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Posts
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Joined
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Using Sandolphan's binds it's easy enough to keep them at range, but you do have to keep setting the Goto command to keep them back.
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Don't have Ninja Run. And I really really, would like to not have to go visit the Black Market/Invention Center every half hour of flight.
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Well, I won't be able to do that without completely dropping an entire power pool.
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Depends on the set, really. /Traps can do well without it. (Though I admit I'd have alot more trouble with slotting, needing to put an extra endredux in most power pool toggles)
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Me too =P I was thinking the ability to tankermind through the majority of general AVs (Psionic AVs notwithstanding)
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You're assuming that people take Fitness on one of the best ATs to avoid having to take Fitness.
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...I have burst. It's the first power I took. The reason I put Lockdown in there is that it gives Ranged/Negative defense as well as Fire/Cold defense.
Also, the reason I'm including LotG now is that they're supposed to be alot easier to get via alignment merits. I believe the wiki says they cost 2 alignment merits a piece and on the forums here I've heard it's possible to get one every 2 days if you work at it.
Though I think I will try that with Thunderstrike.
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And it worked, I took two slots off of Poison Trap and put Basilisk's Gaze in there, and put the two slots in Burst and put Thunderstrike in there (While still keeping Chance for Build Up and Chance for Negative Damage) I hit the defense cap for Negative, too. I'm unfortunately about 9% away from the softcap on Psi, but I think that'll be alright as I've got Softcapped Range/AoE/Melee defense, too. -
...to be perfectly honest I'd still rather use a Petless Thugs MM than Dual Pistols because of that annoying gun fu crap.
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Ninja Run will likely be alot more acceptable as a travel power alternative when Hurdle/Swift become inherent.
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With alot of annoying work, I was able to reach the soft cap of almost all of the defenses available, I'm trying to make a build capable of soloing AVs. Here's what I got so far.
With a combination of IOs, FFG, Maneuvers, CJ, Weave, and Scorpion Shield, I've gotten up to 64% S/L. 56% Eng, 43% Neg, 36% Psi, 53% Fire/Cold, 45% Melee, 47% Ranged, and 57% AoE defense
Are there any tips anyone can give me when it comes to making up a build to solo AVs?
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Mastermind
Primary Power Set: Mercenaries
Secondary Power Set: Traps
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Presence
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Burst- (A) Decimation - Chance of Build Up
- (40) Apocalypse - Chance of Damage(Negative)
- (43) Gladiator's Javelin - Chance of Damage(Toxic)
- (A) Gravitational Anchor - Chance for Hold
- (A) Blood Mandate - Accuracy
- (3) Blood Mandate - Damage
- (3) Blood Mandate - Accuracy/Damage
- (5) Blood Mandate - Damage/Endurance
- (5) Blood Mandate - Accuracy/Damage/Endurance
- (7) Achilles' Heel - Chance for Res Debuff
- (A) Ragnarok - Chance for Knockdown
- (7) Positron's Blast - Chance of Damage(Energy)
- (42) Impeded Swiftness - Chance of Damage(Smashing)
- (A) Endurance Reduction IO
- (A) Panacea - Heal
- (9) Panacea - Heal/Endurance
- (9) Panacea - Endurance/Recharge
- (33) Panacea - Heal/Endurance/Recharge
- (40) Panacea - Hea/Recharge
- (A) Exploited Vulnerability - Defense Debuff
- (11) Exploited Vulnerability - Defense Debuff/Recharge
- (11) Exploited Vulnerability - Defense Debuff/Recharge/Endurance
- (37) Recharge Reduction IO
- (48) Achilles' Heel - Chance for Res Debuff
- (A) Blood Mandate - Accuracy
- (13) Blood Mandate - Damage
- (13) Blood Mandate - Accuracy/Damage
- (15) Blood Mandate - Damage/Endurance
- (15) Blood Mandate - Accuracy/Damage/Endurance
- (17) Achilles' Heel - Chance for Res Debuff
- (A) Luck of the Gambler - Recharge Speed
- (23) Luck of the Gambler - Defense
- (37) Luck of the Gambler - Defense/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (17) Luck of the Gambler - Defense
- (19) Luck of the Gambler - Defense/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (19) Luck of the Gambler - Defense/Endurance
- (46) Luck of the Gambler - Defense
- (A) Lockdown - Accuracy/Hold
- (21) Lockdown - Chance for +2 Mag Hold
- (21) Lockdown - Accuracy/Endurance/Recharge/Hold
- (23) Lockdown - Accuracy/Recharge
- (34) Lockdown - Recharge/Hold
- (50) Lockdown - Endurance/Recharge/Hold
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (43) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Mocking Beratement - Taunt
- (25) Mocking Beratement - Taunt/Recharge
- (25) Mocking Beratement - Taunt/Recharge/Range
- (34) Mocking Beratement - Accuracy/Recharge
- (34) Mocking Beratement - Taunt/Range
- (39) Mocking Beratement - Recharge
- (A) Blood Mandate - Accuracy
- (27) Blood Mandate - Damage
- (27) Blood Mandate - Accuracy/Damage
- (29) Blood Mandate - Damage/Endurance
- (29) Blood Mandate - Accuracy/Endurance
- (31) Blood Mandate - Accuracy/Damage/Endurance
- (A) Absolute Amazement - Endurance/Stun
- (31) Absolute Amazement - Chance for ToHit Debuff
- (31) Absolute Amazement - Stun/Recharge
- (33) Absolute Amazement - Accuracy/Recharge
- (33) Absolute Amazement - Accuracy/Stun/Recharge
- (A) Empty
- (A) Endurance Reduction IO
- (A) Obliteration - Chance for Smashing Damage
- (36) Obliteration - Accuracy/Damage/Endurance/Recharge
- (36) Obliteration - Damage
- (36) Obliteration - Accuracy/Recharge
- (37) Obliteration - Damage/Recharge
- (50) Obliteration - Accuracy/Damage/Recharge
- (A) Gladiator's Armor - TP Protection +3% Def (All)
- (39) Steadfast Protection - Resistance/+Def 3%
- (39) Reactive Armor - Resistance
- (40) Reactive Armor - Resistance/Endurance/Recharge
- (43) Reactive Armor - Endurance
- (50) Reactive Armor - Resistance/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (42) Luck of the Gambler - Defense
- (42) Luck of the Gambler - Defense/Endurance
- (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (46) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (48) Luck of the Gambler - Defense
- (48) Luck of the Gambler - Defense/Endurance
- (A) Endurance Reduction IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
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Set Bonus Totals:- 8.5% DamageBuff(Smashing)
- 8.5% DamageBuff(Lethal)
- 8.5% DamageBuff(Fire)
- 8.5% DamageBuff(Cold)
- 8.5% DamageBuff(Energy)
- 8.5% DamageBuff(Negative)
- 8.5% DamageBuff(Toxic)
- 8.5% DamageBuff(Psionic)
- 13.5% Defense(Smashing)
- 13.5% Defense(Lethal)
- 22.9% Defense(Fire)
- 22.9% Defense(Cold)
- 12.9% Defense(Energy)
- 12.9% Defense(Negative)
- 6% Defense(Psionic)
- 15.4% Defense(Melee)
- 17.9% Defense(Ranged)
- 26.6% Defense(AoE)
- 1.8% Max End
- 2.5% Enhancement(Held)
- 27% Enhancement(Accuracy)
- 67.5% Enhancement(RechargeTime)
- 7.5% Enhancement(Range) (in PvP)
- 5% FlySpeed
- 72.3 HP (9%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Confused) 5% (in PvP)
- MezResist(Held) 9.95% (in PvP)
- MezResist(Immobilize) 6.1% (in PvP)
- MezResist(Repel) 1000% (10% chance, in PvP)
- MezResist(Sleep) 5% (in PvP)
- MezResist(Stun) 12.2%
- MezResist(Terrorized) 5% (in PvP)
- 13.5% (0.23 End/sec) Recovery
- 50% (1.68 HP/sec) Regeneration
- 1.58% Resistance(Smashing) (in PvP)
- 1.58% Resistance(Lethal) (in PvP)
- 2.52% Resistance(Fire)
- 2.52% Resistance(Cold)
- 5% RunSpeed
Set Bonuses:
Blood Mandate
(Soldiers)- 1.5% (0.03 End/sec) Recovery
- 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
- MezResist(Stun) 1.65%
- 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
(Triage Beacon)- 2.5% (0.04 End/sec) Recovery1.58% Resistance(Smashing,Lethal) (in PvP)
- 10% (0.34 HP/sec) Regeneration, MezResist(Repel) 1000% (10% chance, in PvP)
- 12 HP (1.5%) HitPointsStatus Resistance 5% (in PvP)
- 7.5% Enhancement(RechargeTime), 7.5% Enhancement(Range) (in PvP)
(Acid Mortar)- 3% Enhancement(Accuracy)
- 1.25% Defense(Melee), 0.63% Defense(Lethal), 0.63% Defense(Smashing)
(Spec Ops)- 1.5% (0.03 End/sec) Recovery
- 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
- MezResist(Stun) 1.65%
- 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
(Combat Jumping)- 10% (0.34 HP/sec) Regeneration
- 9.04 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Force Field Generator)- 10% (0.34 HP/sec) Regeneration
- 9.04 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Maneuvers)- 10% (0.34 HP/sec) Regeneration
- 9.04 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Poison Trap)- 3% DamageBuff(All)
- 2.5% Enhancement(Held)
- MezResist(Held) 2.2%
- 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Super Jump)- 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
(Provoke)- 1.8% Max End
- MezResist(Held) 2.75%
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
- 7.5% Enhancement(RechargeTime)
(Commando)- 1.5% (0.03 End/sec) Recovery
- 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
- MezResist(Stun) 1.65%
- 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Seeker Drones)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Trip Mine)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Tough)- 3% Defense(All)
(Tough)- 3% Defense(All)
(Tough)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Weave)- 10% (0.34 HP/sec) Regeneration
- 9.04 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Tactics)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 15.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Scorpion Shield)- 10% (0.34 HP/sec) Regeneration (Exceeded 5 Bonus Cap)
- 9.04 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
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Wait... you actually listen to the in game music instead of turning it off and listening to Pandora or internet radio?
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Quote:Best post about Praetoria yet.But remember: We're not talking about OUR United States. Or even the United States we knew of on Primal earth of City of.
We're talking about a United States that elected general MacArthur as President, a US government that heeded his words and nuked the North and South Korean borders when our own people (including one who was supposed to be our greatest hero) would still be caught in the blast as well as the people we were fighting for, a United States that authorized use of nuclear weapons on our own country!
The sad fact is, it may be possible that Cole didn't change that much at all, just who was in charge. -
Suppress Pain, it increases Regen 200% completely unslotted.
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Well, if that's the case, why can't they make one out of existing Devices and other powers?
Like, Body Armor, Taser, Smoke Grenade, Venom Grenade (copy the animation from the thrown variety), Targetting Drone, and Time Bomb. -
Quick question to see if anyone knows.
MM's got modified Blaster APPs and vice versa, but why didn't MM's get the blasters Munitions Mastery? Especially since it fits so well with Mercs and Bots. -
Eh, what I think they should do is make it a nice counterpoint to the thugs 'Gang War,' that is, cut down the recharge time, lessen the effects and remove the end crash, but make it affect all of your pets.
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Quote:Yeah, the pet aura procs, pretty much.I suppose so, but really why? You can already use Defense Debuff sets, Accurate Defense Debuff sets, and Ranged AoE sets (if you're silly enough to want to slot it for damage). What would Recharge Intensive Pet sets get you that you can't already get?
[Note: OK, it would open up the extra two "pet aura procs" for Traps MMs...so maybe]
This is just stuff off the top of my head that could use a little tweak if possible. I'm sure you've seen a small thing or two that you'd like to be changed =P -
Give people the ability to recolor muzzle flare on Mercs/Assault Rifle in general, and on Dual Pistols/Thugs
Make Acid Mortar able to use Rechargable Pet Sets, since that's what it is.
Fix the dismiss animations.
Post any small tweaks to MMs you'd like to see! -
The End crash, pretty much. Pets without end are mostly worthless.
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Well, could always make this version of Transferrence only a self heal, or replace it with Speed Boost, and maybe replace Increase Density with Siphon Speed
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I've been wondering on making a brute, but I dunno whether to go War Mace or Battle Axe, so... what are the pros and cons of 'em?
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Anyone? Like it? Hate it?
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Depending on how you play your MM you may want to take Provoke, too, for tankerminding (That is, keeping pets on Def/Follow or Def/GoTo and getting all the aggro on yourself for the bodyguard effect).
It's not entirely necessary, either, but you may want to put two more slots in tactics and maneuvers, as those two have something else they can be slotted for aside from end redux, while assault doesn't.