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Cutter
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Everything posted by Cutter
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Yeah, I'm familiar with the aggro issues, and in normal missions have little problem timing my spawn to spawn movement. This was one of those unexpected situations where exactly nobody would have managed it. Those freaks were like lemmings off a cliff coming through the reactor room door!
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Cool suggestions, thanks Hyperstrike and Kruunch! I'm nowhere near ready for purples yet, but I've saved your build (and Kruunch's thoughts) as an L50 wishlist to shoot for. As far as my experience goes, I took the revamped Daisy for a spin through Penny Yin TF tonight, and she was outstanding. Highlight was the final mission reactor room: we got hit with a truckload of chain ambushes partway through the Clamor fight (I'm thinking 5-6 spawns all at once). 7 friendly bodies hit the floor. Daisy tanked everything til the team rez'd/hospital'd and regrouped, which felt like a good 5 minutes cause I think a few people were lying on the floor watching her do her thing. EotS' knockdown chance is exceptional for making breathing room, and popping into Form of the Soul for the extra end discount was key with all the elec blasts flying around. I had to cycle through Energize>PSink a few times to keep it going - the extra recharge in those sure helped. With the aggro cap being what it is there was no possible way for me to prevent the team from going down, but to stay up through it all was an exhilarating experience to say the least. Solo her damage is mediocre with only 3 slotted attacks (two of which are AoE), but 35 is closer than it was when I started (29 -> 32) and I'm looking forward to the ride to 50.
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So there I was in the character creation screen, with a stalker wearing a solid black Spectrum costume, thinking of a name. Plugged in "Empty", ding there's the green checkmark. Cool beans! Go to enter the city (after clicking all the prompts), and I get booted to the login screen with an error that says I'm trying to load an empty character. Can that name be placed on the "can't be used" list? (It's definitely a name issue, as I logged in no problem with the exact same setup under a different name.)
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From the look of a ranseur, it sounds like it should come from either Staff Fighting or Titan Weapons.
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Should I be crafting and using low lvl enhancements at 50
Cutter replied to Boon's topic in General Discussion
No, it means that the enhancement level is always equal to your character level (up to the maximum level range of the enhancement in question). So an attuned enhancement with a 20-50 range will have stats equivalent to its L20 version while the character is L20, 21 at 21, etc. etc. up to 50. Basically, the enhancement grows up with you. -
Yeah, without a +def effect of some sort coming from your secondary I'd think you will have a difficult time hitting any soft caps without compromises elsewhere. I've posted an Elec/Staff build here that caps Melee and Lethal def with Guarded Spin active, and otherwise has defenses ranging from the high teens to the very low 30s. Different slotting / enh set choices would likely help buff those numbers if you wanted to tweak it out. The DDR comment is very relevant. I built for solid resists first, with defense on top. It's certainly not meant to plug any holes: one -def attack would cause everything to fail and nobody needs that. Going with /MA should prove easier to cap. Storm Kick buffs your 3 positional defenses (tho it's a smaller number than Staff's Melee/Lethal) and set bonii could top things up. I debated a long time between MA and Staff, ultimately making my choice based on AoE potential and Form versatility. YMMV and all that.
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Thanks much Gigajoule! I really appreciate the thoughts from a seasoned Elec/ user. You give sound reasoning for using Numina Heals, and as I level I will keep a mindful eye on my bars so I can see if that route would be the way to go. You're right about the +rech aspect, she's going to be swinging non-stop so there's a better than good chance I'll need to keep the proc in Stamina. (And I realized that I didn't have Lightning Field toggled on because it shows the MotT proc in my resist totals, so her end use from toggles jumps to 1.51.) I'll be bouncing between Staff Forms too, as I need to, in order to the juggle end discount and even more recharge. I'll report back at some point once I've leveled her more & know if any changes need to be made based on the reality of play. Here's the data chunk, Hyperstrike: | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1528;722;1444;HEX;| |78DA6594594F534114C7E7B6B72CA550907D29B415E8464B0BF8AA3182264A13B4C| |4E853D394A134D6B6B9B751AA4FC698B881CB8B8F3E9AF8E0A770F783280F82B2E3| |763DF47F5A9AF426F09B3933E79CFF9933D3E8F2B4EDCDB93BA784623B9349E87A7| |C3E91BD2635EBBC4C2E6573995CAA28E86B99C9C864414B279DD389B45EAC279303| |1BE3D372516675192AEF889FD6AEE7B47E5E8DCA8C94A15821B1B8183F9B4E2D15D| |2D994689ECBE532A1F2D4569ACDCA449E26D6D224969772C15EB62F484D5F4AE7DB| |67F2E96468262BB554311E4DE805A9157B484880FEDEDAE99F72A8D4B0886DB3101| |1559876C0BA3DD0B60F761C80CE5D70C325F83314D1274AB6F1BB6A89EF29AEC271| |95B082B811B06E12B44D811D2740E704F893E29A11D762EE844DBD81F8EA4DB0E11| |6D8B50CBA8AE007CA6B415ED5C2750CB2FE20EB0E725D41AEF723F9D4C347A99F80| |ADA19B0C0E556C929646683137EAA6D25A24CBCC31F3E0278AD384BDA6A6187477C| |D837D51F01DED69E6DA9A5790AB856B6AE19AFC5CAB9F6BF3DF06B7488B9D7DEDF7| |E1DBFA80F9103CF688F91874DD83B6CFE4D8861A455B10F1B6295E3B6C54B8109D8| |82D3A0DFA84992CDDDCC1EE611A7854D133C21C05FB3CE0B017F4F8C02F94ADB774| |AD0CA577050AC657C17DCADACF55F4AF10DCAA1858653E01079F329F81AE57DC6DD| |2E4E04E39F8668C5D40A56E5A1BE2B5A100F63B990794D3CD39DDBFA1E3F81FE65F| |E63F70D8600AC4FD45BE237C0E2373D0337A91798919033D5705CEE10AA892262FD| |F462FEBF56D22AE6F9DB9018E6D816DE413E03A02E51A5BC197B425C45D0A716DAF| |E93A85B9B3E193B8B5036AE5651E3697BAE9532BEFDCF0D7AC866B2C911ACB648D6| |5AAC6325B6DE15B36A77262B229ACB9B1B5F2C28DEFD6CA2F8550D867E3C86652CE| |E34E592FE30CC65D38A7F56A3F2FFC7E1CD914E505FA687D0E7EEDAA6833BE558DD| |7AAC63B872F82C7BB55E3BDAAF17F1AC8FB3C| |-------------------------------------------------------------------|
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Revised the build some, based around sets I've been able to buy on the AH. I'm deliberately staying away from purples and winters at this point, so there is some unconventional slotting as I chase set bonii (*cough* Sky Splitter *cough*). Highlights include capped S/L/E/P, with F/C within MotT proc range of the cap (assuming it stacks?), and better toxic this time around. Defenses are also improved to varying degrees (Lethal and Melee still cap normal content with Guarded Spin active). Regen is buffed significantly from the original build (267% base / 441% with Energize). And I managed to squeeze in 4 LotG +Rech, which as far as I can tell is the most I'd ever get unless I either drop Hasten for a Stealth pool mule, or lose Physical Perfection in favour of Vengeance. Neither of those feel like optimal choices. I haven't played much recently (she's up to only L29) but I'm prolly going to pull the trigger on a respec by the weekend so I can get some of these set bonuses going now. Before I do... how does this look? Hero Plan by Hero Hero Designer 2.23 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Electric Daisy: Level 50 Technology Tanker Primary Power Set: Electric Armor Secondary Power Set: Staff Fighting Power Pool: Fighting Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Ancillary Pool: Energy Mastery Hero Profile: Level 1: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-Rchg/ResDam(7), UnbGrd-ResDam/EndRdx/Rchg(13), UnbGrd-Max HP%(21), UnbGrd-EndRdx/Rchg(33) Level 1: Mercurial Blow -- Acc-I(A), GntFis-Rchg/+Absorb(48) Level 2: Conductive Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(3), Ags-ResDam/EndRdx/Rchg(7), Ags-ResDam(13), Ags-Psi/Status(21), Ags-EndRdx/Rchg(33) Level 4: Guarded Spin -- LucoftheG-Rchg+(A), ScrDrv-Acc/Dmg(5), ScrDrv-Dmg/EndRdx(5), ScrDrv-Acc/Dmg/EndRdx(9), ScrDrv-Dmg/Rchg(23), ScrDrv-Acc/Rchg(34) Level 6: Static Shield -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam/EndRdx/Rchg(31), UnbGrd-EndRdx/Rchg(46), UnbGrd-Rchg/ResDam(46), UnbGrd-ResDam(46) Level 8: Grounded -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(9) Level 10: Taunt -- PrfZng-Dam%(A), PrfZng-Taunt(50), PrfZng-Taunt/Rchg(50), PrfZng-Taunt/Rchg/Rng(50) Level 12: Energize -- NmnCnv-Heal/Rchg(A), NmnCnv-Heal/EndRdx/Rchg(23), DctWnd-Heal/Rchg(27) Level 14: Lightning Field -- MghoftheT-Rchg/Res%(A), ScrDrv-Dmg/EndRdx(15), ScrDrv-Acc/Dmg/EndRdx(15), ScrDrv-Acc/Dmg(43), ScrDrv-Dmg/Rchg(43), ScrDrv-Dam%(43) Level 16: Eye of the Storm -- MghoftheT-Acc/Dmg(A), MghoftheT-Dmg/Rchg(17), MghoftheT-Acc/Dmg/Rchg(17), MghoftheT-Dmg/EndRdx/Rchg(19), MghoftheT-Acc/Dmg/EndRdx/Rchg(19), FrcFdb-Rechg%(34) Level 18: Lightning Reflexes -- Run-I(A) Level 20: Staff Mastery Level 22: Boxing -- Empty(A) Level 24: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(25), ImpArm-ResDam(25), ImpArm-ResDam/EndRdx/Rchg(27), ImpArm-ResPsi(37), ImpArm-EndRdx/Rchg(40) Level 26: Power Sink -- EffAdp-EndMod/Rchg(A), EffAdp-EndMod/Acc/Rchg(48) Level 28: Serpent's Reach -- EntChs-Acc/Dmg(A), EntChs-Dmg/EndRdx(29), EntChs-Dmg/Rchg(29), EntChs-Dmg/EndRdx/Rchg(31), EntChs-Heal%(31), Dvs-Acc/Dmg/EndRdx/Rchg(34) Level 30: Combat Jumping -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(45) Level 32: Hasten -- RechRdx-I(A), RechRdx-I(33) Level 35: Innocuous Strikes -- Obl-Dmg(A), Obl-Acc/Rchg(36), Obl-Dmg/Rchg(36), Obl-Acc/Dmg/Rchg(36), Obl-Acc/Dmg/EndRdx/Rchg(37), Obl-%Dam(37) Level 38: Sky Splitter -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(39), KntCmb-Dmg/Rchg(39), KntCmb-Dmg/EndRdx/Rchg(39), FcsSmt-Acc/Dmg/Rchg(40), FcsSmt-Acc/EndRdx/Rchg(40) Level 41: Weave -- LucoftheG-Rchg+(A), Rct-Def/EndRdx/Rchg(42), Rct-Def(42), Rct-Def/EndRdx(42), Rct-ResDam%(45) Level 44: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(45) Level 47: Conserve Power -- RechRdx-I(A) Level 49: Physical Perfection -- RgnTss-Regen+(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 -- Run-I(A) Level 2: Rest -- RechRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(11), Pnc-Heal/+End(48) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(11) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 20: Form of the Body Level 20: Form of the Mind Level 20: Form of the Soul ------------
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I saw your proposals in the other thread, but came in what felt like too late to speak to them. So, my thoughts: /signed for tankers having a higher (2x to 3x) aggro cap than other ATs Seems like this is the most often-asked-for change, and if they can make the code work I can see going 2x being completely reasonable. In addition to an increased aggro cap, would you also be asking for an increased target limit for Taunt? Or between Taunt, Gauntlet and auras would those be sufficient to maintain threat on that larger cap? /signed for Tankers somehow absorbing AoE hits or having a "bodyguard" power, and sharing this effect among all Tankers on the team I've suggested this as well and wholeheartedly support giving Tankers additional value beyond absorbing the alpha strike of an engagement. /signed for tankers getting Bruising on all attacks Yes. Either all at once, or scaling up with the number of teammates (solo just T1, 1st teammate adds T2, etc. - skipping Taunt in each secondary brings it to all 8 secondary powers having bruising on a full team). /signed for Bruising reducing critter mez protection I'm not totally sold on the necessity of this, but I'm ready to be convinced. It only has value vs Boss+ mobs, which in most cases are the ones that get focused down anyway. Would there be time for it to become noticeable? I don't know what effect it would have vs AVs due to PToDs. /signed for tanker Taunts having a mez or damage component Yup. Also mentioned in my take on the bodyguard idea, and more recently (with respect to Gauntlet, tho the ideas is easily portable) earlier in this thread. /signed for more Tanker AoEs in secondaries, especially AoE DoTs I do like me some AOEs. You risk ticking off players who like their ST attacks tho, especially if AOEs come with higher costs and/or lower damage. Personally I'd like to see a "splash damage" effect (akin to Rad Melee's contamination) applied to more powers in the Tanker secondaries. /signed for Tanker attacks having additional effects on Bruised targets, regardless of the source of the Bruising Can you elaborate on this? /signed for tanker T9 armor powers having offensive (or damage buff) components or being entirely offensive powers The variety of T9s, plus the obvious changes in later design philosophy (e.g. much-reduced "crashes") might make this a bit too much to add into the discussion, but if you can make it work I'd be all ears. /signed for tanker EPPs to be aoes (including aoe heal), nukes, team damage/offense buffs, and effective controls rather than garbage salads. This sounds good, but runs the same risk as adding AOEs / changing powers in secondaries. Not disagreeing on necessity, just commenting on probable impact. ---------------------- Adding a new thought of my own (caveat: zero analysis on this one, it literally just came into my head). What if Gauntlet worked like Fury, but for the team? "Watching you get your teeth kicked in enrages your teammates. The more attacks made against you, the higher your team's damage/to-hit gets as they become more and more determined to dish back what you're taking."
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Throw a secondary effect on Taunt. Maybe a -dmg, or -acc/to-hit, or a slow. Or, to take it in a different direction (my favourite): "A taunted target attacks the taunting PC relentlessly, even at the cost of their own (and their allies') safety. 5% (actual # TBD) of the damage dealt by a taunted target to the taunting PC is also dealt to themselves and any of their allies in the attack's area of effect." Make the redirect a portion of pre-resistance damage so it's the same whether the tank is Res- or Def-based. Tanks now contribute to the team steamroller via indirect damage, and multiple tanks get to spread the enemy-self-damage love around. This also improves solo play (or at least gives tanks a reason to Taunt when soloing).
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All good! It's been a long time, and with all the little tweaks now it's easy to miss the small things. This does change my plan for leveling alts tho. I like getting merits, which means I might be foregoing DFBs and actually (gasp!) run missions so I can get them. I know in the grand scheme of things 3 merits is pretty insignificant, but I have so many baby alts to feed...
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So I just tested this by running Sondra Costell's arc (Lay Down Your Burdens) on a level appropriate character. She received 3 merits for her troubles. Ouorboros is ripping is off after all!
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I mean like, you could just merge bruising and gauntlet into the same power. Yep, or that. Yes, the ability would be active for non-tank teammates. It was in the post but perhaps overlooked? These are all nifty ideas, and ally buffs are already a thing so the code should be there to repurpose.
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In a similar vein of adding to range and target caps, what about adding secondary effects to Gauntlet based on powerset? E.g., Ice Melee hands out slow/-rech effects, Dark Melee gives out acc debuffs, blade sets drop a def debuff, etc.? Or, if you don't want to tweak things set by set, give Gauntlet a pseudo-Confuse effect that causes a percentage of the target's damage to affect itself and its friends. Thematically, the target is so intent on hitting the tank that it will damage itself and its team to get to the tank. In the old "fix tanks" thread, a few of us discussed a bodyguard-like inherent. Having a tank on the team would reduce damage taken by (non-tank) teammates and redirect it to the tank. More tanks = more damage redirected = better survival for the squishies.
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Clearly I misremembered then. Thanks for clearing that up!
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Not sure if this is a bug or not, but figured I would ask. Ran a couple of low-level Ouro missions today (What Was Lost, No More Fears, Lay Down Your Burdens) on an L29 hero. I'm used to these missions giving a small number of merits when run at the appropriate level. Is that not the case with Ouro versions? Because I definitely did not receive the merits for them. I had not previously done them on the character in question. Only thing I can think of is that I had 2xp going, but I don't think that should have an effect? Is this WAI, or am I legitimately missing merits?
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Thanks for the advice! Looks like I will be investing in a respec sooner than planned, given your suggestions on slotting Tough, Stamina and Health (speaking of Health, any impressions on the Panacea proc?). KCombat is in there because it seems to be in pretty much every build everywhere, so I figure there must be something to it. I haven't invested in buying any yet so will hold off until I'm higher level and have a better idea of my attack chain and set needs. For Psi resist I'm actually now looking at Aegis and/or Impervium Armor sets. The extra slots from Stamina and Tough (as you suggest) would enable 6-slots in my other shields. As far as Maneuvers goes, I'm looking at it as a way to layer a little more defense on top of my resists, as well as another LotG holder. By the time I get to where I'm looking at taking it, I should have a better idea of whether it's needed or if I can move into an EPP/PPP. I didn't see a lot of appeal to any of them which is another push to dip more into Leadership. But I could be wrong there!
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I've been running KM/WP on both a scrapper and a brute, and it's been nice and smooth up to the low 20s where I'm sitting now. It's not putting out OMGWTFBBQ!!1 numbers, but it's plenty serviceable and doesn't feel like a chore to run. Would be nice to have higher KD chance % tho. I'd say EA is perhaps more visually "on theme" with KM, and you prolly wouldn't go wrong taking that route either.
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Electric Daisy is only L25 now, but I might as well get a head start on what a final build might look like. Never played with either of these sets on live so I'm kinda winging it. No incarnate stuff at this point. Powers/slots up to 25 are as-built, the rest is all theory-crafting. I'm only running on generic IOs, with a LotG in Guarded Spin and trying out Force Feedback +Rech in Eye of the Storm (which doesn't make the final build unless I move things around). I'd prefer not to respec for slot placements on the way up to 50 unless I've really broken something. Resists seem solid aside from toxic (S/L/E 90+, F/C 83.5, Psi 70.3, Neg 58.1, Tox 19.8 :(). Defenses aren't amazing, most being in the high teens to low 20s, tho it does slightly over-cap Melee and Lethal with Guarded Spin active. Recharge is meh. I'd like to squeeze more in there but I'm not sure how or where, nor what the tradeoffs would be. Are there any glaring errors? Is there a way to get FF+rech back in (if I even need it)? Are the resist and defense numbers adequate? Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Electric Daisy: Level 50 Technology Tanker Primary Power Set: Electric Armor Secondary Power Set: Staff Fighting Power Pool: Fighting Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Hero Profile: Level 1: Charged Armor (A) Reactive Armor - Resistance/Endurance (3) Reactive Armor - Endurance (7) Reactive Armor - Resistance (11) Reactive Armor - Resistance/Recharge (33) Reactive Armor - Resistance/Endurance/Recharge Level 1: Mercurial Blow (A) Kinetic Combat - Accuracy/Damage (40) Kinetic Combat - Damage/Endurance (43) Kinetic Combat - Damage/Recharge (43) Kinetic Combat - Damage/Endurance/Recharge Level 2: Conductive Shield (A) Reactive Armor - Resistance/Endurance (3) Reactive Armor - Resistance/Recharge (7) Reactive Armor - Resistance/Endurance/Recharge (11) Reactive Armor - Resistance (33) Reactive Armor - Endurance Level 4: Guarded Spin (A) Armageddon - Damage (5) Armageddon - Damage/Recharge (5) Armageddon - Accuracy/Damage/Recharge (13) Armageddon - Accuracy/Recharge (13) Armageddon - Damage/Endurance (34) Luck of the Gambler - Recharge Speed Level 6: Static Shield (A) Gladiator's Armor - TP Protection +3% Def (All) (23) Steadfast Protection - Resistance/+Def 3% Level 8: Grounded (A) Impervium Armor - Psionic Resistance Level 10: Taunt (A) Perfect Zinger - Taunt/Recharge (46) Perfect Zinger - Taunt/Recharge/Range (50) Perfect Zinger - Taunt (50) Perfect Zinger - Chance for Psi Damage Level 12: Energize (A) Preventive Medicine - Heal (21) Preventive Medicine - Heal/RechargeTime (21) Preventive Medicine - Heal/RechargeTime/Endurance Level 14: Lightning Field (A) Obliteration - Damage (15) Obliteration - Accuracy/Recharge (15) Obliteration - Damage/Recharge (45) Obliteration - Accuracy/Damage/Recharge (45) Obliteration - Accuracy/Damage/Endurance/Recharge (45) Obliteration - Chance for Smashing Damage Level 16: Eye of the Storm (A) Might of the Tanker - Accuracy/Damage (17) Might of the Tanker - Damage/Recharge (17) Might of the Tanker - Accuracy/Damage/Recharge (19) Might of the Tanker - Recharge/Chance for +Res(All) (19) Might of the Tanker - Damage/Endurance/Recharge (34) Might of the Tanker - Accuracy/Damage/Endurance/Recharge Level 18: Lightning Reflexes (A) Run Speed IO Level 20: Staff Mastery Level 22: Boxing (A) Accuracy IO Level 24: Tough (A) Aegis - Resistance/Endurance (25) Aegis - Resistance/Recharge (25) Aegis - Resistance/Endurance/Recharge (33) Aegis - Resistance (37) Aegis - Psionic/Status Resistance Level 26: Power Sink (A) Performance Shifter - EndMod (27) Performance Shifter - EndMod/Recharge (27) Performance Shifter - EndMod/Accuracy/Recharge (46) Performance Shifter - Chance for +End Level 28: Serpent's Reach (A) Apocalypse - Damage (29) Apocalypse - Damage/Recharge (29) Apocalypse - Accuracy/Damage/Recharge (31) Apocalypse - Accuracy/Recharge (31) Apocalypse - Damage/Endurance (34) Apocalypse - Chance of Damage(Negative) Level 30: Hasten (A) Recharge Reduction IO (31) Recharge Reduction IO Level 32: Super Speed (A) Run Speed IO Level 35: Innocuous Strikes (A) Obliteration - Damage (36) Obliteration - Accuracy/Recharge (36) Obliteration - Damage/Recharge (36) Obliteration - Accuracy/Damage/Recharge (37) Obliteration - Accuracy/Damage/Endurance/Recharge (37) Obliteration - Chance for Smashing Damage Level 38: Sky Splitter (A) Gauntleted Fist - Accuracy/Damage (39) Gauntleted Fist - Damage/RechargeTime (39) Gauntleted Fist - Accuracy/Damage/RechargeTime (39) Gauntleted Fist - Damage/Endurance/RechargeTime (40) Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime (40) Gauntleted Fist - RechargeTime/+Absorb Level 41: Weave (A) Reactive Defenses - Defense (42) Reactive Defenses - Defense/Endurance (42) Reactive Defenses - Defense/RechargeTime (42) Reactive Defenses - Scaling Resist Damage (43) Luck of the Gambler - Recharge Speed Level 44: Combat Jumping (A) Luck of the Gambler - Recharge Speed (46) Shield Wall - +Res (Teleportation), +5% Res (All) Level 47: Maneuvers (A) Luck of the Gambler - Defense/Endurance (48) Luck of the Gambler - Defense/Endurance/Recharge (48) Luck of the Gambler - Defense (48) Luck of the Gambler - Recharge Speed Level 49: Tactics (A) HamiO:Cytoskeleton Exposure (50) HamiO:Cytoskeleton Exposure Level 1: Brawl (A) Empty Level 1: Gauntlet Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Empty Level 1: Sprint (A) Run Speed IO Level 2: Rest (A) Recharge Reduction IO Level 4: Ninja Run Level 2: Swift (A) Run Speed IO Level 2: Health (A) Panacea - +Hit Points/Endurance (23) Numina's Convalesence - +Regeneration/+Recovery Level 2: Hurdle (A) Jumping IO Level 2: Stamina (A) Performance Shifter - Chance for +End (9) Performance Shifter - EndMod (9) Performance Shifter - EndMod/Recharge Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 20: Form of the Body Level 20: Form of the Mind Level 20: Form of the Soul ------------
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Question on slots: I placed slots in a power where I didn't intend to, but only realized it while I was placing enhancements. I got the shift+click to remove the errant slots (tooltip says this moves them, but it did not for me), but I can't figure out how to re-place them. Builder shows "3 slots to go" but there's no command or menu I can find that will let me place them. How do?
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I took an Inv/EM and Stone/Fire to 50 back on live, and am currently leveling an Elec/Staff and Rad/SS (25 and 20). My two new tanks feel much more survivable than my Inv ever did, even at these low levels. I'm on generic IOs which is comparable to the SO build I ran back then. I'm sure part of it is that I just know more now (and for the Elec the bonus defense from Staff helps), but given my experience thus far I can't see myself at this point wanting to build with either Inv or Stone in this new world.
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I've got a couple of staff wielders, brute and tank, both in low- to mid-20s (altitis strikes again!). So far I'm finding it an enjoyable set to play on both, and I tend to avoid reusing sets if I can help it. Staff has a nice fluid feel to it - the animations seem about as busy as Kin Melee, but they feel smoother for whatever reason. The Form toggles add some little ways to tweak gameplay, and the payoff for building Form levels is nice but doesn't (at least not yet) seem like a major downside if I pop a finisher attack without max levels. Anecdote: ran a Synapse TF yesterday on my tank, and convinced at least 2 of the other 5 on my team to try it out, based on seeing it played and giving them the same rundown as I did above. Hope that helps! (my tank is Elec/Staff and my brute is Staff/Bio, and can confirm toxic avenger style look on the brute... no mop but there is a long rusty pipe)
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Costume Ideas: (Robotic arms, for starters)
Cutter replied to GaelonCeeslian's topic in Suggestions & Feedback
For this idea at least, the option exists to make a macro to toggle the power in combination with a costume change (basically, make an identical costume but with wings and whatever other auras you want to be visible when you fly). Stolen from here and tweaked a bit: /macro Fly "cce 1 CCFeatherBurst$$powexectoggleon Fly" You'd then have something similar to revert: /macro Land "cce 0 CCFeatherBurst$$powexectoggleoff Fly" Your normal costume would be in the first slot (numbered 0) and your flight costume would be in the second slot (numbered 1). This places two macro buttons on your tray which you'd use to I'm pretty sure this should work for you! You can change the costume change emote (CC---) to whatever you want. There's a list in a wiki somewhere.