wyldchyld

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  1. Cross-posting from the Build Workshop...

    So I had a lull in playing and decided to give the Arachnos Soldier/Crab a try and, as of L25 and almost done with First Ward, I am loving my experiences. My first try with a Crab ended poorly with deletion (went Crab, made a Bane build, didn't like having the legs...) and this newer version has been a straight blast, yes, pun intended.

    What I am asking, Forum, Crab, and Mids' Gurus is if this build could be fixed up any, or if someone could find a way to make a better leveling build with the power choices and sets in mind. I am one that does not like to Respec as much as possible and have no problems running standard SOs until I can start earning the actual recipes needed. The build I am currently toying around with is...

    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Channelgun -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(40)
    Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(17)
    Level 2: Longfang -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
    Level 4: Combat Training: Defensive -- Ksmt-ToHit+(A), LkGmblr-Rchg+(17)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 8: Suppression -- ShldBrk-Acc/DefDeb(A), ShldBrk-Acc/Rchg(9), ShldBrk-DefDeb/EndRdx/Rchg(9), ShldBrk-Acc/EndRdx/Rchg(11), ShldBrk-%Dam(11), Achilles-ResDeb%(13)
    Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23)
    Level 12: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(25), Posi-Dmg/Rng(27), Posi-Acc/Dmg/EndRdx(27)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Tactical Training: Assault -- EndRdx-I(A)
    Level 18: Frag Grenade -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(19), KinCrsh-Rchg/KB(19), KinCrsh-Rechg/EndRdx(21), KinCrsh-Dmg/EndRdx/KB(21), KinCrsh-Acc/Dmg/KB(23)
    Level 20: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
    Level 22: Mental Training -- Run-I(A)
    Level 24: Fortification -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(46), RctvArm-EndRdx(46)
    Level 26: Boxing -- Empty(A)
    Level 28: Serum -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal(31), Dct'dW-Rchg(46)
    Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam(37), RctvArm-EndRdx(37)
    Level 32: Omega Maneuver -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(33), Stpfy-Acc/EndRdx(33), Stpfy-Stun/Rng(33), Stpfy-Acc/Stun/Rchg(34), Stpfy-KB%(34)
    Level 35: Summon Spiderlings -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(36)
    Level 38: Call Reinforcements -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(39)
    Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42)
    Level 44: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45)
    Level 47: Soul Tentacles -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50), Posi-Dam%(50)
    Level 49: Assault -- EndRdx-I(A), EndRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Conditioning
    Level 1: Sprint -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3), RgnTis-Regen+(5)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------



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    Is there any way to fix the build, or to make it more "leveling friendly" without gimping the end result? Swapping Fly and Hover in for Super Jump/Combat Jumping is something I've seen many people do, and I understand that Hover works a bit better for KD. Again, I thank you for your time and for any feedback that you can offer.
  2. So I had a lull in playing and decided to give the Arachnos Soldier/Crab a try and, as of L25 and almost done with First Ward, I am loving my experiences. My first try with a Crab ended poorly with deletion (went Crab, made a Bane build, didn't like having the legs...) and this newer version has been a straight blast, yes, pun intended.

    What I am asking, Forum, Crab, and Mids' Gurus is if this build could be fixed up any, or if someone could find a way to make a better leveling build with the power choices and sets in mind. I am one that does not like to Respec as much as possible and have no problems running standard SOs until I can start earning the actual recipes needed. The build I am currently toying around with is...

    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Channelgun -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(40)
    Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(17)
    Level 2: Longfang -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
    Level 4: Combat Training: Defensive -- Ksmt-ToHit+(A), LkGmblr-Rchg+(17)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 8: Suppression -- ShldBrk-Acc/DefDeb(A), ShldBrk-Acc/Rchg(9), ShldBrk-DefDeb/EndRdx/Rchg(9), ShldBrk-Acc/EndRdx/Rchg(11), ShldBrk-%Dam(11), Achilles-ResDeb%(13)
    Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23)
    Level 12: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(25), Posi-Dmg/Rng(27), Posi-Acc/Dmg/EndRdx(27)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Tactical Training: Assault -- EndRdx-I(A)
    Level 18: Frag Grenade -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(19), KinCrsh-Rchg/KB(19), KinCrsh-Rechg/EndRdx(21), KinCrsh-Dmg/EndRdx/KB(21), KinCrsh-Acc/Dmg/KB(23)
    Level 20: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
    Level 22: Mental Training -- Run-I(A)
    Level 24: Fortification -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(46), RctvArm-EndRdx(46)
    Level 26: Boxing -- Empty(A)
    Level 28: Serum -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal(31), Dct'dW-Rchg(46)
    Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam(37), RctvArm-EndRdx(37)
    Level 32: Omega Maneuver -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(33), Stpfy-Acc/EndRdx(33), Stpfy-Stun/Rng(33), Stpfy-Acc/Stun/Rchg(34), Stpfy-KB%(34)
    Level 35: Summon Spiderlings -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(36)
    Level 38: Call Reinforcements -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(39)
    Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42)
    Level 44: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45)
    Level 47: Soul Tentacles -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50), Posi-Dam%(50)
    Level 49: Assault -- EndRdx-I(A), EndRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Conditioning
    Level 1: Sprint -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3), RgnTis-Regen+(5)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------



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    Is there any way to fix the build, or to make it more "leveling friendly" without gimping the end result? Again, I thank you for your time and for any feedback that you can offer.
  3. Quote:
    I like the idea of slotting Kinetic Crash into Singularity actually and wish I had thought of it first. It does take 2 more slots than Expedient Reinforcement, but 7.5% recharge bonuses are rare and hard to slot (compared to 5% or 6.25%), which means you can slot more 6.25 or 5% bonuses, which is more overall recharge / gives you more overall slotting. (For me for example it would let me slot more Obliterations / Decimations which are sets I like a lot). Kinetic Crash is a very, VERY cheap set to slot as well (you basically pay only for the salvage since the recipes are on the order of 1k-10k), as you know.
    This is one of the reasons I have it 6-slotted in Lift and have so many of them in my Ill/Storm's build (Phantom Army, Phantasm, Tornado, Lightning Storm, Gale). The bonus that Basilisk's Gaze gives may only be for 4-slots, but that is a very expensive set. Now, I am not a fan of Knockback normally, but it is quite affordable (not to mention the KB protection that it offers...).
  4. Dark, I am guilty for doing exactly what you said. Yes, I do know how good the powers in the Mu set are as I have them on a few other toons. I was looking at pure set mules in that regard.

    Mach, thank you again. That posted build is right in my price range (save for both sets of Basilisk's Gaze). One of the great parts of having a Ticket toon is that I can, with a little time, get these pieces without spending much at the market.

    Now, for the both of you, is perma-Dom higher priority than Defenses when end-game is concerned? I have this same problem when building Controllers as I try to get max Recharge all the time for Phantom Army.

    Also, I am sorry for slotting the Kinetic Crashes, but they have that awesome 7.5% Rech for a cheap 6-set. My Ill/Storm has 5 full sets slotted >.>
  5. With the new Mids' being out now (YAY!), I can finally post this. I have been tweaking my Live build and it is turning out to be a beast. Note, I am only L38, but the only trouble I had was doing Scirocco's arc to unlock the Patron Powers (damn pesky Mu and their Elec Resists...).

    Villain Plan by Mids' Villain Designer 1.95
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Chronal: Level 50 Mutation Dominator
    Primary Power Set: Gravity Control
    Secondary Power Set: Electricity Assault
    Power Pool: Teleportation
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Concealment
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Lift -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(3), KinCrsh-Rchg/KB(3), KinCrsh-Rechg/EndRdx(5), KinCrsh-Dmg/EndRdx/KB(5), KinCrsh-Acc/Dmg/KB(7)
    Level 1: Charged Bolts -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(13), Decim-Dmg/Rchg(36), Decim-Acc/Dmg/Rchg(37), Decim-Build%(45)
    Level 2: Gravity Distortion -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(7), BasGaze-Rchg/Hold(9), BasGaze-EndRdx/Rchg/Hold(9)
    Level 4: Lightning Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(13), Decim-Dmg/Rchg(37), Decim-Acc/EndRdx/Rchg(37), Decim-Acc/Dmg/Rchg(45)
    Level 6: Teleport -- Empty(A), Empty(11), Empty(11)
    Level 8: Crushing Field -- TotHntr-Dam%(A), Posi-Dam%(15), ImpSwft-Dam%(15), DblAc-Stun%(36)
    Level 10: Recall Friend -- Empty(A)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Long Range Teleport -- RechRdx-I(A)
    Level 16: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(17), AdjTgt-EndRdx/Rchg(17), AdjTgt-ToHit(19), AdjTgt-Rchg(19)
    Level 18: Gravity Distortion Field -- BasGaze-Acc/Rchg(A), BasGaze-Acc/EndRdx/Rchg/Hold(25), BasGaze-EndRdx/Rchg/Hold(25), BasGaze-Rchg/Hold(31)
    Level 20: Zapp -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(21), Mantic-Acc/ActRdx/Rng(21), Mantic-Dmg/ActRdx/Rchg(23), Mantic-Dmg/EndRdx/Rchg(23)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 26: Wormhole -- Stgr-Acc/Stun/Rchg(A), RzDz-Acc/Stun/Rchg(27), Rope-Acc/Stun/Rchg(27), Stpfy-Acc/Stun/Rchg(34), Range-I(34), Range-I(36)
    Level 28: Static Discharge -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(29), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(31)
    Level 30: Weave -- LkGmblr-Rchg+(A), Empty(46), Empty(46), Empty(48)
    Level 32: Singularity -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(33), KinCrsh-Rchg/KB(33), KinCrsh-Rechg/EndRdx(33), KinCrsh-Dmg/EndRdx/KB(34), KinCrsh-Acc/Dmg/KB(45)
    Level 35: Charged Armor -- Empty(A), Empty(43), Empty(43), Empty(46)
    Level 38: Voltaic Sentinel -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(40)
    Level 41: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43), EnManip-Stun%(50)
    Level 44: Stealth -- LkGmblr-Rchg+(A)
    Level 47: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 49: Invisibility -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(40), RgnTis-Regen+(40)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(48), P'Shift-EndMod/Rchg(48)
    Level 4: Ninja Run

    Yes, a few spots are still empty. Now, my biggest concern, I have tried placing an emphasis on ranged abilities and Recharge. Will this affect me on iTrials what with having sub-par Def/Resistance and, if so, how would I go about fixing?
  6. I'll give that one a go, thank you Machariel.
  7. Quote:
    Originally Posted by Machariel View Post
    I dunno if 5-slotting Build Up with Adjusted Targeting for the recharge bonus is the best use of slots. I do like two-slotting it just for a very cheap 2% damage bonus.
    In the grand scheme of things, no, 5-slotting BU probably wasn't the best idea, but I was able to find the enhancements "on the cheap" and I have quite a few respecs banked up that I can try different things.

    Like previously stated, I am nowhere good at pre-builds, I mostly wing it with what I have, what I can find, and what I aspire to have. Still re-learning the whole Rule of 5, so I will need to go back and respec into more friendly IOs later on.
  8. I did go and use one of my respecs last night and it made a big difference.

    I took out the melee attacks. Yes, they are some of the stronger attacks in the Elec Assault, but, as others have stated, Singy doesn't play nice with melee.

    I have all of the ranged attacks, including the Cone, Snipe, and Build-Up. All of those are 5-slotted for Posi's Blast (Cone), Sting of Manticore (Snipe), and Adjusted Targeting (Build-Up). I will also be 5-slotting Posi's Blast into Ball Lightning once I hit 41.

    I also respec'd into Lift and 6-slotted it for Kinetic Crash.

    Wormhole has 4 slots currently for the Acc/Stun/Rech IOs, but I am looking to add 2 Range IOs.

    Singy and Voltaic are currently planned to have 4-slots for Expedient Reinforcement, though I am aiming to 5-slot them for the Regen bonuses.

    I took Teleport, Recall, and Long Range TP for concept reasons. Combat Jumping is there as a LotG mule, but I may swap that for Hover as it works better with TP. I still have Tough, Weave, and Charged Armor, but those are easily moveable if the need arises.

    I am sorry that I do not have a build posted, but until Mids' is updated for i21 and beyond, this is the best I can give you. Sorry again, but thank you all for your inputs and critiques.

    *edit* Gravity Distortion and GD Field both have slots currently in hopes of 4-slotting Basi's Gaze.
  9. wyldchyld

    Kheldian Guides

    Quote:
    Originally Posted by Soundwave_NA View Post
    Looking for an i19 single-form Warshade guide, if there's one out there.
    I'll second this proposal, but would update it to i21 standards. Yes, the MFing Warshades are quite Billy Bad***, but sometimes you just want to see, or show-off your character's costumes while attacking.
  10. I leave the slots empty because I am mostly going with SOs (I'm not the best when it comes to building around sets).

    I will be respecing into Lift as everything I have read states that it is a more "CC-able" ability than Crush (if a mob is being slammed into the ground, then he/she is not attacking you).

    Wormhole, currently, has 3 slots with Frankenslotted Acc/Stun/Rech IOs as they were very affordable on the market.

    Trying to go for, if I can help it, a more ranged than melee build, but it seems both sets counter each other. Gravity, especially with Singularity, seems to be a more ranged set while Elec is a nice mix of Ranged and Melee.

    I have seen various reports on the uses of Voltaic Sentinel and I feel that it will be a nice compliment to Singularity, especially given that he can be made perma.

    I still have the Patron respec sitting around as I have already finished Scirocco's opening arc Ball Lightning is just too damn sexy).
  11. So...i21 officially launches today?

    "During the VIP Head Start, amongst other things accessible to our VIP players, Level Pacts will be available in order to take advantage of the brand new Power Sets that will be released then. However, after the head start has ended, Level Pacts will need to be disabled and new Level Pacts won't be available to anybody until we have been able to revisit the system at a later point."

    This tends to state that it does...
  12. Quote:
    Originally Posted by MaestroMavius View Post
    Nothing locks down enemies and makes me feel like a powerhouse quite like my Earth/Storm Controller... Thing is a beast.
    Then you've never tried an Earth/Trick Arrow. Beastly controls, mostly soft, but very little damage. That is where */Storm shines for 'Trollers as my Ill/Storm is finding out.
  13. I've slowly been building a Gravity/Electric Assault Dominator for some time and, with the release of i21, kind of threw my plan out of whack. L35 opened up the Patron arcs and, as expected, I took Scirocco and his Mu Mastery, mostly for Ball Lightning. Now, below is my current Mids build (note, L35 has Thunder Strike, but will have Charged Armor once a newer version is released). The slots are empty as I have just standard SOs and basic IOs, no set IOs yet.

    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Chronal: Level 48 Mutation Dominator
    Primary Power Set: Gravity Control
    Secondary Power Set: Electricity Assault
    Power Pool: Leaping
    Power Pool: Fighting

    Villain Profile:
    Level 1: Crush -- Empty(A), Empty(5), Empty(40)
    Level 1: Charged Bolts -- Empty(A), Empty(9), Empty(15), Empty(40)
    Level 2: Gravity Distortion -- Empty(A), Empty(3), Empty(3), Empty(5)
    Level 4: Lightning Bolt -- Empty(A), Empty(7), Empty(15), Empty(40)
    Level 6: Charged Brawl -- Empty(A), Empty(7), Empty(13), Empty(17)
    Level 8: Crushing Field -- Empty(A), Empty(9), Empty(11), Empty(34)
    Level 10: Havoc Punch -- Empty(A), Empty(11), Empty(13), Empty(17)
    Level 12: Combat Jumping -- Empty(A)
    Level 14: Super Jump -- Empty(A)
    Level 16: Boxing -- Empty(A)
    Level 18: Tough -- Empty(A)
    Level 20: Zapp -- Empty(A), Empty(21), Empty(21), Empty(23), Empty(23)
    Level 22: Acrobatics -- Empty(A)
    Level 24: Weave -- Empty(A)
    Level 26: Wormhole -- Empty(A), Empty(27), Empty(27), Empty(37), Empty(37)
    Level 28: Static Discharge -- Empty(A), Empty(29), Empty(29), Empty(31), Empty(34)
    Level 30: Gravity Distortion Field -- Empty(A), Empty(31), Empty(31), Empty(34)
    Level 32: Singularity -- Empty(A), Empty(33), Empty(33), Empty(33)
    Level 35: Thunder Strike -- Empty(A), Empty(36), Empty(36), Empty(36), Empty(37)
    Level 38: Voltaic Sentinel -- Empty(A), Empty(39), Empty(39), Empty(39)
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Empty(A), Empty(19), Empty(25)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Empty(A), Empty(19), Empty(25)
    Level 4: Ninja Run


    If anyone has knowledge of this combo, I would be very appreciative. I do know basic slotting techniques for Control, Melee, and Blast sets, but this is my first serious Dominator and, as I have read and been told, they are not 'Trollers, Blasters, or Melee, but a mix of each. I do not have Billions to spend on a build, but I do have a toon set aside for AE ticket gathering to help lower the costs.

    Thank you all in advance.

    Edit: She is currently L36 if that matters.
  14. I'll bump this as well. My Elec/Time is only L10, but she's already one of the safest toons I have ever played non-Stalker. Toggle up both PBAoEs, gather a group, hit AOE Immob the the Jolting Chain. Very low damage, but very high survivability.

    Once Mids is updated with i21 stuffs, will be working on this ASAP.
  15. Any knowledge of Grav/Elec builds? The new Freedom/i21 stuff put my proposed build on hiatus until I figure how to incorporate the L35 Patron/Epic pools.
  16. Electric/Time Controller for 2 awesome PBAoE toggles.

    And then StJ as soon as it launches.
  17. And a THANK YOU to GM PulpyOrange for contacting us back about this =)
  18. *as read from Facebook*

    Amazing how irritated I get when someone misuses the terms venom and poison. We were playing CoH/V earlier, and *name withheld* pointed out the poison set (which is almost accurate), until it says "you poison with a venom." No. You poison with a poison. Or if you need a generic, with a toxic substance. Spines set? You inject a poison? No. You inject a venom. Venom is injected via sting or bite. Poison is ingested or inhaled, absorbed through the epithelial lining. At best, you inject a poisonous substance. But not a poison.

    If you're going to bring home the big bucks in game design, make sure the little details are correct.

    I realize that the writers are writing for people who probably have no clue about the difference, but it's really glaring when you do know and try to wrap your head around it. Even the daughter gets a good giggle when someone calls a snake poisonous...they're not, unless they're a spitting cobra.

    And both venom and poisons can be toxins....as toxin doesn't specify a method of delivery. Yes, I actually did email the game support/bug report over their wording. Wonder if they'll get back to me.
  19. wyldchyld

    Night Widow

    So, with all the news of Freedom and all that good stuff, I have been working on yet another Widow build. I think I got carried away with all the +Rech, but...

    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Arachnos Widow
    Primary Power Set: Night Widow Training
    Secondary Power Set: Widow Teamwork
    Power Pool: Leaping
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Poison Dart -- Decim-Acc/Dmg(A), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(7), Decim-Dmg/Rchg(33), Decim-Build%(34)
    Level 1: Combat Training: Defensive -- LkGmblr-Rchg+(A), LkGmblr-Def(36), Ksmt-ToHit+(43)
    Level 2: Strike -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(3), P'ngS'Fest-Dmg/Rchg(3), P'ngS'Fest-Stun%(5)
    Level 4: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(37)
    Level 6: Combat Training: Offensive -- Acc-I(A), Acc-I(21)
    Level 8: Follow Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(9), AdjTgt-EndRdx/Rchg(9), AdjTgt-ToHit/EndRdx/Rchg(11), AdjTgt-ToHit(11)
    Level 10: Indomitable Will -- Aegis-Psi/Status(A)
    Level 12: Lunge -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(13), P'ngS'Fest-Dmg/Rchg(13), P'ngS'Fest-Stun%(17)
    Level 14: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(43)
    Level 16: Super Jump -- Jump-I(A)
    Level 18: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(19), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(25)
    Level 20: Mask Presence -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(37)
    Level 22: Foresight -- LkGmblr-Rchg+(A), S'fstPrt-ResDam/Def+(36), LkGmblr-Def(36)
    Level 24: Mental Training -- Run-I(A)
    Level 26: Eviscerate -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(39)
    Level 28: Mind Link -- Ksmt-Def/Rchg(A), RedFtn-Def/Rchg(29), GftotA-Def/Rchg(33), S'dpty-Def/Rchg(34), LkGmblr-Def/Rchg(34)
    Level 30: Tactical Training: Leadership -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(31), AdjTgt-ToHit/EndRdx/Rchg(31), AdjTgt-EndRdx/Rchg(31), AdjTgt-ToHit/EndRdx(33)
    Level 32: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(37)
    Level 35: Tactical Training: Assault -- EndRdx-I(A)
    Level 38: Elude -- LkGmblr-Def/Rchg(A), RedFtn-Def/Rchg(39), GftotA-Def/Rchg(39), S'dpty-Def/Rchg(40), Ksmt-Def/Rchg(40)
    Level 41: Mu Lightning -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43), EnManip-Stun%(46)
    Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46), EnManip-Stun%(46)
    Level 47: Summon Striker -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(48), BldM'dt-Acc/EndRdx(48), BldM'dt-Acc/Dmg/EndRdx(48), BldM'dt-Acc(50), BldM'dt-Dmg(50)
    Level 49: Tactical Training: Vengeance -- LkGmblr-Def/Rchg(A), RedFtn-Def/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Conditioning
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(23), Numna-Regen/Rcvry+(25)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(7), P'Shift-EndMod/Rchg(23)
    ------------


    Yeah, not sure if I'll be able to afford this anytime soon, but I do have a ticket farmer who needs steady work. A few powers, as you may have seen, are Frankenslotted, as I did not know how to slot them properly.

    Mostly playing this in a steady 4-person group, but we do venture into Strike Forces with aspirations into the Trials (come Freedom, we will be staying on as VIPs, so IO builds are fine as are any SO builds should the accounts lapse a bit due to unforeseen circumstances).

    If someone has a cheaper build, by all means let me know. Thank you for your time.
  20. Quote:
    Originally Posted by je_saist View Post
    That was the reason given back when CoV launched.

    Since then the developers have not really commented on Ice Armor for brutes.

    Ice Armor IS coming to Stalkers as of I21 though.
    Ice Armor grants -Recharge to foes it hits, yes. But doesn't Dark Armor have a PBAoE toggle that Stuns whatever it hits?

    This has always been the major argument and will continue to be so until Ice Armor Brutes make it past the CoV Beta.
  21. Thank you all.

    Was trying to find a guide for a returning friend who has a L34, I think, Tri-form, but who had been gone for about 3 years and doesn't know where, or how, to properly slot anymore. I did mention the i21 changes, so we may hold off for that little wait.

    Thank you all again.
  22. I found one a while back and now my Search-Fu has ceased working. There was a guide that was put together that covered the various build possibilities of Peacebringers and I was wondering whose it was and where I might be able to find it. Sorry for such a silly request, but I do appreciate any and all help.
  23. During Double XP, I was able to play and LOVE my new Traps/Dark Blast Offender. Being on teams is a bit rough the first wipe or so when the team asks where the heals were, but once they see the Triage Beacon, they learn to stand still =)

    Was also able to level my first */Storm Controller and I fell in love with that set. So much so that I pushed it to 38 by the end for Tornado and Lightning Storm (and cheap 6-piece Kinetic Crash sets in each!).
  24. So, I spent the entirety of Double XP swapping between leveling new toons and leveling this project. Having gotten this one to 38, here is her current build...

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Smoke and Mirrors: Level 40 Magic Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Storm Summoning
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leaping

    Hero Profile:
    Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(5), BasGaze-EndRdx/Rchg/Hold(7), RechRdx(29)
    Level 1: Gale -- Empty(A)
    Level 2: Spectral Wounds -- Acc-I(A), Dmg-I(3), Dmg-I(5), Dmg-I(31), RechRdx(31)
    Level 4: Deceive -- Pplx-EndRdx/Conf(A), Pplx-Acc/EndRdx(7), Pplx-Acc/Conf/Rchg(13)
    Level 6: Snow Storm -- EndRdx-I(A)
    Level 8: Superior Invisibility -- EndRdx-I(A), EndRdx-I(9)
    Level 10: Air Superiority -- Acc(A), Dmg(11)
    Level 12: Super Speed -- EndRdx(A)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
    Level 16: Freezing Rain -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17), DefDeb(37)
    Level 18: Phantom Army -- C'Arms-Acc/Rchg(A), C'Arms-Dmg/EndRdx(19), C'Arms-Acc/Dmg/Rchg(19), C'Arms-EndRdx/Dmg/Rchg(21), RechRdx-I(23), RechRdx-I(23)
    Level 20: Hurricane -- EndRdx-I(A), EndRdx-I(21), ToHitDeb(27)
    Level 22: Steamy Mist -- EndRdx-I(A), EndRdx-I(29)
    Level 24: Flash -- RechRdx(A), RechRdx(25), Acc(27), Acc(31), Empty(40)
    Level 26: Spectral Terror -- RechRdx(A)
    Level 28: Combat Jumping -- DefBuff(A)
    Level 30: O2 Boost -- EndRdx-I(A), Heal(34)
    Level 32: Phantasm -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(33), KinCrsh-Rchg/KB(33), KinCrsh-Rechg/EndRdx(33), KinCrsh-Dmg/EndRdx/KB(34), KinCrsh-Acc/Dmg/KB(34)
    Level 35: Tornado -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(36), KinCrsh-Rchg/KB(36), KinCrsh-Rechg/EndRdx(36), KinCrsh-Dmg/EndRdx/KB(37), KinCrsh-Acc/Dmg/KB(37)
    Level 38: Lightning Storm -- KinCrsh-Rchg/KB(A), Empty(39), Empty(39), Empty(39), Empty(40), Empty(40)
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Heal-I(A), Heal-I(13), Heal-I(25)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(9), EndMod-I(11)



    I will say that this has been a blast to level and is currently duo'd with the g/f's Dark/Dark Corr. Ran Numina and the team had 2 Stromies, myself and a Grav/Storm. Mobs were flying everywhere, but it kept our squishies safe. Also note, the Kinetic Crashes were all very cheap and provided some awesome bonuses with the full 6 slots that I already have the rest to fill in Lightning Storm >.>
  25. Thank you, Linea.

    The build I was going for, well, I was kind of building it with Recharge as it's first priority. I do know that this is not always optimal, especially with regards to iTrials and the Defense numbers needed to stay not dead.

    This will be a fun trip as I have never played Traps or Dark Blast before. Planning on trying to make her equal parts team player when those situations arise and Offender when she is just running solo/duo.