ArchDemonKnight

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  1. [ QUOTE ]
    [ QUOTE ]
    I still think that before merging the markets they'd have to make sure that on both sides you get the same amount of inf and drops per level.

    [/ QUOTE ]Inf/time and Merits/time are more dependent on your build/AT than on which side of the game you're on. (A petless masterind will not get the same reward rates of a fire/kin farmer; a brute will outstrip a solo Defender)

    When they released a bunch of datamined numbers a while back, one of the statistics was "richest AT", which turned out to be Brutes. Though Smurphy may have had a not-insignificant impact on that

    [/ QUOTE ]

    here's my take on it. the people that want the markets merged are primariliy blue side players. they have loads of influence blueside because of farming w/their fire/kin trollers using basic IO's. they want to play a villain toon and find out that there is nothing equivalent to a fire/kin trollers redside. most farms redside are done with a ss/x brute and a kin, or maybe a perma dom x/psi; essential it takes a team to farm (liberate nem) map w/relative ease and speed, and therefore 1 or 2 person doesn't get all the goodies, it gets divied up.

    another thing to consider is in PI, ppl love to fill. you ask for 4 fillers, and you'll get it instantly. you go to GV and ask for 4 fillers, and its pulling teeth.

    ppl that are against the merger i'd guess are mostly redside players that don't want their infamy reduced to influence value.
  2. [ QUOTE ]
    I would also add, "do not send tells to random strangers asking them to pad your mission."

    I put "NO PAD" as the first words in all of my LFT strings, and still get them.

    [/ QUOTE ]

    on my kin corr i always get farm requests from different ppl all the time even though my search field says "NO FARMS/FILLS..." lots of ignorant rude jerks that see the search field but stilll ask, or don't even bother looking at what the search says as long as it says "kin".
  3. yeah we're basically gonna get punished for building up a tricked out purpled toon, and running a TF/SF faster than average. we spend a lot of time building up our toon, and figuring out the most effective and efficient way to run a particular tf/sf, and the merit reward gets nerfed in the future.
  4. so its true. SOA's have a higher perception than the stealth cap for stalkers.. wierd, i wonder if this was intended.
  5. i wouldn't hate on the ppl only getting brutes and corrs for LRSF but maybe the devs for not making all AT's valuable for that particular SF. also, if you dislike ppl not picking up your MM for LRSF or whatever, then start your own group for the SF.

    me personally i don't like having to many lv 30-31's for KHTFs. they don't have their tier 9 primary, and they arn't slotted well. i usually make my own team with higher lvl ppl 40+. if someone lv 30 asks me if they can join my KHTF team, (depending on the lvls, ATs of the teammates i have now, and the AT of teh lv 30, i may or may not say no). if i say no, don't get pissed at me, go form your own group. but most ppl don't like forming their own group because its too much "legwork"; thats their problem not mine. for me its easy because i have a bind set up to my F2 key, asking in a tell if he wants to join a KHTF team.
  6. theres only 2 cap SF guides in your guide to guides link. the 1st one is just a general overview of each mission and objectives, and the 2nd link is broken.

    well certain AT's generally weren't wanted for certain TF/SF's, such as LRSF. stalkers (before the huge buffs it recevied, i don't know if they are valued now in LRSF), MM's, (the only useful 2ndary is/was dark miasma, but it was better getting a /dark corr), and doms(i think only a certain type of dom was accepted, that was able to lockdown 7 of the 8 heroes in the last mish). so really, that effectively shut out 3 out of 5 AT redside (veats weren't introduced yet). 1 brute, preferable a stoner, and 7 corrs.

    if you welcome all at's, even if all 8 teammates are better than avereage players, they might not be able to pass the last mish of LRSF w/8 lv 54 heroes at once, let alone the one mish with 4-5 heroes.

    haven't played redside for a long time so i don't know if the perferable team makeup is still 1 stoner, and 7 corrs; since now stalkers are buffed up, and veats are very group friendly, im sure there is some flexibility as to the AT's you can choose now for LRSF, but MM's and doms are still at the bottom of the barrel i believe.

    edit: i think the guide is very well written and i like how descriptive it is. also, he does advocate VEATS:

    <<5. Stalkers and VEATs of any type make for good damage based filler after you've already got your brute and corruptor.>>

    So technically its only 2 out of 7 AT's that are not wanted. MM but if they have a -regen debuff they are fine(but still a corr would be better), and doms.
  7. i understand what aegis is saying, correct me if i'm wrong. maybe it CAN be run faster with a different team makeup, but it might require certain primary and secondary powersets for each dom or corrupter, and if they got a certain power pre-level 20 or not. its harder in a PuG, especially redside finding a particular type or corrupter or dominitor to do cap runs with.

    aegis' method is that you have the flexibility of getting pretty much any type of brute or stalker as long as teh brute has a decent aoe dmg output.

    recruiting time plays a factor in it as well, why shouldn't it? if it takes you 30 minutes to get the perfect type of dom/corrs etc.., and you finish the cap SF in 30 minutes, but using aegis method with the flexibility of recruitment, maybe it takes aegis 5 min to recruit, and they finish the cap run in 40 minutes, i'd take aegis method. plus it'll be more consistent rather than trying to get specific types of dom/corrs, and thats IF you are able to recruit them at all.
  8. [ QUOTE ]
    I still don't get people's "need" for X or Y for this Task Force. I've done it with 1 Brute, 2 Veats 2 Blasters and I've done it with 3 Defenders, 1 Controller and 1 Blaster. I can't imagine any team of 6 competent players that couldn't do it.

    [/ QUOTE ]

    we tried an all scrapper team, 5 lv 50's and 2 SK's.. most were spines/regen, and a couple were willpower, and i was a DM/SR. everything went fine, up to the last part w/the nictus. we tried bum rushing rom, with my elude on and me taking the intial aggro, but we died pretty fast. we were more or less competant, and ran the ITF several times with success but with a more varied group of course, we just tried it out for kicks.

    so the part about having any AT as long as the players are competant, isn't totally true. you don't "need" a particular AT, but having one over another because of a team make up sure makes it a lot easier.
  9. [ QUOTE ]
    [ QUOTE ]
    using the tower trick with rom and the 4 nictus, how did you keep the healing nictus from healing rom? is the tower trick only viable with a certain team makeup??

    [/ QUOTE ]
    You break Line of Sight using a corner.

    Position the players (P) like so depending on whether they are ranged or melee. Keep Romulus (R) at the corner tip and the Nictus (N) trailing behind him out of view. If you don't get this positioning on the first try, simply have the tanker drag him around the next corner.

    P ____________
    ..|XXXXXXXXXX|
    ..|XXXXXXXXXX|
    P|[u]XXXXXXXXXX[u]|
    R....NNN

    [/ QUOTE ]

    oh...so the team is out of LOS of the nictus, while Rom is in LOS w/the nictus. is this correct? so the only way the healing nictus can heal Rom is using targeted AOE on the teammates??
  10. using the tower trick with rom and the 4 nictus, how did you keep the healing nictus from healing rom? is the tower trick only viable with a certain team makeup??

    also, i'd like to make a suggestion on a tip i received doing my last ITF. final mish, with just rom and the nictus, anyone with single target ranged attacks attacked the healing nictus. the leader told us to go no further than a certain point, not close enough to aggro them, but close enough to use my ranged attacks.

    i had 2 attacks i used, the default range was 80ft with no range enhancements, and it was enough range to hit the healing nictus. i'd guess it took us 4 minutes or so, to kill the healing nictus from safety. after that we pounded rom 3 times.
  11. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    Update - except most people [censored] about going to the tower and trying to pull him rather than killing everything. PUGs are making me angry.

    [/ QUOTE ]

    I'd be one of them, and would probably be [censored] about noobs on my global channel. Killing everything > silly wastes of time.

    [/ QUOTE ]I am sick of people that tell me to skip tot he end or try to stealth to the end of strike forces. No, big whoop I might get a recipe worth a few mill. You are killing several mill infamy from me in sellable IO recipes and savlage that I can use to craft common IOs that others buy as well as salvage that can be sold. Been running into people that want to do that with every strike force I run lately, and it's been getting bloody annoying.

    [/ QUOTE ]

    yea its even worse when they try to stealth some parts and will recall friend at end, but they end up dying. would have been much faster jsut fighting through the mobs. like the tree thorn vine part of STF. but you never know if the guy is competent or not.
  12. ok i just updated my guide. the post is on #4.
  13. why i chose DM/SR:

    part concept, and part synergy. the concept part was that my toon is a vampire, and teh synergy is that DM has a -tohit component to its attacks, while SR is a defensive set.

    DM POWERS:
    SHADOW PUNCH: a fast hitting attack doing smh/neg dmg. get it

    SMITE: a slower version of shadow punch that packs more of a punch. get it

    SHADOW MAUL: this is where a lot of people are split as whether to get this power or not. it does a lot of dmg, but the cast time is 3 seconds,therefore the damage per activation is low when it only hits one enemy. compared to smites 1 second, and shadow punch .5 seconds.

    well what do i recommend? at the very least, get it in your early stages of your career so that you could use smite, shadow puch, then shadow maul. shadow maul being a cone is somewhat of a misnomer. you have to line up your targets in a straight line to hit more than 1 mob, and you don't want to spend too much time trying to line it up. the smaller sized the mobs are, the better chance shadow maul will hit multiple enemies, such as the little gears that spawn after killing the clockwork prince cannon. after getting and slotting dark blast, shadow maul can be respeced out of your build since i rarely use it afterwards.

    TOUCH OF FEAR: crazy awesome mitigation if you play solo for a bit. it does about -10%tohit, which is double the previous 3 attacks, and it lasts for around 22 seconds which is forever. so if you are facing a group of 3 mobs, you fear one, then you only have to worry about the other 2, teh fear may be up, and then you get to kill him afterwards. the recharge is also quite respectable at 8 seconds unslotted. so you could fear one mob, attack another mob, then fear yet another mob, so that you only have to fight 1 mob.

    this power is a MUST in the early levels, especially if you solo. even if you team, its a good power because of hte long -tohit debuff. even if the mob is not feared, the mob still gets hit with the debuff. later on though when you get dark blast, you can respec out of this since i rarely use it after.

    SIPHON LIFE: this is your self heal. there is no interruption time. some ppl like to slot dmg into it, so that they have another attack power but i don't because the endurance usage is a lot at 12. i use it as a heal more than as an attack. it does a measly 10% heal, and isn't worth using much until you get 3 heals in it at least. and maybe some end redux in the early part of your career.

    CONFRONT: a taunt. didn't get. might be useful later on in your 40's when you take out shadow maul and touch of fear, with elude running and what not.

    DARK CONSUMPTION: another must. my build didn't take stamina, because it requires me to get 2 extra powers that will not benefit me as much. hurdle/swift, and health (not useful to an SR compared to regen, will power, etc..) this drains endurance from a mob, and transfers it over to you. unfortuntely, unslotted, it recharged in 3 minutes.

    SOUL DRAIN: this is your build up power, kinda. the more mobs you drain, the more your tohit and dmg increases, and its lasts for 30 seconds rather than 10 seconds for build up. i recommend this power.

    MIDNIGHT GRASP: couldn't fit it into my build if i wanted to. i never took it but on paper, it looks pretty decent. it does all neg dmg, and the dmg is the most dmging from the DM powerset. cast time is 2 seconds, which doesn't seem too bad. again, you can get this power once you drop either touch of fear or shadow maul in you mid 40's or so once you slot up dark blast.



    SUPER REFLEXES: get all the SR powers.
    FOCUSES FIGHTING: toggle for melee defense. can't avoid getting, but you want it anyways. has a resistance to def. debuff

    FOCUSES SENSES: toggle for ranged defense. get this as well. resistance to def. debuff.

    AGILE: auto power. def to ranged. not as much defense as the toggles but it doesn't cost you endurance.

    PRACTICED BRAWLER: your click mezz resistance. only thing it doesn't protect against is confuse, and repel. ( but you don't haev to worry about that, unless you PVP). you could hold off getting this power since lower level mobs don't mez as much, and since you are SR, you are more likely to get the mezz deflected from you. i got it at lv 18.

    DODGE: def to melee. auto.

    QUICKNESS: auto 20% recharge. also slow resistance at 40%.

    LUCKY: auto power def to AOE. can hold off until later on. i got it at lv 49 or so, pretty late. even in 8 man teams, the mobs don't do as much AOE attacks i've noticed.

    EVASION: toggle def to AOE. can delay getting till your mid 40's or so. get it before lucky since it gives you more defense, at teh expence of endurace cost though

    ELUDE: some ppl are on the camp of getting close to the 45% soft cap to defense all, and therefore not needing elude at all. this is somewhat true, even fighting +3 mob bosses. even though i'm not at the soft cap, but around 42%, i find that against a group of mobs, they can get lucky and hit through you, or they stack on a lot of def. debuff (neuron’s robots comes to mind with its rad attacks) , or tohit buff on themselves. this is where elude comes into play.

    there was a few times where my 8 man team all died from a group of mob, maybe we accidently aggroed 2 groups at once or more, they die, i pop elude, use my soul drain power to increase my tohit and dmg, and just go to town. it lasts 3 minutes, which is a decent amount of time. my dead teams mates are cheering and hollering, saying wow, look at that scrap pwn. just as elude is about to expire, i kill the last mob, and i am the hero of teh group. another good thing about elude is that it increases your recovery so you don't have to worry about losing end. if for some reason im not able to finish all the mobs, elude crashes and you get 0 endurance, and can't recover endurance for about 15 seconds (i timed it). your toggles will drops, i eat a blue, use dark consumption, and my end is back at full again. toggle back up and finish up the rest of the mobs.

    i find that its a good power to have if a GM or AV does alot of PBAOE attacks that goes through your defense.


    *quick word on the passive def powers from SR. they give you a scaling resistance. so the more dmged you are, the more resistance you have to everything, except i think psionic. realistically though, if my health is at or below 50% i use siphon life. also, i believe it "kicks in" when you have half health or less. a small plus nonetheless.*


    PATRON POOL:
    FIGHTING POOL
    BOXING: need to either get this or kick, to be able to get tough and weave. don't slot, i never used it.

    TOUGH: gives you resistance to lethal and smash. you don't want to toggle this power on. the only reason to get this is to get the unique steadfast protection that grants a 3% def to melee, range, and AOE.

    WEAVE: toggle this on, unslotted it gives you 3.75% defense to all

    LEAPING POOL::

    COMBAT JUMP: vertical movement since my travel power is SS. also, combat jump unslotted gives you 1.88% def to all. notice that for your passive defense unslotted, the def is 5.63% but only for either melee, ranged, or AOE. combat jump does 1.88 to all. if you multiply 1.88 by 3, you get 5.63, which is the same as your passives. slot this first with jump, then if you have extra slotting, you could always slot some def in there as well. another thing, the end usuage on combat jump is only .07/sec, which is a joke

    SPEED POOL:

    HASTEN: a must for a buzzsaw build

    SUPER SPEED: my travel power


    my EPIC POWER POOL: DARKNESS MASTERY
    PETRIFYING GAZE: didn't slot, or use, needed either this or torrent to get dark blast.

    DARK BLAST: your attack power you will use in your buzzsaw. it also has a -tohit to it, it does a little bit more dmg than shadow punch, but it does all neg. dmg. it is a ranged attack, but in buzzsaw, i stay in melee range to use shadow punch and smite.

    if there is more to add, ill post it.
  14. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    http://boards.cityofheroes.com/showflat....c=#Post11040865

    first guide i wrote.

    [/ QUOTE ]

    How is that a guide? Its just a posted build. No advice on why to took what you took. Same for slotting. Need s a lot more work.

    [/ QUOTE ]

    copy and paste the code into mids hero builder, the lastest v. 1.4 .the attacks are maxed out for the most amount of dmg, acc, end redux, and rechrge. its called frakenslotting your powers to get the most out of your powers instead of being concerned with set bonus's. DM/SR is a very tight build. without the end redux for DM, i would have had to gotten stamina, taking hurdle/swift, and health (not as useful since for SR, the point is you are not gonna be hit as often). so basically i would have to take out 3 of my powers just to get stamina. without the recharge, there would be no way to build a buzzsaw attack (fast hitting attacks w/no downtime). whats not to understand?

    [/ QUOTE ]

    Still, it's a posted build, far, far from a guide. Have you ever read one? They explain power and give advice and stuff. You could as well post your build in the scrapper forums.

    [/ QUOTE ]

    huh..i did give advice as far as slotting, and why i slottedthem. advice on how to play? buzzaw smite, shadow punch, dark blast. ill read some other guids and see what sort oft tips they are talking about and then i could reply back here, or something. but tahnks for constructive cristicism, it is my first build guide t hough.
  15. [ QUOTE ]
    [ QUOTE ]
    http://boards.cityofheroes.com/showflat....c=#Post11040865

    first guide i wrote.

    [/ QUOTE ]

    How is that a guide? Its just a posted build. No advice on why to took what you took. Same for slotting. Need s a lot more work.

    [/ QUOTE ]

    copy and paste the code into mids hero builder, the lastest v. 1.4 .the attacks are maxed out for the most amount of dmg, acc, end redux, and rechrge. its called frakenslotting your powers to get the most out of your powers instead of being concerned with set bonus's. DM/SR is a very tight build. without the end redux for DM, i would have had to gotten stamina, taking hurdle/swift, and health (not as useful since for SR, the point is you are not gonna be hit as often). so basically i would have to take out 3 of my powers just to get stamina. without the recharge, there would be no way to build a buzzsaw attack (fast hitting attacks w/no downtime). whats not to understand?
  16. Hero Plan by Mids' Hero Designer 1.40
    http://www.cohplanner.com/

    Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Super Reflexes
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Darkness Mastery

    Hero Profile:
    Level 1: Shadow Punch -- Mako-Acc/Dmg:50(A), Mako-Acc/EndRdx/Rchg:50(3), Mako-Acc/Dmg/EndRdx/Rchg:50(7), C'ngImp-Acc/Dmg/Rchg:50(13), C'ngImp-Acc/Dmg/EndRdx:50(17), C'ngImp-Dmg/EndRdx/Rchg:50(27)
    Level 1: Focused Fighting -- HO:Cyto(A), DefBuff-I:50(5), DefBuff-I:50(7), EndRdx-I:50(42)
    Level 2: Smite -- Mako-Acc/Dmg:50(A), Mako-Acc/EndRdx/Rchg:50(3), Mako-Acc/Dmg/EndRdx/Rchg:50(5), C'ngImp-Acc/Dmg/Rchg:50(13), C'ngImp-Acc/Dmg/EndRdx:50(19), C'ngImp-Dmg/EndRdx/Rchg:50(34)
    Level 4: Shadow Maul -- HO:Nucle(A), M'Strk-Acc/Dmg/EndRdx:50(11), M'Strk-Dmg/EndRdx/Rchg:50(11), Sciroc-Acc/Dmg/EndRdx:50(17), C'ngBlow-Acc/Rchg:50(21), DampS-Rchg/EndRdx:50(34)
    Level 6: Touch of Fear -- N'mare-Acc/Rchg:50(A), N'mare-EndRdx/Fear:50(9), N'mare-Acc/Fear/Rchg:50(9), Abys-Acc/Rchg:50(36), Abys-EndRdx/Fear:50(36), Abys-Acc/Fear/Rchg:50(36)
    Level 8: Focused Senses -- RedFtn-Def/EndRdx:50(A), DefBuff-I:50(15), DefBuff-I:50(15), EndRdx-I:50(42)
    Level 10: Boxing -- Empty(A)
    Level 12: Combat Jumping -- Jump-I:50(A), DefBuff-I:50(34)
    Level 14: Tough -- S'fstPrt-ResDam/Def+:30(A)
    Level 16: Siphon Life -- Acc-I:50(A), Acc-I:50(25), Acc-I:50(27), Heal-I:50(29), Heal-I:50(29), Heal-I:50(31)
    Level 18: Practiced Brawler -- RechRdx-I:50(A), RechRdx-I:50(19)
    Level 20: Weave -- RedFtn-Def/EndRdx:50(A), DefBuff-I:50(21), DefBuff-I:50(25), EndRdx-I:50(42)
    Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(23), RechRdx-I:50(23)
    Level 24: Super Speed -- Run-I:50(A)
    Level 26: Dark Consumption -- C'ngBlow-Acc/Dmg:50(A), M'Strk-Acc/Dmg:50(31), P'Shift-EndMod/Rchg:50(31), P'Shift-EndMod/Acc/Rchg:50(33), Efficacy-EndMod/Rchg:50(33), Efficacy-EndMod/Acc/Rchg:50(33)
    Level 28: Dodge -- DefBuff-I:50(A), DefBuff-I:50(37), DefBuff-I:50(37)
    Level 30: Agile -- DefBuff-I:50(A), DefBuff-I:50(37), DefBuff-I:50(39)
    Level 32: Quickness -- Run-I:50(A)
    Level 35: Soul Drain -- M'Strk-Acc/Dmg/EndRdx:50(A), M'Strk-Dmg/EndRdx/Rchg:50(43), Sciroc-Acc/Rchg:50(43), Sciroc-Acc/Dmg/EndRdx:50(43), Armgdn-Acc/Dmg/Rchg:50(46), AdjTgt-ToHit/EndRdx/Rchg:50(48)
    Level 38: Elude -- RedFtn-Def/Rchg:50(A), LkGmblr-Def/Rchg:50(39), DefBuff-I:50(39), DefBuff-I:50(40), RechRdx-I:50(40), RechRdx-I:50(40)
    Level 41: Petrifying Gaze -- Empty(A)
    Level 44: Dark Blast -- Thundr-Acc/Dmg/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(45), Thundr-Dmg/EndRdx/Rchg:50(45), Dev'n-Acc/Dmg/Rchg:50(45), Dev'n-Acc/Dmg/EndRdx/Rchg:50(46), Apoc-Acc/Rchg:50(46)
    Level 47: Evasion -- RedFtn-Def/EndRdx:50(A), DefBuff-I:50(48), DefBuff-I:50(48), EndRdx-I:50(50)
    Level 49: Lucky -- DefBuff-I:50(A), DefBuff-I:50(50), DefBuff-I:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]+3% Defense(Smashing) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+3% Defense(Lethal) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+3% Defense(Fire) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+3% Defense(Cold) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+5.5% Defense(Energy) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+4.88% Defense(Negative) to Self for 10.8 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+3% Defense(Psionic) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+3% Defense(Melee) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+3% Defense(Ranged) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+3% Defense(AoE) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+5% Enhancement(JumpSpeed) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+5% Enhancement(RunSpeed) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+5% Enhancement(FlySpeed) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+5% Enhancement(JumpHeight) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+4.4% Enhancement(Terrorized) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+110.4 HP (8.25%) HitPoints to Self for 10.8 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+MezResist(Immobilize) (Mag 11%) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+MezResist(Sleep) (Mag 3.3%) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+2% (0.03 End/sec) Recovery to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+22% (1.23 HP/sec) Regeneration to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[/list]


    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|</pre><hr />
  17. shortened version in 2nd post
    tips and power explainations in 4th post.

    Hero Plan by Mids' Hero Designer 1.40
    http://www.cohplanner.com/

    Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Super Reflexes
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Darkness Mastery

    Hero Profile:
    Level 1: Shadow Punch <ul type="square">[*] (A) Mako's Bite - Accuracy/Damage: Level 50[*] (3) Mako's Bite - Accuracy/Endurance/Recharge: Level 50[*] (7) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50[*] (13) Crushing Impact - Accuracy/Damage/Recharge: Level 50[*] (17) Crushing Impact - Accuracy/Damage/Endurance: Level 50[*] (27) Crushing Impact - Damage/Endurance/Recharge: Level 50[/list]Level 1: Focused Fighting <ul type="square">[*] (A) HamiO:Cytoskeleton Exposure[*] (5) Defense Buff IO: Level 50[*] (7) Defense Buff IO: Level 50[*] (42) Endurance Reduction IO: Level 50[/list]Level 2: Smite <ul type="square">[*] (A) Mako's Bite - Accuracy/Damage: Level 50[*] (3) Mako's Bite - Accuracy/Endurance/Recharge: Level 50[*] (5) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50[*] (13) Crushing Impact - Accuracy/Damage/Recharge: Level 50[*] (19) Crushing Impact - Accuracy/Damage/Endurance: Level 50[*] (34) Crushing Impact - Damage/Endurance/Recharge: Level 50[/list]Level 4: Shadow Maul <ul type="square">[*] (A) HamiO:Nucleolus Exposure[*] (11) Multi Strike - Accuracy/Damage/Endurance: Level 50[*] (11) Multi Strike - Damage/Endurance/Recharge: Level 50[*] (17) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50[*] (21) Cleaving Blow - Accuracy/Recharge: Level 50[*] (34) Dampened Spirits - Recharge/Endurance: Level 50[/list]Level 6: Touch of Fear <ul type="square">[*] (A) Nightmare - Accuracy/Recharge: Level 50[*] (9) Nightmare - Endurance/Fear: Level 50[*] (9) Nightmare - Accuracy/Fear/Recharge: Level 50[*] (36) Glimpse of the Abyss - Accuracy/Recharge: Level 50[*] (36) Glimpse of the Abyss - Endurance/Fear: Level 50[*] (36) Glimpse of the Abyss - Accuracy/Fear/Recharge: Level 50[/list]Level 8: Focused Senses <ul type="square">[*] (A) Red Fortune - Defense/Endurance: Level 50[*] (15) Defense Buff IO: Level 50[*] (15) Defense Buff IO: Level 50[*] (42) Endurance Reduction IO: Level 50[/list]Level 10: Boxing <ul type="square">[*] (A) Empty[/list]Level 12: Combat Jumping <ul type="square">[*] (A) Jumping IO: Level 50[*] (34) Defense Buff IO: Level 50[/list]Level 14: Tough <ul type="square">[*] (A) Steadfast Protection - Resistance/+Def 3%: Level 30[/list]Level 16: Siphon Life <ul type="square">[*] (A) Accuracy IO: Level 50[*] (25) Accuracy IO: Level 50[*] (27) Accuracy IO: Level 50[*] (29) Healing IO: Level 50[*] (29) Healing IO: Level 50[*] (31) Healing IO: Level 50[/list]Level 18: Practiced Brawler <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (19) Recharge Reduction IO: Level 50[/list]Level 20: Weave <ul type="square">[*] (A) Red Fortune - Defense/Endurance: Level 50[*] (21) Defense Buff IO: Level 50[*] (25) Defense Buff IO: Level 50[*] (42) Endurance Reduction IO: Level 50[/list]Level 22: Hasten <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (23) Recharge Reduction IO: Level 50[*] (23) Recharge Reduction IO: Level 50[/list]Level 24: Super Speed <ul type="square">[*] (A) Run Speed IO: Level 50[/list]Level 26: Dark Consumption <ul type="square">[*] (A) Cleaving Blow - Accuracy/Damage: Level 50[*] (31) Multi Strike - Accuracy/Damage: Level 50[*] (31) Performance Shifter - EndMod/Recharge: Level 50[*] (33) Performance Shifter - EndMod/Accuracy/Recharge: Level 50[*] (33) Efficacy Adaptor - EndMod/Recharge: Level 50[*] (33) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50[/list]Level 28: Dodge <ul type="square">[*] (A) Defense Buff IO: Level 50[*] (37) Defense Buff IO: Level 50[*] (37) Defense Buff IO: Level 50[/list]Level 30: Agile <ul type="square">[*] (A) Defense Buff IO: Level 50[*] (37) Defense Buff IO: Level 50[*] (39) Defense Buff IO: Level 50[/list]Level 32: Quickness <ul type="square">[*] (A) Run Speed IO: Level 50[/list]Level 35: Soul Drain <ul type="square">[*] (A) Multi Strike - Accuracy/Damage/Endurance: Level 50[*] (43) Multi Strike - Damage/Endurance/Recharge: Level 50[*] (43) Scirocco's Dervish - Accuracy/Recharge: Level 50[*] (43) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50[*] (46) Armageddon - Accuracy/Damage/Recharge: Level 50[*] (48) Adjusted Targeting - To Hit Buff/Endurance/Recharge: Level 50[/list]Level 38: Elude <ul type="square">[*] (A) Red Fortune - Defense/Recharge: Level 50[*] (39) Luck of the Gambler - Defense/Recharge: Level 50[*] (39) Defense Buff IO: Level 50[*] (40) Defense Buff IO: Level 50[*] (40) Recharge Reduction IO: Level 50[*] (40) Recharge Reduction IO: Level 50[/list]Level 41: Petrifying Gaze <ul type="square">[*] (A) Empty[/list]Level 44: Dark Blast <ul type="square">[*] (A) Thunderstrike - Accuracy/Damage/Recharge: Level 50[*] (45) Thunderstrike - Accuracy/Damage/Endurance: Level 50[*] (45) Thunderstrike - Damage/Endurance/Recharge: Level 50[*] (45) Devastation - Accuracy/Damage/Recharge: Level 50[*] (46) Devastation - Accuracy/Damage/Endurance/Recharge: Level 50[*] (46) Apocalypse - Accuracy/Recharge: Level 50[/list]Level 47: Evasion <ul type="square">[*] (A) Red Fortune - Defense/Endurance: Level 50[*] (48) Defense Buff IO: Level 50[*] (48) Defense Buff IO: Level 50[*] (50) Endurance Reduction IO: Level 50[/list]Level 49: Lucky <ul type="square">[*] (A) Defense Buff IO: Level 50[*] (50) Defense Buff IO: Level 50[*] (50) Defense Buff IO: Level 50[/list]------------
    Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Critical Hit
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]+3% Defense(Smashing) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+3% Defense(Lethal) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+3% Defense(Fire) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+3% Defense(Cold) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+5.5% Defense(Energy) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+4.88% Defense(Negative) to Self for 10.8 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+3% Defense(Psionic) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+3% Defense(Melee) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+3% Defense(Ranged) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+3% Defense(AoE) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+5% Enhancement(JumpSpeed) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+5% Enhancement(RunSpeed) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+5% Enhancement(FlySpeed) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+5% Enhancement(JumpHeight) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+4.4% Enhancement(Terrorized) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+110.4 HP (8.25%) HitPoints to Self for 10.8 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+MezResist(Immobilize) (Mag 11%) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+MezResist(Sleep) (Mag 3.3%) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+2% (0.03 End/sec) Recovery to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[*]+22% (1.23 HP/sec) Regeneration to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements &amp; Buffs]
    Effect does not stack from same caster[/list]


    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
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    i went with fully frakenslotting my toon, instead of getting the extra 2.5 range def, 2.5 melee defense in set bonuses because
    IMO it would gimp your build to six slot something to get that extra defense.

    my melee def is: 42.05%, ranged is: 41.95% and AOE is: 41.95% which i feel is adequete AND i get the full benefit of
    frankenslotting. my base recharge is 20%.

    with hasten up, i buzz saw smite, shadow punch, dark blast, smite, shadow punch, dark blast,etc.. without no pauses in my attack chain. without hasten, i do shadow punch, smite, shadow punch, dark blask, then repeat again through that cycle. even without haste, if i am speed boosted, i can work my original chain of smite, shadow punch, dark blast, with no waiting.

    its not an expensive build, i have 2 hamis, i think i got one from STF.. and 2 purples. nothing really hits me, since DM has a -tohit debuff in its attacks. i only need 2 targets to hit with dark consumption to get full endurance. if i do get defense debuffed
    from radition attacks, or fighting enemies with +tohit, i can also pop elude. with elude my defense to all jumps to 113.5%.

    i turn off tough, which is slotted w/the unique 3% def. to all. i don't suffer from endurance issues at all. by the time my end is low, my dark consumption is up.

    what do you guys think? helpful?? constructive criticisms??
  18. agreed. hypothetically speaking, if you takes you 6 hours to beat ITF, but hey, since you beat it, the strat you used must be valid, i'd have to disagree on that aspect.
  19. wierd , so far i did this 6 times.. all successful, the best times were 1.5, and the worst was 2.5 (1st attempt, no one knew anything really, except me of course).
  20. my best time i achieved was in the 1.5 hour mark. the last time this happened which was yesterday, was with 4 LV 49-50 mentors, and 4 SK's, some being in the mid 30's and low 40's. i played my tricked out mind/rad troller lv 50, and i saw that we didn't have a brute or tanker, and thought to myself.. no way we are gonna finish the last mish. i think we had like 3 veats running their team tactics, assault, (not quite sure the name). we blazed through the first 3 missions. no one was in any harm of dying except one veat SK that kept on dying, lol

    the final battle w/rom, one of the veats drew aggro from healing nictus, and out of line of sight from rom. we killed rom 2 times its took out the nictus around him. i told my teammates to just go out of line of sight when he dies so as to not get stunned, they didn't listen buti digress. then we killed rom, he didn't rez because the healing nictus was out on LOS. then we poiunded on the nealing nictus easily.

    it surpried me. 4 mentors, and 4 SK's matching my best time of 1.5 hours, whihc was done previously with 8 lv 50's balanced team. i dunno about you, but veats seem overly powerful in groups.
  21. if i were to take down a nictus first, i agree, it should be the spwaning nictus. then the pbaoe nictus, then the healing nictus.

    i think another alterante is kill the spawning, then the pbaoe, then rom, make him rez, then kill rom again. seriously though, the healing nictos is a PITA, so if you're down to rom and the healer, kill rom, then kill him again.
  22. [ QUOTE ]
    The first time I did the TF we tried to go straight for Rom, couldn't even DMG him and we all died. How's that method supose to work if he can't be DMGed?

    [/ QUOTE ]

    preferable with 2 people w/taunt. you want to separate the healing nictus and the other nictus's away from rom. rom is a squishy compared to the nictus
  23. so far i did this 3 times successfully with different toons. what we always ended up doing is just killing romulus 4 times. have a brute or tanker keeping romulus busy, and another brute/tanker keeping the nictuses busy and away from romulus. then keep whacking rom till he dies, rinse repeat 3 more times. this is by far the easiest way to do it, in my experience.
  24. i agree i ran it twice so far, with different AT makeups, and we found it much much easier just pounding on romulus 4 times than attacking the nictus itself.