Big_Soto

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  1. Just had an idea....anyone want to make a shield defense super team? The defense from Grant Cover and Phalanx Fighting would be insane.


    Phalanx Fighting
    Fighting very near your allies allows you to deflect attacks much easier. You will gain a small bonus to your melee, ranged and area of effect defense this bonus grows for each ally near you. This power is always on and costs no endurance.
  2. Big_Soto

    Elec/Elec sapper

    I like to submit a second idea for a sapper blaster. I already have this at 50 and I am making another on a different server. Elec/Mental is a great sapper since I can sap and regen at the same time. Drain Psyche + Short Circuit will drain a lot and then Psychic Shockwave + Ball Lightning + Psychic Scream for the AoE damage to kill most of the mob. It might just be my playstyle, but I do better on my Elec/MM than my Elec/Elec blaster.
  3. Big_Soto

    New Control Set

    Quote:
    Originally Posted by Neutrino_Siphon View Post
    The day they allow Mind/* Controllers to get a pet, is the day Nemesis's Plots are revealed to be media speculation.
    Just FYI Mind/* Controllers can get a pet.

    Patron Power Pools
    Leviathan Mastery: Summon Coralax
    Mace Mastery: Summon Tarantula
    Mu Mastery: Summon Guardian
    Soul Mastery: Summon Seer

    Incarnate Lore Slot Abilities
    Arachnos
    Carnival of Shadows
    Cimerorans
    Clockwork
    IDF
    Longbow
    Nemesis
    Phantom
    Polar Lights
    Rikti
    Robotic Drones
    Rularuu
    Seers
    Storm Elementals
    Vanguard
    Warworks
  4. Big_Soto

    New Control Set

    My Dark Control Idea:
    Penumbral Grasp 1 Ranged, Minor DoT(Negative), Foe Immobilize, -To-Hit
    Soul Storm 1 Ranged, Moderate Damage over Time(Negative), Foe: Hold
    Tenebrous Tentacles 2 Ranged (Cone), Minor DoT(Negative), Foe Immobilize, -To-Hit
    Shadow Fall 6 Toggle: PBAoE, Team Stealth, +DEF(All), +Res(Energy, Negative, Psionics, Fear)
    Death Shroud 8 Toggle: PBAoE, Minor DoT(Negative)
    Dark Pit 12 Ranged (Targeted AoE), Foe Disorient
    Death Scream 18 PBAoE, Foe Hold, Minor DoT(Negative)
    Tar Patch 26 Ranged (Location AoE), Foe -SPD, -Jump, -Fly, -Res(All)
    Minor Shadow 32 Summon Three Minor Shadow : Melee, Range Minor DMG(Negative)

    My Controller Dark Miasma Changes:

    Twilight Grasp 1 Ranged, Foe -Regen, -DMG, -To-Hit, Team Heal
    Darkest Night 2 Toggle: Ranged (Targeted AoE), Foe -DMG, -To-Hit
    Howling Twilight 4 Ranged (Targeted AoE), Minor DMG(Negative), Foe Disorient, -Regen, - Recharge, -SPD, Ally Rez
    Soul Consumption 10 Point Blank Area of Effect Moderate Damage(Negative), Team +Endurance
    Dark Thoughts 16 Ranged, Ally +Res(Disorient, Hold, Sleep, Immobilize, Fear, Confuse), +Perception, +Resist Psi DMG + Resist End Drain
    Fearsome Stare 20 Ranged (Cone), Foe Fear, -To-Hit
    Petrifying Gaze 28 Ranged, Foe Hold
    Black Hole 35 Ranged (Targeted AoE), Foe Intangible
    Dark Servant 38 Summon Dark Servant: Ranged, Debuff, Special

    The reasons I changed the Dark Miasma for Controllers is that I did not think it made sense that they have a toggle team stealth in some of the primary powers and have it available in the secondary as well. I moved Tar Patch to the primary to avoid having the ability to have two Location AoE. I would really like to see how well Quick Sand and Tar Patch would stack, but I rather get a new power instead.

    P.S. this is my idea and is not the actual dark control primary.

    P.S.S. I also thing Opressive Gloom would be a good alternative for Death Shroud since Soul Master for trollers does not have that power.

    P.S.S.S. I also think Tar Patch and Death Shroud can be swapped in leveling order.
  5. My top 5 sets I want to play:

    1. Dark/Dark/Soul Mastery Blaster
    2. Psi/Poison/Power Mastery Corruptor
    3. Psi/Pain/Soul Mastery Corruptor
    4. SS/Regen/Energy or Mace Mastery Brute
    5. DM/EA/Soul Mastery Scrapper
  6. I think the Ultimate Green Goblin throws fire balls and I think a coh version of the Hobgoblin could do the same. I say fire/ traps corr would fit the theme.
  7. I have a km/sd scrapper and I also have a dm/sd brute and I feel I am able to survive better with my brute and with soul mastery (darkest night) I am able to contribute more to the team even though my brute does less damage than my scrapper.
  8. Each AT in the game has a role to play melee AT do melee, range toons do range, debuffing/buffing toons do debuffing/buffing. I know APP/PPP can give an AT them a power that is not common to the role they are, but Epic AT's can play as a melee, range, debuffing, and even a buffer. I say play an epic archetype.

    My Peacebringer has 3 builds:
    Build 1: Human team build w/ AoE and Cones and Ally Heal
    Build 2: Triform team/solo build for team playing
    Build 3: Human build solo buildfor small spawn w/ Single target melee and range attacks only

    Warshade:
    Build 1: Triform team build
    Build 2: Human team/solo build for huge spawns
    Build 3: None

    Arachnos Soldier:
    Build 1: Bane build w/ Mace only range and melee attacks
    Build 2: Bane Huntsman Buld w/ assault rifle only attacks
    Build 3: Crab build w/ range and Pets

    Arachnos Widow
    Build 1: Fortunata build w/ AoE range and buff/debuff (darkest night)
    Build 2: Night Widow w/ melee only build
    Build 3: Fortunata build w/ Single Target solo build

    Every Epic AT can be played different ways and you do not have to be stuck with one playstyle all the way to 50.

    I know other AT's can be played different ways such as a blapper or scranker, etc... but it just seems the epic AT's just has more options.
  9. I went Necro for my Storm MM for one reason only... I like having Life drain as a heal since I lack one in my secondary.
  10. Hey Deus_Otiosus,

    I seen your sig and the DPS from the Lore's. Do you happen to have a list of buffs provided by all the Lore pets?
  11. Quote:
    Originally Posted by Giant2005 View Post
    I think the biggest winner from this change is Aid Self. Not having to take Aid Other is awesome.
    That sounds amazing...if it is true.
  12. Big_Soto

    My MFing Build

    On my WS my priorities were:

    1. Recharge Bonus
    2. HP bonus
    3. Enhancement Values
    4. Accidental bonuses

    I think I put HP closer to the top because I used to PvP and got used to trying to get as much HP as possible to survive spikes. That little habit followed me on to my PvE builds.
  13. Do you mainly team or solo? The reason I am asking is because When I am on a team the cosmic balance usually gives a buff toward the resistance and Tough is not needed; however it is a gamble because you never know what the team make up is going to be. If you are not a gambling man then Tough is not a bad choice. If I am in a situation that needs me to have more resist, then I just jump into light form.

    Can you post the data chunk so I can take a better look when I get off work?
  14. For every primary it seems like the Dev's want a secondary to match. For example when Earth Control came out for Doms they made Earth Assault, When Psi Blast came out for blaster Mental Manipulation was the pair to the set. I want to know if they are ever going to make a Sonic Manipulation for blaster. It would be nice to see some melee punches that are so fast they break the sound barrier. Or how about a Earth Buff Set for Controllers.
  15. Knockback/KnockDown in human form

    Knockback in Nova form


    Knock Back in Dwarf form


    *** Peacebringer Wins the KB/KD race by having 11....lol
  16. Knockback in human form

    Knockback in Nova form


    Knock Back in Dwarf form


    ** I did this for no other reason than I am Bored... Warshade has 9 KB powers
  17. Quote:
    Originally Posted by Dechs Kaison View Post
    The blaster still gets one shield, up to two self heals (Hoarfrost/Aid Self), starts with more HP and has a much easier time reaching relevant softcaps.

    As another option, the blaster could get one resistance shield and a tier nine, but forgoing the second heals.

    I'm not going to claim that one is better than the other. That's all I'm saying.
    LOL... I edited it before you said it.... But it seems that we agree
  18. Quote:
    Originally Posted by Dechs Kaison View Post
    I did the same, except that I would certainly not claim that the human form PB is any more survivable than the blaster.
    I should have said "it is more survivable for my play style." Three shields, two self heals, one tier 9, Phase, and conserve power keeps me alive. Most of this can be selected by a blaster by picking power pools and APP/PPP's, but PB do not have to dip into power pools for that.
  19. Quote:
    Originally Posted by Nyx View Post
    I made an Energy/Ice Blaster last night and my thoughts were on why I would make an Energy Blaster over a Warshade as both have knockback, energy damage.

    Obviosly I know the difference between the AT's with WS being maybe more survivable, or versatile. But both are squishy for the most part depending on how you build them.

    Since KB is not my favorite alternative status effect, I am wondering which I may enjoy more.

    Ice secondary is what I chose for Thematic Purposes, but Im begining to wonder if the blasters ability to damage is outweighed by the WS/PB versatility.

    I have just been playing the butt of my Dom and my Controller so much I feel like I need to change it up a little. Something new and fresh.
    I made a Rad/Energy Blaster and changed the power colors to match a PB's and the only reason I did that was because I love to play my PB in human for and I got the same feel from the blaster; however I can produce more damage as a blaster, but the blasters are not as survivable as a PB. When Dark Blasters come out I will do the same and make a Blaster to try to mimic my Warshade. Even though I make blasters to mimic my Kheldians, they will never replace them.

    FYI... As mentioned above that the damage type of the PB and WS are Different. Peacebringers and Warshades both produce energy damage; however the difference is PB's produce Energy Damage and WS produce Negative Energy Damage.
  20. Quote:
    Originally Posted by Deus_Otiosus View Post

    FYI: 5% Psionic Defense is not even remotely in the same universe as 4% DEF and RES to all damage types.

    That's more +DEF and +RES than the Gladiator Unique and Shield Wall Unique combined.

    Oops...that was suppose to be 3% defense/resist to all; however I dont see the big deal by making those a set bonus to the tankers set.


    Oh btw what I wrote was what I would like to see and not what it is going to change since I do not work for CoX.
  21. Quote:
    Originally Posted by Deus_Otiosus View Post
    Not to mention that your example above easily outclasses every single Damage purple set currently in game by a humongous margin.
    All I did was increase the % of damage bonus to equal that of the Apocalypse set. So explain the "humongous margin". As for the recharge and HP % bonus it mirrors the Apoc set as well. All I did that was out of the norm was instead of a specific type defense/ resist, I think it would be more of a tanker bonus to resist/defense all.

    FYI... Apocalypse set bonus
    Set Bonuses

    2: Improves your Regeneration by 16%.
    3: Increases maximum Health by 3%.
    4: Improves the Damage of all your powers by 4%.
    5: Improves the Recharge of all your powers by 10%.
    6: Increases Psionic Defense by 5%.
  22. Here is a build I was messing with and I swapped around the purples for cheaper sets. It did lose some of the good bonus numbers that the purples give, but this build should still work.

    Code:
    Villain Plan by Mids' Villain Designer 1.942
    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: Flight
    Power Pool: Speed
    Ancillary Pool: Soul Mastery
    
    Villain Profile:
    Level 1: Mental Blast
    • (A) Decimation - Accuracy/Damage/Recharge
    • (3) Decimation - Accuracy/Damage
    • (3) Decimation - Damage/Endurance
    • (5) Decimation - Damage/Recharge
    • (11) Decimation - Accuracy/Endurance/Recharge
    Level 1: Combat Training: Defensive
    • (A) Luck of the Gambler - Recharge Speed
    Level 2: Subdue
    • (A) Decimation - Accuracy/Damage/Recharge
    • (7) Decimation - Accuracy/Damage
    • (9) Decimation - Damage/Endurance
    • (19) Decimation - Damage/Recharge
    • (37) Decimation - Accuracy/Endurance/Recharge
    Level 4: Tactical Training: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (5) Luck of the Gambler - Defense
    • (9) Luck of the Gambler - Defense/Endurance
    • (48) Luck of the Gambler - Defense/Endurance/Recharge
    Level 6: Aim
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (7) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (11) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    Level 8: Hover
    • (A) Luck of the Gambler - Recharge Speed
    Level 10: Indomitable Will
    • (A) Titanium Coating - Resistance
    • (13) Titanium Coating - Resistance/Endurance/Recharge
    • (15) Titanium Coating - Resistance/Endurance
    • (19) Steadfast Protection - Resistance/+Def 3%
    Level 12: Hasten
    • (A) Recharge Reduction IO
    • (13) Recharge Reduction IO
    • (15) Recharge Reduction IO
    Level 14: Fly
    • (A) HamiO:Microfilament Exposure
    Level 16: Dominate
    • (A) Devastation - Accuracy/Damage
    • (17) Devastation - Accuracy/Damage/Endurance/Recharge
    • (17) Devastation - Accuracy/Damage/Recharge
    • (21) Devastation - Damage/Endurance
    • (21) Ghost Widow's Embrace - Chance of Damage(Psionic)
    • (23) Neuronic Shutdown - Chance of Damage(Psionic)
    Level 18: Tactical Training: Assault
    • (A) Endurance Reduction IO
    Level 20: Tactical Training: Leadership
    • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
    • (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (25) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (43) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    Level 22: Foresight
    • (A) Luck of the Gambler - Defense
    • (31) Luck of the Gambler - Defense/Endurance
    • (31) Luck of the Gambler - Defense/Endurance/Recharge
    Level 24: Mind Link
    • (A) Luck of the Gambler - Defense
    • (34) Luck of the Gambler - Defense/Recharge
    • (34) Luck of the Gambler - Defense/Endurance/Recharge
    • (45) Luck of the Gambler - Recharge Speed
    Level 26: Psionic Tornado
    • (A) Positron's Blast - Chance of Damage(Energy)
    • (27) Positron's Blast - Accuracy/Damage/Endurance
    • (27) Positron's Blast - Accuracy/Damage
    • (29) Positron's Blast - Damage/Endurance
    • (29) Positron's Blast - Damage/Recharge
    Level 28: Mask Presence
    • (A) HamiO:Cytoskeleton Exposure
    • (36) HamiO:Cytoskeleton Exposure
    • (46) Kismet - Accuracy +6%
    Level 30: Combat Training: Offensive
    • (A) Accuracy IO
    Level 32: Psychic Wail
    • (A) Scirocco's Dervish - Chance of Damage(Lethal)
    • (33) Scirocco's Dervish - Accuracy/Damage/Endurance
    • (33) Scirocco's Dervish - Accuracy/Damage
    • (33) Scirocco's Dervish - Damage/Recharge
    • (34) Scirocco's Dervish - Accuracy/Recharge
    Level 35: Total Domination
    • (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    • (36) Basilisk's Gaze - Accuracy/Hold
    • (36) Basilisk's Gaze - Accuracy/Recharge
    • (46) Basilisk's Gaze - Recharge/Hold
    • (46) Basilisk's Gaze - Endurance/Recharge/Hold
    Level 38: Aura of Confusion
    • (A) Malaise's Illusions - Accuracy/Confused/Recharge
    • (39) Malaise's Illusions - Accuracy/Recharge
    • (39) Malaise's Illusions - Endurance/Confused
    • (40) Malaise's Illusions - Accuracy/Endurance
    • (43) Malaise's Illusions - Confused/Range
    Level 41: Soul Tentacles
    • (A) Trap of the Hunter - Chance of Damage(Lethal)
    • (42) Trap of the Hunter - Accuracy/Recharge
    • (42) Trap of the Hunter - Accuracy/Immobilize/Recharge
    • (42) Trap of the Hunter - Accuracy/Endurance
    • (43) Trap of the Hunter - Immobilize/Accuracy
    Level 44: Darkest Night
    • (A) Dark Watcher's Despair - To Hit Debuff
    • (45) Dark Watcher's Despair - To Hit Debuff/Endurance
    • (45) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    • (50) Dark Watcher's Despair - Recharge/Endurance
    Level 47: Summon Widow
    • (A) Soulbound Allegiance - Damage/Recharge
    • (48) Soulbound Allegiance - Accuracy/Damage/Recharge
    • (48) Soulbound Allegiance - Accuracy/Recharge
    Level 49: Tactical Training: Vengeance
    • (A) HamiO:Membrane Exposure
    • (50) HamiO:Membrane Exposure
    Level 0: Born In Battle Level 0: High Pain Threshold Level 0: Invader Level 0: Marshal Level 50: Cardiac Core Paragon ------------ Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Conditioning Level 4: Ninja Run Level 2: Swift
    • (A) Run Speed IO
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (39) Numina's Convalescence - Heal
    • (40) Numina's Convalescence - Heal/Endurance
    • (50) Miracle - +Recovery
    Level 2: Stamina
    • (A) Performance Shifter - EndMod
    • (37) Performance Shifter - EndMod/Recharge
    • (37) Performance Shifter - EndMod/Accuracy
    • (40) Performance Shifter - Chance for +End
    ------------ ------------ Set Bonus Totals:
    • 8% DamageBuff(Smashing)
    • 8% DamageBuff(Lethal)
    • 8% DamageBuff(Fire)
    • 8% DamageBuff(Cold)
    • 8% DamageBuff(Energy)
    • 8% DamageBuff(Negative)
    • 8% DamageBuff(Toxic)
    • 8% DamageBuff(Psionic)
    • 5.5% Defense(Melee)
    • 4.25% Defense(Smashing)
    • 4.25% Defense(Lethal)
    • 5.81% Defense(Fire)
    • 5.81% Defense(Cold)
    • 6.75% Defense(Energy)
    • 6.75% Defense(Negative)
    • 3% Defense(Psionic)
    • 6.75% Defense(Ranged)
    • 8.63% Defense(AoE)
    • 4.5% Max End
    • 2.5% Enhancement(Confused)
    • 5% Enhancement(Immobilize)
    • 45% Enhancement(Accuracy)
    • 67.5% Enhancement(RechargeTime)
    • 15% FlySpeed
    • 249 HP (23.2%) HitPoints
    • 15% JumpHeight
    • 15% JumpSpeed
    • MezResist(Confused) 5%
    • MezResist(Held) 7.75%
    • MezResist(Immobilize) 10.5%
    • MezResist(Sleep) 7.2%
    • MezResist(Stun) 5%
    • MezResist(Terrorized) 5%
    • 14.5% (0.25 End/sec) Recovery
    • 80% (4.28 HP/sec) Regeneration
    • 1.58% Resistance(Fire)
    • 1.58% Resistance(Cold)
    • 3.13% Resistance(Negative)
    • 15% RunSpeed
    ------------ Set Bonuses: Decimation (Mental Blast)
    • MezResist(Immobilize) 2.75%
    • 12 HP (1.12%) HitPoints
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Luck of the Gambler (Combat Training: Defensive)
    • 7.5% Enhancement(RechargeTime)
    Decimation (Subdue)
    • MezResist(Immobilize) 2.75%
    • 12 HP (1.12%) HitPoints
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Luck of the Gambler (Tactical Training: Maneuvers)
    • 10% (0.54 HP/sec) Regeneration
    • 12 HP (1.12%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Gaussian's Synchronized Fire-Control (Aim)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 20.1 HP (1.87%) HitPoints
    Luck of the Gambler (Hover)
    • 7.5% Enhancement(RechargeTime)
    Titanium Coating (Indomitable Will)
    • MezResist(Sleep) 2.2%
    • 16.1 HP (1.5%) HitPoints
    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)
    Devastation (Dominate)
    • 12% (0.64 HP/sec) Regeneration
    • 24.1 HP (2.25%) HitPoints
    • 3% DamageBuff(All)
    Gaussian's Synchronized Fire-Control (Tactical Training: Leadership)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 20.1 HP (1.87%) 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 (Foresight)
    • 10% (0.54 HP/sec) Regeneration
    • 12 HP (1.12%) HitPoints
    Luck of the Gambler (Mind Link)
    • 10% (0.54 HP/sec) Regeneration
    • 12 HP (1.12%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Positron's Blast (Psionic Tornado)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Scirocco's Dervish (Psychic Wail)
    • 10% (0.54 HP/sec) Regeneration
    • 3.13% Resistance(Negative)
    • 9% Enhancement(Accuracy)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    Basilisk's Gaze (Total Domination)
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 2% (0.04 End/sec) Recovery
    • 7.5% Enhancement(RechargeTime)
    • Status Resistance 5%
    Malaise's Illusions (Aura of Confusion)
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% Enhancement(Confused)
    • 2.5% DamageBuff(All)
    • 6.25% Enhancement(RechargeTime)
    Trap of the Hunter (Soul Tentacles)
    • 5% Enhancement(Immobilize)
    • 20.1 HP (1.87%) HitPoints
    • 9% Enhancement(Accuracy)
    • MezResist(Held) 2.75%
    Dark Watcher's Despair (Darkest Night)
    • 16.1 HP (1.5%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 5% Enhancement(RechargeTime)
    Soulbound Allegiance (Summon Widow)
    • 16% (0.86 HP/sec) Regeneration
    • 32.1 HP (3%) HitPoints
    Numina's Convalescence (Health)
    • 12% (0.64 HP/sec) Regeneration
    • 20.1 HP (1.87%) HitPoints
    Performance Shifter (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 20.1 HP (1.87%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    Code:
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  23. I think the bonuses for the tanker set should be closer to the purple sets but the last 2 bonuses should be more for the tanks:


    (2) Improves the Damage of all your powers by 4%.
    (3) Increases maximum Health by 3%.
    (4) Improves the Recharge of all your powers by 10%
    (5) Increase defense to all by 4%
    (6) Increase resistance to all by 4%

    If they are gonna be super rare and only one set per AT then make the bonuses well worth it.
  24. It has been about 10 months since I have pvped. I was just wondering if the incarnate system is able to make toons that were not popular to pvp with before better to pvp with now?
  25. And this is my prototype Forttroller build, but I focused on Control by picking up Total Dominate, Aura of Confusion and lowered the recharge to 68 seconds each, but in the process I lost 20 hp and had to drop psi scream and aid self. My builds are kind of expensive, but it gives me a goal to work toward.

    Code:
     Villain Plan by Mids' Villain Designer 1.942
    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: Leaping
    Ancillary Pool: Soul Mastery
    
    Villain Profile:
    Level 1: Mental Blast
    • (A) Decimation - Accuracy/Damage/Recharge
    • (3) Decimation - Accuracy/Damage
    • (3) Decimation - Damage/Endurance
    • (5) Decimation - Damage/Recharge
    • (11) Decimation - Accuracy/Endurance/Recharge
    Level 1: Combat Training: Defensive
    • (A) Luck of the Gambler - Recharge Speed
    Level 2: Subdue
    • (A) Apocalypse - Damage/Endurance
    • (7) Apocalypse - Accuracy/Damage/Recharge
    • (9) Apocalypse - Accuracy/Recharge
    • (40) Devastation - Accuracy/Damage
    • (45) Devastation - Accuracy/Damage/Recharge
    • (48) Devastation - Accuracy/Damage/Endurance/Recharge
    Level 4: Tactical Training: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (5) Luck of the Gambler - Defense
    • (9) Luck of the Gambler - Defense/Endurance
    Level 6: Aim
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (7) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (11) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    Level 8: Super Speed
    • (A) Celerity - +Stealth
    Level 10: Indomitable Will
    • (A) Titanium Coating - Resistance
    • (13) Titanium Coating - Resistance/Endurance/Recharge
    • (15) Titanium Coating - Resistance/Endurance
    • (46) Steadfast Protection - Resistance/+Def 3%
    Level 12: Hasten
    • (A) Recharge Reduction IO
    • (13) Recharge Reduction IO
    • (15) Recharge Reduction IO
    Level 14: Dominate
    • (A) Apocalypse - Damage
    • (17) Apocalypse - Damage/Recharge
    • (17) Devastation - Accuracy/Damage/Recharge
    • (23) Apocalypse - Chance of Damage(Negative)
    • (36) Devastation - Accuracy/Damage
    • (37) Devastation - Accuracy/Damage/Endurance/Recharge
    Level 16: Super Jump
    • (A) Jumping IO
    Level 18: Spin
    • (A) Armageddon - Chance for Fire Damage
    • (19) Armageddon - Damage/Endurance
    • (19) Armageddon - Damage/Recharge
    • (21) Armageddon - Accuracy/Damage/Recharge
    • (21) Armageddon - Accuracy/Recharge
    Level 20: Tactical Training: Leadership
    • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
    • (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (25) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (43) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    Level 22: Foresight
    • (A) Luck of the Gambler - Defense
    • (31) Luck of the Gambler - Defense/Endurance
    • (31) Luck of the Gambler - Defense/Endurance/Recharge
    Level 24: Mind Link
    • (A) Luck of the Gambler - Defense
    • (34) Luck of the Gambler - Defense/Recharge
    • (34) Luck of the Gambler - Defense/Endurance/Recharge
    Level 26: Psionic Tornado
    • (A) Ragnarok - Damage/Endurance
    • (27) Ragnarok - Damage/Recharge
    • (27) Ragnarok - Accuracy/Damage/Recharge
    • (29) Ragnarok - Accuracy/Recharge
    • (29) Ragnarok - Damage
    Level 28: Mask Presence
    • (A) Luck of the Gambler - Recharge Speed
    • (46) Luck of the Gambler - Defense/Endurance
    Level 30: Combat Training: Offensive
    • (A) Accuracy IO
    Level 32: Psychic Wail
    • (A) Scirocco's Dervish - Chance of Damage(Lethal)
    • (33) Scirocco's Dervish - Accuracy/Damage/Endurance
    • (33) Scirocco's Dervish - Accuracy/Damage
    • (33) Scirocco's Dervish - Damage/Recharge
    • (34) Scirocco's Dervish - Accuracy/Recharge
    Level 35: Total Domination
    • (A) Unbreakable Constraint - Chance for Smashing Damage
    • (36) Unbreakable Constraint - Endurance/Hold
    • (36) Unbreakable Constraint - Hold/Recharge
    • (46) Unbreakable Constraint - Accuracy/Hold/Recharge
    • (50) Unbreakable Constraint - Accuracy/Recharge
    Level 38: Aura of Confusion
    • (A) Coercive Persuasion - Contagious Confusion
    • (39) Coercive Persuasion - Confused/Endurance
    • (39) Coercive Persuasion - Confused/Recharge
    • (40) Coercive Persuasion - Accuracy/Confused/Recharge
    • (43) Coercive Persuasion - Accuracy/Recharge
    Level 41: Soul Tentacles
    • (A) Gravitational Anchor - Chance for Hold
    • (42) Gravitational Anchor - Immobilize/Endurance
    • (42) Gravitational Anchor - Immobilize/Recharge
    • (42) Gravitational Anchor - Accuracy/Immobilize/Recharge
    • (43) Gravitational Anchor - Accuracy/Recharge
    Level 44: Darkest Night
    • (A) Dark Watcher's Despair - To Hit Debuff
    • (45) Dark Watcher's Despair - To Hit Debuff/Endurance
    • (45) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    • (50) Dark Watcher's Despair - Recharge/Endurance
    Level 47: Summon Widow
    • (A) Soulbound Allegiance - Damage/Recharge
    • (48) Soulbound Allegiance - Accuracy/Damage/Recharge
    • (48) Soulbound Allegiance - Accuracy/Recharge
    Level 49: Tactical Training: Vengeance
    • (A) Luck of the Gambler - Recharge Speed
    Level 0: Born In Battle Level 0: High Pain Threshold Level 0: Invader Level 0: Marshal Level 50: Cardiac Core Paragon ------------ Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Conditioning Level 4: Ninja Run Level 2: Swift
    • (A) Run Speed IO
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (39) Numina's Convalescence - Heal
    • (40) Numina's Convalescence - Heal/Endurance
    • (50) Miracle - +Recovery
    Level 2: Stamina
    • (A) Performance Shifter - EndMod
    • (37) Performance Shifter - EndMod/Recharge
    • (37) Performance Shifter - EndMod/Accuracy
    ------------ ------------ Set Bonus Totals:
    • 6.5% DamageBuff(Smashing)
    • 6.5% DamageBuff(Lethal)
    • 6.5% DamageBuff(Fire)
    • 6.5% DamageBuff(Cold)
    • 6.5% DamageBuff(Energy)
    • 6.5% DamageBuff(Negative)
    • 6.5% DamageBuff(Toxic)
    • 6.5% DamageBuff(Psionic)
    • 5.5% Defense(Melee)
    • 4.25% Defense(Smashing)
    • 4.25% Defense(Lethal)
    • 5.81% Defense(Fire)
    • 5.81% Defense(Cold)
    • 4.25% Defense(Energy)
    • 4.25% Defense(Negative)
    • 3% Defense(Psionic)
    • 5.5% Defense(Ranged)
    • 8.63% Defense(AoE)
    • 2.25% Max End
    • 69% Enhancement(Accuracy)
    • 4% Enhancement(Confused)
    • 91.3% Enhancement(RechargeTime)
    • 15% FlySpeed
    • 305.2 HP (28.5%) HitPoints
    • 15% JumpHeight
    • 15% JumpSpeed
    • MezResist(Immobilize) 2.75%
    • MezResist(Sleep) 2.2%
    • 25% (0.44 End/sec) Recovery
    • 134% (7.18 HP/sec) Regeneration
    • 10.1% Resistance(Fire)
    • 10.1% Resistance(Cold)
    • 3.13% Resistance(Negative)
    • 15% RunSpeed
    ------------ Set Bonuses: Decimation (Mental Blast)
    • MezResist(Immobilize) 2.75%
    • 12 HP (1.12%) HitPoints
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Luck of the Gambler (Combat Training: Defensive)
    • 7.5% Enhancement(RechargeTime)
    Apocalypse (Subdue)
    • 16% (0.86 HP/sec) Regeneration
    • 32.1 HP (3%) HitPoints
    Devastation (Subdue)
    • 12% (0.64 HP/sec) Regeneration
    • 24.1 HP (2.25%) HitPoints
    Luck of the Gambler (Tactical Training: Maneuvers)
    • 10% (0.54 HP/sec) Regeneration
    • 12 HP (1.12%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Gaussian's Synchronized Fire-Control (Aim)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 20.1 HP (1.87%) HitPoints
    Titanium Coating (Indomitable Will)
    • MezResist(Sleep) 2.2%
    • 16.1 HP (1.5%) HitPoints
    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)
    Apocalypse (Dominate)
    • 16% (0.86 HP/sec) Regeneration
    • 32.1 HP (3%) HitPoints
    Devastation (Dominate)
    • 12% (0.64 HP/sec) Regeneration
    • 24.1 HP (2.25%) HitPoints
    Armageddon (Spin)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Gaussian's Synchronized Fire-Control (Tactical Training: Leadership)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 20.1 HP (1.87%) 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 (Foresight)
    • 10% (0.54 HP/sec) Regeneration
    • 12 HP (1.12%) HitPoints
    Luck of the Gambler (Mind Link)
    • 10% (0.54 HP/sec) Regeneration
    • 12 HP (1.12%) HitPoints
    Ragnarok (Psionic Tornado)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Luck of the Gambler (Mask Presence)
    • 10% (0.54 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Scirocco's Dervish (Psychic Wail)
    • 10% (0.54 HP/sec) Regeneration
    • 3.13% Resistance(Negative)
    • 9% Enhancement(Accuracy)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    Unbreakable Constraint (Total Domination)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Coercive Persuasion (Aura of Confusion)
    • 4% (0.07 End/sec) Recovery
    • 4% Enhancement(Confused)
    • 4% DamageBuff(All)
    • 10% Enhancement(RechargeTime)
    Gravitational Anchor (Soul Tentacles)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Dark Watcher's Despair (Darkest Night)
    • 16.1 HP (1.5%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 5% Enhancement(RechargeTime)
    Soulbound Allegiance (Summon Widow)
    • 16% (0.86 HP/sec) Regeneration
    • 32.1 HP (3%) HitPoints
    Luck of the Gambler (Tactical Training: Vengeance)
    • 7.5% Enhancement(RechargeTime)
    Numina's Convalescence (Health)
    • 12% (0.64 HP/sec) Regeneration
    • 20.1 HP (1.87%) HitPoints
    Performance Shifter (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 20.1 HP (1.87%) HitPoints
    Code:
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