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MaximusPrime

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Everything posted by MaximusPrime

  1. Is glue Arrow good for procs?
  2. 000 - Vault Hunter - Blaster - Beam Rifle - Devices - Fold Space.mbd
  3. 000 - Vault Hunter - Blaster - Beam Rifle - Devices.mbd
  4. Best IMHO: Blaster Corruptor Defender Controller Sentinels VEATs
  5. Technically they never said "not exclusively" at range, that is a poor assumption to make. As fubar pointed out, it's better to build with a goal in mind. if one is to blast at range "consistently" then do that. And note to self, don't listen to @Soveraa about blasters.
  6. Overall I like the ITF hard mode. Some of the key feedback so far: 1. Keep the ITF in the spirit of the ITF. Meaning, keep it flowing. Good to see that twins slog has been toned down, length-wise. But even at an AV level there could be ways to make them hard to fight together, like AoE buffs strengthening the other making them more desirable to fight separately. 2. I really like the idea of being marked for possession and not held. That would be clear to everyone aand would make it more ominous to the marked player. 3. The new Romulus fight is fine in principle. Any refinement would be awesome. I do like the idea of Romulus gaining the power of the Nictus that is controller. And not get weaker/ less dangerous the deeper into the fight was go.
  7. Like I said Good Luck, but you will also be missing out on DPS from the damage aura. Blasters are plenty survivable so if you really wanted to stick to range only a Blaster would probably have been a better choice. But as a blaster if you stick at range then you also lose out on a lot of damage with some of the best attacks coming from melee in the secondary.
  8. This makes the most sense. playing at +0 is almost like playing a different game than +4/8 especially if you remove things like Inspirations which are way too OP.
  9. Why not just removed the penalty and adjust the buff in rage to be equal to the current Rage with the poorly designed penalty? Why are people defending Rage as it is? Rage makes no sense in the context of "Super Strength". What is the argument for keeping rage the way it is? Does it fit the theme of the set? Is the set balanced? How does the set compare if Rage was skipped? Why is a large unresistable penalty a good idea?
  10. Good Luck as you'll be missing out on tons of damage from Havoc Punch, and you can't be a sapper from range. Why even E3 then?
  11. I think you may get crickets on that one 😞
  12. I'll tell you one place SR suxballs, when you fight Rom. The autohit fluffy for instance. I did a Tank Duo twice with a SR tank while I was using SD one run and Bio the other. With both of my tanks I stood toe to toe the whole time with Rom while the SR tank had to kite because he was getting destroyed. To me that was other tanks +2, SR 0. SR suxballs. Perhaps you want to blame that guys SR, and say he doesn't know how to build it, blah, blah, blah. If that is the case I haven't teamed with someone yet who "knows" how to build SR.
  13. Interesting experience, mine is much different. I've partied with many great players, and when they use their SR toons their health bar looks like it is spazzing out, up and down, up and down. And then the SR whatever goes down for a nap. SR is great, until it is not. SR doesn't give it breaks. From 100 to zero in nothing flat with little to no warning. Go straight to jail do not pass go do not collect $200. That's my experience. Here is a True Story, I played a lvl 49 (at the start) MA/Regen Brute with no IOs except End Mod IOs that I bought as our team was forming a +4/8 ITF. I stood side by side with Vet 100+ SR scrapper fully IOd and incarnated. Guess which one died twice and which one didn't... Yep SR was my veng bait.
  14. EA is solid and "pretty" to look at From experience Invulnerability can be really solid on Stalkers. But I find Shield to be superior to SR. So many times have I teamed with good players using SR and their health bar rides a freaking roller coaster and they take noticeably more dirt naps on SR than others. Maybe it's all the +4/8 content all the time but SR is not malleable, it seems brittle. Super Strong until *SNAP*!
  15. SR is a mediocre Defensive set. Its a one trick pony, just Defense with highest DDR. Because SR characters were always eating dirt they added in scaling resist which buffs your resistance to damage inversely to your health. It works ok but SR will still take more dirt naps than more robust sets like Shield, Invuln, etc. I have a buddy who is a SR worshipper, he has SR Tanks, scrappers, stalkers, etc. I don't mind really because it is nice to have veng bait on the team sometimes.
  16. Here is one to consider: This Villain build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Level 49 Magic Corruptor Primary Power Set: Dual Pistols Secondary Power Set: Pain Domination Power Pool: Leaping Power Pool: Leadership Power Pool: Fighting Power Pool: Speed Ancillary Pool: Mace Mastery Villain Profile: ------------ Level 1: Pistols (A) Empty Level 1: Nullify Pain (A) Preventive Medicine - Heal (7) Preventive Medicine - Heal/Endurance (7) Preventive Medicine - Heal/RechargeTime Level 2: Soothe (A) Preventive Medicine - Chance for +Absorb (47) Preventive Medicine - Heal Level 4: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (13) Reactive Defenses - Scaling Resist Damage (15) Kismet - Accuracy +6% (15) Karma - Knockback Protection (17) Blessing of the Zephyr - Knockback Reduction (4 points) Level 6: Swap Ammo Level 8: Bullet Rain (A) Artillery - Accuracy/Damage (9) Artillery - Damage/Endurance (9) Artillery - Accuracy/Damage/Recharge (11) Bombardment - Chance for Fire Damage (11) Positron's Blast - Chance of Damage(Energy) (13) Force Feedback - Chance for +Recharge Level 10: Maneuvers (A) Shield Wall - Defense (17) Shield Wall - Defense/Endurance (19) Shield Wall - Defense/Endurance/Recharge (19) Shield Wall - Endurance/Recharge (23) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 12: Boxing (A) Superior Blistering Cold - Accuracy/Damage (45) Superior Blistering Cold - Accuracy/Damage/Endurance Level 14: Tough (A) Unbreakable Guard - Resistance (42) Unbreakable Guard - Resistance/Endurance (42) Unbreakable Guard - Resistance/Endurance/RechargeTime (43) Unbreakable Guard - Endurance/RechargeTime (43) Steadfast Protection - Resistance/+Def 3% (43) Gladiator's Armor - TP Protection +3% Def (All) Level 16: Weave (A) Shield Wall - Defense (40) Shield Wall - Defense/Endurance (40) Shield Wall - Defense/Endurance/Recharge (40) Shield Wall - Endurance/Recharge (42) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 18: Executioner's Shot (A) Superior Scourging Blast - Accuracy/Damage (23) Superior Scourging Blast - Accuracy/Damage/RechargeTime (25) Superior Scourging Blast - Damage/Endurance/RechargeTime (37) Apocalypse - Chance of Damage(Negative) (37) Gladiator's Javelin - Chance of Damage(Toxic) (39) Impeded Swiftness - Chance of Damage(Smashing) Level 20: Soothing Aura (A) Preventive Medicine - Heal (21) Preventive Medicine - Heal/Endurance (21) Preventive Medicine - Heal/RechargeTime/Endurance Level 22: Enforced Morale (A) Endurance Reduction IO Level 24: Hasten (A) Recharge Reduction IO (25) Recharge Reduction IO Level 26: Piercing Rounds (A) Superior Malice of the Corruptor - Accuracy/Damage (27) Superior Malice of the Corruptor - Damage/Recharge (27) Superior Malice of the Corruptor - Accuracy/Damage/Recharge (29) Superior Malice of the Corruptor - Damage/Endurance/Recharge (29) Superior Malice of the Corruptor - Accuracy/Damage/Endurance/Recharge (31) Superior Malice of the Corruptor - Recharge/Chance for Negative Energy Damage Level 28: World of Pain (A) Unbreakable Guard - Resistance (31) Unbreakable Guard - +Max HP (31) Unbreakable Guard - RechargeTime/Resistance (34) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 30: Suppressive Fire (A) Basilisk's Gaze - Accuracy/Hold (47) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold (47) Unbreakable Constraint - Chance for Smashing Damage (48) Ghost Widow's Embrace - Chance of Damage(Psionic) (48) Neuronic Shutdown - Chance of Damage(Psionic) (48) Gladiator's Javelin - Chance of Damage(Toxic) Level 32: Hail of Bullets (A) Superior Scourging Blast - Damage/RechargeTime (33) Superior Scourging Blast - Accuracy/Damage/Endurance/RechargeTime (33) Superior Scourging Blast - RechargeTime/PBAoE +End (33) Eradication - Accuracy/Damage/Recharge (34) Eradication - Accuracy/Damage/Endurance/Recharge (34) Eradication - Chance for Energy Damage Level 35: Anguishing Cry (A) Analyze Weakness - Accuracy/Defense Debuff (36) Analyze Weakness - Accuracy/Recharge (36) Analyze Weakness - Accuracy/Endurance/Recharge (36) Analyze Weakness - Defense Debuff/Endurance/Recharge (37) Achilles' Heel - Chance for Res Debuff Level 38: Painbringer (A) Preventive Medicine - Heal/RechargeTime (39) Preventive Medicine - Heal/RechargeTime/Endurance (39) Preventive Medicine - Endurance/RechargeTime Level 41: Scorpion Shield (A) Shield Wall - Defense (45) Shield Wall - Defense/Endurance (46) Shield Wall - Defense/Endurance/Recharge (46) Shield Wall - Endurance/Recharge (46) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 44: Super Speed (A) Winter's Gift - Slow Resistance (20%) Level 47: Assault (A) Endurance Reduction IO Level 49: Vengeance (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 1: Brawl (A) Superior Blistering Cold - Accuracy/Damage/Recharge (45) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime Level 1: Scourge Level 1: Sprint (A) Empty Level 2: Rest (A) Empty Level 2: Swift (A) Empty Level 2: Health (A) Miracle - +Recovery (3) Numina's Convalesence - +Regeneration/+Recovery (3) Panacea - +Hit Points/Endurance Level 2: Hurdle (A) Empty Level 2: Stamina (A) Performance Shifter - EndMod (5) Performance Shifter - EndMod/Accuracy (5) Performance Shifter - Chance for +End Level 6: Chemical Ammunition Level 6: Cryo Ammunition Level 6: Incendiary Ammunition Level 50: Born In Battle Level 50: High Pain Threshold Level 50: Invader Level 50: Marshal Level 50: Agility Core Paragon ------------
  17. Here's a Totally Playable and Likeable build for Grav/Energy [code]| Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1547;715;1430;HEX;| |78DA6594C96F12511CC7DF2C58A1B4942E74A52D944A0B650AD6A38969BA6929DAD| |A448D9766D24EE8241408A0B1470F261E4DDD4E9AD4C4C4B89D5DFF068DF6E0C18B| |174FD2D59317FC31DF5F81844986CF9BEF7BBFE57D671E895BD3CEB773B7CF09C93| |595D2F3F995E9CC8699D60B999C2DA127CD5545D0D540B7AF32B132954917729994| |3697D36F9A85CDE3E7C1EA8AC97C5EBF912A6833692397DC3C7E148EC50C852D670| |D63CD690D170C3D6BA6934DD6C3AC995C2FD093EB786ACDC8E5D7CD6CEF4CD65CD5| |AAC913FAAA413FF98291DBECA2CEC6CAB7D567F92AC9E2092166178EA760F336F84| |7AEAC11A2A7ACA9A2489A044D9516097EBB38B1C4BC0C9E5C669E2D5BA1083FD9A1| |584125490923770BD34373369EB3754896D67AA4581C273460CED6F04EB1EA3BDE8| |3CE0FCC8F60F327B0E53328515E3BF76EEF41AD21D21A596BFC295B9A425A13D768| |EAA741D02E7C7E3030000687C0D14EA297781AFDED530A17E77385E18F4AF9DCC8A| |7BA67B1AE751EECBA00FAE24CDEEF01E569431E5B5BD974AF2ADA8BCC5DD093427E| |CF06D89506DD54AF83EB7570BD10D71BE37A63E7995CAF8D623AD9F3CE67B29527B| |60D96B7D6CDBD74C7A1F52C301360DF45E625B0FF0E7848E8652F7BEFA998DB62DE| |07071F301F3227C176EAC9CB5E7AB9CF09EA65009A32B087F715D9671E320F50FB8| |8E0E7DAFE2FFCBEBF32BF31BF83811D30F80BDFCA5F8A1D660F8723C8774A638E33| |A3603006DEA5D011C42823ECFB28FB1E62DF43ECFB6FA71061DE5B98F7A6D194C6E| |7487B010FC65F325F315F83B137608462A28891A23BB2F52DC67E807EB572564B7D| |6ACDB92DD12516EA9445B5728E856429450729122B1138B45BAB8D40DBAB6A8A348| |F93215FC1AE641F76AC16F98454D7CAD263BC31750B0C3C8293F1506557A5505D9F| |D13A2556A74CD42967EA147B0BFD0771957F1E2A8CAE4A4B8EEAF86ACDF85ACDF87| |ACDF879A8EAF37F1913F9CD| |-------------------------------------------------------------------|[/code]
  18. There is so much that is so tempting about Water Blast, but I keep coming back to Ice instead.
  19. Does Geyser really do that much more damage than the other T9's? In game numbers show twice the damage.
  20. Super Strength does have some things going for it. It contains several skippable powers, including Hurl, and yes, Hand Clap. But other attack sets either don't have those disadvantages that are exclusive to Super Strength. They just bring more to the table. Foot Stomp is really only that useful from levels 46 - when a tanker can get it - through 49; because at 50 your alpha slot opens and will mostly replace it as an opening move. I agree, one of Super Strength's pros is that the set can be pared down to six powers and still offer the vast majority of its functionality; that's three extra powers one can thus grab from pools, epics, and/or patrons, opening up further options that other melee sets, by comparison, would have to sacrifice a valuable attack to obtain. The point where I take exception, is the claim that other sets "just bring more to the table." To use Dark Melee as an example for now, Dark brings lots of -to hit, yes, which adds to survivability. Dark also brings a self heal baked into an attack, and a potent self damage buff that lacks any crash like Rage. These are all great tools for a tank! But Dark does have its limitations, too. Dark Melee's AoE, for example, is limited to one 5 target cone, and two AoEs on two or three minute timers; even limited to just Foot Stomp, Super Strength has more AoE potential overall, not having to line up a cone in order to get multiple targets. Not having much familiarity with the set, I don't know many ways offhand one could mitigate the dearth of AoE, but I can at least see how taking pool powers like Cross Punch, Spring Attack, Fireball, et al, could definitely help - as could picking up Sands of Mu (and some global accuracy/to hit bonuses to make the attack hit reliably - I kind of forgot to mention that in earlier posts! ^_^) Both sets have their selling points, and both sets have their drawbacks, and both sets appeal to different players - and that's fine. Everyone's playstyle is different, and it's good that we have a multitude of powersets to pick from! But I keep seeing people claiming that "Super Strength is bad because X", and I know, from experience, that X is invariably something mitigatable. The one big thing about the set that isn't mitigatable, is that it's all Smashing damage, and Smashing is a commonly resisted damage type. But beyond that, the issue I see people have with the set always boils down to either "I don't like what it offers, compared to another set" - or "I don't get how you're supposed to deal with these downsides." For the latter, particularly the Rage crash, I hope I've offered suffecient examples of how one can deal with the downside. For the former . . . all I ask is that people acknowledge the difference between a power that doesn't do what it's supposed to, and a personal preference in playstyle. (Before anyone says it: No, Rage does what it's supposed to. It offers a long-lasting, big damage buff, essentially perma-able, in return for a periodic, short-lived penalty to damage and survivability. Can you kill your foes before the crash hits? If not, can you keep your enemies from killing you during the downtime - even if it means investing heavily into your build, or taking an unpopular power? Yes? Then yes, the power does what it's supposed to - offer you high reward for taking a risk, and you can stack the odds in your favor to boot) Thank you for the conversation; I hope I've managed now to state my case, clearly and without rancor. - Loranna Umm, no. I can't figure out why someone is arguing for bad game design. The rage crash is ridiculously impairing to play and survivability. I rolled Super Strength expecting to have a similar endearing experience like I did on my main Tanker on live (Ice/SS). But then playing it here I kept wondering why I was eating half my tray of inspirations, just fighting to stay alive when it crashed. It was and is horribly wrong. I had to check combat numbers to figure out what was going on. I have two SS characters on here, but I can't play them, it is that debilitating. Now I have to play and actually enjoying playing Street Justice in place of SS (Thank goodness for that set!) Also SS is a set of 3 powers really, or 4 because you have to take Jab: Jab, KO Blow, Rage, and Foot Stomp, everything else pretty much under performs compared to other sets. Well I guess haymaker is okish. So four, but forced into Jab for a 5-power set Personally, I think your pro rage crash position is not a good one. You make a very weak case beyond the obvious (yet unsaid) Double Stacking Rage with no Penalties is not balanced. And in-game play your ideas of plugging it with Vet powers, and Incarnate powers deserves a "face palm." It got me killed a few times, it's very disruptive for game-play, it leaves a bad bitter taste, Rage should be fixed and balanced. And not turn me into Bruce Banner, when I am Superman!
  21. I love beam, I hate beam, I love Beam It's a great set inside and out, damage check, debuff check, AoE doh, outside of T9 a bit sketchy, but it's damage and debuff :) The hate is some of the sounds and doesn't feel like a BFG, not visceral like Assault rifle.....but oh well Damage, and debuff with Disintegrate popping up everywhere <3 <3 <3
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