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Posts
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Quote:There's nothing wrong with skulls. Holy-type characters who use dark powers can easily integrate skulls into their motif.I especially would appreciate a lack of skulls in some dark powers.
For those who like to stretch power descriptions and pretend dark is sand/water/whichever, the only three powers that involve skulls are Gloom, Terrify and Cloak of Fear, all of which can be skipped. -
You are playing a character in an established world of specific lore. Expect for some powers to come from specific sources.
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Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Smouldering Hatred: Level 50 Natural Brute
Primary Power Set: Super Strength
Secondary Power Set: Fiery Aura
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Pyre Mastery
Villain Profile:
Level 1: Punch- (A) Touch of Death - Accuracy/Damage: Level 40
- (3) Touch of Death - Damage/Endurance: Level 40
- (5) Touch of Death - Damage/Recharge: Level 40
- (23) Touch of Death - Accuracy/Damage/Endurance: Level 40
- (37) Touch of Death - Damage/Endurance/Recharge: Level 40
- (45) Touch of Death - Chance of Damage(Negative): Level 40
- (A) Reactive Armor - Resistance/Endurance: Level 40
- (13) Reactive Armor - Resistance/Recharge: Level 40
- (15) Reactive Armor - Resistance/Endurance/Recharge: Level 40
- (34) Reactive Armor - Resistance: Level 40
- (A) Touch of Death - Accuracy/Damage: Level 40
- (3) Touch of Death - Damage/Endurance: Level 40
- (5) Touch of Death - Damage/Recharge: Level 40
- (21) Touch of Death - Accuracy/Damage/Endurance: Level 40
- (36) Touch of Death - Damage/Endurance/Recharge: Level 40
- (43) Touch of Death - Chance of Damage(Negative): Level 40
- (A) Doctored Wounds - Endurance/Recharge: Level 50
- (7) Doctored Wounds - Heal/Recharge: Level 50
- (13) Doctored Wounds - Heal/Endurance/Recharge: Level 50
- (31) Doctored Wounds - Heal: Level 50
- (39) Doctored Wounds - Recharge: Level 50
- (A) Recharge Reduction IO: Level 50
- (7) Recharge Reduction IO: Level 50
- (50) Recharge Reduction IO: Level 50
- (A) Mako's Bite - Accuracy/Damage: Level 50
- (9) Mako's Bite - Damage/Endurance: Level 50
- (9) Mako's Bite - Damage/Recharge: Level 50
- (19) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
- (34) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
- (40) Mako's Bite - Chance of Damage(Lethal): Level 50
- (A) Obliteration - Damage: Level 50
- (11) Obliteration - Accuracy/Recharge: Level 50
- (11) Obliteration - Damage/Recharge: Level 50
- (25) Obliteration - Accuracy/Damage/Recharge: Level 50
- (37) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
- (43) Obliteration - Chance for Smashing Damage: Level 50
- (A) Jumping IO: Level 50
- (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (15) Miracle - +Recovery: Level 40
- (A) Reactive Armor - Resistance/Endurance: Level 40
- (17) Reactive Armor - Resistance/Recharge: Level 40
- (17) Reactive Armor - Resistance/Endurance/Recharge: Level 40
- (40) Reactive Armor - Resistance: Level 40
- (A) Recharge Reduction IO: Level 50
- (19) Recharge Reduction IO: Level 50
- (27) To Hit Buff IO: Level 50
- (A) Performance Shifter - EndMod: Level 50
- (21) Performance Shifter - EndMod/Recharge: Level 50
- (25) Performance Shifter - EndMod/Accuracy: Level 50
- (46) Performance Shifter - Chance for +End: Level 50
- (A) Mocking Beratement - Taunt: Level 50
- (23) Mocking Beratement - Taunt/Recharge: Level 50
- (27) Mocking Beratement - Taunt/Recharge/Range: Level 50
- (31) Mocking Beratement - Accuracy/Recharge: Level 50
- (37) Mocking Beratement - Taunt/Range: Level 50
- (43) Mocking Beratement - Recharge: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (46) Karma - Knockback Protection: Level 30
- (A) Jumping IO: Level 50
- (A) Obliteration - Damage: Level 50
- (29) Obliteration - Accuracy/Recharge: Level 50
- (29) Obliteration - Damage/Recharge: Level 50
- (31) Obliteration - Accuracy/Damage/Recharge: Level 50
- (36) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
- (42) Obliteration - Chance for Smashing Damage: Level 50
- (A) Accuracy IO: Level 50
- (A) Obliteration - Damage: Level 50
- (33) Obliteration - Accuracy/Recharge: Level 50
- (33) Obliteration - Damage/Recharge: Level 50
- (33) Obliteration - Accuracy/Damage/Recharge: Level 50
- (34) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
- (42) Obliteration - Chance for Smashing Damage: Level 50
- (A) Recharge Reduction IO: Level 50
- (36) Recharge Reduction IO: Level 50
- (A) Reactive Armor - Resistance/Endurance: Level 40
- (39) Reactive Armor - Resistance/Recharge: Level 40
- (39) Reactive Armor - Resistance/Endurance/Recharge: Level 40
- (40) Reactive Armor - Resistance: Level 40
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (42) Luck of the Gambler - Defense: Level 30
- (A) Basilisk's Gaze - Accuracy/Hold: Level 30
- (45) Basilisk's Gaze - Accuracy/Recharge: Level 30
- (45) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
- (46) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
- (A) Shield Breaker - Defense Debuff: Level 30
- (48) Shield Breaker - Accuracy/Defense Debuff: Level 30
- (48) Shield Breaker - Accuracy/Recharge: Level 30
- (48) Shield Breaker - Defense Debuff/Endurance/Recharge: Level 30
- (50) Shield Breaker - Accuracy/Endurance/Recharge: Level 30
- (50) Shield Breaker - Chance for Lethal Damage: Level 30
- (A) Steadfast Protection - Resistance/+Def 3%: Level 30
Level 1: Brawl- (A) Accuracy IO: Level 50
- (A) Jumping IO: Level 50
- (A) Recharge Reduction IO: Level 50
Level 2: Ninja Run
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Set Bonus Totals:- 17% DamageBuff(Smashing)
- 17% DamageBuff(Lethal)
- 17% DamageBuff(Fire)
- 17% DamageBuff(Cold)
- 17% DamageBuff(Energy)
- 17% DamageBuff(Negative)
- 17% DamageBuff(Toxic)
- 17% DamageBuff(Psionic)
- 20.2% Defense(Smashing)
- 20.2% Defense(Lethal)
- 7.38% Defense(Fire)
- 7.38% Defense(Cold)
- 11.1% Defense(Energy)
- 11.1% Defense(Negative)
- 3% Defense(Psionic)
- 28% Defense(Melee)
- 9.88% Defense(Ranged)
- 7.06% Defense(AoE)
- 1.8% Max End
- 38% Enhancement(Accuracy)
- 50% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 5% FlySpeed
- 95.6 HP (6.38%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 14.1%
- MezResist(Immobilize) 14.6%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 9.1%
- MezResist(Terrorized) 4.7%
- 7% (0.12 End/sec) Recovery
- 10% (0.63 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 5% RunSpeed
Set Bonuses:
Touch of Death
(Punch)- MezResist(Immobilize) 2.75%
- 22.5 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Fire Shield)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Haymaker)- MezResist(Immobilize) 2.75%
- 22.5 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Healing Flames)- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Knockout Blow)- MezResist(Immobilize) 3.3%
- 22.5 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Blazing Aura)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Plasma Shield)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 28.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
(Consume)- 1.8% Max End
- MezResist(Held) 2.75%
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
- 7.5% Enhancement(RechargeTime)
(Combat Jumping)- 7.5% Enhancement(RechargeTime)
(Combat Jumping)- Knockback Protection (Mag -4)
(Burn)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Foot Stomp)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Tough)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Weave)- 10% (0.63 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Char)- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.03 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(Melt Armor)- 2.5% (0.04 End/sec) Recovery
- Status Resistance 2.5%
- 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
- 11% Enhancement(Accuracy)
- 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
(Temperature Protection)- 3% Defense(All)
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My strength (and also a weakness) is that I prefer to roleplay in literate, multi-post paragraphs, and if people don't want to spend the time and effort at least acknowledging this fact (i.e. respond to a paragraph with one or two words), then I decline to roleplay with them.
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Dual Pistols' Semi-Auto pistol actually has a working slide on it.
Now only if we had some pistols that weren't giant deagles! -
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I mean, hell, how can an Autocannon set be more interesting? At least with a Pulse rifle you can have different power settings for different secondary effects. With a full-auto cannon, cool though it is, what variety is there? That makes less than no sense XD
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Because in most occasions you are dealing with either monstrous humanoids that know no fear, or hardened soldiers, or demonic minions, or mind-controlled minions, or similar objects. I can understand if it might be scary to Hellions, but a Malta operative wouldn't stand there trembling helplessly when his buddy gets sniped.
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I'd like to see a "popped collar" trenchcoat like Protean and the Syndicate lieutenants have, as well as the big PPD force gloves. Maybe a PPD deflector shield combat aura that makes the honeycomb effect flash over your body when you're hit.
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Quote:So wait a second. You find the concept of having a symbotic entity inside you - not affecting who your character is or how he acts in any way, in fact, not affecting anything you can do at all whatsoever - is too hard to roleplay?Plus, I just don't like having the devs define who my characters are. It kinda defeats the purpose of rolling my own characters.
It's mind-boggling how so many people think that having a Kheldian in their character means some sort of massive, crippling roleplay injury. -
Quote:Primary and Secondary focuses work like this:
MondoCool 6:26 pm
So here's what I think we should be able to do in the future.
1: Select Primary and Secondary Focus. One focus is offense (melee dps, ranged dps, pet summoning, control) and the other focus is defense (armor, buff/debuff, support, control). Those who take the Control offense cannot access the Control defense, and those with Melee DPS offense cannot take Support defense.
Which focus is the primary and which is the secondary determines how strong it'll be and at what levels you get your stiff
stuff*
MondoCool 6:28 pm
So you could have, for example, control/support: Illusions/Energy Manipulation, or Mind Control/Mental Manipulation
Or melee dps/buff: Dark Melee/Dark Miasma
Or pet summoning/control: Robots, Electric Control
Doesn't that sound like it'd be pretty neat if you could balance it?
You get to choose Offense or Defense as a primary focus and a secondary focus. Which one is the primary focus will determine the strength of your abilities and the level you obtain them at. Your Inherent ability will depend on which primary you take.
OFFENSE:
Stealth: Contains Stalker-oriented melee powersets, with Assassin's Strike and Placate as mandatory. Possible Inherents: Assassination, Critical Hit, Defiance.
Ranged: Contains Blaster-oriented ranged powersets. Inherent: Defiance, Fury, Scourge.
Melee: Contains Scrapper and Brute-oriented melee powersets. Possible Inherents: Critical Hit, Fury, Gauntlet.
Assault: Contains Dominator-oriented ranged and melee mix. Possible Inherents: Domination, Gauntlet, Defiance.
Pets: Contains Mastermind-oriented pet summoning. Possible Inherents: Supremacy, Scourge, Vigilance.
Support: Contains Blaster-oriented melee attacks and support abilities. Possible Inherents: Domination, Critical Hit, Vigilance.
DEFENCE:
Armor: Contains Tanker-oriented defense abilities. Possible Inherents: Gauntlet, Fury, Defiance.
Buff: Contains Defender-oriented buff abilities. Possible Inherents: Vigilance, Scourge, Containment.
Debuff: Contains Defender-oriented debuff abilities. Possible Inherents: Vigilance, Scourge, Containment.
Control: Contains Controller-oriented control abilities. Possible Inherents: Containment, Domination, Fury.
Step 1. Choose your Primary Focus: Offense (Stealth, Ranged, Melee, Assault, Pets) or Defense (Armor, Buff, Debuff, Control)
Step 2. Choose your Secondary Focus: Offense (Ranged, Melee, Assault, Support) or Defense (Stealth, Armor, Buff, Debuff, Control)
Step 3. Choose your Primary Powerset and starting power.
Step 4. Choose your Secondary powerset and starting power.
Step 5. Choose your Inherent Power. -
So basically, you want to make it easier for people to farm.
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This is a ridiculous idea that wouldn't make the faintest ounce of sense in-game or on a mechanical level.
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Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Scrapper
Primary Power Set: Kinetic Melee
Secondary Power Set: Willpower
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Body Blow- (A) Kinetic Combat - Accuracy/Damage: Level 35
- (7) Kinetic Combat - Damage/Endurance/Recharge: Level 35
- (43) Kinetic Combat - Damage/Endurance: Level 35
- (43) Kinetic Combat - Damage/Recharge: Level 35
- (43) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
- (45) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
- (A) Doctored Wounds - Heal/Endurance: Level 50
- (40) Doctored Wounds - Endurance/Recharge: Level 50
- (40) Doctored Wounds - Heal/Recharge: Level 50
- (40) Doctored Wounds - Heal/Endurance/Recharge: Level 50
- (42) Doctored Wounds - Heal: Level 50
- (A) Kinetic Combat - Accuracy/Damage: Level 35
- (3) Kinetic Combat - Damage/Endurance: Level 35
- (3) Kinetic Combat - Damage/Recharge: Level 35
- (37) Kinetic Combat - Damage/Endurance/Recharge: Level 35
- (37) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
- (39) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
- (A) Reactive Armor - Resistance/Endurance: Level 40
- (5) Reactive Armor - Resistance/Recharge: Level 40
- (5) Reactive Armor - Resistance/Endurance/Recharge: Level 40
- (15) Reactive Armor - Resistance: Level 40
- (A) Recharge Reduction IO: Level 50
- (7) Recharge Reduction IO: Level 50
- (A) Doctored Wounds - Heal/Endurance: Level 50
- (9) Doctored Wounds - Endurance/Recharge: Level 50
- (9) Doctored Wounds - Heal/Recharge: Level 50
- (13) Doctored Wounds - Heal/Endurance/Recharge: Level 50
- (13) Doctored Wounds - Heal: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (11) Luck of the Gambler - Defense: Level 50
- (11) Luck of the Gambler - Defense/Endurance: Level 50
- (A) Run Speed IO: Level 50
- (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (15) Miracle - +Recovery: Level 40
- (A) Doctored Wounds - Heal/Endurance: Level 50
- (17) Doctored Wounds - Endurance/Recharge: Level 50
- (17) Doctored Wounds - Heal/Recharge: Level 50
- (34) Doctored Wounds - Heal/Endurance/Recharge: Level 50
- (36) Doctored Wounds - Heal: Level 50
- (A) Obliteration - Damage: Level 50
- (19) Obliteration - Accuracy/Recharge: Level 50
- (19) Obliteration - Damage/Recharge: Level 50
- (25) Obliteration - Accuracy/Damage/Recharge: Level 50
- (27) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
- (27) Obliteration - Chance for Smashing Damage: Level 50
- (A) Performance Shifter - Chance for +End: Level 50
- (21) Performance Shifter - EndMod: Level 50
- (21) Performance Shifter - EndMod/Recharge: Level 50
- (37) Performance Shifter - EndMod/Accuracy: Level 50
- (46) Performance Shifter - EndMod/Accuracy/Recharge: Level 50
- (50) Performance Shifter - Accuracy/Recharge: Level 50
- (A) Performance Shifter - Chance for +End: Level 50
- (23) Performance Shifter - EndMod: Level 50
- (23) Performance Shifter - EndMod/Recharge: Level 50
- (42) Performance Shifter - EndMod/Accuracy: Level 50
- (46) Performance Shifter - EndMod/Accuracy/Recharge: Level 50
- (46) Performance Shifter - Accuracy/Recharge: Level 50
- (A) Recharge Reduction IO: Level 50
- (25) Recharge Reduction IO: Level 50
- (A) Crushing Impact - Accuracy/Damage: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (29) Luck of the Gambler - Defense: Level 50
- (29) Luck of the Gambler - Defense/Endurance: Level 50
- (A) Reactive Armor - Resistance/Endurance: Level 40
- (31) Reactive Armor - Resistance/Recharge: Level 40
- (31) Reactive Armor - Resistance/Endurance/Recharge: Level 40
- (31) Reactive Armor - Resistance: Level 40
- (A) Kinetic Combat - Accuracy/Damage: Level 35
- (33) Kinetic Combat - Damage/Endurance: Level 35
- (33) Kinetic Combat - Damage/Recharge: Level 35
- (33) Kinetic Combat - Damage/Endurance/Recharge: Level 35
- (34) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
- (34) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (36) Luck of the Gambler - Defense: Level 50
- (36) Luck of the Gambler - Defense/Endurance: Level 50
- (A) Steadfast Protection - Resistance/Endurance: Level 30
- (39) Steadfast Protection - Resistance/+Def 3%: Level 30
- (39) Steadfast Protection - Knockback Protection: Level 30
- (A) Recharge Reduction IO: Level 50
- (42) Recharge Reduction IO: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (45) Luck of the Gambler - Defense: Level 50
- (45) Luck of the Gambler - Defense/Endurance: Level 50
- (A) Performance Shifter - Chance for +End: Level 50
- (48) Performance Shifter - EndMod/Accuracy: Level 50
- (48) Performance Shifter - EndMod: Level 50
- (48) Performance Shifter - EndMod/Recharge: Level 50
- (50) Performance Shifter - EndMod/Accuracy/Recharge: Level 50
- (50) Performance Shifter - Accuracy/Recharge: Level 50
- (A) Recharge Reduction IO: Level 50
Level 1: Brawl- (A) Crushing Impact - Accuracy/Damage: Level 50
- (A) Run Speed IO: Level 50
- (A) Recharge Reduction IO: Level 50
Level 2: Ninja Run
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Set Bonus Totals:- 10.5% DamageBuff(Smashing)
- 10.5% DamageBuff(Lethal)
- 10.5% DamageBuff(Fire)
- 10.5% DamageBuff(Cold)
- 10.5% DamageBuff(Energy)
- 10.5% DamageBuff(Negative)
- 10.5% DamageBuff(Toxic)
- 10.5% DamageBuff(Psionic)
- 18.6% Defense(Smashing)
- 18.6% Defense(Lethal)
- 7.69% Defense(Fire)
- 7.69% Defense(Cold)
- 5.5% Defense(Energy)
- 5.5% Defense(Negative)
- 3% Defense(Psionic)
- 13.6% Defense(Melee)
- 4.25% Defense(Ranged)
- 12.4% Defense(AoE)
- 9% Enhancement(Accuracy)
- 12% Enhancement(Heal)
- 50% Enhancement(RechargeTime)
- 15% FlySpeed
- 215.9 HP (16.1%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 20.4%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 6.6%
- 9% (0.15 End/sec) Recovery
- 40% (2.24 HP/sec) Regeneration
- 3.78% Resistance(Fire)
- 3.78% Resistance(Cold)
- 15% RunSpeed
Set Bonuses:
Kinetic Combat
(Body Blow)- MezResist(Immobilize) 2.75%
- 20.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Body Blow)- MezResist(Immobilize) 3.3%
(High Pain Tolerance)- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Smashing Blow)- MezResist(Immobilize) 2.75%
- 20.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Smashing Blow)- MezResist(Immobilize) 3.3%
(Mind Over Body)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Fast Healing)- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Indomitable Will)- 10% (0.56 HP/sec) Regeneration
- 15.1 HP (1.12%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Rise to the Challenge)- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Burst)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 25.1 HP (1.87%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
(Quick Recovery)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 25.1 HP (1.87%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
(Heightened Senses)- 10% (0.56 HP/sec) Regeneration
- 15.1 HP (1.12%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Tough)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Concentrated Strike)- MezResist(Immobilize) 2.75%
- 20.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Concentrated Strike)- MezResist(Immobilize) 3.3%
(Weave)- 10% (0.56 HP/sec) Regeneration
- 15.1 HP (1.12%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Strength of Will)- 1.5% (0.03 End/sec) Recovery
- 20.1 HP (1.5%) HitPoints
- 3% Defense(All)
- Knockback Protection (Mag -4)
(Maneuvers)- 10% (0.56 HP/sec) Regeneration
- 15.1 HP (1.12%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Physical Perfection)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 25.1 HP (1.87%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
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Lately, I've been finding myself unable to play Controllers. If I wanted control I'd play a Dominator, if I wanted buffs I'd play a Defender, if I wanted pets I'd play a Mastermind.
It just doesn't work for me. -
I like this. Would go well with mad scientist type characters.
Bonus: If you're an AR or DP defender/corruptor, you could fire the serum darts out of your weapon. -
Quote:The idea is that the attacks are very end-light. Instead of using endurance to attack, you use ammo to attack, and ammo is replaced with endurance.And thats your problem right there. Corruptors with AR are like Defenders with AR, with the only difference being Scourge. My AR Corr feels nothing like my AR/Ice blaster, who is a walking engine of destruction and cold drinks.
As for the ammo mechanic? Hell freaking NO. Endurance is bad enough, especially on the likes of Flamethrower (Over 20 end? Strewth on a bleding stick...) -
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Invention Origin enhancements are worthless below level 35. Wait until you're 32.
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Syndicate:
Minions: 1 Brawler Adept (MA/WP Scrapper), 1 Pistol Adept (DP/Devices Blaster), 1 Sword Adept (Katana/WP Scrapper)
Lieutenants: 1 Striker (SS/Inv Brute), 1 Pyrokineticist (Fire/Thermal Corruptor)
Bosses: 1 Suit (Empathy/Psi Defender) -
Kheldians are a combination of ranged offense and defense - why would people not like playing one? Unless they're a person who can't stand the fact that they have to "horribly gimp and ruin forever" their character by having them merged with a kheldian. But I don't consider those "people", they're more like "mindless fools".
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I can barely stand being an MM. For me, it's the resummoning and micromanaging of pets that bugs me.
One way I ended up doing it was to only take the two middle pets or the top pet, and then grab a couple of the attacks. It works great. -
Quote:I played an AR/Traps corruptor up to 50. The damage was mediocre, to be honest, and the set feels less like an "assault rifle" and more like "a duct-taped together mishmash of guns". The changes I proposed here are pretty much intended to duplicate the functionality of Assault Rifle but make it more "plausible".Deal better damage? Deal BETTER damage?!
Just to confirm, we ARE talking the same Assault Rifle set here, the one with Flamethrower and Ignite and Full Auto.
Assault Rifle doesn't need any help whatsoever. It is already a furiously powerful set. The only thing about it is that you can't just autopilot it in and expect it to work. Full Auto isn't wide, but it is absurdly long, and aimed properly will never hit less than its target cap. Ignite is a power completely dependant on player skill. If you can't use it it's useless, but if you can, it's monstrously powerful, capable of killing minions so fast they can't even run off of it, and also an excellent defensive power against melee foes. Flamethrower is just plain good, with huge damage and huge cone. The other attacks are mediocre because they have to be to offset just how good AR's cones are.
AR doesn't need help, and I've never seen someone who can actually use Ignite suggest it does. Maybe you should visit the Blaster forums and ask them how to do it?