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Cutter

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  1. Cutter

    E-Blast

    I'm taking an En/Bio through the ranks, and at 22 so far I'm quite enjoying the ride.
  2. Good to know. And since COH is basically the only game that I'm playing, I guess that saves me a few hundred bucks then. Thanks for the edumacation! I am now smarter than I was when I woke up.
  3. Adding a question to this reply... I'm looking to upgrade my video card, and was looking at the new RTX line. If COH doesn't support them, what happens? Does the game "recognize" them as GTX or whatever equivalent? For reference I have a 1060 3GB right now, and my goal is to reduce the MSR/raid slideshow. Should I be looking at going up the 10xx tier instead of moving into the 20xx cards?
  4. That looks really spicy! I had done a little proc consideration, but not nearly to the same extent you did. I like the idea behind what you've done here, and I'm definitely going to poach some of it. Thanks for sharing!
  5. Holy poop I haven't heard FASERIP since grade 8 playing TSR's Marvel Superheroes RPG!
  6. I'm extremely biased towards armour sets, but the number of "support wanted" calls in LFG tugged at my heartstrings and led me to build something to answer them. I cobbled this together from a few different places, as I can't seem to find anything specific to these two sets together (so ignore slot levels). So far (L22) it seems good, but I haven't seen any difficult content yet. Everything that wants to be perma is perma, except Soul Drain. Farsight double-stacks. Personal damage isn't outstanding but may be passable. Non-S/L resists are trash. No purples were harmed in the making of this build. Have I missed anything obvious, or are there questionable picks/slotting that should be rectified? Do I need to care about my resists when I'll be incarnate-capping all defenses? Hero Plan by Hero Hero Designer 2.23 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Time Ice Def: Level 50 Science Defender Primary Power Set: Time Manipulation Secondary Power Set: Ice Blast Power Pool: Flight Power Pool: Leadership Power Pool: Speed Power Pool: Fighting Ancillary Pool: Soul Mastery Hero Profile: Level 1: Temporal Mending -- DctWnd-Heal/EndRdx(A), DctWnd-Heal/Rchg(5), DctWnd-Heal/EndRdx/Rchg(5), DctWnd-Heal(15), DctWnd-Rchg(15), DctWnd-EndRdx/Rchg(39) Level 1: Ice Bolt -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/EndRdx(39), Thn-Dmg/EndRdx(43) Level 2: Time's Juncture -- DarWtcDsp-Slow%(A), DarWtcDsp-ToHitDeb/EndRdx(7), DarWtcDsp-ToHitdeb/Rchg/EndRdx(7), DarWtcDsp-Rchg/EndRdx(11) Level 4: Hover -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(13) Level 6: Frost Breath -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(13), PstBls-Dmg/Rchg(37), PstBls-Acc/Dmg/EndRdx(37), PstBls-Dam%(37) Level 8: Distortion Field -- BslGaz-Rchg/Hold(A), BslGaz-EndRdx/Rchg/Hold(9), BslGaz-Acc/EndRdx/Rchg/Hold(9), BslGaz-Acc/Hold(11), GhsWdwEmb-Dam%(17) Level 10: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(36), GifoftheA-Def(40), GifoftheA-Def/EndRdx(46) Level 12: Fly -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(17) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(19) Level 16: Freeze Ray -- BslGaz-Acc/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(46), BslGaz-Acc/Rchg(48), BslGaz-EndRdx/Rchg/Hold(48) Level 18: Farsight -- LucoftheG-Rchg+(A), LucoftheG-Def/Rchg(21), GifoftheA-Def/EndRdx/Rchg(19), GifoftheA-Def/Rchg(21) Level 20: Ice Storm -- SprDfnBst-Dmg/Rchg(A), SprDfnBst-Dmg/EndRdx/Rchg(23), SprDfnBst-Rchg/Heal%(23), SprDfnBst-Acc/Dmg/EndRdx/Rchg(25), SprDfnBst-Acc/Dmg/EndRdx(25), SprDfnBst-Acc/Dmg(40) Level 22: Aim -- GssSynFr--Build%(A) Level 24: Kick -- Empty(A) Level 26: Slowed Response -- ShlBrk-DefDeb(A), ShlBrk-Acc/DefDeb(27), ShlBrk-Acc/Rchg(27), ShlBrk-DefDeb/EndRdx/Rchg(29), ShlBrk-Acc/EndRdx/Rchg(31), ShlBrk-%Dam(31) Level 28: Bitter Ice Blast -- Dcm-Acc/Dmg(A), Dcm-Acc/Dmg/Rchg(29), Dcm-Build%(34), Dcm-Dmg/EndRdx(39), Dcm-Dmg/Rchg(43) Level 30: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(31), RctArm-ResDam/EndRdx(33), RctArm-ResDam/Rchg(34), RctArm-ResDam(36), RctArm-ResDam/EndRdx/Rchg(48) Level 32: Chrono Shift -- DctWnd-EndRdx/Rchg(A), DctWnd-Heal/Rchg(33), DctWnd-Heal(33), DctWnd-Rchg(34), DctWnd-Heal/EndRdx/Rchg(46) Level 35: Dark Embrace -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/EndRdx/Rchg(36), RctArm-ResDam(50), RctArm-ResDam/Rchg(50) Level 38: Blizzard -- SprVglAss-Dmg/Rchg(A), SprVglAss-Dmg/EndRdx/Rchg(40), SprVglAss-Rchg/+Absorb(42), SprVglAss-Acc/Dmg/EndRdx/Rchg(42), SprVglAss-Acc/Dmg/EndRdx(42), SprVglAss-Acc/Dmg(43) Level 41: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(45), GifoftheA-Def/EndRdx(45), GifoftheA-Def(45) Level 44: Temporal Selection -- Pnc-Heal/+End(A) Level 47: Power Boost -- RechRdx-I(A) Level 49: Soul Drain -- RechRdx-I(A), RechRdx-I(50) Level 2: Swift -- Flight-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(3) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3) 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: Sprint -- Run-I(A) Level 1: Vigilance Level 2: Rest -- RechRdx-I(A) Level 4: Ninja Run Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Ion Total Core Judgement Level 50: Spiritual Core Paragon Level 50: Diamagnetic Total Core Conversion Level 50: Carnival Partial Core Improved Ally Level 50: Support Radial Embodiment Level 50: Clarion Core Epiphany ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1605;752;1504;HEX;| |78DA65944B4F135114C7EF74A6943EA02DB402F2E84B1E163AB4806B13400D0A886| |2DC99A696012629D3A68F884BBF821B343E12976C5C0808EAC2A818BF803C822CDD| |FAF802A69ECEFFD036E9A4EDEFF6DCF3F89F3B67666E7DDAF5FADAA3CB426A9DCAA| |40A85E4B4B6AC194B5ADEB698D63523AD09BA5C77F4352D3893D682B46B2343E0CC| |2B39595A5E562BDBC9B994A1E74A995451CF1A5DD5FDDB2963455B5229363949F98| |BDE196355CB6B46513D5B3817B2D98C7A35A3AFAC16DDE67A564B51686155CF39CC| |FF8B394D5B6A815BC54B3756BAAFE4F4B43A95CDE74BB962369F5CCC9632A4A050D| |4F20F3B49E0287D0F7CF42355F497ADE2062D128A50E698F360EB4DE60238300B7E| |B408BECA16F14260EF15187D091E527E09F965E983C5B435BD67EE818E77A09D4E4| |D86AF249FC0E63A053F11ACA8A558B790DBB50D5ED861EE32F7C063AA6DE318DB21| |25E85544F311F318747C073D6BE8C94B0176D66BF7C316F18183CDC44145C414D04| |9BE4EE4979CACD7C37AC3B4D7C2BDB40C434F1BF30BB9B81127BBB97E8CF58C1E30| |59E709F5E0653D5ED6E3F3826D36E8F059C17D0A69475E6BFB966CFA9CDB66EE829| |D6F993BE0E01BF033C5FA112BFC9BE8C1423D74B0ADA34C97F8416ABAB84297249B| |0ACF5B9832D8A3807D566613F8959276F3DDE8DE10A6E29E6760E83938F0048C3E0| |56552D0CBD3D9DB2121DF18F205FBD075280046C2D81F0DE1FF29690D205609F0C4| |0679B2833CD1219EE8184FFA3AA50EF36987397F84F325C24CAEF78DFAE9E7B3E8A| |758F334C7C08B979813CC71301A0715EA6B88EB0CF15D1DF13079BA4678DA8EA88F| |61F88AE110EED64F97102ADF1995A7EA016DC5CD47B92CC5D99660FE72549F42214| |560FB53B349D25DD4B65C47CDDFF5FE43F0FF5BEFBFC113F218EC51AA6F02FA5426| |25DA60893758120D96F106CB448365B6DE1283B679A5FA162B2F28BCAC68E7FEED1| |E7AB308DE779891E6FA5EDD3A55B7BE5FB7F6D3F927787D8B1EAF04D7D96BAFD9FF| |F96AF6FD70CDBE59E7FF1F3B1D0320| |-------------------------------------------------------------------|
  7. WM Dietrich in Levantera's arc has a deathwish. "What, an enemy standing right in front of me?? Let me just fly halfway into this massive room full of other enemies so I can turn around and get a good shot at the enemy who is standing right in front of me!!"
  8. I do appreciate the respectful part of your decline! And yeah, I'd already acknowledged that it was an "out there" idea. I'm content now to wait for whatever CP proposes.
  9. Yeah, it goes pretty far out, but given that the entire inherent is going to be scrapped, I figured it couldn't hurt to spitball something new on top of that. No harm in proposing ideas after all. Guess we'll all have to wait and see what comes down the redesign pipeline.
  10. Just posting an FYI that I've copied this suggestion over to the "How would you buff Sentinels" thread in Suggestions. I figured that might be a better place for further discussion.
  11. I made a couple comments over in the Sentinel forum, figured I should perhaps drag them over here where they are better situated. Copy/pasting rather than linking because I'm like that sometimes. Let's make Sentinels play well everywhere, and give them an Assault primary paired with a hybrid Defense/Support secondary? I'd rather stick closer to the idea of Sentinels as ranged scrappers (or if I can rephrase it, armoured lite-blasters), which was the Captain's stated design goal. To that end, a primary with mostly ranged attacks and 1-2 melee/pbaoe attacks makes sense (as there are some scrapper sets with range). I see the primary as being at least 2/3 true ranged attacks. For many of the current Sentinel blast sets, given existing pbaoes and even cones, that's likely to mean swapping in maybe only 1 true melee attack, and making one or two target aoes into pbaoes. The idea of a hybrid secondary comes from my own desire to add a little more team utility - I'm thinking 5-7 armour set powers and 2-4 support powers, to make it clear that self-protection is the main focus of the secondary. As a very (very) rough example, here's a quick re-imagining of Water/Regen cause I play those sets: PRIMARY Aqua Bolt - no change Hydro Blast - no change Water Burst - changed to pbaoe Dehydrate - changed to melee ST attack Tidal Forces - no change Whirlpool - changed to pbaoe Water Jet - no change Steam Spray - no change Geyser - no change SECONDARY Fast Healing - no change Reconstruction - replaced by Healing Aura (empathy) Quick Recovery - no change Instant Regeneration - no change Dismiss Pain - replaced by Regeneration Aura (empathy) Integration - reduce +regen Resilience - remove res disorient (it's redundant with Integration anyway), add +hp from Dismiss Pain Second Wind - changed to self/ally rez Moment of Glory - no change
  12. I think poaching from blaster secondaries might be going too far, and I am trying to avoid going the Manipulation or Control route as neither of those fit CP's "ranged scrapper" designation which I want to uphold. I see the primary as being at least 2/3 true ranged attacks. For many of the current Sentinel blast sets, given existing pbaoes and even cones, that's likely to mean swapping in maybe only 1 true melee attack, and (at least as I did with water) making one or two target aoes into pbaoes.
  13. Honestly the Operative, as I've done a quick read-through on the linked thread, feels like it's trying to do too much with its secondary. I'd rather stick closer to the idea of Sentinels as ranged scrappers (or if I can rephrase it, armoured lite-blasters), which was the Captain's stated design goal. To that end, a primary with mostly ranged attacks and 1-2 melee/pbaoe attacks makes sense (as there are some scrapper sets with range). The idea of a hybrid secondary comes from my own desire to add a little more team utility - I'm thinking 5-7 armour set powers and 2-4 support powers, to make it clear that self-protection is the main focus of the secondary. As a very (very) rough example, here's a quick re-imagining of Water/Regen cause I play those sets: PRIMARY Aqua Bolt - no change Hydro Blast - no change Water Burst - changed to pbaoe Dehydrate - changed to melee ST attack Tidal Forces - no change Whirlpool - changed to pbaoe Water Jet - no change Steam Spray - no change Geyser - no change SECONDARY Fast Healing - no change Reconstruction - replaced by Healing Aura (empathy) Quick Recovery - no change Instant Regeneration - no change Dismiss Pain - replaced by Regeneration Aura (empathy) Integration - reduce +regen Resilience - remove res disorient (it's redundant with Integration anyway), add +hp from Dismiss Pain Second Wind - changed to self/ally rez Moment of Glory - no change
  14. It's low. Really, really low.
  15. I haven't been in this thread in a while, but I got a notification and figured I'd have a look at what's been going on. I like the idea of an Assault primary, even if it leans more to the ranged attacks. Heck, let's make Sentinels play well everywhere, and give them an Assault primary paired with a hybrid Defense/Support secondary? @Captain Powerhousedoes this have any legs?
  16. I like this idea. At the very least, something should be done for Scrapper EA, Tanker SR, and everybody's WP. EDIT: Per the Captain, Tanker/SR/Evasion is 13.6s, not 1s.
  17. Thanks much! At least the respec comes free... prolly gonna wait til 37 in that case, so I can slot generic 40s where I don't have set IOs bought yet.
  18. Tacking on to this since my google-fu failed me last night... does one have to be trained to 35 to get the arc, or just have dinged to 35? I'd rather not take a power I don't want at 35 and then have to respec, if possible...
  19. Here's my take on SR/Rad. Waiting to accumulate more stuff & the tanker changes before pulling the trigger on a respec - my guy is only at 29 but so far plays pretty well on mostly basic IOs. Comparatively I'm posting higher defenses (hits incarnate content softcaps w/o incarnate buffs) but that comes at the expense of +damage bonii. The rest is pretty close I think. Hero Plan by Hero Hero Designer 2.23 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Dudebro: Level 50 Natural Tanker Primary Power Set: Super Reflexes Secondary Power Set: Radiation Melee Power Pool: Fighting Power Pool: Leaping Power Pool: Flight Ancillary Pool: Soul Mastery Hero Profile: Level 1: Focused Fighting -- Rct-Def/EndRdx(A), Rct-Def(3), Rct-Def/EndRdx/Rchg(9), Rct-Def/Rchg(15) Level 1: Contaminated Strike -- TchofDth-Acc/Dmg(A), TchofDth-Acc/Dmg/EndRdx(5), TchofDth-Dmg/EndRdx/Rchg(11), TchofDth-Dmg/EndRdx(27), TchofDth-Dmg/Rchg(31), TchofDth-Dam%(34) Level 2: Focused Senses -- Rct-Def/EndRdx(A), Rct-Def(3), Rct-Def/EndRdx/Rchg(9), Rct-Def/Rchg(29) Level 4: Radioactive Smash -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Acc/Dmg/EndRdx/Rchg(5), Mk'Bit-Acc/EndRdx/Rchg(11), Mk'Bit-Dmg/EndRdx(19), Mk'Bit-Dmg/Rchg(31), Mk'Bit-Dam%(34) Level 6: Practiced Brawler -- RechRdx-I(A), RechRdx-I(7) Level 8: Dodge -- LucoftheG-Rchg+(A), Rct-ResDam%(23) Level 10: Agile -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(33), LucoftheG-Def(48) Level 12: Evasion -- Rct-Def/EndRdx(A), Rct-Def(13), Rct-Def/EndRdx/Rchg(13), Rct-Def/Rchg(15) Level 14: Taunt -- PrfZng-Dam%(A) Level 16: Radiation Siphon -- GntFis-Acc/Dmg(A), GntFis-Acc/Dmg/Rchg(17), GntFis-Acc/Dmg/EndRdx/Rchg(17), GntFis-Rchg/+Absorb(19), GntFis-Dmg/EndRdx/Rchg(31), GntFis-Dmg/Rchg(34) Level 18: Lucky -- LucoftheG-Rchg+(A), Ksm-ToHit+(48) Level 20: Kick -- Empty(A) Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(23), UnbGrd-Max HP%(43), UnbGrd-ResDam/EndRdx(50), UnbGrd-ResDam/EndRdx/Rchg(50), UnbGrd-ResDam(50) Level 24: Proton Sweep -- ScrDrv-Acc/Dmg(A), ScrDrv-Acc/Dmg/EndRdx(25), ScrDrv-Acc/Rchg(25), ScrDrv-Dmg/EndRdx(27), ScrDrv-Dmg/Rchg(33) Level 26: Quickness -- Run-I(A) Level 28: Irradiated Ground -- ScrDrv-Acc/Dmg/EndRdx(A), ScrDrv-Dmg/EndRdx(29), ScrDrv-Dam%(33), ScrDrv-Acc/Dmg(37), ScrDrv-Dmg/Rchg(40), AchHee-ResDeb%(48) Level 30: Fusion -- GssSynFr--Build%(A) Level 32: Combat Jumping -- LucoftheG-Rchg+(A) Level 35: Devastating Blow -- MghoftheT-Acc/Dmg(A), MghoftheT-Acc/Dmg/Rchg(36), MghoftheT-Acc/Dmg/EndRdx/Rchg(36), MghoftheT-Rchg/Res%(36), MghoftheT-Dmg/EndRdx/Rchg(37), MghoftheT-Dmg/Rchg(37) Level 38: Atom Smasher -- Obl-Acc/Dmg/Rchg(A), Obl-Acc/Dmg/EndRdx/Rchg(39), Obl-Acc/Rchg(39), Obl-Dmg(39), Obl-Dmg/Rchg(40), AchHee-ResDeb%(40) Level 41: Gloom -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/Rchg(42), Thn-Acc/Dmg/EndRdx(42), Thn-Dmg/EndRdx/Rchg(42), Thn-Dmg/EndRdx(43), Thn-Dmg/Rchg(43) Level 44: Dark Obliteration -- Ann-Acc/Dmg(A), Ann-Acc/Dmg/EndRdx(45), Ann-Acc/Dmg/Rchg(45), Ann-ResDeb%(45), Ann-Acc/Dmg/EndRdx/Rchg(46), Ann-Dmg/Rchg(46) Level 47: Hover -- LucoftheG-Rchg+(A) Level 49: Fly -- WntGif-ResSlow(A) Level 1: Brawl -- Empty(A) Level 1: Gauntlet 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 -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(21), Mrc-Rcvry+(46) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(7), EndMod-I(21) Level 50: Musculature Core Paragon ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1465;695;1390;HEX;| |78DA7594C94F535114C6EF6B5FA99D6428B4CC50045A403AA889B3268A9A0835048| |C0BA7E60917A8BCB44D5FABA0898A6E1C376E5C39EEDCE0B875E1BFE2B8121435D1| |28D6D3F71D2BB1F1A5EDAFF73BF7BCF39DD3771B9F1970CFEF9BDB2914F76E5D338| |CC4412D352DB3F6035A2E9FD57441977D203F2E4F64D376FADE827062404EC89421| |C3A3F90CAD46E4842E67A4D1CCD1B8D4A50C8F68E3492D974CA7B0169EE1745A0FE| |F4D4E4EE592A949B7B91A925A86162E84F462CCCDDB72296918FE3D99E458785736| |9F9389D1745E4FC4352327B3B3F5E4A59BDE1B7DF4A1145D16AC62D12A444C15960| |570D512B8FA13381F147C156CE23021A80AF518E83C0E361E015B8F828104B889EA| |285C47F94F9D66AEF388EA58B98E7542989A7A127426C19A49B0750A0C4C835BA88| |E0DB98AAD0F5A05732BC5ECF0A0D8EB1453F37D46CDCD147320667170AC7D10B148| |2DD6DB688F8B7B70710F6EEEC1FDCFAC9E530F1EF8101EC3626A4F48ABE4BE2ACFA| |9A65675817911ACB904B6CE8181F3E076AA5DCDDEABD95F64B9F840D11CE9C1F272| |2D6F812E6125A50EBB6D757EC5DCE55B0767BDDFC1D857E637E617F031B9F4E36EA| |AFF1426577F86390B369E06DB67C01DE4AE01F544433FB4A590104DECA189F39BFF| |E49D053BF9FE41BE4FE4254DCAAB8A173D64993B6A7988E9F9A8A736AED1C613784| |A5E3B78A21D97E17FCD55E675E60DB0F31AF30AF88C72BB38B7EB176A7417983F99| |3FC0E03293FD8DD12D429C1BBA0DEF3DF798F7990FC0DE3BCCBBA0A4DC3ECEED7B0| |52F6BDF32DF30DF83FDEF98AF4107CD20CC3308F30C5CA4457956D1263E496AE9A4| |D2ABF844F4A8A5735EE82D8B46CB945899B2BE4CD950A60C9529C32A97254531154| |755E974173E384BFF0A42E1E766F1AF665102E8A7F6107AEDDFAF98FF260B2BF342| |C8FBB832EF167EAF8A9B606D3BF60CD2318971EDDF82F4F3BD| |-------------------------------------------------------------------|
  20. I made a similar suggestion in the Suggestion thread, and @Captain Powerhouse explicitly stated that Sentinels will not gain any sort of in-AT taunt capability. I recently dinged 47 on my Water/Regen, who feels nigh-invincible, and am seriously looking at snagging Provoke at 49 for just this reason.
  21. Cutter

    Staff/Bio?

    @lobster, that's a nice build! I'm coming up on 27 and considering a respec to clear out the mess of 15/20/25 IOs I slotted on the way up. Definitely gonna use this as another resource. Thanks for sharing!
  22. It seems like the animation on this power is shorter than the activation time. Or something. Basically, the effect happens long after the animation is done, which causes weird issues. When I use Assassin's Staff, the animation finishes, the target and adjacent mobs are notified, and THEN the attack actually hits/"Assassin's Strike" text pop-up/damage occurs. The mis-synced power is jarring to watch. But more importantly, this can allow the target mob to get off an attack between end of animation and damage, even if the attack one-shots them.
  23. Cutter

    Staff/Bio?

    I'm no expert by any means, but I rolled up a Staff/Bio last night and have a rough plan for where I want him to end up. Minimal slotting of the expensive stuff, but it still hits defcap for E/N/F/C, and is just a hair short of rescap on S/L. I'm sure there is plenty of room for improvement but maybe this could serve as a base? Or at least give someone smarter than me something concrete to pick apart 🙂 Villain Plan by Hero Villain Designer 2.23 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Dindu Nuffin: Level 50 Natural Stalker Primary Power Set: Staff Fighting Secondary Power Set: Bio Armor Power Pool: Fighting Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Villain Profile: Level 1: Precise Strike -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(9), KntCmb-Dmg/EndRdx/Rchg(17) Level 1: Hide -- LucoftheG-Rchg+(A) Level 2: Guarded Spin -- Avl-Acc/Dmg(A), Avl-Dmg/EndRdx(3), Avl-Acc/Dmg/EndRdx(9), Avl-Acc/Dmg/Rchg(17), Avl-Rchg/KDProc(31), Avl-Acc/Dmg/EndRdx/Rchg(40) Level 4: Hardened Carapace -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(5), UnbGrd-ResDam/EndRdx(5), UnbGrd-ResDam(23), UnbGrd-Rchg/ResDam(37) Level 6: Assassin's Staff -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(7), SprStlGl-Acc/Dmg/Rchg(7), SprStlGl-Rchg/Hide%(13), SprStlGl-Acc/Dmg/EndRdx/Rchg(15), SprStlGl-Dmg/EndRdx/Rchg(15) Level 8: Build Up -- AdjTrg-Rchg(A), AdjTrg-ToHit/Rchg(36) Level 10: Environmental Modification -- Rct-ResDam%(A), ShlWal-ResDam/Re TP(11), LucoftheG-Rchg+(11), LucoftheG-Def/EndRdx(23), LucoftheG-Def(37) Level 12: Boundless Energy -- NmnCnv-Heal(A), NmnCnv-Regen/Rcvry+(13), NmnCnv-Heal/EndRdx(39), NmnCnv-Heal/Rchg(39), NmnCnv-Heal/EndRdx/Rchg(39), NmnCnv-EndRdx/Rchg(46) Level 14: Kick -- Empty(A) Level 16: Adaptation Level 18: Eye of the Storm -- SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(19), SprAssMar-Acc/Dmg/Rchg(19), SprAssMar-Rchg/Rchg Build Up(21), SprAssMar-Acc/Dmg/EndRdx/Rchg(31), SprAssMar-Dmg/EndRdx/Rchg(40) Level 20: Ablative Carapace -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(21), Prv-EndRdx/Rchg(43), Prv-Absorb%(43) Level 22: Combat Jumping -- LucoftheG-Rchg+(A) Level 24: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam(25), RctArm-ResDam/EndRdx/Rchg(25), RctArm-ResDam/Rchg(34), RctArm-EndRdx(37) Level 26: Serpent's Reach -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(27), Thn-Dmg/Rchg(27), Thn-Acc/Dmg/Rchg(29), Thn-Acc/Dmg/EndRdx(31), Thn-Dmg/EndRdx/Rchg(40) Level 28: DNA Siphon -- Obl-Acc/Rchg(A), Obl-Acc/Dmg/Rchg(29), Obl-Dmg/Rchg(43) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(50) Level 32: Sky Splitter -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(33), KntCmb-Dmg/Rchg(33), KntCmb-Dmg/EndRdx/Rchg(33), CrsImp-Acc/Dmg/Rchg(34), CrsImp-Acc/Dmg/EndRdx(34) Level 35: Genetic Corruption -- CaloftheS-EndRdx/Sleep(A), CaloftheS-Acc/EndRdx(36), CaloftheS-Heal%(36) Level 38: Super Speed -- WntGif-ResSlow(A) Level 41: Weave -- GifoftheA-Def/EndRdx(A), GifoftheA-Def/EndRdx/Rchg(42), GifoftheA-Def(42), GifoftheA-Def/Rchg(42), GifoftheA-Run+(46), LucoftheG-Rchg+(46) Level 44: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(45), LucoftheG-Def/EndRdx/Rchg(45), LucoftheG-Def(45) Level 47: Tactics -- GssSynFr--ToHit/EndRdx(A), GssSynFr--ToHit/Rchg/EndRdx(48), GssSynFr--ToHit(48), GssSynFr--Build%(48), GssSynFr--ToHit/Rchg(50), GssSynFr--Rchg/EndRdx(50) Level 49: Assault -- EndRdx-I(A) Level 1: Assassination 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: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 16: Defensive Adaptation Level 16: Efficient Adaptation Level 16: Offensive Adaptation Level 50: Agility Total Radial Revamp ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1560;723;1446;HEX;| |78DA6594594F135114C7EF74A696422B2D65B5053A2D08B214AABE1B153551C0425| |D1E9B099DC2C4DA36D39280CB835F425CA2B82F2F7E0B4D7C73FD0AB2164DD41813| |B51EE67F8A133BC9E477EF7FEEB9F77FCF3D772616C63C2F4E5C3B2424EFD1AC562| |CA692252D7B41375D935A69DED4B2B210C23366E4D2F3E1C9F94CC6C8B94808F1A0| 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  24. Yes, "clunky" is a great way to describe it! Would have been better if the super jump was a clicky (like Inertial Reduction from Kin) and Takeoff was active while the click power was active. At least that way it would have a minor utility to it.
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