Mad_Cow_Milk

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  1. Quote:
    Originally Posted by Doomguide View Post

    Hero Plan by Mids' Hero Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Lizzz the Quickkk v5.1 alternate (v1.00.i17 sets): Level 50 Mutation Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Super Reflexes
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(5), C'ngImp-Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/Rchg(15), Mako-Acc/EndRdx/Rchg(46)
    Level 1: Focused Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(31), Ksmt-ToHit+(33)
    Level 2: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(13), C'ngImp-Acc/Dmg/Rchg(15), Achilles-ResDeb%(25)
    Level 4: Focused Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(31)
    Level 6: Spin -- Oblit-Acc/Dmg/Rchg(A), Oblit-Acc/Dmg/EndRdx/Rchg(7), Oblit-Dmg/Rchg(7), Oblit-Acc/Rchg(17), Oblit-Dmg(17), Oblit-%Dam(21)
    Level 8: Follow Up -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/EndRdx/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Acc/Dmg/Rchg(25), Mako-Acc/EndRdx/Rchg(46)
    Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(11)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(31)
    Level 16: Combat Jumping -- LkGmblr-Rchg+(A), GftotA-Def(33), GftotA-Run+(34)
    Level 18: Focus -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(23), Thundr-Dmg/EndRdx/Rchg(37)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(40), P'Shift-EndMod/Rchg(43)
    Level 22: Quickness -- Run-I(A)
    Level 24: Boxing -- Empty(A)
    Level 26: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 28: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(34), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Rchg+(37)
    Level 30: Dodge -- GftotA-Def(A), GftotA-Run+(34)
    Level 32: Agile -- GftotA-Def(A), GftotA-Run+(33)
    Level 35: Evasion -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36)
    Level 38: Eviscerate -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Dmg/EndRdx(39), Sciroc-Acc/Rchg(40), M'Strk-Dmg/EndRdx/Rchg(40)
    Level 41: Focused Accuracy -- GSFC-Build%(A), GSFC-ToHit(42), GSFC-ToHit/EndRdx(42), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(43)
    Level 44: Shockwave -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
    Level 47: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(48), P'Shift-EndMod/Rchg(48), P'Shift-EndMod/Acc(48), Mrcl-Heal(50), Mrcl-Heal/EndRdx(50)
    Level 49: Lucky -- GftotA-Def(A), GftotA-Run+(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit
    Level 6: Ninja Run
    Thanks Doomguide

    P.S. Just one question what about Haste? It is my understanding that one of the nice things about SRis that it can have haste on all the time.
  2. Quote:
    Originally Posted by Night_Hornet View Post
    Personally I'm not that keen. In game if you want the kinda look you can earn vanguard blades and the damage type changing effect on the dual pistol set isn't really a good enough feature for a set in my opinion.

    Also other than Psyloche (which I agree, I dislike that feature), I'm am struggling to think of a super-hero example, leave it to Star Wars where it belongs would be my advice.
    There has been a lot of anime pulling into the game as of late, as well. There are a NUMBER of references of energy swords there.

    Slayers, Gundam, and Tenchi Muyo come to mind.

    Plus we already have a number of elemental swords that could be used here as well.
  3. Quote:
    Originally Posted by Sharker_Quint View Post
    i have a feeling Mr. Lucas would have something to say about that.
    Really?
    http://nerdwithswag.com/wp-content/u...LightSword.jpg(Wont load on on photo bucket)
  4. Guys the " XD " was a smiley-con saying I didn't think it would ever happen.



    So the sets are too different than what the blaster gets. So then do you think a archetype that gets Spinsrimary and Thorns:secondary could make for a balanced archetype? or would some re-working of one of the sets need to happen? Or would it flat out be too powerful?
  5. Quote:
    Originally Posted by Kitsune Knight View Post
    Other than the order of how you get your powers... how do you see that making a difference? Blasters already have an incredibly high base damage for both their range and melee attacks, so it's unlikely they could have a higher base damage.
    Okay, so all I need to do with WAIT for thron and spin proliferation XD
  6. Quote:
    Originally Posted by Kitsune Knight View Post
    You mean you want an AT that has both Melee and Ranged powers? Just off the top of my head, but Blasters (ranged primary, with a non dev/mm secondary), Soldiers of Arachnos, Dominators, and Peacebringers all have combinations of Melee and Ranged powers where it's expected you'd have and take both (SoA vary from branch to branch).
    I was thinking of a more revers blaster, where the melee is the primary.
  7. I was thinking that wouldn't it be nice to have a archetype that can use both Spines and Thorny Assault. Perhaps this melee and ranged combat archetype is already covered and could proliferate one of of these powers, but it has escaped me.

    Perhaps this could be a new epic archetype?
  8. Quote:
    Originally Posted by Sharker_Quint View Post
    glad you think that something is easy to do when you don't even know how the programing for the game is.
    Please, all that is happening is saving over the graphic files with different files with the same name for the pic. Simple replacement. The probably used PNGs to design them, before coding them for their graphics engine.
  9. Quote:
    Originally Posted by Aggelakis View Post
    I really don't want to homogenize the DOs/SOs. It makes the game lose flavor, which is not what anyone should want to happen.

    The best solution is to add a description in the store and/or to fix the broken tooltip.
    Perhaps they could ADD more icons so each is unique for the type/origin instead of re-using the same icon with a different color.
  10. Quote:
    Originally Posted by _Pine_ View Post
    DA = Divine Avalanche
    Ah thanks
  11. Quote:
    Originally Posted by Stormbird View Post
    Aesthetically dull, IMO, but w/e. I can see people now buying the wrong origin more often, especially on higher res monitors where that ring is harder to see.
    I would disagree.
  12. Its travel powers for me too. I often want my characters to have fly but super jump is usually better for them.
  13. Quote:
    Originally Posted by BBQ_Pork View Post
    I see.

    So as for the damage type:
    We have....
    Smashing
    Lethal
    Energy
    Negative Energy
    Fire
    Cold
    Psi
    and Toxic
    to choose from.

    I could see the blade doing mostly Energy damage with 10-15% Fire or perhaps mostly Negative with a Cold component.

    Would this be based on an item that exudes an energy-based blade, like a lightsaber?
    Or would the user form the blade using thier abilities, like the sword-like attacks in Fiery Melee?
    The idea would be that they could change out the energy type like the duel pistol power. I would think Energy would be the default and the extra energy types would probably be fire, Cold/Negative, and Psi.

    P.S. Or we could do something unique where we have one energy type chosen at the start, then they get the option to haven the other two type interchangeable later as a power itself like the duel pistols.
  14. What ever you think will be fun, but the brute needs the broad sword first more than we need this.
  15. Quote:
    Originally Posted by BBQ_Pork View Post
    Just be sure to make it substantially different from either of those, as both of those come from companies that love to invite folks to the courtroom. Heck, Marvel already came after us back in the day over clones of thier characters running around. The term "undisclosed settlement" was used afterward.
    I am just putting up examples of energy blades in media to show energy blades are being done. They can do their own thing.
  16. I am all for this! I brought this up in another forum section and I agree.

    We need to accommodate NEW PLAYERS or else we risk losing them from over frustration. Yeah we all know it NOW but it should be easier to help keep new players in any small way possible. I suggest that they use the same icons as the non-typed sets, but with different boarders just to keep it easy and clear like Mids.

    Yes we all know these by repeated exposure, but for ANY reasonable graphic design stand point, the amount of effort required is unacceptable. The game NEEDs to focus on getting and keeping new players and a little thing like this should have been re-done a long time ago, or never made it this way to began with.
  17. Quote:
    Originally Posted by _Pine_ View Post
    I saw no great need for them for a PvE toon. You could do soul mastery for Shadow Meld. But to be honest, with DA I think you will be fine, as long as you don't mind every other attack is DA. =)
    No I am not looking for an SO build, it is just what I have ATM. IOs are preferred for level 50, I just am waiting till lvl 50 before I get my IOs.

    DA?

    and about this.

    Quote:
    Originally Posted by _Pine_ View Post
    8). Placate. If you need to placate something at 60 feet instead of 50 feet, then run 10 feet. Save the slot. No need to slot placate for range (except for PvP, then you would prolly want to 2-3 slot range for it).
    In a lot of situations, I find there are 1 in a group that can detect a stalker while hidden. So placating them before they detect you and alert the entire group to where you are can be helpful with a little extra range. However it may not be all that good so I will defiantly give your suggestion a try.
  18. Quote:
    Originally Posted by Iggy_Kamakaze View Post
    +1 to shockwave

    I can not however suggest Eviscerate... I so hate the stupid thing (I do have it on my claws/regen of all things)

    Also +1 for a claws/sd
    I find it takes a moment of manuvering, but can be useful. You get surrounded, then jump to outside the group. They all head right for you and Eviscerate really gets 4-5 of them really well, but meh, to each their own.
  19. Quote:
    Originally Posted by AzureSkyCiel View Post
    *Points to link in sig*
    Ahhh I like the idea, but this seems more in line in what they would do than re-work the system that extensively. However I would like your option more.
  20. Yeah, I don't have that level of Vet level. I WISH I could as that would solve the major problem I have with my scrapper. Need combat jumping, but want to fly . So...

    Pine thank you for your builds! I really didn't know what to do about PPs and I am glad you are suggesting that I skip them.
  21. Energy Weapon Power Set

    I am not informed enough with power sets to draw up the specs for this idea I am sure has been posted here before, but can't find in the search. I apologize if I didn't look hard enough.

    This power set could fit everything from Psyloche's psonic blade, to a light saber.



    The set up will not be all too different from the katana or the broad sword sets, but with a key difference. It will adopt the damage type changing effect like the dual pistol set. Energies would probably be Fire and Ice, and maybe one other.

    So I know this has probably already been covered, but I thought I'd put my take on it, however little it was up.
  22. Quote:
    Originally Posted by ClawsandEffect View Post
    I'm still annoyed by that, and it's been about 2 years.

    Not only did stalkers get the scrapper inherent, while keeping their own inherent, but they got a better version of it.

    Still think scrappers should get the bonus to critical chance while teamed to even it out.
    I found that scrappers are inherently tougher, and have better versions of the same powers, so it is more than balanced out.
  23. Quote:
    Originally Posted by AzureSkyCiel View Post
    So, I'll reiterate some of my own views of what might be good for a magi-tech themed booster...


    sorry about the BlazBlue spam...
    Both look like major tech, not magic so much, especially the second one. Are they magic based? The legs on the second one looks really werd and completely impractical.
  24. KM just doesn't have the Brute "Feel" for me. Yeah their weapons look nifty, but the style is more elegant, and suited flavor wise for scrappers and stalkers.

    Now Broad Sword, that is serious hacking action, perfect for a brute.
  25. I have him up to lvl 42 now, finally got around to putting up this build. I am still as lost as ever, so any suggestions and help would be great. Thank you.

    Villain Plan by Mids' Villain Designer 1.707

    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Nin/Elc: Level 43 Technology Stalker
    Primary Power Set: Ninja Blade
    Secondary Power Set: Electric Armor
    Power Pool: Speed
    Power Pool: Fitness

    Villain Profile:
    Level 1: Gambler's Cut -- Acc(A), Acc(3), Dmg(3), DefDeb(5)
    Level 1: Hide -- DefBuff(A), DefBuff(5), DefBuff(7), DefBuff(7)
    Level 2: Flashing Steel -- Acc(A), Acc(9), Dmg(9), DefDeb(11)
    Level 4: Charged Armor -- EndRdx(A), ResDam(11), ResDam(13), ResDam(13)
    Level 6: Hasten -- RechRdx(A), RechRdx(15), RechRdx(15)
    Level 8: Assassin's Blade -- Acc(A), Acc(17), Dmg(17), Dmg(19), Dmg(19)
    Level 10: Super Speed -- Run(A)
    Level 12: Hurdle -- Jump(A)
    Level 14: Health -- Heal(A), Heal(21), Heal(21)
    Level 16: Placate -- RechRdx(A), RechRdx(23), Range(23)
    Level 18: Conductive Shield -- EndRdx(A), ResDam(25), ResDam(25), ResDam(27)
    Level 20: Stamina -- EndMod(A), EndMod(27), EndMod(29), EndMod(29)
    Level 22: Static Shield -- EndRdx(A), ResDam(31), ResDam(31), ResDam(31)
    Level 24: Divine Avalanche -- Acc(A), Acc(33), Dmg(33), Dmg(33), DefBuff(34)
    Level 26: Soaring Dragon -- Acc(A), Acc(34), Dmg(34), Dmg(36), DefDeb(36)
    Level 28: Energize -- EndRdx(A), Heal(36), RechRdx(37)
    Level 30: Build Up -- RechRdx(A), RechRdx(37), ToHit(37)
    Level 32: Golden Dragonfly -- Acc(A), Acc(39), Dmg(39), DefDeb(39), KBDist(40)
    Level 35: Power Sink -- RechRdx(A), EndMod(40), EndMod(40)
    Level 38: Power Surge -- Acc(A), Acc(42), Acc(42), EndMod(42)
    Level 41: Lightning Reflexes -- Empty(A)
    Level 44: [Empty] -- Empty(A)
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Assassination
    Level 6: Ninja Run



    Code:
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    P.S. I am half tempted just to ditch the super speed and go for grounding, and just live with ninja run/hurdle.

    P.S. This is trying to be a PvE build