basis. Feels like Aim is a "have ready to use when needed" kinda power? And I'll definitely consider PBU in my thought process as I take another look at the epics. My thought on taking Mu epic was to rescap the 3 most common damage types. I'll tinker around with the others tho and see what those combinations look like. Likewise with Sorcery/RoP - some kind of flight is essential to concept, so I'll see what I can do there (losing hover would be sad tho). I don't tend to look past Alpha when I'm first building, and in any case likely would have overlooked Melee hybrid here, so that suggestion is appreciated. Re: Absorb ATO proc in Sleet, I stole that exact slotting from another post on here. I've got Sleet coming around every ~16 seconds, and thus far use it basically on cooldown. Looks like it's a 4/5 PPM chance, so it's losing an opportunity or two where I have it. Does plugging it into an AoE make up for that? I could throw it into Blaze/Blazing Bolt instead. Added to the list... Finally, the Inferno proc suggestion is great. I'm not really chasing much in the way of set bonii as-is, so shifting the build to procs isn't going to impact anything.
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