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About Me

Found 24 results

  1. Currently, I have one level 50+ and it's a brute. Now I want to work towards a blaster, him being level 32 fire/fire. After doing a quick search, I wasn't able to find what I was looking for. Are there any good builds already that someone could share, or is it to soon to start worrying about builds? Mainly I wanted to focus on massive AoE Damage while having the Mystical Flight for my theme of Fireball wizard.
  2. So I'm usually in controller/defender-land, and wanted to make a foray into the wonderful world of mass destruction. My original character on Live was a D3 (Dark/Dark Def) (before the nerf which made them worse at controlling than most controllers) so Dark holds a special place in my heart. Hence, THIS MONSTROSITY I'm comfortable with the level of defensiveness for everything but Psi, and even then it's just not widespread enough for me to be overly concerned. I've made some weird IO choices that may not be smart, so any advice from longer-term weapons of mass destruction would be helpful. Hero Plan by Mids' Reborn : Hero Designer https://github.com/Crytilis/mids-reborn-hero-designer Chebi's Shadow: Level 50 Mutation Blaster Primary Power Set: Dark Blast Secondary Power Set: Darkness Manipulation Power Pool: Concealment Power Pool: Sorcery Power Pool: Fighting Power Pool: Speed Ancillary Pool: Mace Mastery Hero Profile: ------------ Level 1: Dark Blast (A) Superior Defiant Barrage - Damage/RechargeTime (45) Superior Defiant Barrage - Accuracy/Damage/RechargeTime Level 1: Penumbral Grasp (A) Apocalypse - Chance of Damage(Negative) (37) Apocalypse - Damage (37) Apocalypse - Damage/Recharge (37) Apocalypse - Accuracy/Damage/Recharge (40) Apocalypse - Accuracy/Recharge Level 2: Umbral Torrent (A) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown (9) Overwhelming Force - Accuracy/Damage (9) Overwhelming Force - Damage/Endurance/Recharge Level 4: Stealth (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (5) Kismet - Accuracy +6% (7) Shield Wall - +Res (Teleportation), +5% Res (All) (7) Reactive Defenses - Scaling Resist Damage (46) Reactive Defenses - Defense (46) Reactive Defenses - Defense/Endurance Level 6: Death Shroud (A) Fury of the Gladiator - Chance for Res Debuff (11) Fury of the Gladiator - Accuracy/Damage/End/Rech Level 8: Moonbeam (A) Sting of the Manticore - Accuracy/Damage (11) Sting of the Manticore - Damage/Endurance (13) Sting of the Manticore - Accuracy/Interrupt/Range (13) Sting of the Manticore - Damage/Interrupt/Recharge (15) Sting of the Manticore - Damage/Endurance/Recharge Level 10: Mystic Flight (A) Blessing of the Zephyr - Knockback Reduction (4 points) Level 12: Tenebrous Tentacles (A) Ragnarok - Chance for Knockdown (15) Ragnarok - Damage (29) Ragnarok - Damage/Recharge (29) Ragnarok - Accuracy/Damage/Recharge (31) Ragnarok - Accuracy/Recharge Level 14: Kick (A) Force Feedback - Chance for +Recharge Level 16: Soul Drain (A) Rectified Reticle - Increased Perception (17) Gaussian's Synchronized Fire-Control - Chance for Build Up (17) Obliteration - Accuracy/Recharge (27) Obliteration - Accuracy/Damage/Endurance/Recharge (46) Obliteration - Chance for Smashing Damage Level 18: Tough (A) Gladiator's Armor - TP Protection +3% Def (All) (19) Aegis - Psionic/Status Resistance (19) Unbreakable Guard - Resistance (21) Unbreakable Guard - Resistance/Endurance (21) Unbreakable Guard - Resistance/Endurance/RechargeTime (25) Unbreakable Guard - Endurance/RechargeTime Level 20: Touch of the Beyond (A) Cloud Senses - Chance for Negative Energy Damage (31) Cloud Senses - Accuracy/ToHitDebuff (31) Cloud Senses - Accuracy/Endurance/Recharge (34) Cloud Senses - ToHit Debuff/Endurance/Recharge Level 22: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (23) Luck of the Gambler - Defense/Endurance (23) Luck of the Gambler - Defense/Endurance/Recharge (27) Luck of the Gambler - Defense Level 24: Hasten (A) Recharge Reduction IO (25) Recharge Reduction IO Level 26: Life Drain (A) Superior Defiant Barrage - Accuracy/Damage/Endurance (45) Superior Defiant Barrage - Accuracy/Damage/Endurance/RechargeTime Level 28: Dark Consumption (A) Obliteration - Damage (43) Obliteration - Accuracy/Recharge (43) Obliteration - Accuracy/Damage/Endurance/Recharge (43) Superior Defiant Barrage - RechargeTime/+Status (45) Superior Defiant Barrage - Accuracy/Damage Level 30: Invisibility (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 32: Blackstar (A) Superior Blaster's Wrath - Recharge/Chance for Fire Damage (33) Superior Blaster's Wrath - Accuracy/Damage (33) Superior Blaster's Wrath - Damage/Recharge (33) Superior Blaster's Wrath - Accuracy/Damage/Recharge (34) Superior Blaster's Wrath - Accuracy/Damage/Endurance (34) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge Level 35: Scorpion Shield (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (36) Luck of the Gambler - Defense/Endurance (36) Luck of the Gambler - Defense (36) Luck of the Gambler - Defense/Endurance/Recharge Level 38: Midnight Grasp (A) Superior Blistering Cold - Recharge/Chance for Hold (39) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime (39) Superior Blistering Cold - Accuracy/Damage (39) Superior Blistering Cold - Damage/Endurance (40) Superior Blistering Cold - Accuracy/Damage/Endurance (40) Superior Blistering Cold - Accuracy/Damage/Recharge Level 41: Shadow Maul (A) Superior Avalanche - Recharge/Chance for Knockdown (42) Superior Avalanche - Accuracy/Damage (42) Superior Avalanche - Damage/Endurance (42) Superior Avalanche - Accuracy/Damage/Endurance (50) Superior Avalanche - Accuracy/Damage/Recharge (50) Superior Avalanche - Accuracy/Damage/Endurance/Recharge Level 44: Arcane Bolt (A) Force Feedback - Chance for +Recharge Level 47: Rune of Protection (A) Steadfast Protection - Resistance/+Def 3% (48) Unbreakable Guard - +Max HP (48) Unbreakable Guard - RechargeTime/Resistance (48) Unbreakable Guard - Resistance/Endurance/RechargeTime (50) Unbreakable Guard - Endurance/RechargeTime Level 49: Grant Invisibility (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 1: Brawl (A) Empty Level 1: Defiance Level 1: Quick Form 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) Celerity - +Stealth Level 2: Rest (A) Empty Level 4: Ninja Run Level 2: Swift (A) Empty Level 2: Health (A) Panacea - +Hit Points/Endurance (3) Numina's Convalesence - +Regeneration/+Recovery (3) Miracle - +Recovery Level 2: Hurdle (A) Empty Level 2: Stamina (A) Performance Shifter - Chance for +End (5) Performance Shifter - EndMod Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Musculature Core Paragon Level 50: Ion Core Final Judgement Level 50: Reactive Core Flawless Interface Level 50: Banished Pantheon Core Superior Ally Level 50: Barrier Core Epiphany Level 50: Assault Radial Embodiment ------------ ------------ Set Bonus Totals: 32% DamageBuff(Smashing) 32% DamageBuff(Lethal) 32% DamageBuff(Fire) 32% DamageBuff(Cold) 32% DamageBuff(Energy) 32% DamageBuff(Negative) 32% DamageBuff(Toxic) 32% DamageBuff(Psionic) 19.75% Defense(Melee) 16.63% Defense(Smashing) 16.63% Defense(Lethal) 16% Defense(Fire) 16% Defense(Cold) 9.75% Defense(Energy) 9.75% Defense(Negative) 6% Defense(Psionic) 13.5% Defense(Ranged) 11% Defense(AoE) 2.25% Max End 10% Enhancement(Range) 81.25% Enhancement(RechargeTime) 48% Enhancement(Accuracy) 5% Enhancement(Max EnduranceDiscount) 7.5% SpeedFlying 176.2 HP (14.62%) HitPoints 7.5% JumpHeight 7.5% SpeedJumping Knockback (Mag -4) Knockup (Mag -4) MezResist(Confused) 57.5% MezResist(Held) 57.5% MezResist(Immobilized) 57.5% MezResist(Sleep) 57.5% MezResist(Stunned) 57.5% MezResist(Terrorized) 57.5% MezResist(Teleport) 100% (20% chance) 20% PerceptionRadius 12% (0.2 End/sec) Recovery 60% (3.01 HP/sec) Regeneration 30% ResEffect(SpeedFlying) 30% ResEffect(RechargeTime) 30% ResEffect(SpeedRunning) 14% Resistance(Smashing) 29.75% Resistance(Fire) 29.75% Resistance(Cold) 14.75% Resistance(Energy) 14.75% Resistance(Negative) 8% Resistance(Toxic) 13% Resistance(Psionic) 14% Resistance(Lethal) 7.5% SpeedRunning ------------ Set Bonuses: Superior Defiant Barrage (Dark Blast) 4% DamageBuff(All) Apocalypse (Penumbral Grasp) 16% (0.8 HP/sec) Regeneration 36.14 HP (3%) HitPoints 4% DamageBuff(All) 10% Enhancement(RechargeTime) Overwhelming Force (Umbral Torrent) 12% (0.6 HP/sec) Regeneration 3% DamageBuff(All) Luck of the Gambler (Stealth) 7.5% Enhancement(RechargeTime) Shield Wall (Stealth) 5% Resistance(Lethal), 5% Resistance(Smashing), 5% Resistance(Fire), 5% Resistance(Cold), 5% Resistance(Energy), 5% Resistance(Negative), 5% Resistance(Psionic), 5% Resistance(Toxic) Reactive Defenses (Stealth) 1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 22.59 HP (1.87%) HitPoints 3% Resistance(All) Fury of the Gladiator (Death Shroud) 3.75% Resistance(Fire,Cold), MezResist(Immobilized) 6.25%, MezResist(Held) 6.25%, MezResist(Stunned) 6.25%, MezResist(Sleep) 6.25%, MezResist(Terrorized) 6.25%, MezResist(Confused) 6.25% Sting of the Manticore (Moonbeam) 12% (0.6 HP/sec) Regeneration 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative) 3% DamageBuff(All) 7.5% Enhancement(RechargeTime) Blessing of the Zephyr (Mystic Flight) Knockback (Mag -4), Knockup (Mag -4) Ragnarok (Tenebrous Tentacles) 4% (0.07 End/sec) Recovery 6% Resistance(Fire,Cold), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10% 15% Enhancement(Accuracy) 10% Enhancement(RechargeTime) Rectified Reticle (Soul Drain) 20% PerceptionRadius Obliteration (Soul Drain) 2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 3% DamageBuff(All) Gladiator's Armor (Tough) 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic), MezResist(Teleport) 100% (20% chance) Aegis (Tough) 5% Resistance(Psionic) Unbreakable Guard (Tough) 2.5% Enhancement(EnduranceDiscount) 2.25% Resistance(Energy,Negative), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing) Cloud Senses (Touch of the Beyond) 2.25% Resistance(Energy,Negative), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 2.25% Max End 6.25% Enhancement(RechargeTime) Luck of the Gambler (Weave) 10% (0.5 HP/sec) Regeneration 13.55 HP (1.12%) HitPoints 9% Enhancement(Accuracy) 7.5% Enhancement(RechargeTime) Superior Defiant Barrage (Life Drain) 4% DamageBuff(All) Obliteration (Dark Consumption) 2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 3% DamageBuff(All) Superior Defiant Barrage (Dark Consumption) 4% DamageBuff(All) Luck of the Gambler (Invisibility) 7.5% Enhancement(RechargeTime) Superior Blaster's Wrath (Blackstar) 15% Enhancement(Accuracy) 10% Enhancement(Range) 4% DamageBuff(All) 10% Enhancement(RechargeTime) 5% Defense(Ranged), 2.5% Defense(Energy), 2.5% Defense(Negative) Luck of the Gambler (Scorpion Shield) 10% (0.5 HP/sec) Regeneration 13.55 HP (1.12%) HitPoints 9% Enhancement(Accuracy) 7.5% Enhancement(RechargeTime) Superior Blistering Cold (Midnight Grasp) 15% ResEffect(SpeedRunning), 15% ResEffect(RechargeTime), 15% ResEffect(SpeedFlying) 4% (0.07 End/sec) Recovery 6% Resistance(Fire,Cold), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10% 5% Defense(Smashing,Lethal), 2.5% Defense(Melee) 5% Defense(Fire,Cold), 2.5% Defense(AoE) Superior Avalanche (Shadow Maul) 15% ResEffect(SpeedRunning), 15% ResEffect(RechargeTime), 15% ResEffect(SpeedFlying) 6% Resistance(Fire,Cold), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10% 4% (0.07 End/sec) Recovery 5% Defense(Melee), 2.5% Defense(Lethal), 2.5% Defense(Smashing) 5% Defense(Fire,Cold), 2.5% Defense(AoE) Steadfast Protection (Rune of Protection) 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic) Unbreakable Guard (Rune of Protection) 2.5% Enhancement(EnduranceDiscount) 2.25% Resistance(Energy,Negative), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing) 90.36 HP (7.5%) HitPoints Luck of the Gambler (Grant Invisibility) 7.5% Enhancement(RechargeTime) Performance Shifter (Stamina) 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning
  3. Pray a moment, and go head over water/sonicey heels for poisony vomit crey blaster boy: lucien crey He became too much to live on the family estate.. . mutilating servants, raising his tone with mother, other else aside, and worse we'rtold! To boarding school , he was sent. Well'p... with a plague on in paragon, he's home early for christmas. ! Water / sonic assault new powerset ! Looks like vomiting or throwing blood or snot or whatever you like! Seems good dmg, skill range. Everything about water seems just great. Good damage, cold is low resisted and the off component is smashing, I don't know if they fixed procs yet but there's a lot going on in water. Sonicey wise, no idea. Anything particularly good or bad in water / the new sonic assault set that stands out to you?
  4. Well, this forum post was originally gonna just be focused around suggestions for buffing Munitions Mastery, one of the more unique epic pools in concept with crap execution/power level, but while I was crunching numbers across sets for comparison, it really struck me how there are a few Blaster pools that are...major outliers in power level. So I figured why not devote the time with all my number crunching to go over how each of the sets compare, and suggestions on which ones most need looking at. Section One: Armors The purpose of an epic pool is to give archetypes access to powers and abilities usually reserved for other archetypes, to help shore up weaknesses in a given archetype. For blasters, clearly that hole is survivability. Given that most of the epic pools are evaluated for their armor variant, and EVERY blaster epic/patron has an armor variant, this is the section I'll be diving into the most. Out of the nine epic pools blasters get, 7 are resistance-based, and 2 are defense-based. Let's breakdown the Resistance-based toggles first, based on their baseline (unenhanced) values: Resistance Armors Body Armor 8.75% Smashing/Lethal auto Pickable at T1 Charged Armor (Electrical) 19.25% Smashing/Lethal 19.25% Energy 0.33 end/s Pickable at T2 Charged Armor (Mu) 19.25% Smashing/Lethal 19.25% Energy 0.33 end/s Pickable at T1 Dark Embrace 19.25% Smashing/Lethal 10.5% Negative/Toxic 0.33 end/s Pickable at T1 Fire Shield 19.25% Smashing/Lethal 14% Fire 7% Cold 0.33 end/s Pickable at T2 Shark Skin 19.25% Smashing/Lethal 19.25% Cold 0.33 end/s Pickable at T2 Temp Invulnerability 21% Smashing/Lethal 0.33 end/s Pickable at T2 All armors provide smashing/lethal protection, all except Body Armor have an endurance cost of 0.33/s, some are first pickable in the pool, some require having another power taken before being able to take the armor toggle, some provide additional protection bonuses. Here's how I'd rate them one-by-one: Body Armor - F Tier This one just plain sucks. Other than costing zero endurance, it offers nothing that other other toggles can't provide, but better. It's got less than half the resistance EVERY. OTHER. ARMOR. PROVIDES. Charged Armor (Electrical Mastery ver) - B Tier This one I feel is the baseline solid toggle all the others can be balanced around. It provides standard smashing/lethal resistance, and additional strong resistance in next most common damage type after smashing/lethal. It requires a power pick before being able to pick up, but that's the opportunity cost for taking an objectively more premium toggle. Charged Armor (Mu Mastery ver) - S Tier Hold up, you say. This is exactly the same stats wise as the Electrical Mastery version. Same resistance values, same endurance cost. Why does this deserve to be S Tier? It's strictly better for the factor of opportunity cost. Electrical requires an entire power slot investment before being able to take the armor. Mu lets you take it RIGHT OFF THE BAT. It's got all three premium damage type resistances, and zero opportunity cost. Not only is Mu Charged better than Electrical Charged, it's the single best resistance toggle of all the epic pools due to its types. For tight endgame builds that value every power pick, not being forced to take another slot in the pool before taking the best toggle is HUGE. Dark Embrace - A Tier This one is definitely an above average toggle. It includes exotic damage resistances to not one but two additional damage types, including Toxic, which is exceptional due to the fact that damage type doesn't have a typed defense. Another reason is this is another freebie first pick that doesn't require another power pick to acquire. Fire Shield - B Tier Average resistance toggle overall. Needs a power pick in order to be available. Offers additional moderate resistances to two uncommon damage types, which is almost as good as having solid resistance one more common damage type. Not great, not bad. Shark Skin - C Tier Kind of a below average toggle. Unlike all other patron armors, needs a power pick to be able to actually access it, which is a point against it. The reason I brought this down a notch is because cold is a rather uncommon damage type, so unless the PVP meta is all Ice blasters, the secondary resistance isn't going to come up very often. Temp Invulnerability - D Tier This is the other toggle that is rather badly another pile of suck. It does have an opportunity cost of a prerequisite power pick, so that makes it worse than a couple other options. The actual upside is an additional 1.75% smashing/lethal resistance against the...19.2% energy resistance of Charged, 10.5% neg/toxic of Dark...yeah that is not nearly enough of an upside to justify a lack of additional damage type. Proposed Changes: - Change Body Armor to be an equivalent of High Pain Tolerance from Willpower instead of Resist Physical Damage from Invulnerability with the following stats: 7.5% Resistance to All Damage Types 20% Maximum HP This allows Body Armor to keep its identity of the "enduranceless armor" while also allowing it to differentiate itself from the other armor types. It's probably still not the ideal armor choice for min/maxed builds, but this gives it what it needs to be a fun, thematic armor. - Buff Temp Invulnerability in any of the following three ways: Make it available at level 35 / Boost Smashing/Lethal Resistance / Replace with Mind Over Body from Willpower Suggested new buffed resistance would be 26.75% Smashing/Lethal Resistance. This is equivalent to the baseline epic resistance (19.25%) plus the value from Resist Physical Damage from Invulnerability (7.5% for Scrapper/Brutes). This would make it an exceptionally strong toggle for those two damage types, but since it needs an additional power pick before being able to be selected, and lack of any other damage type protection, I feel balances it out. The other option would be to rename the power Mind Over Body, bring back the Smashing/Lethal to the normal 19.25%, and add a new stat of 19.25% Psionic Resistance. My concern with this change is whether Mind Over Body thematically translates to "Force Mastery". - Not a proposed change, but the fact that if choosing a set solely for its armor, Electrical Mastery is completed deprecated by Mu Mastery, it's worth evaluating the rest of the set to make sure Electrical offers some things Mu does not (spoilers, it doesn't, multiple powers in Electrical are strictly worse than its Mu counterparts). And now, defensive toggles evaluation: Defense Armors Frozen Armor 10.5% Smashing/Lethal 21% Cold Res 7% Fire Res 0.33 end/s Pickable at T2 Scorpion Shield 10.5% Smashing/Lethal 7% Energy Def 12.25% Toxic Res 0.33 end/s Pickable at T1 Frozen Armor - C Tier This is pretty comparable to Shark Skin from the Resistance toggles. Baseline defense in smashing/lethal (which isn't saying much, given there's only 2 defensive toggles), and additional resistance in some uncommon damage types. Kind of a below average choice given it requires a power pick before it can be taken, and Scorpion Shield...well, exists. Scorpion Shield - S Tier If Mu Mastery Charged is the nut pick of Resistance armors, Scorpion Shield is...well it blows Frozen Armor out of the water, and is honestly one of the best defensive toggles in the game, really. There's no prerequisites to picking up this power, it's takeable from the get-go. The secondary effects are the two best I can ask for; Energy being an extremely common damage type, and Toxic resistance gives resistance protection to the one damage type that doesn't have a typed defense. This toggle might actually look overpowered if there was more to compare it to among epic pools, but since it kind of stands alone, it's just allowed to be good, I guess. No suggestions for defensive toggles, really. **Will update post with additional comparisons, perhaps with less detail**
  5. Seems like Shinobi's crit damage is using PvE damage scales instead of PvP. Halp.
  6. Hello, I'm @Hopestar and I'll be maintaining a build list thread for each Archetype. From here I'll be linking any finished builds from the forums and pm'd to me or pinned on the discord into this topic. Have a finished build that isn't here? PM me. Please no theorycrafted (as in never played) builds, I want your used builds. Other Build Lists: Blaster Brute Controller Corruptor Defender Dominator Mastermind Scrapper Sentinel Stalker Tanker Peacebringer Warshade Arachnos Soldier Arachnos Widow Here's the format I'll be using: Powers - ex. Archery/Atomic/Cold Forum Link Mids Build Link Tags - ex. 45% S/L Defense, 75% S/L/F/C/E/N Resistances, Solo Friendly (any other things you can tell me about the build) (Thanks to Kaizerin on DeviantArt for the icon) Forum Builds: @Apparition's Dual Pistols/Temporal/Mace Apparition_Dual_Pistols_Temporal_Manipulation.mxd Tags - 45% S/L Defense, Incarnates @3053222's Ice/Fire/Flame AE Fire Farmer Ice_Fire_Flame_AE_Fire_Farmer.mxd Tags - 40% F/C Defense, Incarnates @HelenCarnate's Fire/Atomic/Mace HelenCarnate_Fire_Atomic_Mace.mxd Tags - 45% S/L/E/F/C Defense, Incarnates, Durable @TheAdjustor's Archery/Tactical Arrow/Mace TheAdjustor_Archery_Tactical_Arrow.mxd Tags - 45% S/L/E/N/Ranged Defense, Incarnates, Near Perma-Hasten @noogens2's Fire Blast/Tactical/Mace Fire_TacticalArrow_Blaster.mxd Tags - 45+% S/L/E/N/Ranged Defense, No Incarnates, Perma-Hasten Discord Builds: Tornelco#3528 's Fire/Fire/Flame Blaster_-_Fire_Blast_-_Fire_Manipulation.mxd Tags - Incarnates Joel (TVC_Tool)#8869 's Fire/Fire/Flame Fiery_Jinx_-_Blaster_Fire_Blast.mxd Tags - 40% S/L/F Resistances, Incarnates GM Kal (Kal5#2364) 's Fire/Martial/Flame FireMartialFlame_blaster-customizable_cheap_effective.mxd Tags - 75% S/L Resistances, Cheap
  7. What's up, Heroes! I took on a challenge and made something a little different than my typical brute/tank/farmer builds. Check it out! If you have suggestions on what other builds you might want to see, please leave a comment here or on my YT channel!
  8. I have a five part plan. 1.) Give Defenders and Corruptors Umbral Torrent and Aim from the Blaster version of the set. Replace Nightfall and Torrent. They're both different flavors of bad, slow and weak respectively, which is presumably why they got taken out of the Blaster version. 2.) Add un-enhanceable Knockback Protection of the same magnitude as Umbral Torrent minus point one (or whatever it takes to convert it to knock down) to Tenebrous Tentacles. Similar to controller immobilizes. 3.) Add 98.5% Enhancement (Knockback) to Aim. I think that's the effect anyway. I'm looking at Power Build Up in Mid's. Maybe enhance -ToHit too. T H E M A T I C. Change the power name if necessary. Spooky Focus! Nebulous Concentration! Goth Flex! 4.) Make both cones the same size. Range 60, 40 degree arc sounds reasonable to me, though I know there are formulas for these things that I'm totally ignoring. 5.) Observe how the two cones now make a logical one-two punch. The change to Aim adds a layer of positioning control. Bonus step 6.) Dark Pit sucks. It needs something. Anything! Increased mag, decreased recharge time, increased duration, add some damage. Increase that stupid 60% base accuracy at the least. Throwaway power. Why yes, the cone sizes have been brought up many times before, and I did come up with this entire scheme to not have to use Sudden Acceleration! Thank you for noticing. I thought it was pretty clever too. I can see you typing /jranger.
  9. Toying with new blaster builds and currently looking at Water/Atomic next. Please post your durable farm builds, I will greatly appreciate feedback! 😄
  10. Hello fellow heroes, villains, and praetorians, I've been playing and tweaking a build for some time now, and finally dinged 50. I think I've finally got it to where I'm pretty happy with the result, but now I find that I've got 10 slots that I don't know where to put them. I was considering changing Speed or my epic, but I don't know which to take. If you guys could look over this build and let me know any changes you'd recommend, I'd be greatly appreciative. I mostly play as a solo ST specialized character, and usually run at +4/x1 without a problem (which is fine for me, as I don't use AoE). I appreciate any constructive criticism you guys can offer. My style isn't the most powerful, but it's fun for me, and gives me great RP capability. - Kraz
  11. Ok I realize this may not necessarily belong in the general thread but I did not want to post this three times and I figured if I posted this in either the Blaster, Corruptor, or Defender forums then I would get biased answers on each side. I mained a Controller and a Tank on retail/live and am very interested in playing a character that is more blow-em-up than those two. I am very interested in water blast and radiation/whatever the blaster version of radiation is called (can't remember at the moment and am typing this on my phone while at work 🤫). Atomic? I am relatively newly back and still do not have a 50 here on Homecoming. Pretty much like everyone else I want my cake and to eat it too so I want a character at max level with that theme to be able to solo just about anything I want, while also being a great asset to any team. I want to do massive damage while not dying every time I look at a mob funny. A bonus would be to have a character that is a perfect compliment as a duo with my friend (he doesn't have a main yet either...this is more of a general statement of a toon that would be good in duos). As I see it the three ATs already mentioned could all be more than fine if built in certain ways. Each could be equally as fun and I realize that in a lot of ways this is "six of one / half dozen of the other." One last thing to note before I throw out my specific questions...I intend to shy away from melee attacks; which I understand might detract from some strengths of rad but I just feel like playing more at range when possible. All of that lengthy preamble out of the way, this is what I am turning to the community for advice on: Water Blast and Radiation/atomic(?) 1. With those power sets in mind, which AT shines the most at 50? --Blaster? --Defender? --Corruptor? 2. Will it be more effective end-game to slot for overall damage output on one versus overall survivability on another? In other words, which can squeak out the most of each? Thanks to everyone in advance, I am really looking forward to the inevitable contrasting views....convince me! Edit: I totally realize I will be getting biased, opinion based answers....I just didn't want to post in a place where I already knew the answers I would get 🙃
  12. Howdy folks, As the topic title says, I need help deciding whether to make a Blaster or a Dominator for PvP. Will be for mostly 1 on 1 and small team fights, as well as zone stuff when and if the opportunity presents itself. The choice for me is narrowed down to either a Psi/EM or Psi/Martial or Psi/Time for the blaster, or a Dark/Energy for the Dominator. Any help on the pros and cons of which to choose is definitely welcome, thanks.
  13. Even though the power description says KD, the mag of the power changes as you level and at level 33 breaks .90 which turns it into KB. Suspect this is a bug as no other KD power changes mag as you level like this that I am aware of.
  14. Hello Everyone, I'm looking at rebuilding my old main. So, not worried about spending money. My gold is a guy I can solo with or team. I figure the way to get there was with lots of recharge, and ranged/AoE defense (Ranged Defense is still coming up short of cap). I'm not sure about Maneuvers. I had Combat Jumping there. I prefer the mobility, but I don't think I can use it at the same time as Hover (Maybe I'm wrong here?) Because I was already taking Hasten, I took Super Speed and slotted it with Celerity. That way I can still stealth missions, and set up my Nova. Knockback to Knockdown on Explosive Blast and Nova to keep them team friendly. I put the recharge proc in common single targets to see if I can fish for it (Never used this before, but looked interesting!). I'd love to have a 6th slot for torrent for either a Recharge Proc, or Knockback to Knockdown (Though I think one AoE Knockback could prove useful). No idea where to take it from though. Would appreciate any tweaks you see to make it better! Hero Plan by Mids' Reborn : Hero Designer https://github.com/ImaginaryDevelopment/imaginary-hero-designer FlatLine: Level 50 Technology Blaster Primary Power Set: Energy Blast Secondary Power Set: Energy Manipulation Power Pool: Flight Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Force Mastery Hero Profile: ------------ Level 1: Power Bolt SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(7), SprDfnBrr-Acc/Dmg/Rchg(7), SprDfnBrr-Acc/Dmg/EndRdx(9), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(9), SprDfnBrr-Rchg/+Status Protect(11) Level 1: Power Thrust VllofVlc-Acc/KB(A) Level 2: Power Blast SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Rchg/Dmg%(5), SprBlsWrt-Dmg/Rchg(11), SprBlsWrt-Acc/Dmg/Rchg(13), SprBlsWrt-Acc/Dmg/EndRdx(13), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(15) Level 4: Energy Torrent PstBls-Acc/Dmg(A), PstBls-Dam%(5), PstBls-Dmg/EndRdx(21), PstBls-Dmg/Rchg(23), PstBls-Dmg/Rng(23) Level 6: Power Burst Apc-Dmg(A), Apc-Dam%(15), Apc-Dmg/Rchg(27), Apc-Acc/Dmg/Rchg(27), Apc-Acc/Rchg(29), FrcFdb-Rechg%(29) Level 8: Sniper Blast StnoftheM-Acc/Dmg(A), StnoftheM-Dam%(25), StnoftheM-Dmg/EndRdx(31), StnoftheM-Acc/ActRdx/Rng(31), StnoftheM-Dmg/ActRdx/Rchg(31), FrcFdb-Rechg%(33) Level 10: Hover LucoftheG-Def/Rchg+(A) Level 12: Hasten RechRdx-I(A), RechRdx-I(33) Level 14: Build Up GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(34), GssSynFr--ToHit/Rchg/EndRdx(36), GssSynFr--Rchg/EndRdx(36), GssSynFr--ToHit/EndRdx(36), GssSynFr--Build%(37) Level 16: Energize NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(17), NmnCnv-Heal/Rchg(17), NmnCnv-Heal/EndRdx/Rchg(19), NmnCnv-Heal(19), NmnCnv-Regen/Rcvry+(21) Level 18: Aim RctRtc-Pcptn(A) Level 20: Boxing Acc-I(A) Level 22: Tough StdPrt-ResDam/Def+(A), Ags-Psi/Status(25), Ags-ResDam/EndRdx(37), Ags-ResDam/Rchg(37), Ags-EndRdx/Rchg(39), Ags-ResDam/EndRdx/Rchg(39) Level 24: Super Speed Clr-Stlth(A) Level 26: Explosive Blast Rgn-Dmg(A), Rgn-Acc/Rchg(33), Rgn-Dmg/EndRdx(34), Rgn-Acc/Dmg/Rchg(39), Rgn-Dmg/Rchg(42), SuddAcc--KB/+KD(43) Level 28: Power Boost RechRdx-I(A) Level 30: Weave RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(40), RedFrt-EndRdx/Rchg(40), RedFrt-Def/EndRdx/Rchg(40), RedFrt-Def(42), RedFrt-EndRdx(42) Level 32: Nova ScrDrv-Acc/Dmg(A), ScrDrv-Dam%(34), ScrDrv-Dmg/EndRdx(45), ScrDrv-Dmg/Rchg(46), ScrDrv-Acc/Rchg(46), OvrFrc-Dam/KB(46) Level 35: Fly BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(45), BlsoftheZ-ResKB(45) Level 38: Personal Force Field LucoftheG-Def/Rchg+(A) Level 41: Temp Invulnerability GldArm-3defTpProc(A), Ags-ResDam/EndRdx/Rchg(43), Ags-ResDam(43), Ags-ResDam/EndRdx(48), Ags-ResDam/Rchg(48), Ags-EndRdx/Rchg(48) Level 44: Maneuvers LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(50) Level 47: Repulsion Field ExpStr-Acc/KB(A), ExpStr-Dmg/KB(50), ExpStr-Dam%(50) Level 49: Afterburner LucoftheG-Def/Rchg+(A) Level 1: Brawl Acc-I(A) Level 1: Defiance 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 Run-I(A) Level 2: Rest RechRdx-I(A) Level 4: Ninja Run Level 2: Swift Flight-I(A) Level 2: Health Pnc-Heal/+End(A), Prv-Absorb%(3), Mrc-Rcvry+(3) Level 2: Hurdle Jump-I(A) Level 2: Stamina PrfShf-End%(A) Level 0: Task Force Commander Level 0: The Atlas Medallion Level 0: Portal Jockey Level 0: Freedom Phalanx Reserve Level 50: Diamagnetic Radial Flawless Interface Level 50: Agility Core Paragon Level 1: Quick Form Level 50: Barrier Core Epiphany ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1563;733;1466;HEX;| |78DA6594CB4F135114C6EF4CA742A794F22AEF575B9E853E8682EF48A2828940828| |0EE0CA9302993D499DA16A171E5C2BFC144455DF88C8F8D62DCF837F8882B75635C| |A3AEDDD4D3F94E61924ED2FEEEFDEE3DF77C73EEBDB3B07DB6EEF5B99BD342F29DC| |9A4F2F9D5D3F45FD073EA8ABEB6615A192B5D14F4D4CE66528579C3D46BA8D3C573| 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  15. After much consideration, I'd like to suggest a powerset reskin for Assault Rifle. I know that plenty of players would like to play a power-armor character with versatile gadgets, and I think that redesigning Assault Rifle to work with unarmed animations (such as Energy Projection) could make for a sleek transition into power armor design. What're everyone's thoughts on this? Does it sound like a good idea, and is it feasible?
  16. So I've been playing my new Elec/dark blaster, and have come to the conclusion that the sustain power Touch of the Beyond needs to be reworked. As it is it's a single target minor fear attack with no damage that siphons regen/recovery. The biggest issue is the regen/recovery lasts 60 seconds, so you're forced keep track of it by monitoring regen/recovery and keep using touch of the beyond, which is detrimental to your DPS. God forbid you miss. I would suggest that the power could be changed instead to a pbaoe toggle that grants the regen/recovery but also has a negative ToHit Buff (~ 5%) for enemies in range (~15 ft) and a pulsing mag 1 fear (w/ a duration of 9 seconds) that is reapplied/stacked every 3 seconds. That keeps it fairly unique, ties the power into the -tbh that dark based attacks are known for, and makes it so that it doesn't have to be used everything other attack. Any thoughts? As usual thanks.
  17. Since I have so much time on my hands, I've been theorycrafting some builds I really don't need or have time to play (already have over 30 alts, fully IO'd out and incarnated). Anyway, I do not have a Radiation Blast blaster, and I don't have a /Temporal one on the Homecoming shards, so I thought: here's a combo I don't have yet! I usually shoot for capped S/L/E defense on my blasters (thus, Scorpion Shield) I usually go the hover/fly/afterburner travel route. I usually avoid Hasten, as I often have all the pool powers picked. I usually go Stealth, just for speed-running through TFs and such (stealth + stealth IO in sprint). Well, I was able to hit 3 out of the above 4. Instead of stealth, I went Combat Jumping - both for added defense as well as "i hate being immobilized" which happens (and it lasts a while!). Was thinking to proc-mule Irradiate, but the Universal Damage set (all 6) seems to fit the bill. I like all the bonuses (+dam, +hp, +def, +KB prot) and with the KD proc, it turns Irradiate into a ghetto control power! Alternately, I was thinking to 2+4 is, with two -Res procs and four Eradicates. The problem with going that route is the end cost and recharge; it feels like I want to irradiate and damage more often than proc... I'm torn on this one. The rest is fairly straight forward blaster slotting. I ended up with 28.5% damage (set bonuses only, add 10.5% from assault for 39% total), decent recovery, S/L/E softcap (45%+). Have great travel power (afterburner is so much fun) and hover-blasting, even when going in for the irradiate/nuke/end of time stuff is nice. Ghetto control if I leave universal in irradiate, plus ST stun with cosmic burst (yeah, it's slow activation, meh); mag 3 hold with Atomic Blast. Mob nuking would be within the 10s of first of aim/bu: Aim+Chronos (buildup) while flying in (stealth+IO) and positioning myself; Irradiate (fast cast, KD from proc) ~240 dam Nuke (slow, but holds) ~ 1065 dam End of Time ~ 363 dam Realistically, the above would only be for incarnate/post-50 stuff. I imagine the pre-50 content (teaming) going as follows: Nuke (Atomic Blast w/o aim or BU, maybe just BU for damage) Finish off stragglers/boss with ST or Aim + BU Irradiate + End of Time Finish off stragglers/boss with ST Here's the build I threw together and may build: Would love to hear comments/critiques!
  18. I have started a Dark/Mental Blaster and I am really loving it. I am sure that there are better combinations for blasters, but this is themed and it really is super fun to play. Can anyone create or post a build for this pairing? I am open to anything. Thanks in advance.
  19. As a player who prefers her blasters, I am so thankful for the roles tankers play. Like you tanks, I was delighted with the latest patch that addresses some of the problems tankers faced. My hat is off to those of you who chose to play tanks even though your powers were not like they were. Hurrah for the new devs! Any time I am in a group with you I certainly appreciate you. If I want to survive I stay fairly close to that tank who was drawing the attention of the AV or Hami or on MSR runs, not targeting through you. I don't want to disturb that taunt! So thank you! Long may you taunt and protect us squishies, lol. Carolina Heat, 50+ blaster Carolina Moon, 50+ defender -and numerous other of her ilk
  20. So! for a time I've been thinking what blast powersets we have at our disposal and how the damage types are a little disproportionate. So far we have five powersets that use Energy Damage: (Energy, Sonic, Radiation, Electric, Beam Rifle) four that use Smashing Damage: (Energy, Sonic, Ice, Water) four that use Lethal Damage (Assault Rifle, Archery, Dual Pistols, Ice) four that use Fire Damage (Fire, Water, Assault Rifle, Dual Pistols) three that use Cold Damage (Ice, Water, Dual Pistols) and only one each for Negative, Psychic and Toxic damage (Dark, Psychic, Dual Pistols). Now, since Psychic damage is supposed to be 'rare and exotic' so I can excuse that, it seems odd that Negative damage doesn't have many other powersets with access to it, especially blast powersets. I know that Toxic damage is supposed to be more rare than Psychic damage, but since the only way of accessing it is via the Ammo Swap power in Dual Pistols I think it could potentially be explored elsewhere. So, I decided to kill two birds with one stone and come up with a powerset that is focused on delivering both Dark damage and Toxic damage; Blight Blast. This powerset is designed specifically to utilise those two damage types, and pairs well with many other powersets to help conceptualise and explore different themes; Pair it with Poison or Ninja Training to focus on delivering deadly poisons. pair it with Bio Armor to make a putrid monstorsity, or maybe pair it with Nature Affinity or Plant Manipulation to send spores and natural toxins to your foes! You could even pair it with anything like Radiation or Dark to make all sorts of concepts! I think we have plenty in the way of existing assets that can be drawn from Poison, Radiation, Bio and Plant based powersets to amalgamate into a putrid looking FX theme, as well as a plethora of attack animations that could easily be used along with them. Blight Blast You are capable of withering away your foes with blasts of necrotic blight. Blight Blast focuses on delivering a mixture of Negative damage and Toxic damage as you wither away your enemies. Enemies subject to multiple attacks may become Blighted, and may spread this blight to their nearby allies, lowering their regeneration rate and healing received. - Putrid Bolt: (Ranged, Light Negative, Minor Toxic DoT) A quick blast of putrid essence, with a low chance of Blighting your target. - Atrophic Blast: (Ranged, Moderate Negative, Light Toxic DoT) A more powerful blast of atrophic rot, with a higher chance of Blighting your target. - Infection: (Ranged Chain, Moderate Negative/Toxic DoT) You release a deadly infection that chains between targets and deals good damage over time, but also can transfer Blight from one target to another. - Incubate: (Self +ToHit, +Special) Greatly increases your chance to hit of your attacks for a few seconds, and also increases the chances of attacks inflicting or spreading Blight. - Necrotic Lance: (Sniper Superior Negative, High Toxic DoT) An extremely long and accurate strike that creates a withering necrosis on your foe, devouring them with extreme damage over time. This power has a guaranteed chance of Blighting your target if this power is used as a sniper attack. Even if activated in combat, this power has a high chance of Blighting your target. - Miasma: (Targeted AoE, Sleep, Special) You create a cloud of petulant fumes that blankets a targeted area. Foes caught in the miasma may fall extremely ill and begin choking on the fumes, and have a higher chance of spreading Blight to other foes - Enervate: (Close, High Negative/Toxic DoT) You deliver a bolt of enervating toxin that greatly harms your foe, and has a high chance of Blighting your target. - Parasitic Drain (Ranged, Medium Negative/Toxic DoT, Self +Heal over Time) You infect your foe with a parasitic toxin, transferring their life essence to yourself to mend your wounds. If used on a blighted target, the healing you receive is greatly improved. - Virulence: (PBAoE, Extreme DoT Negative/Toxic, Hold) you unleash a deadly virulent shroud around yourself, spreading to all foes in a large area. Foes affected suffer extreme damage over time, and may become overcome by a foul sickness that has a chance to hold them and spread Blight to nearby allies.
  21. I'm a noob when it comes to builds so i created this "thing" while checking random ones here and there. I would love to hear more experienced builders commenting and tweaking this cause i guess it seems a bit expensive and i don't think that i did it the right way. (power order is totaly random so don't mind it) Hero Plan by Mids' Reborn : Hero Designer https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Mutation Blaster Primary Power Set: Electrical Blast Secondary Power Set: Mental Manipulation Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Mu Mastery Hero Profile: Level 1: Lightning Bolt -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(5), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(7) Level 1: Subdual -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(34), SprDfnBrr-Acc/Dmg/Rchg(36), SprDfnBrr-Acc/Dmg/EndRdx(36), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(36), SprDfnBrr-Rchg/+Status Protect(37) Level 2: Ball Lightning -- Rgn-Dmg(A), Rgn-Dmg/Rchg(7), Rgn-Acc/Dmg/Rchg(9), Rgn-Acc/Rchg(9), Rgn-Dmg/EndRdx(11) Level 4: Hasten -- RechRdx-I(A), RechRdx-I(11) Level 6: Super Speed -- BlsoftheZ-ResKB(A) Level 8: Aim -- GssSynFr--Build%(A) Level 10: Combat Jumping -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(13), Ksm-ToHit+(13) Level 12: Zapp -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(15), StnoftheM-Dmg/ActRdx/Rchg(15), StnoftheM-Dmg/EndRdx/Rchg(17), StnoftheM-Dam%(17), Apc-Dam%(19) Level 14: Maneuvers -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(19) Level 16: Concentration -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(21) Level 18: Tactics -- EndRdx-I(A) Level 20: Drain Psyche -- ThfofEss-Heal(A), ThfofEss-Acc/Heal(21), ThfofEss-+End%(23) Level 22: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(23), KntCmb-Dmg/Rchg(25), KntCmb-Knock%(25) Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(27), UnbGrd-Max HP%(27), RctArm-ResDam/EndRdx(29), RctArm-ResDam/Rchg(29), RctArm-ResDam(31) Level 26: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(31), LucoftheG-Def/Rchg+(31) Level 28: Assault -- EndRdx-I(A) Level 30: Voltaic Sentinel -- ExpRnf-+Res(Pets)(A), ExpRnf-Acc/Rchg(40), ExpRnf-Acc/Dmg(42), ExpRnf-Dmg/EndRdx(42) Level 32: Thunderous Blast -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/EndRdx(33), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(34), SprBlsWrt-Rchg/Dmg%(34) Level 35: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(43), UnbGrd-EndRdx/Rchg(43), UnbGrd-Rchg/ResDam(45), UnbGrd-ResDam/EndRdx/Rchg(45), StdPrt-ResKB(45) Level 38: Psychic Shockwave -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(39), Arm-Dam%(40) Level 41: Electrifying Fences -- GrvAnc-Immob(A), GrvAnc-Immob/Rchg(46), GrvAnc-Acc/Rchg(50), GrvAnc-Immob/EndRdx(50), GrvAnc-Hold%(50) Level 44: Static Discharge -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(46), Ann-ResDeb%(46) Level 47: Summon Adept -- CaltoArm-Acc/Rchg(A), CaltoArm-Acc/Dmg(48), CaltoArm-Dmg/EndRdx(48), CaltoArm-+Def(Pets)(48) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(37), KntCmb-Dmg/Rchg(37), KntCmb-Knock%(40) Level 1: Defiance 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 -- Clr-Stlth(A) Level 2: Rest -- RechRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(42) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), PrfShf-End%(43) Level 50: Musculature Radial Paragon Level 50: Ageless Core Epiphany Level 50: Ion Radial Final Judgement Level 50: Assault Core Embodiment Level 50: Reactive Core Flawless Interface Level 50: Banished Pantheon Radial Superior Ally ------------
  22. Narfu12

    Power Pool idea.

    This is just an idea for a custom power pool. This was an idea that was expanded upon someone from a Supergroup discord so Omen1121 if you're seeing this thanks for the help! Shotgun Power Pool: Slug Buckshot Bean Bag Swap Ammo (Flechette, Incendiary, Cryo. Kinda like the pistol but instead of Chemical its Flechette) Flechette rounds: More Lethal Damage, But a more narrow AOE cone, Forgot to add a bit more range as well.. Slam Fire (Cone AoE): Damage (Moderate) Recharge (Slow) Note: The secondary ammo will have certain effects. Flechette will deal more damage and inflict a bleed, Incendiary will apply an DoT, Cryo will slow movement and Knockback. Armor shred: usable with flechette rounds: blast the target and nearby enemies in a small cone with an armor shredding round, causing def down on top of bleeding. If used within 5 feet of the target primary target has a chance to be stunned. Cyro jet round: (Targeted aoe) (Moderate) load and fire a Cyro jet round, causing damage to the target and any enemies near them. Ammo changes: flechette will fire a fragmentation round, causing less damage to the target but applying bleed and affecting a wider area. Incendiary will cause a fire patch at the targets location, applying minor dots to any inside or entering the area. Cryo will freeze the target with a chance to freeze nearby enemies. Enemies caught in the blast of the cryo round who aren’t frozen will be slowed. Net Shot: (AoE Hold) (Minor) Load and fire a net shot that holds any enemy caught within the net. Flechette and Incendiary will apply a DoT of either fire or bleed while cryo can extend the hold duration. Variable Shot: Use currently loaded ammo for a variable shot. This ability changes based on currently loaded ammo. Cannot be used immediately after swap ammo or variable shot. Becomes Dragon Shot when loaded with incendiary ammo, causing a cone aoe blast of fire causing high damage and moderate dot to all within its cone. Becomes Blast shot with flechette ammo, causing the target and those near it moderate damage and moderate dot, with a chance to disorient. Becomes Nitrogen Shot with cryo ammo, causing the target and those nearby to have drastically slower attack and movement speed, those already affected by a cryo slow also have a chance to be frozen, but deals lower damage than other variable shots. Speed loader: your experience fighting with shotguns has sped up your ability to load and fire thanks to muscle memory. Passively increases recharge and attack speed, can be activated to forgo this increase for the moderate cooldown but reloads all currently spent rounds.
  23. Anyone experienced enough in build making able to share an Elec/Devices blaster build?
  24. Pretty simple - swap the animations from Time Wall / Time Stop (and vice versa), and Aging Touch / Future Pain (and again, vice versa)... Preferably keeping the original power effects rather than having to try and palate match through customization if possible, much like Peacebringers and their Tier 9 (although I'm pretty sure in that case it was more of a reversion than a change?). Thoughts?
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