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About Me

  1. In one of the many conversations I had about the new Aeon SF, @Bill Z Bubba got me to thinking on finally rolling a SR tank.. Whats everyones thoughts on this build? The high def numbers, some s/l resist, and the -def of rad and the aura, seems plausible. How is the heal on /Rad? More useful as damage or a heal proc monster?
  2. Alrighty, I figured I'd give it a go since I finally got my WS to 20. I went for rech and res mostly, and tried to make it a equal triform build, so I could turn into any form in rapid succession and fubar the enemies as quickly as possible. Obviously, certain sacrifices were made to get the set bonuses I wanted, use of Hami O's, and I'm not a proc person so I'm sure there were missed opportunities on that front. I used alot of powers just as place holders to get what I needed. The use of macro's has been an awesome way to channel the forms quickly and very efficient killing wise. Tactically speaking there is a host of attack chains that can be set up, human>dwarf>squid aoe/smite/blast, squid>dwarf>human blast/smite/make pets, etc. I'm getting excited thinking of the possibilities. So here is my build, critique away! This Hero build was built using Mids Reborn https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Vortex Tyrant: Level 50 Science Warshade Primary Power Set: Umbral Blast Secondary Power Set: Umbral Aura Power Pool: Speed Power Pool: Leadership Power Pool: Leaping Power Pool: Flight Hero Profile: Level 1: Ebon Eye -- SprEssTrn-Dmg/EndRdx/Rchg(A), SprEssTrn-Acc/Dmg/EndRdx/Rchg(33), SprEssTrn-Rchg/Global Heal(48) Level 1: Absorption -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(45) Level 2: Gravity Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(33), UnbGrd-Rchg/ResDam(36), UnbGrd-ResDam/EndRdx/Rchg(36) Level 4: Hasten -- RechRdx-I(A), RechRdx-I(33) Level 6: Dark Nova -- PwrTrns-EndMod(A), PwrTrns-+Heal(31), RctRtc-ToHit(31), RctRtc-Pcptn(31) Level 8: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 10: Penumbral Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(37), UnbGrd-Rchg/ResDam(37), UnbGrd-ResDam/EndRdx/Rchg(37) Level 12: Sunless Mire -- Obl-Dmg(A), Obl-Acc/Rchg(39), Obl-Dmg/Rchg(39), Obl-Acc/Dmg/Rchg(39), Obl-Acc/Dmg/EndRdx/Rchg(40) Level 14: Shadow Cloak -- LucoftheG-Def/Rchg+(A) Level 16: Twilight Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-Rchg/ResDam(34), UnbGrd-ResDam/EndRdx/Rchg(36) Level 18: Essence Drain -- SprBlsCol-Acc/Dmg/EndRdx(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(46), TchoftheN-Acc/Heal(46), TchoftheN-Heal(48) Level 20: Black Dwarf -- PwrTrns-EndMod(A), PwrTrns-+Heal(27), UnbGrd-ResDam(29), UnbGrd-ResDam/EndRdx(29) Level 22: Stygian Circle -- HO:Golgi(A), EndMod-I(45) Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 26: Unchain Essence -- SprEssTrn-Acc/Dmg(A), SprEssTrn-Dmg/Rchg(40), SprEssTrn-Acc/Dmg/Rchg(40) Level 28: Gravimetric Snare -- HO:Nucle(A) Level 30: Gravity Well -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(43) Level 32: Dark Extraction -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg/Rchg(42), ExpRnf-EndRdx/Dmg/Rchg(43), ExpRnf-Dmg/EndRdx(43) Level 35: Quasar -- SprAvl-Acc/Dmg/EndRdx(A), SprAvl-Acc/Dmg/Rchg(48), SuddAcc--KB/+KD(50) Level 38: Eclipse -- HO:Ribo(A) Level 41: Hover -- LucoftheG-Def/Rchg+(A), WntGif-ResSlow(46) Level 44: Stygian Return -- RechRdx-I(A) Level 47: Shadow Slip -- Acc-I(A) Level 49: Orbiting Death -- EndRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Dark Sustenance Level 1: Shadow Step -- HO:Micro(A) Level 1: Sprint -- EndRdx-I(A) Level 2: Rest -- IntRdx-I(A) Level 10: Shadow Recall -- HO:Micro(A) Level 1: Swift -- Run-I(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3) Level 1: Hurdle -- Jump-I(A) Level 1: Stamina -- PrfShf-EndMod(A), PrfShf-End%(3) Level 6: Dark Nova Blast -- Apc-Dmg(A), Apc-Dmg/Rchg(7), Apc-Acc/Dmg/Rchg(7), Apc-Acc/Rchg(27), Apc-Dmg/EndRdx(34) Level 6: Dark Nova Bolt -- SprWntBit-Acc/Dmg/Rchg(A), SprWntBit-Dmg/EndRdx/Acc/Rchg(5), SprWntBit-Rchg/SlowProc(5), SprWntBit-Acc/Dmg/EndRdx(25) Level 6: Dark Nova Detonation -- SprKhlGrc-Acc/Dmg(A), SprKhlGrc-Dmg/Rchg(9), SprKhlGrc-Acc/Dmg/Rchg(9), SprKhlGrc-Dmg/EndRdx/Rchg(23), SprKhlGrc-Acc/Dmg/EndRdx/Rchg(50), SprKhlGrc-Rchg/FormBuff(50) Level 6: Dark Nova Emanation -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(11), Bmbdmt-Acc/Dam/Rech/End(11), Bmbdmt-+FireDmg(25) Level 20: Black Dwarf Antagonize -- PrfZng-Dam%(A) Level 20: Black Dwarf Drain -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/Rchg(21), Prv-Absorb%(21), Prv-Heal(23) Level 20: Black Dwarf Mire -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(15), Arm-Dmg/EndRdx(17), Arm-Acc/Rchg(17), Arm-Dam%(42) Level 20: Black Dwarf Smite -- Hct-Dmg(A), Hct-Dmg/Rchg(13), Hct-Acc/Dmg/Rchg(13), Hct-Acc/Rchg(15), Hct-Dmg/EndRdx(45) Level 20: Black Dwarf Step -- EndRdx-I(A) Level 20: Black Dwarf Strike -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(19), Mk'Bit-Acc/EndRdx/Rchg(19), Mk'Bit-Acc/Dmg/EndRdx/Rchg(42) ------------ ------------
  3. Ok, I like the new badges (sorta) but, really miss my reputation points being on display. It was sorta like an epeen, showing it off, and sometimes throwing it around. If someone had one bigger, well then you always know someone who is...well bigger than them. Now I gotta go look at someone profile to figure out if they know what they are talking about. Yes, yes, I do realize some experts do not post that much, but, hey I figure they are just above such things or they have a rainman thing going on. Besides, it was a source of pride if I didn't know something I could call on the appropriate person on any subject based on their overall knowledge or specific people who are masters of their craft. BECAUSE, those numbers to me equated their knowledge of such matters. Example Claw/SR @Bill Z Bubba or dark/dark @Snarky or market economy @Yomo Kimyata. Those people and others have high reputation because they are masters of those areas and help alot of people because of their knowledge. Now, I know there are others who post stuff just to talk or they are whimsical in their process to discuss things and they have high reps but, in their own way they contribute and face it, these people get those high numbers because other people like what their laying down. Obviously people are going to be mixed on this but, honestly I used to look at those numbers as an accomplishment and as a point if the advice they were giving was something that could be trusted. Do I trust Bill Z telling me about def numbers or do I trust Larry fart smacker with 2 points? I think you know my position on this. Final note don't hate on this its an opinion.
  4. Ultimo

    Red Skull?

    So, I started a Mastermind character based on the Red Skull. My original thinking was to make him Mercs/Poison, and supplement him with the Experimentation pool. However, I found Poison to be almost entirely useless (at least at lower levels). The debuffs don't seem to DO anything, and there's no way to protect MYSELF in combat. So, I changed over to Radiation. However, I'm finding Radiation rather underwhelming too. The debuffs again don't seem to do much of anything, and while he CAN heal himself, the heal is pretty weak. On top of all that, the Experimentation pool is striking me as really weak too. Toxic Dart recycles pretty quickly, but does almost no damage. Corrosive Vial is an AOE, but again does almost nothing and has a ridiculously long cooldown. Experimental Injection... does what, exactly? It seems to do almost nothing as well, and has an even LONGER cooldown. In short, I'm having a tough time figuring out how to build this character so he's in concept, so I thought I'd see what you all think. Am I out to lunch on these power sets? Are Poison and Radiation actually better sets than I'm seeing? The basis of the character is still Red Skull, but the one from the comics, not the movies. That means he's a normal guy in a mask, a brilliant scientist and leader. The plan was to give him the Field Master pool at the end to reference his control of the Cosmic Cube (probably his most iconic story arc). So, what do you all think, how would you build a Red Skull themed character?
  5. Ok, ok, I looked around, searched through threads, found a couple here and there. BUT, not too much info. So who's got that golden ticket, who's gonna be my Willy Wonka to my Charlie, Virgil to my Dante on this little trip? Leveling a WS is a different kind of beast to be sure, I'm going tri to benefit from everything this AT can offer. I'm at a whopping lvl 9 now heading into the Hollows, and following Dechs MF Warshade as a guide of sorts. So any help, advice, etc is of course appreciated. Yeah macros, I won't remember anything else, getting old, foggy brained, yada yada yada.
  6. I know I'm often curious behind some personality types of various villains. I have several, I have a "joker esque" type who is insane from the toxins that he uses. A rogue military AI that is bent on saving the world from humanity, mad scientists, a power obsessed lich, assassins and warriors in service to that lich. A rogue army General who is reminiscent of Cobra Commander. I also have a VG entirely dedicated to aberrations, monsters, and cryptozoological creatures. One dedicated to global economic domination aka farmers, corporate stalkers, and masterminds. But, my absolute favorite would be the villain who thinks his way is the correct way. Not necessarily evil but, not real nice either. An overlord who controls others to do his bidding and definitely not afraid to get his hands dirty if the need arises. I have more masterminds than other other AT and I think it stems from that model above. Its all the years of Bond villains and comic books that got me hooked.
  7. So in my cadre of MMs, I've decided to make another one. But, I need some ideas on what I should make, so that's where you come in. Give me some suggestions, I have. Necro/Dark Bots/FF Necro/Storm Necro/EA Merc/Traps Thug/Thermal (stuck at 32) Beast/Cold lvl 30 currently lvling Ninja/Storm deleted too mehtastic Demon/Cold deleted was my av/gm killer Beast/Kin blah..deleted
  8. So this is actually my oldest toon on HC and the least played. A shame to be sure, the current build is a ranged tank with pets. I prefer to change it up with a hybrid mix of melee, ranged, and pets. I went heavy for the res/def and you'll see that in the slotting. I skipped serum, while I am a fan of Max HP especially perma I just couldn't fit it in the build. Overall I'm just looking for a critique before I commit and respec, to see if there are any possible changes or insight into something I have overlooked. This Villain build was built using Mids Reborn https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Death Head Tarantula: Level 50 Natural Arachnos Soldier Primary Power Set: Crab Spider Soldier Secondary Power Set: Crab Spider Training Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Villain Profile: Level 1: Channelgun (A) Apocalypse - Damage/Recharge (3) Apocalypse - Accuracy/Damage/Recharge (3) Apocalypse - Accuracy/Recharge (5) Apocalypse - Damage/Endurance (5) Apocalypse - Chance of Damage(Negative) Level 1: Crab Spider Armor Upgrade (A) Gladiator's Armor - TP Protection +3% Def (All) (7) Unbreakable Guard - +Max HP Level 2: Combat Training: Defensive (A) Shield Wall - +Res (Teleportation), +5% Res (All) Level 4: Super Jump (A) Blessing of the Zephyr - Knockback Reduction (4 points) Level 6: Longfang (A) Superior Spider's Bite - Accuracy/Damage (9) Superior Spider's Bite - Damage/RechargeTime (11) Superior Spider's Bite - Accuracy/Damage/RechargeTime (11) Superior Spider's Bite - Damage/Endurance/RechargeTime (13) Superior Spider's Bite - Accuracy/Damage/Endurance/RechargeTime (13) Superior Spider's Bite - RechargeTime/Global Toxic Level 8: Suppression (A) Positron's Blast - Accuracy/Damage (15) Positron's Blast - Damage/Endurance (15) Positron's Blast - Damage/Recharge (17) Positron's Blast - Damage/Range (17) Positron's Blast - Chance of Damage(Energy) Level 10: Tactical Training: Maneuvers (A) Red Fortune - Defense/Endurance (19) Red Fortune - Defense/Recharge (19) Red Fortune - Defense/Endurance/Recharge (21) Red Fortune - Defense (21) Red Fortune - Endurance Level 12: Venom Grenade (A) Superior Frozen Blast - Accuracy/Damage (23) Superior Frozen Blast - Damage/Endurance (23) Superior Frozen Blast - Accuracy/Damage/Endurance (25) Superior Frozen Blast - Accuracy/Damage/Recharge (25) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime (33) Superior Frozen Blast - Recharge/Chance for Immobilize Level 14: Arm Lash (A) Superior Avalanche - Accuracy/Damage (27) Superior Avalanche - Damage/Endurance (27) Superior Avalanche - Accuracy/Damage/Endurance (29) Superior Avalanche - Accuracy/Damage/Recharge (29) Superior Avalanche - Accuracy/Damage/Endurance/Recharge Level 16: Combat Jumping (A) Reactive Defenses - Scaling Resist Damage Level 18: Frag Grenade (A) Positron's Blast - Accuracy/Damage (31) Positron's Blast - Damage/Endurance (31) Positron's Blast - Damage/Recharge (31) Positron's Blast - Damage/Range (33) Positron's Blast - Chance of Damage(Energy) Level 20: Slice (A) Superior Dominion of Arachnos - Accuracy/Damage (33) Superior Dominion of Arachnos - Damage/Recharge (34) Superior Dominion of Arachnos - Accuracy/Damage/Recharge (34) Superior Dominion of Arachnos - Damage/Endurance/Recharge (34) Superior Dominion of Arachnos - Accuracy/Damage/Endurance/Recharge Level 22: Mental Training (A) Run Speed IO Level 24: Fortification (A) Resist Damage IO (36) Impervium Armor - Psionic Resistance Level 26: Frenzy (A) Obliteration - Damage (36) Obliteration - Accuracy/Recharge (36) Obliteration - Damage/Recharge (37) Obliteration - Accuracy/Damage/Recharge (37) Obliteration - Accuracy/Damage/Endurance/Recharge (37) Obliteration - Chance for Smashing Damage Level 28: Kick (A) Force Feedback - Chance for +Recharge Level 30: Tough (A) Steadfast Protection - Resistance/+Def 3% (39) Reactive Armor - Resistance/Endurance (39) Impervium Armor - Psionic Resistance (39) Reactive Armor - Resistance/Endurance/Recharge (40) Reactive Armor - Resistance Level 32: Omega Maneuver (A) Overwhelming Force - Accuracy/Damage (40) Overwhelming Force - Endurance/Recharge (40) Overwhelming Force - Accuracy/Damage/Endurance (42) Overwhelming Force - Damage/Endurance/Recharge (42) Overwhelming Force - Accuracy/Damage/Endurance/Recharge Level 35: Summon Spiderlings (A) Expedient Reinforcement - Accuracy/Recharge (42) Expedient Reinforcement - Accuracy/Damage (43) Expedient Reinforcement - Damage/Endurance (43) Expedient Reinforcement - Accuracy/Damage/Recharge (43) Expedient Reinforcement - Endurance/Damage/Recharge Level 38: Call Reinforcements (A) Expedient Reinforcement - Accuracy/Recharge (45) Expedient Reinforcement - Accuracy/Damage (45) Expedient Reinforcement - Damage/Endurance (45) Expedient Reinforcement - Accuracy/Damage/Recharge (46) Expedient Reinforcement - Endurance/Damage/Recharge Level 41: Weave (A) Red Fortune - Defense/Endurance (46) Red Fortune - Defense/Recharge (46) Red Fortune - Defense/Endurance/Recharge (48) Red Fortune - Defense (48) Red Fortune - Endurance Level 44: Maneuvers (A) Luck of the Gambler - Defense/Endurance (48) Luck of the Gambler - Defense/Recharge (50) Luck of the Gambler - Endurance/Recharge (50) Luck of the Gambler - Defense/Endurance/Recharge (50) Luck of the Gambler - Defense Level 47: Wolf Spider Armor (A) Impervium Armor - Psionic Resistance Level 49: Combat Training: Offensive (A) Accuracy IO Level 1: Conditioning | Hidden Level 1: Brawl
  9. Hi Heroes! I was wondering if someone could copy and paste a build they'd recommend for this combo. I'm running my first Defender, and I wanted to give this combo a shot since I'm a fan of elec themes 😄 I'm playing on my Mac, so mids isn't jiving with it currently 😕 but I'd love to see if someone has a build they'd recommend to use as a base!
  10. So I decided a merc build was in order, yeah yeah they get all sorts of flack(lol). But, what is life except a challenge, especially with machine guns, couple that with /Traps and why couldn't it be a success? So without further adieu my build. This Villain build was built using Mids Reborn https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Dr. Alistair Bedlam: Level 50 Technology Mastermind Primary Power Set: Mercenaries Secondary Power Set: Traps Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Power Pool: Medicine Ancillary Pool: Mace Mastery Villain Profile: Level 1: Soldiers (A) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen (3) Superior Mark of Supremacy - Accuracy/Damage/Endurance (3) Superior Mark of Supremacy - Damage (5) Edict of the Master - Defense Bonus (5) Achilles' Heel - Chance for Res Debuff (7) Sudden Acceleration - Knockback to Knockdown Level 1: Web Grenade (A) Gravitational Anchor - Immobilize/Endurance (9) Gravitational Anchor - Accuracy/Immobilize/Recharge (37) Gravitational Anchor - Immobilize Level 2: Caltrops (A) Impeded Swiftness - Accuracy/Endurance (37) Impeded Swiftness - Endurance/Recharge/Slow (40) Bombardment - Chance for Fire Damage Level 4: Super Speed (A) Celerity - Endurance (7) Celerity - +Stealth (40) Blessing of the Zephyr - Knockback Reduction (4 points) Level 6: Equip Mercenary (A) Endurance Reduction IO Level 8: Hasten (A) Recharge Reduction IO (9) Recharge Reduction IO Level 10: Acid Mortar (A) Shield Breaker - Defense Debuff (11) Shield Breaker - Accuracy/Defense Debuff (11) Shield Breaker - Accuracy/Recharge (36) Shield Breaker - Accuracy/Endurance/Recharge (36) Annihilation - Chance for Res Debuff (37) Positron's Blast - Chance of Damage(Energy) Level 12: Spec Ops (A) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura (13) Superior Command of the Mastermind - Accuracy/Damage/Endurance/Recharge (13) Superior Command of the Mastermind - Accuracy/Damage (15) Superior Command of the Mastermind - Accuracy/Damage/Recharge (15) Expedient Reinforcement - Resist Bonus Aura for Pets (17) HamiO:Lysosome Exposure Level 14: Maneuvers (A) Shield Wall - +Res (Teleportation), +5% Res (All) (34) Reactive Defenses - Scaling Resist Damage (34) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 16: Force Field Generator (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (17) Reactive Defenses - Defense (19) Reactive Defenses - Defense/Endurance (23) Reactive Defenses - Defense/Endurance/RechargeTime Level 18: Assault (A) Endurance Reduction IO Level 20: Poison Trap (A) Superior Entomb - Accuracy/Hold/Endurance (21) Superior Entomb - Accuracy/Hold/Endurance/Recharge (21) Superior Entomb - Endurance/Recharge (23) Lockdown - Chance for +2 Mag Hold Level 22: Boxing (A) Empty Level 24: Tough (A) Unbreakable Guard - Resistance (25) Unbreakable Guard - Resistance/Endurance (25) Unbreakable Guard - Resistance/Endurance/RechargeTime (33) Unbreakable Guard - +Max HP (33) Gladiator's Armor - TP Protection +3% Def (All) (34) Steadfast Protection - Resistance/+Def 3% Level 26: Commando (A) Superior Mark of Supremacy - Damage/Endurance (27) Superior Mark of Supremacy - Accuracy/Endurance (27) Superior Command of the Mastermind - Damage/Endurance/Recharge (31) Call to Arms - Defense Bonus Aura for Pets (31) Sovereign Right - Resistance Bonus (33) HamiO:Lysosome Exposure Level 28: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (29) Reactive Defenses - Defense (29) Reactive Defenses - Defense/Endurance (31) Reactive Defenses - Defense/Endurance/RechargeTime Level 30: Aid Other (A) Preventive Medicine - Heal (40) Preventive Medicine - Heal/Endurance (43) Preventive Medicine - Endurance/RechargeTime (43) Preventive Medicine - Heal/RechargeTime (43) Preventive Medicine - Heal/RechargeTime/Endurance (46) Preventive Medicine - Chance for +Absorb Level 32: Tactical Upgrade (A) Endurance Reduction IO Level 35: Trip Mine (A) Armageddon - Damage (36) Armageddon - Accuracy/Damage/Recharge (48) Armageddon - Damage/Endurance (48) Armageddon - Chance for Fire Damage Level 38: Aid Self (A) Numina's Convalesence - Heal/Endurance (39) Numina's Convalesence - Endurance/Recharge (39) Numina's Convalesence - Heal/Recharge (39) Numina's Convalesence - Heal/Endurance/Recharge (50) Numina's Convalesence - Heal Level 41: Scorpion Shield (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (42) Reactive Defenses - Defense (42) Reactive Defenses - Defense/Endurance (42) Reactive Defenses - Defense/Endurance/RechargeTime Level 44: Tactics (A) Gaussian's Synchronized Fire-Control - To Hit Buff (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance (46) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 47: Vengeance (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 49: Resuscitate (A) Recharge Reduction IO Level 1: Supremacy Level 1: Brawl
  11. Had an idea for a villain that is like Protean (since we have a million costume slots) that can assume various identities. That being said I figured Blasters(maybe) have that range to have different powers, melee/ranged/holds/immobilizes, etc that would fit a character of that type. Not to mention powers can be changed in some instances not only the colors but how they are cast or different animations for melee. So now the question what primary/secondary/PP would fit that scope? I was thinking of doing an Arachnos, Longbow, civilian, hero, villain, Vanguard, etc as different costume options. Thinking caps on and let the creative juices flow! (Eeeww)
  12. I just posted this in a thread with a new player and thought why not help others out that are just plain confused by all the keybinds or just hate them.. I prefer macros, I started out on them on live and they have remained with me ever since. My first serious toon for the long road to 50 on live was a Bots/FF and I did everything with him. Full backstop, pve, pvp, base raids, badging, you get the picture. I have no patience for the key bind experience for some its a fantastic way to play out their mm fantasy. This in itself might be a huge deterrent for some thinking that all that effort has to go into just setting up an MM. So the remedy in my mind at least is the macro. If anyone else has some useful ones feel free to add. These are the most common macros for MM pet control. I use ATK and BG as my primary commands. /macro ATK "petcom_all aggressive$$petcom_all goto" /macro DEF "petcom_all defensive$$petcom_all goto" /macro BG "petcom_all defensive$$petcom_all follow" ATK is a goto option that locks the pets in a specific area and gives them the kill all command. DEF is the same as above but pets will only attack when fired upon the same as the rules of engagement that US troops do now. BG the infamous bodyguard mode, puts pets on a defend the mm command. I use BG during travel, between areas/rooms and as I'm running drop ATK in the middle of the mob. If you want to be in a close supremacy range for your pets and then what better way than for me their master than to be in the middle of combat. Hence, why I always shoot for high s/l res/def on my mm. This is turn always you to soak up the alpha if no melee types are around. This will insure that no pets are lost in the initial strike, because, a mm with no pets is a sad, sad creature. There are other commands, macros, etc that I have but you have to really dedicate yourself to the AT like I do, there are ones for the thug bruiser to act as the de facto tank of the group and can command him as such, ones to only attack as ranged, etc. These will get you started at least to make you a better casual mastermind. Some other playful or useful macros. /macro BYE petcomall dismiss This one is a larger one /Macro WHT "team WHAT DO WE WANT?$$petsay_all <em protest> /macro DMG "petsay_all MORE DAMAGE!$$emote drat" /macro TNK "petsay_all BETTER TANKS!$$emote frustrated" /macro SUP "petsay_all COMPETENT SUPPORT!$$emote grief" This is to call out teams, team wipes, or just fun. These are fun for crowds, hanging out in the Atlas/Pocket D. Magic trick /macro ALK "emote alakazamreact$$petsay_all <em alakazamreact> Or Dance off, bro! /macro getfunky "petsay all <em dance>" Hope these help and provide entertainment to your game time.
  13. Heya all, had some questions on two sets I have zero experience with on MM's. Went primarily for s/l on def/res with rech. Let me know your thoughts/advice. This Villain build was built using Mids Reborn https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Larker: Level 50 Science Mastermind Primary Power Set: Thugs Secondary Power Set: Poison Power Pool: Speed Power Pool: Concealment Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Villain Profile: Level 1: Call Thugs -- SprMarofS-Dmg(A), SprMarofS-Acc/Dmg(3), SprMarofS-Acc/Dmg/EndRdx(3), SprMarofS-EndRdx/+Resist/+Regen(5), SvrRgh-PetResDam(5), OvrFrc-Dam/KB(7) Level 1: Alkaloid -- Prv-Heal(A), Prv-Heal/EndRdx(11), Prv-Heal/Rchg/EndRdx(17), Prv-Absorb%(19), Prv-EndRdx/Rchg(50), Prv-Heal/Rchg(50) Level 2: Envenom -- ShlBrk-DefDeb(A), ShlBrk-Acc/EndRdx/Rchg(9), ShlBrk-DefDeb/EndRdx/Rchg(9), HO:Lyso(11) Level 4: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(50) Level 6: Equip Thugs -- EndRdx-I(A) Level 8: Weaken -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(19), DarWtcDsp-ToHitDeb/EndRdx(21), DarWtcDsp-Rchg/EndRdx(21), HO:Lyso(46) Level 10: Super Speed -- Clr-EndRdx(A), Clr-Stlth(48) Level 12: Call Enforcer -- SprCmmoft-Acc/Dmg(A), SprCmmoft-Dmg/EndRdx(13), SprCmmoft-Acc/Dmg/EndRdx/Rchg(13), SprCmmoft-Rchg/PetAoEDef(15), AchHee-ResDeb%(15), HO:Enzym(17) Level 14: Stealth -- Rct-Def(A), Rct-Def/EndRdx(37), Rct-Def/EndRdx/Rchg(37), Rct-ResDam%(39), LucoftheG-Def/Rchg+(43) Level 16: Grant Invisibility -- ShlWal-ResDam/Re TP(A), Krm-ResKB(39) Level 18: Gang War -- SlbAll-Dmg(A), SlbAll-Dmg/Rchg(34), SlbAll-Acc/Dmg/Rchg(36), SlbAll-Acc/Rchg(36), CaltoArm-+Def(Pets)(36), EdcoftheM-PetDef(37) Level 20: Boxing -- Empty(A) Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(23), UnbGrd-EndRdx/Rchg(23), UnbGrd-Rchg/ResDam(33), UnbGrd-ResDam/EndRdx/Rchg(34), UnbGrd-Max HP%(34) Level 24: Weave -- Rct-Def(A), Rct-Def/EndRdx(25), Rct-EndRdx/Rchg(25), Rct-Def/EndRdx/Rchg(33), LucoftheG-Def/Rchg+(43) Level 26: Call Bruiser -- SprMarofS-Dmg/EndRdx(A), SprMarofS-Acc/EndRdx(27), ExpRnf-Acc/Dmg(27), ExpRnf-Dmg/EndRdx(29), ExpRnf-EndRdx/Dmg/Rchg(29), ExpRnf-+Res(Pets)(31) Level 28: Maneuvers -- Rct-Def(A), Rct-Def/EndRdx(31), Rct-EndRdx/Rchg(31), Rct-Def/EndRdx/Rchg(33), LucoftheG-Def/Rchg+(45) Level 30: Assault -- EndRdx-I(A) Level 32: Upgrade Equipment -- EndRdx-I(A) Level 35: Poison Trap -- Obl-Acc/Dmg/Rchg(A), Obl-Acc/Dmg/EndRdx/Rchg(45), Lck-%Hold(46), PreOptmz-EndMod/Acc/Rech(46), PreOptmz-EndMod/End(48) Level 38: Noxious Gas -- EndRdx-I(A), RechRdx-I(43) Level 41: Scorpion Shield -- Rct-Def(A), Rct-Def/EndRdx(42), Rct-EndRdx/Rchg(42), Rct-Def/EndRdx/Rchg(42), LucoftheG-Def/Rchg+(45) Level 44: Vengeance -- LucoftheG-Def/Rchg+(A) Level 47: Antidote -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(48) Level 49: Elixir of Life -- EndRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 1: Supremacy Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(39), Mrc-Rcvry+(40) Level 1: Hurdle -- Jump-I(A) Level 1: Stamina -- PrfShf-End%(A), PwrTrns-EndMod(40), PwrTrns-+Heal(40) Level 1: Punk Level 1: Arsonist Level 10: Speed Phase Level 12: Enforcer Level 26: Bruiser Level 50: Agility Core Paragon Level 50: Rebirth Core Epiphany Level 50: Mighty Radial Final Judgement Level 50: Diamagnetic Radial Flawless Interface Level 50: Carnival Radial Superior Ally ------------
  14. The Experience I went digging, I do a lot of sleuthing about on the nitty gritty of the game these days, looking for a small bit of information on a specific Task Force the other night that I found myself soloing simply for the heck of it. By the other end of it I came up pretty empty handed both in regards to that Task Force, and just the general fact that there was strangely a lack of discussion around the idea of soloing it. Hoped back onto the forums from beyond Google to see if there were ever any threads with open discussion about soloing content, thoughts, experiences, just anything in general in the last few months. Not a thing specifically designated to that purpose. So I figured, why not open that floor up and see what the thoughts are out there? I recently took on the challenge of building a Titan Weapon/Regeneration Scrapper with the explicit purpose of putting it through as much challenging content as I could, with as much solo as I find the time to do. The game was quiet, so I decided I'd try and take a peak around Khallisti Wharf for the first time ever, and also take a swing at the Task Force (Market Crash) while I was around. I hadn't actually taken a tour through it yet, and thought it'd be fun to try and run something brand new. There's relatively no direct-link resource for that TF, so it was a bit of a blind-run (not a big deal, really), until the end with the last AV (Crimson Prototype). That thing smoked me within 15 seconds and I was, truly and honestly, baffled. I hosp'd and took another swing, got it about 1/5 down before it happened again... just flat-lined out of no where. Que growing rage. For an AV, the Crimson Prototype is kind of annoying, but in a solo circumstance I was finding him, on that build, irritatingly difficult and it wasn't until another death, and really looking at the combat log that I realized it causes -MaxHP. I knew I had a ton of effective debuffs stacking on me, but not a lot of time to really stop and question them individually in my fight to kill that thing, and stay alive at the same time. There's also the fun little fact that whenever it manages to get a hold of, or summon a Force Field Generator, that tiny little drone makes the CP effectively untouchable. Its debuffs are what killed it for me on a Regen, though. I could cycle a lot of +Def and +Res, and hold up for a considerable amount of time without question, but at the end of it all Regeneration is one of my key elements, and that guy was stripping me down 100's of HP at a shot to the point where I was getting dropped by half, making those meager 150-200 damage attacks critical me. In the end I had to fold and give up the TF. It didn't matter if my Regen ridiculously high, it was chopping my hit points right out from under me. In the end, I might not have made the attempt if I'd come across a more definitive "btw, watch out for this..." I'll possibly revisit it down the road once I have the last few sets catalyzed in my build, and the Incarnates at least all T3 (versus only having Alpha and T1 Judgement). The Call to Action! That being said, I wanted to call out to others whose quest is to solo the content of our great city on their thoughts, tips, tricks, or stories they've experienced that might weigh in on the idea for others. What lessons did you learn, or what event happened that no other soul got to witness but you, alone in that dark cavern beneath Oranbega? I wanted to hear from others, to share those memories into something constructive for others, if anyone's interested. What's your Solo: Best Experience Favorite Content Task Force Tips AV Challenges GM Takedowns Bang-for-Buck Arcs Merit-Making Side-Runs Soul Crushing Defeats World Breaking Wins Solo Questions Advanced Warnings Overall Tricks If enough people dive in and there's a good flow of info, I may even go back and edit it together into an archive/table of contents.
  15. What are your favorite defender healing/support power sets for endgame for and why? I'm leveling a Fire/Fire Tanker along side a friend who wants to be a healer/support. I've done some reading on the forums and discord and it sounds like for the first power pool that Storm and Time are king, but what about for the second power pool? What are your favorite defender matchups and why are they good for duoing and group play?
  16. Hi heroes! Going to pull the trigger on my first Defender. I'm a historical Tanker/Scrapper player, so I'm looking forward to playing something a bit more supportive. I've always enjoyed teaming, so I feel a Defender shines there. That being said, I'd also love to having something that can solo well and deal with AV's/tough enemies. Some combos I was looking at: Storm/Water or Dark Blast: Storm I hear shines on a Defender. Pairing it with either Water or Dark Blast for a heal seems like it could be nice! Trick Arrow/Dual Pistols: Sounds sweet, but will the redraw between weapons drive me crazy? Haha Time/Dual Pistols: Started off mostly as a thematic choice, but it seems like they could really pair well. Time seems to do a little bit of everything, and the synergy between DP toxic rounds and a Defender seems like you could really dish out the debuffs. Trick Arrow/Archery: Trick Arrow seems like it is pretty strong after the changes, with great debuffs. An Archery hero is very thematic as well. Rad/Dark or Rad Blast: Rad Emission seems to be the classic AV Killer. I liked Dark Blast for the -tohit and heal, but Rad blast seems like it would pair nicely as well. Would love to hear thoughts from anyone, but I'm also open to any recommendations others may have!
  17. So...fiddling around on Mids and just making builds, then got into the thought process to see what would be a better GM/AV killer, solo TF runner, honestly I see that its easier on /Rad to get perma PA and better -regen. But, Psn has its strengths too with -recov in psn trap and comperable debuffs. Granted this is by numbers that I can see but, honestly which would be the better of the two? The smaller radius of debuff on Psn is something to be considered but /Rad active toggle on RI to me is a drain, /Rad is a killer to be sure but would Psn as a faster debuff be beneficial for quick strikes with PA doing what they do best. Maybe I'm just trying to make Psn a workable set for slaying. Thoughts?
  18. StriderIV

    Ice Armor!

    Hey all! Maybe it was to do with Mortal Kombat coming out this week, but I want to give Ice Armor a go, and I think it seems like it would be a good fit on a Scrapper! Bastion seems like a pretty sweet T9. I don't see many Ice Armor heroes while I'm playing, so it thought I'd come to the forums and see if anyone had some advice! Potential pairings: Ice Melee/Ice Armor: Because I want to be COOL. Psi Melee/Ice Armor: Since both powersets have a -recharge, I felt it was pretty synergistic! In a way you're effectively making yourself a bit more tanky since baddies will be attacking you less. Katana/Ice: Katana Ice wielding Ninja sounds sweet. Are there any other pairings that people would recommend/are synergistic? Rad Melee springs to mind as well since it brings another heal Ice Armor could use.
  19. Hi all! Looking to roll my first blaster... ever. A friend recommend Dark/Fire to me as a combo, saying it’s pretty survivable (for a Blaster) and can function well at range or up close. However, I can’t really find too many sample builds on the forums! Does anyone have experience with this build! I’m also very open to other potential combos/power set pairings. If anyone has any advice for a newbie blaster, please blast away =P
  20. I have an idea for a character that can work for both a Earth/Rad Dom or a Fire/Rad. Basically they are a walking Meltdown. In any case I am curious as to which build has the better synergy and viability in late game content. If anyone has tried out these combos before.
  21. Hi all! So one of my absolute favorite heroes that I have made is my Dark Armor/Staff Fighting Tanker. Staff Fighting I feel works great on a Tanker, with the extra defense and resistance ratios they get. He is pretty much an unkillable beast. That being said, I’ve enjoyed Staff Fighting so much, I want to roll another. Stalker stuck out to me since they retain Staff’s AOE, but ALSO bring some nice single target damage. I’m curious if anyone has experience as a Staff Stalker, and what secondary they may recommend! I was looking at: Staff/Nin: Because Ninja. I also hear Nin is easy to soft cap and only requires a few power choices, so it opens up build diversity. Staff/Bio: 25% damage from staff and damage boost from Offensive stance seems like it could HURT. Plus, it’s a a hybrid defense, so good options. Staff/Elec: Staff might make sense with a resistance set on a stalker. Mostly due to the defense it gets from guarded spin. Staff/Ice Armor: Ice seems to be a fairly robust set, and I don’t see it too often. Could be more of an original choice. Staff/Willpower: I hear Willpower is a very “set and forget” defensive set. That could be a bonus for Staff, since it is one of the sets where you HAVE to deal with redraw. Not really having to click anything (other than the heal) could be nice. Any other recommendations would be great!
  22. I'm devloping a Superman type hero TANKER and I want to go with either Invuln or Rad (I can make Rad work as Solar Energy :P). I'm just curious though: Between Rad Armor and Invuln, which do you feel is the absolute toughest for most endgame content? How I see it so far: Invuln: + Solid resists across the board. Psi hole can be plugged with impervium armors. + Easier to cap some defenses than on Rad. + Good DDR to stop defense failure. - Very little endurance management (can be fixed with IO's) - No damage added (PBAOE moves) Rad Armor: + Very strong resists across the board. Only hole is cold, which is a rare damage type. + Built in heal and absorb for some extra tankiness. + 2 PBAOE moves (one provides -regen to enemies). - Tougher to cap defenses on Rad. Other than Melee/lethal, you'll mostly be a full resist set. - Little DDR, so those defenses you do have can crack easier. Does anyone have experience with both in endgame content? I know this is a real Sophie's Choice 😂 any big factors that I'm leaving out?
  23. Hi all! So I built my first Dark Armor hero: DA/Staff Tanker. He was a BLAST leveling, and is now even more fun with incarnates. Dark, as a defensive set, just feels so robust. I also dig the animations and sound effects on Staff Fighting! That being said... I NEED ANOTHER DARK ARMOR HERO! I’d love to crowd source ideas here. What is one of YOUR favorite Dark Armor heroes? What power sets do you feel mesh particularly well with it? Do you like to run it on a Tanker, Brute, Scrapper or Sentinel? I’d love to hear your thoughts! Onward and upward, heroes.
  24. Hi heroes (and villains 😉)! I’ve always been interested in Katana. It seems like a fairly quick animating power set which still has some “crunch” to it. Plus, it can lend itself to some really cool concepts ranging from Jedi to Cyborg Ninjas =P That being said, I’ve rolled Tankers, Brutes, Scrappers and Stalkers fairly equally - so I’m not tied down to a specific archetype. Do you have an archetype you prefer to run Katana on, where you feel it may be most optimal? Also, are there any primaries/secondaries you’d recommend to match it with on your preferred archetype? This should be a fun conversation, and I’d love to hear from you all!
  25. Hi all! I understand that mobs can always attack, even if they have 1 endurance. However, is it possible to fully drain and AV or GM and KEEP them at zero endurance so they can’t attack? I was under the impression that you can’t, but a buddy of mine says you can.
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