Kinrad

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  1. Kinrad

    Good grief, yo.

    Isn't this the cave you can choose under the heading "Freaking Massive" in mission architect?
  2. Kinrad

    Pistol Scrapper

    Quote:
    Originally Posted by Nalrok_AthZim View Post
    Did you even read the post?
    It looks like he sort of glossed over my admissions of it being an imperfect guilty pleasure, but meh.
  3. Kinrad

    Pistol Scrapper

    Quote:
    Originally Posted by Samuel_Tow View Post
    The point, I think, was he made a character who had pistols and could play like a Scrapper. I don't approve, but it's none of my business.
    Correct, It's a playstyle choice, and a fun solo character.
    Is it everyone's cup of tea? No.
    If they ever create a true scrapper primary for pistols will I play it? Hell yes!

    For now, this character brings to the table pretty much everything I want for a scrapperish feel. She's tough to kill, deals decent damage, and spends her life in melee. I'm happy.
  4. Looks at Deacon's avatar...

    I like the cut of your jib sir.
  5. Quote:
    Originally Posted by Variant View Post
    If only yellow was more awesome than white.
    It is! Have you not seen yellow snow!? Wait... that is probably not a good example...
  6. Kinrad

    Pistol Scrapper

    This is not a suggestion, this is not an absolute truth, this is a statement of... FUN!

    For years I was one of the folks who pined for a pistol scrapper, and finally with the introduction of Time Manipulation I have one!

    This is a concept build. My character spends almost all of her time in melee, and her damage is NOT on par with a scrapper. She will be susceptible to status attacks until I get Incarnated out. This character is currently only level 33, but is an absolute *joy* to play. If you have ever wanted to play a pistol scrapper, I humbly offer this build as a jumping off point for your imagination.

    Keys to survival:
    Time's Juncture provides a HEFTY negative to-hit modifier to everything within 25 feet of me.
    Farsight and Hasten and Chronoshift are all permanent (or will be when I get them).
    Defense is positionally soft-capped, and endurance is kept in check with sets and procs.

    The build is not cheap, but it does not contain any purples, so it is cheaper than it could be. I also used a LOT of Alignment Merits from other characters to fund the build.

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

    Click this DataLink to open the build!

    SuperCent4: Level 50 Technology Corruptor
    Primary Power Set: Dual Pistols
    Secondary Power Set: Time Manipulation
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Pistols -- Decim-Acc/EndRdx/Rchg(A), Decim-Dmg/Rchg(7), Decim-Dmg/EndRdx(7), Decim-Acc/Dmg(9), Decim-Acc/Dmg/Rchg(9)
    Level 1: Time Crawl -- TmpRdns-EndRdx/Rchg/Slow(A), TmpRdns-Acc/EndRdx(48)
    Level 2: Dual Wield -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx(11), Thundr-Acc/Dmg(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(43)
    Level 4: Temporal Mending -- Dct'dW-Heal(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/EndRdx(15), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17)
    Level 6: Swap Ammo
    Level 8: Bullet Rain -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rng(19), Posi-Dmg/Rchg(19), Posi-Dmg/EndRdx(23), Posi-Acc/Dmg(23)
    Level 10: Time's Juncture -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-Rchg/EndRdx(25), DarkWD-ToHitdeb/Rchg/EndRdx(25), DarkWD-ToHitDeb(27)
    Level 12: Temporal Selection -- EndRdx-I(A)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(27)
    Level 16: Distortion Field -- BasGaze-EndRdx/Rchg/Hold(A), BasGaze-Rchg/Hold(21), BasGaze-Acc/EndRdx/Rchg/Hold(31), BasGaze-Acc/Rchg(34), Slow-I(37), Lock-%Hold(46)
    Level 18: Executioner's Shot -- Decim-Acc/EndRdx/Rchg(A), Decim-Dmg/Rchg(40), Decim-Dmg/EndRdx(40), Decim-Acc/Dmg(40), Decim-Acc/Dmg/Rchg(43)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(45), Aegis-ResDam/EndRdx(45), TtmC'tng-ResDam/EndRdx(50)
    Level 26: Time Stop -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(45), BasGaze-Acc/Hold(46), BasGaze-Acc/Rchg(46)
    Level 28: Farsight -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29), HO:Cyto(50)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), HO:Cyto(31), LkGmblr-Def/EndRdx(50)
    Level 32: Hail of Bullets -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(33), Oblit-Acc/Rchg(33), Oblit-Dmg(33), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34)
    Level 35: Slowed Response -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(36), ShldBrk-Acc/Rchg(36), ShldBrk-Acc/EndRdx/Rchg(36), ShldBrk-%Dam(37), ShldBrk-DefDeb/EndRdx/Rchg(37)
    Level 38: Chrono Shift -- RechRdx-I(A), Efficacy-EndMod/Rchg(39), Dct'dW-Heal/Rchg(39), RechRdx-I(39)
    Level 41: Dark Embrace -- Aegis-ResDam(A), Aegis-ResDam/Rchg(42), Aegis-EndRdx/Rchg(42), Aegis-ResDam/EndRdx/Rchg(42), Aegis-ResDam/EndRdx(43)
    Level 44: Power Boost -- RechRdx-I(A)
    Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(48), HO:Cyto(48)
    Level 49: Soul Drain -- RechRdx-I(A)
    Level 50: Cardiac Total Core Revamp
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Scourge
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(3)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(3), P'Shift-EndMod/Acc(5), P'Shift-End%(5)
    Level 6: Chemical Ammunition
    Level 6: Cryo Ammunition
    Level 6: Incendiary Ammunition



    Code:
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  7. Quote:
    Originally Posted by EJI View Post
    Sort of. That assumes that all enemies are within 25ft, and that there are fewer than 16 of them within that radius. It also assumes that your enemies are even-con (up-level enemies resist debuffs), which they're not. A level 51 facing lvl54 baddies only does 65% debuff, a level 53 vs 54s does 90%. That said, it's still a very large and very lovely debuff.

    http://wiki.cohtitan.com/wiki/Purple_Patch

    Archvillains will resist debuffs even more.

    http://wiki.cohtitan.com/wiki/Archvillain_Resistance
    Hmm, you are correct. I had forgotten to take into account level scaling. Fortunately there are also inspirations and the FUN factor. For *years* I wanted a pistol scrapper, and I now effectively have one.
  8. Screw all the math and metrics. Street Justice *feels* powerful, and is fun to play. That is all I care about.
  9. I wish I was the least bit creative. I may just hop on to see the costumes though!
  10. Excellent, I now know what I will be watching on the treadmill this winter!
  11. Quote:
    Originally Posted by Aett_Thorn View Post
    I agree that the market interface needs some changes to make it more usable. If I've already bought something, it shouldn't even appear in the store anymore. Or there should be a page of bought items that I can scroll through.
    ^This, a 1000x this.
  12. Yeppers.
    ... and I have to go to my second job tonight...

    -=le sigh=-
  13. Quote:
    Originally Posted by gec72 View Post
    ... depending on what angle you are entered into the mission, you may not see the glowing green exit at all...
    True enough. I entered the mission and all I can see in my field of view is 3 goons fighting each other, and a chasm room that I've seen a hundred times before.

    Every time I've done this mission, I just pop an Oro portal at the end and hop out. That is the same tactic I use for every mission that says 'find the exit' at the end, so it never even dawned on me to look for an exit.
  14. Quote:
    Originally Posted by gec72 View Post
    I did try that with my Kheld, but didn't do it fast enough. By time I got to the rubble there were enough of them on me that even with the purples hits were getting through. On the corr I just didn't come prepared (and rad infection didn't cut it).

    Honestly, what I'll probably do when running this is just to wait outside the door. It's cheap, but it's less mental hassle. I'm usually alt-tabbing to browser windows anyway, so five minutes won't bother me.
    Make sure you aren't running any agro-auras, or they will follow you., and drop your mission difficulty to -1/x0.

    Other than that, 3 little purples will make you almost unhittable, and you can restock between missions from the contact.

    Ninja run and sprint will help a great deal as well.
  15. Quote:
    Originally Posted by Grae Knight View Post
    Rather than starting a new thread, I would like to ask a follow up question for Power Boost/Build-up. If I use PBU before dropping my Force Field Generator from Traps set does the PBU bonus continue for the entire time the FFG is up?
    I don't have any practical experience with that, but I would think the answer would be yes, since the FFG is not a toggle but rather a cast. I know that it works this way for single target bubbles from force field users.
  16. Quote:
    Originally Posted by gec72 View Post
    Just ran this again, this time on my level 19 Beam/Rad Corr. Outside of the initial death and the Voids, pretty much the same deal. I can't defeat three Pumicites and deal with spawns around the rubble. Sat in the hospital waiting for the countdown to expire.
    Skip em. All of em. Just pop 2 or 3 purples, run around, click the blinkies and then just fight the boss at the end.
  17. Quote:
    Originally Posted by Zombie Man View Post
    You can buy the Attenuated set of Doctored Wounds for 480 Paragon Points. They will level up with you from levels 30-50.
    I didn't even think of that, but 480 seems a bit much. Although I did just buy 10,000 points 'cause I was drunk the other night...
  18. Quote:
    Originally Posted by Kitsune Knight View Post
    I was factoring in the downtime afterwards That was totally intentional, duh!
    Math is hard!
    Plus, I'll probably earn at least 2 more A-Merits while waiting to get rid of the remainder anywho.
  19. Quote:
    Originally Posted by Werewolf1 View Post
    Thanks guys for the advice! Admittedly I would have liked to have the softcap on at all times but I guess that is impossible with this build.
    Not at all, this build *is* softcapped at all times. You just have to remember to hit powerboost before hitting farsight.
  20. .... but the second you put Vermooooth in it, it tastes like somebody else already drank it! (YMMV)
  21. Yep. You need ~37 to each positional before powerboost. Powerboost will affect all the defense buffs for 15 seconds, EXCEPT for farsight. Farsight will receive the boost for it's entire duration as long as it is cast inside the 15 second Powerboost window.

    The powerboosted portion of farsight is 7.37%, so you need to get to 45 - 7.37 (37.62) with all other methods to have 45% at all times. My melee and AoE values are slightly above, and ranged is off by less than 1/2%, so very acceptable to me.

    Also, don't forget you get a MASSIVE 19% debuff to tohit on anything within 25 feet of you via Time's Juncture. Interestingly enough... that softcaps you to the 64% on incarnate trials.