Aerik

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  1. I had this problem with my Fortunata shortly before i17 went live, only it was with Tsoo Sorcerers. No matter how many I killed, the counter never started. What finally did it for me was joining a team and having one of my teammates kill one. At that point, the counter not only appeared, but it had several kills already accumulated. The server is probably keeping track of the number of witches you dispatched, but for some reason the badge counter isn't showing up. Join a team and have someone pop a few for you, and if that doesn't work, try a Katie Hannon TF. Maybe triggering the system into TF mode will wake it up (my bar appeared on the first mission of a Silver Mantis SF).
  2. Aerik

    LB and Villains

    I play a bit more on the villain side than the hero side, and I see a few reasons why redside is less popular than blueside.

    1. Lack of teaming - In the Isles, no one likes to team. Well, at least the broadcast spam for teaming is more like a tiny roar. Why? For one, the zones are a lot more linear. You are in Mercy from 1-6 or so. After that, unless you do Seer Marino's arc you don't really come back for more than the odd mission. Other than Cap, there aren't really any 'hub' zones like Atlas, Steel, or Talos. And, since villain ATs are more geared to putting out big orange numbers, the need to get three or four people together to take down someone is a little less pressing. Add in the fact that you can miss some important content by outleveling Mayhem Missions, and the desire to pick up a few brutes becomes less compelling.

    2. Concept - Some people just don't like playing the 'bad guy'. I've heard this said in LB on a few occasions. Most people don't mind playing a hero that uses guns to 'arrest' people, but the equivalent in the Rogue Isles is a little more gray (bad guys don't arrest). Even people that are willing to suspend a little disbelief in the story and claim to be a spy or a double agent usually hit a wall about level 40. Why? Westin Phipps. No one can do his arcs and associated one-shot missions and ever claim to be anything other than totally, irrevocably ebil.

    3. lolSFs - Yes, villains got shafted in the SF department. No 10-15 SF. The 20-25 SF requires a base with a supercomputer (not for much longer, though). There is no 30-35 SF. Ditto 40-45. And, the SFs we do have aren't merit cornucopias. Granted, you aren't likely to be on the Sharkhead Leviathan SF for 5 hours like a bad Posi, but you also aren't as rewarded to do it as Posi either. And so, no one builds toons just to farm Posi or run Synapse over and over. For the SF happy, the key is to get to the upper 30s to run endless ITFs or 45-50 for the RSF and LGTF/SF. Adding in a 30-35 SF would go a long way to bridging the content gap as well as making things a little easier in the merit department.

    4. Various - Lag isn't as big a concern as it used to be. I used to be told not to shield people with ice or thermal because of the extra lag. Grandville used to be a slideshow for some people. It's a lot better now. I find the content to be fun, and in most cases a lot more contained. Except for a couple of contacts sending me running back to Mercy every once in a while, redside contacts tend to keep it in the same zone. When the devs started writing missions after i6 blueside, they tended to echo the same sentiment. Woe be to those who still get bounced back to the Hollows or Faultline after about level 25. That's just sloppy zone/door coding.

    So, those are some of the issues. How do we fix it?

    1. Get friendly - Spamming Cap broadcast for a team isn't likely to get you much. I can only speak for myself and a few friends, but I don't tend to pay attention to broadcast. And, if I'm in a mission with my brute charging headlong from pack to pack, the blood pumping in my ears and tunnel vision...you get the point. Long story short, use the Search feature and ask around. I usually respond to tells asking about teams. A lot of times, LB will be the best place to ask. A lot of people are starting to level villains, even if it's just to take a brute or a mastermind blueside after GR comes out. It never hurts to ask it they'd like some help. All that can happen is getting told 'no'.

    2. SFs are your friend - Yes, they're aren't many of them. But people still want to do them. Your best friend is the Sharkhead SF. Although, I'm seeing Sliver Mantis becoming more popular. And I'm sure SM will be much better after i17. Also remember that ITFs are co-op. Yes, I'm sure that everyone is sick of them by now, but it's still content and it's content that people want to run. As well, the respec trials are pretty quick and while they may not yield much in the XP/Merit department, they do tend to be popular when they form.

    If anyone else has any suggestions, I'd be interested to see them as well. The Isles need a few more ne'er-do-wells to make life more intesting.
  3. Aerik

    Fortunata build

    Well, your defenses out of ML look pretty solid. Especially in the AoE department. As for the AoE focus, I guess that could work. I'm not a huge fan of all the redraw from using Dark Obliteration and Spin all the time. If you can tolerate the redraw, more power to you. This does seem like a good build to run in a mix it up with the Follow Up -> Aim combination really fueling your damage. As long as your endurance holds out, you should be able to rip up a lot of targets.
  4. Aerik

    Fortunata build

    Since I gave some advice earlier in the thread, I'll give my build here:

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Sicaridae: Level 50 Natural Arachnos Widow
    Primary Power Set: Fortunata Training
    Secondary Power Set: Fortunata Teamwork
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Mental Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(39)
    Level 1: Combat Training: Defensive -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/Rchg(50)
    Level 2: Subdue -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(3), Dev'n-Acc/Dmg/EndRdx/Rchg(3), Dev'n-Hold%(5), Entrpc-Dmg/EndRdx(5), Entrpc-Dmg/Rchg(37)
    Level 4: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(15), RedFtn-EndRdx/Rchg(15), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def(40), RedFtn-EndRdx(50)
    Level 6: Swift -- Run-I(A)
    Level 8: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rng(9), Posi-Acc/Dmg/EndRdx(11), Posi-Dam%(11), RechRdx-I(39)
    Level 10: Indomitable Will -- EndRdx-I(A)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
    Level 14: Super Speed -- EndRdx-I(A)
    Level 16: Dominate -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(17), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(19), Decim-Acc/Dmg/Rchg(19), Decim-Build%(37)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(48), Mrcl-Rcvry+(48), Mrcl-Heal(48)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(50)
    Level 22: Foresight -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/Rchg(46), S'fstPrt-ResDam/Def+(46)
    Level 24: Mind Link -- HO:Membr(A), HO:Membr(25), HO:Membr(25)
    Level 26: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rng(27), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(43), Empty(45)
    Level 28: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(31), GSFC-Build%(31)
    Level 30: Tactical Training: Assault -- EndRdx-I(A), EndRdx-I(34)
    Level 32: Psychic Wail -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 35: Confuse -- CoPers-Conf%(A), CoPers-Conf/EndRdx(36), CoPers-Conf(36), CoPers-Acc/Conf/Rchg(36), CoPers-Acc/Rchg(37), CoPers-Conf/Rchg(40)
    Level 38: Aim -- AdjTgt-Rchg(A)
    Level 41: Mu Lightning -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
    Level 44: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(46)
    Level 47: Mask Presence -- LkGmblr-Rchg+(A)
    Level 49: Tactical Training: Vengeance -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Conditioning
    ------------



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    Gameboy, the reason why I have the LotG Def/+Rech slotted in the passives is because it is a global 7.5% recharge bonus to all powers, not the passive it's slotted in. That means I have an SO worth of recharge added to all my powers which is pretty handy for keeping AoEs thrown out there. I've played back and forth with using TK Blast or Mental Blast. It just comes down to whether or not the animation time on Mental gets annoying, or the knockback from TK gets me yelled at on teams.

    I had Mind Link frankenslotted with LotG, Serendipity, and Adjusted Targeting until I hit 47, as I had the HOs cached and waiting. I lost a second or two on the recharge, but I gained a slot to place in TT:M to give me the extra ranged defense. I also had Malaise's Illusion slotted in Confuse instead of the Purple set, but even with the ranged def reduction it was softcapped with Mask Presence activated (I don't activate it in my build, I just remember the 2.5% def to all added in when it suppresses).

    Roth, I looked at your build and I think it's pretty good. It's a little more geared to the hold side of things than mine, but that's more than workable in reality, as I hardly use Confuse and consider it more of a set mule than anything else. In the end, though, Fortunatas are just like ice cream. Lots of different flavors, and everyone of them is great.
  5. Aerik

    Fortunata build

    Glad to hear you are thinking about rolling a Fort. I love mine quite a bit. Actually, I ended up making another on a different server when some of my friends needed a damage dealer that wouldn't die horribly on SFs. I think you'll end up liking it in the end, as my Fort feels a lot more sturdy than my crab ever did.

    Perma Mind Link is a pain to get on a Fort, and I feel that you have to sacrifice some good powers and damage dealing ability to get it. I went the route of building melee and ranged defense to softcapped levels and then let Mind Link fill in my AoE def hole whenever it was up. But, YMMV.

    Here's my thoughts on your build:

    1. Health is WAY overslotted. I know that you were probably going at the recharge bonus in Doctored Wounds, but there are much better places to get it. I'd drop Health down to 2 slots for a Numina and Miracle proc, and move the other slots to Psychic Wail, Leadership, and TT:Maneuvers. Adding the slots to those powers will give you six total, which will allow you to slot the sixth Obliteration for 3.75% melee defense, 6 Gaussians for 2.5% defense to all positions, and 5 slot Red Fortune in TT:M, which will replicate your recharge bonus from Health and still let you keep the 7.5% recharge piece of Luck of the Gambler.

    2. If you've got the spare change, you might consider dropping two slots out of Mind Link and slotting it with 3 Membrane Hami-Os and the LotG 7.5%. That way you maximize the aspects of the power and gain a couple of slots for Poison Dart and Subdue/Gloom. Membranes aren't cheap, though. Last I checked they were going for 100+ Million.

    3. Speaking of the ST powers, I'd probably look at slotting as many of them with Thunderstrike as possible. The set bonuses look a whole lot better, and 6 pieces gives you 3.75% ranged defense. That should get you a lot more defense outside of Mind Link.

    4. I'd probably slot Dominate like an attack rather than a hold. It's your second strongest ST attack besides Subdue. I tend to think of it a lot like Knockout Blow. It's a great attack that just happens to hold. You do lose a Recharge bonus, but you make it up in really pumping out the damage.

    Beyond that, if I were you I'd play the toon for a while to get a feel for it. I know that the softcap is the Holy Grail for defense-based characters, but if you have to give up a lot of your damage output to get there it's just not worth it in the long run. Better to take a chance of getting hit a little more often and have the ability to hit back just as hard. If you start doing things like end-game SFs (ITF, LGTF), people are going to love you because you can hit through Unstoppable and keep damaging Minotaurs and Cyclopes while other characters are barely scratching them.

    Good luck, and have fun.
  6. The original PBAoE sets (Scirocco's Dervish, Multi Strike, and Cleaving Blow) had lots of END reduction in them. However, most Corrupters, Defenders and Blasters get their most damaging PBAoE in the form of a nuke, which doesn't really benefit from END reduction, but could use a little bit of a boost in the RECH department. Hence, Obliteration and Eradication, which are light in the END reduction area, but make up for it with higher recharge.

    I think the 'nerf' you are talking about isn't so much that the devs wanted to cripple us by making our powers cost more. Instead, they heard the outcry of a specific portion of the playerbase (nuke-loving ranged toons) and decided to craft some sets geared toward them. It just so happens that the sets they made had some pretty good bonuses in them, and so now everyone uses them and complains about the lack of END reduction. If it bothers you that much, just drop the proc out of both sets and slot in a level 50 END redux IO. That should give you just about the same slotting as you would get if you went with standard attack slotting. It'll cost you a set bonus, but if the END you get back is worth it, that's the best route to go.
  7. Some thoughts:

    1. Cost must not be an option on this build. The Kinetic Combat sets alone will set you back 700-800 million last time I checked the market. If cost really isn't an option, I'd change the slotting of Indomitable Will, CJ, Weave, and Heightened Sense to trade the LotG triple for a LotG Def/+Rech enhancement. You'll sacrifice a little End Redux, but you'll gain some more defense and faster recharge time for your attacks since you didn't take Hasten.

    2. Your single target attacks are woefully under-slotted for Accuracy. Unless you plan on using Thunderstrike and Lightning Rod all the time, you might want to borrow four slots from your build and put a Mako's quad in every ST attack that is currently slotted with Kinetic Combat. Even a lvl 50 Acc enhancement would help.

    3. 4-slotting Stamina with Efficacy Adapter puts you over the cap for 1.13% HP and 10% Regen. Might want to slot that power with 4 pieces of Performance Shifter (End Mod, End Mod/Acc, End Mod/Rech, Chance for +End). You'll gain a unique HP bonus, a little more travel speed, a good recovery bonus and a chance for END every 10 seconds.
  8. I've taken Aid Self on other characters, but not on my Widow/Fort. With high-defense toons, it either sits in your tray totally unused, or you REALLY need it RIGHT NOW! Having said that, I'd probably drop the plain recharge enhancement from Doctored Wounds and add in in a level 50 Interrupt reduction. With that, you can fire it off even with some incoming damage. Couple that with your defense and you'll be fine.
  9. The proc bug was fixed when issue 16 went live. It should now use the correct chances to jump from the power and not the proc slotted in it.

    As for using Performance Shifter's proc in it, that's a judgement call. Personally, I'd rather slot in a set that would give me some positional defense, like ToD or Mako's, which require all six pieces. If you're already soft-capped, I suppose you could slot in the +END proc, but you'd have to give up some damage and likely something else, like End Redux for instance. I've found Elec Melee is comparatively easy on END compared to SS or SM, especially if you have the Numina's and Miracle procs slotted. I'd go ahead and slot the +END proc in 4-slotted Stamina to give you the additional 2.5% recovery boost from 4-slotted Performance Shifter, but if you're looking to slot that proc in attacks, you could probably slot more End Redux in the same power and get more benefit in the long run.
  10. Just some thoughts. Personal opinions, so take them as you wish:

    1. Swipe is slotted with Kinetic Combat, which gives typed defense. Not optimal for a NW, since all your defense is positional. Plus, that set is horribly expensive redside. Better to slot something else, or maybe find some additional slots to give it positional defense from Touch of Death or Mako's Bite (more on that later).

    2. Slotting the Mako's proc in Strike, Slash and Follow Up, to me, might not be the best use of the powers. Slotting the additional piece of Crushing impact will put you over the redline for damage, but it will also give you better accuracy and give you 7.5% more Psi resist, which when coupled with Mind Link, will put you over 80% Psi resist, which makes some the few attacks that bypass positional defense laughable at best.

    3. CT:O isn't that great a power. Especially if you are going to take TT:L. Drop it and pick up something that will contribute your damage output or survivability.

    4. Foresight is better slotted for Defense. The best part of the resists in Foresight come from the scaling numbers you get as your health drops, which are unenhanceable. Otherwise you are just slotting Psi resists, which will mostly be mitigated by your defense in the first place. Better to slot it with Defense or a Defense-based set to get that extra 3% to keep you from getting hit in the first place.

    5. I'm not a fan of Smoke Grenade, seeing as how you already have a stealth power in the first place in Mask Presence. Those four slots would be better used somewhere else. I'd have probably taken Lunge instead, as it's a very good attack and gives a nice crit coming out of Mask Presence.

    6. Speaking of Mask Presence, I always make sure to turn it off when I'm doing a build to be sure I'm not taking into account it's whacky defense numbers. When suppressed, it only gives 2.5% defense, so I always turn it off and make sure I add in the additional 2.5% later.

    7. Vengeance is a great set mule, but I'd drop a slot and use it as a mule for the LotG recharge. You aren't set-capped with those yet, and a little more recharge for Mind Link would give you more survivability than 20 more HP.

    8. Again, personal opinion, but if you're already soft-capped, Elude is pretty much worthless. If it can hit you with 45% defense, it can hit you 100% defense.

    9. Stamina is overslotted. Drop a couple of slots out of there and put them in other spots to get some extra bonuses. Let Mink Link take care of soft-capping your AoE defense.


    That being said, here's a sample build I came up with that I came up with when I was leveling my Night Widow. I went with the 'cost is not an option' setup, as it looked like that was what you had in your build that was posted. I kept Fly as the travel power and kept your slotting for Health, even though that's not how I usually do it for my toons. Strike and Follow Up are slotted with Crushing Impact to give you Perma Mind Link without Hasten. You'll have just-over-the-softcap defenses with the 2.5% defense from Mask Presence, but Mind Link is there if you want it. Alternatively, I included slotting for those two powers that uses ToD and Mako's to give you softcapped Melee/Ranged at the cost of having Mind Link down for about 5 seconds. Keep in mind that this build will set you back a very pretty penny unless you've got the sets just laying around doing nothing. Hope you keep enjoying that Widow, as I found mine to be a blast. And, when you get bored with it, use that second build to make a Fortunata. Then the real fun begins...

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Arachnos Widow
    Primary Power Set: Night Widow Training
    Secondary Power Set: Widow Teamwork
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Speed

    Villain Profile:
    Level 1: Swipe -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Dam%(40)
    Level 1: Combat Training: Defensive -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(43)
    Level 2: Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/EndRdx/Rchg(40)
    Level 4: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(15), RedFtn-EndRdx/Rchg(37), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def(39), RedFtn-EndRdx(39)
    Level 6: Swift -- Flight-I(A)
    Level 8: Follow Up -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx/Rchg(40)
    Level 10: Indomitable Will -- EndRdx-I(A)
    Level 12: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(37), Zephyr-ResKB(37), LkGmblr-Rchg+(50)
    Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(42)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Mrcl-Rcvry+(17), Mrcl-Heal(45), RgnTis-Regen+(46)
    Level 18: Lunge -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(19), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(23), T'Death-Dmg/EndRdx/Rchg(23), T'Death-Dam%(36)
    Level 20: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-End%(36)
    Level 22: Foresight -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(46), S'fstPrt-ResDam/Def+(46)
    Level 24: Mind Link -- HO:Membr(A), HO:Membr(25), HO:Membr(25)
    Level 26: Slash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(27), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/EndRdx/Rchg(45), T'Death-Dam%(45)
    Level 28: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(31), GSFC-Build%(31)
    Level 30: Mental Training -- Flight-I(A)
    Level 32: Spin -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(34), Empty(34)
    Level 35: Mask Presence -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36)
    Level 38: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(42), Zephyr-ResKB(42)
    Level 41: Tactical Training: Vengeance -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
    Level 44: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(50)
    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
    Level 49: Tactical Training: Assault -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Conditioning
    ------------



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  11. Patch notes from Sept 29:

    http://www.cityofheroes.com/news/pat...00909184t.html

    "Added teleport protection to the Mitochondria in the Lady Grey Task Force."

    I haven't confirmed this in my last few LGTF runs, but I'm sure the blues and greens are now immune to teleportation.
  12. I've leveled a couple of Forts and followed some good advice here on the boards, but I am no expert by any means, so take my advice with a grain of salt and remember that it is your character after all. Having said that:

    1. Pick either Mental Blast or TK blast, but not both. Why? Because you want to pick up Subdue. It's the highest-damage single target attack you're going to get. It has almost twice the unenhanced damage of either Mental or TK blast. It's a staple in my attack chain. Plus, it immobilizes (that's just gravy as far as I'm concerned). TK blast is nice for the extra control and animates a touch faster, but Mental blast has a small -rech component and the power recharges faster. I've tried both as my tier 1 attack, and you can't go wrong with either.

    2. You skipped Dominate. Your second-best single target attack. That also holds (even more gravy). I'd drop Total Domination and pick up Dominate. Why? You have a AoE hold that has a 20 second duration with a 100+ second downtime. Dominate (unslotted) holds for 16 seconds with an 8-second downtime. Yes, you can hold bosses reliably with it. But, slot it as an attack and call it a day. You'll thank yourself down the road.

    3. I think Indomitable Will is overslotted. My builds have 1 (maybe 2) slots. I treat it as a mez-protection toggle, nothing more. Your slotting gives it an extra 5% Psi resistance. Whereas, when you have Mind Link up, you gain an extra 30%. Better to use those slots somewhere else to boost your defenses and/or get more global recharge to make Mind Link perma.

    4. I'm not a huge fan of CT:O. I much prefer TT:L. Why? It's a team buff. You're more likely to get picked up on a team with the TT version. Plus, it's a great place to 6-slot Gaussian's for the 2.5% def bonus (a much better place to put it than Vengeance). The Gaussian's proc will have a chance to fire every 10 seconds. It's not going to turn you into a blaster god when it goes off, but every little bit helps.

    5. I'm not going to decry travel power choices (everyone likes what they like), but on Forts, Hasten and Combat Jumping both have distinct advantages as travel power prereqs. Hasten helps with the recharge, and CJ adds more DEF. And, you can slot an additional LotG +rech in CJ. I happen to have both powers, which means you could use SS or SJ for your travel power and not lose out on any power picks.

    As for the rest, it's mainly a personal choice on power picks. I stayed away from the Patron AoEs, as I felt I had more than enough damage from my powers and I like having the TT powers more. I'll post my build so you can compare the two. A few things to keep in mind on this build:

    - Ignore the FF: Chance for Recharge proc in Psi Tornado for the purposes of calculating recharge. It doesn't go off all the time (like Mids thinks it does), so the rech numbers are bit off.

    - Mask Presence only gives 2.5% DEF when suppressed (around 2.8% with the LotG slotted). I don't toggle it on when I'm testing my build so I don't accidentally take the unsupressed numbers into account when calculating my DEF.

    Other than that, remember that playing your character is the only way to get a feel for it. Respecs are your friend. Don't be afraid to shelve my advice because you find something that works for you. Have fun.

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  13. These are all great! People at work are wondering why I'm laughing so hard. And, in the spirit of all of these, I came up with a similar list for the other side. Without further ado...

    Things I Am No Longer Permitted to do in Longbow

    - Referring to Ms. Liberty as "the prude with the sword" is grounds for dismissal
    - Especially in front of Statesman
    - Back Alley Brawler does not appreciate his gauntlets being referred to as "Power Gloves (TM)"
    - Asking an Illusion Warden to summon decoys "so we can start a pick-up basketball game"
    - Manticore's teleport arrows are not to be used while on garbage disposal duty
    - Thoughts about Sister Psyche and Aurora Boreallis wrestling in a pool full of pudding should be curtailed around Sister Psyche
    - Or Aurora Boreallis, for that matter
    - Replacing the fuel canister of a flamethrower with marshmallow cream
    - Nullifers prefer actual assault weapons, not Super Soakers (TM)
    - Hanging Christmas decorations from a Spines Warden
    - Changing my uniform colors to pink and white "because the Pink Power Ranger was cooler" is against regulations
    - Asking Mynx if she's going to be Catwoman this Halloween might be met with some hostility
    - Longbow uniforms are not claw-proof
    - Castle does not appreciate you running through the Portal Corporation courtyard shouting "King me!"
    - Hiding Azuria's car keys
    - Positron will not cook microwave popcorn for you in his suit. No matter how many times you ask
    - Asking Synapse if he is the guy from the Micro Machines commercials
    - The Woodsman does not like to be referred to as "Zamfir"
    - Posting signs labeled "Free Jell-o Shots!" at the entrance to the Hive will not be permitted. Again.
    - Asking Lt. Tendaji to use Deflection Shield "so I don't get rain on my new boots" is not a good way to make a first impression
    - While on duty in the Rikti War Zone, avoid referring to the Vanguard as "Longbow Dark Jedis"
    - Asking the Lady Grey if her dad is "Earl Grey"
    - In Overbrook, repeatedly telling people you are the "Dam Tour Guide" will result in latrine duty
    - As will asking people if they have any "Dam Questions"
    - Police drones should not be used to dispose of unwanted couches
    - Captain Deitrich has heard every WMD joke. Yes, all of them.
    - Asking Manticore "Is your wife a goer, eh? Know whatahmean, know whatahmean, nudge nudge, know whatahmean, say no more?" may result in large parts of your childhood memories mysteriously vanishing
    - Medical Teleporters are not to be used to get out of a bad date early
    - Sunstorm does not like take-out from Red Lobster
    - While in Firebase Zulu, I am no longer allowed to ask General Hammond if he's the guy who played Scully's dad
    - Tossing government equipment off the edge of a floating island in the Shadow Shard to see how long it takes to land at the bottom
    - Asking Calvin Scott if he has 'technically' been in a threesome
    - Vanguard DPO soldiers are not like the Queen's Guard. They will shoot if you taunt them.
    - Asking Fake Nemesis robots to sing "I'm A Little Teapot"
    - Using broken Nemesis Jaegers as fondue pots
    - Using KY Jelly as a substitute for Hamidon Goo when crafting recipes for the Freedom Phalanx
    - Refer to any Storm Wardens by the nickname "Johnny Raincloud"
    - Ask Swan if she uses Fulcrum Shift before stepping on the bathroom scale "to feel better about herself"
    - Using Chasers to perform high-speed flybys of the Atlas statue
    - Telling Infernal he'd probably be more effective with a chainsaw
    - Asking Citadel to 'do the robot'
    - Doing the robot in front of Citadel
    - Suggesting that Luminary would have been a great Austin Powers Fembot
    - Tell Blue Steel any Chuck Norris facts
    - Tell Blue Steel any Blue Steel facts
    - Talk to Blue Steel ever again without the need for serious reconstructive surgery