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Found 16 results

  1. Hey community, wanted to get some ideas from you guys about what you think of the question posed in the title of this thread. I currently have a level 40 Dark/Storm Corruptor that I am currently wondering if I should have rolled as a defender. I got into this conundrum by realizing she was due for a respec, but not really having an idea of how to go about doing so. Couldn't really find any builds for dark/storm or storm/dark, so this is another area I could use advice in because I just have no idea what I'm doing in that regard. Now, reason for the powersets is that I did it to have a character that represents my username, and the debuffing that it potentially brings to the table is attractive as well. I am not really someone that solos; I prefer teaming, so I'm not super worried about min/max solo potential (I'm also not a min/maxer).
  2. Hi all! I've yet to roll either a Savage Melee or Radiation Armor toon, so I thought "why not combine them both?" 😄 So I've creeped the forums and, for the life of me, I can't find a sample build for this particular combo. Does anyone who has played this combo have any insight/advice that they'd be willing to share? I'd appreciate it!
  3. Hey heroes! Specific question for you Scrapper Studs and Studdetes (can I coin that term?) out there. I'm looking to build a second scrapper after LOVING my Stj/Bio @nihilii shared with me. I'm looking at /Rad secondary (since it seems pretty well rounded and has a T9 that is actually worth taking). I'm just trying to determine which primary to pair it with: Claws or Katana? Both seem really cool and could fit the build with what I'm trying to make. I've only rolled Claws once, as a Claw/Elec Brute. Haven't messed with Katana much at all, besides seeing a buddy play his one a lot. Do either one of these primaries offer a specific synergy with /Rad? Anyone have input on either or? I'm looking for a hero that will be good at general content, but also have a decent time against AV's/GM's. Thanks in advance all!
  4. Hi all. I want to start a new scrapper, with Spines. I am unsure about the secondary, either WP or Invulnerability. Invulnerability is nice but I think spines is a endhog, and so is Invulnerability. WP is more passive, less alpha-survivable, but more endurance. Obviously, at max level with full IOs, every AT is a beast. But my question is: during leveling, will I suffer too much from Invulnerability? Will WP pair better with Spines? Ty in advance
  5. hi all, i'm gonna to try to make a build for pvp, but i have 3 small problem. 1) new to pvp 2) new into build 3) almost new in english. Could you tell me if this is wrong? and what i can do for optimize this build please? thx a lot edit: i'll make it again, not good for pvp the new one Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Scrapper Primary Power Set: Broad Sword Secondary Power Set: Regeneration Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Presence Ancillary Pool: Soul Mastery Hero Profile: Level 1: Hack -- HO:Nucle(A), HO:Nucle(3), GldStr-%Dam(3), Mk'Bit-Dam%(5), AchHee-ResDeb%(5), TchofLadG-%Dam(7) Level 1: Fast Healing -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(13), Pnc-Heal/Rchg(13), Pnc-Heal/EndRedux/Rchg(15), Pnc-Heal(15), Pnc-Heal/+End(37) Level 2: Reconstruction -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(17), Pnc-Heal/Rchg(17), Pnc-Heal/EndRedux/Rchg(19), Pnc-Heal(19) Level 4: Slash -- HO:Nucle(A), HO:Nucle(7), GldStr-%Dam(9), Mk'Bit-Dam%(9), TchofLadG-%Dam(11), AchHee-ResDeb%(11) Level 6: Quick Recovery -- PrfShf-End%(A), PrfShf-EndMod(21), PrfShf-EndMod/Rchg(21) Level 8: Build Up -- GssSynFr--Build%(A), GssSynFr--ToHit(43), GssSynFr--ToHit/Rchg(43), GssSynFr--ToHit/Rchg/EndRdx(45), GssSynFr--Rchg/EndRdx(45), GssSynFr--ToHit/EndRdx(45) Level 10: Dull Pain -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(23), Pnc-Heal/Rchg(23), Pnc-Heal/EndRedux/Rchg(25), Pnc-Heal(25) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 14: Parry -- CrsImp-Acc/Dmg(A), CrsImp-Acc/Dmg/EndRdx(42) Level 16: Integration -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(27), Pnc-Heal/Rchg(27), Pnc-Heal/EndRedux/Rchg(29), Pnc-Heal(29) Level 18: Hasten -- RechRdx-I(A) Level 20: Resilience -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(31), Ags-Psi/Status(31), ImpSki-Status(43), GldArm-3defTpProc(46) Level 22: Boxing -- Empty(A) Level 24: Tough -- ResDam-I(A) Level 26: Disembowel -- HO:Nucle(A), HO:Nucle(31), GldStr-%Dam(33), Hct-Dam%(33), SprBlsCol-Rchg/HoldProc(33), Mk'Bit-Dam%(34) Level 28: Instant Healing -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(37), Pnc-Heal/Rchg(37), Pnc-Heal/EndRedux/Rchg(39), Pnc-Heal(39) Level 30: Weave -- ShlWal-ResDam/Re TP(A), Rct-ResDam%(42), Ksm-ToHit+(42) Level 32: Head Splitter -- SprScrStr-Rchg/+Crit(A), SprScrStr-Acc/Dmg(34), SprScrStr-Acc/Dmg/Rchg(34), SprScrStr-Acc/Dmg/EndRdx/Rchg(36), Arm-Dam%(36), TchofLadG-%Dam(36) Level 35: Pacify -- Acc-I(A) Level 38: Moment of Glory -- LucoftheG-Def/Rchg+(A) Level 41: Moonbeam -- SphIns-%ToHit(A) Level 44: Shadow Meld -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(46), LucoftheG-Def(46) Level 47: Intimidate -- HO:Nucle(A), HO:Nucle(48), UnsTrr-EndRdx/Fear(48), UnsTrr-Stun%(48) Level 49: Unrelenting -- Prv-Heal(A), Prv-Heal/EndRdx(50), Prv-Absorb%(50), Prv-Heal/Rchg/EndRdx(50) Level 1: Brawl -- Empty(A) Level 1: Critical Hit Level 1: Quick Form 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 -- EndRdx-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(39), RgnTss-Regen+(40) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(40), PrfShf-EndMod/Rchg(40) ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1464;688;1376;HEX;| |78DA6554DB6E1251143DC30CA550686929E5566EBD008542C1CB9B97447BD1B6248| |D24BED2114E919400011AF5D12F30D1187FC0EB8BFFE0ABF1F6E047D4C4AA892FFA| |60C6CDEC056DC284C99A5967AFBDD73E7B0EC5FBEBCEB75B0FAF0A65F27A43EF76C| |BA54A476FB765C75AD46BF58AE85F36BA8303BE5C940D2973D73A2DBD5A2EDD6B75| |AAE1E1D2BA3C90CDAECCDD9235D9941DBD576F358573AFD56AE476A5DEAE376B0EF| |3A5D496B2EA321F37EBB5BB3D5A9836DF8A7AB3DE3E6A98C2C046BB5EC9957A7AE3| |9052975A478D7251EFF664E7819FFC24E82EF78D297D8786555C22D0546119604A1| |5A2A009ED5030BEB308E1D1C4D8478BF9BE7E563BCFB1CE3030C2381905C61897E2| |8C1BA45558AB29D0BAA175433B03ED0CB4FBA451514F85C731E038BC8EC3AB031E1| |DF0BC495A2B6B2DD667BC36FB18F884F10EC5D890DFF686B9F473E00BC6D597C057| |C0D78C5BA4B5A31F3BFA99433F73E8C78F7EFCE8678E3413AC11135EC5E42AC4B9C| |C8D3114D73EF7B25265BC416B53A831851A41D408A2C63C6ACCA3C60269A651633A| |C3796E12E7411E8F8F1EC29A88FCE5F8C845F6910E339F3DC7BC421AAFE03C5E832| |EA112E34366DF2A673E202EC051D600261301C630A15886772CF65433318E896D93| |3604572174B784EE96D05D02DD25D09D469A30A61ADE616EE537F09F303BA8514C1| |49EA29F792DFE1EF88171F113F0327B5BC4D71320ED02BA5E08B2CF5DE296C12D63| |6AC7244F612F524ECEF5C7294406DE3288CBBA81B38C21CA95E35C6A0EFBB436C02| |F3C81B5AF8C8FA8689EF3A9F963AE51F8063C017EC7F43581CBA05F7F5A516D7856| |8D9DF470D5488F44E64798C208737E84B930C2EC9E561422CE7BB7A781224E31A3E| |C6E3AD3F072E218FE270825CB8A9FA79C45B9CDBB96D8264C6A22798577E6C7595D| |8A75BFCEEA70DE9338EF499CF7FFC7E2D6FC| |-------------------------------------------------------------------|
  6. More than just a Ninja - A Guide to Stalkers Index Introduction AT Powers inherent to Stalkers Primaries Secondaries Basic slotting Combat, Tricks Beginer Nin/Nin Build The ATO Synergy Advanced slotting Incarnates Advanced Nin/Nin Build Introduction Hello all, i have played a Stalker back in the day and was thrilled to play one here on homecoming. I mostly played on redside only before the ATs and alingnments allowed everyone to switch side and go rogue. Stalkers used to be good in PvP and bad on allmost everything else. After the introduction of the Bane i felt like the Stalkers are obsolete now. Maybe a lot of people think the same. because i have the impression that scrappers and blasters are regarded as the Damage gods and no one speaks about Stalkers anymore. Well i can asure you, that Stalkers are the real Damage gods and that is thanks to the Stalker revamp in issue 22. A lot of people have missed it like me. I was really surprised by the new System off Assassin's Focus. It is amazing how well a Stalker is doing in issue 27. Now what made me sit down and write this guide was the fact, that a lot of people in this forum seem to ask the same questions or just go on to create a Ninja/Ninja Stalker, don't get the AT and just quit like: “A Stalker? Yeah i made me a Ninja, too.“ But Stalkers can be so much more... Before we go into real stuff now let me clarify that i am writing this guide on my personel experience and this is my opinion. If you don't agree with me, that is totally fine. If i did something fundamentally wrong i will be glad to learn something new. Also i used Paragon Wiki for a lot of the informations, it was and still is one of the best sources of information for this game.
  7. I just made a villainous Fire/Martial Combat (with plans for Electric epic) Blaster modeled after Azula from ATLA (plz don't nerf me copyright lawyers). LOVE her conceptually--I can hear the voice actress saying all of the responses to mission dialogue in my head! Fire Breath is a power that I used to love back on live as an intentional 1-2 AOE opener with Fireball, usually following BU + Aim. Perez Park solo farming days! However, I'm now finding it to be a bit more lackluster, perhaps due to MC's lack of BU? Thematically, I can go either way. PRO: I could justify it as another savant skill she's picked up or simply an innate familial power she's debuted since Iroh is capable. CON: I've tinged all of her powers to be her iconic blue fire, but it looks weird for the fire breath, which I've defaulted back to its standard fiery colors. I also feel like the pace of the game has changed dramatically since I played last, particularly at level 50+, with IO's + Incarnates. Obviously, I can just respec out of it if it becomes irrelevant, but curious if any level 50's have deemed Fire Breath "too slow" for incarnate strength teams? Grateful for any HC vet opinions!
  8. Hi all. Simply put, I am new to this. All of this. Superhero City, and MMOs in general. I've been playing with my GF, and I also have a character I've been soloing with. I'd like to find some people to RP with, maybe set up a regular group? I mean, I know nothing. Meetups, how do? Events, how do? I still know how to breathe, so I have that going for me. Any help would be very appreciated.
  9. Greetings, Heroes and Villains alike! I'm new to building characters - this is only my second - and am hoping to get some guidance on this one: My EM/Shield Scrapper. This is not based on any posted builds out there; I made it from scratch. Given my lack of build experience, I'm sure I've made some errors. I suspect it's not the most efficient build. I don't have a methodology for building yet, and I admit to being a bit overwhelmed by all of the options and info available. But I'm sticking with it, and I mean to improve... This is my first EM/Shield Scrapper. I REALLY like it so far, and found the playstyle pretty easy to adapt to. I've noticed many builds seem to use Fire Mastery for the epic, but I chose Mu Mastery for the -End secondary effects. My idea here is that it's potentially more helpful to a team in all-around content. (Yes I realize it's a little less damage output than Fire Mastery.) I seem to regularly drain the end of any lingering bosses, so it's having the desired effect. But back to the reason I'm here - this build needs improvement. So what follows are my thoughts, and some of my initial testing... Intended use of this character: All-around PVE content. Ability to farm. +4x8 as much as possible. Solo AVs? If there's a way, YES PLEASE Here are some positives I'd like to maintain: Softcap defenses (obviously) Perma Hasten Perma Active Defense Good Regen (currently 215%) Good Recovery (currently 204%) High Accuracy +ToHit from Kismet High damage bonus Feelings and observations on its performance: I feel like it kills things pretty quickly for a scrapper. That's a big part of what I'm enjoying about this character. There's no feeling quite like rushing solo into a huge cluster of enemies, and demolishing them. And yet, could it do even better here? I feel like I get hit way more often than I should. With softcapped defense, good Def debuff resistance, and pretty okay resists, I expect more out of my survivability. This feels much more squishy than I'd like. It seems that a large part of my current survivability is just how quickly I can kill things. If I'm having an off night where I'm not on top of my game, I foresee having issues staying alive. Areas in need of improvement: Survivability. I'd like to feel damn-near indestructable. AND I'd like to accomplish that without sacrificing the positives mentioned above, if possible. Even more damage output? Is that possible? Tests against various mobs, all at +4x8, solo bosses enabled: Knives of Artemis - I annihilated them. I did not expect this, because they're rather nasty. I had no trouble hitting them whatsoever, I dealt pretty severe damage to them. In some cases I ended up actually putting holds/stuns on bosses. I had to eat an occasional green, but nothing out of hand. I did not have to activate any incarnate powers to get an edge on them. Freaks - They were a bit slower to kill. Super Stunners did give me some endurance issues, but the few blues in my Insp tray kept me ahead of that. No overall issues taking them on. Again, I did not have to activate any incarnate powers to get an edge on them. Fire Farm - I think it was the Bloody Fire Farm, on the asteroid map. I had mixed results. With Hybrid Melee active (75% fire resist), I did fairly well. In some cases where I was swarmed I had to eat some greens rather quickly because I was just getting overwhelmed with damage. (In my current state, there's no way I'd be able to sit in the midst of them idle and survive.) Once I faceplanted. In most cases it was my damage output (killing mobs off quickly) that kept me alive. S/L Farm - I did fairly well here. Mobs included bosses and EBs, most of the incoming damage was melee. I had to eat greens a few times, but I never felt I was in much danger of dying. Malta - This did not go well at all...ugh. I rushed the first full mob (I think a second swarmed me too) with both Ageless Radial Epiphany and Melee Core Embodiment active. (Active Defense on as well, obviously.) I opened with Lightning Rod, right into the middle of them. Then identified a Sapper, and immediately Shield Charged him, and then fired off Thunder Strike. Before the animation finished I had gone from full health and endurance, to insta-dead. In fairness, this may have just been a crap RNG result. But I really did not expect a catastrophic cascade defense crash on that level. I had to stop there, so I don't have more of a performance sample size with Malta. I had higher expectations. I know my energy resists aren't the best even with Melee Core Embodiment active (43.2%). Obviously I'd like to be able to confidently take them on. Carnies - Not yet tested, but I'm expecting them to be rough given the Psi damage. Evolution of this build so far: This is version 2 of this build. Version 1 wasn't much different, but I had initially not taken Active Defense. My thinking was, "Well if I'm not getting hit anyway, why take the power?" This proved to be a mistake. My initial outing was against Knives of Artemis, which quickly revealed I'd made a poor choice there. I was getting hit fairly often, and was getting stunned/slept. In short, it didn't go well, so I quickly respec'd in Active Defense. In version 2, Active Defense replaced Jacob's Ladder. (I don't miss Jacob's Ladder at all.) With my recharge, Active Defense is perma, and I've quickly adapted to keeping an eye on it to keep it up almost 100% of the time. This change was a huge improvement! Going back up against Knives, I gave them a nice ass-whooping. I also replaced Steadfast Protection KB Protection with the Resist/End in True Grit, since Active Defense is doing that job for me now. The resistance gain from that change isn't really noteworthy, however. I'm ready for a v3, but I don't know what to change at this point... I'm open to hearing arguments in favor of taking One With The Shield, but I'm hoping to achieve my survivability goals without it. (I don't like end-crash downside to the power.) So with all of that said, here's what I'm currently running. I'm all ears on how this can be better, and money is no object! Thanks everyone for giving this a read! 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! Lady 4.0: Level 50 Natural Scrapper Primary Power Set: Electrical Melee Secondary Power Set: Shield Defense Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mu Mastery Hero Profile: Level 1: Havoc Punch (A) Mako's Bite - Accuracy/Damage (15) Mako's Bite - Damage/Endurance (46) Mako's Bite - Damage/Recharge (46) Mako's Bite - Accuracy/Endurance/Recharge (50) Mako's Bite - Accuracy/Damage/Endurance/Recharge (50) Mako's Bite - Chance of Damage(Lethal) Level 1: Deflection (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (3) Luck of the Gambler - Defense (3) Luck of the Gambler - Defense/Endurance (5) Luck of the Gambler - Defense/Endurance/Recharge Level 2: Battle Agility (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (5) Luck of the Gambler - Defense (7) Luck of the Gambler - Defense/Endurance (15) Luck of the Gambler - Defense/Endurance/Recharge Level 4: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (17) Luck of the Gambler - Defense (17) Luck of the Gambler - Defense/Endurance Level 6: Hasten (A) Recharge Reduction IO (7) Recharge Reduction IO Level 8: True Grit (A) Aegis - Resistance (9) Steadfast Protection - Resistance/+Def 3% (9) Steadfast Protection - Resistance/Endurance Level 10: Thunder Strike (A) Armageddon - Damage (11) Armageddon - Damage/Recharge (11) Armageddon - Accuracy/Damage/Recharge (13) Armageddon - Accuracy/Recharge (13) Armageddon - Damage/Endurance Level 12: Build Up (A) Recharge Reduction IO Level 14: Super Jump (A) Jumping IO Level 16: Active Defense (A) Endurance Reduction IO Level 18: Against All Odds (A) Endurance Reduction IO Level 20: Boxing (A) Empty Level 22: Chain Induction (A) Superior Blistering Cold - Accuracy/Damage (23) Superior Blistering Cold - Damage/Endurance (23) Superior Blistering Cold - Accuracy/Damage/Endurance (25) Superior Blistering Cold - Accuracy/Damage/Recharge (25) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime (27) Superior Blistering Cold - Recharge/Chance for Hold Level 24: Phalanx Fighting (A) Gift of the Ancients - Defense (42) Gift of the Ancients - Defense/Endurance (43) Gift of the Ancients - Defense/Recharge (43) Gift of the Ancients - Defense/Endurance/Recharge Level 26: Tough (A) Gladiator's Armor - TP Protection +3% Def (All) (27) Unbreakable Guard - +Max HP (29) Unbreakable Guard - Resistance (29) Unbreakable Guard - Resistance/Endurance (31) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 28: Weave (A) Reactive Defenses - Defense (34) Reactive Defenses - Defense/Endurance (37) Reactive Defenses - Endurance/RechargeTime (40) Reactive Defenses - Defense/RechargeTime (42) Reactive Defenses - Defense/Endurance/RechargeTime (42) Reactive Defenses - Scaling Resist Damage Level 30: Grant Cover (A) Shield Wall - +Res (Teleportation), +5% Res (All) (31) Luck of the Gambler - Defense/Increased Global Recharge Speed (31) Kismet - Accuracy +6% (40) Luck of the Gambler - Defense Level 32: Lightning Rod (A) Superior Critical Strikes - Accuracy/Damage (33) Superior Critical Strikes - Damage/RechargeTime (33) Superior Critical Strikes - Accuracy/Damage/RechargeTime (33) Superior Critical Strikes - Damage/Endurance/RechargeTime (34) Superior Critical Strikes - Accuracy/Damage/Endurance/RechargeTime (34) Superior Critical Strikes - RechargeTime/+50% Crit Proc Level 35: Shield Charge (A) Superior Scrapper's Strike - Accuracy/Damage (36) Superior Scrapper's Strike - Damage/Recharge (36) Superior Scrapper's Strike - Accuracy/Damage/Recharge (36) Superior Scrapper's Strike - Damage/Endurance/Recharge (37) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge (37) Superior Scrapper's Strike - Recharge/Critical Hit Bonus Level 38: Charged Brawl (A) Hecatomb - Damage (39) Hecatomb - Damage/Recharge (39) Hecatomb - Accuracy/Damage/Recharge (39) Hecatomb - Accuracy/Recharge (40) Hecatomb - Damage/Endurance Level 41: Mu Bolts (A) Damage Increase IO Level 44: Ball Lightning (A) Ragnarok - Damage (45) Ragnarok - Damage/Recharge (45) Ragnarok - Accuracy/Damage/Recharge (45) Ragnarok - Accuracy/Recharge (46) Ragnarok - Damage/Endurance Level 47: Electric Shackles (A) Superior Winter's Bite - Accuracy/Damage (48) Superior Winter's Bite - Damage/RechargeTime (48) Superior Winter's Bite - Accuracy/Damage/Endurance (48) Superior Winter's Bite - Accuracy/Damage/Recharge (50) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime Level 49: Assault (A) Endurance Reduction IO Level 1: Brawl (A) Empty Level 1: Critical Hit 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) Empty Level 2: Rest (A) Empty Level 4: Ninja Run Level 2: Swift | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1523;696;1392;HEX;| |78DA6594DB4E13511486F774A6B4949E80423995D22AB414195BA8C653E2858051C| |19034F1B68EED868E4CA0694B2297BE8182461FC1537C001FC1E343182F051451D0| |90BA98F543493A69F3EDF9E75F7BAF596BEF997B30E57D7BFDE155A1F8AF5946B59| |ACF152A46B92C2BAEDB466DB56258822EF7AC515C1BCAEA6917DD448F1CF9396949| |A94F5BB250AB9805C362A1F17C4A2EC8E5AAD47325535AC5A35BE19D5F59B1F4596| |994CDE5458F7D932B4B59F4D9C31973B154A3078123575156AA25B31C9E2E9B053D| |5733ACA5C3A557F37346B5262B6B3D94528AFEBF7D0257DD291608194DF81799E32| |5D06466EE834B4CCF61AC62C7AAA24BB13547080C32B54E661B791578157835785B| |E0F5C3DB4DF552D9EB50E10DC21B84374E1E277B14E718E7D3027A692D17E25D59F| |6BBC3C408B19BB94F9E567E6FADF58283DFE7227889E9BD0C5E61EE514C1BC78836| |AC15A63C7CD07C49D67C2404A00562A82969ED7601EAA21D9A42B19DF075D6E912F| |FC8D5856E743DD2B81A8FC17566CF06F884D9F79419A0D8302A1C76D320A189518D| |9972822EA64A2BF7B257EB9D50ED8AF4EDABF63C03BFC05DE6E01E53A3987E8E71F| |66FB216DB629EDE66267E30477F823BCC20E516416E915B98179D1D3C10F6FA0974| |F880BC51D4207A97DF6DC800EF810566AC084A663BC5C6111B7FCFEB9CFA007E043| |F21E7CFE017E62EC50E63470C8F70C7471260121C652652CCAF149A44079311EEEA| |1FAF106398676C827D6726C12C788E397E9EF98DE6D111A3BFE07739FB127C05BE6| |666DE303BA81F69AEA94863470D68C7A7997E873B2AAA1D9FD17AAAE969BA49C934| |29934D4AB649996D52E6352C4B8A622BAD413AD5ACD4BF7B8EBF064219E7DCB73C2| |7BE1031EE49E80EEF89D04DECDF1BCCCD93F13875DB0DCDA13CE3BA76AC831BCCBF| |DD0454A32FD418CF841BE3E7742433C8F35DBCA1FF070FF5EFC6| |-------------------------------------------------------------------|
  10. Hi everyone, So I'm finally getting around to building (re-building) my Mastermind from the Live servers. He was Robots/Poison. Build is linked below; this is a very rough first draft from like, 2011-ish, so I know, a lot of stuff needs to be filled out, and has beaucoup room for improvement. Before I get to it with him, I have a few questions. 1. I never took the last two Poison powers back in the day. Noxious Gas just didn't work well for Robot pets, and I could swear that back then, Poison Trap was a sleep for MMs back then. But looking now, nope, I'm seeing a Hold. If it never was, hell, I'm happy to be wrong, and I'll work that into the build. 2. I need to recreate my popmenus! I used to have a setup for summons and upgrades, and then a second one to cover petcoms. (I only ever used one command set for petcom_all, I never broke it down between Drone/Prot-Bots/Ass-Bot.) I had the popmenu set up as "two-tiered," in the sense that I think the popmenu's first tier had Aggressive/Defensive/Passive, then selecting each of those opened a second popmenu of Attack/Follow/Goto. I'm sure someone has something similar already set up, can you help a robot out? 🙂 EDIT: with no small amount of trial and error, I got the popmenus working the way I wanted, so huzzah. 🙂 More later, Generator color=#FF0000]Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7[/color] https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Steel Sleeper - I19: Level 50 Technology Mastermind Primary Power Set: Robotics Secondary Power Set: Poison Power Pool: Flight Power Pool: Leadership Power Pool: Concealment Power Pool: Teleportation Ancillary Pool: Mace Mastery Villain Profile: Level 1: Battle Drones -- SvrRgh-Acc/Dmg(A), SvrRgh-Dmg/EndRdx(3), SvrRgh-Acc/EndRdx(3), SvrRgh-Acc/Dmg/EndRdx(5), SvrRgh-Acc(5), SvrRgh-PetResDam(45) Level 1: Alkaloid -- Empty(A), Empty(7), Empty(7), Empty(9), Empty(9), Empty(11) Level 2: Pulse Rifle Blast -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(11), Thn-Dmg/Rchg(13), Thn-Acc/Dmg/Rchg(13), Thn-Acc/Dmg/EndRdx(15), Thn-Dmg/EndRdx/Rchg(15) Level 4: Envenom -- ShlBrk-DefDeb(A), ShlBrk-Acc/DefDeb(17), ShlBrk-Acc/Rchg(17), ShlBrk-DefDeb/EndRdx/Rchg(19), ShlBrk-Acc/EndRdx/Rchg(19), ShlBrk-%Dam(21) Level 6: Equip Robot -- EndRdx-I(A), EndRdx-I(21) Level 8: Weaken -- SphIns-ToHitDeb(A), SphIns-Acc/ToHitDeb(23), SphIns-Acc/Rchg(23), SphIns-ToHitDeb/EndRdx/Rchg(25), SphIns-Acc/EndRdx/Rchg(25), SphIns-%ToHit(27) Level 10: Fly -- Frb-EndRdx(A), Frb-Fly(27), Frb-Stlth(50) Level 12: Protector Bots -- BldMnd-Acc/Dmg(A), BldMnd-Dmg/EndRdx(29), BldMnd-Acc/EndRdx(29), BldMnd-Acc/Dmg/EndRdx(31), DefBuff-I(31), DefBuff-I(31) Level 14: Hover -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(33), BlsoftheZ-ResKB(50) Level 16: Elixir of Life -- Empty(A) Level 18: Assault -- EndRdx-I(A), EndRdx-I(33) Level 20: Antidote -- Empty(A) Level 22: Neurotoxic Breath -- TmpRdn-Acc/Slow(A), TmpRdn-Acc/EndRdx(33), TmpRdn-EndRdx/Rchg/Slow(34), Slow-I(34), RechRdx-I(34), RechRdx-I(36) Level 24: Tactics -- Empty(A), Empty(36), Empty(46), Empty(48) Level 26: Assault Bot -- BldMnd-Acc/Dmg(A), BldMnd-Dmg/EndRdx(36), BldMnd-Acc/EndRdx(37), BldMnd-Acc/Dmg/EndRdx(37), BldMnd-Acc(37), BldMnd-Dmg(39) Level 28: Paralytic Poison -- Lck-Acc/Hold(A), Lck-Acc/Rchg(39), Lck-Rchg/Hold(39), Lck-EndRdx/Rchg/Hold(40), Lck-Acc/EndRdx/Rchg/Hold(40), Lck-%Hold(40) Level 30: Repair -- Empty(A), Empty(50) Level 32: Upgrade Robot -- EndRdx-I(A), EndRdx-I(42) Level 35: Maneuvers -- Empty(A), Empty(42), Empty(46), Empty(48) Level 38: Stealth -- Empty(A) Level 41: Scorpion Shield -- Empty(A), Empty(42), Empty(43), Empty(45), Empty(45) Level 44: Power Boost -- Empty(A), Empty(46) Level 47: Vengeance -- Empty(A), Empty(48) Level 49: Recall Friend -- Empty(A) Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Supremacy Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Health -- Empty(A) Level 2: Stamina -- Empty(A), Empty(43), Empty(43) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Battle Drone Level 26: Assault Bot Level 12: Protector Bot ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1466;656;1312;HEX;| |78DA6593594F135114C7EF74A6946ED28DBD85965284168636FAE29389028684264| |47827A55CE8E874A6E90C461EFD20AE2FC698F8ACC6B87C0DF513A8145C7037E3C9| |3DC776CC4CD2F39BFEE76CFF696FF5FA52E4D1A51BE79914BBA8D72C6BAB5AB36CD| |E6E6AC64E6893D71B86A99B7B0732632CB96173AE673774CE5BBC9D5DC8AE56CE05| |401FEB556C6DEC379BA6A15E36B74D5BAB5B43AE4717F67777D57553B34C23BE6A3| |4789B1BB6FAEF26BC6E9ABABAA26B7B0D7B40DCAFF1DA0E6F5B0DAD1517DF578D6B| |9AA56D6BBA661F2484B2C975DE32DB76CDD64C23BDDCD2EAAA6B5CB556E7E4E5600| |4B69C85CF533FA3CBF1B363404561BE8FC44F48E533F10B72FE04B9A7B86A1DB858| |9F2BF6BB6248C427304BA27CE926F608DD42466E13EF204FDD25DE433660964CB5B| |204771985C57C44199950887E64AA0FF90CE6A24D47F2E7B05F8AA841DF80847D03| |01596843FDC4207224440C23C722C830FCD441ACF5057F49F8EC37B2F207F91C068| |769EFF03B9C997E4FFC809C38244EFCCF20F48F62AD2FFADA27B4EC1B64E52DF22A| |EC3F80396C40BCE50454C5C96D9C5C66893A6427293B29B2AF803248FB0DDEC79DB| |30F90B987C445ACCE9590796212260D63AD3C2CBAE5455C107151C497E07F94FA8F| |92FF3CF99F26FFD3E47FBA839C39423661B771AA1D3F41BF335F89DF90A7BF137F1| |07F225FC0DC0CBD858CD8A422E22BD027499FA4B732478C839F29F23325B2E73C7E| |A29053A0375810CA63194F1228CAACABAA28E2BC2B76228C956876C9D539053D55D| |255D7AC02E8659A55164ABA77E2189EB8358FB2AE744F19938452EDE538C158F71C| |398721C894DC991D8F72E4518E7B8A4F7239C558F6EC53F428158F72D6A39CF1284| |BC59E8B9562F75FE52C17BB27CCF90B810E7645| |-------------------------------------------------------------------|
  11. Good morning everyone. I'm transitioning my BS/WP Scrapper into its final phase, and looking for any and all pointers to getting the most out of the build. Looking to be viable in both solo and team play. I just wanna chop through stuff - including high level content - and come out (mostly) unscathed, as befits a Scrapper Took "Cross Punch" and beefed it up on a lark; it's fun but I'm not married to it Took "Body Mastery" because I hate running out of endurance, but if I can squeeze better End management without it that'd be great Void Judgment and Spectral Interface are chosen for concept reasons, but am open to messing with it, especially on the Interface side of things. Mostly I'm looking or help with set choices. Not a lot of people dig Broadsword, and I think I understand why; but I like it and it fits my character concept. I had to take inspiration from War Mace builds mostly. If someone has a full BS/WP build, by all means show me the money but I'll take any comments or criticism on what I've got so far! 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! Lion-Heart: Level 50 Magic Scrapper Primary Power Set: Broad Sword Secondary Power Set: Willpower Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Body Mastery Hero Profile: Level 1: Hack -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(3) Level 1: High Pain Tolerance -- ResDam-I(A), ResDam-I(5), ResDam-I(5), ResDam-I(15), Heal-I(15), Heal-I(31) Level 2: Mind Over Body -- UnbGrd-Rchg/ResDam(A), UnbGrd-EndRdx/Rchg(7), ResDam-I(7), ResDam-I(34), ResDam-I(34), EndRdx-I(34) Level 4: Fast Healing -- DctWnd-Heal/Rchg(A), DctWnd-Heal/EndRdx(9), DctWnd-Rchg(9), Heal-I(36), Heal-I(37) Level 6: Build Up -- AdjTrg-Rchg(A), ToHit-I(11), ToHit-I(11), ToHit-I(37), ToHit-I(37), ToHit-I(39) Level 8: Combat Jumping -- DefBuff-I(A), DefBuff-I(39) Level 10: Indomitable Will -- LucoftheG-Def(A), LucoftheG-Def/EndRdx(13), EndRdx-I(13) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(46) Level 14: Kick -- Empty(A) Level 16: Rise to the Challenge -- DarWtcDsp-ToHitDeb/EndRdx(A), ToHitDeb-I(17), ToHitDeb-I(17), Mrc-Heal/EndRdx/Rchg(40), Heal-I(40) Level 18: Whirling Sword -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(19), SprCrtStr-Acc/Dmg/Rchg(19), SprCrtStr-Dmg/EndRdx/Rchg(21), SprCrtStr-Acc/Dmg/EndRdx/Rchg(42), SprCrtStr-Rchg/+50% Crit(42) Level 20: Quick Recovery -- PrfShf-End%(A), EndMod-I(21) Level 22: Tough -- ResDam-I(A), ResDam-I(23), ResDam-I(23), ResDam-I(43) Level 24: Weave -- DefBuff-I(A), DefBuff-I(25), DefBuff-I(25) Level 26: Disembowel -- Hct-Dmg/Rchg(A), Hct-Dmg/EndRdx(27), Dmg-I(27), UndDfn-DefDeb/Rchg(43), UndDfn-DefDeb(43) Level 28: Heightened Senses -- Rct-Def(A), Rct-EndRdx/Rchg(29), Rct-Def/Rchg(29), Rct-Def/EndRdx(45) Level 30: Maneuvers -- DefBuff-I(A), DefBuff-I(31), DefBuff-I(31) Level 32: Head Splitter -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/EndRdx/Rchg(33), SprScrStr-Acc/Dmg/Rchg(33), SprScrStr-Rchg/+Crit(33), DefDeb-I(45) Level 35: Assault -- EndRdx-I(A), EndRdx-I(36), EndRdx-I(36) Level 38: Conserve Power -- RechRdx-I(A), RechRdx-I(39) Level 41: Focused Accuracy -- Empty(A), Empty(42) Level 44: Physical Perfection -- Heal-I(A), PrfShf-End%(45) Level 47: Cross Punch -- Dmg-I(A), Dmg-I(48), Acc-I(48), Acc-I(48), AbsAmz-Stun(50) Level 49: Boxing -- Empty(A) Level 1: Brawl -- Empty(A) Level 1: Critical Hit 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 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Heal-I(A), Heal-I(46), Heal-I(46) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), EndMod-I(50), EndMod-I(50) Level 50: Musculature Radial Paragon Level 50: Void Core Final Judgement Level 50: Spectral Radial Flawless Interface Level 50: Cimeroran Core Superior Ally Level 50: Ageless Invocation Level 50: Assault Radial Embodiment ------------
  12. I’ve been toying with making a dominator - one AT I never really got into - and came up with what I feel is an interesting concept. I want to build a “star” type of character, with magical powers reminiscent of the energies of space. Primarily, the character’s powers center on the idea of shooting plasma and ionized, charged energies, ultimately channeling the vacuum energy of space itself in order to become highly dense (represented by temp invulnerability for example). Thing is, I don’t really know where to start when kitting out an elec/energy dom, because I’m not experienced with the AT at all. I didn’t find much info when searching the forum either. Are there any veterans who can give some recommendations - things to consider when planning out my build? Any recommended builds from those who have played this combo? Any pitfalls to avoid? I’d really love any advice 😊
  13. More than just a Ninja - A Guide to Stalkers Index Introduction AT Powers inherent to Stalkers Primaries Secondaries Basic slotting Combat, Tricks Beginer Nin/Nin Build The ATO Synergy Advanced slotting Incarnates Advanced Nin/Nin Build Introduction Hello all, i have played a Stalker back in the day and was thrilled to play one here on homecoming. I mostly played on redside only before the ATs and alingnments allowed everyone to switch side and go rogue. Stalkers used to be good in PvP and bad on allmost everything else. After the introduction of the Bane i felt like the Stalkers are obsolete now. Maybe a lot of people think the same. because i have the impression that scrappers and blasters are regarded as the Damage gods and no one speaks about Stalkers anymore. Well i can asure you, that Stalkers are the real Damage gods and that is thanks to the Stalker revamp in issue 22. A lot of people have missed it like me. I was really surprised by the new System off Assassin's Focus. It is amazing how well a Stalker is doing in issue 25. Now what made me sit down and write this guide was the fact, that a lot of people in this forum seem to ask the same questions or just go on to create a Ninja/Ninja Stalker, don't get the AT and just quit like: “A Stalker? Yeah i made me a Ninja, too.“ But Stalkers can be so much more... Before we go into real stuff now let me clarify that i am writing this guide on my personel experience and this is my opinion. If you don't agree with me, that is totally fine. If i did something fundamentally wrong i will be glad to learn something new. Also i used Paragon Wiki for a lot of the informations, it was and still is one of the best sources of information for this game.
  14. Hello All, A friend and I created (some time ago) a Force Fielder Defender duo on Reunion (FF/Dark & FF/Energy). These were created for fun, but also as an experiment into survivability & durability vs harder content. Just to see what difficulty settings were a challenge and which foes we could overcome. These creations are now level 50. Unsurprisingly as a buff set duo the survivability is excellent (helped in no small part by Dark Blast). However, lacking debuffs, the duo struggles to overcome the greatest of foes -- Arch-Villains. I therefore need your advice and opinions:- To defeat AV's, what combination of Incarnate Interface powers do you suggest? We are currently both fitted for Diamagnetic to apply -regen. Is it overkill to both have the same? To defeat AV's, will fitting -res proc IO's into AOE's make a noticeable difference? Are we facing an inevitable 'glass-ceiling' (as this duo) through which we won't be able to punch through? The duo are a very potent partnership, are a lot of fun to play, fighting and defeating foes far greater than we originally envisaged. I heartily recommend Defender-Duos to other players, who like to play with family or a friend. P.S. In addition to your advice on the above, I would love to hear your thoughts on other Defender duo experiences / recommended powerset combinations. -- Tath99
  15. Hey folks, So I've got an Elec^2 Sentinel with whom I'm quite happy. She's a refreshing change of pace from my Elec^3 Blaster. But I noticed something late last night, and wanted some feedback before I made any changes. On the aforementioned Blaster, I always used Short Circuit slotted for End Drain instead of damage, figuring I had enough other attacks slotted for damage that I could use the utility there. But by definition the Sentinel is a bit leaner in availability of attacks, so I'm trying to be more "efficient" with her. While I was in Mids last night, I realized that Sentinels' damage value for SC, well I won't call it great damage, but it's not nothing. It's almost the same value as Rad Blast.Irradiate is for Sentinels, and you wouldn't slot Irradiate just for Def Debuff. So I guess what I'm asking is: for those of you playing Elec/* Sentinels, are you slotting SC for damage in the manner of a standard PBAOE attack? Thanks for your time. Later on, Generator
  16. So with the upcoming changes to devices and snipes and beam rifle for that matter, I'm having trouble deciding what primary to roll. All in all these are my assessments if pros and cons of each primary with /Dev with the buffs coming next live patch. I was hoping that some of you here would be able to give me some insight and help me make a decision on what to roll. The Character Concept I have definitely fits AR the best in just being a militia woman, but I currently find AR to be overly endurance hungry for what it gives back. DP would be the second closest and BR seems to clash just a tiny amount, considering I'm having this characters major concept be the idea that normal people don't need fancy tech to make a big effect. Yet, I wonder the game timeline and if Praetorian weapons could start being sold more and it's simply a choice of whether one likes a fancy energy weapon or a cheap but reliable assault rifle. Please gib advice. I know this is a lot to read. I've posted the changes due up next patch for every thing except BR Disintegrate. DP Strengths -Already in melee range can continue to bomb safely with bonfire or blap with taser and knockout blow. -Two PbAoE Nukes. -Seems to be able to stack defense with Hail of Bullets DP Weaknesses -Already an average blast set -No snipe. -Will snipe changes make it like Psi Blast in power? -Mostly lethal with imho a clunky swap ammo mechanic AR Strengths -#1 for AoE by my understanding. -Benefits greatly from FF: Chance for Recharge to make Full Auto recharge in as little as 11-13 seconds. -Control with KB-KD with Buckshot, M30, and Bonfire. AR Weaknesses -Lethal damage alone except for Flame Thrower. Which seems too long of an animation with current game speed. -Weaker ST DPS -Requires jumping in and out of spawns to take full advantage of devices. Yet will the 20% passive damage make Full Auto, Buckshot, M30, Bonfire, with instant snipes make it a BAMF set with good soft control? BR Strengths -#1 For ST Blast as far as I know -Energy damage is awesome. -Nuke will stun -New disintegrate changes are going to up its AoE DPS a little to a bit. I'm not an expert. -Devices will make up for BR's it's weakness with burst AoE. -Ranged Nuke and a PbAoE nuke with devices. -Has a Snipe BR Weaknesses -Requires jumping in and out of spawns to take full advantage of devices. Yet will the 20% passive damage make disintegrate good? Will Toebombing with the 80% build up make it erase spawns? -One of the weakest AoE as of current. Currently far better as a Defender with a-res set for AV/GM Killing. -Hamstringed currently on blasters due to lack of burst AoE. Which is what blasters are usually brought for. Unknown if /Dev changes will make it decent enough to help burst AoE every other spawn. -Seems to have more incentive to stay at range due to having no soft control that AR has with KD and DP has with +Def/KD and thus makes /Dev more painful to fully use and breaks flow. These are the upcoming Devices/Snipe Changes for blasters/corruptors. Changed Web Grenade to Toxic Web Grenade, now deals scale 1 toxic DoT and can be slotted for damage Taser: Recharge reduced from 20 to 10 seconds, duration reduced from scale 10 to scale 5, damage increased from 0.25 to 1.96 (same damage as Energy Punch) Time Bomb: Animation is now 2.77 seconds, interrupt time removed, countdown reduced to 5 seconds, defiance values reduced to match (this only applies to this set, not to the Traps support set versions.) Trip Mine: Interrupt removed. Cast time is now 2.77 seconds. Recharge increased to 30 seconds. Targeting Drone now gives your first attack from out of combat a Built-Up effect (80% damage) and continues to provide a 20% damage buff while in combat. The changes for snipes General Changes ToHit is no longer required to achieve fast-snipe. Now, combat status determines if snipes are fast or slow, and ToHit buffs increase how much damage fast-snipe inflicts. The snipe will be fast if you have attacked or been attacked in the last 8 seconds; this is the same time as Stalker's Hide. Note that PvP scale is based only around the PvP damage formula. ToHit buffs and debuffs do not change quick snipe damage in PvP. The following fast snipe animations have been synced with their FX, no cast time changes: Moonbeam, Zapp, Sniper Blast, Proton Volley (they all remain at their original 1.33 second duration.) Added a new PVP IO Snipe set "Experienced Marksman"; includes proc that will always turn your Snipes into the fast version. 12 second recharge and 14.352 end cost. Base 2.28 scale damage in their "quick" form, down from 2.76 scale. Every point of ToHit buffing the player has will increase or decrease this damage, up to a cap of 2.76 scale damage with +22% ToHit buff. Slow form will do 4.5 scale damage.
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