BenRGamer

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  1. 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.
  2. 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.
  3. Well, I won't be able to do that without completely dropping an entire power pool.
  4. 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)
  5. Me too =P I was thinking the ability to tankermind through the majority of general AVs (Psionic AVs notwithstanding)
  6. You're assuming that people take Fitness on one of the best ATs to avoid having to take Fitness.
  7. ...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.

    ...

    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.
  8. BenRGamer

    Merc/Traps

    MMs don't get Munitions Mastery. Annoying, that.
  9. Quote:
    Originally Posted by milehigh77 View Post
    So for the longest time we had people making petless Thugs because "Dual Pistols looked so damn cool!"

    i17 has come and gone and now people see the Demon whip attacks and say "Whips look so cool!"

    When will they ever learn?...
    ...to be perfectly honest I'd still rather use a Petless Thugs MM than Dual Pistols because of that annoying gun fu crap.
  10. Ninja Run will likely be alot more acceptable as a travel power alternative when Hurdle/Swift become inherent.
  11. 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)
    Level 1: Web Grenade
    • (A) Gravitational Anchor - Chance for Hold
    Level 2: Soldiers
    • (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
    Level 4: Caltrops
    • (A) Ragnarok - Chance for Knockdown
    • (7) Positron's Blast - Chance of Damage(Energy)
    • (42) Impeded Swiftness - Chance of Damage(Smashing)
    Level 6: Equip Mercenary
    • (A) Endurance Reduction IO
    Level 8: Triage Beacon
    • (A) Panacea - Heal
    • (9) Panacea - Heal/Endurance
    • (9) Panacea - Endurance/Recharge
    • (33) Panacea - Heal/Endurance/Recharge
    • (40) Panacea - Hea/Recharge
    Level 10: Acid Mortar
    • (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
    Level 12: Spec Ops
    • (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
    Level 14: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (23) Luck of the Gambler - Defense
    • (37) Luck of the Gambler - Defense/Endurance
    Level 16: Force Field Generator
    • (A) Luck of the Gambler - Recharge Speed
    • (17) Luck of the Gambler - Defense
    • (19) Luck of the Gambler - Defense/Endurance
    Level 18: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (19) Luck of the Gambler - Defense/Endurance
    • (46) Luck of the Gambler - Defense
    Level 20: Poison Trap
    • (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
    Level 22: Super Jump
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (43) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    Level 24: Provoke
    • (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
    Level 26: Commando
    • (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
    Level 28: Seeker Drones
    • (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
    Level 30: Boxing
    • (A) Empty
    Level 32: Tactical Upgrade
    • (A) Endurance Reduction IO
    Level 35: Trip Mine
    • (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
    Level 38: Tough
    • (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
    Level 41: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (42) Luck of the Gambler - Defense
    • (42) Luck of the Gambler - Defense/Endurance
    Level 44: Tactics
    • (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
    Level 47: Scorpion Shield
    • (A) Luck of the Gambler - Recharge Speed
    • (48) Luck of the Gambler - Defense
    • (48) Luck of the Gambler - Defense/Endurance
    Level 49: Assault
    • (A) Endurance Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Supremacy
    Level 4: Ninja Run
    ------------
    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)
    Panacea
    (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)
    Exploited Vulnerability
    (Acid Mortar)
    • 3% Enhancement(Accuracy)
    • 1.25% Defense(Melee), 0.63% Defense(Lethal), 0.63% Defense(Smashing)
    Blood Mandate
    (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)
    Luck of the Gambler
    (Combat Jumping)
    • 10% (0.34 HP/sec) Regeneration
    • 9.04 HP (1.13%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Force Field Generator)
    • 10% (0.34 HP/sec) Regeneration
    • 9.04 HP (1.13%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Maneuvers)
    • 10% (0.34 HP/sec) Regeneration
    • 9.04 HP (1.13%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Lockdown
    (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)
    Blessing of the Zephyr
    (Super Jump)
    • 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
    Mocking Beratement
    (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)
    Blood Mandate
    (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)
    Absolute Amazement
    (Seeker Drones)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Obliteration
    (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)
    Gladiator's Armor
    (Tough)
    • 3% Defense(All)
    Steadfast Protection
    (Tough)
    • 3% Defense(All)
    Reactive Armor
    (Tough)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Luck of the Gambler
    (Weave)
    • 10% (0.34 HP/sec) Regeneration
    • 9.04 HP (1.13%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Gaussian's Synchronized Fire-Control
    (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)
    Luck of the Gambler
    (Scorpion Shield)
    • 10% (0.34 HP/sec) Regeneration (Exceeded 5 Bonus Cap)
    • 9.04 HP (1.13%) HitPoints
    • 7.5% Enhancement(RechargeTime)
  12. Wait... you actually listen to the in game music instead of turning it off and listening to Pandora or internet radio?
  13. Quote:
    Originally Posted by AzureSkyCiel View Post
    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.
    Best post about Praetoria yet.
  14. BenRGamer

    Respecing at 24

    Suppress Pain, it increases Regen 200% completely unslotted.
  15. 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.
  16. 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.
  17. 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.
  18. Quote:
    Originally Posted by Soulwind View Post
    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]
    Yeah, the pet aura procs, pretty much.

    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
  19. 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!
  20. The End crash, pretty much. Pets without end are mostly worthless.
  21. 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
  22. 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?
  23. BenRGamer

    Respecing at 24

    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.