_Ail_

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  1. _Ail_

    Accolades

    Quote:
    Originally Posted by PleaseRecycle View Post
    I'd say that's comparable in difficulty to hunting Marcones, since the best place to hunt Marcones is not Port Oakes at all, but one small neighborhood in northeastern Saint Martial. They spawn like crazy there and if only one person is doing the hunting they respawn very, very rapidly. Any teammates there for badge credit should hit the slots in the Giza or something so as not to interfere.
    Thanks for the tip! I'll have to try it out.

    On a related note, I have run across people who like sharkhead better than cap au diable for coldhearted.

    I always find cap au diable quicker because there are so many spawn points there across such a wide area and it is such a tiny little area in sharkhead. Maybe sharkhead is quicker if soloing though. Possibly there is also some mission with a bunch that you could farm.

    In cap au diable, I tend to get gremlins as well to kill 2 birds with one stone, although Deacon accurately pointed out that an immob ray accolade is utterly pointless and more bragging rights than anything else. This one is definitely easier hero side I think. But you kill gremlins and then wait for the deathsurge has been seen message in between getting the frost hordelings.

    Edit: Some like nerva too I suppose?
  2. _Ail_

    Accolades

    Quote:
    Originally Posted by LSK View Post
    Not to many bosses in Port oak, but lot more in st. martel, I agree on it though.
    I find them rather plentiful in port oakes. The hardest part is getting a macro because you want marcone capo's but there are marcone's that are not marcone capo's and capo's that are not marcone capo's.

    Maybe a macro expert can say a better way but the way I do it is first type in

    /macro target "targetcustomnext blah"

    and then I right click on the target button and choose to edit it and replace blah
    with
    alive "marcone capo"

    It then still targets dead ones but it won't target anything but marcone capos. In other words, I use 2 steps basically to get nested quotes. Maybe there is also a way to do it in one step. So you can very rapidly zero in on exactly what you want.

    Most are in Marconeville if you do a loop around the area with the building where you pay supergroup upkeep. Look on rooftops as well as they are often there. Also look in alleys. They can also be north of this area fighting with family people and also northeast in a little square. Some are also in oil spill either around or on top of warehouses there.

    You can kill them in 1 shot with a temp power like a nem staff at lvl 50, so once you locate one killing it is instant.

    I did it just this week with my new stalker and it took about 30 mins, but I wasn't trying to go for a speed record or anything. While there, wait until dark and then trap your 10 ghosts. You should already have spiders if you levelled normally, but if you were PLd they are also plentiful in port oakes.
  3. _Ail_

    Accolades

    Quote:
    Originally Posted by Deacon_NA View Post
    I'll send you a PM. I appreciate you keeping the discourse civil, dullards that do call me a liar and struggle with basic English definitions aren't going to get the answer.
    Oh, so you have a compelling argument but it is "secret".

    lolz... If you are trying to discredit yourself you are doing a wonderful job.

    I would be happy to be proven otherwise but in my experience fake nems take longer than marconi bosses. If you have an actual argument, by all means share it. If you want to claim victory because of your secret argument, whatever...
  4. _Ail_

    Accolades

    Quote:
    Originally Posted by Deacon_NA View Post
    10% HP
    Freedom Phalanx. Biggest annoyance is Fake Nems.
    High Pain Threshold. Marcone bosses are even more annoying

    Slight advantage to Hero
    You jest, surely, or hardly ever play villain side? Marcone Capos in Port Oakes are plentiful and as they are lvl 10 or whatever, easy to kill. Comparing this to fake nems is ridiculous.
  5. _Ail_

    Energy Melee

    I'm with others...the big change I would recommend is reverting ET back to what it was.

    It is a new game now, and I don't think the old ET would be unbalanced anymore. I think it was unbalanced in the old game, but they overnerfed it and made it useless.

    A quick-animating amazing-damage ET would really bring the set back to what it was originally designed to be.

    As far as making TF a TS-clone, whatever. I think TS is lame...

    I know I originally played EM because of the amazingly fast ET. The slow but still self-damaging ET doesn't cut it. I deleted my EM chars, so this doesn't even benefit me.
  6. T4 radial lore has more pet "up time".

    In an hour of play, T4 core gets you 2(pets)x5(mins per pet)x4(15 min recharge) = 40 pet minutes.

    In an hour of play T4 radial gets you 1x5x6+1x3x6=48 pet minutes.

    Yeah, something like the Carnie forge is weaksauce compared to a normal forge, but it is still nice having it on you 1/2 of the time.

    The core ones do a lot of damage though.

    To the OP: T4's are like accolades. Definitely useful no doubt about that, but more bragging rights than anything else compared to T3s.
  7. _Ail_

    Energy Melee

    EM is a victim of being effective on stalkers back when anyone cared about pvp and mistakenly tried to balance it (e.g., Castle).

    Just move on, I think. All of the old players probably have at least one EM toon that they don't play any more or have deleted. It sucks, but there you go...
  8. Back in the bad-old-days where you didn't have merit vendors and plentiful hero/villain merits, etc., entropic chaos had a point. You could use it to get 6.25% global recharge to help with permadom (or whatever) and not have to pay for decimation. You got a cheaper set with a pointless heal and sucky accuracy.

    In today's market though, it is a little bit of a stretch to think entropic chaos still has much of a point. I'm sure there will be many defenders of it, but it is just too meh... I still have it on some "legacy characters" though.
  9. Hi,

    Could I ask a question about a StJ/SR stalker build in this thread?

    I was excited enough about:
    http://boards.cityofheroes.com/showthread.php?t=285603
    that I just had to create a StJ stalker.

    From the above thread, it looked like Auroxis had the chain:
    (BU+AS+CU)-SB-AS-SC-SB-AS-CU.
    in mind as it was about 10 secs long and had very high dps.

    My understanding is that the problem was that AS might not recharge quickly enough because of the SC+SB elapsed arcanatime of 3.432 sec. My build below has AS recharging in 3.55 sec, a little too slowly. I could replace the Hecatomb damage proc in AS with a 50+5 recharge IO, but I am hesitant to give up the extra damage for such little benefit.

    Obviously IS is a mule in the build and is not in the proposed chain above. SS is not a mule and designed to be useful if a lot of AOE is desired.

    I thought Musculature Core Paragon was best for alpha slot since the build has enough recharge that spiritual seems wasted, but am undecided about the others. DOES ANYONE HAVE ANY SUGGESTIONS?

    It is funny, I am so excited about the character even though she is not yet 50. I rearranged names again to give her the good name of Luck and I bought all of the purples and panaceas and expensive stuff in anticipation of hitting 50. Having a lot of fun and seems like very high dps. I don't think the OP should be worried.

    Does anyone have any extra comments on the build. Again, I would be particularly interested in advice for other incarnate slots.

    Villain Plan by Mids' Villain Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Luck: Level 50 Natural Stalker
    Primary Power Set: Street Justice
    Secondary Power Set: Super Reflexes
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Medicine
    Power Pool: Leaping
    Ancillary Pool: Body Mastery

    Villain Profile:
    Level 1: Initial Strike -- Amaze-Stun(A), Amaze-Stun/Rchg(3), Amaze-Acc/Stun/Rchg(3), Amaze-Acc/Rchg(5), Amaze-EndRdx/Stun(5)
    Level 1: Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(7)
    Level 2: Sweeping Cross -- Armgdn-Dmg(A), FotG-ResDeb%(7), Armgdn-Acc/Dmg/Rchg(9), Armgdn-Dmg/EndRdx(9), Armgdn-Acc/Rchg(11), Armgdn-Dam%(11)
    Level 4: Focused Fighting -- LkGmblr-Rchg+(A), RedFtn-EndRdx(19), RedFtn-Def(19), RedFtn-Def/EndRdx(21), RedFtn-EndRdx/Rchg(21), RedFtn-Def/EndRdx/Rchg(23)
    Level 6: Assassin's Strike -- SStalkersG-Rchg/Hide%(A), Hectmb-Dam%(23), SStalkersG-Acc/Dmg/EndRdx/Rchg(25), SStalkersG-Dmg/EndRdx/Rchg(25), SStalkersG-Acc/Dmg/Rchg(27), SStalkersG-Dmg/Rchg(27)
    Level 8: Build Up -- RechRdx-I(A), RechRdx-I(29)
    Level 10: Focused Senses -- LkGmblr-Rchg+(A), RedFtn-EndRdx(29), RedFtn-Def(31), RedFtn-Def/EndRdx(31), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(33)
    Level 12: Agile -- DefBuff-I(A)
    Level 14: Kick -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(33), KinCrsh-Rchg/KB(33), KinCrsh-Rechg/EndRdx(34), KinCrsh-Dmg/EndRdx/KB(34), KinCrsh-Acc/Dmg/KB(34)
    Level 16: Tough -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(36)
    Level 18: Spinning Strike -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(36), Ragnrk-Acc/Dmg/Rchg(36), Ragnrk-Acc/Rchg(37), Ragnrk-Dmg/EndRdx(37), FrcFbk-Rechg%(37)
    Level 20: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(39)
    Level 22: Dodge -- DefBuff-I(A)
    Level 24: Practiced Brawler -- EndRdx-I(A)
    Level 26: Shin Breaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(39), Achilles-ResDeb%(39), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx/Rchg(40)
    Level 28: Quickness -- Run-I(A)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(42)
    Level 32: Crushing Uppercut -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(42), Hectmb-Acc/Dmg/Rchg(42), Hectmb-Acc/Rchg(43), Hectmb-Dmg/EndRdx(43), UbrkCons-Dam%(43)
    Level 35: Evasion -- LkGmblr-Rchg+(A), LkGmblr-Def(45)
    Level 38: Superior Conditioning -- P'Shift-End%(A)
    Level 41: Physical Perfection -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(45), P'Shift-End%(45), P'Shift-EndMod(50)
    Level 44: Aid Other -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(46), Panac-Heal/Rchg(46), Panac-Heal/EndRedux/Rchg(46), Panac-Heal(48)
    Level 47: Aid Self -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(48), Panac-Heal/Rchg(48), Panac-Heal/EndRedux/Rchg(50), Panac-Heal(50)
    Level 49: Combat Jumping -- Winter-ResSlow(A)
    Level 0: High Pain Threshold
    Level 0: Marshal
    Level 0: Born In Battle
    Level 50: Reactive Radial Flawless Interface
    Level 50: Musculature Core Paragon
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Panac-Heal/+End(A), Panac-Heal(13), Panac-Heal/EndRedux(13), Panac-Heal/Rchg(15), Panac-Heal/EndRedux/Rchg(15)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), EndMod-I(17), P'Shift-End%(17)
    Level 1: Assassination
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3
    ------------
    Set Bonus Totals:
    • 8% DamageBuff(Smashing)
    • 8% DamageBuff(Lethal)
    • 8% DamageBuff(Fire)
    • 8% DamageBuff(Cold)
    • 8% DamageBuff(Energy)
    • 8% DamageBuff(Negative)
    • 8% DamageBuff(Toxic)
    • 8% DamageBuff(Psionic)
    • 11% Defense(Smashing)
    • 11% Defense(Lethal)
    • 6% Defense(Fire)
    • 6% Defense(Cold)
    • 6% Defense(Energy)
    • 6% Defense(Negative)
    • 6% Defense(Psionic)
    • 8.5% Defense(Melee)
    • 6% Defense(Ranged)
    • 6% Defense(AoE)
    • 82% Enhancement(Accuracy)
    • 132.5% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 67.77 HP (5.63%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -3)
    • Knockup (Mag -3)
    • MezResist(Immobilize) 6.6%
    • 23.5% (0.39 End/sec) Recovery
    • 56% (2.81 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 2.5% Resistance(Smashing)
    • 12.6% Resistance(Fire)
    • 12.6% Resistance(Cold)
    • 13% RunSpeed
    ------------
    Set Bonuses:
    Absolute Amazement
    (Initial Strike)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Luck of the Gambler
    (Hide)
    • 10% (0.5 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Armageddon
    (Sweeping Cross)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Luck of the Gambler
    (Focused Fighting)
    • 7.5% Enhancement(RechargeTime)
    Red Fortune
    (Focused Fighting)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    Superior Stalker's Guile
    (Assassin's Strike)
    • 15% Enhancement(Accuracy)
    • 5% Defense(Smashing,Lethal), 2.5% Defense(Melee)
    • 4% DamageBuff(All)
    • 10% Enhancement(RechargeTime)
    Luck of the Gambler
    (Focused Senses)
    • 7.5% Enhancement(RechargeTime)
    Red Fortune
    (Focused Senses)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    Kinetic Crash
    (Kick)
    • 3% RunSpeed
    • 2.5% Resistance(Smashing)
    • Knockback,Knockup protection (Mag 3)
    • 6% (0.3 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Gladiator's Armor
    (Tough)
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    Steadfast Protection
    (Tough)
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    Ragnarok
    (Spinning Strike)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Luck of the Gambler
    (Weave)
    • 10% (0.5 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Crushing Impact
    (Shin Breaker)
    • MezResist(Immobilize) 2.2%
    • 13.55 HP (1.13%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Hecatomb
    (Crushing Uppercut)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Luck of the Gambler
    (Evasion)
    • 10% (0.5 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Performance Shifter
    (Physical Perfection)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    Panacea
    (Aid Other)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Smashing,Lethal)
    • 10% (0.5 HP/sec) Regeneration
    • MezResist(Repel) 1000% (10% chance)
    Panacea
    (Aid Self)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Smashing,Lethal)
    • 10% (0.5 HP/sec) Regeneration
    • MezResist(Repel) 1000% (10% chance)
    Winter's Gift
    (Combat Jumping)
    • 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
    Panacea
    (Health)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Smashing,Lethal)
    • 10% (0.5 HP/sec) Regeneration (Exceeded 5 Bonus Cap)
    • MezResist(Repel) 1000% (10% chance)
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|
  10. _Ail_

    Consume

    lol @ necromancy

    Yes, consume has a silly long recharge, but it comes in fire sets that tend to be overpowered. Hmmm... Difficult to balance.
  11. I just wanted to say thanks for the updates. I find them very informative!
  12. Okay, I just created and saved the costume too.

    So it's all set, but I am counting on you guys to help with the build. Don't let me down!
  13. Quote:
    Originally Posted by Zybron1 View Post
    Did I miss a Mids update that has staff fighting in it? Or are you using a custom mod of Mids? Because my Mids doesn't have staff fighting yet and just opens your build as Inv/DM.
    See point (4) in my original post. If you look at the names of the abilities in my post, I have renamed them the appropriate names for staff. You can find a list of staff fighting at:

    http://wiki.cohtitan.com/wiki/Staff_Fighting
  14. Hi all,

    Can anyone help me with my lame Invulnerability/Staff build? I had a 50 accoladed out ice/ice tanker that I deleted (just to free up the name Pure--the character was fine--I just didn't play her any more) and a few others, but am not a tanker pro. In particular, I have never really played an Inv tanker and have not been on beta to play staff.

    So this build is basically a clueless/clueless build on my part and I won't be offended by your suggestions.

    The character's name is Occult (which I have had reserved for ages and is currently the name of a 50 fire/fire brute that I have been itching to delete for a while now because it pisses me off to no end that brutes don't get combustion.) I figure I can give her a witches hat and hopefully at least one of the staff options will look a little witchy.

    I would like to keep S/L/E/N/F/C softcapped (or within a point of it) with 1 person in range of invulnerability. I actually seem to have tons of money right now, so feel free to throw in more purples or whatever if you feel it is appropriate. The last 2 things I IO'd out were a fire/fire dom and a dp/mm blaster, and both had lots of kinetic combats, the 2 +def IOs, 5 purple sets each, and of course the obligatory 5 LoTGs, perf shifter, miracle, etc. So honestly anything you throw at me (especially in the current collapsed market) isn't going to be that bad.

    My concerns with the build I have are:

    (1) Are some of the staff attacks skippable? Which ones?

    (2) I don't want to break theme and don't like redraw, so will be wary of non-staff attacks.

    (3) Can you figure out any ways to get more recharge into the build while still keeping S/L/E/N/F/C softcapped?

    (4) Are there any special IOs I should be slotting (e.g., achilles proc in Mercurial blow, etc.) that take advantage of extra properties that the staff attacks have? I used dark melee as a substitute below so I could get mids to compute the numbers, but you can mention whatever special IOs you feel should be slotted.

    Thanks!

    Villain Plan by Mids' Villain Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Occult: Level 50 Natural Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Staff Fighting
    Power Pool: Leaping
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Temp Invulnerability -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(3), Aegis-ResDam/Rchg(3)
    Level 1: Mercurial Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(7)
    Level 2: Precise Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(11)
    Level 4: Guarded Spin -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(15), Erad-Acc/Dmg/EndRdx/Rchg(15), C'ngBlow-Acc/Dmg(17), C'ngBlow-Dmg/EndRdx(17), C'ngBlow-Dmg/Rchg(19)
    Level 6: Dull Pain -- Panac-Heal/EndRedux(A), Panac-Heal(19), Panac-EndRdx/Rchg(21), Panac-Heal/Rchg(21), Panac-Heal/EndRedux/Rchg(23)
    Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-EndRdx(23), RctvArm-ResDam/EndRdx(25), Aegis-ResDam(25), Aegis-ResDam/EndRdx(27), Aegis-Psi/Status(27)
    Level 10: Taunt -- Zinger-Dam%(A)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(29)
    Level 14: Fly -- Winter-ResSlow(A)
    Level 16: Eye of the Storm -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(29), Armgdn-Acc/Dmg/Rchg(31), Armgdn-Acc/Rchg(31), Armgdn-Dmg/EndRdx(31), SMotTanker-Rchg/Res%(33)
    Level 18: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(33), LkGmblr-Def(33), LkGmblr-Rchg+(34)
    Level 20: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(34), ResDam-I(48)
    Level 22: Staff Mastery -- Empty(A)
    Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(46)
    Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(36), LkGmblr-Def(36)
    Level 28: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(36), Aegis-ResDam/Rchg(37)
    Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Rchg+(37), LkGmblr-Def(39)
    Level 32: Serpent's Reach -- Apoc-Dmg(A), Apoc-Dmg/Rchg(39), Apoc-Acc/Dmg/Rchg(39), Apoc-Acc/Rchg(40), Apoc-Dmg/EndRdx(40)
    Level 35: Innocuous Strikes -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(40), Erad-Dmg/Rchg(42), C'ngBlow-Acc/Dmg(42), C'ngBlow-Dmg/EndRdx(42), C'ngBlow-Dmg/Rchg(43)
    Level 38: Sky Splitter -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(43), Hectmb-Acc/Dmg/Rchg(43), Hectmb-Acc/Rchg(45), Hectmb-Dmg/EndRdx(45)
    Level 41: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/Rchg(45), Aegis-ResDam/EndRdx(46)
    Level 44: Conserve Power -- RechRdx-I(A)
    Level 47: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(48)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    Level 0: Marshal
    Level 0: Invader
    Level 0: High Pain Threshold
    Level 0: Born In Battle
    Level 50: Spiritual Core Paragon
    Level 50: Degenerative Core Flawless Interface
    Level 50: Rebirth Radial Epiphany -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(13)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(13), EndMod-I(48)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 4% DamageBuff(Smashing)
    • 4% DamageBuff(Lethal)
    • 4% DamageBuff(Fire)
    • 4% DamageBuff(Cold)
    • 4% DamageBuff(Energy)
    • 4% DamageBuff(Negative)
    • 4% DamageBuff(Toxic)
    • 4% DamageBuff(Psionic)
    • 17.25% Defense(Smashing)
    • 17.25% Defense(Lethal)
    • 18.5% Defense(Fire)
    • 18.5% Defense(Cold)
    • 16% Defense(Energy)
    • 16% Defense(Negative)
    • 6% Defense(Psionic)
    • 11.63% Defense(Melee)
    • 11% Defense(Ranged)
    • 12.25% Defense(AoE)
    • 3.6% Max End
    • 48% Enhancement(Accuracy)
    • 67.5% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 231.9 HP (12.38%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Immobilize) 9.35%
    • 12.5% (0.21 End/sec) Recovery
    • 66% (5.15 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 5.04% Resistance(Fire)
    • 5.04% Resistance(Cold)
    • 3% Resistance(Psionic)
    • 30% RunSpeed
    ------------
    Set Bonuses:
    Aegis
    (Temp Invulnerability)
    • 5% RunSpeed
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
    Kinetic Combat
    (Shadow Punch)
    • MezResist(Immobilize) 2.75%
    • 28.11 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Kinetic Combat
    (Smite)
    • MezResist(Immobilize) 2.75%
    • 28.11 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Eradication
    (Shadow Maul)
    • 1.8% Max End
    • 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
    Cleaving Blow
    (Shadow Maul)
    • 1% (0.02 End/sec) Recovery
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    Panacea
    (Dull Pain)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Smashing,Lethal)
    • 10% (0.78 HP/sec) Regeneration
    • MezResist(Repel) 1000% (10% chance)
    Reactive Armor
    (Unyielding)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    Aegis
    (Unyielding)
    • 5% RunSpeed
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
    • 3% Resistance(Psionic)
    Luck of the Gambler
    (Combat Jumping)
    • 10% (0.78 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Winter's Gift
    (Fly)
    • 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
    Armageddon
    (Soul Drain)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Luck of the Gambler
    (Invincibility)
    • 10% (0.78 HP/sec) Regeneration
    • 21.08 HP (1.13%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Steadfast Protection
    (Resist Physical Damage)
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    Gladiator's Armor
    (Resist Physical Damage)
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    Kinetic Combat
    (Boxing)
    • MezResist(Immobilize) 2.75%
    • 28.11 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Luck of the Gambler
    (Tough Hide)
    • 10% (0.78 HP/sec) Regeneration
    • 21.08 HP (1.13%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Aegis
    (Tough)
    • 5% RunSpeed
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
    Luck of the Gambler
    (Weave)
    • 10% (0.78 HP/sec) Regeneration
    • 21.08 HP (1.13%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Apocalypse
    (Laser Beam Eyes)
    • 16% (1.25 HP/sec) Regeneration
    • 56.22 HP (3%) HitPoints
    • 4% DamageBuff(All)
    • 10% Enhancement(RechargeTime)
    Eradication
    (Dark Consumption)
    • 1.8% Max End
    • 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
    Cleaving Blow
    (Dark Consumption)
    • 1% (0.02 End/sec) Recovery
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    Hecatomb
    (Midnight Grasp)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Aegis
    (Resist Energies)
    • 5% RunSpeed
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
    Performance Shifter
    (Physical Perfection)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed



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  15. Quote:
    Originally Posted by Primantiss View Post
    I believe a few are "Untyped", so there's no defense for them.
    Do you know offhand which ones are? Thanks!
  16. SR's defense doesn't help it here?

    I ask because I was thinking of creating (another, sigh...) SR/ character as an SR/staff when it gets released.

    Are there a lot of auto-hit fear powers that don't require a defense check?
  17. Quote:
    Originally Posted by the_postman View Post
    Very good news there. Wasted opportunity not to mention this and the changes to /dark trollers fade & soul absorption in the last patch notes though. When a dev puts work into delivering a requested improvement/fix for the players, they should announce it. Why let us stumble on it and miss the goodwill/marketing opportunity?
    Communication with the playerbase has not really been the same since the CuppaJo days. FAQs and stickies languish, etc. For whatever reason, their priorities lie in other directions.

    On a related note, I just hope more people buy beast mastery than that stupid leprechaun pet. Both cost 800 points I believe and you had better believe that one took a lot more programming effort than the other. Hopefully honest effort will be rewarded...
  18. Quote:
    Originally Posted by _Toxa_ View Post
    You know what would have been fun? An AoE patch that slows and randomly casts Lift on any enemies caught in it's radius, sort of like an ice patch or freezing rain. Ah well.
    Gravity inversion field? Yeah, that would be awesome.
  19. It is probably best in mind/ and fire/ where the ST hold is so quick that you can fit it in anywhere, but I think putting the proc in a ST is still a good bet for many characters.

    My fire/fire/fire shows significant ST damage with the proc. It is most noticeable against AVs and other hard targets where you can keep fitting char into the attack chain as you pound on one guy...
  20. Little_Whorn: Beauregard is long since on my ignore list but you appear to be having an argument with him.

    Yes, siphon speed is a nice ability. You don't need to feel you are atypical in enjoying it. Just appreciate it and move on.
  21. We know we're the best, right?

    If you are some weirdo-RP type you are on Virtue. But otherwise anyone who is ANYONE is on Freedom.

    Of course, we have our share of clueless people: people who shout for a healer to save their sucky team all of the time, people who monopolize help chat with pointless arguments, know it alls (like me) who claim they know everything when they do not, continual spamming of various channels by inf-sellers, etc.

    But still, would you rather be anyplace else?

    Long live Freedom, and have a nice double xp weekend!
  22. You want your avatar to use an armor like scorpion shield with minimal effects because you are vain and prideful about how the character looks. Hence it makes perfect sense that you have to descend into the depths of villainy and play red-side and betray poor helpless Overdrive (plaything of villains everywhere) and her pals. This is the price you pay for your vanity, and your "hero" (hah!) should be ashamed.

    Note: I am joking here...
  23. Quote:
    Originally Posted by Grim Saint View Post
    Sigh... sadly I can't since I'm a mac user and Mids has yet to have an equivalent for me. Here's a very rough breakdown though. (Warning: This is a straight up end game build so price may be prohibitive).

    ***

    Initial Strike: 5 Gladiator's Strike, 1 Hecatomb proc
    Assassin's Strike: 6 Stalker's Guile (catalyzed)
    Build Up: 6 Gaussian's
    Spinning Strike: 5 Ragnorak, 1 Endurance IO
    Shin Breaker: 5 Gladiator's Strike, 1 Achilles Heel
    Crushing Uppercut: 5 Hecatomb, 1 Endurance IO

    Hide: LoTG global recharge
    Ninja Reflexes: 3 LoTG (global recharge, def, def/end), 1 Endurance IO
    Danger Sense: 3 LoTG (global recharge, def, def/end), 1 Endurance IO
    Caltrops: Ragnorak proc
    Kuji-In Rin: Recharge IO
    Kuji-In Sha: 5 Panacea, 1 Gladiator's Armor +Def
    Blinding Powder: 6 Coercive Persuasion

    Sprint: Microfilament Exposure
    Swift: Flight Speed IO
    Hurdle: Jump IO
    Health: Miracle healing, Miracle +recovery, Numina regen/recovery, Numina healing, Regenerative Tissue regen
    Stamina: PShifter end mod, PShifter +end, End Mod IO

    Recall Friend: Zephyr KB protection

    Fly: Zephyr KB protection
    Hover: Shield Wall +res
    Afterburner: Zephyr KB protection

    Kick:
    Tough: 5 Aegis, 1 Steadfast Protection +def
    Weave: 3 LoTG (global recharge, def, def/end), 1 Endurance IO

    Maneuvers: 3 LoTG (global recharge, def, def/end), 1 Endurance IO
    Assault: Endurance IO

    Web Grenade: 5 Gravitational Anchor
    Physical Perfection: PShifter +end

    Alpha: Musculature Core Paragon
    Judgement: Vorpal Radial Final Judgement
    Interface: Reactive Core Flawless Interface
    Lore: Robotic Drones Core Superior Ally
    Destiny: Incandescence Radial Epiphany

    ***

    Anywhere it says 5 slots instead of 6 assume I'm skipping the proc.

    Ranged, melee, and aoe defenses are all between 46% and 50%. Tons of regen coupled with 28% s/l resistance with tough on makes him very survivable. 12 KB protection thanks to Zephyrs covers the only status weakness. Global recharge is 95%.

    Because nearly all the sets are purple or pvp the bonuses don't go away at lower levels, meaning he rips things apart even when exemp'd. The only problem with purple sets is the lack of endurance reduction, hence the End IOs you see in there. With these slotted I can run 7 toggles, run my expensive attack chain, and never run out of endurance.

    I went with Weapon Mastery since it afforded me Physical Perfection and Web Grenade (which is better than you think). It's a -fly immobilize that recharges so fast you can stack them one right after the other, holding pesky fliers and even AVs if you need to. It also mules for an inexpensive purple set and is nice for the "natural" stalker vibe.

    Sorry this couldn't be in Mids but I hope it gives you the basic idea. Like I said - it's very expensive and it took me a while to build, but you can easily use Touch of Death sets, Mako's Bite, etc. and still be highly effective.
    Thanks Grim! This gives me some ideas for my build... appreciate it.
  24. To the OP:

    Elec/'s static field is a pet and so does not benefit from domination. It is my understanding that the chain-jumping attacks from elec/ also only have domination on the first target. Are you sure you want to reroll as a dom?

    Elec/ is still fine as a dom, but I think you will be disappointed if you reroll from controller.

    There is a "the grass is always greener on the other side" effect that might be in play here.
  25. Quote:
    Originally Posted by UberGuy View Post
    I am now certain that the Paragon Studios office building is composed of immense green stones which fit together in non-euclidean ways.

    "That which is in beta can eternal lie, and with strange schedules even double XP can die."
    Let me quickly draw a reference triangle... Yes, you are right, it appears to be non-Euclidean. CAT(-1) maybe, as some people can take shortcuts and stockpile their inf so they get powerlevelled when it is released.