ChrisMoses

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  1. Ah, awesome. That makes this all a moot point then! Still, I appreciate the responses.

    So... Any APPs particularly great with the VEATs?
  2. Quote:
    Originally Posted by Krogoth View Post
    Considering you were just getting to Rogue in that other thread, why not stay rogue until you finish enough of the Patron Arcs, then fully swap?
    Quote:
    Originally Posted by Gilia View Post
    A note before the builds:
    You COULD consider staying a Rogue from level 34-40. Unless you're burning to do some Blue contacts for yourself during that time, just join teams or run radios. During that time, get your alignment bar (or whatever) set to 10/10 for heroes. At 40, unlock the patron, and do the one mission to switch over.

    I mean, it's 6 levels without base teleporters and stuff, but it doesn't seem that bad to me. My blue Dominator sat as a Rogue for a while because I transfered during the free time to Champion then couldn't find a team to help me get the Talos mayhem badge (a task that's much easier IME on Virtue). Since that was all I needed for Invader, I waffled for a few levels before making the full jump to hero.
    I was under the impression that you lose all your CoV contects once you become a Rogue. Is that not correct? I wouldn't want to rely on teaming, because Infinity CoV-side has seemed quite devoid of life recently. I've got a duo/trio I team with a lot, but they're both Hero-siding it up lately, so maybe if they were to become villains. I just didn't want to paint myself into a corner where the only thing I can do is papers.

    Quote:
    Crab Build:
    Acrobatics is a waste. Pick up a power pool to mule another LotG: recharge or a Karma:KB protection. Stealth, Grant Invisibility, Maneuvers or Hover. If you do LotG: KB protection could go in your passive armor powers. Since you have softcapped ranged defense, my gut instinct is hover. Then if stuff gets dicey you just float above it. OTOH, a lot of your damage is Melee, so Maneuvers might be a better idea and it'd stack with TT:L. It appears to me you'd have the endurance to handle it. You'd know better though.
    I try not to build around the really rare enhancements (ignoring all of those LotGs, that is), and since I would need two KnockBack protection IOs (one for each build), I thought that was pushing it a bit, particularly when I have more power choices than I do slots and money.

    Quote:
    It makes me sad that you have an apparent devotion to recharge, but didn't take Mental Training. I would take it over Wolf Spider Armor. The nice thing about taking both armors is if they tick in while you're Awakening, you don't have the stun from Awaken. Sometimes that's delayed enough that it won't matter though. The resistance is negligible though.
    Mental Training would be one to take if skipping Acrobatics. I had it in the build (and actually have it in-game now) until I realized that I forgot Acro (so, in practice, I would put Acrobatics in much earlier). Again, I just don't know if I can rely on obtaining the KB protection IOs.

    Quote:
    Bane Build:
    Yes, you will be pulling the gun for Venom Grenade. Just like you will for Frag Grenade in your Crab Build (though the Wolf Frag has a lower KB, so that might be worth it if you're anti-KB).
    I think with CD suppressed, you're well over softcap on ranged defense. You can skimp a bit there.
    I would switch Surveillance to Exploited Vulnerability and the Achilles' Heal proc. That gets you a bit more melee defense and a chance for an even bigger -res. The accuracy probably won't be missed, as you have a HUGE chunk of +tohit.
    Bummer about the redraw. I can avoid that, right? Currently I have redraw on my Bane with Pummel, but I don't think I have redraw on the Crab with Frag Grenade. Is Mids just confused when it comes to those powers?

    Quote:
    You don't need the 5th piece in Stamina. 2.5% damage buff won't mean much.
    Poisonous Ray is about damage. Swap that out for Decimation (5 pieces) and get some recharge.
    Drop Acrobatics. Move Mental Training up. Again, mule an lotg at 49. I'd say Hover or Maneuvers again.
    Invaluable information about Poisonous Ray... That's one I'd never had, and I assumed it was pretty much just a single-target version of Venom Grenade.

    Quote:
    Those changes dropped your regeneration by 20%, I think, so put one slot back into health and get 16% of that back.

    Put Call to Arms in Call Reinforcement. You didn't need that ranged defense, so pick up some AoE.

    At that point you have 3 slots to play with and no KB protection. I would use them for at least 1 -KB IO, either Steadfast in a resist power, Karma in a defense, or Zephyr in CJ/SJ. Steadfast in Bane Spider Armor means a wee bit of HP though. The other two in SJ and taking all of BotZ puts your AoE at softcap with those other changes.

    Anyway, that's a lot of notes so I'll just post the changes I'm suggesting as a build. For about the same cost, it has virtually softcapped all positions, a chunk more recharge for a wee bit less regeneration.

    You could probably also swap Mako's in Pulverize for Crushing Impact. You don't need the ranged defense and it'd be a bit more recharge. That's your call though, since it might come in handy when exemplaring depending at what level Mako's is.
    Awesome, thank you for all of your help. That's a lot of effort you put in, and I appreciate it.

    Quote:
    Code:
    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/
    
    Click this DataLink to open the build!
    
    Sinister Sentinel: Level 50 Natural Arachnos Soldier
    Primary Power Set: Bane Spider Soldier
    Secondary Power Set: Bane Spider Training
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Flight
    
    Villain Profile:
    Level 1: Bash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(7), T'Death-Dmg/EndRdx/Rchg(9), T'Death-Dam%(17)
    Level 1: Bane Spider Armor Upgrade -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(3), S'fstPrt-ResKB(39)
    Level 2: Wolf Spider Armor -- Aegis-ResDam(A), Aegis-Psi/Status(5), Aegis-ResDam/EndRdx(11)
    Level 4: Combat Training: Defensive -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(7), LkGmblr-Def(25), LkGmblr-Rchg+(27)
    Level 6: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(9), AdjTgt-ToHit/EndRdx/Rchg(11), AdjTgt-ToHit(48)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Pulverize -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(13), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Dam%(17)
    Level 14: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(39), Zephyr-ResKB(50)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Heal-I(37), Mrcl-Rcvry+(48), RgnTis-Regen+(48), Numna-Heal(50)
    Level 18: Shatter -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(19), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Dam%(25)
    Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc(46), Efficacy-EndMod/EndRdx(50)
    Level 22: Tactical Training: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(23), LkGmblr-Def(36), LkGmblr-Rchg+(36)
    Level 24: Cloaking Device -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Def(40), LkGmblr-Rchg+(40)
    Level 26: Placate -- RechRdx-I(A), RechRdx-I(27)
    Level 28: Surveillance -- ExVuln-DefDeb(A), ExVuln-DefDeb/Rchg(29), ExVuln-DefDeb/Rchg/EndRdx(29), Achilles-ResDeb%(31)
    Level 30: Poisonous Ray -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(31), Decim-Dmg/Rchg(31), Decim-Acc/EndRdx/Rchg(34), Decim-Acc/Dmg/Rchg(36)
    Level 32: Crowd Control -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 35: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
    Level 38: Mental Training -- Run-I(A)
    Level 41: Call Reinforcements -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(42), C'Arms-Dmg/EndRdx(42), C'Arms-Acc/Dmg/Rchg(42), C'Arms-EndRdx/Dmg/Rchg(43), C'Arms-+Def(Pets)(46)
    Level 44: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
    Level 47: Tactical Training: Assault -- EndRdx-I(A)
    Level 49: Hover -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Conditioning 
    Level 2: Ninja Run 
    ------------
    
    
    
    
    
    Code:
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  3. Wha?

    Intriguing.

    I may have the bounce out of work a bit earlier than usual...
  4. What do you think they are? I'm looking to create an ideal here, so I need some shining beacons of example.

    I think anything heavily influenced with Energy can pull it off, but what else? I would imagine the most likely sets are the usual suspects, the Invulnerability, Super Strength, Energy Melee, Energy Blast, but what about the less obvious? The sets that maybe become more noble-looking with some crafty color customization?

    Thanks!
  5. Alright, as some of you may be aware from following along in the other thread, I have an issue I need corrected... Basically, I was gearing up to send my Crab/Bane (dual-build, Crab predominately, however), over to hero-side at level 34 until I learned that doing so would limit my ability to get an APP. So, after grumbling quite a bit over it, I'm now looking to see if I can make some builds that don't take an APP. In doing so, I'm taking a lot of powers I've never really had experience with, so I'm looking for opinions on if the powers are worth taking, or if I've slotted them correctly at all.

    First the Crab:

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Spider Sentinel: Level 50 Natural Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Fitness
    Power Pool: Leaping

    Villain Profile:
    Level 1: Channelgun -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(7), Decim-Acc/Dmg/Rchg(7), Decim-Build%(15)
    Level 1: Wolf Spider Armor -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(19), Aegis-Psi/Status(29)
    Level 2: Longfang -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(19)
    Level 4: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(15)
    Level 6: Combat Training: Defensive -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(13), LkGmblr-Def(29), LkGmblr-Rchg+(50)
    Level 8: Suppression -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(11)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Super Jump -- ULeap-Stlth(A)
    Level 16: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(21), Posi-Acc/Dmg/EndRdx(23)
    Level 18: Health -- Mrcl-Rcvry+(A)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
    Level 22: Aim -- RechRdx-I(A), RechRdx-I(23)
    Level 24: Fortification -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(25), Aegis-ResDam(25)
    Level 26: Tactical Training: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(27), LkGmblr-Def(27), LkGmblr-Rchg+(37)
    Level 28: Serum -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(31), Numna-Heal(33), Numna-Heal/EndRdx(33), Numna-EndRdx/Rchg(34), Numna-Regen/Rcvry+(34)
    Level 30: Frag Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(31), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(40)
    Level 32: Omega Maneuver -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(39)
    Level 35: Frenzy -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 38: Arm Lash -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(42)
    Level 41: Call Reinforcements -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(43), ExRmnt-Dmg/EndRdx(43), ExRmnt-Acc/Dmg/Rchg(43), ExRmnt-EndRdx/Dmg/Rchg(45), ExRmnt-+Res(Pets)(45)
    Level 44: Summon Spiderlings -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(45), C'Arms-Dmg/EndRdx(46), C'Arms-Acc/Dmg/Rchg(46), C'Arms-EndRdx/Dmg/Rchg(46)
    Level 47: Tactical Training: Leadership -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx(48), GSFC-ToHit(48), GSFC-ToHit/EndRdx(48), GSFC-Build%(50), GSFC-ToHit/Rchg/EndRdx(50)
    Level 49: Acrobatics -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Conditioning
    Level 2: Ninja Run
    ------------
    ------------
    Set Bonus Totals:
    • 11% DamageBuff(Smashing)
    • 11% DamageBuff(Lethal)
    • 11% DamageBuff(Fire)
    • 11% DamageBuff(Cold)
    • 11% DamageBuff(Energy)
    • 11% DamageBuff(Negative)
    • 11% DamageBuff(Toxic)
    • 11% DamageBuff(Psionic)
    • 6.75% Defense(Smashing)
    • 6.75% Defense(Lethal)
    • 9.25% Defense(Fire)
    • 9.25% Defense(Cold)
    • 10.2% Defense(Energy)
    • 10.2% Defense(Negative)
    • 3% Defense(Psionic)
    • 10.5% Defense(Melee)
    • 13.6% Defense(Ranged)
    • 6.13% Defense(AoE)
    • 2.25% Max End
    • 6% Enhancement(Heal)
    • 63.8% Enhancement(RechargeTime)
    • 52% Enhancement(Accuracy)
    • 9% FlySpeed
    • 92.4 HP (8.62%) HitPoints
    • 9% JumpHeight
    • 9% JumpSpeed
    • MezResist(Confused) 2.5%
    • MezResist(Held) 5.8%
    • MezResist(Immobilize) 5.25%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 6.9%
    • MezResist(Terrorized) 2.5%
    • 16% (0.28 End/sec) Recovery
    • 42% (2.25 HP/sec) Regeneration
    • 11.9% Resistance(Smashing)
    • 11.9% Resistance(Lethal)
    • 16.3% Resistance(Fire)
    • 16.3% Resistance(Cold)
    • 10% Resistance(Energy)
    • 10% Resistance(Negative)
    • 10% Resistance(Toxic)
    • 13% Resistance(Psionic)
    • 19% RunSpeed
    ------------
    Set Bonuses:
    Decimation
    (Channelgun)
    • MezResist(Immobilize) 2.75%
    • 12 HP (1.12%) HitPoints
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Aegis
    (Wolf Spider Armor)
    • 5% RunSpeed
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
    • 3% Resistance(Psionic)
    Thunderstrike
    (Longfang)
    • 2% (0.04 End/sec) Recovery
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 7% Enhancement(Accuracy)
    • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
    • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
    Steadfast Protection
    (Crab Spider Armor Upgrade)
    • 1.5% (0.03 End/sec) Recovery
    • 3% Defense(All)
    Luck of the Gambler
    (Combat Training: Defensive)
    • 10% (0.54 HP/sec) Regeneration
    • 12 HP (1.12%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Positron's Blast
    (Suppression)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Luck of the Gambler
    (Combat Jumping)
    • 7.5% Enhancement(RechargeTime)
    Positron's Blast
    (Venom Grenade)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Aegis
    (Fortification)
    • 5% RunSpeed
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
    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)
    Numina's Convalescence
    (Serum)
    • 12% (0.64 HP/sec) Regeneration
    • 20.1 HP (1.87%) HitPoints
    • 6% Enhancement(Heal)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Positron's Blast
    (Frag Grenade)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Positron's Blast
    (Omega Maneuver)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy) (Exceeded 5 Bonus Cap)
    • 6.25% Enhancement(RechargeTime)
    Obliteration
    (Frenzy)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy) (Exceeded 5 Bonus Cap)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Obliteration
    (Arm Lash)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy) (Exceeded 5 Bonus Cap)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Expedient Reinforcement
    (Call Reinforcements)
    • Status Resistance 2.5%
    • 3% DamageBuff(All)
    • 6.25% Enhancement(RechargeTime) (Exceeded 5 Bonus Cap)
    • 10% (0.54 HP/sec) Regeneration
    • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
    • 10% Resistance(All)
    Call to Arms
    (Summon Spiderlings)
    • 2.5% (0.04 End/sec) Recovery
    • 16.1 HP (1.5%) HitPoints
    • 6.25% Enhancement(RechargeTime) (Exceeded 5 Bonus Cap)
    • 1.89% Resistance(Smashing,Lethal)
    Adjusted Targeting
    (Tactical Training: Leadership)
    • 2% 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 (Exceeded 5 Bonus Cap)

    And now the Bane:

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Sinister Sentinel: Level 50 Natural Arachnos Soldier
    Primary Power Set: Bane Spider Soldier
    Secondary Power Set: Bane Spider Training
    Power Pool: Leaping
    Power Pool: Fitness

    Villain Profile:
    Level 1: Bash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(7), T'Death-Dmg/EndRdx/Rchg(9), T'Death-Dam%(17)
    Level 1: Bane Spider Armor Upgrade -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(3)
    Level 2: Wolf Spider Armor -- Aegis-ResDam(A), Aegis-Psi/Status(5), Aegis-ResDam/EndRdx(11)
    Level 4: Combat Training: Defensive -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(7), LkGmblr-Def(25), LkGmblr-Rchg+(27)
    Level 6: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(9), AdjTgt-ToHit/EndRdx/Rchg(11), AdjTgt-ToHit(48)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Pulverize -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(13), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Dam%(17)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(48), RgnTis-Regen+(48), Numna-Heal(50)
    Level 18: Shatter -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(19), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Dam%(25)
    Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc(46), Efficacy-EndMod/EndRdx(50), Efficacy-EndMod/Acc/Rchg(50)
    Level 22: Tactical Training: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(23), LkGmblr-Def(36), LkGmblr-Rchg+(36)
    Level 24: Cloaking Device -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Def(40), LkGmblr-Rchg+(40)
    Level 26: Placate -- RechRdx-I(A), RechRdx-I(27)
    Level 28: Surveillance -- AnWeak-DefDeb(A), AnWeak-Acc/DefDeb(29), AnWeak-Acc/Rchg(29), AnWeak-DefDeb/EndRdx/Rchg(31), AnWeak-Acc/Rchg/EndRdx(39), AnWeak-%ToHit(39)
    Level 30: Poisonous Ray -- AnWeak-DefDeb(A), AnWeak-Acc/DefDeb(31), AnWeak-Acc/Rchg(31), AnWeak-DefDeb/EndRdx/Rchg(34), AnWeak-Acc/Rchg/EndRdx(36), AnWeak-%ToHit(37)
    Level 32: Crowd Control -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 35: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
    Level 38: Acrobatics -- EndRdx-I(A)
    Level 41: Call Reinforcements -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(42), ExRmnt-Dmg/EndRdx(42), ExRmnt-Acc/Dmg/Rchg(42), ExRmnt-EndRdx/Dmg/Rchg(43), ExRmnt-+Res(Pets)(46)
    Level 44: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
    Level 47: Tactical Training: Assault -- EndRdx-I(A)
    Level 49: Mental Training -- Run-I(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Conditioning
    Level 2: Ninja Run
    ------------
    ------------
    Set Bonus Totals:
    • 24.5% DamageBuff(Smashing)
    • 24.5% DamageBuff(Lethal)
    • 24.5% DamageBuff(Fire)
    • 24.5% DamageBuff(Cold)
    • 24.5% DamageBuff(Energy)
    • 24.5% DamageBuff(Negative)
    • 24.5% DamageBuff(Toxic)
    • 24.5% DamageBuff(Psionic)
    • 8% Defense(Smashing)
    • 8% Defense(Lethal)
    • 7.38% Defense(Fire)
    • 7.38% Defense(Cold)
    • 9.56% Defense(Energy)
    • 9.56% Defense(Negative)
    • 3% Defense(Psionic)
    • 13% Defense(Melee)
    • 16.1% Defense(Ranged)
    • 7.06% Defense(AoE)
    • 47.5% Enhancement(RechargeTime)
    • 67% Enhancement(Accuracy)
    • 5% FlySpeed
    • 116.5 HP (10.9%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Confused) 2.5%
    • MezResist(Held) 11.9%
    • MezResist(Immobilize) 11.9%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 9.1%
    • MezResist(Terrorized) 2.5%
    • 8% (0.14 End/sec) Recovery
    • 62% (3.33 HP/sec) Regeneration
    • 13.2% Resistance(Smashing)
    • 13.2% Resistance(Lethal)
    • 11.6% Resistance(Fire)
    • 11.6% Resistance(Cold)
    • 11.3% Resistance(Energy)
    • 11.3% Resistance(Negative)
    • 10% Resistance(Toxic)
    • 13% Resistance(Psionic)
    • 10% RunSpeed
    ------------
    Set Bonuses:
    Touch of Death
    (Bash)
    • MezResist(Immobilize) 2.75%
    • 16.1 HP (1.5%) HitPoints
    • 2.5% DamageBuff(All)
    • MezResist(Held) 2.75%
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Steadfast Protection
    (Bane Spider Armor Upgrade)
    • 1.5% (0.03 End/sec) Recovery
    • 3% Defense(All)
    Aegis
    (Wolf Spider Armor)
    • 5% RunSpeed
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
    • 3% Resistance(Psionic)
    Luck of the Gambler
    (Combat Training: Defensive)
    • 10% (0.54 HP/sec) Regeneration
    • 12 HP (1.12%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Adjusted Targeting
    (Build Up)
    • 2% DamageBuff(All)
    • 1.26% Resistance(Energy,Negative)
    • 9% Enhancement(Accuracy)
    Luck of the Gambler
    (Combat Jumping)
    • 7.5% Enhancement(RechargeTime)
    Mako's Bite
    (Pulverize)
    • MezResist(Immobilize) 3.3%
    • 16.1 HP (1.5%) HitPoints
    • 3% DamageBuff(All)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Numina's Convalescence
    (Health)
    • 12% (0.64 HP/sec) Regeneration
    Mako's Bite
    (Shatter)
    • MezResist(Immobilize) 3.3%
    • 16.1 HP (1.5%) HitPoints
    • 3% DamageBuff(All)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Efficacy Adaptor
    (Stamina)
    • 12 HP (1.12%) HitPoints
    • 1.5% (0.03 End/sec) Recovery
    • 10% (0.54 HP/sec) Regeneration
    • 2.5% DamageBuff(All)
    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)
    Luck of the Gambler
    (Cloaking Device)
    • 10% (0.54 HP/sec) Regeneration
    • 12 HP (1.12%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Analyze Weakness
    (Surveillance)
    • 10% (0.54 HP/sec) Regeneration
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 11% Enhancement(Accuracy)
    • 1.58% Resistance(Smashing,Lethal)
    Analyze Weakness
    (Poisonous Ray)
    • 10% (0.54 HP/sec) Regeneration (Exceeded 5 Bonus Cap)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 11% Enhancement(Accuracy)
    • 1.58% Resistance(Smashing,Lethal)
    Obliteration
    (Crowd Control)
    • 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)
    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)
    Expedient Reinforcement
    (Call Reinforcements)
    • Status Resistance 2.5%
    • 3% DamageBuff(All) (Exceeded 5 Bonus Cap)
    • 6.25% Enhancement(RechargeTime)
    • 10% (0.54 HP/sec) Regeneration (Exceeded 5 Bonus Cap)
    • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
    • 10% Resistance(All)
    Positron's Blast
    (Venom Grenade)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy) (Exceeded 5 Bonus Cap)
    • 6.25% Enhancement(RechargeTime)

    On the Crab, I don't have any experience with: Frenzy, Arm Lash, Call Reinforcements and Summon Spiderlings, so that's predominately what I could use some guidance on.

    On the Bane, I'm unfamiliar with Surveillance, Poisonous Ray, Call Reinforcements and the Venom Grenade I chose from the Arachnos Soldier powers (does that involve pulling out the gun?).

    Alternatively, do you see any powers that I would do well to implement?

    Whenever the Inherent Fitness change goes into effect, I'm going to have a lot more trouble filling out all of the power selections without relying on APPs, so if you could suggest three powers I should plan on getting whenever that comes around, I'd appreciate that as well.

    Finally, while posting this I noticed that I've exceeded some Set IO bonus caps on both builds, so alternative slotting methods wouldn't hurt.

    THANKS!
  6. That's what I was afraid of. Thanks.
  7. Okay, thanks.

    I have a question then, if anyone happens to know...

    I have done my 10 missions to go Rogue (as opposed to zero for a villain) on my Crab, and have the Rogue mission in my queue. If I do that mission and choose to remain a villain, do I get anything for my troubles? Or will that even be an option? Do I just have to not do it?

    I'm level 34, and upon learning this, I'd rather just not transfer hero-side until after I've got my APP powers.

    You're saying that I should be able to go Rogue now, but don't you lose your contacts if you do so? Or did I imagine that? I don't want to be stuck predominately in the Isles with no missions for 7 levels.
  8. What about the Rogues? Same restriction in that they can't talk to the Arbiter to get the VEAT missions?

    Basically that means that if you want your VEAT to go hero-side, but you want the APPs, you have to wait until post-level 41 to initiate the side-switching. Is that correct?

    ALSO: VEATs can't get Hero Epics?! What on earth for?!
  9. I don't know if it's a violation. Seeing as to how the forums are dead and this may provide some fun and alleviation of boardom in the crushing anxiety of exiestence, this probably is against the rules.

    Quick notes (i'll try to keep it brief so as not to lose my precious time only for this thread to be deleted or moved to the forum games section to die):

    Cowboys are overrated, but maybe they'll stay woken up and play like they can/did in the Houston game.

    Pittsburgh is scary good. Who needs a QB anyway?

    Dammit Mike Vick. Dammit Andy Reid; if only you could have been stubborn and stuck to Kolb to ensure Philly would be an afterthought in the NFC East.

    Eli Manning is regressing.

    My Fantasy football teams are AWFUL.

    Packers and Steelers in the Super Bowl. You heard it here first!
  10. Most comics series, if they have an end in sight, we don't know about it yet.

    There are the usual miniseries that come along and have 3 to 6 issues, but there are quite a few of those, and kind of impossible to recommend without reading them beforehand. Ya just kinda gotta try 'em out when they release if the subject sparks your interest.

    I'm in Arlington, TX, so I'm quite familiar with Lone Star. You can start a pull list with them for any amount, and they have an option to "include one-shots and miniseries" related to whatever ongoing series you're currently buying. So if you're buying Captain America, you'd also get his current miniseries, Captain America: Forever Allies. But again, that only works if you're buying an ongoing...

    About the only series I can recommend that have definite endings but are longer than miniseries would maybe be Brian K. Vaughn's series. Y The Last Man is great and already concluded a few years ago at issue #60, and Ex Machina is about to conclude around the same issue number. I don't know if that is his usual M.O., but I can at least recommend both of those.

    Artists that I particularly enjoy that may fit your criteria (Google if you like): Esad Ribic, Clayton Crain, Steve McNiven, Marko Djurdjevic, Gabrielle Dell'Otto, Ariel Olivetti... And many others I can't recall at the moment.

    My personal favorites: Nova by Dan Abnett and Andy Lanning (completed (or at least on hiatus) formerly ongoing series), Iron Fist by Ed Brubaker (completed series), Invincible, The Walking Dead, Ex Machina, Powers (releases VERY sporadically, two or three "complete" volumes already), X-Factor (this may not pass your art requirements; it was really horrible when Larry Stroman was on the book, it's gotten better lately... But Peter David's writing makes it worthwhile), S.H.I.E.L.D. (recently began Jonathan Hickman book... Doubt they could make this into an indefinite ongoing, but only time will tell), Invincible Iron man (Eisner winner by Matt Fraction), Scarlet (only read two issues so far though), Irredeemable (I don't see how this could be an ongoing, but currently it's classified as such), Astonishing Spider-Man and Wolverine (VERY interested miniseries; Adam Kubert on art), Secret Avengers...

    That should be more than enough of a starting point. Welcome back!
  11. Ah. See, I don't worry about the softcaps. I just take what I'll have fun with while gaining the bonuses I value.

    But, you could always just use the APP power shields for the Steadfast IO rather than Tough. But again, if you're not interested in Aid Self, Hasten, or trying to eke out more AoE from the build, then that wouldn't interest you.

    Good luck. It's a great single target set, and a set that can just keep on fightin' with Power Sink (plus Aid Self, as well).

    Right now, at 40, my build is just about the same to that point except no Hasten, Aid Other or Aid Self, instead with the Fitness powers. All thre eof those would need to be skipped if I managed to got the character to 50 before I19.
  12. This is what I came up with including enhancements.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Mercury Avenger: Level 50 Technology Blaster
    Primary Power Set: Ice Blast
    Secondary Power Set: Electricity Manipulation
    Power Pool: Leaping
    Power Pool: Medicine
    Power Pool: Speed
    Ancillary Pool: Electrical Mastery

    Hero Profile:
    Level 1: Ice Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(5), Dev'n-Acc/Dmg/Rchg(7), Dev'n-Acc/Dmg/EndRdx/Rchg(9)
    Level 1: Electric Fence -- Acc-I(A)
    Level 2: Charged Brawl -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(9), Mako-Dam%(15)
    Level 4: Ice Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(17), Decim-Dmg/Rchg(23), Decim-Acc/Dmg/Rchg(25), Decim-Build%(25)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(40)
    Level 8: Freeze Ray -- Lock-Acc/Hold(A), Lock-Acc/Rchg(17), Lock-Rchg/Hold(27), Lock-EndRdx/Rchg/Hold(27), Lock-Acc/EndRdx/Rchg/Hold(31), Lock-%Hold(31)
    Level 10: Havoc Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(11), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(13), C'ngImp-Dmg/EndRdx/Rchg(15)
    Level 12: Aim -- RechRdx-I(A), RechRdx-I(37)
    Level 14: Super Jump -- ULeap-Stlth(A)
    Level 16: Build Up -- RechRdx-I(A), RechRdx-I(37)
    Level 18: Bitter Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(21), Thundr-Acc/Dmg/EndRdx(21), Thundr-Dmg/EndRdx/Rchg(23)
    Level 20: Acrobatics -- EndRdx-I(A)
    Level 22: Aid Other -- Numna-Regen/Rcvry+(A)
    Level 24: Aid Self -- Mrcl-Heal/EndRdx(A), Mrcl-Heal/Rchg(42), Mrcl-Heal(42), Mrcl-Rcvry+(42), IntRdx-I(43), IntRdx-I(43)
    Level 26: Hasten -- RechRdx-I(A)
    Level 28: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(33)
    Level 30: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Acc/Dmg/EndRdx(48)
    Level 32: Blizzard -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(34), RechRdx-I(36)
    Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(37), Efficacy-EndMod/EndRdx(43)
    Level 38: Shocking Grasp -- HO:Perox(A), HO:Perox(39), HO:Perox(39), Lock-Acc/Rchg(39), Lock-Rchg/Hold(40), Lock-Acc/EndRdx/Rchg/Hold(40)
    Level 41: Static Discharge -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(50), Posi-Dmg/Rchg(50), Posi-Acc/Dmg/EndRdx(50)
    Level 44: Surge of Power -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(45), TtmC'tng-EndRdx/Rchg(45), ImpArm-ResDam/Rchg(45), ImpArm-ResDam/EndRdx/Rchg(46)
    Level 47: Charged Armor -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(48), Aegis-ResDam(48)
    Level 49: Lightning Clap -- Acc-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 2: Ninja Run
    ------------
    Set Bonus Totals:
    • 17.5% DamageBuff(Smashing)
    • 17.5% DamageBuff(Lethal)
    • 17.5% DamageBuff(Fire)
    • 17.5% DamageBuff(Cold)
    • 17.5% DamageBuff(Energy)
    • 17.5% DamageBuff(Negative)
    • 17.5% DamageBuff(Toxic)
    • 17.5% DamageBuff(Psionic)
    • 1.88% Defense(Smashing)
    • 1.88% Defense(Lethal)
    • 4.38% Defense(Fire)
    • 4.38% Defense(Cold)
    • 7.5% Defense(Energy)
    • 7.5% Defense(Negative)
    • 3.75% Defense(Melee)
    • 11.3% Defense(Ranged)
    • 4.06% Defense(AoE)
    • 2.25% Max End
    • 5% Enhancement(Heal)
    • 50% Enhancement(Accuracy)
    • 30% Enhancement(RechargeTime)
    • 5% Enhancement(Held)
    • 4% FlySpeed
    • 126.5 HP (10.5%) HitPoints
    • 4% JumpHeight
    • 4% JumpSpeed
    • MezResist(Held) 8.8%
    • MezResist(Immobilize) 8.25%
    • MezResist(Sleep) 2.2%
    • MezResist(Stun) 2.2%
    • 16% (0.27 End/sec) Recovery
    • 32% (1.61 HP/sec) Regeneration
    • 4.73% Resistance(Fire)
    • 4.73% Resistance(Cold)
    • 2.5% Resistance(Psionic)
    • 9% RunSpeed
    ------------
    Set Bonuses:
    Devastation
    (Ice Blast)
    • 12% (0.6 HP/sec) Regeneration
    • 27.1 HP (2.25%) HitPoints
    • 3% DamageBuff(All)
    • MezResist(Held) 3.3%
    Mako's Bite
    (Charged Brawl)
    • MezResist(Immobilize) 3.3%
    • 18.1 HP (1.5%) HitPoints
    • 3% DamageBuff(All)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Decimation
    (Ice Bolt)
    • MezResist(Immobilize) 2.75%
    • 13.6 HP (1.12%) HitPoints
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Luck of the Gambler
    (Combat Jumping)
    • 10% (0.5 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Lockdown
    (Freeze Ray)
    • 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)
    Crushing Impact
    (Havoc Punch)
    • MezResist(Immobilize) 2.2%
    • 13.6 HP (1.12%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 2.5% Resistance(Psionic)
    Thunderstrike
    (Bitter Ice Blast)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 7% Enhancement(Accuracy)
    • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
    • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
    Miracle
    (Aid Self)
    • 2.5% (0.04 End/sec) Recovery
    • 22.6 HP (1.87%) HitPoints
    • 5% Enhancement(Heal)
    Obliteration
    (Thunder Strike)
    • 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)
    Positron's Blast
    (Frost Breath)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    Positron's Blast
    (Blizzard)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Efficacy Adaptor
    (Power Sink)
    • 13.6 HP (1.12%) HitPoints
    • 1.5% (0.03 End/sec) Recovery
    • 10% (0.5 HP/sec) Regeneration
    • 2.5% DamageBuff(All)
    Lockdown
    (Shocking Grasp)
    • 3% DamageBuff(All)
    • 2.5% Enhancement(Held)
    Positron's Blast
    (Static Discharge)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    Titanium Coating
    (Surge of Power)
    • MezResist(Sleep) 2.2%
    • 18.1 HP (1.5%) HitPoints
    Impervium Armor
    (Surge of Power)
    • 2.5% (0.04 End/sec) Recovery
    Aegis
    (Charged Armor)
    • 5% RunSpeed
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)


    And I figure that Lightning Clap is a more fun "Why not?" level 49 power than EM Pulse was.

    Like before, there is still a massive shortage of slots, but I think I'm okay with this... I would have liked to have gotten one more slot in each of the cones (Frost Breath and Static Discharge).

    Edit: Hmm. I've tried short and long forum export. What is the option to show set bonuses?

    Edit x2: Got it. Switched back to Short.
  13. I'm playing through this combo right now, up to level 40.

    Why Leadership? I never bother with it on a Blaster.

    Bitter Freeze Ray has a ridiculously long animation. It's billed as a "damage-intensive hold," but the damage doesn't justify the nearly 3 second (off the top of my head, at work, no Mids here (although...)) animation.

    I haven't built a non-Fitness character yet...

    ...

    Okay, now I have Mids on my work computer!

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Mercury Avenger: Level 50 Technology Blaster
    Primary Power Set: Ice Blast
    Secondary Power Set: Electricity Manipulation
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Medicine
    Ancillary Pool: Electrical Mastery

    Hero Profile:
    Level 1: Ice Blast -- Empty(A), Empty(3), Empty(7), Empty(13), Empty(27), Empty(36)
    Level 1: Electric Fence -- Empty(A)
    Level 2: Charged Brawl -- Empty(A), Empty(3), Empty(5), Empty(7), Empty(9), Empty(25)
    Level 4: Ice Bolt -- Empty(A), Empty(5), Empty(17), Empty(27), Empty(42), Empty(42)
    Level 6: Aim -- Empty(A), Empty(45)
    Level 8: Freeze Ray -- Empty(A), Empty(9), Empty(15), Empty(15), Empty(42), Empty(43)
    Level 10: Havoc Punch -- Empty(A), Empty(11), Empty(11), Empty(13), Empty(21), Empty(25)
    Level 12: Combat Jumping -- Empty(A)
    Level 14: Super Jump -- Empty(A)
    Level 16: Build Up -- Empty(A), Empty(17)
    Level 18: Bitter Ice Blast -- Empty(A), Empty(19), Empty(19), Empty(21), Empty(23), Empty(23)
    Level 20: Acrobatics -- Empty(A)
    Level 22: Frost Breath -- Empty(A), Empty(43), Empty(43), Empty(45), Empty(46), Empty(46)
    Level 24: Hasten -- Empty(A), Empty(48)
    Level 26: Aid Other -- Empty(A)
    Level 28: Thunder Strike -- Empty(A), Empty(29), Empty(29), Empty(31), Empty(34), Empty(37)
    Level 30: Aid Self -- Empty(A), Empty(31), Empty(31), Empty(36)
    Level 32: Blizzard -- Empty(A), Empty(33), Empty(33), Empty(33), Empty(34), Empty(34)
    Level 35: Power Sink -- Empty(A), Empty(36), Empty(37), Empty(37), Empty(40)
    Level 38: Shocking Grasp -- Empty(A), Empty(39), Empty(39), Empty(39), Empty(40), Empty(40)
    Level 41: Static Discharge -- Empty(A), Empty(46), Empty(50), Empty(50)
    Level 44: Surge of Power -- Empty(A), Empty(45), Empty(48), Empty(50)
    Level 47: Charged Armor -- Empty(A), Empty(48)
    Level 49: EM Pulse -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 2: Ninja Run

    This is about the build I'm working with (except with Stamina now).

    There is a shortage of slots in the build, especially for the APP powers.

    I suggest getting Super Jump as travel for a few reasons...

    Combat Jumping - Great for blapping (which I see you want to do since you took the punches), getting in and out of melee quickly. I always have it toggled on in fights.

    Acrobatics - Even with the possibility of IO knockback protection, I still get Acrobatics on my blasters for the minor hold protection. Especially in this build, where I have more than enough power options available.

    Great parts about the build: Shocking Grasp + Freeze Ray will take out bosses for as long as you keep applying them. That's why you don't need Bitter Freeze Ray. That animation would just slow you down anyway.

    The punches are great, filled with status effects (sleep, disorient, knockback) that will keep you alive and make it worthwhile hopping into melee range.

    The quick animations of Ice blast are great when balancing out with the long Thunderstrike animation.

    Potential drawbacks/personal preference obstacles:

    Frost Breath isn't the greatest AoE - It's cone is just waaay too narrow. But, my plan is to combine that with the Elec APP cone (Static Discharge) to eke out a bit more AoE to throw out on teams.

    An alternative would be to take Ice Storm and slot it for slows to use before Blizzard. I had that up until my level 37 respec, but dropped it in favor of adding Frost Breath back into the mix.

    The Medicine pool - I get this on all of my /Energy Blasters, because Power Boost plus Aid Self is almost a full heal. It's not quite as impressive without Power Boost, but it's still invaluable for a blaster mostly running solo (or with a specific group that doesn't include any healing). If you think you'll team more than solo, it's a skippable suggestion. This is what I would suggest instead of the Fighting Pool. With two Interrupt Reducers, it's a guaranteed immediate heal.

    You don't have SJ until level 49... I guess you'll be Ninja Running everywhere? I wouldn't want to rely on that...

    Aim way too late.

    I never get Lightning Field. I blap, but I'm in and out of melee rather than standing right next to the Rikti boss who can pull out his sword an one-shot me, therefore I wouldn't ever get enough use out of LF.

    All-in-all, your build could just boil down to a vastly different play-style preference than my own. This is what I have found to work for what I want, but to each his own.
  14. Quote:
    Originally Posted by Veritech View Post
    wait... it's being written by DnA?

    SOLD!
    Ditto. I dig everything they've done. And knowing them, Galactus will come crashing into one of the issues at some point.

    I approve of the lineup... I don't think Ghost Rider is a strong enough character to carry a solo book, but I like him in a team-setting. Punisher needs more 616 appearances as NOT FRANKENSTEIN (is that really too much to ask for?), Moon Knight is a favorite, and Iron Fist is a favorite. I've never been the world's biggest Elektra fan (or DD for that matter), but I don't necessarily have anything against her.

    Still, they need to throw in an obscurity du jour. Let's see what pops out of the random character generator today... Skaar? Ugh. Re-roll: The Prowler. What's up with 'ol Hobie Brown these days?
  15. Quote:
    Originally Posted by CaptainFoamerang View Post
    I'll take Y: The Last Man vol. 1 - "Unmanned"
    That's the one.

    Foamy wins his own game.
  16. ChrisMoses

    Thank you...

    heeeeey congrats! I didn't know that!
  17. Cool, thanks.

    But... I don't have the money to get that far yet! I need more advice on the "money-making with an ice Tanker" side of the equation first. That will be great once I get some though!
  18. I have had an Ice/SS Tanker at 50 for awhile, but I'm one of those players who tends to just move on from a character once they're 50.

    However, I just recently re-activated my account to find that all of my characters are broke, things are expensive, and I'm intrigued by the new difficulty options...

    So I think I'm going to try my hand at resetting an outdoor map or two, solo on high difficulty settings so I don't embarrass myself right away... What suggestions are out there for an Ice/SS Tanker?

    Thanks!
  19. Someone go.

    I must judge you.
  20. It's happened to me just about once or twice a day, every day, since I renewed my account last month.
  21. I didn't like the recent series, with Misty Knight and Colleen Wing and HUMBUG of all people.

    But if they get the right characters, it could be fun. Right away though, I don't think Sam Wilson would mesh well with Elektra Natchios. (Sp? We'll just call her Elektra Nachos.)

    Maybe try to make a past irrelevant character cool again, like The Shroud or Annex or some other character that appeared in like one issue of Spider-Man in the 1990's.

    And of course, you could always throw Deadpool in there.
  22. CRAP.

    I see team one filled up already.

    I'll sign up if I don't have to be the leader. I just led this one and it was disastrous with a mission bugged for an hour. I think I have bad luck.

    So, I'm in... on the above mentioned conditions... It will be a Plant/Thermal Controller or someone else if I happen to have done the TF with that character.