Deacon_NA

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  1. First of all welcome to comics. I think it's the greatest art form ever created. I too once collected baseball cards (can I interest you in 100 Ryan Klesko 1992 Leaf gold rookie cards?) but find comics more rewarding. That's a personal preference of course.

    I'm on board with the consensus advice to start with a trade paperback or two. You'll get your beginning and end. You'll need to have a sense of what you're interested in for a jumping on point. Superheroes, crime drama and horror (to just mention a few) will put you on different paths.

    If I were to suggest 3 series for a jumping on points to comics in general, to an adult, I'd suggest

    1) Sandman. Any of the Trade Paperbacks would be awesome, but I'd want to start chronologically at the beginning. Preludes and Nocturnes is the first tpb.

    2) The Watchmen. Don't let the movie prejudice you on this, they have to judged independently.

    3) "The Dark Knight Returns". Very timely with the movie coming up.

    Note: I'm not saying these are the best, just good jumping on points.

    I've been out of comics for about 5 years, this after being in for about 20. Comixology is a great tool for getting back in. Yes, the tactile sensation of turning page and holding the comic in your hands is great, but also great is not having dozens of long boxes accumulate in your closet/spare room/garage.

    It won't take too long to see where your interests lie. Some people follow artists, others are devotees of certain writers, others are fanboys (and girls) to certain character and titles. I'm sort of all 3, you'll figure out which you are.

    One fairly cheap thing to do may be to attend a local comic convention. If it ends at say, 4pm, start shopping in earnest around 3. These folks generally do NOT like coming home with large stashes of inventory and can be very generous offering deep discounts. This could be a good way to cast a wide net and is really how I went about reading different titles when I started.
  2. I haven't been monitoring this thread lately, so I'm late to the discussion about what's next. Sorry bout that. Good ideas so far.

    For another true "super" team experience, all Dark Affinity. It's new and will stack quite well.

    The heal (Twilight Grasp) is huge and slotted to ED for heal and recharge, each person would be able to fully heal the whole team every 4 seconds.

    8 Tar Patches... wow. Being a pseudopet, the -30 resist debuff is the same as Defenders.

    8 Darkest Nights is overkill for normal mobs; AVs will have a real effect to their -tohit even with their resistance. The -dmg isn't part of AV resists so when they hit it'll be a fluffy hit.

    Speaking of fluffy... 8 of them, doing what you do.

    8 fully slotted Shadow Falls gives 47ish def and caps energy, neg and psi resists.

    The new power, Fade, x8 would give 119% def, and cap out s/l resists.

    Actually after typing all this out, I'm not as convinced stacking Dark Affinity is so "super". It looks incredibly safe, you won't get hit, if it hits it'll be for not much and then you can heal that up easily enough. However there's nothing for endurance or recharge. Still, I'll throw it out there.

    Darkness 2: Darktastic Boogaloo

    Yes we just did a Dark theme team but our timing kinda sucked, since the devs dropped a ton of Dark powersets right after we started. The previously mentioned Dark Affinity, Dark Blast and Dark Manipulation for Blasters, Darkness Control for trollers/doms and Dark Assault for Dominators. Whether or not to include the previously existing dark powers I'll leave up for debate.

    Other options:

    Someone mentioned all Stalkers on Sunday and that made me think of a couple of options that, while maybe not exactly super, could have stacking capabilities.


    All Ice Armor Stalkers

    8 Chilling Embraces would easily floor recharge and run speed, and also provide a -120% damage debuff. That's quite nice. The radius is only 10 feet and has a max of 10 targets, so that -120 is a "best case" that would rarely be met, but still helpful. With Maneuvers, a team would be able to easily exceed s/l/e/n defense.

    All Dark Armor Stalkers

    8x Maneuvers + Shadow Dweller + CJ would take defense to over 30%. Then stacked Oppressive Gloom and/or Cloak of Fear should keep regular mobs well behaved. Unlike Ice, DA would never provide any endurance help though.

    All Tanks I can't get too excited about, but with Maneuvers, 8 Fire Tanks could be viable and interesting. Maybe even fun. The only stacking is of damage, but hey the ultimate objective is to make enemy hp = 0 and this would do it.

    Dark Armor could also be viable for the reasons listed for Stalkers + a damage aura. I personally am least excited about this since a DA Tank was my guy for the darkness team.

    Miscellaneous...

    Chill Masters - anything with Ice Blast, Cold Dom, Ice Control, Icy Assault, Ice Manip, Ice Armor, Ice Melee, maybe Storm. I think you get the idea. Ice base epics for the (frozen) cherry on top. One thing's for sure, we wouldn't be chasing down runners with all the -speed.

    Some Like it Hot - let's go the other direction where everything is fire based. I won't list all the different powersets because I'm getting tired of typing. I expect this wouldn't be as safe as the ice one but definitely more offensive.

    Looking down the road I see some interesting options for a "Back to Nature" team with the 3 announced new powersets: bio armor, nature affinity and water blast, along with Poison and Plant.
  3. Personally, I would consider TJ as covering any gap for melee. If you're +3 on an iTrial, a fully slotted TJ would give .2 * .9 = .18 -tohit debuff. Obviously AVs resist the heck out of that, but practically speaking, how often is an AV focused on you to attack with melee (instead of aoe) in an iTrial? Even if you're fighting +3s that's a .2 * .65 = .13 debuff which still covers your gap.

    I definitely prefer to have Clarion over Barrier, or any other Destiny for that matter, for Time.
  4. Weird decision. Even cancelling it would have been preferable. I'm sure the new direction will make it a standard sitcom (like all those NBC made to fill in 8:30 between Friends and Seinfeld years ago), which is cruel and unusual punishment for the show. Even particular episodes I may not have been as fond of, I at least respected for daring to be different.
  5. I'm such a comic fan-boy, that I have a pretty high tolerance for "bad" that I can watch if it's comic related. This exceeds that tolerance.

    Will not watch.
  6. Quote:
    Originally Posted by Droid76a View Post
    I know this thread is a month old, but still semi-active and had a kin/sonic question:
    Is it a safe assumption that powerboost will not affect anything related to kin/sonic buffs and debuffs.

    As awesome as that would be (a few powerboosted sonic attacks, or damage buffs / debuffs of FS and SP), I expect it would be overpowered.
    That is a correct assumption. It's not completely useless, it would improve the heal or the stun and even your defensive powers (not bonuses) for a short while. Still it doesn't boost the things you're hoping for (+dmg, -dmg, -res).
  7. Deacon_NA

    Beast/....help

    I hope your concept is for an animal that shapeshifts into a human (or whatever your character is out of panther form). This is straight from the COH website's description of the new panther power:

    Quote:
    When the Panther Stealth Power is active, all powers become disabled and untoggled (although use of one Vanity Pet is allowed).
  8. The problem with Sonic Resonance, or Force Fields is that you quickly reach a point (let's call it teammate #n) where teammate n+1 doesn't add anything. Yes, with Sonic there's more -res, but 2 defenders are going to hard-cap +Res. Beyond that point you're just getting -res. FF has it even worse.

    I've done a number of superteams over the years. I'm currently on a Time team which is close to the top of the list for capabilities. You get an overabundance of +Def and +Rch. The -Dmg from 8 TJs makes the 5% of hits that get through feel like pin pricks and then some Heal over Time will patch you up to full health in no time. Mezzes are the only tricky thing, but that's the case for all the STs I've been on, except for VEATs.

    Fire/Rads, whether troller or corr, are indeed "all that". The +dmg from AM is an advantage over Time, but the Frads lack the defense and, from my own experience, I'd say a FRAD is at more risk to die than a Timer.

    These are superteams I've done: Traps, TA, Rad/Sonic Defs, FRAD corrs, FRAD trollers, VEATS and now Time. Additionally I've done some sorta super teams (Kin corrs + Brutes, for example) that don't apply to the OP's question of same powersets. Thinking about it, I'm drawn to 2 types of Corrs for the answer: Fire/Rad and Fire/Time. From there... flip a coin. I'm inclined to say the 8x Fire/Time would be more powerful but that may be due to my memory of the Rad team fading from several years ago.
  9. I think that's a good choice. A recent thread in the MM forums was about Beast/Sonic and the player seemed to have a positive experience with it. The top 2 tier pets have almost 30% resists to s/l/c, so with Sonic + res IO, those pets will get to 80% resist for those 3 damage types, 50% to all else. Combined with the +def the pets innately have + 5% Def IO + Fortify Pack's +def and +regen and that sounds like a surprisingly sturdy combo. The pets melee exclusively (except boss) so no micromanaging Sonic Disruption.
  10. Just a question for folks that attend various dev forums (UStream, Pummit, whatever else). Has there been discussion of porting Empathy to Corrs and/or MMs and Pain Dom to Defenders and/or Controllers?

    When PD was released, it was billed as "the villain heal set" or whatever the wording was, basically it conveyed that this was the villain version of Empathy. Well we're now in a time where an Empathy Defender potentially may never set foot in Paragon City and likewise a PD Corr may never see the Rogue Isles. So this is an outdated concept, that "Empathy isn't villainous" and vice versa for PD.

    I got a jonesing recently to play an Emp MM. I hope one day it can happen.
  11. Deacon_NA

    DP/Pain

    I'm very satisfied with my DP/PD Corr. Anguishing Cry and Hail of Bullets are both pbaoe and just so happen to have exactly the same recharge.

    I wouldn't call the combo a great soloer, but capable and safe if that's what you want. Team contribution is very nice. In today's world of everyone being soft-capped, the +regen aura and +resists from World of Pain are always welcome.
  12. A City of Heroes tank would maybe be useful for the Great Lakes Avengers. I'm not saying this from a "Tankers are underpowered" perspective, they just don't compare to the Avengers tankerish characters.
  13. I found the notion that buffs go on pets instead of teammates too ludicrous to even respond to, but Mid_Boss made a post i just want to give a "QFT" to.

    One of my gripes in general I see in game and on the forums is this notion of "my role is..." and they limit their team contribution to the game to fit the role. In reality, everybody's role on a team, not just this game, but any team, is to make the team better. The team is undisputedly always better when a MM gives their ST buffs (Forge, Painbringer and Temporal Selection, not including demezzing powers) to a player character.
  14. Yes, Tony was wearing a Black Sabbath shirt.

    I nominate: "Superheros in New York?" - Stan the Man

    I forgot the whole quote. He came on at the exact second the thought popped in my head "hmmm, did I miss Stan Lee's cameo?"

    I too very much enjoyed Coulson being a Cap fanboi.

    Also, Loki's cohort was Alexis Denisof!

    Thanos' big grin when Alexis said "To attack Earth would be to court Death"

    Looking ahead, I'm not sure how they're going to deal with Thanos in 2.5 hours if he gets his hands on the Infinity Gauntlet (which I'm inclined to believe he will since it appeared in "Thor"). Too bad the Silver Surfer can't play in the Avengers' sandbox since he belongs to Fox, along with the FF.
  15. That's pretty darn solid, I'm not buying that whole "I'm rusty" business.

    My suggestions are subtle ones:

    In Fortify Pack, if you change the straight up +Def and +Heal to a Def/End/Rch and a Heal/End/Rch, respectively, you'll gain 10 more seconds of uptime (80ish to 70ish).

    In Call Hawk, change the HO to a T-Strike Acc/Dmg/End to take your energy def from 32.5 to 35. You don't lose much acc/dmg either and gain help with end.

    In Liquefy, I prefer Cloud Senses, for the very slightly better recharge.

    You have 8 points of -kb, which is sort of an odd point in that there aren't a lot of enemies with kb between 4 and 8. 4 is quite sufficient and if you want to "never" (not literally never) be kbd, you'd go for 12. I'd take the Steadfast out of Dispersion, add it to Tough and slot a Ribosome. (Edit to add) - On second thought, the additional resistance for the cost of a Ribo isn't a good value. Maybe just a straight up Endurance IO would suffice.

    Here's your build with the suggestions above:

    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Wild Streak: Level 50 Mutation Mastermind
    Primary Power Set: Beast Mastery
    Secondary Power Set: Sonic Resonance
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Concealment
    Power Pool: Speed
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Summon Wolves -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(34), BldM'dt-Acc(34), BldM'dt-Dmg(34), EdctM'r-PetDef(36)
    Level 1: Sonic Siphon -- Acc-I(A), Acc-I(9)
    Level 2: Sonic Barrier -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam(3), RctvArm-ResDam/EndRdx/Rchg(7)
    Level 4: Sonic Haven -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(7)
    Level 6: Train Beasts -- EndRdx-I(A)
    Level 8: Call Ravens -- Ragnrk-Dmg/Rchg(A), Ragnrk-Knock%(9), Ragnrk-Acc/Dmg/Rchg(11), Ragnrk-Acc/Rchg(13), Ragnrk-Dmg/EndRdx(13), Achilles-ResDeb%(19)
    Level 10: Call Hawk -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Acc/Dmg/EndRdx(43)
    Level 12: Summon Lions -- SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(36), SvgnRt-Acc/EndRdx(36), SvgnRt-Acc/Dmg/EndRdx(37), SvgnRt-Acc(37), SvgnRt-PetResDam(37)
    Level 14: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(15), RedFtn-Def/Rchg(15), RedFtn-Def/EndRdx/Rchg(17), RedFtn-Def(17), RedFtn-EndRdx(19)
    Level 16: Disruption Field -- EndRdx-I(A), EndRdx-I(33), EndRdx-I(33)
    Level 18: Fortify Pack -- LkGmblr-Def/Rchg(A), LkGmblr-Def/EndRdx/Rchg(23), Numna-Heal/EndRdx/Rchg(43), Numna-Heal/Rchg(50)
    Level 20: Sonic Dispersion -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(21), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(23)
    Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(25), HO:Ribo(46)
    Level 26: Summon Dire Wolf -- SCotMastermind-Acc/Dmg(A), SCotMastermind-Dmg/EndRdx(40), SCotMastermind-Acc/Dmg/Rchg(40), SCotMastermind-Dmg/EndRdx/Rchg(40), SCotMastermind-Acc/Dmg/EndRdx/Rchg(42), SCotMastermind-Rchg/PetAoEDef(43)
    Level 28: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 30: Invisibility -- LkGmblr-Rchg+(A)
    Level 32: Tame Beasts -- EndRdx-I(A)
    Level 35: Clarity -- EndRdx-I(A)
    Level 38: Liquefy -- Cloud-Acc/Rchg(A), Cloud-ToHitDeb/EndRdx/Rchg(39), Cloud-Acc/EndRdx/Rchg(39), Cloud-Acc/ToHitDeb(39)
    Level 41: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
    Level 44: Scorpion Shield -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(45), RedFtn-Def/Rchg(45), RedFtn-Def(45), RedFtn-EndRdx(46), RedFtn-Def/EndRdx/Rchg(46)
    Level 47: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(48), RedFtn-Def/Rchg(48), RedFtn-Def/EndRdx/Rchg(48), RedFtn-Def(50), RedFtn-EndRdx(50)
    Level 49: Assault -- EndRdx-I(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Supremacy
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 4: Swift -- Empty(A)
    Level 4: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(27), Mrcl-Rcvry+(29)
    Level 4: Hurdle -- Empty(A)
    Level 4: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(25), P'Shift-EndMod/Acc(27), P'Shift-End%(29)
    Level 50: Cardiac Core Paragon
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: The Atlas Medallion
    Level 0: Task Force Commander
    Level 50: Void Radial Final Judgement
    Level 50: Degenerative Radial Flawless Interface
    Level 50: Cimeroran Radial Superior Ally
    Level 50: Rebirth Radial Epiphany
    ------------



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  16. As the owner of a Cold/Ice Def, I'll 3rd the suggestion of Corr due to reasons already stated (Scourge on Rains and same Sleet). The main advantage of the Def is easier to get personal high def due to higher +def values for Weave, Arctic Fog, Maneuvers and Scorpion Shield (CJ too). In fact, selecting those powers and enhancing them to ED levels for +Def will get you a smidge beyond s/l soft cap, no IO enhancement needed.

    OP you asked if power availability mattered and for leveling up it certainly will. It's a long wait from 26 to 35 and 32 to 38 for the best stuff Cold has. If you're a solo grinder you'll notice. If you crank out tfs and trials maybe not as much.
  17. This is my latest 50. After reading mixed reviews of Beast Mastery from some testers, I am pleasantly surprised at how effective this combo is. The ride from 1-50 was as smooth as I've had for any toon, across any AT.

    As for the atypical attributes you can enhance in pets (defense, resists, slows, stuns, etc), most of those come from sporadic buffs that I personally wouldn't bother enhancing, rather just consider them bonus pet buffs when they happen. Not that enhancing those is a wrong choice, it's just that it would be the last thing I'd enhance.

    The first thing I noticed, you were in Mace Mastery but did not take Power Boost. PB just before Farsight is a heaping helping of awesomesauce. With just 1 recharge IO you can be certain PB will be recharged by the time Farsight is ready to be used. I haven't verified, but I'm betting using it boosts Fortify Pack as well.

    Times Juncture should be taken waaay earlier, no later than 12 if you want to wait for DOs. This is a great, not good, great power for a Beast MM. Pets are melee, you're in melee. Slows keep mobs from running too far (and beasts will doggedly chase after runners).

    In that SO build you provided, I'd want to eek out a little more damage from pets either with a 3rd dmg so or, preferably, a dmg/end pet io.

    Similarly, a little more recharge will help a lot for Chrono Shift. Make one of the other IOs Heal/Rch or EndMod/Rch, whichever you prefer. I like boosting up the end mod, personally.

    If you took Stealth to be invis, I always prefer a stealth IO in sprint (or equivalent) + SS. Same effect but now you have a free power choice, like Power Boost.

    You took two travel powers, which is fine if that's something important to you. I do believe that flight can be achieved just fine with various temps in game. I always use SS for regular movement and a flight pack for verticality. If you omit Fly, you can take something else that will improve your combat performance, something like Combat Jumping. Getting immobilized when you need to heal or buff your pets while they're fighting
    can be frustrating. Well, not just frustrating, it can get pets killed.

    Just for reference I've attached my build, which I haven't completed yet.

    Villain Plan by Mids' Villain Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    She na na: Level 50 Magic Mastermind
    Primary Power Set: Beast Mastery
    Secondary Power Set: Time Manipulation
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Summon Wolves -- CotMastermind-Acc/Dmg(A), CotMastermind-Dmg/EndRdx(3), CotMastermind-Acc/Dmg/Rchg(3), CotMastermind-Dmg/EndRdx/Rchg(5), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Acc/EndRdx(17)
    Level 1: Time Crawl -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(46)
    Level 2: Temporal Mending -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(11), Dct'dW-EndRdx/Rchg(11)
    Level 4: Time's Juncture -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-Rchg/EndRdx(7), DarkWD-ToHitDeb/EndRdx(7), DarkWD-Slow%(33), ImpSwft-Dam%(34), P'ngTtl--Rchg%(37)
    Level 6: Train Beasts -- EndRdx-I(A)
    Level 8: Call Hawk -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg/Rchg(17), Thundr-Dmg/EndRdx/Rchg(43), Thundr-Dmg/EndRdx(43)
    Level 10: Temporal Selection -- Mrcl-Heal/EndRdx/Rchg(A), Mrcl-Heal/Rchg(25)
    Level 12: Summon Lions -- S'bndAl-Dmg(A), S'bndAl-Acc/Dmg/Rchg(13), S'bndAl-Build%(13), SCotMastermind-Rchg/PetAoEDef(15), SCotMastermind-Acc/Dmg/EndRdx/Rchg(15), SvgnRt-PetResDam(40)
    Level 14: Super Speed -- Zephyr-ResKB(A)
    Level 16: Distortion Field -- NrncSD-Dam%(A), G'Wdw-Dam%(34), UbrkCons-Dam%(34), ImpSwft-Dam%(45), Lock-%Hold(46)
    Level 18: Fortify Pack -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(19), LkGmblr-Def/EndRdx/Rchg(19), HO:Membr(37)
    Level 20: Call Ravens -- Posi-Acc/Dmg(A), Posi-Dmg/Rng(21), Posi-Dmg/EndRdx(21), Posi-Acc/Dmg/EndRdx(43), Posi-Dam%(45), Achilles-ResDeb%(46)
    Level 22: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(23), BasGaze-Slow%(23), BasGaze-EndRdx/Rchg/Hold(45)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)
    Level 26: Summon Dire Wolf -- S'bndAl-Dmg/Rchg(A), S'bndAl-Acc/Rchg(27), S'bndAl-Dmg/EndRdx(27), EdctM'r-PetDef(31), EdctM'r-Acc/Dmg(40), EdctM'r-Acc/Dmg/EndRdx(40)
    Level 28: Farsight -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Def/Rchg(29), LkGmblr-Def/EndRdx(50)
    Level 30: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(31), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Rchg+(37)
    Level 32: Tame Beasts -- EndRdx-I(A)
    Level 35: Slowed Response -- ShldBrk-%Dam(A), LdyGrey-%Dam(36), ShldBrk-Acc/Rchg(36), LdyGrey-DefDeb/Rchg(36)
    Level 38: Chrono Shift -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(39), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/Acc/Rchg(39)
    Level 41: Scorpion Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(42), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Rchg+(42)
    Level 44: Power Boost -- RechRdx-I(A)
    Level 47: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx/Rchg(48), AdjTgt-EndRdx/Rchg(48), AdjTgt-ToHit/EndRdx(48), AdjTgt-ToHit/Rchg(50)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(33)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(33), P'Shift-EndMod/Rchg(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- ULeap-Stlth(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Supremacy
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 50: Agility Radial Paragon
    ------------



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  18. regen - yes
    damage - yes
    recharge - no

    Also, yes to "accelerated" to receive higher values from certain attributes of Temporal Mending, Farsight and Chronoshift.
  19. Quote:
    Where other’s would have synapses firing,
    I'm going to be THAT guy and point out that other isn't possessive in this case so it should be "others".

    An invasion number of mobs stacking veng and nemi gas sounds nasty. I do mean nasty.
  20. Deacon_NA

    Nin/Sonic???

    In theory, it seems like it's a combo with whatever the opposite of synergy is, at least with respect to pet protection. You add a decent amount of resists (40 from shields and dispersion + 10 from IO) to a small amount of def that ninjas have. You'd pretty much need to take Aid Other and you'd be interrupted more than other sets that cause enemies to hit less, whether due to -tohit, +def or both.

    I haven't played Sonic Resonance on a MM but I have for other ATs. Disruption is very costly for them and even moreso for MMs.

    It's also worth noting that Sonic is endurance intensive. But I just noticed in Mids it appears the endurance cost is the same as for the other ATs that have Sonic, so masterminds get a bargain if that's true. Normally MMs use 25% more endurance for secondary powers, so Sonic has that going for it (again, if Mids is right).

    Having said all this, I've always maintained any MM can get to 50 and do the missions they're assigned. I just think this would require more savvy on the player's part.
  21. Sometimes I forget to read enough of the subforums to find the humor only beau can deliver.

    Quote:
    No, it's an awful power. It does perhaps 60% of the -hit/-damage debuffing that any other set (which can debuff those factors) does. The -speed debuff is almost trivially small in a set which already gets the far better Distortion Field for that purpose. And it delivers its minor benefits via an end-heavy PBAoE toggle.
    Your number, 60%, is wrong. This isn't an opinion, it's a fact. I'll let you do the homework but I'll help you this much, these are the only other powers that debuff -tohit and -dmg:

    Dark Miasma.Darkest Night
    Poison.Weaken
    Traps.Seeker Drones

    That's it. You can count Rad which takes 2 powers to debuff those two attributes.

    With Darkest Night takes over 3 seconds to activate. Weaken has a to-hit check and a tiny radius. Seekers are somewhat erratic and on a fairly large recharge timer. The 2 Rad toggles will take over 4 and a half seconds to activate. With TJ, you merely need to stand near the foes.

    The -speed is certainly not wasted because DF itself is not enough to cap debuff speed. I suppose you could slot slows in it but then that's a spot that could have gone to a proc.

    That Beau thinks it's "an awful power" doesn't faze me, that's just Beau being Beau. I simply don't want people unfamiliar with Time to make the mistake of missing out on a great debuff.
  22. Deacon_NA

    I can't see

    I just want to support the OP. Lots of people seem to be saying "I don't have this problem" which could lead one to think the problem is with the OP. I too have a terrible time with the new DA missions, it's entirely too dark in them. Fortunately for me, the topography is basically the same as other maps, so I can "feel" my way around. Others may not have 6 years of memorizing maps to fall back on.
  23. Deacon_NA

    Cold Domination?

    Quote:
    Originally Posted by Little_Whorn View Post
    Wish I knew how the math works here. How does Frostwork get reduced for each pet tier, rather than providing a static buff?
    It's fairly simple actually.

    Buffed HP = Min(max HP cap, (Base HP + Σ HP bonuses + Frostworks))

    So the numbers 1445.71, 1153.24 and 862.43 represents the max HP caps for each tier of pets. Also, these numbers are all 50% higher than the base HP for each tier.

    I'm thinking a Cold Dom MM jumps to the front of the class...

    If the buff values are the same as for trollers (and they should be since Thermal and FF shields are identical to MMs), then a Cold MM with Shields + Fog + Maneuvers + 5% EoM IO would provide a smidge over 32% def to all. 2 - 6 pets (depending on recharge and diligence) with capped HP. A cherry on top of 15% f/c/e resists are buffs that should make any pet set sturdy.

    Then add the debuffs, even Snow Storm would be quite helpful to a MM to mitigate scatter, some Aid Other/ Aid Self and wow... Make it happen!!!
  24. Deacon_NA

    Cold Domination?

    Quote:
    Originally Posted by Mad Grim View Post
    The only problem I see with the port is the +health buff. It is static, not a percent, so it could wind up doubling your pets' health. Might need to be taken down a few notches. Pets with double health running around, as well as soft capped defense and ridiculous debuffs? No more force field, ever, unless you really hate the ice shields' looks.
    Just fyi, I FWd my Bots to see the results. They are:

    FW = 1044.09

    Assault Bot

    963.81 no FW
    1445.71 with FW


    Prot Bot

    768.83 no FW
    1153.24 with FW

    Drones

    574.95 no FW
    862.43 with FW

    So, very nice buff. Not exactly doubling but it is a big help. I've tended to skip FW on the other Cold Dom toons I've made for the other 3 ATs, but I'm pretty sure I'd take it for a MM.
  25. Deacon_NA

    Cold Domination?

    I'm just here to /sign this. I very much look forward to a /Cold MM.