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Posts
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Joined
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thanks for the replies, think i understand it now
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Hello, guessing this is kind of a n00b question but I was trying to figure out how exactly the Defense (DEF) in this game works. I've read the defense page on paragon wiki but what i dont understand is how exactly Melee, Range & AoE effects the attack, do they stack with the damage type?
I get that its a type of Positional attack and that Powers are put into the category of Melee, Range & AoE depending on what they are of course. But say if i got hit for 45 Dark Damage and 25 Smashing damage from a melee attack would it then take the Positional tag of Melee and use the defense % from that added with Dark Defense % and/or Smashing Defense %?
If i had 20% DEF to Melee & Dark but 30% smashing then does it add the Melee 20% to whichever is higher out of Dark & Smashing %'s, which would be smashing. So does that mean i would end up with a 50% chance to defend against the attack? -
What's this like for a build, anythings i should change? only put in the regular enhancements.
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Mastermind
Primary Power Set: Thugs
Secondary Power Set: Traps
Power Pool: Medicine
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Call Thugs -- Dmg(A), Dmg(3), Dmg(3), Dmg(7), Dmg(15), Dmg(33)
Level 1: Web Grenade -- EndRdx(A)
Level 2: Caltrops -- RechRdx(A), RechRdx(40)
Level 4: Triage Beacon -- Heal(A), Heal(5), Heal(5), RechRdx(7), RechRdx(34), RechRdx(36)
Level 6: Equip Thugs -- EndRdx(A), EndRdx(46)
Level 8: Aid Other -- Heal(A), Heal(9), RechRdx(9), RechRdx(11)
Level 10: Acid Mortar -- EndRdx(A), RechRdx(11), DefDeb(40), Acc(46)
Level 12: Call Enforcer -- Dmg(A), Dmg(13), Dmg(13), Dmg(15), Dmg(21), Dmg(33)
Level 14: Swift -- Run(A)
Level 16: Force Field Generator -- DefBuff(A), DefBuff(17), DefBuff(17), DefBuff(29), DefBuff(29), DefBuff(36)
Level 18: Gang War -- RechRdx(A), RechRdx(19), RechRdx(19), RechRdx(36)
Level 20: Poison Trap -- EndRdx(A), EndRdx(21), RechRdx(37), RechRdx(40)
Level 22: Health -- Heal(A), Heal(23), Heal(23)
Level 24: Stamina -- EndMod(A), EndMod(25), EndMod(25)
Level 26: Call Bruiser -- Dmg(A), Dmg(27), Dmg(27), Dmg(33), Dmg(34), Dmg(34)
Level 28: Seeker Drones -- Range(A), Range(43), EndRdx(43), EndRdx(43)
Level 30: Maneuvers -- DefBuff(A), DefBuff(31), DefBuff(31), DefBuff(31), DefBuff(37), DefBuff(37)
Level 32: Assault -- EndRdx(A)
Level 35: Upgrade Equipment -- EndRdx(A), EndRdx(46)
Level 38: Trip Mine -- Dmg(A), Dmg(39), EndRdx(39), EndRdx(39)
Level 41: Dual Wield -- Dmg(A), Dmg(42), EndRdx(42), EndRdx(42)
Level 44: Empty Clips -- Dmg(A), Dmg(45), EndRdx(45), EndRdx(45)
Level 47: Scorpion Shield -- DefBuff(A), DefBuff(48), DefBuff(48), DefBuff(48), DefBuff(50), DefBuff(50)
Level 49: Super Jump -- Jump(A), Jump(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
Level 6: Ninja Run -
Another quick question, would it be wise to pick up Aid Other or can i do without and is it worth picking up seeker drones & detonator?
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I decided after much playing around to roll Thugs/Traps instead. I love ninja's but like you say they are a bit Hyperactive and squishy. I figured that with 2 enforcers, FFG & Maneuvers that my guys should have some nice DEF and firepower? We shall see.
I dont like to constantly "move around", if my guys are fighting melee or range i will go in close and stay there to support them. My thug/traps is 8 at the moment and teamed with a friend who's Merc/FF so that should help for some more DEF.
Also, curious to know if the FFG stacks with other FFG's? -
Hello there, have come back recently after not playing for a long time and been playing through the MM's since ive been back as they are my favourite Archetype. Settled on a Demon/Dark which is good fun but I want another MM too and wondered if Ninja/Traps has good synergy?
I was wondering what the ninja's defenses would be like with traps as i have a ninja/therm 22 and they are pretty squishy. How does traps fair in terms of defence compared to other secondaries?