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Posts
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Joined
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Quote:I'm fairly certain it's -tohit, at least that's what it said in the game.
In game it says "-37.50% strength to tohit". That means it debuffs the target's powers affecting tohit, not tohit itself. Compare it to other powers which do debuff to hit like Flash Arrow which says "-5.00% tohit" or Dark Blast's Gloom "-7.50% tohit". -
1) Add Strike Forces for the following level ranges: 10-15, 30-35 and 40-45. Revamp three Task Forces as selected via in game poll during login.
2) Finish Power Proliferation.
3) Create a Melee/(De)buff archetype. Or some such.
4) Revamp PvP and allow for duels anywhere in any zone (with the default option set to autodecline them so no window pops up). Similar to other games, duels end at 1 HP rather than death.
5) Work on origins so they're more than just flavor. -
I can't respond to all of your questions, so here is what I know:
Defense doesn't have a cap per se, it can go up to 100%, 200%. What they mean with the soft cap though, is that once you hit 45% you've floored the accuracy (or tohit, not entirely sure) of even con enemies.
Resistance on the other hand, does have a hard cap. It varies from AT to AT, but for Brutes, it's 90%. Generally speaking, people only hit the resist cap to a single specific damage type depending on their armor set (a Brute can hit 90% resist to Energy Damage if he's Electric Armor). Buffs from other people (Corruptors, Defenders, MMs, etc) will allow them to hit the resist cap to other damage types.
In Mid's, the damage % shows up as red because you've gone over the Enhancement Diversification (ED) limt. That is, before City of Villains, people could put six Single Origin (SO) damage enhancements and get a full 199.8% damage increase to a power, but now, due to ED, in a very simplistic form, you can only hit ~80-98% increase to a power's attribute before you hit severe diminishing returns (there are attributes that have lower caps from enhancements such as resistance (~50%)). In Mid's, when a % from enhancements is green, it means you've barely touched the ED cap, yellow means you've hit it, and red is because you've gone over the cap and an enhancement is giving you very limited returns in that attribute. -
A few months ago, I posted a DB/ElA build that was near defense cap to melee, high ranged defense and was told that I'd be better off focusing on capping S/L instead. So I was toying around with the idea (the brute currently is heavily into my previous capped melee but I've no qualms about changing it up) and this is a build I came up with:
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Dual Blades
Secondary Power Set: Electric Armor
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Power Slice- (A) Kinetic Combat - Accuracy/Damage
- (3) Kinetic Combat - Damage/Endurance
- (3) Kinetic Combat - Damage/Recharge
- (13) Kinetic Combat - Damage/Endurance/Recharge
- (A) Reactive Armor - Resistance/Endurance
- (11) Reactive Armor - Resistance
- (17) Reactive Armor - Endurance
- (40) Reactive Armor - Resistance/Endurance/Recharge
- (A) Kinetic Combat - Damage/Endurance
- (5) Kinetic Combat - Accuracy/Damage
- (5) Kinetic Combat - Damage/Recharge
- (13) Kinetic Combat - Damage/Endurance/Recharge
- (48) Achilles' Heel - Chance for Res Debuff
- (A) Reactive Armor - Endurance
- (11) Reactive Armor - Resistance
- (17) Reactive Armor - Resistance/Endurance
- (40) Reactive Armor - Resistance/Endurance/Recharge
- (A) Obliteration - Damage
- (7) Obliteration - Accuracy/Damage/Endurance/Recharge
- (7) Obliteration - Chance for Smashing Damage
- (25) Obliteration - Accuracy/Recharge
- (25) Obliteration - Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (9) Kinetic Combat - Damage/Endurance
- (9) Kinetic Combat - Damage/Recharge
- (15) Kinetic Combat - Damage/Endurance/Recharge
- (37) Rectified Reticle - To Hit Buff
- (39) Rectified Reticle - To Hit Buff/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (40) Aegis - Resistance/Endurance
- (43) Aegis - Resistance
- (A) Empty
- (A) Reactive Armor - Resistance
- (15) Reactive Armor - Endurance
- (21) Reactive Armor - Resistance/Endurance
- (43) Reactive Armor - Resistance/Endurance/Recharge
- (A) Steadfast Protection - Knockback Protection
- (46) Reactive Armor - Resistance
- (A) Kinetic Combat - Accuracy/Damage
- (19) Kinetic Combat - Damage/Endurance
- (19) Kinetic Combat - Damage/Recharge
- (21) Kinetic Combat - Damage/Endurance/Recharge
- (A) Run Speed IO
- (A) Luck of the Gambler - Defense
- (23) Luck of the Gambler - Defense/Endurance
- (23) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Luck of the Gambler - Defense
- (42) Luck of the Gambler - Defense/Endurance
- (43) Luck of the Gambler - Defense/Recharge
- (A) Obliteration - Accuracy/Damage/Endurance/Recharge
- (27) Obliteration - Damage
- (27) Obliteration - Damage/Recharge
- (29) Obliteration - Chance for Smashing Damage
- (39) Obliteration - Accuracy/Recharge
- (39) Obliteration - Accuracy/Damage/Recharge
- (A) Doctored Wounds - Heal
- (29) Doctored Wounds - Recharge
- (31) Doctored Wounds - Heal/Recharge
- (31) Doctored Wounds - Heal/Endurance/Recharge
- (31) Doctored Wounds - Endurance/Recharge
- (A) Eradication - Accuracy/Damage/Endurance/Recharge
- (50) Eradication - Accuracy/Damage/Recharge
- (50) Eradication - Chance for Energy Damage
- (A) Obliteration - Accuracy/Damage/Endurance/Recharge
- (33) Obliteration - Damage
- (33) Obliteration - Chance for Smashing Damage
- (33) Obliteration - Accuracy/Recharge
- (34) Obliteration - Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Recharge
- (A) Mocking Beratement - Recharge
- (36) Mocking Beratement - Taunt/Recharge
- (36) Mocking Beratement - Taunt/Recharge/Range
- (36) Mocking Beratement - Accuracy/Recharge
- (37) Mocking Beratement - Taunt/Range
- (37) Mocking Beratement - Taunt
- (A) Resist Damage IO
- (A) Luck of the Gambler - Defense
- (42) Luck of the Gambler - Defense/Endurance
- (42) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Thunderstrike - Accuracy/Damage/Endurance
- (45) Thunderstrike - Damage/Endurance/Recharge
- (45) Thunderstrike - Accuracy/Damage
- (45) Thunderstrike - Damage/Endurance
- (46) Thunderstrike - Damage/Recharge
- (46) Thunderstrike - Accuracy/Damage/Recharge
- (A) Detonation - Accuracy/Damage
- (48) Positron's Blast - Accuracy/Damage
- (48) Air Burst - Accuracy/Damage
- (A) Rectified Reticle - To Hit Buff
- (50) Rectified Reticle - To Hit Buff/Recharge
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Cardiac Core Boost
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Level 1: Brawl- (A) Empty
Level 1: Sprint- (A) Empty
- (A) Empty
Level 2: Swift- (A) Empty
- (A) Miracle - +Recovery
- (A) Empty
- (A) Performance Shifter - Chance for +End
I've doubts on Energize's slotting and wondering if there was a mistake I overlooked. Unlike my previous build, this one is actually capped for S/L instead of being at 41% to melee. I do give up on resistances, specifically on everything (but being 0.6% from the energy cap probably wouldn't cripple me). At first I was apprehensive on using an IO set that's maxed out at level 35, but then I looked at my set bonuses and the 9% damage global bonus and 34% accuracy bonus would put me near ED cap anyways.
Edit: Added my current Alpha boost. -
How I wish my Warshade was level 35 so he could unlock Cimerora. On the other hand, he is a full blown out villain so it might have clashed with the RP aspect of it.
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I'll throw my main, Elite Dreadnaught, in for consideration for your practicing needs!
She's a Dual Blades/Electric Armor brute.
Btw, it's cool that you're doing this and a congratz to whoever gets chosen! -
On my Fire/Elec Dominator, during a Longbow mission. As I prep up for the next spawn (running at like x4 or x5) I hit Domination, then while hitting Build Up I notice Secondary Mutation is back up, so without missing a beat I continue my plan to Flashfire and hit Secondary Mutation before jumping into the middle of the spawn. I splatted quite fast. At least I didn't get stunned.
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It wouldn't be appropriate endgame visual cues unless my shoulder pads are the size of War Walkers with spikes coming out every which way.
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Reading the OP, my very first thought was "E.S. Posthumus". So I was very glad to see that two people already had mentioned them and both actually used Pompeii as samples. Pompeii is the kick *** song that kick *** songs listen to in order to feel cool.
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Ever since the enhancement window was modified to show another (7th) possible slot in powers, I thought that one of the incarnate abilities (Omega?) would allow us to place in an extra slot that in and of itself has bonuses as well as being slottable with the enhancements we have now.
For example, the common would be 1 extra slot with an added effect, uncommon would be two, rare would be three, and fourth would be a stronger added effect to the three extra slots. To make it better than the alpha, the extra effects and slotted enhancement would bypass all of the ED cap. -
Quote:Well, way back when, with the release of Safeguard Missions to bring parity between Paragon City and the Rogue Isles, I thought "awesome, they're making the sides approximately equal" even though I wouldn't be doing Safeguards. I was a little intrigued in how they would do the missing the Strike Forces in the level ranges that didn't have any (10-15, 30-35, 40-45). Of course, that hasn't happened even now. Sure, the new SF will be doable by people in the 30-35 range, but the moment I saw that in the announcement, the first thought that came to my mind was "cop out".Yeah, but does it matter? It's still a SF that a lvl 30-35 can get into, that's all that's really important.
And since it's redside, having a greater level range to work within, is probaly a good thing.
Now, I wasn't asking for the same number of SFs as there are TFs. There are 11 Task Forces (not counting Co-op, obviously, not counting the Shard TFs, and not counting Ouroboros) but only 6 Strike Forces. Again, I'm not asking for 5 new SFs, just 3 more to close up the holes that Paragon City doesn't have.
Regardless, there are still two holes in the Strike Force progression, 10-15 and 40-45. But I now know not to expect one unless blue side is also given something despite them already having TFs on those level ranges. Back to my original point, I believe the revamps of the TFs would have been the most opportune time to add the missing SFs.
Don't misinterpret my criticism, I'll fully enjoy the Mortimer Kal Strike Force. I haven't looked anything up on it besides what was in the announcement. I'll probably annoy my PuG when I don't skip every spawn that doesn't need to be killed with them because I'll be busy reading the mission text. -
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I don't want a revamp, but I thought that when they revamped Positron would have been the perfect time to have added a 10-15 Strike Force. If they revamp Manticore, they should take that opportunity to also add a level 30-35 Strike Force.
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I will have to go with a Dominator. Great damage and depending on your primary, good survivability. Mind Control allows you to lock down three mobs right at level 6 (Mesmerize, Dominate and Confuse). So if you go with Mind/, you could do Mesmerize at level 1, Melee attack at level 2, Dominate at 4, and Confuse at 6. The best part is that Mesmerize and Dominate each do the same amount of damage as your secondary's tier 1 (and in the case of Flares and Psi Dart, more damage than).
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She does NOT regen off the map. She leaves at 50% and comes back at 50%.
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Brutes have always known that incarnates were shams anyways, we've had the strongest and prettiest incarnates known to Primal, Praetoria, and everywhere in between all this time.
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My first character was a Mind/Kinetic controller that I created during my 14 day trial. His costume was awesome and I took Repel and LIKED IT! Anyways, despite loving the game *something* was missing and I didn't subscribe.
Then they released City of Villains and not only did I buy the game, I took on a 1 year subscription right from the getgo.
My first real character was a Mind/Energy Dominator. His costume was awesome, he was a natural martial artist who had perfected body and mind controlling chi blasts and weaving his brain waves. I ended deleting him at level 34 because I stole the name from another game (Elite Deathguard) and there were no rename tokens.
My first main and subsequently, 50, was my Dual Blades/Electric Armor brute. I so loved the mix right from the release of DB that I actually did not play any other characters. My altitis had been cured, temporarily. Her name though, is almost exactly as the Dominator, despite both being my original creations, this one also had a name taken from my own imagination, not another persons. Elite Dreadnaught. Mispelled and everything too! I just blame it on her being a demon from another dimension. -
I'd love to explore the Aztec mythology. Bring on the incarnates of Tonatiuh, Metztli, Atlacamani, Xochipilli, etc. Not only that, but they could also give us tribal costume options as well!
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Slowly weep as my gaming laptop is in the shop being fixed and I am unable to run it during its week as the WST. Curse ye cruel mistress fate. I love this SF and though I never got around to writing a guide for it, I would have loved to seen it being run as often as it is and getting even more people to like it.
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Quote:The very first character I took past level 30 was my Dual Blades/Electric Armor brute. I had heard of the "scary" and/or "annoying" Malta and Carnival of Shadows. I laughed at them, laughed at them hard. My following 50 was a Crab Spider, and though I met their horrible endurance machinations, I was still blissfully unaware of their mezzes. I still haven't taken any other character high enough to casually run into them, I am dreading the day though.Totally unfair, isn't it, to deny you poetic justice like that? I remember well my very first "hey Malta, SCREW YOUUUUUU!" moment. It was with an Elec/Elec Brute, I was in the 30s and SK'd up for a friend's Malta mission, I was tanking, nobody saw the Sapper, he hit me with that sap gun.....and nothing happened. Mwahahaha. In Soviet Russia, tank saps you. But no. Tank doesn't sap you. I thought maybe it was because they fly, so I was having trouble hitting them with power sink. It wasn't until much later I found out they're total cheating *******s.
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Back when I first started playing, I wanted a Melee/Debuffer so badly that I made a Corruptor, Sonic/Cold to be exact. Now, I didn't avoid either my primary or secondary... too much, but I was so much into concept that I took the following: Flurry, Jump Kick, Air Superiority, and Whirlwind. I think the powers I didn't have were the shields from /Cold (but I did have the +HP one). Good times, good times indeed. Even though I did end up getting to 32, I deleted him once I could actually make a /Stormy redside. His concept was a werewolf shaman (so yay for the Beast Pack).
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Hmm part of the solo path I mentioned in another thread involved combining all current four uncommon components. I know it probably wasn't my idea that made them choose to do the same thing (plus a few other things) but darn it, I feel a bit proud. Granted, their proposed soloing path is shorter than mine was, but it's a good compromise. As others have said, the level shift comes from the Rare Alpha boost, the last tier is simply adding a 7.5% performance in a single aspect IF you were already maxed out anyways.
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All this mention of all one-class leagues and no one mentioned a 48 Mastermind League? For shame. Unless you outnumber all the enemies loaded on the zone, you ain't cool. Oh and no one getting credit would only be icing.
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Quote:I agree with the rodent sentiment. I have no desire to make a Master Splinter, but I would like a chance to make something like this:Now all I need is rodent. I guess if they have some kind of rabbit head or something, to go with the rabbit ears (oh, we probably could use better of those too) then home-run this pack will be ^_^