Atago

Apprentice
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    161
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  1. Made some little changes for a bit more End, Regen and Resists. Still Softcapped.
    I will use it as Respec-Build, so maybe you wanna change the order of the Powers.

    With Serum, Omega maneuver and CJ(Ninja Run as Travelpower):

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    Similar Build but with Hover, Fly and Frag Grenade instead of CJ, OM and Serum. More expensive with higher Recharge and better Regeneration to compensate the loss of Serum:

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  2. What do you aim for? Max DMG? High Recharge? Survivability? Do you solo a lot or play in Teams? Without any Infos it's hard to rate the Build.

    Here is a Build i made. It's not the final Build, i have to do some work on it. The Powers are not in the right order by now. I used lvl30/35 IOs, if you use lvl50s then you have to change it.
    It's not a very expensive Build. With a bit more Money it's easy to get much higher Recharge(LotG f.E.), Damage, Regen/Recovery:

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  3. Atago

    Crab Spider

    Ah, my fault, thought the USA and European Markets are seperate.

    Last Price i saw on the Forums was 4b.
  4. Atago

    Crab Spider

    Don't know if you want to buy the Gladiator's Unique through the Blackmarket. On my Server it is nearly impossible to get one and it is very, very expensive(2 Billions and more).
  5. I want to start a new MM-Toon. As Secondary i want to take Storm. I have no Ninja and no Merc MM, so i decided to give one of those a try. What do you think would be better to pair with Storm? Merc-Ranged, maybe nice with Hurricane and you get the Medic for additional Heal. Ninjas-Melee, nice for them to slow the NPCs down, but they have no heal and i don't know if O2 is enough to hold them alive(i hate to resummon Pets after each Fight). I use Provoke on all my MMs and preferr to fight bigger spawns. What are your thoughts about it? Anyone has played one of this Combinations? Which Set will be better to pair with Storm?
  6. Atago

    Demons/Storm

    Quote:
    Originally Posted by Kid_Gloves View Post
    Snow Storm on MMs in general is a bit of a mixed blessing. Its requirement to be toggled on to a target is often a liability - especially with the amount of damage being thrown around. Useful more for its -fly, it synergises very well with melee-heavy minion sets (ninjas, I'm looking at you). Demons have pleanty of ranged damage, so it is less useful. Nice, but I find it very situational - and you get ample -speed and -recharge with freezing rain. I'm not yet sure how just FR + demon prince work together, but I'm expecting it'll be nice.

    Hurricane I find is a lynchpin of any controller, corrupter or defender build, but more of a emergency-defense for a MM. The knockback it invokes can be difficult to work with, given its pulse nature, making it - for me - less appealing. Nice, but not essential. Can be skipped.
    My 2cent:

    Snow Storm- Yes the Slow-Effect is less important for Ranged-MMs, but Snow Storm halfs the Damage Income for all MMs not only Melees, for me it is one of the essential Powers of the Set. OK, if you kill the Enemy very fast it might be less important. I play mainly at /x6-x8 and there it makes a huge Difference. It can be a Drawback that it is a Toggle if you don't take enough control of your Pets Target-Selection or play in a not well organized Team.

    Hurricane is a very nice Power if it fits your Playstyle. Every Storm-MM should test it a while and decide on his own. For myself i would never skip it. It has a nice Debuff, it's nice to help your Pets out of trouble and it's nice to control/hold the debuffed-NPCs in a Corner where your Pets can kill them(especcially if you solo and fight larger Groups).
  7. Atago

    Demon/Dark build

    TG-Twilight Grasp

    You really don't need hover as Travelpower:
    1. Hover is soooo slow, till you put min. 2 Flight SOs in.
    2. With lvl6 you can make some Newspapermishs and get a Flightpack as Reward for the first bankmish.
  8. Atago

    Mercs/????

    What's about /Storm? Seems to be perfect to keep the Mobs away with the Repels+Knockbacks.
  9. Atago

    Pet-AI

    The Pet-Powers and Assistmode were only some Ideas i had, it's OK for me to skip'em cause they distract only from the more important Suggestions regarding the Pet-AI/behavior. So i removed them from my Post. Maybe i start another Thread where they can be discussed. Think the important thing is the Pet-AI and to give the MMs out there real Control over their Pets, atm it feels more like babysitting:-)
    Let's concentrate on that.
  10. Atago

    Pet-AI

    It's no Secret that the Pet-AI is bugged. Sometimes the Pets use their Attacks in weird Ways, the pets run in when they aren't supposed to. They spread, run too far away etc.

    I think there is no easy way for the DEVs to fix the whole AI, but i got an Idea for some changes. Maybe they are easier to make and they will solve the Problems in many Situations:

    ATM the Stance is much more important for the Pet-behavior than the Follow-/Stay/-Goto-Commands. Though even if you give the Pets the Stay-Command and they are in f.E. Defensive mode they will move if their master is attacked. In Follow-Mode they break the Follow to attack NPCs etc. If this would be a Change so that Follow-/Stay-/Goto > Stance most Problems will be solved.

    Example for Changes:

    1. Stay command-the Pets stay and don't move, doesn't matter in which stance they are. In aggressivemode they will still attack things in range and in Defensive they will still attack NPCs that attack their Master, but.....THEY WILL DON'T MOVE->they stay as the Command says.

    This little change makes the Things for all MMs and Teams with MMs inside much easier. Now you can really command your Pets, and hold them together if you like.


    2. Goto-sends them to a fixed Point where they go in Stay-mode. Rest same as above.


    3. Attack- Right Click Option-->
    Attack and Follow: They will attack the Masters Target, when the target is dead they switch to Follow-Mode.
    Attack and Open Fire: They attack the target and if it's killed they attack other Enemies around.(same as now)


    4. Follow- give it an additional option to choose from with a right Mouseclick(option will be active till the MM changes it)-->
    Followrange 10ft
    Followrange 15ft
    Followrange 20ft
    Followrange 25ft
    Followrange none

    The Pet will attack Enemys in Defensive- and Aggressive-Mode, but will stay inside the Followrange. So if they follow a running NPC and leave f.E. the 25ft Radius they will turn and run back Or if the MM moves more than 25ft away they will follow. If you choose the "none" Option the Pets will behave same way as now and will run after Targets and kill targets, even if their Master is far away or moves away. I don't know if this Change is possible, cause it needs the most Pet-AI Changes, but it would be cool:-):



    @castle
    Don't know if all of this is possible, but even if it would only be possible to change the Stay-Command in the describes Way it would be a big help for all MMs. I hope the One or Another of these Ideas is worth to think about it.


    P.S.
    It's would also be possible to give Goto-and Stay- some Rightclick-Options, too. Goto+Free Movement or Goto+Stay for Example or Stay two Options: Stay while you attack, Move while you attack.
    So each Command will have 1 Option where the Pets will behave as they behave now:

    Follow-Followrange None
    Attack-Attack and Open Fire
    Goto-Free Movement
    Stay- Move while you attack
  11. Atago

    Demons/Storm

    Think it only gets tight if you wanna take all 3 worthwhile Powers of the Fitness, Fighting and Leadership-Pool. For myself i skip Thunder Clap and the Leadership-Pool. Atm, i only use SOs and haven't designed a IO-Build up to know, but here are the Powers i take(I'm not sure if i should take Tornado instead of Flight, i will decide it later on):

    Villain Plan by Mids' Villain Designer 1,703
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 48 Natural Mastermind
    Primary Power Set: Demon Summoning
    Secondary Power Set: Storm Summoning
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Flight
    Power Pool: Presence
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Summon Demonlings -- Empty(A)
    Level 1: Gale -- Empty(A)
    Level 2: O2 Boost -- Empty(A)
    Level 4: Snow Storm -- Empty(A)
    Level 6: Enchant Demon -- Empty(A)
    Level 8: Swift -- Empty(A)
    Level 10: Steamy Mist -- Empty(A)
    Level 12: Summon Demons -- Empty(A)
    Level 14: Health -- Empty(A)
    Level 16: Freezing Rain -- Empty(A)
    Level 18: Corruption -- Empty(A)
    Level 20: Stamina -- Empty(A)
    Level 22: Hurricane -- Empty(A)
    Level 24: Boxing -- Empty(A)
    Level 26: Summon Demon Prince -- Empty(A)
    Level 28: Tough -- Empty(A)
    Level 30: Weave -- Empty(A)
    Level 32: Abyssal Empowerment -- Empty(A)
    Level 35: Hover -- Empty(A)
    Level 38: Lightning Storm -- Empty(A)
    Level 41: Scorpion Shield -- Empty(A)
    Level 44: Hell on Earth -- Empty(A)
    Level 47: Fly -- Empty(A)
    Level 49: Provoke -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Supremacy
    Level 6: Ninja Run



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  12. Atago

    Demons/Storm

    Don't know how it looks at higher levels. I started to play a Demon/Storm a few Days ago. And up to know (lvl31) i found it more fun to play and easier lvling than with my Demons/Fire.
  13. Atago

    macro/bind help

    I use similar Macros for both, my Bots and my Teammates.

    Petmacro:

    /macro "Macroname" petselect_name "Petname"$$powexec_name Insulation Shield$$powexec_auto Deflection Shield

    In the Teammate-macro i use teamselect instead of petselect. First click on the macro fires the Autopower(Deflection Shield), second click turns it off and fires the Insulation Shield.
  14. To free some room for Tremor i would skip Acrobatics and use a Steadfast Protection instead.
  15. I have to admit that Exemp/Flashback is a Point i have to more Attention on. ATM i only have one active lvl50 Char, and i use him just for Farming. Maybe that's the Point why i forgot to consider the importance of Flashback/Exemp.

    Normally i start with a Char and sometimes take Powers i don't need later on. For example more Attackpowers to have a solid Attackchain till my Recharge is better. At about lvl27-32 i switch to the second Build and begin to use IO-Sets. If it's possible i softcap the Toon at this lvl with the help of Mako's, Scirocco's, Oblit's aso. Then btw. lvl 42-50, when i have Room to take the Fighting Pool f.E. and have more Slots i respec the Powers and IO-Sets out that i don't need anymore. The more expensive lvl30-35 IO-Sets i use then for other Chars and replace them with higher lvl Sets which give me more ACC/Rech/DMG etc. if possible.
  16. This is a lvl 50 Respec-Build, but it shouldn't be a Problem to change the order of the Powers if you like. I think the most Players use levelling Builds and later on Respec Builds, so do i.
  17. This is a Build a made some Weeks ago. It's similar to your first Build. It comes with Taunt+BU but without Hasten. I don't know how it performs IG, cause i stopped playing the Toon at lvl 38.

    Hero Plan by Mids' Hero Designer 1,703
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Fiery Melee
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(11), Numna-EndRdx/Rchg(15), RctvArm-ResDam(17), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(40)
    Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(11)
    Level 2: Fast Healing -- Mrcl-Rcvry+(A), RgnTis-Regen+(15), Mrcl-Heal(34), Mrcl-Heal/EndRdx(40)
    Level 4: Combustion -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(5), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(7), Oblit-%Dam(7), Oblit-Acc/Dmg/Rchg(34)
    Level 6: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36), C'ngImp-Dmg/Rchg(45)
    Level 8: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(9), Numna-Heal/Rchg(9)
    Level 10: Swift -- Run-I(A)
    Level 12: Quick Recovery -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Acc(13), Efficacy-EndMod(13), Efficacy-EndMod/Rchg(27), P'Shift-End%(43)
    Level 14: Health -- Numna-Heal/EndRdx(A), Numna-Regen/Rcvry+(27), Numna-Heal(45)
    Level 16: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(50)
    Level 18: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(42)
    Level 20: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(21), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(43)
    Level 22: Taunt -- Mocking-Taunt/Rchg/Rng(A), Mocking-Rchg(23), Mocking-Acc/Rchg(23), Mocking-Taunt/Rchg(34), Mocking-Taunt/Rng(37)
    Level 24: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(25)
    Level 26: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(48)
    Level 28: Fire Sword Circle -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-Dmg(29), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Rchg(46)
    Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/Rchg(31), S'fstPrt-ResDam/Def+(42), RctvArm-ResDam/EndRdx/Rchg(43)
    Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33)
    Level 35: Stamina -- P'Shift-End%(A), P'Shift-EndMod(36), P'Shift-EndMod/Acc(40)
    Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), C'ngImp-Dmg/Rchg(46)
    Level 41: Char -- Acc-I(A)
    Level 44: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(45), Dev'n-Acc/Dmg/EndRdx/Rchg(46)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(50), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Indomitable Will -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
  18. Atago

    invuln / stone

    This is the Respec-Build of my oldest Son, he aimed for a good overall Defense and Survivability without Unstoppable.
    While levelling up i would take both Mallets to have a solid Attackchain till you get Tremor and Seismic Smash. Fault- i know most Players skip it, cause it deals no damage, but it will boost your Survivability and fun in the Mid-Levels by a large amount. If you fight even-or above level Enemies it only knocks the Enemies down(not back like Handclap) and has a good Disorient to reduce the incoming Damage. I would take it and respec it out once you get Tremor and your Survivabilty is high enough.

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  19. If you plan to use IO-Sets End will not be a Problem. If you don't use IO-Sets you have to 3 Slot Stamina and put at least 1 Endred in each Power. The Temporary Power "Recovery Serum" will help alot till you have Stamina. Hero Accolades like the "Atlas Medaillon" will help also. Biggest Endsucker will be your lvl38 Power.
  20. SD/Stone is the most fun Solotoon i have. It is the first Toon with that i really enjoy Soloplaying. Sure, SD/ELE is faster lvling once you get SC+LR, but i find it a bit of boring. In my Eyes it's good for a Farming-Toon not a Fun-Toon. SS has overall more Damage than Stone, but you have to wait till lvl38 to get Footstomp and you have less Damage Mitigation. These are the Reasons i enjoyed SD/Stone more.
    With lvl20 you get Fault and things are getting easy, with lvl26 and Shield Charge they're getting much easier and with lvl 35....BU, SC, Tremor, Fault and some IO-Sets for better Defense and Boom, you can level with Radiomishs +1 up to +3/x8. Shield Charge, Tremor, Fault... the Villains will sit 90% of the time on the Ground. Much fun, a very Superheroic-Feeling and good Solo Lvling Speed, if you choose mainly Missions with NPCs that have not too high S/L-Resists.

    It is a funny Combo with enough Damage through AAO and SC and enough Survivabilty with all the Knockdowns, Helds and Disorients.

    Here is a short Video to show what i mean:

    http://www.youtube.com/watch?v=sH0YBkF5pcE
  21. Yepp, we all have personal Preferences. But if there were a Way to go with Tough without too many Drawbacks i will go it:-)
    Skipping the Energy Pool..or skipping Hasten...OK if i have Build Up and good Recharge. But taking Pyre and skipping my beloved Stone Powers instead? This is no tweaking but a completely different Build with a completely different Playstyle and it is too far away from the essential things i wanted. Only hoped for some Tipps to move one ore another Slot or using some different Sets to get a bit more out of it.

    But thx anyway for your effort.

    P.S.
    I don't count on the Procs. For the Comparison i turned all off. So, if they fire...nice...if they don't fire, OK can live with it. They are only a Bonus.
  22. Yepp, the Fire Damage is an Advantage. For that Reason Pyre is O.K. if you like it. But i don't want to have it in return for less Control/Mitigation and the loss of the BOOOOOM....that Booom is the only Reason why i preferr the Toon over my SD/Fire. I pointed this out in all my Posts.

    Defense Debuffers are a Problem, yes. Doesn't matter if one have 45 or 50% Def. This is the Point where the Res comes into the Calculation.

    OK, let's forget for a Moment about Pyre and compare the Rest of the Builds (switched both to the same IO-Level for this):

    DEF:
    Both Softcapped

    RES(except Psi):
    67% of the Time yours have higher Resi 45% SL ~17% all other compared to my 15%
    33% of the Time i will have higher Resi 49% SL ~32% all other with OWTS on

    Recharge:
    Yours: +43,8% and 1 RechargeProc
    Mine: +53,8% and 2 RechargeProcs

    Accuracy:
    Yours: +25%
    Mine: +45%

    Damage:
    Yours: +18% and Build Up
    Mine: +26,5% and 2 Build Up Procs (and Build Up if i decide to take it instead of CP)

    ToHit:
    Yours: +6%
    Mine: +7,7%

    Regen:
    Yours: 290%
    Mine: 294%

    Health:
    Yours: 126%
    Mine: 132,2% and 152,2% for 40% of the time(OWTS)

    End lft for Attacks with activated Toggles:
    Yours:
    2,46 per Second
    Mine:
    2,53 per Second and 1 +EndProc and 40% of the Time +0,52 per Second through OWTS
    and Endred through Conserve Power(if i decide to take it instead of Build UP)

    Others:
    If the RechargeProcs don't fire(I have twice the chance that they Proc):
    My Hasten is 5 sec earlier up
    My Shield Charge is 5 sec earlier up
    My other Stone Attack powers do a little more Damage and are a little earlier up

    So the only Advantage i can see are the S/L Resistances for 60% of the time where i have to run without OWTS. I think i stick with my Build till i have an Idea to get higher Resistances without these Losses.
  23. Quote:
    Originally Posted by ORACLE View Post
    - You are at 40% with 0 foes in range on positional defence. I am capped over 45%. If you turn on phalanx fighting I am at 50% def.
    Phalanx Fighting is an Autopower, it is always on like Stamina, Health and all other Autopowers.
    Phalanx Fighting gives a Base of 5% Def without any Foes and Teammates in Range
    Phalanx Fighting gives only additional Defense with Teammates in Range. It's not affected by Foes.
    My Build is >45% with no Foe or Teammate in Range.

    Quote:
    Originally Posted by ORACLE View Post
    - I substitute Pyre mastery for a couple stone melee attacks. Who doesnt love fireball? Oh and for ranged attacks Fireblast does more damage than hurl bolder in DPS.
    As you pointed out Fun+Playstyle is very important. I take Pyre on Toons that have not enough AOEs and or Ranged Attacks, but Stone has enough of them. Sure there are some Points Pyre has Advantages, but also some Points where the Stoneattacks are better->Control, Mitigation and Style...Fireattacks doesn't fit the Stonetheme of this Toon. It doesn't feel right to me.


    P.S.
    I planned to use 2 of my Respecs. First at lvl 44, next at 49. If i realize that i really need more Res then i have to take another Build then. I'll try to workout an alternate Build with Tough in it for this Case. ATM i run without CJ and SJ, maybe i will skip them and go only with Ninja Run. That will free 2 Slots.
  24. OK, i could try to get the Resists a bit higher without taking Tough, but i don't think that this will make a big different in Survivabilty. Would it be 80% or 90% :-) yepp, double Survivabilty. 15% or 25% is not such a big Difference in a Build where i try to avoid Damage trough Def+Damage Mitigation. So the only Way to bring up the Resist to a remarkable Point is to take Tough, like you said. But that would mean 3 Powers if i take Boxing/Tough/Weave and i don't know which Powers i should skip without taking the fun out of the Toon. Maybe Hasten, Conserve Power and OWTS. But in this Case i will have two Endsucker Toggles more and no Endtool to manage it. I can't find a Way to compensate this with the other IO-Sets.

    Don't misunderstand me. I don't really need Hasten but enough Recharge for my Attack Chain, especially SC. I don't need Conserve Power but enough End to stand even longer Fights without the need of Blues. Grant Cover and OWTS? Don't know. I know many skip them. I would love to find a Build that is softcapped with high S/L Resists and good Recharge. But keep one thing in Mind: If i don't use Conserve Power i consume more than 8 End/s + Toggles Infight and i can't see a way to solve this Problem if i use Tough and Weave.

    If you find a Build with all these Attack Powers, Superjump, Tough/Weave and with enough End+Recharge then pls, pls make me happy and post it.
  25. I tested some single-target attackchains last night and found out that i can do fine without Stone mallet. So i overworked the Build. I added Hasten and Conserve Power and moved some Slots. I came out with the same DEF, RES, HP and Regen like the Build above. Hasten should be Perma if one of the +Recharge procs. At lvl 44-45 i should see if i really need Conserve Power, if not i will take Build up instead.

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