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  1. What: Solid Stone (Stone/Earth Superteam) Where: Excelsior (first meeting under Atlas) When: Sundays at 8pm Eastern/5pm Pacific US (first meeting on 9 January) Who: The Justice Superteamers (the folks behind the Justice TA, Traps, Radiation, Blades, Earth, Gun, Darkness, Time, Water, Indomitable Sonic, and Excelsior Nature, Knockback, Electric, Thermal/Cold, Dark, TA, Guns, and Poison Superteams) Why: FUN, fortune, and glory! The Justice Superteamers run many projects to leverage the power of stacked (de)buffs and explore common themes to accomplish things that a random group could not. Come join us on Excelsior for our Solid Stone Superteam where we'll leverage the power of the earth to crush our foes. Long time vets and new players are all invited as we focus on fun with other friendly players. Power/Build Requirements: Must have one of the following Earth/Stone themed power sets: Earth Control, Earth Assault, Seismic Blast, Earth Manipulation, Stone Armor, or Stone Melee; bonus points for 2 of these sets. Required Powers(slotting): Maneuvers (2 slots worth of Defense enhancements by level 20). The following are suggested, but if you can't fit them all in, not required: Assault Tactics Other team-focused powers are great too: Vengeance, Victory Rush, Weaken Resolve, Spirit Ward, and Teleport Target are always useful. You're welcome to make use of your other build if you'd like to maintain a solo, PVP, or non project compliant build. Miscellaneous Details: Our first meeting will take place Sunday, Jan 9, 2022 at 8pm EST/5pm PST under the Atlas statue on Excelsior. Feel free to show up fresh from the tutorial (or even skip it). We'll be coordinating the group through use of a global channel named "Justice Superteamers". Everyone participating on this team must join the channel. (/chan_join "Justice Superteamers"). We have a Justice Superteamers SG with a fully functional base. Solid Stone members are welcome to join the SG and anyone is welcome to use the public base amenities with code: JST-19564. We also have a Discord channel for out of game and voice communication. We'll start in Paragon with some DFBs and KR scanners/banks, but will eventually make ourselves vigilantes/rogues so we can enjoy what the Rogue Isles have to offer. We'll be focusing on PVE content (Task/Strike Forces, Contact Arcs, Tips, the occasional newspaper/scanner, etc). There is no limit on the number of people that can join us. This isn't going to be a fixed group of 8; the more, the merrier. Feel free to show up late, roll a 2nd alt, etc. Super-Sidekick makes teaming incredibly easy. If you already have a character that fits the theme of this team, or won't be able to join us at the start of this team, don't worry; we'll accept you at any level, any time. Just note that if you're significantly beyond the rest of the team in terms of level, you should expect to exemplar down to the rest of the team most of the time. If you have any questions or suggestions, feel free to post here or send a /t or email to @Perfect Square, @Hedgefund, or @EF in-game.
  2. I like the combo but just need help with a build since I have always been terrible at it. Any help is greatly appreciated!
  3. "Welcome back Omnibus" Thanks Forums... Happy 4th of July to @Tyrannical. I believe your in UK time zone so I wanted to rub in your face the American Independence since we crushed the British. That is right I'm back with another powerset proposal. I'll go straight into the topic for this one. This is another melee set, the theme for this powerset is seismic. Now I know the vast majority of you may be thinking the following. Why do we need seismic melee if we have stone melee? Well "Seismic" is a potential energy that focuses on the forces responsible for channeling those natural calamities such as earthquakes. Meaning that it is earth related, as it is a natural occurrence. However while Stone melee conjures earth, Seismic Melee conjures up the forces bottled up inside the earth, allowing you to tap into at your will. So you will see geological related attacks but it is not creating earth as Stone Melee does, but rather harnessing the potential energy the earth possesses from within. You are moving the earth along with you because of the forces trapped within it. Not encasing your strike with the earth itself. Now I would also like to address another concern that you all may be thinking. "Isn't this set way too overpowered' And to answer your question, YES IT IS, Deal with it. If you ask me we need more overpowered sets especially since the ones that were cool and had to potential to be unique kept getting nerfed on live. And since this a seismic set dealing with potential energy, you can trust me; The Potential will not be diminished unlike Kinetic Melee. @Infinitum's favorite. We need brave crusaders like him to fight for what's right. No nerfing unique sets!!! A phenomenal thanks to @Vanden he has always been a fantastic help with the icon coloring for these power icons. Since I know @ShadeknightI know you're an icon guy I hope you enjoy the multicolored retro effect he gave the icons. Gives out the sense of seismic intensity for the powerset. Furthermore in turn because of Vandens aid I'm going to promote and implement a variant of a mechanic he suggested on the forums to add onto this new powerset to make missing less possible. Click here to check it out. So without further a due. Seismic Melee Seismic Melee generates barrages of potential energy. The user taps within the earth crust, to harness the potential energy stored beneath them; In order to severely wound, degrade, and falter their foes; occasionally preventing their recovery and often maintaining their footing as the earth itself seems to be against them. Because of Seismic Melees overwhelming impact on the environment; Seismic Attacks ability to miss, rapidly decreases when opponents are in the presence of seismic waves. Players are granted the ability to deal more devastating affects on the target with the function of Magnitude. Magnitude dramatically rises a players seismic output and has 3 levels of varying affects. Each move carries the affect of the specific Magnitude level they are on. Each can be diminished with a Richter Release or Finisher Move. (Magnitude affects last at a maximum of 3 seconds) Power Tables Brute & Scrapper The Seismic Melee powerset is available as a primary for Brutes & Scrappers. The following table shows which level each power is available. Power Tables Power Level Effect Seismic Strike 1 Melee, Minor Damage (Smashing/Energy), Foe Disorient, Seismic Intensity, Magnitude Foreshock Fist 1 Melee, Moderate DoT (Smashing/Energy), Foe Slight Knockback, -To-Hit, Seismic Intensity, Magnitude Diverging Blow 2 Melee (Cone), High Damage (Smashing/Energy), Foe Knockback, Richter Release/Finisher Epicenter 6 Self: +Damage +Jump +To-Hit, Special (Auto Magnitude 3) Shuddershock 8 Melee, Moderate Damage (Smashing/Energy), Foe Disorient, -Def (Smashing/Energy) Seismic Intensity, Magnitude False Fault 12 Ranged, Foe Taunt -Def (Smashing/Energy) -Range Quaking Chasm 18 Melee, (Targeted Area of Effect), Heavy DoT (Smashing/Energy), Foe Knockdown, Finisher Shatterfist 26 Melee, Superior Damage (Lethal/Smashing), Foe Disorient, -Res (Smashing/Energy), Finisher Converging Plate 32 Melee, (Targeted Area of Effect) Superior DoT (Smashing/Lethal/Energy), Foe Knockdown, Slow, Fear, Seismic Intensity, Magnitude Power Level Effect Seismic Intensity 1 Melee, +Accuracy, + To Hit Bonus, Foe -Recovery Magnitude 1 1 Melee, Foe Snare Magnitude 2 1 Melee, Foe Hold Magnitude 3 1 Melee, Foe Knockdown Seismic Waves 1 Ranged, High Damage (Smash/Energy), Foe +Special Seismic Intensity Required for Magnitude, when exerted on foe from caster, a foes recovery rate worsens in the presence of a potential disaster. This affect allows the caster to increases their accuracy as they are able to detect the emission of seismic waves they casted upon their foe. This allows the user to deal more violent waves of seismic energy and more detrimental effects to be release with Magnitudes progression. MAGNITUDE Seismic Strike You perform a quick strike of potential energy harnessed underneath you, emitting upward onto your target. Foreshock Fist You attack your foe with a mild trembling attack that is proceeded by more violent shaking to the foe dealing additional damage over time. Diverging Blow You split apart your foes with a charged rush of potential energy, extending your attack over a conical area, afflicting damage to multiple targets. This is a finisher when used the caption RICHTER RELEASE will appear of the target dealing additional damage. Epicenter As you become the center all seismic activity, you generate a immense amount of pressure of potential energy stored from beneath you to enhance movement speed as well as your blows of all seismic attacks. Epicenter also increases accuracy as you move more fluently when your foes environment becomes immersed in your seismic waves. Shuddershock You charge such an enormous amount of potential energy that you begin creating cracks in the atmosphere as a result of the potential buildup. You finally expel this strike onward to an opponent severely degrading their defense to all seismic attacks. False Fault You taunt your opponent by casually creating a rift nearby an opponent implying it was intended for them. The foe despite now being agitated, was still within range of seismic activity and their defense towards your blows decrease. Quaking Chasm You pummel the earth beneath you extracting more potential energy to be releases as the ground becomes unstable. The output of energy is so devastating it collapses all targets within the quakes range. This is a finisher when used the caption RICHTER RELEASE will appear of the target dealing additional damage. Shatterfist You concentrate all the potential energy within your environment into a single catastrophic strike. The seismic intensity is so chaotic it begins to shatter the atmosphere around your fist. Unleashing this calamity onto an opponent fatally wounds them, leading to various detrimental effects. This is a finisher when used the caption RICHTER RELEASE will appear of the target dealing additional damage. Converging Plates Your mastery of seismic energy allows you to alter the very plate tectonics themselves. You compress both ends of the ground beneath you. The impact of the colliding plates causes both ends of the ground to morph into a range of disaster, devastating a foe. Epilogue Thank you all for viewing another one of my proposals. I hope this addresses any concerns you may have in terms of value and the need for this set. Nevertheless I hope you'll be intrigued by this set and consider it an idea worth adding. I like to introduce and expand, real life existing concepts while making these new powerset proposals, so each set feels different then the last. So I not only are you invested in this potential powerset proposal, but you also have a understanding as well of geological events. Having a Seismic Melee set would expand on more superpowered themes that have not been introduced in game. I wanted to make this set because there isn't a vibration or a sonic based melee set so I wanted to incorporate the two to create something unique but equally desirable. Enjoy the Overpoweredness 😉 I'll also add a Tanker and Stalker power Table to ensure we this power is available for all melee AT unlike some powers. FX and Animations coming shortly for visualization.
  4. A few days ago I had an idea for a toon that popped into my head as I was looking at making a new toon with a power set that I hadn't played. Well I've played quite a bit of shield defense as has just about everyone as we all know it's great with positional defense, extra hp, more damage, decent ddr. Now the kicker, having played since Beta back in 2004, I had never tried Stone Melee. Maybe at the time it was unappealing or I was told it was super endurance heavy or put off by more smashing damage, I'm not sure. So since I had never tried it I decided to give it a whirl. My god the synergy between Shield and Stone is amazing. We're talking mobs flopping on the ground nonstop for even more incoming damage mitigation. Fault with a FF+Recharge proc tends to fire off decently as well. Tremor is recharging in around 4.5 seconds, so between Shield Charge, Tremor and Fault things are constantly knocked on their ass and given Tremor's recharge with a 30 second recharge on Shield Charge after IO's I'm doing quite a bit of AoE damage. Single target wise between Seismic Smash, Heavy Mallet, Stone Mallet, and even Stone Fists it gets the job done. For an ancillary/patron on tanks I usually go Mu, but went Earth Mastery just to get Stalagmites and Quick Sand as it fit the theme better. I naturally threw in a Call of Sandman Proc to have a reasonably reliable heal, and Quick Sand further adds to my and my team's mitigation. Don't sleep on Shields and Stone Melee, they work great together. P.S. I read through 37 pages of Tanker Forums and there's never been a thread dedicated to the power set. In one thread someone said they had a SD/SM but people kept thinking the person was talking about a different secondary as and derailed the person's point as we know Shield is good with any set that can be used with it. Keep Tanking.
  5. I've been fiddling with an Ice/stone build today, as I've always wanted to use both sets, and they work thematically with the crystal theme. I'm a bit surprised to find how difficult it is to bring Ice/ even up to the levels I managed on my Stone/ tanker that doesn't use Granite! By comparison, the Stone/ has much better S/L resist, comparable (even a tiny bit higher) S/L/E/N defense, and actually has Psi defense (pretty strong, too), rather than just a little nod to resist. All this while still doing what I want in my secondary. What the heck - Ice/ even has a little less DDR! I'd love to understand how I might better achieve my goals with this combo! Here are my priorities: As close as possible to incarnate softcap on S/L/E/N defense. As much S/L resist as possible without sacrificing too much elsewhere. Recharge as a secondary focus, proccing out attacks where I can without taking away too much from my tankiness. What I don't like about my current build: Still shy of incarnate softcap for S/L/E/N. This isn't a huge deal. Piddling Psi defense, and maybe manageable psi resist. I get the feeling this guy is going to be rough in end-game psi-fests. S/L resist is still a bit uninspiring. It's probably fine, especially with some ATO procs ringing. Things I was considering: Dropping Energy epic and hibernation, instead picking up Spirit ward, Mystic flight, and RoP. With the proposed RoP changes, it would basically be a one-slot wonder. Changing Seismic to a more proc-focused slotting for maximum smash. Would lose some nice bonuses. Dropping Hurl Boulder's proc-fest in favor of muling in a Winter set for the 5% E/N defense. I kinda like the idea of making it an actually good attack though. I know my Fault slotting is a little weird. It might be a source to siphon slots, but I like how it looks overall. Build:
  6. 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 2.6.1.25 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 Aura Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Earth Mastery Villain Profile: Level 1: Stone Mallet -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(36), SprBlsCol-Acc/Dmg/EndRdx(36), SprBlsCol-Acc/Dmg/Rchg(37), SprBlsCol-Dmg/EndRdx/Acc/Rchg(37), SprBlsCol-Rchg/HoldProc(37) Level 1: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-Max HP%(3), UnbGrd-ResDam/EndRdx(3), UnbGrd-ResDam/EndRdx/Rchg(5), StdPrt-ResDam/Def+(5), StdPrt-ResKB(7) Level 2: Heavy Mallet -- Hct-Dmg(A), Hct-Dmg/Rchg(39), Hct-Acc/Dmg/Rchg(39), Hct-Acc/Rchg(39), Hct-Dmg/EndRdx(40), Hct-Dam%(40) Level 4: Healing Flames -- Prv-Heal(A), Prv-Heal/EndRdx(7), Prv-EndRdx/Rchg(13), Prv-Heal/Rchg(15), Prv-Heal/Rchg/EndRdx(15), Prv-Absorb%(17) Level 6: Super Jump -- BlsoftheZ-Travel/EndRdx(A) Level 8: Blazing Aura -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(9), SprUnrFur-Acc/Dmg/Rchg(9), SprUnrFur-Dmg/EndRdx/Rchg(11), SprUnrFur-Acc/Dmg/EndRdx/Rchg(11), SprUnrFur-Rchg/+Regen/+End(13) Level 10: Fault -- AbsAmz-Stun(A), AbsAmz-Stun/Rchg(40), AbsAmz-Acc/Stun/Rchg(42), AbsAmz-Acc/Rchg(42), AbsAmz-EndRdx/Stun(42), AbsAmz-ToHitDeb%(43) Level 12: Kick -- Empty(A) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(33), ShlWal-ResDam/Re TP(33) Level 16: Plasma Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-ResDam/EndRdx/Rchg(19), UnbGrd-EndRdx/Rchg(19), GldArm-3defTpProc(21) Level 18: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(21), UnbGrd-Rchg/ResDam(23), UnbGrd-ResDam/EndRdx/Rchg(23), ImpArm-ResPsi(46) Level 20: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(25), LucoftheG-Def/EndRdx/Rchg(25), LucoftheG-Def(27), LucoftheG-Def/Rchg+(27), Ksm-ToHit+(29) Level 22: Seismic Smash -- UnbCns-Dam%(A), SprBrtFur-Acc/Dmg(43), SprBrtFur-Dmg/Rchg(43), SprBrtFur-Dmg/EndRdx/Rchg(45), TchofDth-Dam%(45), GhsWdwEmb-Dam%(45) Level 24: Consume -- SprBrtFur-Acc/Dmg/Rchg(A), SprBrtFur-Acc/Dmg/EndRdx/Rchg(34), SprBrtFur-Rech/Fury(36) Level 26: Spring Attack -- FrcFdb-Rechg%(A) Level 28: Burn -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(29), Arm-Acc/Rchg(31), Arm-Dmg/EndRdx(31), Arm-Dam%(31), FuroftheG-ResDeb%(33) Level 30: Build Up -- GssSynFr--Build%(A) Level 32: Tremor -- OvrFrc-Dam/KB(A), OvrFrc-Acc/Dmg(46), OvrFrc-Acc/Dmg/End/Rech(50) Level 35: Salt Crystals -- CaloftheS-Heal%(A) Level 38: Temperature Protection -- Ags-Psi/Status(A) Level 41: Quick Sand -- ImpSwf-Dam%(A) Level 44: Stalagmites -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(46), SprFrzBls-Acc/Dmg/EndRdx(48), SprFrzBls-Acc/Dmg/Rchg(48), SprFrzBls-Dmg/EndRdx/Acc/Rchg(50), SprFrzBls-Rchg/ImmobProc(50) Level 47: Fiery Embrace -- RechRdx-I(A) Level 49: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) 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: Fury Level 1: Sprint -- EndRdx-I(A) Level 2: Rest -- IntRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(34) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PwrTrns-EndMod(34), PwrTrns-+Heal(48) Level 50: Cardiac Core Paragon ------------
  7. Hello all. I'm asking for help today to give me every little thing I can get out of my new toy. Her name is Goldirocks =) A little background on me and my toys, she is my sixth Brute 50, all but one is IO'd out to the best of my ability through Mids. I seem to make one, farm with it, get the four major accolades, do TF's with them and have a little fun before moving on to my next creation I know it sounds cruel, but I do go back and play with them all. I put as much inf into all of them so inf is not an issue whatsoever. i'm not trying to brag, I just REALLY love to farm, it's calming to me. I make inf, I spend inf. This one cost me just over $900,000,000. I don't make anything, I sell recipes and use it for inf to max out other toons. That said, my goal with this toon is to have a "Tank" like Brute that can do anything without dying. I have a SS/Fire, but I really hate Rage crash and Stone/ is about the same thing. I have not made anything /Bio yet and herd great things about, so I put the two together to make this toon. This is the best build that MY mind could come up with and make reality. I've been running around with her for a few days now and really am impressed at how much she can take. My goal with her was to do the above mentioned but in doing so I came up short of my goal. My goal was to have her ALWAYS be at cap(cap+) in rest in S/L Res and in Def, if that's even possible. With the six toggles I run, I count the Def Adaptation, my S/L Res is at 80%, my Melee Def is at 15%, S/L Def at 18.82%. This is with Cardiac Incarnate in. Once I run into a group of more then four, my numbe for Res goes to max 90%, but will start to fall as soon as I kill them off, one by one. if I use my Res shield, when I enter the (Farm) group, it will stay at 90 for the entire fight, only to go down a couple points until I get to the EB. She needs no insp to fight and kill/survive in AE or outside. I'm really asking for someone smarter at this then I to help me reconfig this build to try and run the offensive toggle, rather then the +Res one and still be at cap. I'm not even sure it's possible, but I am really sick of breaking it down over and over again just to end up at the same ending (or worse) LOL. If you can rework it, I'm all ears. I'd like to keep as much as possible with the IO's that I have but if I need to seel off the ones I don't need to buying the ones I do, so is life. As, for incarnates, I have not put anything else into them except for the one I have. I would like to maybe go the route of using the Melee one for the extra +Res, when the +Res shield id not up and just alternate them, that way I could get the +End Mod, +Rec Incarnate to help with that. I have zero end issues atm with this build running all those toggles and swinging away. Not sure if +End Mod is better or worse in a build like this then +End Reduc. Thanking you in advance, here is her build... (for whatever reason, it shows her KB at 4.5. In game it's actually 13. I have no idea why it's showing that in Mids. And that +Res shield that I mention that I hit as I enter a fight to get the cap is Ablative Carapace.) Goldirocks.mxd
  8. EDIT: at least got the build into shape for common IOs, next stop is Set Pieces. Also, pay no mind to the choice of Agility for Alpha sliding. That's left over the character in this Mids file was Shield Defense. Hey there, I figured it was time to just jump in and play a Bio Armor character, but I didn't have a build laid out for one. I just opened up an old Stone/Shield Brute's build from 2011 in Mids, unselected Shield Defense and selected Bio Armor for her instead. The result is a mess. I need to reallocate slots, and figure out how to enhance the powers. If someone could help me just set her up with a "common IOs/levelling" setup, that'd be awesome. I just need something that gets me started. Sets and purples and all that can come later. Thanks, Generator Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Sapphire Wrath: Level 50 Science Brute Primary Power Set: Stone Melee Secondary Power Set: Bio Armor Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Energy Mastery Villain Profile: Level 1: Stone Fist -- Acc-I(A), EndRdx-I(3), RechRdx-I(3), Dmg-I(5), Dmg-I(5) Level 1: Hardened Carapace -- EndRdx-I(A), ResDam-I(7), ResDam-I(7), ResDam-I(9), StdPrt-ResDam/Def+(9) Level 2: Stone Mallet -- Acc-I(A), EndRdx-I(11), RechRdx-I(11), Dmg-I(13), Dmg-I(13), RechRdx-I(15) Level 4: Inexhaustible -- Heal-I(A), Heal-I(19), Heal-I(21) Level 6: Super Jump -- Empty(A) Level 8: Heavy Mallet -- Acc-I(A), EndRdx-I(21), RechRdx-I(23), Dmg-I(23), Dmg-I(25), EndRdx-I(25) Level 10: Environmental Modification -- EndRdx-I(A), DefBuff-I(27), DefBuff-I(27), DefBuff-I(29), Rct-ResDam%(29) Level 12: Adaptation Level 14: Combat Jumping -- Empty(A) Level 16: Ablative Carapace -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31), Heal-I(31), Heal-I(33) Level 18: Boxing -- Acc-I(A) Level 20: Tough -- EndRdx-I(A), ResDam-I(33), ResDam-I(33) Level 22: Seismic Smash -- Acc-I(A), EndRdx-I(34), RechRdx-I(34), Dmg-I(34), Dmg-I(36), EndRdx-I(36) Level 24: Weave -- EndRdx-I(A), DefBuff-I(36), DefBuff-I(37) Level 26: Hurl Boulder -- Acc-I(A), EndRdx-I(37), Dmg-I(37), Dmg-I(39) Level 28: Evolving Armor -- EndRdx-I(A) Level 30: DNA Siphon -- Acc-I(A), EndRdx-I(39), Dmg-I(39), Dmg-I(40) Level 32: Tremor -- Acc-I(A), EndRdx-I(40), RechRdx-I(40), Dmg-I(42), Dmg-I(42), EndRdx-I(42) Level 35: Genetic Contamination -- Acc-I(A), EndRdx-I(43), Dmg-I(43), Dmg-I(43) Level 38: Parasitic Aura -- RechRdx-I(A), RechRdx-I(45), EndMod-I(45), Heal-I(45), Heal-I(46) Level 41: Focused Accuracy -- EndRdx-I(A), EndRdx-I(46), EndRdx-I(46), ToHit-I(48), ToHit-I(48), ToHit-I(48) Level 44: Physical Perfection -- EndMod-I(A), EndMod-I(50) Level 47: Fault -- Acc-I(A), RechRdx-I(50), Dsrnt-I(50) Level 49: Taunt -- Empty(A) Level 1: Brawl -- Empty(A) 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: Fury Level 1: Sprint -- Empty(A) Level 2: Rest -- RechRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Heal-I(A), Heal-I(15), Heal-I(17) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(17), EndMod-I(19) Level 50: Agility Partial Core Revamp Level 12: Defensive Adaptation Level 12: Efficient Adaptation Level 12: Offensive Adaptation ------------
  9. This is a leveling build with a few Set IOs thrown in. I'm at 22 now, and a major focus is reducing End cost...Not sure if I did it ok, or if I overdid it. Any major mistakes I made here? I'm not particularly tied to any of the power picks, if there is something better to substitute in there, let me know. And if anyone wants to take a shot at final build with Set Bonuses for 50, that would be great. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Sanguine Shard IO: Level 50 Magic Tanker Primary Power Set: Dark Armor Secondary Power Set: Stone Melee Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Energy Mastery Hero Profile: ------------ Level 1: Death Shroud EndRdx-I(A), EndRdx-I(3), Acc-I(3), Dmg-I(25), Dmg-I(34), Dmg-I(42) Level 1: Stone Fist EndRdx-I(A), Acc-I(5), Dmg-I(5), Dmg-I(34), Dmg-I(43) Level 2: Dark Embrace EndRdx-I(A), EndRdx-I(7), ResDam-I(7), ResDam-I(21), ResDam-I(31) Level 4: Murky Cloud EndRdx-I(A), EndRdx-I(9), ResDam-I(9), ResDam-I(25), ResDam-I(31) Level 6: Obsidian Shield EndRdx-I(A), EndRdx-I(11), ResDam-I(11), ResDam-I(46) Level 8: Heavy Mallet EndRdx-I(A), Acc-I(13), Dmg-I(13), Dmg-I(33), Dmg-I(43) Level 10: Combat Jumping LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(15) Level 12: Cloak of Darkness LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(15) Level 14: Super Jump EndRdx-I(A) Level 16: Dark Regeneration Acc-I(A), RechRdx-I(19), Heal-I(33), Heal-I(34) Level 18: Cloak of Fear EndRdx-I(A), EndRdx-I(21), Acc-I(40), Fear-I(43) Level 20: Fault EndRdx-I(A), Acc-I(23), Dsrnt-I(37), Dsrnt-I(37) Level 22: Hasten RechRdx-I(A), RechRdx-I(23) Level 24: Boxing Acc-I(A), TchofDth-Dam%(48), Mk'Bit-Dam%(50), GldStr-%Dam(50), Dmg-I(50) Level 26: Oppressive Gloom EndRdx-I(A), EndRdx-I(27), Acc-I(27), Dsrnt-I(45), Dsrnt-I(45) Level 28: Tough EndRdx-I(A), EndRdx-I(29), ResDam-I(29), ResDam-I(45), ResDam-I(46) Level 30: Weave LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(31) Level 32: Maneuvers LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(33) Level 35: Tremor EndRdx-I(A), Acc-I(36), Dmg-I(36), Dmg-I(36), Dmg-I(37) Level 38: Seismic Smash EndRdx-I(A), Acc-I(39), Dmg-I(39), Dmg-I(39), Dmg-I(40), Hold-I(40) Level 41: Conserve Power RechRdx-I(A), RechRdx-I(42), RechRdx-I(42) Level 44: Physical Perfection Prv-Absorb%(A), PrfShf-End%(46) Level 47: Tactics EndRdx-I(A), EndRdx-I(48), ToHit-I(48) Level 49: Taunt RechRdx-I(A) Level 1: Brawl Empty(A) Level 1: Gauntlet Level 1: Prestige Power Dash Empty(A) Level 1: Prestige Power Slide Empty(A) Level 1: Prestige Power Quick Empty(A) Level 1: Prestige Power Rush Empty(A) Level 1: Prestige Power Surge Empty(A) Level 1: Sprint Empty(A) Level 2: Rest Empty(A) Level 4: Ninja Run Level 2: Swift Empty(A) Level 2: Health NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(19) Level 2: Hurdle Empty(A) Level 2: Stamina EndMod-I(A), PrfShf-End%(17), PrfShf-EndMod(17) ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1449;608;1216;HEX;| |78DA65944B6F125114C7E73283080581D2F2684B4B79B4BC3AA5EADE18A94653621| |38C5B3229579880031930B14BBF821B97EE5DB8F5ED37AAFA0DF074CE7F68989900| |BF9973CE7FCEE3DE4BE76D3BFAF9C9BB078A883E1A1BB359EF85618DA41DEC1803F| |342A12BD935ACC11BD39285EED0B0FB85A7CF4364CD7158AF2D5F496B26F5B6618F| |7A0FEDD7133B0B4F478EA5D4BBF38925F95E899E4F2663FD4C1A53D31A449C87EE5| |4CA7ECCB97D6C0E867372C4DDA8BEB46743739A3A9D9A17FAA925EDC165AF63CCE6| |D2BECC520515FA7E09D38FB8AE721154F609594D09B8DC6266F3CC7DB00696220AA| |E85E66A3568348FA60E7EA57C82F369029A5B2E9BCC0D7017FC461A151A15B1B75D| |2226EBD17C274D90356A10B111978839022BD447087D841013451F51D45DF0F4912| |64198DF2FC29BC2B1DD49307F52EE35F8D63CBE0CE9629C4B8921D70F8A8F3B8BB0| |50E3C8BBDE40DE32E608FEA2D824EBD524F41BE021B4F522B34A7DA5109B424C1A3| |1E5D62A8B54D7266ADE44EE3428C897C17C32D01FF7982723629E5855F919F3F94D| |75E6B06639E4DE728977345BAB5429CF3634DB88DD7189B56A7AD64E234D1E75E73| |1EB5DCC3A49BE3DF8F6E02BC057A7D914D15311394AA8AB945F65196C44F8CC5C9F| |950A3407D01CE45779E8B2C2FC48E3A9B23650C55C6B1E7EA28DD140BD8D2B9EE7D| |18780C314F5A2B32FA023F7B1CBBBC84DF5B5B0B75A78E78EB63CA3F4A14BA969CB| |13BFA8FBBC2D9FE5C467B9E7B3DCF759CE7C96730D69C9221C4B3841E79A2D8BABC| |8F27F01DEBF3716215E0A6797AD3FE3D5FBE38BFE7763098802F79EC0EC12EF99FF| |01805AC1BE| |-------------------------------------------------------------------|
  10. I have been looking at both of these in Pines. With 26 slots left to go I can easily get Invul def to 39.6% S/L, 37.1% E/N/F/C, and 29.5% psi, with res 90% S/L, 48.2% E/N,Toxic, 45.2% F/C, and 55.7% Psi. Regen at 216%, HP 188%, 50% DDR. At about the same amount of difficulty, Willpower has def 26.3% S/L, 37.2% F/C/E/N, 32.5% Psi with res 90% S/L, 31.1% F/C/Toxic, 34.8% E/N, and 66.5% Psi. Regen at 663%, HP 162.2%, 21.6% DDR. Willpower also has better status protection to confuse and fear, and better status resistance. I want to pair this armor set with Stone Melee. The question is, does the extra regen from Willpower compensate for lower S/L def, and lower E/N/F/C/Toxic resist, plus lower DDR? My goal is to be extremely sturdy. I want to be able to sit in the middle of multiple AVs and not worry about dying. I did an Apex/Tin Mage last night with my Spines/FA Brute, who is a good farmer but also built for normal content and has 90% S/L res and 45% S/L def. I did not like dying as many times as I did. I did not like feeling as squishy as I felt. At the same time, if I'm going to sacrifice the brute damage, I need to make up for it in surviveability, so that is the goal here. Tanking for SF and iTrials. Can you give me the pros and cons of these armor powersets, related to each other? Thanks.
  11. Made a short stocky character called Dwarven Bulwark that is WP/SM. Feels very SMASH to me at 17. What powers in /SM did you find that were skippable? I am eyeing Hurl Boulder and Fault but have not had the pleasure of testing them yet. Thanks!
  12. Thoughts on this pairing, yay or nay? If you have a build, please post. I'd like to get an idea of what I'm looking at.
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