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And I'm trying to decide on which PPP/APP path to go with.
It was an easy choice before; Water Spout -> Hibernate -> Summon Guardian (? I've only gotten MMs to 50 redside, so I don't know how useful the pets are...) -> Moment of Glory
However, now that we can access Body Mastery, Superior Conditioning -> Physical Perfection -> MoG -> Revive is looking pretty tempting...
The difference really would be that going w/ Mako I'd have less overall survivability, but I'd have two "oh **it" buttons to get me out of a tight spot, but the thought of sustained performance also looks good.
Thoughts? -
Though the OP has already made his choice, I'll still add my two-cents since no one else has said this so far:
I'm gonna recommend Elec/Fire as an alternative to Rad/Fire (I've got both in the 20s). W/ elec/ you'll get your hard control power (Telsa) a bit earlier than for rad (CB), you can drain bosses easily thanks to -recovery, and there aren't any cones so you don't have to worry as much about positioning. -
Really all the travel powers will be outside your character's origin if you're basing off of what he only got from training. All the travel powers are really outside the realm of what you can learn from simple physical training.
What you could do is make the rocket boots (or tech wings) costume piece, slap them on your character, then flying as a travel power would be within reach as your flying would be (gadget) training. This wouldn't be recommended since you are /traps and need to be near the ground most of the time.
The next best thing (for concept) would be to pretend you're teleporting using a device. This works in concept but the TP animation makes it not so believable.
You could also get Super Jump, which *may* be slightly unbelievable, but not too extreme (since your mercs also have SJ). If you *really* wanted to be all natural, you could use SJ to "skip" along the ground, only tapping spacebar so you don't jump too far off the ground. This is probably most believable (for staying in character), but takes the most effort on the user to constantly implement.
SS would work (your mercs run much faster than most toons with sprint), but that darn animation ...
Just use your imagination -
Why Blapper?
I ask you to do a little experiment: go to Mids, make a new blaster with any primary and /elec as the secondary.
Now open the Power Graphs window: notice that both Havoc Punch and Thunder Strike are your most reliable and powerful attacks. The only attacks that do better damage are your snipers (which are interruptible), your nuke (most of which have an end crash and long recharge), and Blaze/Blazing Arrow (which are both just inherently good powers).
The same is true for Bone Smasher and Total Focus for /nrg.
You just do more damage in melee (unless you're heavily using cones). -
Quote:http://boards.cityofheroes.com/showthread.php?t=221030 is the thread you want, with the evidence of online support on page 4. Ranged pets (other than repeat offenders like the Medic) started bugging out with the addition to Demon Summoning. There was a temporary fix mid-through I17, but now things are buggy again since GR.Bugged, reported, begged, posted. Frustrated to hell about this AI idiocy. No reply from devs, online support or offline support, nothing.
Can only hope for some kind of acknowledgment someday officially and then after that in the glimmer of the dark future, a resolution.
As people have already mentioned, removing Brawl won't help them stop going into melee range.
The real issue with Thugs and Mercs running into melee is that once they do so, they aren't getting full use of their cones, which is far more damaging to their DPS than the gain they get by adding Brawl into the mix. -
It all looks good! Even though there seem to be alot of wasted slots (like the 6 slots in Hasten you already mentioned), but most of those wastes slots won't serve you much better elsewhere (wow, I had no idea AR/nrg was so slot-abundant!)
At this point, you'll literally be squeezing in more recharge, and adding a bit of survivability to yourself.
I would take the Force Feedback proc out of Power Thrust and put it into Buckshot (or buy another proc). The reason for this would be that it only has a chance to proc once in Power Thrust, but has a chance to proc 10 times (or however many mobs you hit) in Buckshot. You could do the same for M30 Grenade.
You already have +52% Accuracy in this build, and you'll get much more than that if you start adding purple sets, so I'd also take an accuracy slot from Surveillance and the Hami Dam/Mez out of Beanbag (because it does so little damage, adding a percent more to already low damage just means still low damage) and put the slots into Health.
I don't know how well you're surviving already, but adding the Numina +Regen/Recovery proc and either the Miracle +recovery or the Regenerative Tissue +regen proc in there will keep you up and killing. I usually slot Health w/ Numina proc, Numina Healing, Miracle proc, Miracle Healing for the extra regen/recovery.
I'd also take the Accuracy enhancements out of Full Auto and Flamethrower and add range or recharge, depending on what you need more of (I don't know if you already have a full chain).
You can add Luck of the gambler +recharge globals to Grant Invisibility and Invisibility for an extra 15% global recharge.
You *could* (though not critical) you could take two slots out of Hasten and put them into Fly, and replace Soaring with Freebird (all three) for more health/regen. When I pulled up your build on my Mids, it tells me you're already perma-Hasten (20 secs to spare). Even without the two slots (or the LotG globals), you'll only lose 2 secs recharge on Hasten but get more HP. -
If you're wanting for more attacks, you could drop Tactics: you already get Supremacy, and as a DS/Dark you'll be in the thick of things with your pets anyway.
People say to grab Hover with TP because most people lag after the TP and may fall w/o wanting to. If you don't lagfall out of TP, then I'd say drop Hover.
I've never gotten any mileage out of Provoke. Personal opinion, but I'd drop it: once you slot up Fearsome Stare you'll hardly get hit by anything. That's all I see. -
TBH, the only thing that really will matter when it comes to taking down tough mobs on a good build will be -regen. I main a lvl50 Ninja/Storm, 66% or so S/L resist, 33% or so positional defense, no Hasten, and even with that weak build BG mode keeps me alive.
I can go toe to toe with the likes of LR and Synapse pretty well (until I get mezzed...) but I couldn't even dream of ever killing an AV solo because I don't have any -regen, so make sure you go poison, traps, thermal, pain, TA, or dark.
...(*rereads list*) well... just make sure you don't choose storm lol. You survive but you can't kill. -
From personal experience, I find that simply completing the mission w/o clearing is much faster, especially if you're running +0/x1/+Bosses like wimps like me.
My reasoning is, at that diff, you're fighting either one two minions per mob (discounting the dead minion/LT you AS at the start) on the way to the boss, but the boss + mish complete bonus give much more xp in less time than clearing along the way.
In the Rouge Isles, you also don't have to worry about zoning all over the place like you do in Paragon City, but travel time between missions will be your biggest timesuck, but you'll probably make up for lost time getting the story arc complete bonus, which is much larger still than the mish complete bonus. -
If you want to go more natural than giant killer robots and a weather machine, I'm going to put my vote in for my main, Ninja/Storm MM.
Basically you're trading a really great Tier 3 for a slightly worse Tier 3 and much better Tier 2s. Really, the Jounin are single target killing machines... slap a Achilles Heel and some soulbound recharge on them and they'll actually start putting dents in AV health (of course, they also get one-shotted by AV, so it doesn't really help) -
Next, I tested at level 12 (to get rid of the AH proc), and the results were a 57% Damage Bonus (going from 16.81 to 26.43 damage from Gambler's Cut).
At level 7, the result was a 66% Damage Bonus (going from 12.72 to 21.12 damage from GC)
My testing of the Genin in Siren's Call gave me a 32% Damage Bonus (11.32 to 14.95 Shuriken damage) (I know, I know... I'm getting lazier and lazier as these posts go on...)
The Oni was tested in RWZ, and showed about a 50% Damage Bonus (19.05 to 28.74 damage with Ring of Fire)
My guesses and final thoughts? The procs work, but only work on the base damage of the power (not enhanced). I leave the proving to someone with more time on their hands -
I tried to test this Proc in 6 ways.
First, since the alleged issue was that the proc didn't work on pets not level 50, I started my testing with my Jounin (who normally have the proc) in Bloody Bay. I figured, if it works here, it should work everywhere. This is where things got a little fuzzy (yes yes... I know this was the beginning). The result was that, according to my calculations, the Jounin were getting about a 38% damage bonus, as opposed to the 80% the combat log promised me.
Combat Log:
Dark: Jounin hits Shivan Smashers with their Sting of the Wasp for 39.2 points of lethal damage and reduces your defense!
Dark: Your attack strength has increased temporarily.
Dark: Jounin hits Shivan Smashers with their Sting of the Wasp for 54.41 points of lethal damage and reduces your defense!
My only guess for this is that the bonus only applies to the Base Damage or something like that, but I haven't really flexed either my math muscle (calculate the difference) or my science muscle (respec into build w/ only the proc in, no damage enhancements and do the same experiment) on this one... I'm too interested in playing the game to really test it.
The next test was in an AE mission I made for the purpose of testing the proc. I went against a lvl50 EB at level 50 using my Jounin. I would give the data on that, but my Achilles' Heel proc is confounding the data, which brings me to a side-issue: the AH proc shows in the combat log outside of PvP (ex. "Dark: You reduce your targets damage resistance temporarily"), but never once did the proc show up in Bloody Bay. I should have been slotted up to 29, and I'm sure that my lvl16 enhancement shouldn't have been under-leveled. Just another issue, but that can be addressed at a different time. More data in future posts. Stay with me! -
Waaay back in April I posted on the Blaster forums for a question on the BU proc in Sparky, where I told a guy that the proc was working. I then got a PM asking to post data that the proc was working in the MM forums. Well, I've been lazy for the past 3 months, but another post asking about the proc a ways down gave me the resolve to finally post some data that I gathered after a few respecs on Test with my ninja/storm MM.
1st: The proc will show up in your Pet Combat chat box. (ex. "Dark: Your attack strength has increased temporarily.")
2nd: Even though the description *says* the proc will give you BuildUp, it's not *actually* BuildUp, because only a Damage Bonus will show up in the Combat Attributes, but not a ToHit Bonus or an Accuracy Bonus.
3rd: The pets of your pets also can be affected by the proc (ex. "Caltrops: Your attack strength has increased temporarily.") This definitely works for Caltrops, but might also work for AssBot burn patches.
4th: The stated Damage Bonus in your (or your pets') Combat Attributes window is different, depending on who's using it. (ex. Self gets a 64% Damage Bonus, Genin get 60%, Jounin get 80%, Oni get 100%)
5th: The stated Damage Bonus in the Combat Attributes Window is different from the actual Damage Bonus applied to your pets. I will go into detail on this in my next post. Stay Tuned!
tl;dr: The Soulbound BuildUp proc works, kinda. -
I just got trip mine on my traps defender (which is actually *fun* to play, unlike every other defender set I've tried), and I'm looking a little ways down the road as far as slotting is concerned...
Would it be better to slot for Damage, or just proc it up? When all is said and done I'll more than likely be using the mines for toe-bombing, but I'm not sold in either direction as which option gives more mileage. -
Three days ago I read this post and would have replied with "I don't know what you guys' problem is, my merc/storm has no issue staying at range..." but tonight after playing both mercs and thugs I have to admit there are some major issues with ranged AI.
Now, whether this is due to biased expectations, or even if this has always been the case, the fact still remains that ranged pets are now running into melee as soon as they don't have a ranged attack charged at the moment (this I tested by having my mercs attack and then calling them back at different intervals).
I'm off right now to see if Council Marksmen (who, iirc, *always* stay at range) are also charging head first, and then I'm /bug'ing this. -
Quote:Supremacy + Tactics will offset any issues with GFly, plus Bots get rocket boots, so it would be worth it anyway!very quick glance:
Group fly is -ACC to everyone, including your human team mates...
The Soulbound proc is almost designed for assbot, i.e. every mob in a burn patch gives a chance to proc.
The Numina's proc in heal other will only have a chance to proc when you actually cast heal other, i.e. not worth it. That proc is best used in a passive power, i.e. fitness pool.
I'd Without a doubt take out the +Buildup proc in Protector Bots, especially due to their lack of damage. Put in a Sovereign Right +resistance instead
and FYI, the Numina's proc always fires. It's been proven on my /storm's O2 Boost, though I can't speak for any other procs. -
Quote:Especially this. I'm tired of Positron's Blast being my only (IMO) good option for my AoE powerhouse, especially when there are just as many sleep sets with far less than 1/3 the number of sleep attacks.On topic: IO set diversity extending to purple sets for heals, defense, and resistance. More general sets for ranged AoE, sets with better +rez. SS, stone, em scrap (unlikely, but you said wish).
Also, my biggest wish for GR and CoX's future in general is the creation of a *super* tough villain group. The days of "3 minions = 1 hero" are *long* gone (did it really ever exist?) In a world where people can take solo what used to take at least 3 full teams to not even guarantee success (points to Silverado's solo of Kraken), I would *love* to see a group that gives a purple'd out toon a run for his money at +0 -
Yes, yes, and a million times yes! Blasters do a ton of damage both at melee and at range.
You'll actually do more damage at melee, even at the risk of damage that comes with getting in close. -
Quote:Lol I love how you tried to threadjack your own post, but it didn't work.First thanks for all the responses. I did level a Mercs/Traps to about 14 before, and reading the posts has reminded me of sitting there and wondering why things aren't dead yet.
So that being said, in an effort to jack my own thread. Since I plan on running the Leadership powers, will I get some sweet stacking with Thugs? (I really like all that has been said about Bots, but the clanging. )
You will not get the benefit from the Enforcer's Leadership, but your thugs will get the benefit from your Leadership. Now, back to the OP!
Quote:There is no reason to ever go mercs is the problem. The resistance might allow them to survive where a thug wouldn't, but with proper enforcer slotting you're Thugs will survive longer then your mercs. Enforcers even do more damage then Spec ops. Thugs do more damage then Mercenaries and the Bruiser greatly out damages the commando.
It's not that merc's can't be effective, it's that they're the worst option no matter what.
Bots for example are nearly identical in behavior and attacks. The difference is bots do energy damage which isn't resisted and the Assault Bolt drops fire patches and has a -regen debuff on one of it's attacks. THe fire patches eats up mob clusters and the -regen eats up AV's.
Bubbles from tier 2 will protect the bots far more then the absurdly long cooldown CC abilities of the Spec Ops and you also have to healer bots instead of a single, very fragile medic.
So to summeraize.
Can you be effective with Mercs? Yes.
Would you had been better off as Bots in every way? Yes.
I *did* say I had no issues as Mercs/TA and got to 50 and was an effective MM... but then again, this was all before I16 difficulty sliders and even greater abilities to solo AVs and such. I didn't go out of my way to fight major AV fights as Mercs, but when I did, I was flattened for the most part. Valkyrie, Silver Mantis, Infernal, and other weak-range, strong-melee EBs I was able to handle, but, I have to concede that Mercs cannot outdamage AV regen (w/o Dark, but even pure empath defenders can outdamage AV regen w/ a pocket /Dark around..) It wasn't an issue for me because I didn't really care if I could solo Honoree, but in today's CoX environment, apparently these things are important. If you do want to solo AVs with mercs, try Poison, Traps, or Dark and stay far, far away from TA (though Silver Mantis is quite the joke w/ Mercs/TA)
What you argue, lareit, is completely different from what I'm arguing. True, Mercs will not survive as long as Bots when taking a beating, and they won't kill as fast as Thugs when they're delivering beatings, but they gain something in their middle-road approach by not being particularly good on either side of the spectrum.
If you don't want to deal with Spec Ops cooldown times, just have a macro or keybind that tells one of your SO to target an enemy and the other to not attack. You can effectively stagger the flashbangs and tear gases to keep the mobs locked down.
Both Spec Ops and Commando have sniper attacks, completely unique to Mercs, and add even more tactical depth to using the set.
Most of all of the Mercs attacks are long and wide cones that enemies don't run out of (unlike the Swarm Missiles of the Assbot), so I will reemphasize my previous point on Mercs specializing in taking out many many weaker enemies.
I can only give qualitative reasons for now (though this thread has gotten me to devote an entire server to testing Primary/Pain MMs quantitatively. Keep your eyes on the boards in the future), but I still think that the crowd control involved in Mercs makes up a little for the lack (though it's more of a "slightly less in magnitude") of orange numbers. -
Ironically enough, I came to the boards today to post my opinion on mercs, which differs very much from the general forum community.
I personally have never had any (major) problems with mercs... in fact, my first redside 50 was a mercs/TA MM... though, as my first 50, I was very inexperienced and she is now my weakest 50... <.<
Instead of thinking how "weak" mercs are at a range (and even then only compared to thugs as a whole and the Assbot), think of it more of a trade-off between damage and survivability.
Do thugs outdamage mercs? If the arsonist hasn't faceplanted for the n'th time, yes. But will you ever see a merc two-shotted by a yellow-con LT? Probably not.
I ran ninja/storm up to 50, the entire time I was wishing I'd gone mercs/storm instead (I have one now lvl30). Corner pulling with SS + FR into a doorway with your mercs ripping through the mob is sooo satisfying. Ninjas might be able to bring down single tough mobs, but mercs are the king of taking out lots of weaker mobs.
Go mercs/storm. Actually slot Gale and M30 grenade. Knock stuff out of melee. Between your medic and your O2 Boost, your pets should stay healthy. A simple GoTo command will stop your Spec Ops from getting punched in the face like a moron. Fight lots of Warriors
Just about the only thing I will agree with in other people's Merc-Rants is that the Medic does like to solo purple bosses, but then again, so does my Arsonist lol. -
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Ultimate FireGuy: Level 50 Mutation Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Presence
Power Pool: Teleportation
Power Pool: Medicine
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Ring of Fire- (A) Debiliative Action - Accuracy/Recharge
- (5) Debiliative Action - Recharge/Immobilize
- (27) Debiliative Action - Accuracy/Endurance
- (46) Debiliative Action - Immobilize/Range
- (A) Panacea - +Hit Points/Endurance
- (A) Debiliative Action - Accuracy/Recharge
- (3) Debiliative Action - Recharge/Immobilize
- (3) Debiliative Action - Accuracy/Endurance
- (9) Debiliative Action - Immobilize/Range
- (A) Recharge Reduction IO
- (5) Recharge Reduction IO
- (7) Accuracy IO
- (7) Accuracy IO
- (A) Force Feedback - Chance for +Recharge
- (9) Force Feedback - Damage/Endurance/Knockback
- (11) Volley of Velocity - Damage/Knockback
- (11) Force Feedback - Recharge/Endurance
- (13) Volley of Velocity - Accuracy/Knockback
- (13) Force Feedback - Recharge/Knockback
- (A) Pacing of the Turtle - Chance of -Recharge
- (15) Pacing of the Turtle - Endurance/Recharge/Slow
- (15) Pacing of the Turtle - Accuracy/Slow
- (17) Pacing of the Turtle - Damage/Slow
- (17) Pacing of the Turtle - Accuracy/Endurance
- (19) Pacing of the Turtle - Range/Slow
- (A) Accuracy IO
- (19) Recharge Reduction IO
- (21) Recharge Reduction IO
- (21) Accuracy IO
- (A) Detonation - Accuracy/Damage
- (43) Detonation - Damage/Endurance
- (43) Detonation - Damage/Range
- (46) Detonation - Damage/Recharge
- (A) Annoyance - Taunt
- (27) Annoyance - Taunt/Recharge
- (34) Annoyance - Taunt/Recharge/Range
- (36) Trimuphant Insult - Taunt
- (36) Trimuphant Insult - Taunt/Recharge
- (36) Trimuphant Insult - Chance to Disorient
- (A) Unspeakable Terror - Accuracy/Recharge
- (23) Unspeakable Terror - Endurance/Fear
- (23) Unspeakable Terror - Accuracy/Endurance
- (25) Unspeakable Terror - Fear/Range
- (A) Paralytic - Accuracy/Recharge
- (25) Paralytic - Accuracy/Hold/Recharge
- (39) Paralytic - Endurance/Hold
- (40) Paralytic - Accuracy/Endurance
- (40) Paralytic - Hold/Range
- (A) Endurance Modification IO
- (A) Accuracy IO
- (A) Endurance Reduction IO
- (A) Detonation - Accuracy/Damage
- (33) Detonation - Damage/Endurance
- (34) Detonation - Damage/Recharge
- (40) Detonation - Damage/Range
- (A) Time & Space Manipulation - +Stealth
- (29) Time & Space Manipulation - Range
- (29) Time & Space Manipulation - Endurance
- (31) Jaunt - Endurance/Range
- (31) Jaunt - Endurance
- (31) Jaunt - Range
- (A) Paralytic - Accuracy/Recharge
- (37) Paralytic - Endurance/Hold
- (37) Paralytic - Accuracy/Endurance
- (37) Paralytic - Hold/Range
- (39) Paralytic - Accuracy/Hold/Recharge
- (A) Brilliant Leadership - Damage
- (33) Brilliant Leadership - Damage/Endurance
- (33) Brilliant Leadership - Accuracy/Endurance
- (34) Brilliant Leadership - Accuracy
- (A) Accuracy IO
- (A) Recharge Reduction IO
- (39) Accuracy IO
- (A) Ruin - Accuracy/Damage
- (42) Ruin - Damage/Endurance
- (42) Ruin - Damage/Recharge
- (42) Ruin - Accuracy/Endurance/Recharge
- (43) Ruin - Accuracy/Damage/Recharge
- (A) Kismet - Defense/Endurance
- (45) Kismet - Defense/Recharge
- (45) Kismet - Endurance/Recharge
- (45) Kismet - Defense/Endurance/Recharge
- (46) Kismet - Accuracy +6%
- (A) Triage - Heal/Endurance
- (48) Triage - Endurance/Recharge
- (48) Triage - Heal/Recharge
- (48) Triage - Heal/Endurance/Recharge
- (A) Panacea - Endurance/Recharge
- (50) Panacea - Hea/Recharge
- (50) Panacea - Heal/Endurance/Recharge
- (50) Panacea - Heal/Endurance
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
------------
Set Bonus Totals:- 3.13% Defense(Smashing)
- 3.13% Defense(Lethal)
- 0.94% Defense(Fire)
- 0.94% Defense(Cold)
- 1.56% Defense(Energy)
- 1.56% Defense(Negative)
- 1.56% Defense(Melee)
- 3.13% Defense(Ranged)
- 1.88% Defense(AoE)
- 8% Enhancement(Immobilize)
- 9% Enhancement(Accuracy)
- 2% Enhancement(Held)
- 2.2% Enhancement(Terrorized)
- 2.5% Enhancement(RunSpeed)
- 2.5% Enhancement(FlySpeed)
- 2% Enhancement(Heal)
- 3.75% Enhancement(RechargeTime)
- 2.5% Enhancement(JumpSpeed)
- 1% Enhancement(Confused)
- 2.5% Enhancement(JumpHeight)
- 5% FlySpeed
- 57.2 HP (5.63%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Confused) 6.65%
- MezResist(Held) 7.75%
- MezResist(Immobilize) 5% (in PvP)
- MezResist(Repel) 1000% (10% chance, in PvP)
- MezResist(Sleep) 11.1%
- MezResist(Stun) 5% (in PvP)
- MezResist(Terrorized) 9.4%
- 7% (0.12 End/sec) Recovery
- 44% (1.87 HP/sec) Regeneration
- 1.58% Resistance(Smashing) (in PvP)
- 1.58% Resistance(Lethal) (in PvP)
- 5% Resistance(Cold)
- 5.01% Resistance(Energy)
- 3.76% Resistance(Negative)
- 5% RunSpeed
- 12% XPDebtProtection
Set Bonuses:
Debiliative Action
(Ring of Fire)- 4% Enhancement(Immobilize)
- 2.5% Resistance(Cold)
- 2% XPDebtProtection
(Fire Cages)- 4% Enhancement(Immobilize)
- 2.5% Resistance(Cold)
- 2% XPDebtProtection
(Repel)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- MezResist(Terrorized) 2.75%
- 10% (0.42 HP/sec) Regeneration
(Repel)- 1% XPDebtProtection
(Hot Feet)- MezResist(Sleep) 2.75%
- 2.5% Enhancement(Slow)
- 9% Enhancement(Accuracy)
- MezResist(Held) 2.75%
- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
(Flashfire)- MezResist(Sleep) 1.65%
- 1.88% Resistance(Energy)
- 1% XPDebtProtection
(Challenge)- 4% (0.17 HP/sec) Regeneration
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Challenge)- 1% (0.02 End/sec) Recovery
- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
(Intimidate)- 2.2% Enhancement(Terrorized)
- 2.5% Resistance(Negative)
- 1.5% XPDebtProtection
(Cinders)- 1% (0.02 End/sec) Recovery
- 0.63% Resistance(Energy,Negative)
- 1% XPDebtProtection
- 1% Enhancement(Held)
(Bonfire)- MezResist(Sleep) 1.65%
- 1.88% Resistance(Energy)
- 1% XPDebtProtection
(Team Teleport)- 8% (0.34 HP/sec) Regeneration
- 15.3 HP (1.5%) HitPoints
(Team Teleport)- 4% (0.17 HP/sec) Regeneration
- 7.63 HP (0.75%) HitPoints
(Char)- 1% (0.02 End/sec) Recovery
- 0.63% Resistance(Energy,Negative)
- 1% XPDebtProtection
- 1% Enhancement(Held)
(Fire Imps)- 4% (0.17 HP/sec) Regeneration
- 1% Enhancement(Confused)
- 1% XPDebtProtection (Exceeded 5 Bonus Cap)
(Hurl Boulder)- MezResist(Terrorized) 1.65%
- 11.4 HP (1.13%) HitPoints
- 1% XPDebtProtection (Exceeded 5 Bonus Cap)
- 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
(Rock Armor)- 1.5% (0.03 End/sec) Recovery
- MezResist(Confused) 1.65%
- 1.5% XPDebtProtection
- 3.75% Enhancement(RechargeTime)
(Aid Other)- 4% (0.17 HP/sec) Regeneration
- 7.63 HP (0.75%) HitPoints
- 2% Enhancement(Heal)
(Aid Self)- 2.5% (0.04 End/sec) Recovery1.58% Resistance(Smashing,Lethal) (in PvP)
- 10% (0.42 HP/sec) Regeneration, MezResist(Repel) 1000% (10% chance, in PvP)
- 15.3 HP (1.5%) HitPointsStatus Resistance 5% (in PvP)
Alright, I got your fire/kin together... it's cheap, easy to make, and it will let you become both a farming, PvE, team player, solo, zone PvP, arena, and TF-centric god!
Because you wanted to do absolutely no work, I'll even give you a strategy!
Set the mission to +4/x8, summon your imps, turn on Repel, then rush in. If your imp aggros a boss, you can either use Intimidate to Fear it or Challenge to draw the aggro. If you get hit, I've already place priority slotting in Repel so you can knock them away, which will give you time to us Aid Self.
Just remember to keep spamming your most important attack, Siphon Power, and you can't lose! Of course, if the mobs cheat and you somehow die (should be impossible though), you're still good, because I slotted for Debt Protection (not that you need it), and your Teleport will make the trip back from the hospital (which you won't need) a short one. -
Quote:Noted and learned... won't make that mistake again.OP, you want to export from Mids using the Titan boards format to clean up the post. No biggies, FYI for next time.
Thanks for the input guys! (Oh, and as for the topic of DS, I don't really like reusing sets, and I've pretty much already decided that DS/TA will be the way for me ) -
I can't give any advice on Brutes specifically (my highest's only 33), but I'll share what I know about getting to 50 in general...
I'm sure you don't need me to tell you this, but you're going to level roughly three times faster on a team than solo, regardless of AT (but about 10 times faster if you try a Defender )
I've had a recent bout of altoholism and made four new toons. I've played all of them about equally, but the WS and MM I've teamed with are sitting at lvls 14 and 18, but the Blaster and MM I didn't really team with are still sitting at lvls 7 and 12 (I personally level MMs much faster than any other AT, but then again, most of my 50s are MMs)
That being said, I would suggest to you that you start in Freedom (yes yes, I know, lol Free-dumb).
Even with its plethora of noobish and ignorant player base, there are still a high number of good players (it's just more populated overall), and even with a mix of 3 good players and 5 bad ones, missions should zoom by.
I suggest you forming a team then doing your own story arcs: the entire team gets a pretty big bonus for finishing those, but as the mission owner you'll get an extra bonus for each mission, plus a bar and a half or so of xp for finishing an arc.
Also, sell your soul to one of those "Top XX SG recruiting! All base Amenities!", because it's nice to be able to craft and store while you're in Nerva -
Quote:Odd, because I usually have the complete opposite situation.If something makes an attack roll, it doesn't matter if you ducked around the corner. Also, with follow defensive if anything attacks the hench they fight it.
When I click my Defensive/Follow macro for my pets, like in instances where I'm corner-pulling, the pets will follow me around the corner and not attack anything for a few seconds (around 4 IIRC), regardless of if I'm getting attacked or not. -
So I woke up this morning with the sudden urge to have flaming zombies. After making the character and looking through the stats, I realized: necro/therm makes for a *really* sturdy build!
Unenhanced, my zombies get about 33% Smashing Resist. After doing a bit of research, I realized that I can get up to about 70% Smashing resistance, 60% fire resist (the usual zombie killer), and roundabout 45% to everything else.
Add to that the healing factors that /therm will give, and you've got yourself a Tankermind!
I did a real quick Mid's build (lol and by quick I mean 2 hour: being a first-time user, it took me 20 mins to realize I had to right-click to slot anything -_-), building mostly for HP, regen, end, and recovery (just a preference)
The plan is the keep Forge on the Grave Knights (a reason why I don't have them slotted for much accuracy), run into the mob and keep debuffing/spamming heal.
Assuming my altoholism doesn't kick in again and I reroll into something else, I should have major tanking and AV soloing capabilities when all's said and done.
[color:#A80000]Villain Plan by Mids' Villain Designer 1.621[/color]
[color:#A80000]http://www.cohplanner.com/[/color]
[color:#800000]Click this DataLink to open the build![/color]
[color:#A80000]Dr. FireDeath:[/color][color:#000000] Level 50 Science Mastermind[/color]
[color:#A80000]Primary Power Set: [/color][color:#000000]Necromancy[/color]
[color:#A80000]Secondary Power Set: [/color][color:#000000]Thermal Radiation[/color]
[color:#A80000]Power Pool: [/color][color:#000000]Fitness[/color]
[color:#A80000]Power Pool: [/color][color:#000000]Speed[/color]
[color:#A80000]Power Pool: [/color][color:#000000]Presence[/color]
[color:#A80000]Ancillary Pool: [/color][color:#000000]Mu Mastery[/color]
[color:#A80000]Villain Profile:[/color]
[color:#843F3C]Level 1:[/color] [color:#000000]Zombie Horde[/color]- (A) [color:#820000]Soulbound Allegiance - [/color][color:#820000]Damage/Endurance[/color]
- (3) [color:#820000]Soulbound Allegiance - [/color][color:#820000]Chance for Build Up[/color]
- (3) [color:#820000]Soulbound Allegiance - [/color][color:#820000]Accuracy/Recharge[/color]
- (5) [color:#820000]Blood Mandate - [/color][color:#820000]Accuracy/Damage[/color]
- (9) [color:#820000]Blood Mandate - [/color][color:#820000]Accuracy/Damage/Endurance[/color]
- (11) [color:#820000]Blood Mandate - [/color][color:#820000]Damage/Endurance[/color]
- (A) [color:#820000]Doctored Wounds - [/color][color:#820000]Heal[/color]
- (5) [color:#820000]Doctored Wounds - [/color][color:#820000]Heal/Endurance/Recharge[/color]
- (9) [color:#820000]Doctored Wounds - [/color][color:#820000]Heal/Recharge[/color]
- (11) [color:#820000]Doctored Wounds - [/color][color:#820000]Endurance/Recharge[/color]
- (36) [color:#820000]Doctored Wounds - [/color][color:#820000]Heal/Endurance[/color]
- (37) [color:#820000]Numina's Convalescence - [/color][color:#820000]Endurance/Recharge[/color]
- (A) [color:#820000]Cloud Senses - [/color][color:#820000]Accuracy/Recharge[/color]
- (40) [color:#820000]Cloud Senses - [/color][color:#820000]Accuracy/ToHitDebuff[/color]
- (40) [color:#820000]Cloud Senses - [/color][color:#820000]ToHit Debuff/Endurance/Recharge[/color]
- (46) [color:#820000]Cloud Senses - [/color][color:#820000]Accuracy/Endurance/Recharge[/color]
- (A) [color:#820000]Steadfast Protection - [/color][color:#820000]Knockback Protection[/color]
- (7) [color:#820000]Impervium Armor - [/color][color:#820000]Resistance[/color]
- (25) [color:#820000]Impervium Armor - [/color][color:#820000]Resistance/Endurance/Recharge[/color]
- (42) [color:#820000]Impervium Armor - [/color][color:#820000]Endurance/Recharge[/color]
- (42) [color:#820000]Impervium Armor - [/color][color:#820000]Resistance/Recharge[/color]
- (43) [color:#820000]Impervium Armor - [/color][color:#820000]Resistance/Endurance[/color]
- (A) [color:#9B0000]Endurance Reduction[/color][color:#9B0000] IO[/color]
- (7) [color:#9B0000]Endurance Reduction[/color][color:#9B0000] IO[/color]
- (A) [color:#9B0000]Run Speed[/color][color:#9B0000] IO[/color]
- (A) [color:#820000]Steadfast Protection - [/color][color:#820000]Knockback Protection[/color]
- (15) [color:#820000]Impervium Armor - [/color][color:#820000]Resistance[/color]
- (25) [color:#820000]Impervium Armor - [/color][color:#820000]Resistance/Endurance/Recharge[/color]
- (42) [color:#820000]Impervium Armor - [/color][color:#820000]Endurance/Recharge[/color]
- (43) [color:#820000]Impervium Armor - [/color][color:#820000]Resistance/Recharge[/color]
- (43) [color:#820000]Impervium Armor - [/color][color:#820000]Resistance/Endurance[/color]
- (A) [color:#820000]Soulbound Allegiance - [/color][color:#820000]Damage[/color]
- (13) [color:#820000]Soulbound Allegiance - [/color][color:#820000]Damage/Recharge[/color]
- (13) [color:#820000]Soulbound Allegiance - [/color][color:#820000]Accuracy/Damage/Recharge[/color]
- (15) [color:#820000]Achilles' Heel - [/color][color:#820000]Chance for Res Debuff[/color]
- (17) [color:#820000]Touch of Lady Grey - [/color][color:#820000]Recharge/Endurance[/color]
- (17) [color:#820000]Touch of Lady Grey - [/color][color:#820000]Defense Debuff/Recharge[/color]
- (A) [color:#9B0000]Recharge Reduction[/color][color:#9B0000] IO[/color]
- (37) [color:#9B0000]Recharge Reduction[/color][color:#9B0000] IO[/color]
- (40) [color:#9B0000]Recharge Reduction[/color][color:#9B0000] IO[/color]
- (A) [color:#820000]Celerity - [/color][color:#820000]+Stealth[/color]
- (A) [color:#820000]Miracle - [/color][color:#820000]+Recovery[/color]
- (19) [color:#820000]Regenerative Tissue - [/color][color:#820000]+Regeneration[/color]
- (19) [color:#820000]Numina's Convalescence - [/color][color:#820000]+Regeneration/+Recovery[/color]
- (A) [color:#820000]Performance Shifter - [/color][color:#820000]Chance for +End[/color]
- (21) [color:#820000]Performance Shifter - [/color][color:#820000]EndMod[/color]
- (21) [color:#9B0000]Endurance Modification[/color][color:#9B0000] IO[/color]
- (A) [color:#820000]Doctored Wounds - [/color][color:#820000]Heal[/color]
- (23) [color:#820000]Doctored Wounds - [/color][color:#820000]Heal/Endurance/Recharge[/color]
- (23) [color:#820000]Doctored Wounds - [/color][color:#820000]Heal/Recharge[/color]
- (33) [color:#820000]Doctored Wounds - [/color][color:#820000]Endurance/Recharge[/color]
- (33) [color:#820000]Doctored Wounds - [/color][color:#820000]Heal/Endurance[/color]
- (34) [color:#820000]Numina's Convalescence - [/color][color:#820000]Endurance/Recharge[/color]
- (A) [color:#820000]Expedient Reinforcement - [/color][color:#820000]Resist Bonus Aura for Pets[/color]
- (29) [color:#820000]Call to Arms - [/color][color:#820000]Defense Bonus Aura for Pets[/color]
- (31) [color:#820000]Call to Arms - [/color][color:#820000]Accuracy/Recharge[/color]
- (34) [color:#820000]Call to Arms - [/color][color:#820000]Accuracy/Damage/Recharge[/color]
- (34) [color:#820000]Call to Arms - [/color][color:#820000]Endurance/Damage/Recharge[/color]
- (A) [color:#820000]Blood Mandate - [/color][color:#820000]Accuracy/Endurance[/color]
- (27) [color:#820000]Blood Mandate - [/color][color:#820000]Accuracy/Damage/Endurance[/color]
- (27) [color:#931600]HamiO:Peroxisome Exposure[/color]
- (29) [color:#931600]HamiO:Peroxisome Exposure[/color]
- (31) [color:#820000]Sovereign Right - [/color][color:#820000]Resistance Bonus[/color]
- (31) [color:#820000]Edict of the Master - [/color][color:#820000]Defense Bonus[/color]
- (A) [color:#9B0000]Recharge Reduction[/color][color:#9B0000] IO[/color]
- (A) [color:#820000]Perfect Zinger - [/color][color:#820000]Accuracy/Recharge[/color]
- (37) [color:#820000]Perfect Zinger - [/color][color:#820000]Taunt/Recharge[/color]
- (48) [color:#820000]Perfect Zinger - [/color][color:#820000]Chance for Psi Damage[/color]
- (A) [color:#9B0000]Endurance Reduction[/color][color:#9B0000] IO[/color]
- (33) [color:#9B0000]Endurance Reduction[/color][color:#9B0000] IO[/color]
- (A) [color:#9B0000]Recharge Reduction[/color][color:#9B0000] IO[/color]
- (36) [color:#9B0000]Recharge Reduction[/color][color:#9B0000] IO[/color]
- (36) [color:#9B0000]Accuracy[/color][color:#9B0000] IO[/color]
- (A) [color:#820000]Analyze Weakness - [/color][color:#820000]Defense Debuff[/color]
- (39) [color:#820000]Analyze Weakness - [/color][color:#820000]Accuracy/Defense Debuff[/color]
- (39) [color:#820000]Analyze Weakness - [/color][color:#820000]Accuracy/Recharge[/color]
- (39) [color:#820000]Analyze Weakness - [/color][color:#820000]Defense Debuff/Endurance/Recharge[/color]
- (46) [color:#820000]Analyze Weakness - [/color][color:#820000]Accuracy/Endurance/Recharge[/color]
- (50) [color:#820000]Touch of Lady Grey - [/color][color:#820000]Defense Debuff/Recharge[/color]
- (A) [color:#820000]Touch of the Nictus - [/color][color:#820000]Chance for Negative Energy Damage[/color]
- (45) [color:#820000]Touch of the Nictus - [/color][color:#820000]Accuracy/Endurance/Recharge[/color]
- (46) [color:#820000]Touch of the Nictus - [/color][color:#820000]Accuracy/Endurance/Heal/HitPoints/Regeneration[/color]
- (50) [color:#820000]Touch of the Nictus - [/color][color:#820000]Accuracy/Healing[/color]
- (50) [color:#820000]Touch of the Nictus - [/color][color:#820000]Heal/HitPoints/Regeneration/Recharge[/color]
- (A) [color:#820000]Impervium Armor - [/color][color:#820000]Resistance/Endurance[/color]
- (45) [color:#820000]Impervium Armor - [/color][color:#820000]Resistance/Endurance/Recharge[/color]
- (45) [color:#820000]Steadfast Protection - [/color][color:#820000]Knockback Protection[/color]
- (A) [color:#820000]Gravitational Anchor - [/color][color:#820000]Accuracy/Recharge[/color]
- (48) [color:#820000]Gravitational Anchor - [/color][color:#820000]Accuracy/Immobilize/Recharge[/color]
- (48) [color:#9B0000]Endurance Reduction[/color][color:#9B0000] IO[/color]
- (A) [color:#9B0000]Endurance Reduction[/color][color:#9B0000] IO[/color]
[color:#843F3C]Level 1:[/color] [color:#000000]Brawl[/color]- (A) [color:#820000]Mako's Bite - [/color][color:#820000]Chance of Damage(Lethal)[/color]
- (A) [color:#6F0000]Empty[/color]
- (A) [color:#6F0000]Empty[/color]
[color:#843F3C]Level 2:[/color] [color:#000000]Ninja Run[/color]
[color:#A80000]------------[/color]
[color:#A80000]Set Bonus Totals:[/color]- 3% DamageBuff(Smashing)
- 3% DamageBuff(Lethal)
- 3% DamageBuff(Fire)
- 3% DamageBuff(Cold)
- 3% DamageBuff(Energy)
- 3% DamageBuff(Negative)
- 3% DamageBuff(Toxic)
- 3% DamageBuff(Psionic)
- 10% Defense
- 1.88% Defense(Fire)
- 1.88% Defense(Cold)
- 3.75% Defense(Psionic)
- 0.94% Defense(AoE)
- 9% Max End
- 20% Enhancement(Accuracy)
- 22.5% Enhancement(RechargeTime)
- 13% Enhancement(Heal)
- 5% FlySpeed
- 87.3 HP (10.9%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Confused) 2.5%
- MezResist(Held) 8%
- MezResist(Immobilize) 2.5%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 4.7%
- MezResist(Terrorized) 9.65%
- 17% (0.28 End/sec) Recovery
- 52% (1.74 HP/sec) Regeneration
- 20% Resistance(Smashing)
- 20% Resistance(Lethal)
- 22.5% Resistance(Fire)
- 22.5% Resistance(Cold)
- 20% Resistance(Energy)
- 20% Resistance(Negative)
- 20% Resistance(Toxic)
- 20% Resistance(Psionic)
- 5% RunSpeed
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