Asmodian_NA

Citizen
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  1. After looking around I am thinking of doing this build on my Fort please let me know what I could change. I think it will be able to support well, do decent damage.
    Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Arachnos Widow
    Primary Power Set: Fortunata Training
    Secondary Power Set: Fortunata Teamwork
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Mental Blast -- Acc-I(A)
    Level 1: Combat Training: Defensive -- LkGmblr-Def/EndRdx(A)
    Level 2: Subdue -- Apoc-Dam%(A), Apoc-Dmg/Rchg(3), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(5), Apoc-Dmg/EndRdx(5), EndRdx-I(7)
    Level 4: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx/Rchg(7), RedFtn-Def/EndRdx(9), RedFtn-Def/Rchg(9), RedFtn-Def(11), RedFtn-EndRdx(11)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(19)
    Level 8: Super Speed -- Clrty-Stlth(A), HO:Micro(39)
    Level 10: Indomitable Will -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam/EndRdx(19), ImpArm-ResDam/EndRdx/Rchg(21)
    Level 12: Dominate -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(13), Decim-Dmg/Rchg(13), Decim-Acc/EndRdx/Rchg(15), Decim-Build%(15), EndRdx-I(17)
    Level 14: Fly -- Frbd-Fly(A)
    Level 16: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 18: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(42), RedFtn-EndRdx(43)
    Level 20: Mask Presence -- LkGmblr-Rchg+(A)
    Level 22: Foresight -- LkGmblr-Rchg+(A), ResDam-I(23), ResDam-I(23)
    Level 24: Mind Link -- LkGmblr-Rchg+(A), RedFtn-Def/Rchg(25), RedFtn-EndRdx/Rchg(25), RedFtn-Def/EndRdx/Rchg(27), RedFtn-Def/EndRdx(27), RedFtn-Def(29)
    Level 26: Total Domination -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(37), UbrkCons-Acc/Rchg(37), UbrkCons-EndRdx/Hold(39), UbrkCons-Dam%(39)
    Level 28: Confuse -- CoPers-Conf(A), CoPers-Conf/Rchg(29), CoPers-Acc/Conf/Rchg(31), CoPers-Acc/Rchg(31), CoPers-Conf/EndRdx(31), CoPers-Conf%(34)
    Level 30: Assault -- EndRdx-I(A), EndRdx-I(40)
    Level 32: Psychic Wail -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34), RechRdx-I(34)
    Level 35: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(48), AdjTgt-EndRdx/Rchg(48), AdjTgt-ToHit/EndRdx(50), AdjTgt-Rchg(50)
    Level 38: Tactical Training: Vengeance -- DefBuff-I(A)
    Level 41: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(43), Decim-Dmg/Rchg(43), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(46), EndRdx-I(48)
    Level 44: Dark Obliteration -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Knock%(46)
    Level 47: Vengeance -- DefBuff-I(A)
    Level 49: Tactical Training: Assault -- EndRdx-I(A), EndRdx-I(50)
    Level 50: Cardiac Core Boost
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Conditioning
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(40), Numna-Regen/Rcvry+(40)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(36), Efficacy-EndMod/EndRdx(37)
    ------------
    ------------
    Set Bonus Totals:
    • 18.5% DamageBuff(Smashing)
    • 18.5% DamageBuff(Lethal)
    • 18.5% DamageBuff(Fire)
    • 18.5% DamageBuff(Cold)
    • 18.5% DamageBuff(Energy)
    • 18.5% DamageBuff(Negative)
    • 18.5% DamageBuff(Toxic)
    • 18.5% DamageBuff(Psionic)
    • 3% Defense(Melee)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 5.5% Defense(Energy)
    • 5.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 8% Defense(Ranged)
    • 3% Defense(AoE)
    • 4.5% Max End
    • 54% Enhancement(Accuracy)
    • 4% Enhancement(Confused)
    • 125% Enhancement(RechargeTime)
    • 68.27 HP (6.374%) HitPoints
    • MezResist(Immobilize) 12.1%
    • 22.5% (0.395 End/sec) Recovery
    • 26% (1.395 HP/sec) Regeneration
    • 11.34% Resistance(Fire)
    • 11.34% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 1.26% Resistance(Negative)
    ------------
    Set Bonuses:
    Apocalypse
    (Subdue)
    • 16% (0.859 HP/sec) Regeneration
    • 32.13 HP (3%) HitPoints
    • 4% DamageBuff(All)
    • 10% Enhancement(RechargeTime)
    Luck of the Gambler
    (Tactical Training: Maneuvers)
    • 7.5% Enhancement(RechargeTime)
    Red Fortune
    (Tactical Training: Maneuvers)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    Steadfast Protection
    (Indomitable Will)
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    Impervium Armor
    (Indomitable Will)
    • 2.5% (0.044 End/sec) Recovery
    Decimation
    (Dominate)
    • MezResist(Immobilize) 2.75%
    • 12.05 HP (1.125%) HitPoints
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Luck of the Gambler
    (Combat Jumping)
    • 7.5% Enhancement(RechargeTime)
    Red Fortune
    (Maneuvers)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Mask Presence)
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Foresight)
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Mind Link)
    • 7.5% Enhancement(RechargeTime)
    Red Fortune
    (Mind Link)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    Unbreakable Constraint
    (Total Domination)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Coercive Persuasion
    (Confuse)
    • 4% (0.07 End/sec) Recovery
    • 4% Enhancement(Confused)
    • 4% DamageBuff(All)
    • 10% Enhancement(RechargeTime)
    • 5% Defense(Ranged), 2.5% Defense(Energy), 2.5% Defense(Negative)
    Armageddon
    (Psychic Wail)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Adjusted Targeting
    (Aim)
    • 2% DamageBuff(All)
    • 1.26% Resistance(Energy,Negative)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Decimation
    (Gloom)
    • MezResist(Immobilize) 2.75%
    • 12.05 HP (1.125%) HitPoints
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Ragnarok
    (Dark Obliteration)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Miracle
    (Health)
    • 2.5% (0.044 End/sec) Recovery
    Efficacy Adaptor
    (Stamina)
    • 12.05 HP (1.125%) HitPoints
    • 1.5% (0.026 End/sec) Recovery
    • 10% (0.537 HP/sec) Regeneration
    • 2.5% DamageBuff(All)
    • 5% Enhancement(RechargeTime)



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  2. Asmodian_NA

    Back to playing!

    I just came back to playing after a long time away.

    I always loved the Kinetics power pool, if I want to be on a team 100% never solo and help out, what combo would you suggest I go for?

    What do most people look for when putting teams together that will get me in one, so I never have to solo?

    Thanks