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Posts
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Joined
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After learning to use the base editor a bit better I have added (and fixed!) some stuff in the base. I shall post pictures soon!
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Thanks again for this Mid! You definitely deserve your Xmas presents this year
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On the sevent day of Christmas, a villain sent to me...
7 Noobs whining
6 Hydra Farting
5 Arachnos spiders
4 Freaksow rezzing
3 Trolls fighting
2 Clockwork bots
and a laser fired from a pear tree
(P.S, happy cakeday Blue) -
I wish I could draw that well
Thumbs up! -
I only just started the base building business for my SG so all of this is strictly I13 creations, yay! Still a noob at base building but I think I managed quite well;
Conference room with podium
View from podium
Check point to teleporters, dont know if it's just my idea but I colour coded the teleporter rooms. Green = 1-20, Yellow = 20-35, Red = 35+. Thought it might be clearer for newcomers to navigate around.
Computer and ouroboros stone
SG club, with Pocket D teleporter visible at the back of the screenshot.
The dance floor
What's a club without a bar?
Hallway to Pocket D
Hope my noob creations came out well -
First few comments that spring to mind...
Get power burst earlier. Preferably at lvl 6 (that's when it's available IIRC). Stamina might be nice earlier if you plan on exemping, too.
Also 6 slotting purple sets isn't all a that good idea. The 5% toxic res (or whatever else you might get) simply isn't worth it on a blaster. Replace the Purple Set: Damage with a devastation acc/dam/end/rech or a triple or pretty much anything. -
I think you forgot to calculate the Defense DeBuff the higher level mobs have.
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I'm quite sure you wont be needing all that +rech with claws. And if you do hasten is definitely overkill. Also I'd get MoG, the new version is just that great.
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Think I'll petition it when I get the chance to log on then.
And yes, I'm sure I hadn't done Synapse within the 24 hours because I only did the TF to get the badge which I was missing. Also I am sure I did get 22 merits, checked 115 before TF completion and 137 after it. 137 - 115 = 22.
Also some people in my team who I did Posi with an hour before the Synapse got 22 merits only. -
I was just wondering if doing two TFs consecutively had an effect on the merits awarded from the latter. Yesterday I did Posi and Synapse in a row (phew, dont have to do them again in a while
) but only got 22 merits from Synapse while I did get the full 55 from Posi (which I did first).
What I understood from the message popping up after a TF is that doing two different TFs in a row shouldn't affect the merit rewards at all. So the question is, should I have got 45 merits from Synapse instead of 22? -
I've been playing a katana/invuln since I3 and still find it a great combination. It might not be the best for PvP but then what do I know about PvP?
Guide in my sig if you want to have a look. -
I noticed some bugs (I think they're bugs) with this system as well.
My blaster got 2 of the day job badges the second I logged in after DLing I13. Then my main has got none of them and when I logged on (before logging on the blaster) none of the badges had any progress at all.
Quite puzzled by this -
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thought you only get half the xp when in a pact ?
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It doesnt work just like that. The idea is that any XP you gain is split in two, 1 part for you and 1 part for your pact mate. Say, you get n amount of xp and your friend isn't online. You're only getting n/2 xp.
Now, if your friend is online and playing with you... You're getting n/2 + n/2 xp. Totalling up to n which is the amount of xp you'd get solo.
Hope that was clear -
So, I saw a post in the US forums with a build done with Mid's 1.4006. Anyone know where I can DL that? Tried to check for updates on Mid's but it says none are available.
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Yeah I noticed it was quite small, will try to get some better pics in the afternoon
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Right, only just registered into photobucket so I hope this'll work out
This is my main's current favourite costume
http://s475.photobucket.com/albums/rr116...t=1228160476210
Will be posting more of these once I get some more screenshots
Also better quality/pose pictures available if you want. -
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Each of those numbers has a different impact. I did compare each element and thought about who'd be using what insps. -10% def wouldn't equal -10% resistance and on different tankers it'll have a different impact. If 1% def is = 2% res then lets wonder what -20% def actually is.
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If you actually read through what I said you'd know I didnt want those to be the final numbers. The point of it was that it should debuff more stats than just 1 or 2. Also while more stats would get debuffed each of them would get a smaller impact.
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Sidenote, i have 5 tanks in total. My main 2 are stone and fire, but i also have inv, WP, ice tankers and a elec brute.
You cant really compare resist and defence the same way though, a purple insp give 25% defence, while a orange one only gives 5%. (if you have to counter it).
Whatever debuff they pick, it will hit 1 set more then the other. (even acc debuff - aura's). Personaly, revert it back to a Build Up. No more issues, no more worries
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I'm actually quite sure that a small purple gives 12.5% def and a small orange gives 10% res.
Also I think rage should stay as it is. Even lowering the +dmg value would go. I wouldnt mind if it was dropped down to 30% or 40%. Still an addition worth to be picked. -
I think the problem with rage crash is that it's only debuffing 2 attributes currently. And both quite harshly. If it was more attributes debuffed but by a lower percentage it should come across quite balanced for all sets.
Say, -10% def, -10% res, -100% regen (as in -base regen, not completely cancelling your regen). This would debuff all sets quite fairly. Just not sure about the numbers yet, but I think something like this should be the step forward. -
I use scorch on my scrapper instead of fire sword. It's just a lot smoother that way
And yes, stylish! -
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I'd like to see the -Def get removed now for something(s) that all Tankers/Brutes can get to be plagued by.
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If you can stack it before the original application starts to flash there is no def crash
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Which I dare say is not WAI. -
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Also I support the need for VEATs needing a buff.
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May I just ask why VEATs need a buff? Give me a reason that isn't Bane Spider defense. You used the word VEATs so I want to hear what is wrong with all of the VEAT branches.
I cant think of anything else except Bane Spider defense. -
Already sounds better. IMO all it needs is a sort of "nuke crash" without complete endurance drop. Has to be harsh enough to stop people from attacking though. If you get -100% recovery and -100% +end (they could do this with healing, shouldnt be impossible for +end) most people would stop attacking. In 10 seconds you can easily spend up all your leftover endurance.
Also the immobilization thing sounds good. Needs some developement though. -
What do you think of this one Larac? Put some damage procs in the attacks on top of the damage bonuses. Should work quite nicely I think. Also managed to squeeze in aid self for all your healing needs.
Hero Plan by Mids' Hero Designer 1,4006
http://www.cohplanner.com/
Level 50 Magic Blaster
Primary Power Set: Energy Blast
Secondary Power Set: Energy Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Medicine
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Power Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(39), Dev'n-Acc/Dmg/Rchg(40), Dev'n-Acc/Dmg/EndRdx/Rchg(40), ExStrk-Dmg/KB(40), ExStrk-Dam%(50)
Level 1: Power Thrust -- ExStrk-Acc/KB(A), ExStrk-Dam%(50)
Level 2: Power Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Acc/Dmg/Rchg(3), Dev'n-Acc/Dmg/EndRdx/Rchg(25), ExStrk-Dmg/KB(39), ExStrk-Dam%(39)
Level 4: Energy Torrent -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(5), KinCrsh-Rchg/KB(5), KinCrsh-Rechg/EndRdx(37), KinCrsh-Dmg/EndRdx/KB(37), KinCrsh-Acc/Dmg/KB(37)
Level 6: Power Burst -- Apoc-Dmg(A), Apoc-Acc/Dmg/Rchg(7), Apoc-Acc/Rchg(7), Apoc-Dmg/EndRdx(17), Apoc-Dam%(17), ExStrk-Dam%(36)
Level 8: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(9), AdjTgt-ToHit/EndRdx/Rchg(9), AdjTgt-EndRdx/Rchg(46), AdjTgt-Rchg(50)
Level 10: Bone Smasher -- Hectmb-Dmg(A), Hectmb-Acc/Dmg/Rchg(11), Hectmb-Acc/Rchg(11), Hectmb-Dmg/EndRdx(15), Hectmb-Dam%(15)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Super Speed -- Run-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(19), Numna-Heal(19), Numna-Heal/EndRdx(23), RgnTis-Regen+(25)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(23), P'Shift-EndMod/Acc/Rchg(36)
Level 22: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit(34), AdjTgt-ToHit/EndRdx/Rchg(36), AdjTgt-EndRdx/Rchg(46), AdjTgt-Rchg(46)
Level 24: Assault -- EndRdx-I(A)
Level 26: Explosive Blast -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(27), Ragnrk-Acc/Dmg/Rchg(27), Ragnrk-Acc/Rchg(29), Ragnrk-Dmg/EndRdx(29)
Level 28: Aid Other -- Heal-I(A)
Level 30: Aid Self -- IntRdx-I(A), Numna-Heal(31), Numna-Heal/EndRdx(31), Numna-Heal/Rchg(31), Numna-Heal/EndRdx/Rchg(34)
Level 32: Nova -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dam%(34)
Level 35: Boost Range -- RechRdx-I(A)
Level 38: Total Focus -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(42), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(43), HO:Nucle(43)
Level 41: Personal Force Field -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/Rchg(42)
Level 44: Temp Invulnerability -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam/EndRdx/Rchg(45), S'fstPrt-ResKB(45)
Level 47: Force of Nature -- RechRdx-I(A), TtmC'tng-ResDam/Rchg(48), TtmC'tng-EndRdx/Rchg(48), TtmC'tng-ResDam/EndRdx/Rchg(48)
Level 49: Conserve Power -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
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[u]Set Bonus Totals:[u]- [*]24% DamageBuff(Smashing)[*]24% DamageBuff(Lethal)[*]24% DamageBuff(Fire)[*]24% DamageBuff(Cold)[*]24% DamageBuff(Energy)[*]24% DamageBuff(Negative)[*]24% DamageBuff(Toxic)[*]24% DamageBuff(Psionic)[*]65% Enhancement(RechargeTime)[*]6% Enhancement(Heal)[*]63% Enhancement(Accuracy)[*]5% FlySpeed[*]225,9 HP (18,7%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -7)[*]Knockup (Mag -7)[*]MezResist(Immobilize) 3,3%[*]MezResist(Sleep) 4,4%[*]14,5% (0,24 End/sec) Recovery[*]80% (4,02 HP/sec) Regeneration[*]2,5% Resistance(Smashing)[*]7,56% Resistance(Fire)[*]7,56% Resistance(Cold)[*]2,52% Resistance(Energy)[*]2,52% Resistance(Negative)[*]8% RunSpeed[/list]
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-50% end hurts some sets worse than others. Invuln gets a big hit because it doesnt have a +end power, same goes for dark armour. Fire, ice, WP (the first ones to come to mind) all have a +end or +recovery power which could easily mitigate the endurance drop.