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Posts
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Joined
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Energy/Dev can be cool, but is a very deliberate combo. Set up your traps, then stealth to the other side of the mobs and knock them into your traps. I played a /dev MM and had a blast luring mobs into my trap field. It usually took longer to set up my traps then it did to destroy the mobs. I have heard a lot of good things about /dev for blasters so paired with any of those primaries it should work. IMO /energy works best with blapping primaries due to the devastating melee attacks and boost range is nice when you decide to stay back. My 1st 50 blaster was an Archery/Energy and there is nothing like dropping a range boosted RoA on a mob and then cleaning up the remainder with the exploding arrow.
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Think about Imperious wrestling with his cell phone and always being called a witch. I wonder how many he went through before he realized that there wasn't really a group of musicians trapped in this tiny blinking box.
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Now I will be picturing what every contacts cells would look like. I can't help but chuckle thinking of someone like Statesman pulling out a Hello Kitty bedazzled cell. Which would explain why he doesn't have a call option for his TF.
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Beast run on a crab soldier is funny.
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I am going to use Street Justice for the primary. I wanted to use claws, but they don't have beast claws as an option so no good there. Street Justice works visually in both human and werewolf forms. Combine using beast run when in wolf form and I am G2G. I am going with WP for her secondary.
Since there doesn't seem to be a way to have fury trigger the transformation, I guess I will just have create a button to change my costume and activate beast run. -
So what do you guys think would be the best secondary for a werewolf concept? I am kinda leaning towards Regen to represent the inherent healing factor, but WP with RttC's -tohit is tempting as well. What do you guys think? Also is there a way to trigger a costume change when my fury bar is full?
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So we are not talking about cheese and lego then?
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What I am curious about is what is the best aspect to slot for in the powers that have one effect normally but a different effect when one of the Swap Ammo toggles are on. For example: Suppressive Fire disorients with no toggles but holds when any of the Swap Ammo toggles are on. In this situation should I slot for damage, disorients or holds? I am not worrying about the normal Cryo grants slows, Incendiary grants add'l damage, Toxic grants damage reduction, just the ones with special effects outside of the normal special effects.
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So I have had an active subscription since July. When the head-start came along I had 1200 points. Should I have started with 1600? My current subscription date is 19th. It has been a week and I didn't get any additional points, should I bug this or not?
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Quick question in regards to slotting a DP/MM. Should I slot just for straight damage on the DP powers, the effects when none of the swap ammo toggles are on, or the effects when one of the slot ammo toggles are on? I see great benefits to each but am not sure which will be most helpful in gameplay. I am not worrying about set bonuses, I can finagle what I want from whichever way I go. Any help from gameplay experience of those who have gone before me is appreciated.
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Things that are definite game exploits, like an AE mission that gets you from level 1-50 in 2 runs or being able to take down 4 AVs in 3 secs using brawl. They haven't said specifics in order to keep players from trying to reach those levels.
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I noticed this last night myself. I hope they remove the buy option from those items, tell us prior to checkout that we already own it or give us some sort of credit if we buy something that was already unlocked.
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Any word on whether or not the Martial Arts costume set will be a bundle available in the future? I didn't buy that booster specifically because all I wanted was the the costume set.
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Me too. Thought I'd ask since I couldn't get on last night.
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Is there a way to access the Paragon Market outside of using the game client?
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I say keep the sub. The reward tokens may be somewhat useless, but that also means that they are somewhat useful as well which in turn with the 550 free points/month makes keeping the sub worth it. Also, they are actively working on a patch to the missing token problem.
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Ok, now that Freedom is going live for VIP's, I did some tweaking to my build. I am going mostly for end recovery in order to help out the end intensive nature of /Storm.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Leaping
Power Pool: Flight
Ancillary Pool: Chill Mastery
Villain Profile:
Level 1: Summon Demonlings- (A) Blood Mandate - Accuracy
- (3) Blood Mandate - Damage
- (5) Blood Mandate - Accuracy/Damage
- (7) Blood Mandate - Damage/Endurance
- (19) Blood Mandate - Accuracy/Endurance
- (23) Blood Mandate - Accuracy/Damage/Endurance
- (A) Accuracy IO
- (A) Doctored Wounds - Heal/Endurance/Recharge
- (3) Doctored Wounds - Heal/Endurance
- (15) Doctored Wounds - Endurance/Recharge
- (34) Doctored Wounds - Heal/Recharge
- (43) Doctored Wounds - Heal
- (A) Endurance Reduction IO
- (5) Endurance Reduction IO
- (7) Endurance Reduction IO
- (A) Endurance Reduction IO
- (A) Recharge Reduction IO
- (9) Recharge Reduction IO
- (9) Recharge Reduction IO
- (A) Impervium Armor - Resistance/Endurance
- (11) Impervium Armor - Endurance/Recharge
- (11) Impervium Armor - Resistance/Endurance/Recharge
- (23) Luck of the Gambler - Recharge Speed
- (50) Luck of the Gambler - Defense/Endurance
- (A) Edict of the Master - Accuracy/Endurance
- (13) Edict of the Master - Defense Bonus
- (13) Edict of the Master - Damage/Endurance
- (15) Edict of the Master - Accuracy/Damage
- (19) Sovereign Right - Resistance Bonus
- (31) Edict of the Master - Accuracy/Damage/Endurance
- (A) Jaunt - Endurance/Range
- (A) Touch of Lady Grey - Defense Debuff
- (17) Touch of Lady Grey - Defense Debuff/Recharge
- (17) Touch of Lady Grey - Defense Debuff/Recharge/Endurance
- (25) Touch of Lady Grey - Recharge/Endurance
- (40) Touch of Lady Grey - Defense Debuff/Endurance
- (42) Touch of Lady Grey - Chance for Negative Damage
- (A) Expedient Reinforcement - Endurance/Damage/Recharge
- (34) Expedient Reinforcement - Resist Bonus Aura for Pets
- (34) Expedient Reinforcement - Accuracy/Recharge
- (37) Expedient Reinforcement - Accuracy/Damage
- (43) Expedient Reinforcement - Accuracy/Damage/Recharge
- (45) Call to Arms - Defense Bonus Aura for Pets
- (A) Dark Watcher's Despair - Recharge/Endurance
- (21) Dark Watcher's Despair - To Hit Debuff/Endurance
- (21) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (33) Dark Watcher's Despair - To Hit Debuff
- (46) Endurance Reduction IO
- (A) Range IO
- (A) Jaunt - Endurance/Range
- (25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Tempered Readiness - Accuracy/Endurance
- (27) Tempered Readiness - Range/Slow
- (27) Tempered Readiness - Accuracy/Damage/Slow
- (29) Tempered Readiness - Damage/Slow
- (31) Tempered Readiness - Endurance/Recharge/Slow
- (33) Tempered Readiness - Accuracy/Slow
- (A) Absolute Amazement - Accuracy/Recharge
- (29) Absolute Amazement - Accuracy/Stun/Recharge
- (31) Absolute Amazement - Stun/Recharge
- (33) Absolute Amazement - Stun
- (43) Absolute Amazement - Endurance/Stun
- (A) Endurance Reduction IO
- (A) Endurance Reduction IO
- (A) Touch of Lady Grey - Recharge/Endurance
- (36) Touch of Lady Grey - Defense Debuff/Recharge/Endurance
- (36) Touch of Lady Grey - Chance for Negative Damage
- (36) Expedient Reinforcement - Damage/Endurance
- (37) Expedient Reinforcement - Endurance/Damage/Recharge
- (37) Expedient Reinforcement - Accuracy/Damage/Recharge
- (A) Thunderstrike - Accuracy/Damage
- (39) Thunderstrike - Damage/Endurance
- (39) Thunderstrike - Damage/Recharge
- (39) Thunderstrike - Accuracy/Damage/Recharge
- (40) Thunderstrike - Accuracy/Damage/Endurance
- (40) Thunderstrike - Damage/Endurance/Recharge
- (A) Fortunata Hypnosis - Accuracy/Sleep/Recharge
- (42) Fortunata Hypnosis - Sleep/Recharge
- (42) Fortunata Hypnosis - Sleep/Endurance
- (46) Fortunata Hypnosis - Accuracy/Recharge
- (48) Fortunata Hypnosis - Sleep
- (A) Luck of the Gambler - Defense/Endurance/Recharge
- (45) Luck of the Gambler - Defense/Endurance
- (45) Luck of the Gambler - Recharge Speed
- (46) Luck of the Gambler - Defense
- (A) Miracle - Heal/Endurance
- (48) Miracle - Heal/Recharge
- (48) Miracle - Heal/Endurance/Recharge
- (50) Miracle - +Recovery
- (A) Endurance Reduction IO
Level 1: Brawl- (A) Empty
- (A) Empty
Level 2: Rest- (A) Empty
- (A) Run Speed IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (A) Jumping IO
- (A) Endurance Modification IO
- (50) Performance Shifter - Chance for +End
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I'm not going anywhere. I might move a toon over there for the opening contests and to see what the new server is like, but have every intention of bringing it back to Pinn.
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Thanks guys. And curse you DAYQUIL, massive headcold, and a complete lack of quality sleep.
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Count me in the couldn't get on to play category. Oh well, I will have my bright and shiny new DB scrapper ready for next week.
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Feedback would be greatly appreciated. As I said I intend to solo mostly, and would like this build to take on the occasional AV/EB encountered in various arcs.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Leadership
Ancillary Pool: Chill Mastery
Villain Profile:
Level 1: Summon Demonlings- (A) Blood Mandate - Accuracy
- (3) Blood Mandate - Damage
- (5) Blood Mandate - Accuracy/Damage
- (7) Blood Mandate - Damage/Endurance
- (19) Blood Mandate - Accuracy/Endurance
- (23) Blood Mandate - Accuracy/Damage/Endurance
- (A) Positron's Blast - Damage/Range
- (37) Positron's Blast - Accuracy/Damage
- (46) Positron's Blast - Accuracy/Damage/Endurance
- (A) Doctored Wounds - Heal/Endurance/Recharge
- (3) Doctored Wounds - Heal/Endurance
- (15) Doctored Wounds - Endurance/Recharge
- (34) Doctored Wounds - Heal/Recharge
- (43) Doctored Wounds - Heal
- (A) Tempered Readiness - Accuracy/Damage/Slow
- (5) Tempered Readiness - Accuracy/Endurance
- (7) Tempered Readiness - Range/Slow
- (11) Tempered Readiness - Damage/Slow
- (34) Tempered Readiness - Accuracy/Slow
- (43) Tempered Readiness - Endurance/Recharge/Slow
- (A) Endurance Reduction IO
- (A) Recharge Reduction IO
- (9) Recharge Reduction IO
- (9) Recharge Reduction IO
- (A) Impervium Armor - Resistance/Endurance
- (11) Impervium Armor - Endurance/Recharge
- (23) Luck of the Gambler - Recharge Speed
- (34) Impervium Armor - Resistance/Endurance/Recharge
- (45) Impervium Armor - Resistance
- (A) Edict of the Master - Accuracy/Endurance
- (13) Edict of the Master - Defense Bonus
- (13) Edict of the Master - Damage/Endurance
- (15) Edict of the Master - Accuracy/Damage
- (19) Sovereign Right - Resistance Bonus
- (A) Jaunt - Endurance/Range
- (A) Touch of Lady Grey - Defense Debuff
- (17) Touch of Lady Grey - Defense Debuff/Recharge
- (17) Touch of Lady Grey - Defense Debuff/Recharge/Endurance
- (25) Touch of Lady Grey - Recharge/Endurance
- (40) Touch of Lady Grey - Defense Debuff/Endurance
- (42) Touch of Lady Grey - Chance for Negative Damage
- (A) Recharge Reduction IO
- (A) Dark Watcher's Despair - Recharge/Endurance
- (21) Dark Watcher's Despair - To Hit Debuff/Endurance
- (21) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (33) Dark Watcher's Despair - To Hit Debuff
- (46) Endurance Reduction IO
- (A) Accuracy IO
- (A) Jaunt - Endurance/Range
- (25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Tempered Readiness - Accuracy/Endurance
- (27) Tempered Readiness - Range/Slow
- (27) Tempered Readiness - Accuracy/Damage/Slow
- (29) Tempered Readiness - Damage/Slow
- (31) Tempered Readiness - Endurance/Recharge/Slow
- (33) Tempered Readiness - Accuracy/Slow
- (A) Stupefy - Accuracy/Stun/Recharge
- (29) Stupefy - Accuracy/Recharge
- (31) Stupefy - Stun/Range
- (33) Stupefy - Chance of Knockback
- (43) Stupefy - Accuracy/Endurance
- (46) Stupefy - Endurance/Stun
- (A) Endurance Reduction IO
- (31) Endurance Reduction IO
- (A) Endurance Reduction IO
- (A) Kinetic Crash - Accuracy/Damage/Knockback
- (36) Kinetic Crash - Damage/Endurance/Knockback
- (36) Kinetic Crash - Recharge/Knockback
- (36) Kinetic Crash - Recharge/Endurance
- (37) Kinetic Crash - Accuracy/Knockback
- (37) Kinetic Crash - Damage/Knockback
- (A) Efficacy Adaptor - Accuracy/Recharge
- (39) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (39) Efficacy Adaptor - EndMod/Endurance
- (39) Efficacy Adaptor - EndMod/Accuracy
- (40) Efficacy Adaptor - EndMod/Recharge
- (40) Efficacy Adaptor - EndMod
- (A) Call of the Sandman - Accuracy/Recharge
- (42) Call of the Sandman - Endurance/Sleep
- (42) Call of the Sandman - Sleep/Range
- (48) Call of the Sandman - Accuracy/Endurance
- (50) Call of the Sandman - Accuracy/Sleep/Recharge
- (A) Luck of the Gambler - Defense/Endurance/Recharge
- (45) Luck of the Gambler - Defense/Endurance
- (45) Luck of the Gambler - Recharge Speed
- (A) Miracle - Heal/Endurance
- (48) Miracle - Heal/Recharge
- (48) Miracle - Heal/Endurance/Recharge
- (A) Adjusted Targeting - To Hit Buff
- (50) Adjusted Targeting - To Hit Buff/Endurance
- (50) Endurance Reduction IO
Level 1: Brawl- (A) Empty
- (A) Empty
Level 2: Rest- (A) Empty
- (A) Run Speed IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (A) Jumping IO
- (A) Endurance Modification IO
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So how do demons hold up? I am going to roll a Demon/Storm once Freedom goes live and can't really find too much info on Demons survivability.