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WindDemon21

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Everything posted by WindDemon21

  1. Powers already exist in the game that can be used on both teammates, and enemies, and differentiates between the two.
  2. Because if you did that, then it would tp the ally.
  3. Range of targeting the foe pretty much already does this for you, if they're too far you can't target them.
  4. So in consensus with my previous edit: 1: Recall: 1s cast, 5 end, ally, or foe. level 4. 2. Combat Teleport: Jaunt animation, .5s cast time, cj/hover level defense for 60 seconds, 2 end cost. No recharge. 80ft range. level 4, 20s hover, cancelled by movement. 3. Teleport Punch: Snipe, insta-cast in battle, you punch your fist through a tiny wormhole at the enemy. Brawl animation when insta-cast, Devastating blow's animation when ranged snipe. level 4 4. Group Teleport: TPs yourself, and the team to a location. 3s mag 4 confuse (30ft radius) 20s recharge, 15 end cost. 80ft range of initial self tp, zone range of ally tp. TP of self works like regular tp, ally tp works like assemble the team (doesn't pull with your radius, instead pulls from zone) Tier 2 requires one of the previous powers, level 14. 20s hover, cancelled by movement. 5. Long Range Teleport: Teleports across zones or to mission, works the same as it does now, but additionally tps the entire team to the location you select like mission teleporter combined. Tier 3, requires two other power picks, level 20.
  5. Recall, yes 100% I think we ALL agree on this, cast time should be faster as well like 1s. Tactical teleport, very yes, but it should have a base range of 60 or 80ft and no rech, something low like 2 end per cast, jaunt animation, .5s activation time. Long range teleport is basically the travel, and should be the 3rd option tier 1, or should work like the mission transporter where it teleports your whole team, only you select the destination, and be the tier 3 5th power. Teleport assault, should be the 4th power, tier 2. And instead should be "teleport punch" a snipe that works just like snipe powers and basically opens a mini portal that you do a quick punch through. Like the Spot on Spider-Man or Blinque. Group teleport should be the 5th power tier 3 and provide a few second pbaoe confuse of the same 30 foot radius as enemies would be confused as to where everyone went. Rech time would be around 30 seconds. Or it should be the 3rd or 4th power without the confuse. Edit: Or better yet, Group TP should be like "assemble the team" with something like a 30s recharge. So for MMs even, it would still bring the pets to where you are, but doesn't really need to take them/team with you. It should not be a power that is designed specifically around MMs, which honestly none of them need it anyway, and they could also just combat tp into a mob and then group tp (1s animation) to follow. This way we have that recall team, for so many support sets with buffs to gather the team up to cast them, or to recall the whole team to your location after long range teleport etc. This would be much better for more use across all ATs and playstyles. It could still have the 3s confuse too in a 30ft radius. For the MMs too, it could actually even work like incandescence, where it would tp you to the location, and then automatically recall the entire team after you pop out. That way with a few second confuse, you can go into the mob, (or not) and safely team the rest of the team from any range to your location after you get there. The confuse would be mag 4 to safely give you a couple seconds for the allies/pets to get to your location to share aggro when the confuse wears off. This should be the 4th power, tier 2, and then put long range teleport at the 5th power tier 3.
  6. Big thing, MAIN thing for teleport though, is it needs to cast in .5 seconds or less, and have less end cost. Basically like jaunt but no recharge. If it could also be coded to not hover at all if placed on a ground location (it might do that but been a while).
  7. for example, on itf at +4 it was doing 63 heal, when we set the last mish to even level it was about 120
  8. But still broken for the defender ATO procs
  9. They are having the same bug issue that the staff buffs had, where fighting higher level enemies would lower the buff effect. It's likely doing that with the corrupter ato proc as well.
  10. The new ai changes just make sure to put them in goto mode on self so they stay near you and in the cage
  11. Exactly. If anything should do -kb it's a strong gravity force that is holding them in place, and a strong static field that is magnetizing them to the ground.
  12. They need FIXED because the -kb was inappropriately placed in the holds when it should have been placed in the immobilize. And the -kb was supposed to be standard for all immobilizes but they got missed on grav/elec when that change occurred. There is no "thematic" or "balance" reason for them to not have it.
  13. Oh yeah the powers themselves are broken.
  14. The immobilize should be doing -kb, so yes turns them into knockdown.
  15. Grav immobilizes do not, they need the kb protection as well as the elec immobilizes. And yet the grav and elec immobilizes are still not fixed...
  16. Moved to previous post.
  17. It does, more than ice slick in my experience still. And yes without the kb-kd they contant-no break-knockdown, but you have to SPAM your fire cages, and if one misses, they're getting flown. Grav and Elec definitley need their aoe immobilizes to get the kb-kd treatment that the others have.
  18. Two things, that have been an issue for a while. One, if we could please give the ability for coalition members to add/take from storage. The other, is the SG cap and how SG alts work. It would be best if there was a way to have only your global name to take up one spot in the roster. In addition to this, if there was also a coalition tab between the super/email tabs on the chat window so we could see all members in coalitions online.
  19. Because they kept trying to make it a 90s mini nuke with a pointless end ratio mechanic, rather than making it a 60s recharge with just slightly more damage and balanced end gain like they should have.
  20. I'll have to refresh, buy i also noticed that the -damage from galvanic sentinel wasn't working when I was trying to test if it would stack.
  21. Coyote basically answered this already. While numbers are important, they also aren't everything. A plant dom can have capped defenses and resistance to everything, but if they skip seeds and creepers to do it, are going to have a much tougher time. Those values are also not even accounting for the extra 11.25% defense from the protector bots. If you're having trouble with this build with the values on mine, then you're not playing the build right. Given EA's low damage additions, and bots not getting most of their aoe till 32, getting those couple attacks especially photon grenade to help with the aoe, and also will stack with the protector bots later on for some stacking stun though minor are very important. Also if your only worried about chaining shock, discharge, and energizing circuit, you're not using the builds full potential either. Also to note, the defense values with agility barely change, it's there for the extra end mod and recharge. Mainly for discharge, and energizing circuit, as well as rej/insul circuits. Musculature instead of agility is fine, just so you know that that's why agility would be useful for the build. Hasten as well, actually adds a lot to the build. While individual powers may have slightly less recharge because of it, that means that you're still using all powers collectively faster. So when you need to heal, you rejuv/insulate, and do it faster to get back to focusing on blasting and discharging/energizing. As you said how you plan for below 30 play, I do too, including below 20 play for positron, which you don't have the LOTG recharge bonuses for that to help out, but you do have hasten. And i've never had a problem using just ninja run and the jump pack for travel. Keep in mind as well, that energizing circuit's recharge, is only 125% to the TARGET. The value of the recharge (which for all circuit powers i think is stupid and should be full value for all targets, and the rech value should be lower, but last longer) scales down per target hit. At BEST case scenario, that's 93.75% recharge if you're the very next one hit. Considering you yourself have 6 pets, it's likely that the circuit will hit others before you, and you would get even less than that for those 5 seconds. So as you can see, adjusting only means slightly better stats, but not better performance. The only thing i would change, is if slows are never an issue, ie never fighting anything with cold or psy, then putting pre-opt only in shock/discharge.
  22. It does get resisted and doesn't do enough on it's own, but paired with discharge, that's 120 end if you don't slot it, allowing you to basically insta neuter +2 mobs. Putting an end mod +5 in it, will be 155%, allowing you to drain +3s in two hits.
  23. Also, if you're not getting that 3% defense pvp in faraday, which is really important too, just need to move one slot to it, use 2 of unbreakable, it's cheaper, and that 2.5% end reduction ends up meaning more for endurance. I'm not sure on the merit of that +perception proc in emp circ outside of pvp, especially when you already have tactics, and other people on the team likely would too. As for literally no reason that the dam/to hit values scale down down the chain, a to hit doesn't do much either, so i feel with 13 end cost for how fast it recharges, an end reduction goes the furthest. I do like full pre-opt in discharge, (shock too but i don't feel it's worth the slots, statwise without the slow resist, i would do 3 pre-opt, acc/rech and the two triples), on your build i may take a slot from the immobilize, and put that to 6 slot discharge as that's actually worth it (6 slotted, not as much with 5 slots for the stats).
  24. It wasn't that he was using influence, it was that it was being used inappropriately. As to the build, yes it's mostly expensive cause of the couple purple sets and winter set i have in there. The rest we can agree that about 2 mil per IO is about average. My builds usually work, so that you can use other sets in those same exact slots and power/slot selections until you can afford the purple/winter IOs. For a much cheaper build until then, all you do is this which saves about 344 million at not much cost to the build and you won't even have to respec: 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! Bots EA: Level 50 Magic Mastermind Primary Power Set: Robotics Secondary Power Set: zn_Electrical Affinity Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Mace Mastery Villain Profile: Level 1: Battle Drones -- SprMarofS-Dmg/EndRdx(A), SprMarofS-Acc/EndRdx(3), SprCmmoft-Acc/Dmg(3), SprCmmoft-Acc/Dmg/EndRdx/Rchg(15), SprCmmoft-Rchg/PetAoEDef(31), SuddAcc--KB/+KD(33) Level 1: Shock -- SynSck-EndMod(A), SynSck-Dam/Rech/Acc(46), SynSck-Dam/Acc/End(50) Level 2: Rejuvenating Circuit -- Prv-Heal(A), Prv-Heal/EndRdx(5), Prv-EndRdx/Rchg(5), Prv-Heal/Rchg(7), Prv-Heal/Rchg/EndRdx(7), Prv-Absorb%(46) Level 4: Discharge -- SynSck-EndMod(A), SynSck-EndMod/Rech(9), SynSck-Dam/Acc/End(9), EffAdp-EndMod/Acc/Rchg(11), PrfShf-EndMod/Acc/Rchg(11) Level 6: Equip Robot -- EndRdx-I(A) Level 8: Photon Grenade -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(25), Bmbdmt-Dam/Rech(34), Bmbdmt-Acc/Dam/Rech(34), Bmbdmt-Acc/Dam/Rech/End(34) Level 10: Energizing Circuit -- SynSck-Dam/Rech(A), SynSck-EndMod/Rech(21), SynSck-EndMod/+RunSpeed(21), EffAdp-EndMod/Rchg(37), EffAdp-EndMod/EndRdx(37) Level 12: Protector Bots -- SprMarofS-Dmg(A), SprMarofS-Acc/Dmg(13), EdcoftheM-Acc/Dmg/EndRdx(13), EdcoftheM-PetDef(15), LucoftheG-Def(29), LucoftheG-Def/Rchg+(33) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 16: Faraday Cage -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), GldArm-3defTpProc(17), StdPrt-ResDam/Def+(19) Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19) Level 20: Empowering Circuit -- EndRdx-I(A) Level 22: Maneuvers -- Rct-Def(A), Rct-Def/EndRdx(23), ShlWal-ResDam/Re TP(23), Rct-ResDam%(25), LucoftheG-Def/Rchg+(46) Level 24: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(43), GssSynFr--ToHit/Rchg/EndRdx(43), GssSynFr--Rchg/EndRdx(45), GssSynFr--ToHit/EndRdx(45), GssSynFr--Build%(45) Level 26: Assault Bot -- SprMarofS-Acc/Dmg/EndRdx(A), SprMarofS-EndRdx/+Resist/+Regen(27), SvrRgh-Acc(27), SvrRgh-PetResDam(29), SlbAll-Dmg(31), OvrFrc-Dam/KB(33) Level 28: Defibrillate -- RechRdx-I(A) Level 30: Pulse Rifle Burst -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(31), Thn-Dmg/Rchg(39), Thn-Acc/Dmg/Rchg(40), Thn-Acc/Dmg/EndRdx(40), Thn-Dmg/EndRdx/Rchg(40) Level 32: Upgrade Robot -- EndRdx-I(A) Level 35: Insulating Circuit -- DctWnd-Heal/EndRdx(A), DctWnd-Heal/Rchg(36), DctWnd-Heal/EndRdx/Rchg(36), DctWnd-Heal(36), DctWnd-Rchg(37) Level 38: Scorpion Shield -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(39), LucoftheG-Def/Rchg+(39) Level 41: Web Envelope -- EnfOpr-Acc/Rchg(A), EnfOpr-EndRdx/Immob(42), EnfOpr-Acc/EndRdx(42), EnfOpr-Acc/Immob/Rchg(42), EnfOpr-Acc/Immob(43) Level 44: Kick -- Empty(A) Level 47: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(48), UnbGrd-Rchg/ResDam(48), UnbGrd-Max HP%(48) Level 49: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(50), LucoftheG-Def/Rchg+(50) 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 -- UnbLea-Stlth(A) Level 1: Supremacy 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 -- EndMod-I(A) Level 1: Battle Drone Level 12: Protector Bot Level 26: Assault Bot Level 50: Agility Core Paragon ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1516;720;1440;HEX;| |78DA6594D94F135114C6EF74A6D6B24881B2172850B6560A559F3520C544A812717| |D22B54CCB24DD424B22EEFC011A31F8E81AD7175F256ED1C407FD338C0FCAD69A08| |319AE8783ADFB16DD2499BDFCC37E79CFBDD73EF9DC0B9D18AE787160F08C976301| |A4CA5A603C1545A9D8B69F119732018D142B210C2329248A79CFE610BDD371702A6| |A7E663B144DC7B2C713691D642A9AEA25723F3E1B0D71F5543E9392D148C4E0F87C| 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