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Posts
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Joined
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In terms of efficiency I'd still say Dark is #1.
I think Kat/EA will be an extremely nice build to level up with. Although the +melee/lethal defense will be overkill by the time you reach 50. Regardless Kat is a good set.
I have a Kin/EA at 50 who I enjoy. Burst makes the set a lot more survivable because enemies are always on their butts. I'm not a huge fan of Siphon Power personally, but Kin does decent AoE and has great ST dam.
I have an Elec/EA who is "ok" currently, there's some synergy there from all the -end drain. With the new changes the +rech in Energy Aura I see helping out by bringing Lightning Rod up more often, since LR pretty much makes the set.
I am speculating about a Fire/EA. The +Rech in EA will make FSC recharge quicker for great AoEness, and also your ST big hitters. I'd like to see what kind of DPS can be reached with a Fire/EA combo. The self heal in EA really means you don't need as much in terms of mitigation from your primary, so it might be something to look into. -
I sure as heck wouldn't invite you to a team and I can also assure you that a petless MM cannot compare to a MM with pets all else being the same.
You have a what Demons/Poison?
You want to do some tests against a REAL Demon/Poison and see who can accomplish more and in x amount of time?
I'm not saying "o hey, don't try a petless MM because it's something you just think would be 'neato'". just don't act like they are not in any way shape or form severely gimped, because they are.
Experimenting is fun, but usually people act on the results and ditch the stuff that doesn't work or isn't as effective. -
Quote:No I didn't read your Petless MM "rules" because I saw the post of what clearly you think is a Petless MM being impressive and just decided right there to jump into the fray.For those watching at home, note how this post inexplicably ignores my previous post and the topic of the thread at large. I honestly can't, for the life of me, figure out how this works.
Is it possible? Yes. Is it worth it? If you want to be different just to be different and it makes you happy sure.
If you want to do anything in this game faster or better, than no. Petless MMs are gimped beyond gimping.
Isn't that the topic at large? -
How in any way is killing an EB impressive? You have an incarnated out petless MM who killed an EB. I just soloed Arch Villain Siege today. Comparatively speaking a petless MM sucks against the competition. The worst part is that you were /Poison who is specifically designed to kill STs. Just think of how much faster that could have been done using pets.
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Electric Armor really shines later on when you can softcap it to S/L. It has great mitigation.
WP is a much easier set to level with IMO. However you don't have your heal yet, so that's a large issue at lower levels. Unless your fighting energy groups I would let the scrapper with the most HP aggro. -
It doesn't say they all are robots so why people are complaining about them all not being robots is beyond me. Is Wall-E a robot? Yes. Does that mean everything else in the picture HAS to be a robot? No. Calm down. It's a great illustration.
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I highly recommend NOT going with Time/Beam in any combination. I have one at 50, and although it's strong for taking stuff out it is insanely busy. You literally cannot keep up Disintegrate/Time's Crawl on as many targets as you should and cannot focus on using those combos effectively without sacrificing other debuffs or attacks.
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Quote:Well at first glance it all DOES look like good changes, and they aren't BAD changes; but then you start thinking about caps, and builds, and how you're already bumping against them...and all the other things that could use changing, and then you talk about it, and then you only get silence in return, and then you're getting grumpy, and here we are...grumpy squidlobsters...grumpy grumpy squidlobsters...
Then someone throws fuel on the fire, and the grump ratchets up a couple notches on the Grump-O-Meter.
At this point, I just want some confirmation that Arbiter Hawk is listening to us, and that they aren't going to just shove this back on the backburner (again) because they've given their nod to fixing us for the next three to four years or so.
They're not going to make Peacebringers /WP no matter how much people want it or give PBs Mind Link because +def is what everyone does now with IOs. PBs are extremely survivable as it is and holes exist for a reason. They have great Res, ok damage that is getting better with these changes, a self heal, +max hp, mezz protection in the form of lightform (which no longer has a crash) is tough stuff. With a good +rech your heal is up all the time, so dying on a PB should be rare as is.
My biggest complaint ever was mezz protection on PBs, and they got it. It dumbfounds me that they ignore the KB issue though. Hand Clap animation sucks as it is. I rather have the Foot stomp animation.
Edit: The only things I think they could really honestly use are some minor +Psi res and some more dmg. They're ok as is, but I think they would become stellar with those additions. -
These changes, especially the mezz protection available in all forms is a welcome change. Khelds have been so far behind VEATs it's not even funny.
My only gripe is with Solar Flare still being KB. Everything else looks bueno. -
Quote:If Vengeance makes you a farm toon then I can make a farm toon out of anything. Heck I have a petless mastermind that is farming 1/8 setting and I'm not fully slotted with IOs yet and I'm solo.
If your gonna spend the time and money to create a build to farm I would rather be able to farm anything then one specific AE mission.
But if anyone has taken the time to read some of the forums you can see you can farm yourself without vengeance with one aoe attack and hand grenade temp.
Vengeance doesn't MAKE you a farm toon, having Vengeance makes any farm toon BETTER. Just because something has Vengeance doesn't mean it has the powersets for farming. Optimization is key for farming. Go roll a MA/SR and go farm with it, have fun. I'll keep playing my SS/FA who dominates everything...and has vengeance, because he is optimized.
The level 1-3 farms are great...for limited sets...and till lvl 20ish. An SS/FA farming a lowbie is still going to be faster. A DP/MM blaster using vengeance can farm at a higher level and tons faster then a petless MM, you are talking crazy haha
Having a petless MM is probably one of the dumbest things you can do in this game regarding optimization. Your toon is beyond gimped. You're talking about people taking vengeance which adds substantial Def and Dam for one power slot, enough to Softcap an SS/FA to S/L or F/C if he wants? LOL.
There's no way you're serious, you trolling? -
Level 4 is the best PvP in the game currently. No joke.
It's a blast, and usually we get organized and start it up on some crappy server no one plays on, like Champion or something.
8 v 8s are sick at lvl 4. -
Quote:That's about the amount of people who PvPd on Guardian pre-i13.Pvp is dead..yet the channel has over 100 people? I guess they are all dead...or possibly the channel lead has 100 alt accounts and padding his own channel? You sad like the one that's butt hurt..did the devs nerf your poor perma dom or something?
Although the guy sounds like a tard, he has a point. Unless PvP gets revamped, at least to what it once was, it's doubtful the 8 v 8 ladders are going to happen again.
More power to you for trying though, it's still fun to PvP now and then, but IOs and incarnate stuff really made PvP lulzworthy. The fact that no Melees fight Ranged toons is hilarious in itself.
Me: "1 v 1?"
Guy: "What are you?"
Me: "Elec/Therm"
Guy: "You're not melee?"
Me: "Not unless brutes have thermal as a secondary"
Kind of sad really.
I used to like when it was SOs only, and a good player could really switch to any ole build/toon and beat people who were less skilled. More emphasis has been put on 25billion influence builds now then skill. It's making it more difficult for someone who wants to jump in and pvp...pvp. So CoX has ruined the ability to allow half the player base to jump on over and give it a whirl. -
How about just hoods for the minions instead of those crazy hats. Everything else is perfect. Thanks,
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I agree with the fact that it (CM and Enforced Morale) should be AoE and have a longer duration.
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Quote:You forgot to mention how the rewards suck compared to Time for Time vs the other trials.I've been on three so far. Twice with a kinetics defender, and once with a fire/rad controller. All of the trials succeeded, but I'm never doing it again.
+ Bizarrely and arbitrarily complicated mechanics.
+ General chaos in execution.
+ Lots of arbitrary and meaningless defeats.
In all three attempts, it ended up being a zerg-rush from the hospital for squishies. If you don't have a lot of HP to begin with, a >50% damage pulse and a random attack from some mob means you're back in hospital again. Most of the time is spent running around trying to dodge damage and heal back up to full before the next pulse. It's both tedious and disheartening. It would be more bearable if it felt there was a coherent plot and sound reasons for the objectives and the obstacles, but instead they all seem ad hoc post facto justifications for the mechanics of the trial.
I'm hoping that the threat of VR drops only from Keyes' is just a bad joke.
I've done a couple successful ones, they are not hard if everyone knows what they are doing, but as the person above me stated in a more intelligent fashion, the trial is PANCAKEPANCAKEPANCAKEPANCAKEPANCAKEPANCAKEPANCAKE stupid.
Which dev sat back and said "yea, they're going to LOVE this!".
The player base is easy to read, I promise. -
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Yea, looks like mine, if you want a few more HP instead of the 2.5% +dam in Performance Shifter in Stamina you could throw the End redux Celerity in SS and get 22.5 hp. Stamina looks overslotted because it is, you can really only choose from +dam, +recov and +hp with the set bonuses left.
You could drop 2 slots in stamina, throw more Aegis in temp protection and put yourself at 47% def, but it's overkill IMO, nothing is going to kill you Fire Farm wise. So I figured over time the +2.5% dam might make more of an impact. -
Also, i don't actually use Handclap, it's just a set mule. That 7.5% +rech bonus in those sets does NOT count towards the same 7.5% that the LoTGs do, so it's nice to stack those.
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Oops, I actually don't have that 6th slot in HF, and have the +3% Def IO in Temperature protection due to the level I took it at. I knew I had it but for some reason didn't have it in my Mid's but did on live. Probably because I changed it so much.
When I posted earlier I didn't even look to see if my CJ was on, I thought my def looked a little low, but I was posting in a hurryGood catch.
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Here is a more optimized build. Edit: No purples and you don't have the Force Feedback +rech proc in Footstomp which is mandatory for SS/FA farmers. Your build is good, but you can get it done for much cheaper.
40% def to fire, 155% +rech. This is strictly a farming build. You have the right Incarnate stuff in mind.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Hyper Sun: Level 50 Technology Brute
Primary Power Set: Super Strength
Secondary Power Set: Fiery Aura
Power Pool: Speed
Power Pool: Leadership
Power Pool: Concealment
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Villain Profile:
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Level 1: Punch Acc-I(A)
Level 1: Fire Shield Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(17), Aegis-EndRdx/Rchg(25), Aegis-ResDam(27), Aegis-ResDam/EndRdx/Rchg(27)
Level 2: Blazing Aura Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(3), Sciroc-Dmg/Rchg(3), Sciroc-Acc/Rchg(5), Sciroc-Acc/Dmg/EndRdx(5), Sciroc-Dam%(7)
Level 4: Healing Flames Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(15), Dct'dW-Rchg(17)
Level 6: Hand Clap KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(29), KinCrsh-Rchg/KB(29), KinCrsh-Rechg/EndRdx(31), KinCrsh-Dmg/EndRdx/KB(31), KinCrsh-Acc/Dmg/KB(31)
Level 8: Knockout Blow KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(9), KinCrsh-Rchg/KB(9), KinCrsh-Rechg/EndRdx(11), KinCrsh-Dmg/EndRdx/KB(11), KinCrsh-Acc/Dmg/KB(13)
Level 10: Temperature Protection Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(37), Aegis-ResDam/EndRdx/Rchg(43)
Level 12: Hasten RechRdx-I(A), RechRdx-I(37)
Level 14: Assault EndRdx-I(A)
Level 16: Plasma Shield Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(34), Aegis-ResDam/EndRdx/Rchg(36), Aegis-ResDam(36), Aegis-Psi/Status(36)
Level 18: Rage GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-Rchg/EndRdx(19)
Level 20: Consume Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc/Rchg(21), Efficacy-Acc/Rchg(23), Efficacy-EndMod/Acc(23), Efficacy-EndMod/EndRdx(25)
Level 22: Maneuvers LkGmblr-Rchg+(A)
Level 24: Vengeance LkGmblr-Rchg+(A), Krma-ResKB(43), LkGmblr-Def(50)
Level 26: Super Speed Clrty-Stlth(A), Clrty-EndRdx(46)
Level 28: Burn Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(40)
Level 30: Stealth LkGmblr-Rchg+(A)
Level 32: Foot Stomp Oblit-Dmg(A), FrcFbk-Rechg%(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34)
Level 35: Fiery Embrace RechRdx-I(A), RechRdx-I(43)
Level 38: Grant Invisibility LkGmblr-Rchg+(A)
Level 41: Electrifying Fences Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), TotHntr-Dam%(50), Posi-Dam%(50)
Level 44: Ball Lightning Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(46)
Level 47: Phase Shift RechRdx-I(A)
Level 49: Combat Jumping LkGmblr-Rchg+(A)
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Level 1: Brawl Acc-I(A)
Level 1: Fury
Level 1: Sprint Run-I(A)
Level 2: Rest RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift Run-I(A)
Level 2: Health Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(40)
Level 2: Hurdle Jump-I(A)
Level 2: Stamina P'Shift-EndMod(A), P'Shift-EndMod/Acc/Rchg(40), P'Shift-EndMod/Rchg(42), P'Shift-EndMod/Acc(42), P'Shift-End%(42)
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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)
1.88% Defense(Smashing)
1.88% Defense(Lethal)
14.1% Defense(Fire)
14.1% Defense(Cold)
3.13% Defense(Psionic)
3.75% Defense(Melee)
14.1% Defense(AoE)
80% Enhancement(RechargeTime)
4% Enhancement(Heal)
45% Enhancement(Accuracy)
10% FlySpeed
73.1 HP (4.88%) HitPoints
10% JumpHeight
10% JumpSpeed
Knockback (Mag -10)
Knockup (Mag -10)
MezResist(Immobilize) 2.2%
MezResist(Stun) 4.4%
MezResist(Terrorized) 2.2%
9% (0.15 End/sec) Recovery
42% (2.62 HP/sec) Regeneration
5% Resistance(Smashing)
4.41% Resistance(Fire)
4.41% Resistance(Cold)
3.13% Resistance(Negative)
4.39% Resistance(Toxic)
4.26% Resistance(Psionic)
31% RunSpeed
5% XPDebtProtection
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Set Bonuses:
Aegis
(Fire Shield)
5% RunSpeed
3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
2.5% XPDebtProtection
3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
Scirocco's Dervish
(Blazing Aura)
10% (0.62 HP/sec) Regeneration
3.13% Resistance(Negative)
9% Enhancement(Accuracy)
3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
3.13% Defense(Psionic)
Doctored Wounds
(Healing Flames)
MezResist(Terrorized) 2.2%
1.26% Resistance(Fire,Cold)
4% Enhancement(Heal)
5% Enhancement(RechargeTime)
1.26% Resistance(Toxic,Psionic)
Kinetic Crash
(Hand Clap)
3% RunSpeed
2.5% Resistance(Smashing)
Knockback,Knockup protection (Mag 3)
6% (0.37 HP/sec) Regeneration
7.5% Enhancement(RechargeTime)
Kinetic Crash
(Knockout Blow)
3% RunSpeed
2.5% Resistance(Smashing)
Knockback,Knockup protection (Mag 3)
6% (0.37 HP/sec) Regeneration
7.5% Enhancement(RechargeTime)
Aegis
(Temperature Protection)
5% RunSpeed
3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
Aegis
(Plasma Shield)
5% RunSpeed
3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
2.5% XPDebtProtection
3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
3% Resistance(Psionic)
Gaussian's Synchronized Fire-Control
(Rage)
5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
28.1 HP (1.88%) HitPoints
Efficacy Adaptor
(Consume)
16.9 HP (1.13%) HitPoints
1.5% (0.03 End/sec) Recovery
10% (0.62 HP/sec) Regeneration
2.5% DamageBuff(All)
5% Enhancement(RechargeTime)
Luck of the Gambler
(Maneuvers)
7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Vengeance)
10% (0.62 HP/sec) Regeneration
7.5% Enhancement(RechargeTime)
Karma
(Vengeance)
Knockback (Mag -4), Knockup (Mag -4)
Celerity
(Super Speed)
MezResist(Immobilize) 2.2%
Obliteration
(Burn)
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)
Luck of the Gambler
(Stealth)
7.5% Enhancement(RechargeTime)
Obliteration
(Foot Stomp)
MezResist(Stun) 2.2%
3% DamageBuff(All)
9% Enhancement(Accuracy)
Luck of the Gambler
(Grant Invisibility)
7.5% Enhancement(RechargeTime)
Positron's Blast
(Electrifying Fences)
2.5% (0.04 End/sec) Recovery
1.58% Resistance(Fire,Cold)
9% Enhancement(Accuracy)
6.25% Enhancement(RechargeTime)
Positron's Blast
(Ball Lightning)
2.5% (0.04 End/sec) Recovery
1.58% Resistance(Fire,Cold)
9% Enhancement(Accuracy)
6.25% Enhancement(RechargeTime)
3.13% Resistance(Toxic)
Luck of the Gambler
(Combat Jumping)
7.5% Enhancement(RechargeTime)
Performance Shifter
(Stamina)
5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
28.1 HP (1.88%) HitPoints
2.5% (0.04 End/sec) Recovery
2.5% DamageBuff(All)
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|50|
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This is my Scraps build. If he dies, it's because I was lazy. With Shadow Meld, SoW and Rebirth he is pretty much unstoppable. Popping shadow meld prior to getting into a foray with anything with -def debuffs is almost mandatory. T3 Musculature, T3 Reactive and T3 Rebirth are his incarnate powers.
I don't slow for S/L defense because with Kat/WP my Melee and Lethal is softcapped if I need to use Divine Avalanche. My 44.6% def to Energy/Neg/Fire/Cold is more important to me. If you can afford the Glad Armor +3% Def you'll be even better off.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Hyper Slice: Level 50 Magic Scrapper
Primary Power Set: Katana
Secondary Power Set: Willpower
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Hero Profile:
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Level 1: Gambler's Cut Achilles-ResDeb%(A), C'ngImp-Dmg/EndRdx/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(3), P'ngS'Fest-Acc/Dmg(5), P'ngS'Fest-Dmg/EndRdx(5), P'ngS'Fest-Dmg/Rchg(7)
Level 1: High Pain Tolerance Numna-Heal(A), Numna-Heal/Rchg(17), Numna-Heal/EndRdx(17), Aegis-ResDam(19), Aegis-ResDam/EndRdx(27), Aegis-ResDam/Rchg(34)
Level 2: Flashing Steel Erad-Dmg(A), Erad-Acc/Rchg(7), Erad-Dmg/Rchg(9), Erad-Acc/Dmg/Rchg(9), Erad-Acc/Dmg/EndRdx/Rchg(11), Erad-%Dam(11)
Level 4: Fast Healing Numna-Heal/EndRdx(A), Numna-Heal(13), Numna-Regen/Rcvry+(13), Numna-EndRdx/Rchg(37), Numna-Heal/Rchg(37), Numna-Heal/EndRdx/Rchg(46)
Level 6: Build Up AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(15)
Level 8: Divine Avalanche HO:Nucle(A), P'ngS'Fest-Acc/Dmg(19), P'ngS'Fest-Dmg/EndRdx(21), P'ngS'Fest-Dmg/Rchg(21), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23)
Level 10: Indomitable Will LkGmblr-Rchg+(A), Ksmt-ToHit+(43)
Level 12: Kick Acc-I(A)
Level 14: Hasten RechRdx-I(A)
Level 16: Rise to the Challenge Numna-Heal/EndRdx(A), Numna-Heal(25), Numna-Heal/Rchg(25)
Level 18: The Lotus Drops Erad-Dmg/Rchg(A), Oblit-Acc/Dmg/Rchg(27), Erad-Acc/Dmg/Rchg(29), Erad-Acc/Dmg/EndRdx/Rchg(29), Erad-Dmg(31), Achilles-ResDeb%(31)
Level 20: Quick Recovery P'Shift-EndMod/Rchg(A), P'Shift-EndMod(33), P'Shift-End%(46)
Level 22: Mind Over Body Aegis-ResDam/EndRdx(A), Aegis-ResDam(33), Aegis-ResDam/EndRdx/Rchg(33), S'fstPrt-ResDam/Def+(37)
Level 24: Super Speed HO:Micro(A)
Level 26: Soaring Dragon Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(34), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dmg/Rchg(36), Mako-Dam%(36)
Level 28: Heightened Senses LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(31), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Def/EndRdx(46)
Level 30: Maneuvers LkGmblr-Rchg+(A)
Level 32: Golden Dragonfly Erad-Acc/Rchg(A), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(40), Erad-Acc/Dmg/EndRdx/Rchg(40), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dmg/EndRdx(42)
Level 35: Combat Jumping Winter-ResSlow(A), LkGmblr-Rchg+(42)
Level 38: Strength of Will Aegis-ResDam(A), Aegis-ResDam/Rchg(43), Aegis-ResDam/EndRdx/Rchg(43)
Level 41: Dark Blast Acc-I(A)
Level 44: Tough Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam/EndRdx/Rchg(45), Aegis-ResDam/Rchg(45), Aegis-Psi/Status(50)
Level 47: Weave LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def(48), LkGmblr-Rchg+(48)
Level 49: Shadow Meld LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(50), LkGmblr-Def/Rchg(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Vanguard Medal
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Level 1: Brawl Empty(A)
Level 1: Sprint ULeap-Stlth(A)
Level 2: Rest Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 2: Swift Run-I(A)
Level 2: Health Mrcl-Rcvry+(A), RgnTis-Regen+(15)
Level 2: Hurdle Jump-I(A)
Level 2: Stamina P'Shift-End%(A), P'Shift-EndMod/Acc(39), P'Shift-EndMod(39)
http://www.cohplanner.com/mids/downl...6EFD7FB485E95D -
Quote:Using Vengeance means a character isn't a farm toon? GTFO lolI'm just wondering. You said you seen a DP MM farm, I can only assume you were part of the team ? So I would guess that this person was farming you, correct.
My simple question is do you know if this person was using vengeance ? Because many of the so called farming DP MM use vengeance. If so, then I personally would not call it a farm toon since any AT with a free slot can pick up vengeance and max out defenses. Otherwise I find it very unlikely since DP MM is very limited power set wise to obtain any sufficient defenses beyond maybe range defense cap.
Again unless this was some sort of damage type specific mob that the player was highly resistant to or had sufficient defenses against. EG going villain and picking up Scorpion shield and running a S/L Farm.
Personally I have about 6 to 8 solo farming toons which I can farm with on a setting of 4/8 with no purple sets. One of which is a AR Device which as many know is a highly resisted damage type and yet another Archery Trick Arrow defender which I really never heard anything great about in the past, so I am amazed I just never read any farming specs about the set. The rest of my farming toons are various Traps toons from all the arch types that can use traps. So I can and do farm with my Robot Traps Mastermind. I have no brutes, scrappers or tanks. Heck I have a petless DS Traps mastermind I think I can farm with.
If you need a power and someone else on your team I don't really consider it a farm toon. Again with vengeance ( which is what I suspect ) anyone can create a farm toon. Regardless of how well Drain Psyche is it's never going to recharge that fast that you can constantly use it to recover the damage that gets in with minimal defenses against a mission setting of 4/8.
On top of all of this just add in T4 Alpha and that makes a big difference.
Prove it, 1 v 1? -
Sick set, hope it gets implemented!