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About Me

  1. So once again I'm back optimizing my build starting from scratch! My last Dark/Shield Scrapper Murcielago was amazing and hopefully in a few years I'll have him back to that level. Below is the building I will be working towards again. | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1521;675;1350;HEX;| |78DA6593D972124114867B6030B207B210CC02C444B6640093AA688C5AA5182B115| |228D13B2B4EA00D9414500329934B5FC1F50534EA8D0FA4CFE072EF321EE7FC20CA| |14D4D77DF673BABB7894F77CB8F9E4AA507CD71B
  2. Hello all, The last time I used this character, I didn't really understand the new changes to Trick Arrow. I kept the build as is, with a bunch of Procs in it to help with damage. With the -Res added, it now looks like Entangling Arrow is 100% worth taking, but I'd like help figuring out what to drop. I'm thinking either Fistful, Explosive, Poison Gas, or maybe Tactics? Something Else? I could use some advice to update . The main thing is I'd like to be soft capped to Smash/Lethal/Energy and use Entangling (if not all of the Trick Arrow Powers if feasible).
  3. Hey forum, I have a strong theme in mind for a scrapper but don't know enough about to the game to make an educated decision about what powersets to run. I have a list of candidate primary and secondary powersets that fit my theme and would like some advice about how the sets would play together and which combinations would perform well. Primary: Claws Street Justice Savage Melee Secondary: Energy Aura Invulnerability Radiation Armor Regeneration Willpower
  4. v2.0 I've put together an experimental Perma-Boost Power build for ranged artillery. Basic premise is: You've got two Mag 3 area stuns with durations and cooldowns in the 20-30s range. Ridiculous recharge generally speaking plus absurd range means you can snipe safely from a distance and cover very wide areas with AoEs to make up for BRs normal deficiencies with area. Capped every defense with incarnates and spread 21.4% Def to allies within 50 feet. Hyper-mobility: capped flight movement. Solid DPS (~370 in standard rotation) You are hyper-mob
  5. Hi all, As you may know from TT's and other events, forum threads, or my sig, I'm a big Rad/Fire fan. I've been running Warboss under a slightly different build than I'm posting here, but am looking for feedback on this revamp of the build. I dropped Tactics in favor of getting him Meltdown (I know, I know... I should have been running that from the beginning, but I haven't and he's a pretty solid Tank). Things I would like to do, but not required: get that remaining 3% Melee Defense back if possible, maybe get Tactics back (although at this point I don't think it's necessary), add more P
  6. I have been racking my brain on how to build this. Radiation armor just has too many useful powers. I cant seem to get away from taking the whole set. Could use some help.
  7. Good morning everyone! I've been trying to put together a build for Illusion/Traps that maintains S/L/E/R softcaps and Perma PA without relying on Incarnates. While I know Agility and Spiritual can do a lot of heavy lifting towards the recharge cap, but if I can fit Musculature into my build instead, I always try. I've got Phantom Army down to 59 seconds, but it had to make the sacrifice of not having Blind and Poison Trap as Proc Bombs. This first build is with Musculature and minimal procs, but I'm curious if I would get more mileage out of a different Al
  8. Hello allI. So, I have an Energy/Inv Scrapper at lvl 50, that I am now starting to IO out. I have some questions and doubts about some IOs and ATOs. 1- I've used Superior Critical Strikes on Total Focus and Superior Scrapper's Strike on Energy Transfer. Is that the way to go? I confess I don't understand really well the way ATOs work. 2- My resists are a bit low for Energy/Neg, which I believe is an important part of the endgame. On the other hand, my Fire/Cold are very high but I can't seem to find a good, cost-effective way to raise the energy/neg resists.
  9. So basically this build is sitting at +19% Damage, 30% S/l Def (36% melee), and 70% S/L Resists. What would you change, if anything? Looking for opinions. Hero Plan by Mids' Reborn : Hero Designer https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Vixen Foxfire: Level 50 Science Sentinel Primary Power Set: Fire Blast Secondary Power Set: Fiery Aura Power Pool: Flight Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Fire Mastery Hero Profile: Level 1: Flares (A) Devastation -
  10. Hello I am a player returning from live and just started playing a MA/WP Scrapper for fun. I am currently level 35 and struggling a little on the character planning at this point. I keep questioning my existing decisions and therefore am finding it hard to plan what I should invest in next. (or what I should fix about mistakes I've already done) I am just playing solo for now in case that matters. I barely even remember details from live much less homecoming, so I'm not sure the proper way to slot things (like 6 slotting no longer being a thing, etc) or what powers I should be prioritizin
  11. Build Link I'd like to have someone actually versed in Dominators look over this build, because it seems to perform really poorly on paper compared to other builds I've seen here. Not sure if that's because I built it wrong or because I just picked bad base powersets. I was going for high recharge and perma-Domination but it seems sorely lacking in defense/resists. I primarily play a Tanker so I don't know if that's because it's a Dominator, or because I built it wrong. I know the resistance soft caps are considerably lower, but still. It seems utterly useless in solo play. The only
  12. Just made this build for my ss/dark brute, looking for any advice and improvements I can make to it. Thanks in advance. This Villain build was built using Mids Reborn https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Science Brute Primary Power Set: Super Strength Secondary Power Set: Dark Armor Power Pool: Fighting Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Ancillary Pool: Soul Mastery Villain Profile: Level 1: Jab -- (A)(3)(3)(5)(5)(7) Level 1: Dark Embrace -- (A)(7)(9)(9)(37) Level 2: Death Shroud -
  13. 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 m
  14. Looking for tips from y'all about this build, because I always feel like I'm missing something. This is a concept build, so I'm only looking to min/max within those parameters. Note the teleport powers: they're placeholders for the new equivalents (Combat Teleport, Fold Space, etc.). I just want a fairly survivable build that packs as much punch as possible. Given that I hate running out of endurance and don't like relying on Ageless, I went for Cardiac Core, but if there's IO choices that can net me some better recovery I'll take it! Let me know any and all thoughts! Villain Plan
  15. I haven't played the game in a while so I'm not up-to-date on all the latest changes, but glancing around at some other Invuln/SS Tanker builds that have been posted here, I'm wondering if I should rework mine at all. I would appreciate it if someone more experienced with theorycrafting could give me some pointers or tweak this build for me. Chief Concerns: I feel like my Resistance values could be higher, particularly where Psionic damage is concerned. I'd really like to avoid using Laser Beam Eyes for concept reasons. This character is inspired by Superman but heavily nerfed in
  16. Hey guys, rolling a Brute. The stats say I have a decent thing going here, but I beseech ye build experts for any tips. Still new at this y'see. The character is not a farming character - it's built for concept more than anything. Let me know your guys' thoughts and if I'm missing anything or can slot something better than I already have. Villain Plan by Mids' Reborn : Hero Designer https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Hellscaper: Level 50 Magic Brute Primary Power Set: Stone Melee Secondary Power Set: Fiery
  17. Hey guys. It's been ...years since I have posted a build. I'd like some suggestions and improvements for my Fire/Dev Blaster, for endgame content. I built it for Ranged defense. Currently around 55% Ranged defense, for Incarnate Content. I've read defense caps at 65% at Incarnate, is that correct? Other than that, I tried reducing the endurance costs, especially with the passive Epic Pool power pick. Recharge is nice, but I didn't go the Haste route. Should I? Anyways, be gentle. Thanks This Hero build was built using Mid
  18. Hey folks, So I've finally gotten my first Homecoming-era MM going. He's Robots/Radiation; the subject line wasn't a trick 😄. I've gotten him up to almost 28, so far going on just common IOs. I've got a plan for getting up to about 35 or so, as outlined below. Anyone got any suggestions for how to finish this out, from the standpoints of both leveling choices and Sets to use for the finished product? Let's say the only real restriction is no purple pieces, or anything else that's similarly a bank-breaker. Thanks, Generator Villain Plan by Mids' Reb
  19. Hey Tankers. I haven't built a new Tank since Live, and back then I was mostly building for Resist and mixed sets. I never built a pure Defense Tanker, but I wanted to try out SR/DB on Homecoming and it's been a lot of fun to play around with, so I started looking at an endgame build. The trouble I'm having is that my usual build strategy is... well, overkill, for SR. I wanted to build for Incarnate defense caps for this one, and once I looked at what I'd come up with I realized that I overshot those without even trying. What I'm wondering is: Is it worth it
  20. I've been toying with tankers now for a bit..made a few, INV, RAD, FIRE...yadda yadda yadda. Thematically I want to make War Mace and Shield look, feel, and play well! But I can't decide if it's a Brute or Tanker. Anyone play either of these right now?
  21. Synergy


    Hey all, I decided that my next alt will be a Stone/Regen Brute since I came up with a concept for one over the holidays. This doesn't seem to be a pairing I see talked about, so am I nuts or an accidental visionary? Any insights, experiences, build ideas are welcome!
  22. Hello all, I've been away for a bit, but came running back when I heard Trick Arrow was actually getting buffed! I never thought my TA/A was dead weight pre-50, but the debuffs weren't as important in the End Game. It looks like some of these changes make powers I never considered taking not only viable, but maybe necessary (I'm looking at you Entangling Arrow, Flash Arrow, and Poison Gas Arrow). I'd appreciate advice on how to improve my TA/A Offender/Proc Monster in a post I27 world. http://www.cohplanner.com/mids/download.php?uc=1495&c=733&
  23. I wanted a Brute, since I play almost all Scrappers. I wanted to try Claws since I don't have one. Same for Dark Armor, all that endurance drain must be good for something? So why not Claws/Dark Brute? Scratch all my itches at once. This build is currently in the low 40's so will be 50 soon. DEF: S/L 47%; Melee: 46% everything else is in the low to mid 20's RES: S/L 70%; Energy: 52%; Neg 76%; Fire/Cold 65%; Toxic 43%; Psi 78% Procs: Force Feedback is in Focus and Shockwave so it should happen often. Follow Up: Should I slot th
  24. So I like to think that I have a reasonable handle on building acceptable tanks, but this one has me stumped. She's at 42 right now, running on common IOs only (save 2), and her performance feels awful. I can't maintain Offensive Adaptation or her blue bar drains before the mobs die. Efficient is better on the end, but takes forever to down anything. I solo pretty much exclusively because she, frankly, doesn't feel like a tank at all. I'd rather try to improve than scrap her if possible. So here I am. Given the common IO limitation, what can I do to improve her performa
  25. I'm still relatively new to end-game build making (or build making in general, to be honest), and completely new to both War Mace and Regen, but thought I'd give it a try. Any help is welcome, all comments, suggestions, and advice will be considered. About the only thing I'm even close to "married" to is Super Jump as a travel power, but I wouldn't mind changing it for anything else if it helps, at all. Here goes...
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