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Frostweaver

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About Frostweaver

  • Birthday 01/01/1004

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  1. So, post incarnate content has made some big changes. Soloing AV's and farms was nice, but I decided to retool a bit to share the bounty with others on trials and the like. Most importantly, I ditched the fighting pool in favor of recall friend and a more tooled-out leadership pool, and dropped in healing beacon with the best recharge I can afford. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Controller Primary Power Set: Illusion Control Secondary Power Set: Traps Power Pool: Leaping Power Pool: Leadership Power Pool: Teleportation Power Pool: Speed Ancillary Pool: Ice Mastery Hero Profile: Level 1: Spectral Wounds -- EntChs-Acc/Dmg:35(A), EntChs-Dmg/EndRdx:35(7), EntChs-Dmg/Rchg:35(9), EntChs-Dmg/EndRdx/Rchg:35(9), EntChs-Heal%:35(11), Dcm-Build%:40(25) Level 1: Web Grenade -- GrvAnc-Immob:50(A), GrvAnc-Immob/Rchg:50(5), GrvAnc-Acc/Immob/Rchg:50(40), GrvAnc-Acc/Rchg:50(42), GrvAnc-Immob/EndRdx:50(42) Level 2: Blind -- BslGaz-Acc/Hold:30(A), BslGaz-Acc/Rchg:30(11), BslGaz-Rchg/Hold:30(13), BslGaz-Acc/EndRdx/Rchg/Hold:30(15), Lck-%Hold:50(15), Dvs-Hold%:50(17) Level 4: Triage Beacon -- Prv-Heal/Rchg/EndRdx:50(A), Prv-Absorb%:50(36), Prv-Heal/Rchg:50(36), Prv-EndRdx/Rchg:50(37), Prv-Heal/EndRdx:50(37), Prv-Heal:50(37) Level 6: Flash -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear:50(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg:50(33), SprWiloft-EndRdx/Rchg:50(34), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx:50(34), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg:50(34), SprWiloft-Rchg/Dmg%:50(36) Level 8: Superior Invisibility -- LucoftheG-Rchg+:50(A), EndRdx-I:50(46) Level 10: Acid Mortar -- Dcm-Acc/Dmg:40(A), Dcm-Dmg/EndRdx:40(13), Dcm-Acc/Dmg/Rchg:40(27), Dcm-Dmg/Rchg:40(27), Dcm-Acc/EndRdx/Rchg:40(31), AchHee-ResDeb%:20(43) Level 12: Combat Jumping -- LucoftheG-Rchg+:50(A) Level 14: Super Jump -- Jump-I:50(A) Level 16: Force Field Generator -- LucoftheG-Rchg+:50(A), DefBuff-I:30(17) Level 18: Phantom Army -- ExpRnf-Acc/Rchg:50(A), ExpRnf-Acc/Dmg/Rchg:50(19), ExpRnf-EndRdx/Dmg/Rchg:50(19), ExpRnf-Acc/Dmg:50(25), ExpRnf-Dmg/EndRdx:50(33), RechRdx-I:50(33) Level 20: Poison Trap -- UnbCns-EndRdx/Hold:50(A), UnbCns-Hold:50(21), UnbCns-Hold/Rchg:50(21), UnbCns-Acc/Hold/Rchg:50(23), UnbCns-Acc/Rchg:50(23) Level 22: Acrobatics -- EndRdx-I:50(A) Level 24: Maneuvers -- LucoftheG-Rchg+:50(A) Level 26: Recall Friend -- EndRdx-I:50(A) Level 28: Seeker Drones -- Apc-Dam%:50(A), Apc-Dmg/Rchg:50(29), Apc-Acc/Dmg/Rchg:50(29), Apc-Acc/Rchg:50(31), Apc-Dmg/EndRdx:50(31) Level 30: Assault -- EndRdx-I:50(A) Level 32: Phantasm -- ExpRnf-Dmg/EndRdx:50(A), ExpRnf-Acc/Dmg:50(42), ExpRnf-Acc/Rchg:50(43), ExpRnf-Acc/Dmg/Rchg:50(43), ExpRnf-EndRdx/Dmg/Rchg:50(46), ExpRnf-+Res(Pets):50(50) Level 35: Hibernate -- RechRdx-I:50(A), RgnTss-Regen+:30(45), RechRdx-I:50(45) Level 38: Trip Mine -- FrcFdb-Rechg%:50(A), Arm-Dmg/Rchg:50(39), Arm-Acc/Dmg/Rchg:50(39), Arm-Acc/Rchg:50(39), Arm-Dmg/EndRdx:50(40), Arm-Dam%:50(40) Level 41: Frozen Armor -- LucoftheG-Rchg+:50(A), GldArm-3defTpProc:30(45), StdPrt-ResDam/Def+:30(46) Level 44: Ice Storm -- Rgn-Dmg/Rchg:50(A), Rgn-Acc/Dmg/Rchg:50(48), Rgn-Acc/Rchg:50(48), Rgn-Dmg/EndRdx:50(48), Rgn-Knock%:50(50) Level 47: Tactics -- RctRtc-Pcptn:20(A) Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50) Level 1: Brawl -- Empty(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 -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Health -- Mrc-Rcvry+:40(A), Pnc-Heal/+End:50(3), NmnCnv-Regen/Rcvry+:50(3) Level 1: Hurdle -- Jump-I:50(A) Level 1: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(5), EndMod-I:50(7) Level 1: Swift -- Run-I:50(A) Level 50: Agility Core Paragon Level 50: Pyronic Radial Final Judgement Level 50: Degenerative Core Flawless Interface Level 50: Clockwork Core Superior Ally Level 50: Clarion Radial Epiphany Level 50: Support Core Embodiment ------------ any way I could improve this for team content without losing the ability to thrash AV's/GM's and rip through farms? I am a little concerned about losing the fighting pool, since I lose s/l resist, but I don't actually get attacked that often with SI and Perma-Pa so I felt it was a tradeoff I could afford.
  2. I would like to second the motion for Ill/Traps. Only controller I know that can not only solo GM's, but it ALSO has the sick aoe needed to solo fire farms. Trip mine plus containment, poison trap plus containment, toss in some contained Caltrops or an ice storm and you are looking at damage numbers close to a spines/fire brute. I'd run a safe fire farm like... outdoor map instead of caves or rainbow, though... The uncontrolled multispawn can kill you right quick, since each of your phantom army, your phantasm, decoy, and each trap can technically aggro an entire spawn. When they die, those spawns are on YOU while your PA still deals with their own spawns, and you can only flash 13, and then another spawn aggroes and turns you into a briquette.
  3. It looks good. Feel like making a second one for cross referencing set bonuses? It would take a lot of the effort out of experimenting in Pines to find out what sets you need to both maximize damage/softcap defenses and perma-hasten.
  4. You had better remove that post. sharing PM quotes in public boards is a strictly prohibited violation of privacy.
  5. Probably, except that pretty much every defense set that has s/l gives you melee defense at the same time. But that rule is what a lot of at primaries and secondaries actually work on.
  6. " You know, you could just try what I suggested: either don't respond (that includes making a big public deal of it like this), or just say something like "I no longer wish to continue this discussion, please do not message me again". I tried that with the very first message, didn't work. And frankly, I don't care about them responding me in in thread, That's legit. It bothers me when they take a thread to private messages inappropriately. This question is not in the 'suggestions' forum, it is a legitimate question on how this board works. I wish to know how to block PM's from someone. Don't make it about you. Oh, and Thanks, Pax. 'ignore messages' works perfectly. I didn't want to ignore their threads, just personal messages. They might have something valuable to add. They are not stupid, simply socially inept.
  7. How do you prevent someone from sending you PM's on this Forum? I don't enjoy getting the GM's involved in this sort of thing. Their Egos are inflated enough as it is.
  8. I would like to point out something very interesting about brute vs. Tanker Damage numbers. Now bear in mind, this is coming from the point of view of fire farming, where the incoming damage IS predictable, and there is nothing like defense debuffs to worry about. I built a rad/fire brute for farming, specifically so I could afford stuff on 50+ characters to optimize them for incarnate content. working on the theory that a rad melee could potentially outdamage a spines melee on a farm with bleed damage and without the delays for lining up cones. This theory has proven true, but the amount of WORK involved with constant ST attacks, and target switching, turned out to slow things down almost as much as setting up cones... in general, the two sets are fairly equitable. The sustained survival values for the build appeared to be 90% fire (easy) and 30% fire defense (with heals and constantly popping inspirations) 38% defense (if you use your heal) and 42% (without) Clear times for rainbow were around 4 minutes 45 seconds to 5 minutes 15 seconds (The variances were for how much you have to run around after groups and how easily you can taunt for an ongoing stream of baddies) Well, I decided I wanted someone that could PL my main account characters for some toons I just couldn't stand to run through lowbie content AGAIN. But since I already had a rad/fire brute, I decided to go with a fire/rad tanker with a nearly identical build. I noticed some very interesting things... some I expected, some I didn't. Obviously, the sustain based on higher tanker values were considerably lower. the heal and inspirations still needed 30% for sustainability, but base heal defense sustainability was only 34%.... I assume because regen bonuses on a MUCH higher HP increase your regen rate to compensate. The interesting part was where DAMAGE was concerned. I expected the brute's fury to stay high, and with damage adds, I tended to hover around 225% but with the tanker, the slightly base damage made the damage a lot more 'bouncy' with regards to the effect of the two build-ups. This effect became even more pronounced when I turned off all inspirations but damage, and I noticed that the Tanker's clear speed was very closely approaching that of the brute... 5 minutes to 5 minutes and 30 seconds. Obviously the tanker doesn't have the damage cap of the brute, but solo you seldom approach the damage cap anyway. That makes me wonder at the accepted wisdom that 'brutes always hugely outdamage tankers on teams'. I know that in a situation where you rub against the cap constantly, like with a couple of fulcrum shifters on the team, That is absolutely true... but in normal pick-up teams is that really always going to be the case? And how much of that damage difference is tied to the ATO's, which I specifically replaced in this case to make the tests more fair?
  9. " Precedent suggests that every character, regardless of origin or player-imagined power level, can - as a matter of game mechanics - reach level 50. Going beyond that is the exclusive province of Incarnates. " No, going beyond that is the exclusive province of people who choose to do the...really really terribly written incarnate quest. Mechanically you can go and get the incarnate powers, without ever bothering to 'link with the well' You can go beat up Marauder, and utterly choose to ignore the bad writing that is inherent in the concept of 'threads', shards, and empyrion merits... what the heck are empyrion merits anyway? What do they look like or taste like? Incarnate is utterly Metagame that the writers tried to CROWBAR into having an in-game explanation The reality is, your character just gets a little bit better. The merits and stuff? That's just one more type of silly salvage to collect, and has nothing whatsoever to do with your character concept.
  10. We have gone through several. Started out in Aberrant, translated to champions, translated again to Mutants and Masterminds, and then to Fudge. The thing is, in narrative vs. power levels, non-combat threats are not considered part of the combat equation. Moving a small moon, (more of a giant asteroid really, it's one of Jupiter's thousands of junk moons) while it requires some flexibility, is not really much of a challenge in game terms....If you are capped at a Legendary+3 attack, it doesn't matter if that attack is a target pistol with lots of damage mods, or opening a singularity that's compressed to the size of a single person. And in the game system we are using, Legendary+3 damage is vastly more than enough to Kill a normal, unpowered human. Said baton-weilder could, in a straight fight, probably tromp her butt. Not to mention, being able to scourge the surface of the Earth doesn't help you much if you are hunting a rogue Vampire through the Old Chicago steam tunnels. You could ABSOLUTELY create superman in Fudge or M&M as a low-level level character and have him do nearly every single thing that superman can do in the comic books, up to and including knocking moons out of orbit, flying fast enough to travel through time, and cut planets in half with laser-beam eyes. Sometimes you do have to practice restraint, or simply tell the character you will not allow them to do something because it's stupid and would wreck your game. Like dropping a moon on the east coast. They either agree to do it or you eject them from the game. Obviously the latter option should not be necessary (especially if said character is your wife or best friend) but they are in the realm of 'narrative events' not dice pools. What can do is make the character 'immune' to a limited number of special effects, because that is roleplaying, or narrative, Even in Mutants and masterminds, a level 1 character could buy 'immunity' to kinetic damage for 7 character points and still have 8 left to make his (otherwise rather unskilled) character concept. That will not protect him from a levin bolt fired by a master mage. That's the thing about superheroes compared to almost any other hero Genre. Power Level does not connect to Narrative level in any meaningful matter, except for advancing the story.
  11. Yeah, the sky is blue, too. Oh, and sticking your hand in a blast furnace might hurt a little. But please, keep missing the point. Narrative threat level and power threat level are completely unconnected. Case in point, the circle of Thorns in the Hollows are trying to take over the world. At level 40 I got a mission to protect a senator from Malta trying to stop a bill to help supers. Totally different power levels, vastly different narrative threat levels. Street Level vs. Universe level threats are entirely, 100% narrative threat levels, and thus don't bear the slightest relation to what power level your character is. The ONLY cases where they may impact is when there is a mechanic in place which increases a character's VERSATILITY. For instance, doctor strange gets more and more different spells as he gets more powerful, and thus a larger and larger number of lower-narrative-level threats are no longer really a threat to him... because he has a magical answer to every possible scenario lower level narrative threats present. But in a video game, that is very difficult to simulate, to the point where it's a mistake to even try. Thus a narrative threat can occur at ANY power level. Heck, the tutorial involves a planet-scale narrative threat at level 1, with the Galaxy city invasion. I have been running a superhero RPG for almost 20 years. The same party contains a girl who is the galactic emperor's ex-fiancee, who is capable of literally ripping one of Jupiter's moons from orbit with her mind and rotating it around the earth for a superhero base, and a guy who regenerates and beats up bad guys with a pair of police batons. and despite their vast difference in narrative threat levels, they are the EXACT SAME power level. And they can coexist very nicely in the same supergroup. Their recent adventures include both an invasion of undead from a parallel dimension ruled by Cthulhu, and a group of ex-alphabet agency operatives running a superhero organ bootlegging operation. The Narrative level of the invasion was obviously world-scale, while the second was only the scale of a DNPC who was kidnapped and injected with a superherocreation drug specifically to be parted out for organs. The second adventure was VASTLY more challenging to the group despite it's far lower narrative threat level, because the power to turn the entire surface of the reath into a ruin doesn't necessarily make you immune to a government operative who can inject himself into your dreams can cause hallucinations.
  12. Stop trying to explain mechanics. I develop video games, I know full well concept has to take a backseat to mechanics sometimes. I am talking about narrative. And Narrative is why your character looks like a guy in a costume, instead of a text $ symbol in the middle of a square on the screen made up of aascii # symbols. Narrative engages the Player's imagination, and imagination is why many people spend hours and hours in the costume creator for a character they may never take past level 5. Narratively, a minor exercise of your imagination makes your pistol blaster taking on Hamidon make complete and utter sense. And about superman? Prove that 50's serial superman was less powerful than modern superman. He was just as immune to bullets, He flew with those funky noises, just because 50's serial superman never TRIED to knock the moon out of orbit doesn't 'prove' that he was incapable of it. Narrative threats have ZERO relation to power level. They may have some relation to power 'versatility' but a character with enough versatility to trivialise a vastly higher narrative threat is 'taking advantage of an exploit'
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