CBeet

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  1. CBeet

    So, what's left?

    Radiation Melee/Armour. Lots of PBAoE debuffs in the armour and DoT/-def in the melee.

    Armour:
    S/L/E Resistance
    Energy damage aura
    L/E/F Defense
    Mez prot
    -Tohit/-Dam taunt aura
    Auto E/N/F/T Resistance
    -Speed/-Recharge taunt aura
    Self buff version of Accelerate Metabolism
    Self res like Rise of the Phoenix using Fallout

    Melee, all Smashing/Energy with -def:
    The usual three starter attacks. One quick minor damage, one moderate and one high with a sprinkling of chance to stun
    Small melee range targetted AoE -Resistance (10-15%) -tohit (5-10%), 10 second duration 12 second recharge, works like Follow Up
    Radioactive Breath cone attack
    Confront
    Irradiate
    ST DoT, Energy damage Incinerate from Fire Melee
    Total Focus clone with -defense
  2. The Zig, hazard and PvP zone, miles of hallways and secret areas/air ducts/tunnels from cell to cell. Half the Zig has been sectioned off, one half in riots as prisoners are trying to make their escape, the other half being attacked by Arachnos and their superpowered criminals trying to free more of their own, either for Project Destiny or to bolster their numbers to fight off Praetorians on the Rogue Isles.

    The Hazard Zone (level 30-45) would have a Back Alley Brawler and Blue Steel trial. Back Alley Brawler's (30-35) deals with regaining order with the levels above ground, eventually leading to the defeat of Frostfire, Dr Vahzilok and Clamor who collaborated their efforts to start the riot, failable as they try to make their way through the winding corridoors of the Zig to try and escape once under 50% health.

    Blue Steel's (40-45) deals with the lower levels of the Zig where the real supervillains are kept. Your team and Blue Steel work together, with the team leader choosing their team's path mid-mission using a similar interface to the Praetorian morality missions, with Blue Steel heading in the other direction. One mission, timed to 3 hours, with each path you take leading to different AVs. Featuring: Dreck, Bile, Arakhn, Archon Burkholder, Nocturne, Captain Castillo then, at the very end, Nemesis? inside a tunnel being dug by a Nemesis Mole Machine which temporarily broke down. Nemesis? is waiting outside with a sizeable force, when he reaches 75% hp an ambush comes consisting of Blue Steel as an ally who will help to take Nemesis? down.

    The PvP zone (32-42) works like Warburg with Heroes and Villains fighting over NPC prisoners who will follow like the Warburg scientists. Villains have to get them to a safe Arachnos controlled area to be taken away by Arachnos Flier, Heroes have to take the prisoner to a safe area where the cells are being kept in lockdown. Due to the Zig being difficult to navigate with many secret areas and shortcuts, it could make the strategy of fights very interesting.

    For extra incentive, there would also be wounded SWAT dotted around that you can escort to a locked armoury. Villains taking them there to force them to open it, Heroes taking them so they can arm themselves and recover in a safe spot. By unlocking one, you receive a riot/PPD themed temp power; Beanbags, tasers, riot shields ect. plus maybe a chance for a PvP IO.

    That would be what I'd do, my zone to contribute.
  3. At the end, Cobra's going to take the Starship Enterprise, Optimus Prime and the Ghostbusters car to create a giant mecha robot ala Megas XLR to fight all the zombies who've joined hands to create a giant zombie.

    The film adaptation will be out in 2013, directed by Michael Bay.
  4. CBeet

    Why A Blaster?

    I quite like IOing out for mez resistance. So long as a Blaster can keep moving, dealing damage, taking cover for Aid Self/insp combining, keeping out of melee.. They can survive almost anything. When making builds, I usually go for +hp to hit the 1500-1600 mark with Accolades, then build from that for recharge and mez res. Sure, building for defense is smart, but is it fun? Being a tankmage can be boring, no challenge (which is why I play Blasters).

    I just stumbled across this thread and saw the last few posts so thought I'd add my thoughts on the subject, hope I'm not too late to the party!
  5. My suggestions would be either Resuscitate and Assault, or Resuscitate and TP Friend. As a Blaster, your priorities should be damage dealing rather than reapplying Stimulant every 45 seconds. Resus is a great tool for inbetween or even during a fight in some circumstances though, so I can highly suggest that, the only question is do you want to help the team either by teleporting them out to safety/to objectives, or a 10% damage increase for all?

    My standpoint on Presense is that, as a Blaster, mez isn't going to do much unless there's nothing else of importance to pick. If there's an enemy still standing, you should have enough damage to down them. If you havn't, a little mez isn't going to stop them either.
  6. So.

    Brawling:
    Cobra Strike (Martial Arts' old version, just a melee stun with barely any damage)
    Punch (Super Strength)
    Physical Perfection (Body Mastery)
    Crane Kick (Martial Arts)
    Focus Chi (Martial Arts)
    Conserve Power (Energy Manipulation)
    Quickness (Super Reflexes)
    Blinding Powder (Ninjitsu)
    Dragon's Tail (Martial Arts)

    Trick Arrow:
    Entangling Arrow (TA)
    Bow Smash (Storm Kick from Martial Arts with Soaring Dragon from Katana's animation, but using a bow, additional chance for knockdown)
    Disarm (Martial Arts' original Cobra Strike clone with some kind of silly animation using the bow)
    Focused Accuracy (Body Mastery, Targetting Drone numbers)
    Flash Arrow (TA)
    Quickness (Super Reflexes)
    Marksman (Boost Range clone)
    Trick Shooter (Similar to Fiery Embrace, adds additional lethal damage to all attacks)
    Oil Slick Arrow (TA)

    Kinetic Manipulation:
    Repulsing Torrent (Kinetic Melee, single target)
    Body Blow (Kinetic Melee)
    Siphon Damage (Works like a ranged Follow Up, very small damage debuff to target)
    Smashing Blow (Kinetic Melee)
    Power Transfer (Works like a ranged Follow Up, stacking +recovery instead of +damage/tohit, drains a small amount of endurance from the target)
    Kinetic Repel (Clone of Hand/Lightning Clap, animation of Repel in Kinetics)
    Power Boost (Energy Manipulation)
    Energy Transfusion (Like Power Transfer but with +regen to self and -regen to target)
    Siphon Speed (Kinetics)

    Psionic Mastery:
    Mind Over Body (Willpower)
    Dominate (Mind Control)
    Indomitable Will (Controller Psionic Mastery click mez protection)
    Mass Hypnosis (Mind Control)
    Strength of Will (Willpower)

    Weather Mastery:
    Gale (Storm Summoning)
    Snow Storm (Storm Summoning)
    Steamy Mist (Storm Summoning, smaller buff/effect radius)
    Tornado (Storm Summoning, 120s recharge)
    Lightning Rod (Electrical Melee, YEAH I SAID IT)

    Radioactive Mastery:
    Power Shield (Energy Aura, recoloured)
    Radiation Sickness (Targetted AoE toggle, small chance for enemies in the radius to throw up or be stunned every 1.5 seconds)
    Choking Cloud (Radiation Emission)
    Mutate (Single Target debuff with the Mystic Fortune/Secondary Mutation code, randomly chooses from -damage, -resistance, -defense, -recharge or -regen, perma out of the box but does not stack)
    Fallout (Radiation Emission, effects self, 1000s recharge)


    Something like that? I agree.
  7. CBeet

    Time Stamps

    Completely agree, nothing more I can add to that.
  8. CBeet

    Kidnap Missions

    I want to have a Blaster sit on the shoulder of my Granite Tank!

    Newbie needs to get from South Steel to North quickly to costume change? No fear! Piggy back + travel power!

    Squishy being annoying? Forcefully piggy back them and drop them in the middle of a large group of purples!

    Okay it should have a prompt.

    On a more serious note, in order to animate picking up the kidnap victim and carry them over your shoulder or under-arm, dragged behind you, tied to your back ect ect.. It would require a whole bunch of new animations so fighting with them doesn't look dodgy, unless it goes like Walk and suppresses all powers except for, say, travel powers and applies a new animation then.. Sure, it could work. Fight your way through the mission, pick up the hostage then fly out with them over your shoulder but making you unable to fight/defend yourself..

    It would be one step towards having that Blaster on my shoulder, so yeah, there's ONE possibility, but it's still a lot of work.
  9. CBeet

    Shotgun

    I believe the issue at hand is that, when BAB (I think) tried the Shotgun as a custom weapon, it looked utterly rediculous with Full Auto and Sniper Rifle.

    So yes, Shotgun please.
  10. CBeet

    Kidnap Missions

    Quote:
    Originally Posted by Steampunkette View Post
    I beg to differ.

    Something similar to Gnome Toss could be used, but would be ridiculous as the Hostage would resize to fit the person "Carrying them" on their back (for Piggybacking)

    Apply a temp-power which auto-drops a pet when you cross the despawn point at the entrance and voila.

    -Rachel-
    And while they're at it, add a new inherant which lets you give another player a piggyback at the expense of a run speed penalty.
  11. Quote:
    Originally Posted by Dechs Kaison View Post
    Agreed. At the very least, there will be less scrappers.

    That's something we could all benefit from.
    And with Scrappers gone, there'll come a need for some other kind of high damage dealer which doesn't have to go through hoops to get Heroside..

    The time of Blasters shall come again! Mwahahahahaa!
  12. I'm planning on going the whole way on a Dominator in order to have what can only be described as Crazy Stupid AoE Control. It's a Plants/Ice specialising in ST damage and mass chaos through confusion, fear, knockdown (Ice Mastery.. Soon™) and Carrion Creepers. I likes me some AoE chaos. Without going into IOs, it's already a near permanant PBAoE fear in Mids (2 acc, 2 rech, 1 fear, 1 endred) and with IOs it's going to be spammed easily thanks to cheap fear sets with +rech.

    Edit: Forgot to add, near permanant due to cycling between Domination and Power Boost on a regular basis.
  13. Okay maybe I didn't explain it very well.

    Let's say Fast Healing has 2 slots and Health has 1 slot, the default slot. You level up, one slot goes into an attack and the other can go into Fast Healing or Health. According to Mids (so I may be wrong) it is better to put the extra slot into Health than into Fast Healing, so that both powers have 2 slots each.

    The numbers are as follows for a Willpower Tanker using level 50 IOs in Mids:

    2 in Fast Healing, 1 in Health: 294% Regeneration in Totals tab
    3 in Fast Healing, 1 in Health: 306% Regeneration in Totals tab
    2 in Fast Healing, 2 in Health: 311% Regeneration in Totals tab

    Sure it's a small difference, but when juggling slots in an expensive build and looking for the highest numbers possible, it's a handy piece of information to have.
  14. One thing I've noticed when making builds is that, on chars with Fast Healing, you get more regeneration from a second slot in Health than you do a third slot in FH so slotting Health is definately an option even without IOs or sets, but only in some cases IMO. Cases where slotted health can help are;

    High HP chars with existing defenses but too many slots (Scrapper, Brute, Tanker)
    Unique IOs
    IO set bonuses
    Regen or Willpower for regen stacking (I view regeneration/+HP similar to defense, in that it get exponentially better the more you have)
  15. 1) Me on a Fire/Fire/Pyre Scrapper
    2) WP/SS Tank
    3) Elec/Shield Brute
    4) Rad/Dark Defender
    5) Fire/Kin Corruptor
    6) Fire/Son Controller
    7) Bots/Dark Mastermind
    8) Fortunata

    Should be enough buffs, debuff and pure damage to handle it, especially if they're IOd to the gills.. Which most of them are because they're friends' chars. Constant, massive -tohit and -res to all enemies, lots of +defense and +resistance from perma-Mind Link and support sets, CRAZY damage from the Scrapper, Brute and Mastermind with a Tank which will not go down.
  16. CBeet

    Noms for nerds!

    I take great pleasure checking this thread at 6:36am while consuming steak for breakfast.

    Remember, breakfast is the most important steak of the day.
  17. I'll most likely be wearing a top hat and have insane sideburns, so shouldn't be that hard to tell which is the one to poke with sticks and feed Relentless.
  18. CBeet

    Claws vs MA?

    The only other points I can add is that Claws is more AoE oriented, but MA has a lot more control, so.. IMO, it depends on which you need, a set which can support your secondary and has more ST focus (MA) or a walking blender with a sturdy secondary to support the aggro you'll be shredding (Claws).
  19. To be honest.. Yes, Mastermind is usually better than a Bane, usually better than most actually. The better question is, are they more fun? I like my Bane due to how sneaky-yet-brutal it is. It's brain surgery with a chainsaw.

    Numerically, Banes are very capable when IOs are thrown in, even just a handfull. Easily softcapped, powerful melee, pets, debuffs.. A melee Mastermind at best kinda. Here's my build for your consideration. It's nothing fancy, but it works.

    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    |21276843524A3642433B6660C22371E8033375E81E5C21638 F04C5CB82053D57F39|
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    |8EE13E654A8A6478213158D8F0982A1672955A49749F5964C 064C86B18460E01379|
    |82E2094E695314F84C9EB078C2257800CE1F41598108968EF BF0852262981A8A215|
    |BD287342A6DFE565C5D9A34216D26D05F1AC8A2CD2CD29E14 60728A3425B352083F|
    |2578AD6715105E40F8E88F80527915A6C233B239993A76824 C39693437AF4D65204|
    |A9E3C3C817C19698012F08DCA1E916C23C896212D4A5945D4 530226D0CC04CA9A12|
    |A0BA234A34262B8D9D83072823E01D058C2320388E4D2C031 5601171EF134A7F29B|
    |CF59338AE8A000B9EF6214B3A2D4739EDF3CC0239D2196967 067DCC0A9E6A9CA9F9|
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    |E3ABE9CFD5856472A04FFD7F335395832762B4EBACD729BE5 2ECB3D96072C0F591E|
    |B13C6669B1F48F8E6767CE735D17582EB25C6219E1AFE3154 746F87A2658922C299|
    |6344B8625CB926729B1BC61E9FF015DC8F5A4|
    |-------------------------------------------------------------------|


    To take down a Boss+, the routine is usually Surveillance - Build Up - Shatter - Shatter Armor - Poisonous Ray - Placate - Shatter, with the rest of the attacks used as/when they're needed against lesser or tougher enemies. When soloing EBs, Call Reinforcements makes for a great distraction (doesn't break Hide) and one small purple should softcap you, if not it's close enough to make you survive. Not tried soloing an AV, but I wouldn't imagine it going well due to endurance and lack of health recovery. I'd try it with half a tray of purples, quarter blues and quarter greens then see where it goes from there, damage shouldn't be an issue. Enjoy your Bane, they're great when you find a build which works for your play style.
  20. Personally, the only change I'd like to see done to true nukes is a damage increase. On my AR/En Blaster, I can mow down groups of enemies in three clicks (Build Up, Full Auto, M30 Grenade) every 30-60 seconds solo, same with my Archery/Mental. With my Energy/Devices Blaster, I can blow up a group of enemies as reliably as my other Blasters.. Every 3-4 minutes, and be left mostly defenseless afterwards. All nukes will take down Minions and Lieutenants and barely scratch a boss, the main differences being that the older sets' nukes are slower and far more dangerous to use.

    If I have to run into a group, make myself practically defenseless on a squishy character and require the use of inspirations or team support (or both) to get the same effects as another character who can do so at a safe distance and with the ability to defend themself afterwards.. Well, I'd like there to at least be enough damage to down any bosses in range aswell.

    The same applies to the melee nukes. IMO, they don't need changing, Blaster/Corruptor/Defender nukes do.
  21. I had this thought too, giving Voltaic Sentinel's blast the jump effect would definately help with an Elec Blast user (I want to play it, but the numbers.. I'd rather go with Melee or Assault).

    As for Taser, it now uses the Technology origin power animation. I know that, for some players, the original animation was preferred (actually taking out a taser and 'stabbing' your target with it, rather than throwing two wires) and maybe if it was returned, the power can be changed to a clone of the Elec Manipulation T9? Melee hold with energy DoT, roughly 190 damage with a level 50 Blaster on SOs.
  22. CBeet

    Best AOE combo?

    Elec/Fire Blaster, Bots/Dark Mastermind, Fire/Dark Corruptor

    Those would be my top 3 in no particular order.
  23. Blaster: Dark/Martial Arts
    Controller: Gadgets OR Munitions (Crontrol from Traps and Devices with some Riot PPD powers)/Dark
    Defender: Thermal/Fire
    Scrapper: Super Strength, Ice Melee/Ice Armour
    Tanker: Regen/Broadsword

    Brute: Spines/Regen, Ice/Ice
    Corruptor: Psi/Poison
    Dominator: Illusion/Dark
    Mastermind: /Cold, /Son
    Stalker: Super Strength, Ice Melee/Ice Armour, maybe some kind of Devices?
  24. Enhancable +hp
    Whirling mace
    Ranged/AoE damage balanced for the animation time

    A combination of two of the above would suit me fine.