Stone Daemon

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  1. Stone Daemon

    Mothership Solo?

    I believe you need 3-4 bombs planted to spawn the GM. Since you can only plant one per team per 30 minutes...you'll be sort of out of luck there.
  2. Quote:
    Originally Posted by Omega 3 View Post
    Thanks Stone, I never actually thought about it that way with actually having more than necessary slots on defense, and my speed run effects.
    No problem, hope he likes it!
  3. Quote:
    Originally Posted by Demon_Shell View Post
    With the IO changes that are going to happen in I24; I mean, wouldn't waiting for that be a better idea? Especially since some of the new sets have some very powerful procs.
    No, not really. From what I understand, this guy just needs a good build template to work off of. If he wants to change it up himself as new things come out he can use unslotters, or use his experience with his build to determine what could be sacrificed.

    And really, if I waited for the next issue every time something possibly game changing came along, I'd never have a finished build.
  4. Quote:
    Originally Posted by TwoHeadedBoy View Post
    Ahh, ok! So a more reliable title for this would have been, say, 'Copper Standard' Peacebringer, as you seem to be focusing on intentionally suboptimal build strategems. Perhaps if these threads are titled appropriately in the future with more relevant metaphors you won't run into this sort of embarrassing mix up again.
  5. Quote:
    Originally Posted by HardRider View Post
    unresis undef damage? who does that? hami .. oh i see him everyday lol.
    Let's see...

    Marauder
    Antimatter
    Battle Maiden
    Tyrant
    Crystal Titan

    Just off the top of my head.
  6. Quote:
    Originally Posted by Techbot Alpha View Post
    While I know how utterly mental the current system is....I also know how much outrage that would cause. There are some spectacular bases made using the current system (I should know, I've been in some of them) and only if you could replicate those sorts of looks could the Devs really get away with it.

    I think they are very wisely stepping around that particular sleeping dragon.
    ^^^This^^^

    They would have to destroy current bases (or make a separate system entirely), because bases as they are have pathing disabled. In other words, it is currently possible to make invincible bases by blocking off any power sources and such other objectives. They made this change when they disabled base raiding to give us more freedom of design.
  7. I made my own version of this build (with Omega's permission). I changed several things, the following is the list of the main changes;

    I got water jet, because your ST damage would be lacking without it. In it's place I dropped acrobatics, because I personally don't see any real benefit to the power myself.

    I switched out the posi: dam/ranges in your powers to the proc, because that will do more damage on average.

    I cut out the excess enhancements in your defense powers, because they weren't doing anything except knocking on ED's door. I also cut out the third slot on hasten, and boosted the two remaining up to +5.

    I cut out the slots on Stealth, it wasn't being used for defensive values, and it was just a mule power. Slots were put to better use elsewhere.

    I changed some of the enhancement picks in NA powers to get rid of unneeded enhancement values (like endurance reduction in Lifegiving Spores--that power has a .07 drain at it's base). I also removed end mod slotting out of it because it looked like overkill.

    I frankenslotted Dehydrate to get better use out of the +heal aspect of the power, without removing it's damage dealing ability.

    I did sacrifice 3% from your SL softcap to pick up Spore Cloud, which will basically give you 24% defense to everything since it has -tohit. You can get that 3% back via a glad armor on tough, if it is really important to you.

    I removed the extra BotZ in super speed, because you were already past the run speed cap, and you weren't building for fire/cold defense. I changed Corrosive Enzyme, because it looks like it really just needs accuracy. And...well, all in all I just did my best to maximize your damage and eliminate excess slots. If you have any questions, let me know.


    Hero Plan by Mids' Hero Designer 1.96
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    MM2: Level 50 Natural Corruptor
    Primary Power Set: Water Blast
    Secondary Power Set: Nature Affinity
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Concealment
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Aqua Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Build%(5), Decim-Acc/Dmg/Rchg(5), Achilles-ResDeb%(7)
    Level 1: Corrosive Enzymes -- Acc-I(A)
    Level 2: Water Burst -- Posi-Dmg/EndRdx(A), Posi-Acc/Dmg/EndRdx(7), Posi-Dmg/Rchg(9), Posi-Dam%(9), Posi-Acc/Dmg(11)
    Level 4: Wild Growth -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(15), Numna-Heal/Rchg(15), Numna-Heal/EndRdx/Rchg(17), RctvArm-ResDam(31)
    Level 6: Whirlpool -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(19), Posi-Acc/Dmg(19), Posi-Dam%(21)
    Level 8: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(23)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(23)
    Level 12: Dehydrate -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(25), Thundr-Acc/Dmg/Rchg(25), Nictus-Acc/Heal(34), Nictus-Heal(39)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(27), LkGmblr-Def(27)
    Level 16: Lifegiving Spores -- Numna-Heal/EndRdx(A), Numna-Heal(29), Numna-Heal/Rchg(29)
    Level 18: Stealth -- LkGmblr-Rchg+(A)
    Level 20: Wild Bastion -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(21), Numna-Heal/Rchg(31), Numna-Heal/EndRdx/Rchg(33)
    Level 22: Boxing -- KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(33), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(34)
    Level 24: Water Jet -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(37), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(50)
    Level 26: Steam Spray -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(36)
    Level 28: Rebirth -- Dct'dW-Heal/Rchg(A)
    Level 30: Spore Cloud -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(31), DarkWD-ToHitdeb/Rchg/EndRdx(37), DarkWD-Rchg/EndRdx(46)
    Level 32: Geyser -- SMotCorruptor-Acc/Dmg/Rchg(A), SMotCorruptor-Dmg/EndRdx/Rchg(39), SMotCorruptor-Acc/Dmg/EndRdx/Rchg(40), SMotCorruptor-Dmg/Rchg(40), SMotCorruptor-Acc/Dmg(40)
    Level 35: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), LkGmblr-Def(37)
    Level 38: Overgrowth -- GSFC-Build%(A), GSFC-ToHit/EndRdx(43), GSFC-Rchg/EndRdx(43), GSFC-ToHit/Rchg/EndRdx(43), GSFC-ToHit/Rchg(45), GSFC-ToHit(45)
    Level 41: Tough -- S'fstPrt-ResDam/Def+(A), HO:Ribo(42), HO:Ribo(42)
    Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def(46)
    Level 47: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(48), Enf'dOp-Acc/EndRdx(48), Enf'dOp-Immob/Rng(48), Enf'dOp-Acc/Immob/Rchg(50), Enf'dOp-Acc/Immob(50)
    Level 49: Tidal Forces -- RechRdx-I(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Scourge
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(11), P'Shift-EndMod/Acc(13)
    Level 50: Musculature Radial Paragon
    Level 50: Ion Radial Final Judgement
    Level 50: Degenerative Radial Flawless Interface
    Level 50: Longbow Core Superior Ally
    Level 50: Barrier Core Epiphany
    Level 50: Support Radial Embodiment
    Level 0: The Atlas Medallion
    Level 0: Task Force Commander
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3
    ------------



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  8. Quote:
    Originally Posted by TwoHeadedBoy View Post
    *Use RoF against a single target.*
    "Ha! You missed me!"
    "...But you're right in front of me. I saw the fire hit you in the head. The fire is STILL hitting you in the head. I'm looking right at it."
    "Nope! You missed!"
    My favorite part is missing when I attack an inanimate object.

    "Damn you box, quit moving! I'm trying to punch you!"
    "Well maybe if you quit drinking before eight in the morning you could!"
    "Wait, did you just talk to me?"
    "Yeah, what of it?"
    "OMG! You're not supposed to talk!"
    "You heroes and your stereotyping. And I thought I had problems."
  9. Stone Daemon

    Ice Control

    I have an idea for Ice Slick, though it may require them tweaking recharge times on it. What if, when using frostbite/chilblain on enemies currently on an ice slick, it has a "Freeze Over" effect, and does like a mag 3 hold on any enemies that it catches on the slick? Perhaps with some special cold damage, too.

    As for shiver, maybe some -defense or -regen? A small boost to AA would be nice too, but it's not as necessary as it works pretty well as of now.
  10. Endurance
    I would argue that instead of fiddling with the numbers and possibly confusing some people after they ding 20 by the suddenly increased endurance drain, that they should change the power [Rest] to have zero recharge, and make it instantly start to work*. The way it is now seems to be designed for a slower paced game than what we currently have, and it should be updated to reflect the nature of the game. As for the pointless animation on a miss....it is what it is. It looks dumb, but I doubt it will be changed.

    *They can keep the debuffs on it though, for all I care.

    Mezzes
    I don't like the way they went willy nilly with mezzes, but instead of adding some kind of gimmick to lose it, I'd rather they just take a long look at the enemy types, and cut back on some of them. I think they went overboard on it for some balancing reasons, and they should probably start looking at that to see if the reasoning still applies.

    Special Damage
    It's going to happen more and more on incarnate content, because frankly the Dev's are limited to either tacking on a +1 or giving the boss unresistable damage and/or gimmick attacks to artificially pump up the difficulty. The alternative is that we get battles that require more team coordination as the difficulty barrier, like the Abandoned Sewer trial.
  11. Quote:
    Originally Posted by TwoHeadedBoy View Post
    Also you're really good at writing with the pencil tool. Either that or you used some sort of hax.
    It was hax.
  12. I do love your art, THB. Interestingly enough, I also have some art to share. It features next weeks item on the agenda, as a matter of fact.

  13. And so begins the Kheldian Fridays: Trawl through the Task-Forces! This week was the Positron TF, parts 1 and 2.





    We made very good time, if I do say so myself. Next week is synapse! For all you non regulars that have lowbie khelds, please feel free to swing by.
  14. Quote:
    Originally Posted by Rockmar View Post
    Also I am opposed to franken-slotting Unchain any more as I really want the recharge bonus from the new ATO set.
    Oh, I hadn't seen that in your OP.

    The build looks pretty solid, I don't see any obvious problems.
  15. I always find it hilarious how many people take threads like this seriously.
  16. I'm curious because the OP didn't mention it, but what AT were you playing as? Because when I do that tf, that couple % of defense from hover isn't what will make the difference--it's getting butchered by the mobs of swords and warriors because you were within arm distance. Fortunately the swords can't touch you in the sky, and the warriors are limited in that regard. The sky is a safe haven, as long as you're careful about not accidently getting your friends killed.
  17. Quote:
    Originally Posted by TwoHeadedBoy View Post
    And Stone even like, 2 or 3 dead bodies should be enough to recover what you lose from Unchain if you have just one end mod/rech in Circle and Agility Core Paragon.
    You assume that up until the point where the person uses Unchain he/she has a full blue bar, and thus the endurance cost doesn't matter. And in most cases it really wouldn't matter, because with the level of slotting he's thrown into Stygian Circle, he's pretty much always guaranteed to be ok. Not always, perhaps, but usually. Which is why I used "may" as the qualifier word when suggesting the change. Not "You must." There is a difference.

    But I don't really care how he slots his powers. I just wanted to tease him about dropping his pretty human shields that were so important to him.
  18. Quote:
    Originally Posted by TwoHeadedBoy View Post
    Sorry buddy but this doesn't make any sense. If you just used Unchain, your feet are littered with bodies for Stygian Circle.
    True enough, on lower difficulty normal content. But with that number of toggles, and in actual gameplay...taking the full hit in the blue bar from that attack might be enough to detoggle yourself. It happens.
  19. Got rid of the pretty shields, eh?

    You may want to frankenslot Unchain a bit, it's going to be a little nasty on endurance.
  20. Works for me, assuming it works for the devs. I'm tired of having only one character left with those badges.
  21. Quote:
    Originally Posted by Fireheart View Post
    Okay, but aren't we getting 'un-crashed' in I-24?
    We're losing the crash to the Nova. Light form, on the other hand, has already had it's crash toned down. It used to drop you to nearly dead, now you're only half dead.
  22. So what you're saying is, you would take a character that already has all the badges to Null, and then Null would throw a dart that will stick them to the rest of your characters?
  23. Stone Daemon

    This just in!

    Quote:
    Originally Posted by Dechs Kaison View Post
    Sure, because this buff doesn't make my Quasar come up more often... :P
    It's hard to leverage triform AoEs on a mob that got killed by Quasar.