Gatecrasher

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  1. Quote:
    Originally Posted by Hindenburg View Post
    I would drop Temp Protection.
    It's just about a picture-perfect spot for the two Steadfast uniques. Maybe take it later, but I would be hard-pressed to skip it.

    Later on,
    Gate
  2. BrandX, I can just about guarantee I can't do that, sorry. Dropping one of the first two is a bit too unconventional an idea for my simple little mind to be comfortable with.

    Figure the powers I see as potentially on the chopping block are Jake, Chain, or Thunder Strike.

    Thanks,
    Gate
  3. Hey there,

    So recently, my alt-crush has been my Electric/Nin Stalker. Talking in a very general, big-picture sense, if one was to skip one Elec Melee attack, which one would you pass on? When I made this guy the choice was Chain Induction, but now I'm wondering if it ought to be something else.

    I'm at work now otherwise I'd post a build (I'll do so tonight), so as I said, for now I'd appreciate any high-level feedback anyone's got to share.

    Thanks!

    Later on,
    Gate
  4. Dechs,

    Another quality piece of work that's got me thinking about unleashing another tide of killer robots.

    Also, it has broken the dam of Pulp Fiction references in my head.

    "I used the same IOs you did and my mission map doesn't look like a (bleeping) Longbow training camp!"

    Thanks!

    -Gate
  5. Gatecrasher

    Fire/Fire/Energy

    Hey there,

    If I can ask, what was your goal in making the IO build? It seems a little unfocused, going in a few different directions.

    Later on,
    Gate
  6. Hey,

    I am as likely to level-lock a character as I am to suddenly start speaking Sumerian. Are there many/any feasible options for a L50 to generate such recipes?

    Later on,
    Gate
  7. Quote:
    Originally Posted by Talen Lee View Post
    Wait, the pattern being a 8-issue gap between those support sets and the next support set? An 8-issue gap that covered three years?
    All I was saying is that using I6 instead of I5 as a cutoff changes what is otherwise roughly an even-steven split into what, a 3:1 imbalance? I make no pretense that the release schedule was "smooth" for lack of a better word.

    Have a good one.

    Later on,
    Gate
  8. Quote:
    Originally Posted by GuyPerfect View Post
    Just in the time since I've been playing (Issue 6) up through Going Rogue, the following Power Sets were added (in chronological order):

    * Thugs (not melee; Issue 7)
    * Electric Melee (melee; Issue 7)
    * Electric Armor (melee; Issue 7)
    * Dual Blades (melee; Issue 11)
    * Willpower (melee; Issue 11)
    * Shield Defense (melee; Issue 13)
    * Pain Domination (not melee; Issue 13)

    A pattern... Anyone else see it?
    Only because of where you set the endpoints. Start a mere two months sooner, with Issue 5, and its four new ranged and support sets take any pattern and toss it out the window...

    Later on,
    Gate
  9. Hey howdy hey,

    I would suspect that's the Degen proc, but I haven't got that on any of my guys (yet, but my Spines just hit 50 and that could fit thematically). A good place to test is against the target dummies in the Vanguard base.

    Later on,
    Gatecrasher
  10. Screwloose,

    The general rule (if memory serves) is that if a power accepts damage enhancements, it can proc Interface.

    Later on,
    Gate
  11. Quote:
    Originally Posted by Hyperstrike View Post
    Ask yourself. "Who has been less rapaciously pillaging my pocketbook for the last 30+ years?"

    The answer is simple then.
    Before I ask that, I will contemplate, "When did I start carrying a pocketbook?"

    -Gate
  12. Hello,

    So I finally got my Spines Scrapper to 50, after 7.5 years of altitis, and no less than 3 rerolls. I figured I'd try and come up with a new build for him too, while I'm at it. I came up with what's below a while back. It's not terrible, but I'm sure there's room for improvement. Anyone got any feedback? The Nerve Alpha is a stand-in for Agility, which I got lured into by the Rchg/EndMod/DefBuff combo (btw, anyone know if/when the new Alphas will hit Mids?).

    Thanks!

    Later on,
    Gate

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Coral Gold 8 (Will): Level 50 Science Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Lunge -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(7), C'ngImp-Acc/Dmg/EndRdx:40(17), Mako-Acc/EndRdx/Rchg:40(37)
    Level 1: High Pain Tolerance -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(37), RctvArm-ResDam/EndRdx/Rchg:40(39), RctvArm-ResDam:40(40)
    Level 2: Spine Burst -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(3), Sciroc-Dmg/Rchg:50(5), Sciroc-Acc/Rchg:50(7), Sciroc-Acc/Dmg/EndRdx:50(11), Sciroc-Dam%:50(36)
    Level 4: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(13), RctvArm-ResDam/EndRdx/Rchg:40(13), RctvArm-ResDam:40(15), RctvArm-EndRdx:40(48)
    Level 6: Super Jump -- Jump-I:50(A)
    Level 8: Impale -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(9), Dev'n-Dmg/Rchg:50(9), Dev'n-Acc/Dmg/Rchg:50(11), Dev'n-Acc/Dmg/EndRdx/Rchg:50(15), Dev'n-Hold%:50(17)
    Level 10: Indomitable Will -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(37), LkGmblr-Def/EndRdx/Rchg:50(39), LkGmblr-Rchg+:50(43)
    Level 12: Combat Jumping -- Jump-I:50(A)
    Level 14: Boxing -- Acc-I:50(A)
    Level 16: Fast Healing -- RgnTis-Regen+:30(A), Mrcl-Rcvry+:40(25), Mrcl-Heal:40(46)
    Level 18: Rise to the Challenge -- Numna-Heal/EndRdx:50(A), Numna-Heal/EndRdx/Rchg:50(19), Numna-Heal:50(19), DisWord-ToHitDeb:20(23), DisWord-ToHitDeb/Rchg:20(48), DisWord-ToHitDeb/Rchg/EndRdx:20(48)
    Level 20: Quick Recovery -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(21), Efficacy-EndMod/Acc:50(21)
    Level 22: Quills -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(23), M'Strk-Acc/EndRdx:50(25), M'Strk-Acc/Dmg/EndRdx:50(31), M'Strk-Dmg/Rchg:50(40), M'Strk-Dmg/EndRdx/Rchg:50(42)
    Level 24: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(42), RctvArm-ResDam/EndRdx/Rchg:40(45), RctvArm-ResDam:40(45)
    Level 26: Ripper -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(27), Oblit-Dmg/Rchg:50(27), Oblit-Acc/Dmg/Rchg:50(31), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(36)
    Level 28: Heightened Senses -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(29), RedFtn-Def/EndRdx/Rchg:50(29), RedFtn-Def:50(31), RedFtn-EndRdx:50(46)
    Level 30: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(39)
    Level 32: Throw Spines -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(33), Posi-Dmg/Rchg:50(33), Posi-Acc/Dmg/EndRdx:50(33), Posi-Dam%:50(34), RechRdx-I:50(34)
    Level 35: Focused Accuracy -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(36), GSFC-ToHit/Rchg/EndRdx:50(42), GSFC-Rchg/EndRdx:50(43), GSFC-ToHit/EndRdx:50(43), GSFC-Build%:50(46)
    Level 38: Strength of Will -- S'fstPrt-ResDam/Def+:30(A)
    Level 41: Physical Perfection -- P'Shift-EndMod:50(A), P'Shift-End%:50(45)
    Level 44: Build Up -- RechRdx-I:50(A)
    Level 47: Confront -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(50), Mocking-Taunt/Rchg/Rng:50(50), Mocking-Rchg:50(50)
    Level 49: Resurgence -- Efficacy-EndMod/Rchg:50(A)
    Level 50: Nerve Partial Core Revamp
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Sprint -- Run-I:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(40)



    Code:
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  13. Why not set the Launcher to close once the game launches, am I missing something? Leaving it running seems to me a zero-upside proposition.

    Later on,
    Gate

    EDIT: well ninjaed, sir
  14. Ahhh, thanks man. That's actually the answer I was hoping for, it's the closest match to concept for the character in question.

    Later on,
    Gate
  15. Hey there,

    I've got a question about the "Phantoms" Lore pets. What do they look like? I've gotten several conflicting answers, hearing "COT Spectrals," "Like Ghost ship ghosts," and "Like Phantom Army pets" seemingly at random. Can someone verify? I'd copy over to the test server to buy them there, but the Test Server Transfer still seems deader than Nixon.

    Thanks.

    Later on,
    Gate
  16. Hmm, that's a pretty good starting point. Thanks a ton, man!

    -Gate
  17. Hi,

    Shadow, as per my OP, the existing character isn't a Tanker, it's a MA/SD Scrapper. I was looking to use his build as a "template" from which to make a SD/SJ Tanker, but every time I try to translate it I get "builder's block."

    Thanks.

    Later on,
    Gate
  18. Hey there,

    Part 1 of my effort to consciously ignore the I-haven't-yet-heard-a-convincing-argument-why-we-really-needed-it Build Workshop forum...

    I've got a L43 MA/SD Scrapper. I like him. I don't love him, but I like him. His chief problems are 1) not a ton of Defense happening without spending many many monies on IO Sets, and 2) great googly moogly does this guy burn through endurance. He claims he hasn't been smoking, but I swear that last week as I was logging off, he thought the countdown timer had hit zero, and I saw him pull a pack of Marlboros out of his utility belt.

    So this guy is kind of on the bubble of keeper-ness. Now, I'm keen to try my hand at Street Justice, and I really like his concept, so I'm wondering if I don't give him another try as something else, in this case, a Shield/SJ Tanker. Below I'm going to present the Scrapper version's Mids build. What I'd like is some help turning it into the Tanker I would like to make.

    Some notes:

    - The key things I routinely go to pieces trying to figure out for myself are when to pick up a given power, and at what levels should I add in slots. I know what I want, but not quite how to get there. Perfect example of this: when I built this guy, I was unaware that Phalanx Fighting grants some defense regardless of having any allies in range. Derp! In a subsequent Shield build, that's one of the key things that has to come down, but where? Maybe put it where Build Up is, and shove that off until the end?

    - I can worry about Set-pieces later. At first I worry just about Common IOs supplemented with a few of the specials (Steadfast +Def, Miracle and Numina uniques). The New Guy can either earn those specials on his way up the ladder with Hero Merits, or I can cannibalize them from the Scrapper build (once I've cleaned them to get the tobacco smell off them).

    - One of the attack powers from Street Justice will have to be unchosen. Yes, I know we're all in the honeymoon phase with the new set, and we're doodling its initials with ours in a little heart on our Trapper Keepers, but facts is facts and I just don't have the room for everything. Six attack powers from my Primary has to suffice.

    So, without any further ado, here's the Scrapper-I'd-like-to-transmogrify-into-a-Tanker build. If you have any ideas on how to make this happen, I'd love to hear them.

    Thanks in advance for your time.

    Later on,
    Gate

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    AEGIS-8: Level 50 Technology Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Shield Defense
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Thunder Kick -- Acc-I:40(A), EndRdx-I:35(3), RechRdx-I:35(3), Dmg-I:35(5), Dmg-I:40(5)
    Level 1: Deflection -- EndRdx-I:35(A), DefBuff-I:40(7), DefBuff-I:40(7), ResDam-I:40(9), ResDam-I:40(9), EndRdx-I:50(45)
    Level 2: Storm Kick -- Acc-I:35(A), EndRdx-I:35(11), RechRdx-I:35(11), Dmg-I:35(13), Dmg-I:40(13), EndRdx-I:50(43)
    Level 4: Battle Agility -- EndRdx-I:35(A), DefBuff-I:40(15), DefBuff-I:40(15), DefBuff-I:40(17), EndRdx-I:50(43), EndRdx-I:50(45)
    Level 6: Boxing -- Acc-I:50(A)
    Level 8: Cobra Strike -- Acc-I:35(A), EndRdx-I:35(17), RechRdx-I:40(19), Dmg-I:40(19), Dmg-I:40(21), EndRdx-I:20(42)
    Level 10: Active Defense -- RechRdx-I:40(A), RechRdx-I:35(21)
    Level 12: Super Jump -- Jump-I:35(A), EndRdx-I:50(46)
    Level 14: True Grit -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:35(23), ResDam-I:50(43), Heal-I:50(46), Heal-I:20(50)
    Level 16: Tough -- EndRdx-I:50(A), ResDam-I:50(42)
    Level 18: Against All Odds -- EndRdx-I:35(A), EndRdx-I:40(25)
    Level 20: Weave -- EndRdx-I:50(A), DefBuff-I:50(42)
    Level 22: Crippling Axe Kick -- Acc-I:35(A), EndRdx-I:35(29), RechRdx-I:40(29), Dmg-I:40(31), Dmg-I:40(31), EndRdx-I:50(40)
    Level 24: Combat Jumping -- Jump-I:35(A)
    Level 26: Dragon's Tail -- Acc-I:35(A), EndRdx-I:40(31), RechRdx-I:40(33), Dmg-I:35(33), Dmg-I:40(33), EndRdx-I:50(40)
    Level 28: Focus Chi -- RechRdx-I:35(A), RechRdx-I:20(46), ToHit-I:50(50), ToHit-I:20(50)
    Level 30: Grant Cover -- EndRdx-I:35(A)
    Level 32: Eagles Claw -- Acc-I:35(A), EndRdx-I:35(34), RechRdx-I:40(34), Dmg-I:40(34), Dmg-I:40(36), EndRdx-I:50(40)
    Level 35: Shield Charge -- Acc-I:35(A), EndRdx-I:35(36), RechRdx-I:35(36), Dmg-I:35(37), Dmg-I:40(37), RechRdx-I:40(37)
    Level 38: One with the Shield -- ResDam-I:40(A), ResDam-I:50(39), Heal-I:50(39), Heal-I:50(39)
    Level 41: Conserve Power -- RechRdx-I:50(A)
    Level 44: Physical Perfection -- EndMod-I:50(A), EndMod-I:50(45)
    Level 47: Laser Beam Eyes -- Acc-I:50(A), EndRdx-I:50(48), RechRdx-I:50(48), Dmg-I:50(48)
    Level 49: Phalanx Fighting -- DefBuff-I:50(A)
    Level 50: Spiritual Partial Core Revamp
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Sprint -- Run-I:50(A)
    Level 2: Rest -- RechRdx-I:35(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Heal-I:50(A), Mrcl-Rcvry+:20(23), Numna-Regen/Rcvry+:30(25)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(27), EndMod-I:50(27)

    Code:
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  19. Hey there,

    Glad to hear some positive reviews of the set. I look forward to spending some time with it as soon as I accumulate enough free points to pick it up.

    A question to the folks who've played it: are there any "skippable" powers in the set? Most melee sets you can bank on one of the powers being the sort of thing that you can drop from your power choices and not feel like you're missing anything. But in Mids I wasn't seeing anything obvious in that role. Is there anything?

    Later on,
    Gate
  20. Gatecrasher

    Alignment System

    Ah, so a hypothetical new paying customer could drop to Premium and not have any previously-available-to-us way of keeping the alignment system. Got it, thanks Dechs.

    As for what might happen, I'd speculate no more progress on any alignment bars, but hey, what do I know.

    Later on,
    Gate
  21. Gatecrasher

    Alignment System

    Hi,

    Maybe I'm misunderstanding the question, but how would you have gotten from Villain to Rogue in the first place without having purchased the Alignment system (either via GR purchase, or buying the Alignment system in the Paragon Market)?

    Later on,
    Gate
  22. I smell me an opportunity to roll someone on Champion server...!

    I will do my darnedest to make it. (hurries off to figure out what to make)

    Later on,
    Gate
  23. Interesting, thanks Gavin. It would seem to me that if you're going to use one of those things, heck, might as well use one on each.

    Later on,
    Gate
  24. Quote:
    Originally Posted by RosaQuartz View Post
    When I can't spare a third slot for Hasten, I bump up the level 50 Recharge IOs to Level 55.
    What's the enhancement value of an IO bumped up to 55?

    Thanks,
    Gate
  25. Hey,

    Thanks for providing the help!

    -Gate