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So I'm looking to make some mayhem mission mules on Freedom to make getting the Invader accolade easier for my PvP toons (rather than find a friend who's on when I'm on that happens to have a toon with the mission, or pay some random person to let me use their mission). I know you can repeat a mayhem mission by staying in the proper level range, and I know that if you're a level divisible by 5, you will be randomly offered the higher or lower mission for your level (i.e. if I'm level 15, I will be offered either the 10-15 or 15-20 one). Now, it'd be easiest for me to just level characters to 10 (5-10/10-15), 20 (15-20/20-25), 30 (25-30/30-35), and 40 (35-40/40-45) but not 45-50 since I can get the PI mayhem easily enough on an existing 50. However, I'm not sure how the repeatability works when you're at one of those "split" levels. I know the detective will randomly offer you a mission the first time, but what about after that? Reading the wiki makes it seem like if you accept a contact from the detective, he'll only give you the higher one from then on, and if you don't accept a contact he'll only give you the lower one. Am I incorrect in this - if I don't take a contact will I still be able to get one of the two at random, or would I be better off just leveling things in 5-level increments so I am guaranteed to have one for each mayhem mission?
tl;dr version: If I want to keep a character at a certain level (divisible by 5, like 10 or 30) will I still be able to randomly get one of the two mayhem missions in my level range after I complete one the first time? -
Here's what I'm toying around with, though I'm sure others could come up with a better build.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Corruptor
Primary Power Set: Radiation Blast
Secondary Power Set: Pain Domination
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Neutrino Bolt -- HO:Nucle(A), HO:Nucle(37), Apoc-Dam%(37), LdyGrey-%Dam(40), ShldBrk-%Dam(42), Achilles-ResDeb%(45)
Level 1: Nullify Pain -- Numna-Heal(A), Numna-Heal/EndRdx(3), Numna-Heal/EndRdx/Rchg(3), Tr'ge-Heal/EndRdx(21), Tr'ge-EndRdx/Rchg(23), Tr'ge-Heal/Rchg(50)
Level 2: X-Ray Beam -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(43), LdyGrey-%Dam(43)
Level 4: Soothe -- Numna-Heal(A), Numna-Heal/EndRdx(5), Numna-Heal/EndRdx/Rchg(5), RgnTis-Heal/EndRdx(19), RgnTis-EndRdx/Rchg(21), RgnTis-Heal/Rchg(50)
Level 6: Share Pain -- RgnTis-Heal/EndRdx(A), RgnTis-EndRdx/Rchg(7), RgnTis-Heal/Rchg(7), RgnTis-Heal/EndRdx/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Hurdle -- Jump-I(A)
Level 12: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(13), AdjTgt-ToHit/EndRdx/Rchg(13), AdjTgt-Rchg(17), AdjTgt-ToHit/EndRdx(17), Rec'dRet-Pcptn(19)
Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
Level 16: Enforced Morale -- Range-I(A)
Level 18: Cosmic Burst -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(23), Dev'n-Dmg/Rchg(34), Dev'n-Acc/Dmg/Rchg(34), Range-I(36), LdyGrey-%Dam(45)
Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(45), Numna-Heal(46)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc(36), P'Shift-End%(37)
Level 24: Soothing Aura -- RgnTis-Heal/EndRdx(A), RgnTis-EndRdx/Rchg(25), RgnTis-Heal/Rchg(25), RgnTis-Heal/EndRdx/Rchg(29), RgnTis-Regen+(29)
Level 26: Combat Jumping -- Krma-ResKB(A), Zephyr-ResKB(27), LkGmblr-Rchg+(27)
Level 28: World of Pain -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(31), TtmC'tng-ResDam/EndRdx/Rchg(33), S'fstPrt-ResKB(33), AdjTgt-ToHit/Rchg(33), AdjTgt-Rchg(34)
Level 30: Super Jump -- SprngFt-EndRdx/Jump(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(31)
Level 32: Acrobatics -- EndRdx-I(A)
Level 35: Stealth -- Krma-ResKB(A), LkGmblr-Rchg+(46)
Level 38: Painbringer -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(39), Numna-Heal(39), Efficacy-EndMod/Rchg(39), Efficacy-EndMod(40), Efficacy-EndMod/Acc/Rchg(40)
Level 41: Grant Invisibility -- Krma-ResKB(A)
Level 44: Phase Shift -- RechRdx-I(A), RechRdx-I(46)
Level 47: Dark Embrace -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(48), TtmC'tng-ResDam/EndRdx/Rchg(48), S'fstPrt-ResKB(48)
Level 49: Power Boost -- RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
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Set Bonus Totals:- 7% DamageBuff(Smashing)
- 7% DamageBuff(Lethal)
- 7% DamageBuff(Fire)
- 7% DamageBuff(Cold)
- 7% DamageBuff(Energy)
- 7% DamageBuff(Negative)
- 7% DamageBuff(Toxic)
- 7% DamageBuff(Psionic)
- 3.13% Defense(Energy)
- 3.13% Defense(Negative)
- 6.25% Defense(Ranged)
- 2.25% Max End
- 9% Enhancement(Accuracy)
- 8% Enhancement(Heal)
- 31.3% Enhancement(RechargeTime)
- 5% FlySpeed
- 236.9 HP (22.1%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -32)
- Knockup (Mag -32)
- MezResist(Immobilize) 2.75%
- MezResist(Sleep) 4.4%
- 20% Perception
- 4% (0.07 End/sec) Recovery
- 64% (2.86 HP/sec) Regeneration
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 17% RunSpeed
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Barring any strange last-minute changes to my schedule, I should be available for this so I suppose I'll register the team in this thread. Also, can we change toons during the event or is a static team? Regardless, I'll list all the globals I can remember:
@macskull/@Not Mac
@Mr. Imp
@Sid/@Sid Jr.
@Lovegame/@Tampa- -
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72%-ish plus 3-slotted Hasten at the bare minimum.
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Quote:I am pretty sure that "because I feel like it" is good enough justification for changing the color of your powers. Not everyone that plays this game roleplays, and to suggest that they not change their power colors because they can't come up with a good RP reason is ridiculous. Let's say, for example, that I like the Rad Blast set, but I can't stand the color of it. I can change it to whatever I want, because that option is there. Same goes for just about anything else. Only problem I really have with color customization is how some people have managed to change the FF and Sonic bubbles into seizure-inducing blobs.Good point.
The important thing to note is that you have a REASON to change your fire from "normal" fire. My issue is that lots of folks change it for no good reason at all... and since there is no way to make sure each character has a concept of why their darkness powers are now yellow, I favored just to not give the option at all... but I suppose it is wrong to penalize those of us who WOULD have reasoning and DO have creativity for those lacking one or both.
(And yes I know fire can be more than just redish orange, hence why I said "in general.") -
Turning off TS, HD, and DR gets you close to I12 except for the base resistances, mez changes, slow changes, and damage changes... so it's really not all that similar. :/
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Wow, this is even more awesome(ly stupid) than the warning about rep comments earlier. So now you've basically conceded to the whining minority who instead of posting logically just ranted and whined and were surprised when they discovered people didn't like their posts. Now, not only can I not see where I'm getting my rep from, I can't see what it is unless I hunt through all my posts trying to find out what kind of rep, if any, a post gave me. And that's not an easy task when you make a lot of posts. Seriously, just disable the ability to rep comment. Hell, disable rep entirely - I can't believe it was turned on in the first place, and it was then turned into a game!? Turning the rep system into a "forum game" completely defeats the purpose of the rep system as a method of feedback, not to mention we already have a "forum game" section called... *gasp* "Forum Games."
From the vBulletin Manual:
Quote:User Reputation in its simplest form is a ranking of your user's benefit to your forum. Quote:User reputation can be a divisive element of your forum so great care should be taken before a decision is made to enable it. -
I believe 48-49 should be enough to stop Force Bolt with DR on. Still can't figure out why Gale is KBing me through 41 points though, unless there's something about that power I'm missing, like multiple applications of the KB within the same server tick or something.
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Quote:I'm having a hard time understanding whether the reason for not having VEAT, patron, (and by association) ancillary power customization is based on tech limitations or RP reasons. If it's for tech reasons, that's completely understandable. If it's for RP reasons, it's kind of like the "dark" theme for <powerset redacted> that got added and then removed during closed beta because of "thematic reasons." I guess there's a difference between what the players can come up with for theme on their characters and what the devs think is okay, and restricting player options because of an arbitrary decision that "you shouldn't be able to color something this way for this reason" isn't usually a good reason in the eyes of players who have concepts they're unable to bring to life.That is only true for patron powers, not ancillary powers.
The issue with epic archetypes is the powers come from the same fictional source, function in the same ways, and presumably should look the same. This is somewhat true of patron powers as well, where the powers are boons granted by a particular patron and aren't really a power of the player character. We haven't made any firm decisions to do or not do customization for Epic Archetypes or patron powers. Ancillary powers is perfectly reasonable, but we wouldn't be able to do those without doing patron powers at the same time...even though we hate villains.
All of them would happen after Pool power customization, and that isn't likely to happen anytime before Going Rogue gets wrapped up (requires tech and UI work). -
Quote:Looks like more than one person was padding >.>Forgot to post this the other night!
RSF
Edit: Forgot to mention thats only with 7 players, one person was padding the team to get it started. -
So my existing stable of active PvP characters on Freedom is as follows (active meaning ones I currently play that are at least partially IOd or accoladed):
* Rad/Therm/Lev Corr
* Elec/WP/Soul Stalker
* Mind/Storm/Primal Troller (currently a dueling build with PB+Aid Self, no phase, would make a second build with Hib for a team build)
* Thugs/Pain/Mace MM (no phase on this build plus I'm reluctant to use it anyways)
* Mind/Emp/Primal Troller
And ones that are potential (either were leveled for PvP but have not been played, IOd, or accoladed; or PvE builds that could be dual-built for PvP):
* Earth/Energy/Lev Dom (might respec into Mace if it's an arena build)
* Fire/SS/Pyre Tanker (second build is PvP-spec'd w/ Stone but is not IOd)
* Peacebringer
* SS/Shield/Mu Brute (would make a second build with Mace and Taunt)
* Fire/Psi/Soul Dom (currently a farm build, could make a second build for PvP)
I have on Justice a few available toons I could transfer over, but none are accoladed or IOd yet:
* Arch/EM/Cold Blaster
* Son/EM/Cold Blaster
* Necro/Poison/Mace MM
I generally stick to the Emp and Therm when I'm in zone or team arena, as I really prefer playing support and most of the other builds I listed aren't quite ready to go. That being said, I know we are looking for more disruption builds so I am curious as to what of the builds I listed would work. I could build the SS/Shield into a second build, take webnades and taunt, and build for lots of ranged defense, but I'm not sure how well Shields holds up on a Brute in a team setting (I know it works decently for Tankers). Was thinking of potentially moving the Necro/Poison over but I'd need a good build for it and I'm not sure how useful Poison is anymore. Additionally, I was debating between rolling an Elec/Kin (or Son/Kin, or Fire/Kin, or Rad/Kin) Corruptor for end drain/disruption/buffs or a Thugs/Storm for targeting disruption and debuffs. Any thoughts? -
"Again?" I don't think Brutes ever were really good in PvP other than tauntbots...
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With DR on you only need about 41 total points to stop everything short of Force Bolt (and I've been KB'd by Gale a few times which I cannot figure out, since its enhanced mag isn't even as high as Power Push or Power Thrust). The problem with Defenders is other than Sonic, they just don't do much damage. Less HP than Corruptors, no Scourge, and lack of Fire Blast and Therm are bad enough, add in that they got rid of unresisted debuffs for Defenders and you've got almost no reason to play one. Yes, they can still be competitive, but I don't think I'd make new ones for PvP unless it's an Emp or something.
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Quote:Funny thing is there are people who've been playing a lot less time that know a lot more about the game, like most of the people in this thread, for instance. Saying you've been playing since the beginning is completely irrelevant.I didn't buy my account from another person, i started with scratch. If i was fine with buying accounts i'd be fine with buying money online, and i'm not, with either.
Quote:I prefer to make the sword i use in battle, not buy one from a factory. There's no sense of accomplishment when you beat someone using money you bought online. A friend actually gave me some money once and i slipped them a purple recipe when they weren't looking, it needs to be equal in my opinion.
Quote:Also at this point i think i'm leaving the forums, i'm done preaching to people who are too ignorant to listen, although i have gotten more and more used to it.
Quote:Also, I don't plan on quitting the game for a long time. -
Quote:Can't imagine why...Steam Hardware survey suggests Win 7 is what most XP gamers are migrating to, totally having skipped over Vista.
Seriously, though, go for Win7. It's not that hard to figure out and there are some nagging annoyances but it's a solid OS for a Microsoft product. -
Use something else, VEATs aren't very good anymore.
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There is no mez protection in PvP - one hold will hold the Scrapper but it will only last for a second or two. Your best bet's to hit the Scrapper with Transference, then get in and land Power Sink and Short Circuit. However, blues will negate most of that so you need to be more offensive and also focus on damage in addition to end drain. Keep moving - it's hard for a melee to hit what they have to chase.
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Yeah, I was talking more from a zone perspective since that's what many people who transfer come to Freedom to do. I won't disagree on any of your points about the arena, though. Seems like most arena is Blasters and Doms with some Therms, Emps, and Paindoms mixed in, and the occasional Stalker. Few more Stormies or TAs might be nice...
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I would do all the Hecatomb set except the damage IO, and then the Unbreakable Constraint proc.
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Other than the addition of PvP IOs and nerfing of elusivity in I14, there have been no non-arena changes except bug fixes. There was quite a bit of attention given to the arena in I14 and a few tweaks since then, but as a whole, PvP hasn't changed since I13 and most of us have given up hope of anything positive happening in the next year or so (in other words, it's just as much a joke as it was when they changed it).
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Uhhh... Integration is where a good portion of your regen lies, it's your knockback protection, it's your debuff resistance (in PvP), and it's your mez resistance. Not taking it would be foolish.