Aliana Blue

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  1. Quote:
    Originally Posted by Daemodand View Post
    As for Cole, the last hope of Loyalists would be if this isn't the real Cole, but a Well puppet. The opportunity to bring the real Cole, not the Tyrant Well puppet, back would help justify the entire Loyalist side of things.
    The real question is whether you're loyal to the person or the system really. If Cole is gone mad but is the only thing between the people of Praetoria and utter destruction (in your character's eyes), then working from the inside on replacing him and his cronies without destroying the system would be the ideal choice.

    Ah, for unlimited AE arc slots, the possibilities... *Sigh*
  2. Quote:
    Originally Posted by The Demacian View Post
    Werner specifically advises against slotting Heal for Instant Healing. It seems like turning a very large number into a proportionally bigger number would result in a lovely time spent regenerating faster than anyone could keep up with, even if they have you mezzed.
    Basically, what you want in IH is as much recharge as possible, and because it cannot be run all the time it's hardly worth spending slots on increasing its already phenomenal healing when you can spend those slots making a bread-and-butter power better.

    IH, out of the box, is already fantastic.

    Quote:
    No love for Tactics? It gives me access to mez resists that I don't already have from elsewhere. I for one hate being mezzed, but that is more of a sentiment than a hard-math-backup for why I went with Man/Tac instead of Man/Jump.
    Once you get integration, you won't get mezzed (you get mez protection there, not just resistance). If you're getting so much mezz on you that it chews through Integration, a bit of extra mez resistance from Tactics won't save you.

    As an aside, I have a BS/Regen scrapper that has had the same basic build for a long, long time. I am working on eventually IO-ing her out using her seccond build slot, but I get lazy because, with just SOs, she's already really good (as in, "I can run any content in the game with her and she'll do awesome"), and amuses me that a basic SO build manages to blend in into the top-tier TFs and content, getting things like the Master of Statesman Task Force badge, with no problem. Only thing I've done is replace some SOs with common IOs because they give a slightly higher % bonus. What really makes her, IMO, is not so much the build but the fact that it was my second character ever, and I've just grown very comfortable playing it. Stack Parry, click the heals when necessary without having to think about it, all the little things.

    I'll post her build when I get home anyway so that you can take a look.
  3. Quote:
    Originally Posted by Stargazer View Post
    'Exemplared'? That's not even a real word!
    Clearly they meant to say "RSKd up"!
    I thought it was "auto-exemplared up to RSK down-level with a side of lackey".
  4. Quote:
    Originally Posted by Bubbawheat View Post
    ...to someone who hasn't been following it closely?
    Reputation grind.
  5. Quote:
    Originally Posted by Nihilii View Post
    I don't see much point in immobilizing/holding her - if you're quick on your feet, you can reliably get her out of any blue patch in just a few seconds, which is more often than not much faster than to wait it out.

    Now the issue is that it can go wrong if done poorly, i.e. if the guy who has aggro on her just steps back 20 feet and stands still for a good 10-15 seconds waiting for her to come. First, she's likely to just stand her ground and shoot with her crossbow, and second, there's a higher likelyhood (than if the guy was moving) that one blue patch will appear where the guy with aggro is standing and luring BM to. If you grab aggro and jump about 100-120 feet away though, I've never seen her fail to move instantly.
    That's pretty much it. If the person controlling the aggro is on the ball to make her move to a safe spot ASAP (don't just jump away and wait, jump away taking into account where the blue patches are and will appear), then the holds/immobilizes will be detrimental.

    However, for any given random PuG, holding her in place and jumping in and out is a surefire way of having the battle flow controlled (heh). Very possible to still get the MoApex badge with that strategy, so go with whatever works for your particular team.

    EDIT: Just to clarify, what you ultimately want to avoid is the situation where Battle Maiden is standing in a patch for a while, and by the time she finally decides to move and attack the meleer standing outside the patch waiting, the time is up and the new batch of blue patches is about to appear, making you jump even further and not letting you get a good punch in. Either moving her far (the best way), or having her stuck in one spot (the less efficient but easier way) will work fine.
  6. Incidentallly...

    Quote:
    Originally Posted by Werner View Post
    (Don't MAKE me start my first Defender...)
    Imagine you're a Dark/Psi defender who just happens to stumble upon a tasty large spawn of mobs. What are you to do?

    You could start picking them out one by one, if that's your thing. With an extra 25 feet on your snipe over other snipes (175', and which incidentally you can have even before you've left Atlas Park or Galaxy City), and every single attack having a range of 100 feet, you can combine them with the stealth and lower threat that your primary gives you to simply kill them one by one, with the rest being none the wiser.

    Not exciting enough? Not a problem. You can open with Tar Patch, a targeted location AoE slow that will have everyone crawling (no, really, I've had Arachnoids in Warburg down to a crawl with this thing), and which comes with a handy -fly and a hefty -res. And if you're worried about the retaliation, you have a very substantial -tohit debuff in Darkest Night you can anchor in the middle of the spawn and laugh as everyone whiffs (remember you come with +def thanks to your own buffs!).

    But wait, there are dangerous mobs in the spawn! That's fine, you can pick one with your hold in your primary, pick another with the sleep in your secondary, and you're ready to go to town. And by that, I mean you can let loose the biggest cone in your arsenal (a modest 30° arc, but a hefty 60' range, which trigonometry says will cover a LOT of ground!) and hit every single mother#|<er in the room.

    Did I mention you'll be slapping a -recharge on everyone with that cone? Why yes, many of your attacks will do just that, thank you very much.

    But wait, there is one really dangerous mob in there. You put your toggle -tohit debuff on it, but is it enough? For good measure, you can start hitting it with Twilight Grasp, which on top of healing you and everyone around you, will slap yet another -tohit on the mob, a -dmg, and for good measure give it a -50% regen, just in case. And did I mention the debuffs last for 20 seconds and you can trivially make it recharge in a quarter of that time?

    And if you want to make them a bit more miserable? Well, if the -recharge you put on everyone with your Psychic Scream doesn't make you happy enough, you can throw a Psychic Tornado and toss them in the air with its knockup.

    Are you keeping tabs on all the different controls you can use?

    What, not enough? Okay, what about a big cone fear with yet another -tohit attached? Yes, you can have that too. And if anyone gets uppity you can send them packing back onto the tar patch with a knockbacking Telekinetic Blast.

    And if you're not happy with all that, you can call a Dark Servant right in the middle of the pack, and it comes with a -tohit damage aura, a cone immobilize, yet another hold (to double up on mez protected mobs), and another Twilight Grasp, to heal you more and slapping more debuffs on the mobs.

    But what happens when it doesn't work? You messed up the Tar Patch placement, the mobs killed your Dark Servant, a mez detoggled your debuffs and now you're in deep trouble.

    Why, you use your "OhSnap!" button. No, not Black Hole (which is a lovely AoE phasing power, in case you really need a break). No, your "OhSnap!" button is caled Howling Twilight. A rez you say? Yes, a rez, that uses mobs to rez. An autohit AoE power that gives a -regen, -recharge, slow, and magnitude 3 stun to everyone involved.

    Magnitude 3 not enough for you? As luck would have it, you can stack it with your secondary's stun in Scramble Thoughts, for that one mob that really doesn't seem to take the hint, or if you want to go overboard with your secondary nuke that comes, you guessed it, with a -recharge and another stun. And at that point you get your break to let everything recharge and start making everyone's lives miserable all over again.

    So, yeah.

    http://www.youtube.com/watch?v=bDWved0rSo8
  7. Quote:
    Originally Posted by Werner View Post
    I'm having trouble with Mids' and I'm not able to use the data links, and the import from a whole build cut and paste doesn't usually work very well.
    Oh, right, data chunk:

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    It has SL at 2.626 with more than 50% endredux, so it seems I'm in the clear. Thanks! =)
  8. Quote:
    Originally Posted by Neogumbercules View Post
    Well I've rejiggered the build a little bit and came up with one that has 45% in every position with just 1 enemy in range. Amazing what a 3.5b inf IO can do. I'll probably never get it, but even without it, I think this is probably a better build than the one I posted in the OP.
    Couple of things come to mind:

    1. Replace all LotG Def/End with Enzymes. If you really want to splash the cash, replace both Def and Def/End with Enzymes. Watch the defense totals go up. Dull Pain will take you already to the HP cap anyway, you don't need the 3-piece set bonus from LotG.

    2. Don't take Ring of Fire, take Char. Slot Char with 4 pieces of Basilisks's Gaze to get the same defense bonus AND a 7.5% recharge. Get the slots from Obliteration, it's not such a great set for you. Or if you really want defense, slot 2 pieces of Basilisk's Gaze and 3 pieces of Thunderstrike in it.

    3. Okay, so more than a couple. Shadow Maul = 3 pieces of Eradication. This frees up two slots in it (one should go into char for the Basilisk's, thus not only getting slots back, but also a bit more recharge), and six slots in Soul Drain and Dark Consumption where you have Cleaving Blow (as you'll no longer need their E/N defense, you can get rid of these). You can use them to top up other powers, like the ones that have only a Kinetic Combat to get hard into the damage ED softcap and add as much recharge as possible in Midnight Grasp, keep a bit of recharge in SD and DC perhaps, plus for Heaven's sake get some healing in Siphon Life!

    In a related note, take a look at the 2-piece bonus from Rectified Reticle (low level to-hit set), you could get rid of all slots in Boxing, add 2 slots in invincibility with a rectified reticle, still hit the Def Cap IF you use enzymes, and free up yet another slot =)
  9. Quote:
    Originally Posted by Dr_Occult View Post
    Your ideas intrique me, and I wish to subscribe to your newsletter. (build please?)
    Remember that this is niche playing (i.e., specifically for killing S/L AVs). Also note that Siphon Life's healing is slightly better than shown if using a level 53 Golgi (or, failing that, a 50++, are they still combinable?), and the same for S/L resistance using a >50 Ribosome (getting that last 0.01% resist!). It caps energy defense with 5 people in range (useful, as there aren't enough pure S/L AVs out there), and F/C with 10.

    In a similar note, perhaps someone can double check if I got the numbers right for the gapless chain (my Arcanatime calculations say I did, but you know...):

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    AV killer: Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Invulnerability
    Power Pool: Leadership
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(19), Hectmb-Dam%(29)
    Level 1: Resist Physical Damage -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(43)
    Level 2: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(5), HO:Ribo(7), ResDam-I(15), ResDam-I(37), ResDam-I(46)
    Level 4: Dull Pain -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal(5), HO:Golgi(50)
    Level 6: Maneuvers -- HO:Enzym(A), SW-ResDam/Re TP(19), LkGmblr-Rchg+(36)
    Level 8: Siphon Life -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(9), HO:Golgi(11), Dct'dW-Heal/EndRdx/Rchg(37), Hectmb-Acc/Dmg/Rchg(43), Nictus-Heal/HP/Regen/Rchg(43)
    Level 10: Combat Jumping -- HO:Enzym(A), LkGmblr-Rchg+(11)
    Level 12: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(17), Amaze-EndRdx/Stun(34), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(13)
    Level 14: Confront -- Mocking-Taunt(A), Mocking-Taunt/Rchg(34), Mocking-Taunt/Rchg/Rng(15), Mocking-Acc/Rchg(17), Mocking-Rchg(40), Mocking-Taunt/Rng(48)
    Level 16: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(33)
    Level 18: Dark Consumption -- Armgdn-Dmg(A), Armgdn-Acc/Rchg(21), Armgdn-Dmg/Rchg(23), Armgdn-Acc/Dmg/Rchg(23), Armgdn-Dmg/EndRdx(25)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21)
    Level 22: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam(36)
    Level 24: Vengeance -- LkGmblr-Rchg+(A), Rec'dRet-ToHit(40), Rec'dRet-ToHit/Rchg(42)
    Level 26: Soul Drain -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(27), Erad-Acc/Dmg/EndRdx/Rchg(27), Rec'dRet-ToHit(29), Rec'dRet-ToHit/Rchg(31)
    Level 28: Invincibility -- HO:Enzym(A), LkGmblr-Rchg+(31), Rec'dRet-ToHit(31), Rec'dRet-Pcptn(33), HO:Enzym(36)
    Level 30: Resist Energies -- GA-3defTpProc(A)
    Level 32: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam(40)
    Level 35: Weave -- HO:Enzym(A), HO:Enzym(37)
    Level 38: Tough Hide -- DefBuff-I(A), LkGmblr-Def(39), LkGmblr-Rchg+(39)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(42), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(45)
    Level 44: Fire Blast -- Apoc-Dmg(A), Apoc-Dmg/Rchg(45), Apoc-Dmg/EndRdx(45), Apoc-Acc/Dmg/Rchg(46), Apoc-Dam%(46), Entrpc-Heal%(48)
    Level 47: Ring of Fire -- Acc-I(A)
    Level 49: Resist Elements -- ResDam-I(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: The Atlas Medallion
    Level 50: Spiritual Radial Boost
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(48)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(50), EndMod-I(50)


    Quote:
    Originally Posted by Werner
    Have you considered Smite -> Boxing -> Siphon Life? It requires +299% recharge in Siphon Life, so that's the big barrier to entry, but you're very close to it if you have the Fire Blast chain covered with the tier 3. It's also about 7% lower for DPS, plus, well, you don't get to slot the ranged purple in your chain, so probably even worse than that. But hey, you're hitting Siphon Life 3% faster, plus you could pick up Physical Perfection for some additional regeneration since you wouldn't need the Fire epic. And you needed Boxing anyway, so it probably saves a power pick.

    I honestly doubt it's worth the trade off, and you need to consider time exposed to danger of course, but I thought I'd toss it out there.

    For, you know, whenever you get back to Actin. Poor Actin.
    I think I'd have to give up a bit too much, first getting that extra... 30%? recharge I'd need, then losing not only the purple set in Fire Blast, but the purple proc AND the chance to heal proc, plus the potential hold set that cannot be fitted in the Body pool. Plus getting that much recharge in SL without using purples (as I'd need to fit the full purple set in Boxing or risk losing even more recharge) in it would be.... Challenging, to say the least =)
  10. I have a confession to make...

    I've had Actin's "new mass AV soloing" build ready for quite a while (I have everything I need, or have the influence to acquire it in short order). With the update of i19, it caps S/L defense with 1 enemy in range, S/L resistance, and runs the Smite -> Fire Blast -> Siphon Life chain completely gapless (going for the recharge alpha slot, she runs it gapless with just the T3! With the T4 I can even squeeze a bit more endredux in it as well).

    I kept thinking "I'll get back to it once I've started the rest of my 50s on their way to alphadom."

    And I meant it too.

    I'd get on to it.

    Eventually.

    But...

    ...

    ...

    I'm trapped playing my Dark/Psi defender.

    I can't bloody help it! She's just made it to 32 and got Fluffy, too, and now I'm aiming to making it to 35 before next week's WTF and the oomp it'll give her (not to talk about being able to get into ITFs too, which will be the next WTF). She's incredible. Truly, utterly insane. She has the biggest motherf#<ing cone EVER in her arsenal, she makes everything I decide to fight with her completely helpless, I get through defenses like nobody's business (thanks, Psi damage!). She's not a fast killer, mind you, but goodness me - at that level she's the most amazing thing I've played.

    A defender.

    I have some really cool non-melee-AT toons at 50 already. I have an almost-def-capped /Fire blapper (44.7% melee, 41% ranged, 44.4% AoE defenses), I have a ranged defense capped icy-icy-yummyicy Corruptor, I even have a human-form Warshade that runs around at the res cap and shoots death left and right (not purpled, sadly).

    But... This defender just... Woah.

    What's the world coming to?
  11. ... mocked Battle Maiden and silently laughed at everyone who ever criticized /Inv for scrappers.

    Ye gods my DM/Inv is awesome.
  12. I like this idea. It has the potential of being combined with Arcanaville's "Incarnate Splinters" idea as well which would be fantastic.

    Heck, while we're combining things, run a contest for Mission Architects to design the missions and get dozens of missions that way too.

    Everyone's happy!

    </Rose Tinted Glasses>
  13. Doesn't strike me as particularly bad.

    It kind of reminds me of what happened on the last Apex I was on with one of my scrappers who has Vengeance. On a reasonably regular basis I'd be scrapperlocked away from the rest of the team, and when someone died, I'd rush to where they dropped, hit vengeance, and rush away again.

    If you think about it, it has a bit of a carrion-eater undertone.

    *Rush in*
    *Nom*
    *Rush out*

    There was an implied "wheeeeeeee!" in my zipping away with vengeance that, quite frankly, had me giggling.

    Or maybe I've been having too much sugar and caffeine. Hey, I've been writing code, and everyone knows that's how code is made!
  14. Having filled all my slots a LONG time ago, I haven't bothered creating anything. Considering that the AE has all but been abandoned, may as well give us unlimited slots to publish, it's not like it'll make a difference.

    Paying to whitewash the fence that's sitting on the back under the bushes is not something that particularly attracts me, and I really don't want to take down arcs that have a few plays, considering how hard it is to get the plays in the first place!
  15. Quote:
    Originally Posted by Scooby_Dont View Post
    I'd appreciate a list if anyone has the energy to create one. I gave up on the AE a while back but I have a new 50 that would be interested in a non-farm AE solo creation that has an interesting story.
    There's a few lists floating around the AE forum:

    Excellent Arcs, by ArrowRose: http://boards.cityofheroes.com/showthread.php?t=217207

    Dev's Choice Suggestion Thread, by Dr. Aeon: http://boards.cityofheroes.com/showthread.php?t=239475

    2010 Player's Choice MA Awards (includes the 2009 winners list too), by Bubbawheat: http://boards.cityofheroes.com/showthread.php?t=249047

    A Contact Tree for MA Arcs, by PoliceWoman: http://boards.cityofheroes.com/showthread.php?t=222095

    Not all the arcs are for level 50s though, but most will tell you right away.
  16. Quote:
    Originally Posted by Bubbawheat View Post
    Just check the AE building, it's still there. All it really needs is some more Dev's Choices. I know they're busy, but is it that hard to have a few devs play a few AE arcs in their off time and if it's a good one, Dev Choice it? I think Dev's Choice should be given out more often than Bug Hunter. It's been over a year since they've given one out outside of contests, and it's an easy way to put new solo content that you can get shards on, but only if they're Dev Choice.
    The Weekly AE Arc(s): Choose arc(s) (as in, it could be a few dozen really!) that pass the simplest "I quickly looked at it and it's not a farm" test, and have them give shard drops at normal rate (which is low enough as it is), plus an extra shard on arc completion.

    No guarantee they'll be great - or even good. It's still player-created AE stuff so the usual YMMV applies. And still vastly inferior, in terms of rewards, to running actual TFs (nevermind the WTF).

    One can dream, right?

    (So much potential wasted... If it was up to me, Paragon City, the Isles, and Praetoria would ALL be littered with contacts everywhere giving arcs that broke out of AE).
  17. Quote:
    Originally Posted by Golden_Avariel View Post
    But mark me as one that prefers variety in missions. Some objective types are annoying but none are bad unless used too much... like, say... multiple ambushes too close together and most especially unending ambushes* of any kind in any mission (looking at you Battle Maiden).

    [ * infinite anything actually ]
    Sadly, as I found out with my DM/Inv scrapper, Battle Maiden's swords and warriors ambushes are not infinite
  18. My Plant/Storm controller is called "Maximum Chaos".

    My Storm/Energy Defender is called "The Pinball Machine".

    Work it out ^_^

    As an aside, one of my scrappers does have Team Teleport, and it's hilarious every time I use it. The number of people who, apparently, have never encountered it is astounding. I remember back in the old days having it 6-slotted for range. Good times.
  19. Casual Player: Mythical beast capable of doing what the poster deems it should be capable of doing, and incapable of ever learning how to do anything else, based exclusively on the argument said poster is trying to pass a Gospel Truth.
  20. Ah, for a laugh I did something different: Elec/Inv!

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    |-------------------------------------------------------------------|
    I believe this one's even cheaper!
  21. I love doing builds-on-a-budget

    I took Nihilii's build and gave it a bit of a tweak:

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    Now, the point of contention that's most obvious to me: Dragon's Tail. I use Eradication and Cleaving Blow. These BOTH use rare salvage (nevermind the "uncommon" status of the Cleaving Blow recipes), so it's more expensive. But notice how the damage is at something crazy (like 130%) so you can buy lower level Eradications, which will give you the set bonuses while being cheaper, still hit the ED limit, and if you go low enough, use tier 1 rare salvage which is noticeably cheaper.

    And consider the incarnate alpha slot: If you go for a Nerve Partial Core Revamp, you'll be at 40% S/L and 39.5% E/N, and the Tier-3 alpha like that is quite achievable in a short time.

    For something crazy: Drop the medicine pool and take the presence one: More taunt sets and you'll be near the defense cap in no time

    EDIT:

    This is more expensive, but gets you to the S/L Softcap with the Tier-2 alpha slot, although I have the Tier-3 selected because I think it's not that hard to acquire, all things considered (or use a few more enemies in range of invincibility if you go for the EndRedux Alpha, which would be a sensible choice for the budget-concious):

    Code:
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    Don't be fooled by Reactive Armor: It's really easy to acquire using AE tickets at 35-39. And of course the +Recovery uniques aren't strictly necessary - specially if, as I said, you go EndRedux in your alpha slot.
  22. Well, my most defensive character turns out will be... MY /EnA stalker:

    (add about 3% for Hide):

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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  23. Quote:
    Originally Posted by pioggia View Post
    Jumping in the middle of large spawns and chasing high level mobs?
    It's of course possible... But it'll cost you

    Here's the cheapest build I have that has the survivability to do the careless jumping around. It has low recharge, so your attack chain will likely have to include Fire Blast (not a bad power actually):

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    All-purpose DM-Inv: Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Invulnerability
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/Rchg(5)
    Level 1: Resist Physical Damage -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(7), Aegis-ResDam/Rchg(7), S'fstPrt-ResDam/Def+(9)
    Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(11), RctvArm-ResDam/Rchg(11)
    Level 4: Shadow Maul -- DisWord-ToHitDeb(A), DisWord-ToHitDeb/Rchg(15), DisWord-ToHitDeb/Rchg/EndRdx(15)
    Level 6: Dull Pain -- H'zdH-Heal/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal/Rchg(17), Dct'dW-Rchg(19)
    Level 8: Combat Jumping -- DefBuff-I(A), DefBuff-I(19)
    Level 10: Boxing -- Acc-I(A)
    Level 12: Siphon Life -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Dmg/Rchg(21), C'ngImp-Acc/Dmg/Rchg(21), Mako-Dmg/Rchg(23), Nictus-Acc/EndRdx/Heal/HP/Regen(23), Nictus-Heal(25)
    Level 14: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def(25), RedFtn-Def/EndRdx/Rchg(27)
    Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(29), RctvArm-ResDam(29)
    Level 18: Dark Consumption -- Erad-Dmg/Rchg(A), Erad-Acc/Rchg(31), Erad-Acc/Dmg/Rchg(31), Efficacy-EndMod(31), Efficacy-EndMod/Rchg(33)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
    Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(34), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam(34)
    Level 24: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def(36), RedFtn-Def/EndRdx/Rchg(36), DefBuff-I(36)
    Level 26: Soul Drain -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(37), Erad-Dmg/Rchg(37), Rec'dRet-ToHit/Rchg(37), Rec'dRet-ToHit(39)
    Level 28: Invincibility -- RedFtn-Def/EndRdx(A), RedFtn-Def(39), RedFtn-Def/EndRdx/Rchg(39), Rec'dRet-ToHit(40), Rec'dRet-ToHit/Rchg(40)
    Level 30: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/Rchg(40), Aegis-ResDam/EndRdx(42)
    Level 32: Midnight Grasp -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(42), S'ngH'mkr-Dmg/Rchg(42), S'ngH'mkr-Dmg/EndRdx/Rchg(43), SipInsght-Acc/Rchg(43), C'ngImp-Dmg/Rchg(43)
    Level 35: Tough Hide -- DefBuff-I(A), DefBuff-I(45)
    Level 38: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(45)
    Level 41: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam/Rchg(46)
    Level 44: Char -- BasGaze-Rchg/Hold(A), BasGaze-Acc/Rchg(46), Thundr-Dmg/EndRdx/Rchg(46), Thundr-Acc/Dmg/EndRdx(48), Thundr-Acc/Dmg/Rchg(48)
    Level 47: Fire Blast -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(48), Thundr-Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
    Level 49: Vengeance -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: The Atlas Medallion
    Level 50: Cardiac Total Core Revamp
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(13), EndMod-I(13)



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    And here is my current build. Very similar to the previous one, except that it has a lot more recharge! Recharge good

    It'll be more expensive, but it will still not use any purples (the very rare "purple" inventions are by far the most expensive, the others are somewhat easier to acquire, specially if you do the new - new for you - morality mission tips and collect hero merits that way).

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    All-purpose DM-Inv: Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Invulnerability
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(29), C'ngImp-Acc/Dmg/Rchg(36)
    Level 1: Resist Physical Damage -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(5), Aegis-ResDam/Rchg(5), S'fstPrt-ResDam/Def+(48)
    Level 2: Shadow Maul -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(7), Erad-Acc/Dmg/Rchg(7), Erad-Dmg(9)
    Level 4: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(11), RctvArm-ResDam/Rchg(15)
    Level 6: Dull Pain -- H'zdH-Heal/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal/Rchg(13), Dct'dW-Rchg(13)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A), HO:Enzym(50)
    Level 10: Boxing -- Acc-I(A)
    Level 12: Siphon Life -- KntkC'bat-Acc/Dmg(A), Nictus-Heal/HP/Regen/Rchg(15), Nictus-Acc/EndRdx/Heal/HP/Regen(21), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(43)
    Level 14: Maneuvers -- HO:Enzym(A), LkGmblr-Def/EndRdx(25), LkGmblr-Rchg+(36)
    Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(19)
    Level 18: Dark Consumption -- Erad-Dmg/Rchg(A), Erad-Acc/Rchg(19), Erad-Acc/Dmg/Rchg(23), Efficacy-EndMod(23), Efficacy-EndMod/Rchg(31)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(31)
    Level 22: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(45)
    Level 24: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(42), Aegis-ResDam/Rchg(42)
    Level 26: Soul Drain -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(27), Erad-Dmg/Rchg(29), Rec'dRet-ToHit/Rchg(34), Rec'dRet-ToHit(37)
    Level 28: Invincibility -- HO:Enzym(A), LkGmblr-Def/EndRdx(31), LkGmblr-Rchg+(33), Rec'dRet-ToHit(37), Rec'dRet-Pcptn(40)
    Level 30: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/Rchg(34), Aegis-ResDam/EndRdx(46)
    Level 32: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(40), RctvArm-ResDam(40)
    Level 35: Weave -- HO:Enzym(A), LkGmblr-Def/EndRdx(36), LkGmblr-Rchg+(39)
    Level 38: Midnight Grasp -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(39), DarkWD-Rchg/EndRdx(39), C'ngImp-Acc/Dmg/EndRdx(42), C'ngImp-Acc/Dmg/Rchg(43), C'ngImp-Dmg/EndRdx/Rchg(43)
    Level 41: Vengeance -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(45)
    Level 44: Char -- BasGaze-Rchg/Hold(A), BasGaze-Acc/Rchg(45), BasGaze-Acc/Hold(46), BasGaze-EndRdx/Rchg/Hold(46)
    Level 47: Tough Hide -- LkGmblr-Def(A), LkGmblr-Def/Rchg(48), LkGmblr-Rchg+(48)
    Level 49: Fire Blast -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: The Atlas Medallion
    Level 50: Cardiac Total Core Revamp
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(33)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(25), EndMod-I(27)



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  24. Quote:
    Originally Posted by EvilRyu View Post
    I skimmed thru the video you were mostly fighting the drones, they already do piddly damage. Try this against say arachnos or carnies and then we will talk. Rikti are hardly an end game challege. Essentially the main damage type needs to be high hard hitting energy/n.energy/cold/fire damage or even all psi. Rikti are lethal energy and weak energy if you look at the drones. Also pick a map thats not a cave.
    Your response is as trite as it is predictable.

    Rikti are "hardly end game"? Really?

    Drat, and here I was thinking the LGTF is an endgame taskforce, that we had a zone full of them going all the way to 54, and a massive group-content raid involving them.

    Second, don't skim. Watch. The first spawn had quite a few drones. The second spawn had, literally, a couple. The third spawn had none. Watch it fully if you want to avoid making demonstrably nonsensical comments. All spawns had Psi lieutenants. The last one even had two bosses, and their attacks do considerable energy damage (to the tune of 2/3 of their lethal damage).

    Third, hm, what should I pick that has no smash/lethal damage? Carnies? Nope, all minions and half the Lts. are smash/lethal. Malta? Lethal guns and rockets galore. Council? Please. Arachnos? Crabs, spiders, maces everywhere, all do mass lethal/smashing damage.

    I suppose I should do the Mother Mayhem asylum then to satisfy you?

    And you're complaining about the MAP? What exactly should I use? Because I can corner pull even in the smooth caves, if that's what worries you. It's really not a hard skill to learn.

    But you see, this is all pointless because it doesn't work that way. Rikti are in fact a veritable mess of everything, including Psi, including the mass energy damage from all the guns and porting lieutenants and swords. At this point, the burden is on you to make a video of your non-/Inv character fighting these in your opinion superior enemy groups at x8 in SOs, with no alpha, inspirations, or T9, and doing it better than /Inv.

    We eagerly await your results. We will probably be waiting forever
  25. Well, the "next challenge" thing is why I didn't use inspirations (since I knew that'd probably create a complaint), and why I didn't touch the /dark Ancillary except for one misclick. At first I was leveraging the cone immobilize and knockbacks to make groups more manageable and reduce incoming fire, but then I thought I should re-do it without them to avoid the inevitable complaint.

    EDIT: I should say that, if using inspirations, there'd be no need to wait between groups like I did. With a single purple or a couple of available greens I'd be jumping from group to group with careless abandon. A single purple skittle softcaps defense when surrounded completely. Ditto for blue candy and waiting for Dark Consumption.