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Ariamaki

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About Ariamaki

  • Birthday 06/15/1987
  1. Static Field does roughly nothing when enemies are taking meaningful damage. You're already Elec / Elec, so even if it was useful you don't need Field for control: You have Synaptic (which can be six-slotted immediately thanks to the modern respec mechanics) and Chain Fences and Jolting. As for Sentinel, this was initially designed as something you'd slip into after 50 (and designed in 5 minutes by a friend who hasn't played Elec / Elec, purely as a reaction to whatever it was you posted). Also Paralyzing Blast won't do anybody any good even with accuracy: The cooldown is a nightmare and it's not particularly effective for anything you can't do better with Fence-Jolt-Load. It's here as an occasional "Oh that helped" piece, not something you actively care about. Easily replaced slot. After pushing my own Elec / Elec to the 30s over the last few nights, I've produced an updated and improved take on things that works flawlessly through the levelling process, with just a respec somewhere in the 20s once you have access to 25 IOs and most Set pieces. This is partially adapted from the Electric / Dark / Psychic version from the Proc Monster thread, as well as my friend's previous rebuttal build, and has been put through its paces on the test server at 50, as well as on live up through 32. Do note that, for levelling and budgetary concerns alike, all of the purple pieces (procs aside) can be 1-1 replaced: In Fences, replace the Winter shit with the 3 same-style pieces from Positron's Blast. Wherever you see a single piece like Ragnarok damage, just run an IO in the interim. The only irreplaceable pieces in terms of function are Soulbound Allegiance in Gremlins and your ATO in Synaptic. And given the current market, getting 5 ATO pieces is extremely cheap, and then you can just get the Catalysts to finish them to Superior yourself off the AH. There are some flexible slots (the extra in Shock, for example, could easily go to Tough for Aegis Stat/Psi or similar) but in the current arrangement, this will hardcap S/L Resists.
  2. I legitimately need to ask if this was an attempt at a joke or a troll against the OP on this thread. Did you... what even is this? How did you manage to make a build with 0% global defense? Why is Gremlin filled with IO pieces when you have 10 purples slotted, including of all things Fortunata Hypnosis. Why is Stamina slotted with two level 40 IOs? You clearly know Performance Shifter exists, because you put multiple pieces of it elsewhere. Why do you have so many under-levelled pieces everywhere? What even is this power selection. I am... I am stunned and shocked, and that last bit is not a pun. I'll start brewing something sane so that this doesn't just come off as me flaming you, but... Really? I feel like this has to be a joke. Am I being punk'd? Where's the hidden camera? EDIT: OK I got together with a friend of mine AFTER posting this, and in those few minutes, we managed to pull something salvageable out of this. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Durrrr: Level 50 Magic Controller Primary Power Set: Electric Control Secondary Power Set: zn_Electrical Affinity Power Pool: Flight Power Pool: Fighting Power Pool: Leadership Power Pool: Concealment Ancillary Pool: Mace Mastery Hero Profile: Level 1: Tesla Cage -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(45), SprWiloft-EndRdx/Rchg(45), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(46), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(46) Level 1: Shock -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(25), PreOptmz-EndMod/Rech(48), PreOptmz-EndMod/Acc/End(48), PreOptmz-EndMod/Acc/Rech(50), EnrMnp-Stun%(50) Level 2: Rejuvenating Circuit -- DctWnd-EndRdx/Rchg(A), DctWnd-Heal/Rchg(11), DctWnd-Heal/EndRdx/Rchg(43), DctWnd-Heal(43), DctWnd-Rchg(45) Level 4: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(48) Level 6: Chain Fences -- GrvAnc-Immob/Rchg(A), GrvAnc-Acc/Immob/Rchg(7), GrvAnc-Acc/Rchg(7), GrvAnc-Immob/EndRdx(9), GrvAnc-Hold%(9), PrfShf-EndMod(11) Level 8: Jolting Chain -- PrfShf-End%(A), PreOptmz-EndMod/Acc/Rech(50) Level 10: Energizing Circuit -- EffAdp-EndMod(A) Level 12: Conductive Aura -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(13), DctWnd-Heal/EndRdx/Rchg(13), DctWnd-Heal(42), DctWnd-Rchg(43) Level 14: Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(15), KntCmb-Dmg/Rchg(15), KntCmb-Dmg/EndRdx/Rchg(42) Level 16: Faraday Cage -- ImpSki-ResDam/EndRdx(A), ImpSki-ResDam/Rchg(17), ImpSki-EndRdx/Rchg(17), ImpSki-ResDam/EndRdx/Rchg(34), ImpSki-Status(37), UnbGrd-Rchg/ResDam(40) Level 18: Paralyzing Blast -- UnbCns-Dam%(A), GhsWdwEmb-Dam%(19), NrnSht-Dam%(19), GldNet-Dam%(31), SprWiloft-Rchg/Dmg%(34) Level 20: Empowering Circuit -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(21), GssSynFr--ToHit/Rchg/EndRdx(21), GssSynFr--Rchg/EndRdx(25), GssSynFr--ToHit/EndRdx(31), GssSynFr--Build%(31) Level 22: Tough -- GldArm-3defTpProc(A), UnbGrd-Max HP%(23), StdPrt-ResDam/Def+(23) Level 24: Weave -- LucoftheG-Def/Rchg+(A) Level 26: Synaptic Overload -- CrcPrs-Conf/Rchg(A), CrcPrs-Acc/Conf/Rchg(27), CrcPrs-Acc/Rchg(27), CrcPrs-Conf/EndRdx(29), CrcPrs-Conf%(29), SprOvrPrs-Rchg/Energy Font(46) Level 28: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 30: Stealth -- LucoftheG-Def/Rchg+(A) Level 32: Gremlins -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(33), SlbAll-Build%(34) Level 35: Scorpion Shield -- Rct-Def(A), Rct-Def/EndRdx(36), Rct-EndRdx/Rchg(36), Rct-Def/Rchg(36), Rct-Def/EndRdx/Rchg(37), Rct-ResDam%(37) Level 38: Insulating Circuit -- Prv-Heal(A), Prv-Heal/EndRdx(39), Prv-EndRdx/Rchg(39), Prv-Heal/Rchg(39), Prv-Heal/Rchg/EndRdx(40), Prv-Absorb%(40) Level 41: Amp Up -- RechRdx-I(A), RechRdx-I(42) Level 44: Assault -- EndRdx-I(A) Level 47: Galvanic Sentinel -- EnrMnp-Stun%(A) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Dmg-I(A) Level 1: Containment 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 2: Rest -- RechRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(3) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), EffAdp-EndMod(5), PrfShf-EndMod(5) ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1488;680;1360;HEX;| |78DA65935953134114857B96800122098B2C49C0B0080408A0BE5B0A68214403A86| |F8A634CC2E818A82458F2E8B33E5965F9079445ABFC532E05288BF080E843BCE41C| |42AC4C55F2F59CBEB7FBF4EDB9D11763359F6FBCBCA234EFA86365B373A30BE95C6| |6C171121957D44AD971254FC5D852469E4A19769ECE9F8446C69D443C97B1E32742| |69CCB5A564B2186039735793493B6DE79655756C4152AF3B766A3EE7C1F87868A75| |3B585B7A984F53891C9CEDB8BBEC2FB44FAB99DB51FD98E2407C617ED78A46497A8| |154FC85F3697C82C378BCB6EF97DF12A3E7953AD184A8D986A60955C0307D7C98F6| |02A5CCC71A943B3A035FF06878EC83FE0C85FF295AE54BDA9E62557E37EDA945698| |AB8A82E15BE46D702006BAA5A4462129AF198DD08626E1E5ABF877D18B6B5A2F681| |533E42C78E60E7917AC7A037E93DC4AE46A95EFF4FFFC3E119F6ECC29F76BCC7D97| |F86A7AAF9E848F1A9EA186DEFBE83D4CEFBA6CE0418EE189093A4C75769A9C01FB6| |6C1A7B2672DCEE9AA6D9141D054DE56D20F8602605710EC39441D36C49B8FDE7C13| |F05BF70C1EEA2CC4B68D2336F4097464BF7AD6AEFE3D721A3E902B60F32AD8B646A| |E83869CAB115EF5C68B58EFDC11D984FD4C8969428C6AE2BD6D8ACF16EED9721F6B| |B53E20E7C0C043D2020783B8139FACE7E77A7EAEE7112D482D486D4BF668672DDA7| |7B1C6F93D729F3C0043A3E05B295E076BDFB1837374EE927BE42FB06B9F3C00D361| |F4D2716EF706B40B9BE416F903ECF9496E838B92DBCB6FB0B75FE11B22EBE46CFDF| |C06FB43D06C898F508BB0A71A246E98DA306B10308B3D2A05426EF054CB874BE7F3| |F2A8E13265A44CB954A65C2E53A68E15DE883250DD9859EC7AA5F1746EB925836EB| |6AB649E39DA20E6774F355D0BA15AFA3D76D54D618FA9764AF37A91B7579AC7AE36| |D9C1263BFF1F34F5E90C| |-------------------------------------------------------------------|
  3. Thanks much! This looks right up the alley of what I wanted for comparison to my plans.
  4. Just scanned the entire thread and didn't find it: Could you link or quote the actual post?
  5. You mentioned you're aiming for Thugs / Elec: Any chance you have a prospective build you're aiming for? My latest alt is T/E and I really want to find some comparisons and ideas to fiddle with.
  6. When I try to load Mids' after a recent cleanup of (what should have been) unimportant temp files elsewhere on my machine, I keep getting an error on startup and Mids' refuses to work. [Blank Title Bar]: "Failed to load JSON config, falling back to mhd" (Click OK to that) NullReferenceException: "Object reference not set to an instance of an object" (Click OK to that) Immediate crash
  7. This is a really neat concept (and I especially love the idea of improving Mr. Yin's sales offerings), but the result of this is going to be fundamentally flawed unless the current price-balancing of TO / DO / SO Enhancements is looked at. As it currently stands, a player can trivially slot themselves in solid 25 IOs at 22 for an easily obtainable (assuming they reached 22 while doing story arcs or TFs to get Merits) one-time cost, and then they will have have no reason to upgrade (beyond marginal improvements) until 50. The cost involved makes this new "encouraging shop Enhancements" method, while interesting for players who want to do a no-trade no-alts experience... Well, it's not even worth considering otherwise. The amount displayed in the example GIF, 1.37 million Influence, is a huge cut out of a player's savings that cannot be compensated for, and will only inflate to worse heights as they level. Improving the drop rates and availability of TDS Enhancements will certainly help, but it's not going to be enough on its own. These upgrade costs need to be significantly shrunk, or this will never be a method that can compare to just running 'Naked > 25 IOs > initial 50 build'. My recommendation would be to adjust the cost scaling for TDS Enhancements (especially in the Power 10) down to a much more achievable scale for players who aren't using Wentworth's or alts. This might require some field testing of the total costs required to run a character from 1 to 50 using only this method, versus the actual income the character makes over their lifetime. On a related note, if we're going to give Pennydad some worthwhile Enhancements to care about, then there should probably be an equivalent method for hardcore redside characters to obtain similar enhancements through Marshall Brass' arc.
  8. God I kinda want April Fools Brawl to actually be a power. This random-direction super high magnitude Knockback is comically fun, and the... other effects (no spoilers) are also great.
  9. Unsure if wrong descriptions count, but the villain-side badge 'Arachnos Agent', one of the Day Jobs, currently has the description of its hero-side counterpart (for ex-villains) 'Cannon Fodder', despite my character being a lifelong redside.
  10. Just tested this myself on both live and the test servers: Neither version of Support Hybrid is giving the Endurance Discount. This isn't just a sheet issue, but is provable in testing as well. Can we get a fix into Page 6 before it goes live?
  11. Thanks a ton, and big ups to whatever dev on I24+ decided to implement the macro_image command.
  12. On a tangent from the rest of this conversation (which is quite helpful for my newly-forged Dominator), how exactly do you go about this? I've seen somebody suggest this before (and I've even seen the result in screencaps) but none of my research has turned up a way to do this. What are the commands involved, what is the syntax for it, to give custom-made macro buttons a power image?
  13. I don't have the original file from before I edited it, but here's what I believe to be the correct one (I think I saved their post-cleanup costume under a different name). It's possible I did some edits to this one on Live after manually fixing the 30/28 thing. Calf of Gold.costume
  14. As far as I can tell this isn't working: I attempted to save a randomly-generated costume from the Beta servers today (no paths, no asymmetry) and it failed to load in Live, citing "too many parts". Manually editing the Costume's file on my machine and changing the line that said "Number of parts = 30" to read 28 instead (and changing nothing else) fixed it and allowed it to be loaded. So they're definitely not saving properly out of the box.
  15. The cast time reduction for Leadership auras is well-appreciated, and should probably be propagated to every single toggle with a long cast time: Tough, certain Armors, etc.
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