Jump to content

Cutter

Members
  • Posts

    827
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Cutter

  1. I've got a low-30's Nrg/Bio and find him quite enjoyable. I prefer hover on my Sentinels, and having just unlocked Athletic Regulation I'm really impressed with how noticeable the speed difference is. As @oldskoolsays, like any other sets you've got to put some thought into building for maximum benefits, but so far on basic IOs I haven't found anything to really complain about.
  2. Recently rolled up a Kin/Sonic def - themed as a loud, sketchy late-night pharmaceutical infomercial "doctor" - named Mycoxaphloppin. Do you need help getting your damage up?
  3. Can't help with the first. For the second: It's likely the V-Day missions are treated as a story arc, and there is a limit to the number of open arcs you can have at one time (3 or 5, can't recall off the top of my head). Check for the book icon beside your contacts - even if you don't have a current mission for them, if they have a book they count against the number of open arcs you can have.
  4. I don't use mouse binds, but rather keep the location>target macros in power tray 1, then place the actual power icons right above them in tray 2. That way I can monitor my recharge easily, and if for some reason I need to location drop I can.
  5. So I'm curious about this. Per Mid's, Ice has 51.9% DDR, unslotted (and it doesn't seem to go up as def enhancements are slotted either). Clearly worse than SR's 77.9% unslotted (which appears to rise to effectively total protection as slots are filled). Looking at Ice against SR's pure defense it's clearly inferior in terms of DDR. But given Ice has native resists (albeit to relatively uncommon damage types) plus some other tools, is it more correct to assess it against the hybrid sets? It might still be worse, but is it less worse than compared against SR? Strictly in DDR terms, Ice is near the top against the hybrid sets. It looks like that goes Shield (with Active Defense up) > Ice = Stone (with Rooted up) > Invul > Bio/WP (oddity: the builder says both Bio and Will have no DDR, is that accurate?). I guess the question is, do the other hybrid sets have to jump through as many hoops? Man I wish I knew where I was going with this ramble...
  6. Cutter

    Invul/KinMel

    Never zig when you should have zagged!
  7. Cutter

    Invul/KinMel

    Yeah it was bumpy, and nah pretty sure you don't suck. This was obviously a communication thing, which seems to be more and more common. Feels like 90+% of TFs I've done have been an exercise in mind reading. And I'm TERRIBLE at mind reading. To keep it on-forum, it seems to me that if the team lead isn't going to communicate goals, and things have gone sideways once or twice because of that, it should fall on the tank to do so simply because many of us are still conditioned to Follow The Tank.
  8. Cutter

    Invul/KinMel

    Best part of your entire write-up! Pretty sure I ran a Posi 1 with your new broot (Snarkbot?) on Sunday with my baby Kin def Velocirapture. Awesome to see you found a set that works for you mechanically and conceptually, and gratz on the 50! Also props for acknowledging your altitis - the first step is admitting you have a problem 🙂
  9. Yup it is. Tho the label - as in the text description of the power - is a little hyperbolic in this case: 0.67 is not sending anyone flying ever, except maaaaybe some clockworks. But still, the full info is available and I'll take my lumps for not checking all of it out!
  10. ...cause I assumed it worked like Energy Blast's version? 😞 I graciously accept my no-prize.
  11. Yeah, I admit I got a little locked into the +damage mindset here. Even when I first had Torrent plugged in, I only looked at the big orange number potential and completely blocked out proc potential. So for that reminder, a big thanks! In terms of proc slotting, I'm considering the following: Level 44: Energy Torrent [*] (A) Sudden Acceleration - Knockback to Knockdown [*] (45) Positron's Blast - Chance of Damage(Energy) [*] (45) Positron's Blast - Accuracy/Damage [*] (45) Javelin Volley - Accuracy/Damage [*] (46) Javelin Volley - Chance of Damage(Lethal) [*] (46) Force Feedback - Chance for +Recharge Seems like a decent enough mix of damage and utility there.
  12. Aaaaand now I'm being pulled back in my original direction of taking Energy Torrent. Guess I'll just wait to hit 44 (or 45 I spose for slots), copy to test and see what I like!
  13. First-time author, yadda yadda. Just published a WIP 3-act story intended for levels 1-20. Constructive criticism and advice are both welcomed and greatly appreciated!
  14. Thanks for that breakdown. Sounds like BoF is where it's at!
  15. Leveling a Rad/Fire tank (say hi to Armoogeddon on Everlasting if you see him!) and, yeah, debating what to go with between these two powers as I close in on 44. I've never like BoF due to how narrow the cone is; skipped it back on live so it's never been seriously on my radar. Do the new arc changes make it better enough to take? Comparing against ET, BoF obviously wins on damage and recharge, but ET is all-around bigger, and brings some extra KB/KD mitigation. Secondary and related question: are EPPs affected by the arc buffs? I got lost in the beta threads and don't recall what the deal was with them. I only have space/slots for one of these powers. Thanks in advance for opinions and advice!
  16. I was also going to suggest Kinetic Melee. You might also consider Street Justice if you want to have a slightly "grittier" aesthetic to his attacks. Don't forget you can use auras to accomplish the flaming fists (and feet?) part of your vision.
  17. I have tanks with all your "leverage pretty well" secondaries already. No claws tho, so I may be hopping on that bandwagon with everyone else apparently! I struggle hard with ST-focused sets.
  18. I've been quite happy with this Corsair Ironclaw RGB. Couple months into using it and so far so good. Only gripe is when I accidentally click the tracking speed button and my cursor flies onto my next-door neighbour's screen.
  19. I'm not much of a Mastermind player, but I am all over this. Well thought out!
  20. Again starting with the "not an expert" caveat 🙂 Softcaps E/N/F/C defenses, but is 10% off S/L res hardcap. It's a place to start tho. 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! Stone Bio: Level 50 Technology Brute Primary Power Set: Stone Melee Secondary Power Set: Bio Armor Power Pool: Fighting Power Pool: Leaping Power Pool: Speed Power Pool: Concealment Ancillary Pool: Pyre Mastery Villain Profile: Level 1: Stone Mallet -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(3), SprUnrFur-Acc/Dmg/Rchg(7), SprUnrFur-Dmg/EndRdx/Rchg(13), SprUnrFur-Acc/Dmg/EndRdx/Rchg(37), SprUnrFur-Rchg/+Regen/+End(40) Level 1: Hardened Carapace -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/EndRdx/Rchg(5), RctArm-ResDam(11), RctArm-ResDam/Rchg(25), RctArm-EndRdx(45) Level 2: Heavy Mallet -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/Rchg(13), SprBlsCol-Dmg/EndRdx/Acc/Rchg(23), SprBlsCol-Rchg/HoldProc(37) Level 4: Environmental Modification -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(5), LucoftheG-Def(11), LucoftheG-Def/Rchg(25), LucoftheG-Def/Rchg+(45) Level 6: Kick -- FrcFdb-Rechg%(A) Level 8: Fault -- AbsAmz-Acc/Stun/Rchg(A), AbsAmz-Acc/Rchg(9), AbsAmz-Stun(9), AbsAmz-ToHitDeb%(23), AbsAmz-Stun/Rchg(36) Level 10: Adaptation Level 12: Inexhaustible -- Mrc-Rcvry+(A) Level 14: Combat Jumping -- Rct-ResDam%(A), ShlWal-ResDam/Re TP(31), LucoftheG-Def/Rchg+(34) Level 16: Ablative Carapace -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(17), Prv-Absorb%(17), Prv-EndRdx/Rchg(21), Prv-Heal(27), Prv-Heal/EndRdx(27) Level 18: Seismic Smash -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(19), SprBrtFur-Acc/Dmg/Rchg(19), SprBrtFur-Dmg/EndRdx/Rchg(21), SprBrtFur-Acc/Dmg/EndRdx/Rchg(36), SprBrtFur-Rech/Fury(40) Level 20: Evolving Armor -- HO:Cyto(A), StdPrt-ResDam/Def+(50), GldArm-3defTpProc(50) Level 22: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/EndRdx/Rchg(31), RctArm-ResDam(34), RctArm-ResDam/Rchg(37), RctArm-EndRdx(40) Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(43) Level 26: Super Jump -- WntGif-ResSlow(A) Level 28: DNA Siphon -- Erd-Acc/Rchg(A), Erd-Acc/Dmg/Rchg(29), Erd-Acc/Dmg/EndRdx/Rchg(29) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31) Level 32: Tremor -- Avl-Acc/Dmg(A), Avl-Dmg/EndRdx(33), Avl-Acc/Dmg/EndRdx(33), Avl-Acc/Dmg/Rchg(33), Avl-Acc/Dmg/EndRdx/Rchg(34), Avl-Rchg/KDProc(43) Level 35: Genetic Contamination -- OvrFrc-Acc/Dmg/End(A), OvrFrc-Acc/Dmg/End/Rech(36), OvrFrc-Acc/Dmg(46), OvrFrc-Dmg/End/Rech(46), OvrFrc-Dam/KB(46) Level 38: Char -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/Rchg(39), Thn-Acc/Dmg/EndRdx(39), GldJvl-Dam%(39) Level 41: Fire Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(42), SprWntBit-Acc/Dmg/EndRdx(42), SprWntBit-Acc/Dmg/Rchg(42), SprWntBit-Dmg/EndRdx/Acc/Rchg(43) Level 44: Fire Ball -- FrzBls-Acc/Dmg(A), FrzBls-Dmg/EndRdx(45), FrzBls-Acc/Dmg/EndRdx(48), FrzBls-Acc/Dmg/Rchg(48), FrzBls-Dmg/EndRdx/Acc/Rchg(48), FrzBls-Rchg/ImmobProc(50) Level 47: Stealth -- LucoftheG-Def/Rchg+(A) Level 49: Grant Invisibility -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(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: Fury 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), NmnCnv-Regen/Rcvry+(15) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15) Level 10: Defensive Adaptation Level 10: Efficient Adaptation Level 10: Offensive Adaptation ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1478;696;1392;HEX;| |78DA6594594F135114C7EF7406B12BAD2C652F6DC122D4DABA3C1B1131B204128CA| |F4DC56B99A4769AB61AFBE883EF8A0B2E310197C42DB820EE7E0F35C6E54D11D4C4| |0F309ECEFF049B4C93E9EFDEFF3DDB3D77EE4C9C1EF62C1D3CB35728EEFDB94CA99| |41E2A9E2C4BD76139339B377246B6A20A219CD365232F7B8674A39E6641CB243D21| |735226AC158C43D087E571992FC90459A7278BD94C5E9F49EF2B9E308AC23B6518B| |9C4889E9D2DEBF9ACC79A8DCB4C81262E6B325D90F258C01A1ECA9FD24BFA513DA7| |972B8103057D2631552952A24CA92C8B95562AA39F9E3685FEAA8F30EB84471322A| |5098717DCE4033D0D60AF1F8C05C0E5E886AF26BA6910D38416065D11B03504C6A3| |60BBC22E944F39C7F9CE73BE39CE77016CB9C8792F812B944FE57CAA5FB134AD117| |43581AD0130DE0C3AA8DF75F01175671D96D649F37AD4A0D58F43DB3CC11C055B26| |C1E818F89C723B11C77C466337C7748F625F2D14D00BCDE1FDAB5A3EDD6360986B7| |94D7E0DDCEB869F58F3AF31D7C1A655B0FD3BF307C722BF00FB0616A06D5964DE64| |DF5B60F43618BB03BEA1BC8D5C5BE31E42B59D4112BA3491DA091B95EA6FE6DE36F| |35976876113E6B3ECE5B38CF1596AE413848F12E43D0EF0B90469AD0D3D166D1DC8| |F196EAE880E6E8587558B13BD798EB6084FCBA60A3740D0AEC9DD943A143FCEE842| |EE39DE899675E615E05C3D7C081EBE03BCA1DE1338F7CE63E7D05B77F627E617E03| |DF13FAE0A3F6DD400D5B17988BCC386C3FA8B84FD5F8FD779173DB3DE67DE603AEE| |921F8917C06793F834BD0E28FC01D8F994F984FC1D432E8A53E25B8BF09EEBD8FB4| |246B49D63A35C13FB3FAEA9AA618B029499B92B229BB6CCA6E9B32A26D7C0FCC71D| |BEA94B671F38562294E3FDD6728E6BA8B5695DAD5DFFF154509A3CBBE23D8D52F9B| |F59F5AEB79DC59DF1CF8B27A7739CF8B9AF1AB9AF13F69E4F0F6| |-------------------------------------------------------------------|
  21. I'm prolly not using quite the right terms here, but... Most attacks will have two+ tags, one for positional (ranged, melee, or aoe) and one+ for typed (fire, lethal, energy, etc.). Attacks always care about all defenses they are tagged as, and apply against the highest of these defenses. So in your case the attack tagged as "melee" and "fire" would care about both of those defenses, and if your melee defense is higher that's the one the hit roll would be made against.
  22. Not an expert by any means, but I'll take a stab (hah!) at it for you. As posted here, at the highest end of performance you want to look at reducing down to 4 DB attacks, being Blinding Feint into Ablating Strike > Vengeful Slice > Sweeping Strike (the Attack Vitals combo). Dunno what it takes to get there in terms of recharge tho - which is why this build has all the attacks. 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! DB Rad: Level 50 Technology Brute Primary Power Set: Dual Blades Secondary Power Set: Radiation Armor Power Pool: Flight Power Pool: Fighting Power Pool: Concealment Villain Profile: Level 1: Nimble Slash -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(13), KntCmb-Dmg/EndRdx/Rchg(37), CrsImp-Acc/Dmg(50) Level 1: Alpha Barrier -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(5), Ags-ResDam(11), Ags-ResDam/Rchg(25), Ags-Psi/Status(45) Level 2: Ablating Strike -- BlsCol-Acc/Dmg(A), BlsCol-Acc/Dmg/EndRdx(3), BlsCol-Rchg/HoldProc(13), BlsCol-Acc/Dmg/Rchg(23), BlsCol-Dmg/EndRdx/Acc/Rchg(37), BlsCol-Dmg/EndRdx(40) Level 4: Proton Armor -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam/EndRdx/Rchg(5), UnbGrd-ResDam(11), UnbGrd-Rchg/ResDam(25), UnbGrd-Max HP%(45) Level 6: Typhoon's Edge -- Erd-Acc/Dmg/Rchg(A), Erd-Acc/Dmg/EndRdx/Rchg(7), Erd-Acc/Rchg(7), Erd-Dmg/Rchg(21), Erd-Dmg(34), Erd-%Dam(43) Level 8: Blinding Feint -- UnrFur-Acc/Dmg(A), UnrFur-Acc/Dmg/Rchg(9), UnrFur-Rchg/+Regen/+End(9), UnrFur-Acc/Dmg/EndRdx/Rchg(23), UnrFur-Dmg/EndRdx/Rchg(36), UnrFur-Dmg/Rchg(40) Level 10: Fallout Shelter -- StdPrt-ResDam/Def+(A) Level 12: Gamma Boost -- Mrc-Rcvry+(A) Level 14: Hover -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(48), ShlWal-ResDam/Re TP(48) Level 16: Radiation Therapy -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(17), Arm-Dmg(17), Arm-Dam%(50), Arm-Dmg/EndRdx(50) Level 18: Vengeful Slice -- BrtFur-Acc/Dmg(A), BrtFur-Acc/Dmg/Rchg(19), BrtFur-Dmg/EndRdx/Rchg(19), BrtFur-Acc/Dmg/EndRdx/Rchg(21), BrtFur-Rchg/Fury(36), BrtFur-Dmg/Rchg(40) Level 20: Beta Decay -- AchHee-ResDeb%(A) Level 22: Kick -- Empty(A) Level 24: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/EndRdx/Rchg(31), RctArm-ResDam(37), RctArm-ResDam/Rchg(43), RctArm-EndRdx(45) Level 26: Sweeping Strike -- Erd-Acc/Dmg/Rchg(A), Erd-Acc/Dmg/EndRdx/Rchg(27), Erd-%Dam(27), ScrDrv-Acc/Dmg(31), ScrDrv-Acc/Dmg/EndRdx(34), ScrDrv-Dmg/Rchg(48) Level 28: Particle Shielding -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(29), Prv-EndRdx/Rchg(29), Prv-Absorb%(39), Prv-Heal(39), Prv-Heal/EndRdx(39) Level 30: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(31) Level 32: One Thousand Cuts -- Avl-Acc/Dmg(A), Avl-Dmg/EndRdx(33), Avl-Acc/Dmg/EndRdx(33), Avl-Acc/Dmg/Rchg(33), Avl-Acc/Dmg/EndRdx/Rchg(34), Avl-Rchg/KDProc(43) Level 35: Ground Zero -- Obl-Dmg/Rchg(A), Obl-%Dam(36), Erd-%Dam(46), TchofLadG-%Dam(46), PrfZng-Dam%(46) Level 38: Meltdown -- GldArm-3defTpProc(A) Level 41: Power Slice -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(42), KntCmb-Dmg/Rchg(42), KntCmb-Dmg/EndRdx/Rchg(42) Level 44: Fly -- WntGif-ResSlow(A) Level 47: Stealth -- LucoftheG-Def/Rchg+(A) Level 49: Grant Invisibility -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(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: Fury 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), NmnCnv-Regen/Rcvry+(15) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15) ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1459;707;1414;HEX;| |78DA6594E94E135114C7EFB403A52D85D682656BA10B4B0B94563051A33160C5289| |22018E39A5ACB08938C2DE914027EF3AB6BE20771790637D407F0017C0F59351104| |B7D4C3FC0F8899499BDFEDFF9E73CF72E774783655F9EAD49DE342729ED032BA9E1| |E284C1715C779253B99CB6BF98939AB10A23C35D0329A19B7D1D267ECA787154D51| |E2A9E98C961ED032E38AEE879E526E2A395D8993B59A29AAF95CBABF702B5F10CE9| |17C5E8B0F6AEAC464D185F5F652CD4D788C5FA77333AAAEDE5035B538E73094B129| |4519F79E9C52B3F1FE42B6A866D3C319BDA814E6EA288B0EFAAE8B9DA7248B11424| |816967360E52818190393D7894959BC6C234AEC93900C4DEE051D7D605D12EC3A08| |7EDF7111A532E9AE6C6896FB60E52370FF0330F2106CBF07BEA678568E67DDB022D| |E16E85807EB36C1AE1FE026599771BCB2158B107E5994AF3297C09A6530B808C6D6| |C02DF2B24992E16B2B470E15154C27E7EA00C376CED506BEA15CEDC855D87D9271D| |E505408276BCE33B46897859D5E0317348BAB163DEAF986DC7B86C0B77456B5D1B5| |925C7DD86268EE23CC4360F218F328F893AC3D5CB7E722CED977997905ACB90A86A| |F81ED97C0058AE7453CE1FD48E779E98E28CF5A9C276A4BF4082B293EBE0D5F00D5| |0482602404C69AC1AE30F88BACEB39AB7ABE8D06BE8D06EE7A60066F57F036D8330| |BBEA3AC1AD9B771199936AD3097C0B655E667E622BF2594AB1FB94A7E37BA1CE06E| |FF26B599CF6D7E82DB6B99673E653E0383CFC1D80BF03DE514E2A909FD41E7C3023| |1BBB99EEE4FD0BB75F003F9B472275B0FC07683A790346B074F5F94A72FCAD317E5| |E973522D9DECDFD9087F176971D6E25C57156909D612AC35C9BB534E9FED5B8C999| |48449499A945E93D2675206E5DD7F87D259D3EE88BCFB3F202443B1BBC576E70CFB| |5507ED4A7B77BFFC53242988AAAB2EA0AA3593F5D7BDD6F3E87BD563B0F4FFF3179| |AEBFD88| |-------------------------------------------------------------------|
  23. Well those certainly aren't Rage numbers (not that I was expecting that level BTW,,,). And yes, your point about the lack of numbers on EB anywhere is what prompted me to ask in the first place. An extra ~17% is decent enough combined with the +tohit, but the appearance of it not applying the same numbers equally is kinda baffling. Now I'm curious as to whether the lower value is reflective of the buff to all APP/EPPs. Did some quick googling and I found this post on Reddit which supports the random % nature of the buff, and another one from the HC forums which seems to say that it's a flat value and not a %? 🤔
×
×
  • Create New...