Armath

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  1. I've found alpha strikes to be sometimes very problematic. When running on specific enemy groups with increased solo "team size", sometimes i'll receive a big burst, so i've decided to put the heal procs in single shot/burst, to compensate for the greens. Sure, i can always gob down a green, but having these heal procs is essentially free healing, something banes/huntsmen lack. Also, on tough boss fights it beats anything else that i've tried (including -res, -end and other things)
  2. Armath

    New ATIO proc

    Placing the proc on Venom Grenade seems the best possible option, at least for Huntsmen builds, since you start your attack chain with Venom grenade, so it helps to mitigate alpha strikes from mob groups, then knocking them back with Frag Grenade and mop them with Heavy Burst.
  3. Here's my Current Build

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    TL;DR

    192.5% Recharge, perma hasted. 9 Secs short for perma pets, You can replace the def auras for +Rech.

    15% ToHit+39.2% Acc. Seems enough for me.

    43% Dmg on at all times. Seems also enough for me.

    Ranged Def Capped.

    End Usage 2.27 end/s. With Tier 1 Cardiac you can get 2.48 end/s. Enough for running indefinitely on ST and for a long time on AOE. Unless they drain you :P.

    No purple IOs or HAMIs if your budget is finite.

    Also, i didn't pick Build Up because i hate the redraw. Other than that, i'm sure you could replace some other ability for it if you need it that much.
  4. Quote:
    Originally Posted by Alef_infinity View Post
    I'm dead certain the numbers he used are the correct Arcanatime adjusted times. Your numbers are the base ones that don't take that inherent delay into accord.
    My bad then! Still, there is no need for purple procs and sets provided you can spend the slots for your ST Hold, which in my opinion, you should anyways.
  5. Quote:
    Originally Posted by DreadShinobi View Post
    Activation times are not the same across all ST holds.

    Dominate/Char is 1.32
    Dark Grasp/Blind is 1.848
    Grav is 1.98
    Ice is 2.112
    Fossilize/Strangler is 2.244
    Tesla is 2.376
    While they are not the same, i don't know where you picked those numbers from, because they are all incorrect.

    Dominate is at 1.1s
    Char is at 1.07s
    Dark Grasp is at 1.67s
    Fossilize is at 2.07s
    Tesla is at 2.17s
    Gravity Distortion is at 1.83s
    Block of Ice is at 1.87s
    Blind is at 1.67s
    Strangler is at 2.07s

    Apart from their activation time, is the fact that all holds, baring Blind which is 18.63s, last 22.35s base time and i believe it is enough time for you to lock down an opponent just by spamming your hold whenever it is up. You could even slot it with simple IOs and make it recharge faster and be accurate, so that you can reapply it right after the first application. So you could slot it with 2 acc, 2 rech and 2 end if you want the maximum control efficiency. You can of course make alterations, but i would certainly slot it with 2 accs so that you can rest assured that your hold will not miss.
  6. Quote:
    Originally Posted by Hopeling View Post
    If that were valid, we wouldn't need Dark Astoria in the first place. Bringing up "the rest of the game" is nearly irrelevant; you don't get (meaningful) Incarnate rewards there. For this discussion, we're talking about Incarnate content, which so far consists of the trials, plus Dark Astoria. I don't demand that EVERYTHING cater to my playstyle, but it would be nice for one thing to do so. Even the SSAs, as feeble as they are for solo Incarnate progress, do not let me fight AVs, and most of them don't let me use Incarnate powers at all.
    That is because SSA (word hint: Story) are meant to describe a story in game, of how Statesman and all the rest yabba dabba go down the drain. SSAs are not there to cater to your Incarnate clobbering or your Incarnate material farming or anything that has to do with the Incarnate mechanics themselves actually. It is a story arc that does exactly what it says...depicting a story. If you stop looking everytime the different content as another venue of Incarnate farming or clobbering, there may yet be a slim chance of saving you!
  7. Quote:
    Originally Posted by BellaStrega View Post
    Actually, the burden is on the people who want a change from the status quo. If you think things are not ideal as they exist, you have to make a case for it, and you should at least be aware of the consequences of the change you want.

    No one here has any need or reason to prove to anyone who wants a change why a change shouldn't happen, because it's not going to happen without a convincing campaign to change it in the first place. Y'all want the devs to change DA in that way? Then convince them. You don't have to convince us, and there's literally no reason to convince you of anything.
    QFT, and since devs said themselves that DA was designed and intended to be that way, i don't get it why they are still beating a dead horse...

    There is so much content to cater to your likings, why wouldn't you let something different slip under the carpet just for a change? Why are you so intoxicated with the notion that everything has to revolve around your playstyle?
  8. I'll have to agree with Arcana and J_B. If the devs designed DA around solo/small team content, then large teams have to take the back seat in DA. It's the same as soloers having no place in Trial content. Simple as that. I like the content and i find it challenging and fun for my mediocre characters. If you are looking for grounds to reassure your 10 bil inf characters' dominance, go somewhere else.
  9. Quote:
    Originally Posted by Negate View Post
    LOL, close. I'm not exaggerating but I paraphrased the Attack chain. Here's how I do it.

    Walk up to a mob and hit Crowd Control: It crits then while crowd control is recharging I Use my other Hard hitting attacks...now in keep in mind guys Crowd Control recharges in about...what 8 seconds or less with Hasten running so using other attacks while you wait shouldn't be an issue. Once Crowd control is charged again hit Placate then Crowd Control Immediately after and you crit on the mob once more...the only catch is not getting hit when you use placate.

    I'm not even exaggerating b/c mids is reading that Crowd Control recharges in 6.53 seconds with hasten running so imagine a purpled out build. Banes aren't the best but they should be able to take out an EB...the real problems with Bane's are lacking a self heal I think.
    That i agree, but still, you can't chain Crowd/Placate/Crowd. It will take you a gazillion of recharge to do it, if it is possible at all. The only flaw in Crowd is that you have to hit the enemies from behind in order for it to critical and even then, it is not 100% certain that it will confirm into a critical hit.

    I have a Bane too, i always liked him for the fact that he is a mix between all the melee archetypes. Tougher than a Stalker, weaker than a Tank. The healing problem should go away once the new inherent fitness power kick in. That can leave you 2 free slots to grab aid another and aid self, so, if you plan on getting some pets along the |bane| way (or crab), you can grab the heal for the pets plus the heal for yourself.
  10. Quote:
    Originally Posted by Firewasp View Post
    I'm on Virtue if you are. Did not know that Placate worked on multiple foes.
    It does not. What he said (and clarifying it a bit) is that if you placate an enemy out of say..5 enemies, if you are lucky and re-enter the "hidden" state you will be able to pull off a fast critical. You are not hidden for all of the 5 enemies, just the one you have placated, but, because you are hidden you might be able to hit a second critical attack, provided you don't get hit before you activate the attack.

    So he means that somehow he has an unnaturally huge deal of +recharge and he can chain Crowd+Placate+Crowd. Without a great deal of +recharge, i'm thinking that he is exaggerating.
  11. Quote:
    Originally Posted by Misaligned View Post
    /rage rant trying to give facts, but actually gives personal opinions.
    Your attitude is worse than the worst people in this thread. The whole "room of doom" argument requires you to be /traps, otherwise it will be "the room of YOUR doom". And even then, why should a whole team wait for you to place your traps just so you can excuse yourself and somehow be useful on the offensive part?

    Quote:
    Originally Posted by Misaligned View Post
    My 6 year old plays this... he does well. Its not a hard game people. Really its not.
    So i guess both of you play Petless MMs as well? Man you guys got a lot of experience in that thing!
  12. Quote:
    Originally Posted by Jade_Dragon View Post
    They do, it is comparable to Controllers and Defenders. (And like Controllers and Defenders, that doesn't really start to kick in until 15).
    Haha what? Tell me what exactly you are taking so i can take it too! Let's take a controller up to level 16, where your supposed "kick" comes into play.
    A Fire/Rad troller has way more damage, defenses and utilities than an MM would ever possibly want to use in any decent way. shape or form.
    Likewise, a Dark/Sonic defender gets 2 cone attacks, TP, a heal and defenses by the time he is level 16. The main difference is that you can solo AND team with both of them effectively and you're not gimping your character by skipping crucial powers down the road.

    Basically if he wants to do it with self handicapping, be my guest. It's his money and his time. I'm fine with that, but don't come here and try to sell us a "viability" for "decent" damage numbers which is non existent when compared with different, non self-gimped archetypes.

    As many others have said before, there are few secondaries to support this gameplay, namely /Traps, The best thing you can do is make a solo build with whatever self-handicapping you want to do and whenever you feel like playing with a team, make a normal build.
  13. I bet i20 will have to do with one of the folllowing:

    i) Level cap increase.
    ii) Powerset proliferations.
    iii) Praetorian ATs.
    iv) An extra incarnate slot.
    v) Some big *** event for being the 20th issue.
    vi) New content with new places to visit.


    I tend to lean towards the first, fourth, fifth and sixth. Considering they will be making the fitness powers inherent, that could only mean extra slots for extra powers. Well, considering the incarnate slot, i believe the devs said so themselves that will put one incarnate slot each issue anyways, no?
  14. Armath

    Thugs/Thermal

    Max, pets need End too. Enforcers run 3 maneuver powers. You're sacrificing too much end for just a tiny bit of extra damage. Nevertheless, i'll take a look on it in a bit.

    Edit: You still have Plasma Shield and no Melt Armor.

    Edit 2: I've edited my above build also.
  15. Quote:
    Originally Posted by Monstrofo View Post
    I just started a Thugs/Pain and I'm wondering about the effectiveness of three things.

    I have two World of Pain questions. First, do you actually notice survivability increase in the pets, especially the arsonist, when it's running?
    A bit in your non arsonist pets, none in your arsonist pet. One WoP won't save your day. For better performance, grab the 4 pet auras for a bonus of +20% def/+20% res.

    Quote:
    Originally Posted by Monstrofo View Post
    Second, if you pop it on Gang War does that make a huge difference? It seems like the combination would be very effective, more accuracy and damage on a dozen temporary pets!
    None, because let's put it in this way: would you wait 5 minutes between 2 spawns just to use Gangwar? Gangwar is effectively an "oh-shi" button and a power to dump your pet auras. Gangwar has a cooldown of 10 minutes unenhchantable, with 3 Rech IOs it will go down to 5 minutes.

    Quote:
    Originally Posted by Monstrofo View Post
    And then does the Bruiser have enough health that between Suppress Pain and Painbringer he has noticeable regen? Does it justify slotting Painbringer for heal/rech IOs to increase it? Maybe put in multiple heal/rech and end mod/rech to make sure it's on him all the time and really keep him in the fight? (obviously we're talking solo I wouldn't put it on him on a team...)
    Bruiser has enough health yes. I think there is potential on putting the Pain bringer on him + Supress Pain. Generally, with pain dom you only have one target to throw your Pain Bringer at, contrary to Thermal's Forge, so you have to make it count on your highest damage/most survivable pet. Maybe you will have to throw an aoe heal for him at some point but he should be good otherwise. I believe a good slotting for Painbringer could be 2 rech IOs+2 Heal IOs.
  16. Quote:
    Originally Posted by Jeuraud View Post
    Lol, I love these types of comments.

    You say this,
    then this,
    which contradicts the first part of your statement.

    Unless of course you are used to being defeated a lot more than 3 times before you reach lvl 15, and don't consider those 3 defeats worthy of being listed as even a single problem.
    You are so wrong in this statement that i cannot stress it enough. All MMORPGs currently in the market share this trait at starting levels: frak it up and you die. Don't be careful, and you die. What makes you think CoX has the right to be different? What makes you think that CoX has to be different? This community has been pampered too much by the game's easyness. Stuff like:

    1) You aren't good if you die 3 times before lvl 15.
    2) You MUST not die 3 times before you ding lvl 15 (like someone self proclaimed expert and his elite club ruled that this must be true...)
    3) "Baw baw i died 3 times before lvl 15...This HAS to be a problem! /sadface/"
    4) If you use tactics and not just scrap and follow the mathematic formulas of scrappers>all, then you're not worth it.
    5) If you use inspirations to take down anything Boss and above you're weak.
    6) If you can't solo AV's then you suck.

    Seriously, who made up these rules? Cause i really need to punch him in the face and remind him this is a game and not everyone wants to follow those idiotic self-made handicaps.

    It is a game where you will inadvertently die at some point, so, i'd rather die in the beginning and correct my mistakes while i'm at my low 10-20's rather than keep faceplanting on higher levels. If you can't stand and had enough of leveling such characters in GR, then i'd rather advise you to not play the GR content. Simply because some people can't figure out how to play GR content i would hate to see the devs easing it up just for your sake.
  17. I'd rather have a set of either "normal" police officers or the hard-suit power-suit ones with the hand mounted lasers.
  18. And some people also say that it's just fine. I realize some people will be inadvertently new to this and naturally they will faceplant, which they would faceplant anyways, albeit in GR content more times, but aside them, i believe that GR content has to do with how experienced the player is. For an experienced one (which is an irony, considering the content is for new players) has it easier going with a Stalker.

    Apart from buggy or not intended spawns, as people have mentioned here (and devs corrected/will correct), i really don't see any other class aside the mastermind to be able to just pick their targets and finish the mission with "tactical attrition". Line of sight, running away, popping lucks, respires and rages for an AS alpha strike is crucial if you want to survive multiple enemies. After that, it becomes a matter of how fast can you scrap most of the spawns before you run away. Some sets have it easier than the rest and some don't. When i leveled my Elec/SR up to lvl 14 i only used 3 attacks, my character's starting Brawl, Havoc Punch and AS. Being far from an experienced Stalker, but knowing what to expect, i learned to time my AS attacks outside of stealth between attacking intervals of 1-3 opponents. Luck had always something to do with it, but if you kept an eye on how frequently they use their attacks, you too could be able to dispose of the enemies faster than the usual.

    Saying (and some people do) that "baw baw i can only use once the AS" is a fallacy and their inability to properly use it outside of combat, especially when you need that extra bit of damage in low levels. Learn, adapt, survive!
  19. Quote:
    Originally Posted by Psylenz View Post
    Forge on the AoE minded arsonist isn't a bad idea either.
    Oh yeah if you grab the 2 res auras, coupled with your shields, arsonist might actually survive bro. Arsonist would definitely be one of the candidates for Forge, along with the Bruiser+Enforcers.
  20. Contrary to what all these people say here, thermal is a perfectly viable solo solution. It works better with high damage pet sets and/or aoe pet sets. Passing the "need to buff my pets with shields every 4 minutes", it provides heals, buffs, debuffs and thaw/Forge which is an awesome combo.

    You might need Thaw for any EBs or like that that have a lot of mez but for everything else chances are you won;t need it. Forge, on the other hand might be one of the best ally buffs and having it down to say...20 seconds cooldown will allow you to buff all your tier 2 and tier 3 pets in due time, maybe more of them! If i had to choose with which set to line them up, i would probably go with thugs, demons and robots.

    Thugs have a lot of AOE and are widely considered the best damage pets, albeit doing lethal and smashing damage only. Demons are all around and if you find a way to utilize Hell on Earth adequately then it would make a big hit with Forge. Robots are good as well although what they lack in attack they make up in defense. Assault bot is a huge hitter as well.

    Personally, if i had to choose between these three sets, i'd either choose Thugs or Demons, because Gangwar/Hell on Earth allows you to dump your defense/resistance pet auras there and that automatically increases the survivability and lessens the buff/heal headache, allowing you to focus on attacks, if you happen to grab any along the road to level 50.
  21. Quote:
    Originally Posted by Beltor View Post
    I don't know how useful this is, but i noticed that all the demons have resistances to all but energy, neg energy, and psionics. One tier2 demon also has an AOE buff that also buffs all but those 3 types. The DM AOE toggle Shadow Fall gives some stealth and 15% resistance to energy, neg energy, and Psionics, covering their weak spots.
    Thermal covers way more resistances with the 2 res shields. Say that you have 22% res in both shields, that gives a total of 22% s/l/c/e/n and 44 f. Also you have a mez protect that when you pop it can give around 7-8% cold res. Comes in handy when your pets get mezzed :P
  22. Armath

    Thugs/Thermal

    I've altered a bit your build, namely adding endurance bonuses to pets, since i'm pretty sure they all require a bit of it. They only lose a very small portion of their accuracy and damage but it is a good trade off.

    EDITED

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    BBQ END: Level 50 Magic Mastermind
    Primary Power Set: Thugs
    Secondary Power Set: Thermal Radiation
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Call Thugs -- BldM'dt-Acc/Dmg/EndRdx(A), BldM'dt-Acc/Dmg(3), SvgnRt-Acc/Dmg/EndRdx(3), SvgnRt-Acc/Dmg(5)
    Level 1: Warmth -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(7), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9)
    Level 2: Fire Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(11), TtmC'tng-EndRdx(11), S'fstPrt-ResKB(13)
    Level 4: Cauterize -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(5), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15)
    Level 6: Equip Thugs -- EndRdx-I(A)
    Level 8: Empty Clips -- FrcFbk-Rechg%(A), Posi-Dam%(17), Posi-Acc/Dmg/EndRdx(19), Posi-Acc/Dmg(19), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(21)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(23)
    Level 12: Call Enforcer -- Achilles-ResDeb%(A), DefBuff-I(25), BldM'dt-Acc/Dmg/EndRdx(25), BldM'dt-Acc/Dmg(27), SvgnRt-Acc/Dmg/EndRdx(27), SvgnRt-Acc/Dmg(29)
    Level 14: Super Speed -- Clrty-Stlth(A)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(29), Numna-Heal/EndRdx(31), Mrcl-Rcvry+(31)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(23), P'Shift-EndMod(31), P'Shift-EndMod/Rchg(33)
    Level 22: Thaw -- S'fstPrt-ResKB(A)
    Level 24: Gang War -- SvgnRt-PetResDam(A), ExRmnt-+Res(Pets)(33), C'Arms-+Def(Pets)(34), EdctM'r-PetDef(34)
    Level 26: Call Bruiser -- S'bndAl-Build%(A), S'bndAl-Dmg/EndRdx(33), S'bndAl-Dmg(34), BldM'dt-Acc/Dmg/EndRdx(36), BldM'dt-Acc/EndRdx(36), SvgnRt-Acc/EndRdx(36)
    Level 28: Forge -- RechRdx-I(A), RechRdx-I(37)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(46), LkGmblr-Def/EndRdx/Rchg(50)
    Level 32: Upgrade Equipment -- EndRdx-I(A)
    Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(39), Ksmt-ToHit+(39)
    Level 38: Tactics -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit(40), AdjTgt-ToHit/Rchg(40), AdjTgt-ToHit/EndRdx/Rchg(40), AdjTgt-EndRdx/Rchg(42)
    Level 41: Dark Embrace -- Aegis-Psi/Status(A), Aegis-ResDam(42), Aegis-ResDam/EndRdx(42), Aegis-ResDam/EndRdx/Rchg(43), S'fstPrt-ResDam/EndRdx(43), S'fstPrt-ResDam/Def+(43)
    Level 44: Night Fall -- Ragnrk-Knock%(A), Posi-Dam%(45), Posi-Acc/Dmg/EndRdx(45), Posi-Acc/Dmg(45), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46)
    Level 47: Soul Tentacles -- GravAnch-Hold%(A), Posi-Dam%(48), Posi-Acc/Dmg/EndRdx(48), Posi-Acc/Dmg(48), Posi-Dmg/EndRdx(50), Posi-Dmg/Rchg(50)
    Level 49: Assault -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Supremacy
    Level 4: Ninja Run



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  23. Armath

    Thugs/Thermal

    Evening folks,

    I've been tinkering with sets that would make a good synergy with thugs and i've decided to go with Thermal. I wanted a set that can decently heal, that can decently buff my pets and a power that can turn them into killing machines, which i found in Forge! Now, i don't want to solo any AVs or stuff like that so what i wanted to do with it is to have big damage and kill before you get killed. Right, without further ado here's the build:


    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    bbq: Level 50 Magic Mastermind
    Primary Power Set: Thugs
    Secondary Power Set: Thermal Radiation
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Call Thugs -- BldM'dt-Acc(A), BldM'dt-Acc/Dmg(40), BldM'dt-Dmg/EndRdx(40), BldM'dt-Acc/EndRdx(43), BldM'dt-Acc/Dmg/EndRdx(43), BldM'dt-Dmg(43)
    Level 1: Warmth -- RgnTis-Regen+(A), RgnTis-Heal/EndRdx(34), RgnTis-EndRdx/Rchg(34), RgnTis-Heal/Rchg(37), RgnTis-Heal/EndRdx/Rchg(37)
    Level 2: Fire Shield -- S'fstPrt-ResKB(A), ImpSkn-ResDam/EndRdx(3), ImpSkn-ResDam/Rchg(3), ImpSkn-Status(34)
    Level 4: Cauterize -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(5), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7)
    Level 6: Equip Thugs -- EndRdx-I(A)
    Level 8: Empty Clips -- FrcFbk-Rechg%(A), Posi-Dam%(9), Posi-Acc/Dmg/EndRdx(9), Posi-Acc/Dmg(11), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(13)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(46), RechRdx-I(50)
    Level 12: Call Enforcer -- Achilles-ResDeb%(A), EdctM'r-PetDef(13), EdctM'r-Acc/Dmg/EndRdx(15), BldM'dt-Acc/Dmg(15), BldM'dt-Acc/Dmg/EndRdx(17), SvgnRt-Acc/Dmg/EndRdx(17)
    Level 14: Super Speed -- Clrty-Stlth(A)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Numna-Heal/EndRdx(19), Mrcl-Rcvry+(33)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(25)
    Level 22: Plasma Shield -- S'fstPrt-ResKB(A), ImpArm-ResDam/EndRdx(23), ImpArm-ResDam/Rchg(23), ImpSkn-Status(25)
    Level 24: Thaw -- S'fstPrt-ResDam/Def+(A)
    Level 26: Call Bruiser -- SvgnRt-PetResDam(A), SvgnRt-Acc(27), SvgnRt-Acc/Dmg(27), SvgnRt-Dmg/EndRdx(29), SvgnRt-Acc/EndRdx(33), SvgnRt-Acc/Dmg/EndRdx(33)
    Level 28: Forge -- RechRdx-I(A), RechRdx-I(29)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31)
    Level 32: Upgrade Equipment -- EndRdx-I(A)
    Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36), Ksmt-ToHit+(37)
    Level 38: Tactics -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit(39), AdjTgt-ToHit/Rchg(39), AdjTgt-ToHit/EndRdx/Rchg(39), AdjTgt-EndRdx/Rchg(40)
    Level 41: Dark Embrace -- Aegis-Psi/Status(A), Aegis-ResDam(42), Aegis-ResDam/EndRdx(42), Aegis-ResDam/EndRdx/Rchg(42)
    Level 44: Night Fall -- Ragnrk-Knock%(A), Posi-Dam%(45), Posi-Acc/Dmg/EndRdx(45), Posi-Acc/Dmg(45), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46)
    Level 47: Soul Tentacles -- Immob-I(A), Posi-Dam%(48), Posi-Acc/Dmg/EndRdx(48), Posi-Acc/Dmg(48), Posi-Dmg/EndRdx(50), Posi-Dmg/Rchg(50)
    Level 49: Assault -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Supremacy
    Level 4: Ninja Run



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    Now, couple of questions. I was thinking about slotting in the Enforcers the Soulbound Allegiance proc but after speaking with some people, they are not sure whether or not is possible to actually slot it to lt or minion level pets. If this is the case, then it would only be possible to slot Gaussian onto the Enforcers.

    Another question is whether or not is worth it to slot a Force Feedback proc in the Bruiser?

    Thanks for the heads up folks
  24. Quote:
    Originally Posted by Tommy_Truestar View Post
    How are you able to change your difficulty in Preatoria? My understanding is that they don't have this feature in the new zones.
    Epic fail from my part and misinformation through in game. Apologies

    Quote:
    Originally Posted by Polecat7 View Post
    I'll specifically note Devore (Ill/Emp controller with a bad habit of self healing herself AND her illusionary doubles. I had to call in help from a brute with some AOE to handle her effectively) and Noble Savage (I THINK an SS/Invuln tanker, but possibly a brute. Either way he'd constantly pop "dull pain" and take himself from half health to almost full again, and his damage output could flatten my stalker in 3-4 blows. I blew through an entire tray of 10 green insps trying to fight him, and still got taken down.).
    Devore had to be one of the easiest matchups that i had against with my Elec/SR. Each time that you would take her down to the "talking" phase you could run away and re-stealth without you getting aggro again. It was extremely easy to take her down once i saw that out of all the copies the real one was the one with the least of health out of all of them. Each time the fight would start, i'd use BU+AS+Chain Gun. Rinse and repeat.

    Same goes for Savage. I don't know about you guys, but he never had the chance to pop his dull pain. I'd hate to agree with Test_Rat, but going prepared into a fight in Praetorian missions SHOULD become second nature to all of you. Running inside a mission and then saying that "i died because they blew me up in 2 hits" means that you didn't pop any lucks, you didn't pop and respires and you didn't give more than a thought (generally speaking, not specifically for Polecat7). A good inspiration setup for me was (in a 2x4 bar) to have 3 purples, 3 greens, one yellow//red and one blue. In a 2x5 bar, add one more purple and green.

    I'm surprised you guys aren't mentioning the fight with Master Yin and his bodyguard which in my opinion was even harder to fight them 2 EB's at the same time while not using the "call for back up" option.
  25. Quote:
    Originally Posted by Psylenz View Post
    I think if you are using Hell on Earth for just imp damage or just buff damage, you aren't looking at the whole package. The little cloud of living hellfire is a great aggro absorber. I love seeing bosses wasting their big hit attacks on streams of living hellfire advancing on them. It's worth it every time I cast it, but I agreee there are some some maps with some spawn places that it isn't beneficial to aggro the whole map.
    Let us be realistic, how many chances there are that a boss will drop aggro from your Hellfire Gargoyle to hit the Living Hellfires? They won't even do half the damage the gargoyle does. So with this in mind, unless they have an inbuilt mechanism that taunts the opponent every time they hit him, like Posse, they won't do something significant. In that case, you are correct, but even then, if it is an AoE boss it can drop your LHs pretty fast, but then again he can do the same for your pets :P Meh...