Draeth Darkstar

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  1. Quote:
    Originally Posted by Dechs Kaison View Post
    I'd suggest Provoke to help avoid this kind of thing.
    Most of my Mastermind builds have Provoke. It does still have limits.

    Quote:
    Originally Posted by Dechs Kaison View Post
    Then I contend that you simply don't understand the benefits of extra hitpoints when coupled with other forms of mitigation. I agree that defense would provide more benefit, but again, only to a point. Max HP is certainly very useful. Don't forget the effect it plays on regeneration as well.
    Even if the MaxHP bonus stays as is, there are still three indefensibly terrible bonuses on this set, which is inexcusable, especially considering how absurdly good some of the other ATO set bonuses are.
  2. Quote:
    Originally Posted by ryu_planeswalker View Post
    welcome to masterminds and set bonuses 101.
    This is not a valid response or attitude towards an IO set which can only be slotted by Masterminds.

    There are many set bonuses that are useless to us, yes. Those set bonuses should NOT BE ON OUR ATO SET.

    There are plenty of other bonuses these could be replaced with that would be infinitely more appropriate. I suggested several myself already.
  3. Quote:
    Originally Posted by Dechs Kaison View Post
    Are you saying you never have all your henchmen alive?
    I'm saying that Max HP increases are only useful if they can ever prevent you from dying, and that I never die when all of my pets are active and I'm in Bodyguard Mode.

    If one of my Masterminds dies, it's generally in one of two scenarios:

    My pets have been wiped out and are continuing to be wiped out faster than I can get them out, during or following which, I die.

    Some stupid iTrial mechanic that uses a DoT to bypass the one-shot rule and does infinity billion damage hits me.

    In neither of those situations does 15 more health benefit me.
  4. Quote:
    Originally Posted by Energizing_Ion View Post
    I haven't read up on the MM proc but is the proc like the other procs that MMs can use? Like the +def one where you can put it in Hell on Earth and it gives the 5% def to all pets?


    I know on my one MM he has both of the +def ones and the +resist ones...*shrugs*
    Yes, sort of. It's the same type of mechanic, but is AoE Defense only.

    It's 10% standard, 15% on the Superior version.
  5. Quote:
    Originally Posted by Dechs Kaison View Post
    My only gripe with your post is that max HP is incredibly useful for Masterminds, as long as they understand bodyguard mode.
    Incredibly useful is an overstatement of epic proportions even if you give Bodyguard Mode it's absolute best-case scenario of increasing your maximum HP by 4 times, which never happens in reality.

    It's 1.88% +Max HP, which is 15.10016 health for a Mastermind at level 50.

    60.4 HP in an ideal, fantasy world scenario that never happens is... not a good set bonus.

    Quote:
    Originally Posted by MajorDecoy View Post
    I was under the impression that recharge enhancements in pet summoning powers caused pet summoning powers to recharge faster. Which, admittedly, is only useful when your pets are dying a lot, but still, not useless.
    It is true that Recharge increases the speed that the summoning power cools down with, but that doesn't make an 18.5% Recharge Enhancement to a pet power useful by any practical standard.

    If you're in a situation as a Mastermind where your pets are dying faster than you can summon them, a few seconds more uptime is not going to help you. A damage, accuracy, or even an endurance reduction for your pet power, however, would be a constant and useful benefit, and at least closer to being appropriately parallel to increasing the recharge speed of another AT's core powers.
  6. Just noticed another little point of irritation: The one potentially useful piece of the set, being the defense aura, is attached to a Recharge enhancement bonus. Whoopie. The stat that doesn't actually do anything at all for the pet it's slotted in. Great idea.
  7. The title pretty much says it all. Why is there only one remotely useful set bonus in the Mastermind ATO set (being +Recharge, which isn't even good for every Mastermind primary/secondary combo)?

    Damage set bonuses don't effect pets, which makes that utterly useless, Masterminds have the lowest base HP in the game, so a maxhp bonus is trivial, and resistance bonuses are only remotely valuable when you already have a lot of resistance to add them to, which, obviously, a Mastermind does not - not that their resistance hard caps are high enough for it to matter anyway.

    Could we get some of these changed to something relevant, like Defense, which at least gives a feasible boost to survivability when stacked, or recovery, for the end. heavy secondaries?
  8. Quote:
    Originally Posted by Texas Justice View Post
    I'm curious.

    How do you do that when Health is single-slotted?

    The OP asked what to single-slot in Health.
    You don't. Which is why the quoted text clearly indicates that it doesn't retain the original single-slot stipulation.

    It was information that I posted for the benefit of a player who clearly does not know a great deal about the Invention system, to give them some options to think about when looking at what they want for their character.

    So, kindly take your attitude and shove it.
  9. Quote:
    Originally Posted by firespray View Post
    There isn't really a 'best' thing to slot in it. It kind of depends on what you need most.

    If you need regeneration, then a regenerative tissue +regen is the best choice.
    If you need recovery, then Miracle +recovery is the best choice.
    If you need a little of both, then Numina's Convalescence +regen/recovery is best.

    Neither the regenerative tissue or the numina's are significantly better for regeneration than a single level 50 heal IO though.
    To add to that:

    For a good Regeneration value with an efficient use of slots, Numina's Unique + Numina's Heal gives a grand total of 48.96%, counting the increase to base power, which would be better than Numina's Unique + Regen Tissue Unique. For the best regeneration out of 3 slots, add the Regen Tissue on top of that.

    If you need a lot of both, you can slot Numina's Unique + Numina Heal and Miracle Unique + Miracle Heal

    This gets you 32% Regeneration and 27.5% Recovery in IO bonuses, and 79.90% Enhancement Value for the Health power assuming max level, non-boosted Heal Enhancements, putting Health at 72.16% Regeneration.

    If you're really going nuts, you can tack on Regenetative Tissue +Regen and a level 30 Health/End or Health/Rech (doesn't matter which) to get 4% Move Speed, 25% more Regeneration from that unique, and increase the Enhancement value to 95.41%, putting Health's Regeneration value at 78.62%.

    Personally, I frequently just add a single slot to Health to get the Miracle and Numina's procs both slotted, but I tend to end up with builds that benefit a lot from the Recovery (for reference, the two procs with no other slotting give you 25% Recovery, 20% Regeneration, and no enhancement on Health, leaving it at base value of 40.2%).

    Edit: Note that my numbers were taken from Mids, which appears to disagree with the game on the base value of Health, showing 40.2%, where the game shows 40.00%.

    Edit2: Actually I found what was happening in Mids... oddly enough, if you slot a Numina +Regen/Recovery into Health, the Regen value Health displays changes from 40% to 40.2%.
  10. Quote:
    Originally Posted by Blue_Centurion View Post
    Thank you. Every time I dig down there is another layer of complication. No wonder I never get tired of the game lol.
    It's not really that complicated, it's actually beautifully simple:

    The bonus is only considered the same if it says the exact same thing.
  11. Quote:
    Originally Posted by vernichterhelge View Post
    here is a simple calculation for the use of the PF Proc:
    The proc gives you 10% of your Endurance with 20% chance to proc.
    in autopowers the proc fires off all 10 sec.
    this means:
    100 end *0,1= 10 end (when it fires off)
    10 end/50= 0,2 end (it fires each 50 sec for you)
    when you only have stamina the first lvl 50 Endmod IO gives you 0,18 end/sec and the second one 0,17 end/sec
    PS is avaible from lvl 21 on so you can slot it with lvl 18 where the lvl 50 Endmod IO cant be slotted

    In the end that means the PS proc gives you more end/sec as every other IO you can slot in stamina
    Your oversized math is incomplete.

    In a passive power, the Performance Shifter proc has a 20% chance to fire every 10 seconds, granting you 10% of your maximum Endurance.

    Per second, this is (MAXEND * PROCHANCE)/PROCRATE

    For a base character, this means:

    (100 Endurance * 0.10 %End Per Proc) / (10 Seconds / 0.20 Chance to Proc)

    Simplify to:
    10 Endurance Per Proc / 1 Proc per 50 seconds

    0.20 Endurance per Second

    An L50+5 EndMod in Stamina is worth 0.222 Endurance per Second with 100 Max Endurance, which actually makes that the best single enhancement in Stamina.

    Also, most characters have more than 100 Endurance via accolades and set bonuses, so for most character's the Perf Shift proc is worth:

    110 (Max End with accolades) * 0.10 / 50 = 0.22 Endurance per Second

    If you slot any set bonuses with +max end it's even more than that.

    (Note that Max End increases proportionally increase Recovery as well, so the 50+5 EndMod is still worth more).
  12. Quote:
    Originally Posted by Alicia Jewel View Post
    @Draeth Darkstar: I'll be sure to keep this all in mind when I want to try my hand at building a decent set. Thank you so much yet again for all of this! If I can just ask one more question: If an enhancement set has two of the same bonus, do they both count toward the aforementioned "stack?"
    I'm not aware of any sets that have exactly the same bonus twice.

    The closest I can think of is a situation like Thunderstrike, which offers 2.5% Energy/Negative, 1.25% Ranged at 3 slots, and 2.5% Ranged, 1.25% Energy/Negative at 6 slots. In that situation, no, they don't count towards the same "stack" because the name does not read exactly the same. Blood Mandate has the same phenomenon with AoE/Fire/Cold and Fire/Cold/AoE defense on two different set bonuses.

    Was that the sort of thing you meant?
  13. Am I missing something? I thought we were getting a Paragon Reward option for these, but I don't see it.
  14. Every last ounce of my praise for the mighty Character Artist.

    ...
    ...

    Someone should really give her a title more befitting her awesome power.
  15. Re-Requesting Combat Auras that are the approximate shape of some of the Weapons sets so we could have things like a fiery Broadsword, et cetera.
  16. Quote:
    Originally Posted by DreadShinobi View Post
    ...Please don't get me wrong though, I think Sonic, TA, Traps, and Poison...
    I was going to go through this post and point out all the places where you either intentionally or accidentally misinterpreted and/or ignored points that I made until I read this.

    If you feel that Empathy/Pain are fine and Traps needs help, we are obviously not playing the same game, so, good day.
  17. Quote:
    Originally Posted by DreadShinobi View Post
    lolwhat? Empathy, Pain Domination, Poison and Sonic Resonance aren't "particularily good sets"? I really hope you're not serious. Now if you meant Empathy and Pain Domination are low offense sets and Poison is low survivability and sonic is basically a worse thermal then yeah they're not particularily good, but you're ignoring their strengths. Also Empathy and Pain Domination work just fine at range. Now I wouldn't say they would be the best choice for the OP cause he stated he wants a high damage ranged character, but the sets themselves aren't that bad.
    I meant exactly what I said. Empathy, Pain Domination, Poison, and Sonic Resonance are weak sets. There is no mechanical justification to choosing any of them, because each of them is eclipsed in the role that it tries to fill by at least one other support set.

    Poison is a joke compared to Cold, Dark, Radiation, Storm, Thermal, Time, Traps, and even Trick Arrow. It has mediocre debuffs with poor ranges and uptimes, a terrible heal, weak CC, and a mediocre rez power, all packaged with horrible recharges and high endurance costs.

    Empathy and Pain are two sides of the same coin. Both provide a lot of what a team doesn't need (raw healing), alongside buffs that are either low-uptime or affect a limited number of targets without any substantial upshot. Kinetics, Radiation, and Time, are better choices all around, and Dark and Cold will both provide more overall team survivability when utilizing both buffs and debuffs.

    Sonic Resonance, finally, is just indefensible. It is a terrible, terrible set. You pointed out yourself that Thermal in every possible way is a parallel but superior set, and the only thing it does remotely well (-resistance), Traps, Dark, Storm, and Cold can all do better.

    So, in summation, "lolwhat?" yourself.

    Edit: P.S. Skipping Incinerate on a Fire Dominator is in no way a bad idea. It has only marginally better DPA than Fire Blast and worse than Blaze, and is the only melee range power in the set. Even Combustion can be used from outside melee range if taken, but due to /Fire's somewhat unique position as an almost-entirely ranged Dominator secondary it's a common pick to drop as well to play with a primary that has no business being up close at all, like Earth.
  18. I'm going to concur that you probably want a Corruptor, not a Blaster.

    Corruptor Psy has the full power and range of the Defender version (read: the only powers in the set with a base range <100 are Psychic Scream at 60 and the PBAOE crash nuke) with Scourge and a better damage modifier.
    Archery also functions well as a far-ranged combatant, but the Cone AoE only has a range of 40 base.

    Dark Miasma plays optimally at long range and is a very strong support set with a myriad of control, debuffs, healing, and one decent team buff.

    Trick Arrow can be a nice thematic pair for Archery if you go that route, and avoids redraw, but isn't currently the strongest set. Beta patch notes indicate it is being actively worked on, however.

    Thermal has no reason to enter melee and is a reasonably strong team supporter with a couple good debuffs late in the game.

    Cold and Radiation can both be played primarily at range depending on your tactics and power selection, and both are extremely strong.

    Do not pick Kinetics, Storm, or Traps if you don't want to get close to anything, you will be your own worst enemy. Time, to a lesser degree, fits here as well - making the best use of your debuff aura requires you to be close.

    For completeness' sake, I would not recommend Empathy/Pain Domination, Poison, or Sonic Resonance. None of them are particularly good sets and all deliver their primary form of benefit by hanging out in melee with the rest of a team.
  19. Also gonna suggest either a Brute or one of the Scrapper secondaries that keeps the taunt in their aura (such as Shield).
  20. I'm running low on time at the moment, so just a couple quick notes to hopefully get you started and I'll check back later.

    If you want to do an IO set build for a Controller, get Mids, pick your power sets, and choose your powers in the order you think you would want to have access to them in-game.

    Look through the sets available to a given power for bonuses that you want. The most common bonuses to stack are Recharge and Defense. /Time Manipulation can get to 45% Defense (soft-capped) against EVERYTHING if you're clever about your IO build. Tip on that: Power Boost (From the Energy mastery) affects the buffs on Farsight.

    Some sets to consider, assuming you don't want purples:
    Ranged Damage: Thunderstrike (Ranged, Energy, Negative Defense), Decimation (+Recharge)
    Targetted AoE Damage: Positron's Blast (+Recharge)
    Immobilize: Trap of the Hunter (Ranged, Energy, Negative Defense), Enfeebled Operation (Recharge Time & Smashing, Lethal, Melee Defense).
    Holds: Basilisk's Gaze (Recharge Time & Ranged, Energy, Negative Defense), Lockdown (Ranged, Energy, Negative Defense, AoE, Fire, Cold Defense).
    Disorients: Stupefy (Recharge Time & Ranged, Energy, Negative Defense)

    That's all I have time to point out at the moment. I've attached my (quite expensive) Elec/Time build as well to maybe give you some ideas. Hope it helps!

    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Electric Control
    Secondary Power Set: Time Manipulation
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Primal Forces Mastery

    Hero Profile:
    Level 1: Tesla Cage
    • (A) Unbreakable Constraint - Chance for Smashing Damage
    • (3) Unbreakable Constraint - Hold/Recharge
    • (3) Unbreakable Constraint - Accuracy/Hold/Recharge
    • (5) Unbreakable Constraint - Accuracy/Recharge
    • (5) Unbreakable Constraint - Endurance/Hold
    • (7) Damage Increase IO
    Level 1: Time Crawl
    • (A) Accuracy IO
    Level 2: Chain Fences
    • (A) Gravitational Anchor - Chance for Hold
    • (7) Gravitational Anchor - Immobilize/Recharge
    • (9) Gravitational Anchor - Accuracy/Immobilize/Recharge
    • (9) Gravitational Anchor - Accuracy/Recharge
    • (11) Gravitational Anchor - Immobilize/Endurance
    • (11) Positron's Blast - Chance of Damage(Energy)
    Level 4: Temporal Mending
    • (A) Doctored Wounds - Heal/Endurance
    • (13) Doctored Wounds - Endurance/Recharge
    • (15) Doctored Wounds - Heal/Recharge
    • (15) Doctored Wounds - Heal/Endurance/Recharge
    • (17) Doctored Wounds - Heal
    Level 6: Time's Juncture
    • (A) Dark Watcher's Despair - To Hit Debuff
    • (17) Dark Watcher's Despair - Recharge/Endurance
    • (19) Dark Watcher's Despair - To Hit Debuff/Endurance
    • (19) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    • (21) Impeded Swiftness - Chance of Damage(Smashing)
    Level 8: Conductive Aura
    • (A) Efficacy Adaptor - EndMod
    • (21) Efficacy Adaptor - EndMod/Accuracy
    • (23) Efficacy Adaptor - EndMod/Accuracy/Recharge
    Level 10: Super Speed
    • (A) Celerity - +Stealth
    Level 12: Static Field
    • (A) Fortunata Hypnosis - Sleep/Recharge
    • (23) Fortunata Hypnosis - Chance for Placate
    • (25) Fortunata Hypnosis - Accuracy/Sleep/Recharge
    • (25) Fortunata Hypnosis - Accuracy/Recharge
    • (27) Fortunata Hypnosis - Sleep/Endurance
    Level 14: Hasten
    • (A) Recharge Reduction IO
    Level 16: Distortion Field
    • (A) Impeded Swiftness - Chance of Damage(Smashing)
    • (27) Lockdown - Chance for +2 Mag Hold
    • (29) Neuronic Shutdown - Chance of Damage(Psionic)
    Level 18: Paralyzing Blast
    • (A) Neuronic Shutdown - Accuracy/Recharge
    • (29) Neuronic Shutdown - Endurance/Hold
    • (31) Neuronic Shutdown - Accuracy/Endurance
    • (31) Neuronic Shutdown - Hold/Range
    • (31) Neuronic Shutdown - Accuracy/Hold/Recharge
    • (33) Neuronic Shutdown - Chance of Damage(Psionic)
    Level 20: Jolting Chain
    • (A) Devastation - Accuracy/Damage
    • (33) Devastation - Chance of Hold
    • (33) Explosive Strike - Chance for Smashing Damage
    Level 22: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (34) Luck of the Gambler - Defense
    • (34) Luck of the Gambler - Defense/Endurance
    Level 24: Boxing
    • (A) Empty
    Level 26: Synaptic Overload
    • (A) Coercive Persuasion - Confused
    • (34) Coercive Persuasion - Confused/Recharge
    • (36) Coercive Persuasion - Accuracy/Confused/Recharge
    • (36) Coercive Persuasion - Accuracy/Recharge
    • (36) Coercive Persuasion - Confused/Endurance
    • (37) Coercive Persuasion - Contagious Confusion
    Level 28: Farsight
    • (A) Luck of the Gambler - Recharge Speed
    • (37) Luck of the Gambler - Defense
    • (37) Luck of the Gambler - Defense/Endurance/Recharge
    • (39) Luck of the Gambler - Defense/Recharge
    Level 30: Tough
    • (A) Aegis - Resistance
    • (39) Aegis - Resistance/Endurance
    • (39) Aegis - Psionic/Status Resistance
    Level 32: Gremlins
    • (A) Expedient Reinforcement - Accuracy/Recharge
    • (40) Expedient Reinforcement - Accuracy/Damage
    • (40) Expedient Reinforcement - Damage/Endurance
    • (40) Expedient Reinforcement - Accuracy/Damage/Recharge
    • (42) Soulbound Allegiance - Accuracy/Damage/Recharge
    • (42) Soulbound Allegiance - Chance for Build Up
    Level 35: Slowed Response
    • (A) Achilles' Heel - Chance for Res Debuff
    • (42) Accuracy IO
    Level 38: Chrono Shift
    • (A) Doctored Wounds - Heal
    • (43) Doctored Wounds - Recharge
    • (43) Doctored Wounds - Endurance/Recharge
    • (43) Doctored Wounds - Heal/Recharge
    • (45) Doctored Wounds - Heal/Endurance/Recharge
    Level 41: Power Blast
    • (A) Decimation - Accuracy/Damage
    • (45) Decimation - Damage/Endurance
    • (45) Decimation - Damage/Recharge
    • (46) Decimation - Accuracy/Endurance/Recharge
    • (46) Decimation - Accuracy/Damage/Recharge
    Level 44: Temp Invulnerability
    • (A) Reactive Armor - Resistance
    • (46) Reactive Armor - Resistance/Endurance
    • (48) Reactive Armor - Resistance/Endurance/Recharge
    • (48) Reactive Armor - Endurance
    • (48) Steadfast Protection - Knockback Protection
    • (50) Steadfast Protection - Resistance/+Def 3%
    Level 47: Power Boost
    • (A) Recharge Reduction IO
    Level 49: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (50) Luck of the Gambler - Defense
    • (50) Luck of the Gambler - Defense/Endurance
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 0: Freedom Phalanx Reserve
    Level 50: Agility Core Paragon
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Containment
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Performance Shifter - EndMod
    • (13) Performance Shifter - Chance for +End
    ------------
    Set Bonus Totals:
    • 7% DamageBuff(Smashing)
    • 7% DamageBuff(Lethal)
    • 7% DamageBuff(Fire)
    • 7% DamageBuff(Cold)
    • 7% DamageBuff(Energy)
    • 7% DamageBuff(Negative)
    • 7% DamageBuff(Toxic)
    • 7% DamageBuff(Psionic)
    • 5.5% Defense(Smashing)
    • 5.5% Defense(Lethal)
    • 6.13% Defense(Fire)
    • 6.13% Defense(Cold)
    • 6.75% Defense(Energy)
    • 6.75% Defense(Negative)
    • 3% Defense(Psionic)
    • 6.13% Defense(Melee)
    • 8.63% Defense(Ranged)
    • 4.56% Defense(AoE)
    • 2.25% Max End
    • 2% Enhancement(Held)
    • 4% Enhancement(Confused)
    • 8% Enhancement(Heal)
    • 61% Enhancement(Accuracy)
    • 90% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 87.75 HP (8.63%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 2.5%
    • MezResist(Held) 2.5%
    • MezResist(Immobilize) 8.55%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 2.5%
    • MezResist(Terrorized) 6.9%
    • 21.5% (0.36 End/sec) Recovery
    • 58% (2.46 HP/sec) Regeneration
    • 10.08% Resistance(Fire)
    • 10.08% Resistance(Cold)
    • 3% Resistance(Psionic)
    • 10% RunSpeed
    ------------
    Set Bonuses:
    Unbreakable Constraint
    (Tesla Cage)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Gravitational Anchor
    (Chain Fences)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Doctored Wounds
    (Temporal Mending)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    Dark Watcher's Despair
    (Time's Juncture)
    • 15.26 HP (1.5%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 5% Enhancement(RechargeTime)
    Efficacy Adaptor
    (Conductive Aura)
    • 11.45 HP (1.13%) HitPoints
    • 1.5% (0.03 End/sec) Recovery
    Fortunata Hypnosis
    (Static Field)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Neuronic Shutdown
    (Paralyzing Blast)
    • MezResist(Immobilize) 2.2%
    • 15.26 HP (1.5%) HitPoints
    • 7% Enhancement(Accuracy)
    • 2% Enhancement(Held)
    • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
    Devastation
    (Jolting Chain)
    • 12% (0.51 HP/sec) Regeneration
    Luck of the Gambler
    (Maneuvers)
    • 10% (0.42 HP/sec) Regeneration
    • 11.45 HP (1.13%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Coercive Persuasion
    (Synaptic Overload)
    • 4% (0.07 End/sec) Recovery
    • 4% Enhancement(Confused)
    • 4% DamageBuff(All)
    • 10% Enhancement(RechargeTime)
    • 5% Defense(Ranged), 2.5% Defense(Energy), 2.5% Defense(Negative)
    Luck of the Gambler
    (Farsight)
    • 10% (0.42 HP/sec) Regeneration
    • 11.45 HP (1.13%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Aegis
    (Tough)
    • 5% RunSpeed
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
    • 3% Resistance(Psionic)
    Expedient Reinforcement
    (Gremlins)
    • Status Resistance 2.5%
    • 3% DamageBuff(All)
    • 6.25% Enhancement(RechargeTime)
    Soulbound Allegiance
    (Gremlins)
    • 16% (0.68 HP/sec) Regeneration
    Doctored Wounds
    (Chrono Shift)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    Decimation
    (Power Blast)
    • MezResist(Immobilize) 2.75%
    • 11.45 HP (1.13%) HitPoints
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Reactive Armor
    (Temp Invulnerability)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Steadfast Protection
    (Temp Invulnerability)
    • 1.5% (0.03 End/sec) Recovery
    • Knockback (Mag -4), Knockup (Mag -4)
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    Luck of the Gambler
    (Weave)
    • 10% (0.42 HP/sec) Regeneration
    • 11.45 HP (1.13%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed



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  21. I see. I hope this helps you get a useful foundation started for your character build then

    I will try to explain some concepts of power building that I used here, to hopefully help it make more sense to you. If you already have Mids' Hero Planner, excellent, if not, I would definitely suggest getting it; it's a free, community made utility, and just experimenting with it and using it to read over other peoples' builds on the forums for inspiration can turn a novice into a master character builder.

    There are a couple choices made in that example build that are based around the mechanics of the game.
    • It has just over 45% Smashing, Lethal, Energy, and Ranged Defense. 45% Defense is a special number, referred to as the "soft cap" - base critter chance to hit you is 50%, and can never be reduced below 5%, so when you have 45% Defense to a type of attack, you have reduced the chance to be hit by that type as much as possible, unless it has +ToHit or Accuracy buffs, or your Defense has been reduced. Smashing, Lethal, and Energy are the most common damage types in the game. The Ranged Defense came along free getting to there, but is also very helpful.
    • It has 12 points of Knockback Protection (2x Steadfast -4 KB, 1x Karma -4 KB). The vast majority of Knockbacks in PVE are magnitude <1, magnitude ~3, and magnitude ~10. If you are going to slot for Knockback protection, that means you either want 4, or 12 points. I put 12 in this build because there wasn't much else to do with the slots while keeping the sets used cheap.
    • It has exactly 5 of certain Set Bonuses, such as +5% Enhancement(Recharge Time). You can never exceed 5 copies of a Set Bonus. This is determined by its name, not its value, so, for example, +7.5% Enhancement(Recharge Time) and Luck of the Gambler: +7.5% Recharge Time do not count towards the same stack of 5 Bonuses, you can get 5 of each.
    • It has a +Stealth IO (30 ft) in Flight. The speed of Flight cannot be increased with enhancements unless you are also using Afterburner. The +Stealth IO stacks with other Stealth sources, such as Shadow Fall (35 ft) in your case, giving you 65ft Steath Radius, equivalent to being invisible to anything that doesn't have +Perception, such as Rikti Drones.
    • If you take away anything for building a Mastermind from this thread, remember this part: it has 4 Unique enhancements slotted into Hell on Earth, these are:
      1. (Pet Damage) Sovereign Right: Resistance Bonus
      2. (Pet Damage) Edict of the Master: Defense Bonus
      3. (Recharge Intensive Pet Damage) Expedient Reinforcement: Resistance Bonus
      4. (Recharge Intensive Pet Damage) Call to Arms: Defense Bonus
      These Unique enhancements give your character a passive Aura power increasing the Defense (by 5%) or Resistance (by 10%) of ANY and ALL pets under your control (Read: All your Henchmen, your Hell on Earth imps, your Dark Servant, any Temporary Power pets such as the HVAS or Warwolf Whistle, any Lore Incarnate Slot pets, and even any NPC allies who fight for you inside missions!) so long as they remain within about the same range of you as Supremacy affects.
      With all four enhancements slotted, that gives your pets +10% to all Defenses and +20% to all Resistances before any of your other powers or their passives are considered. That is a massive, titanic increase in their survival after your powers and theirs are added in. Any Mastermind build should slot the two Pet Damage Set auras, regardless of power sets. Demon Summoning (Hell on Earth), Necromancy (Soul Extraction), Thugs (Gang War), and Storm Summoning (Tornado) can all take Recharge Intensive Pet Damage Sets, and if you have one of those sets, you should absolutely slot both of those Unique IOs as well. They are extremely powerful and will make your henchmen feel significantly more durable.
    I hope very much that this all helps you to better understand the mechanical side of your characters (concept and backstory are wonderful, but this is important too! ). If you have any questions please feel free to ask them.
  22. For Stamina, slot one of the following:
    • (2 Slots) 2x Invention: Endurunce Modicication
    • (3 Slots) 1x Invention: Endurunce Modicication, Performance Shifter: Endurance Modification, Performance Shifter: Chance for +Endurance (Set Bonus: 5% Movement Speed)
    • (4 Slots) Performance Shifter: Endurance Modification, Performance Shifter: Endurance Modification/Accuracy, Performance Shifter: Endurance Modification/Recharge, Performance Shifter: Chance for +Endurance (Set Bonuses: 5% Movement Speed, 1.88% Max HP, 2.5% Recovery).

    That distribution gets you the most end/sec you can get out of each of those numbers of slots.

    If you really have nothing better to do with your slots (you should 99% of the time), you can add another Performance Shifter or two to get 2.5% Damage and 3.13% AoE/1.56% Fire/Cold Defense, respectively. You will gain a trivial amount of end/sec (1.42% Recovery) for the 5th slot (Endurance Modification/Accuracy/Recharge) assuming you're using level 50 enhancements, and none for the sixth slot (Accuracy/Recharge). It will be very rare for the best use of your slots to be getting that AoE/F/C defense bonus from Stamina.

    Note that if you have an Endurance Modification global enhancement (Musculature or Agility Alpha Incarnate slots offer this), this is all out the window.
  23. You didn't include a price range, build goals, or an APP/PPP choice, so I went with:
    Relatively cheap (the only individual pieces that will cost you much if you are smart about your marketing are the Steadfast Res/Def and the rarer Cloud Senses bits; The Perf. Shifter proc and the Pet Aura IOs can all be gotten pretty cheap if you market between the multiple-of-5 levels for them).
    Def/Recharge focused
    Mace Mastery (for Scorpion Shield)

    This should hopefully at least give you some ideas on how to put together a Mastermind IO build. You can choose to be much less durable for more utility choices, if that is your prerogative. You could also easily spent a few billion on a build like this and get a lot more performance out of it.

    In the future, you may wish to be more specific with your help requests.

    A couple notes on the build:
    • I normally wouldn't recommend doing things like six-slotting Red Fortune, but a Mastermind build is something of an unusual animal in that your primary powerset really only needs 15-20 of your slots in most cases.
    • This build is also under no circumstances what I would call super optimized, I put it together fairly quickly as an example since I don't know what you're actually aiming for.
    • I did not include any Incarnate powers, as your post indicates that you're new and I didn't want to over-complicate it for you.
    • I did include Accolades. Talk to your VG about teaching you how to get them.
    • I also do not recommend running Tough if it is your only source of s/l resist, it generally is not worth the endurance cost, and in this build is just a set mule.

    Villain Plan by Mids' Villain Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Mastermind
    Primary Power Set: Demon Summoning
    Secondary Power Set: Dark Miasma
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Summon Demonlings
    • (A) Blood Mandate - Accuracy/Damage
    • (3) Blood Mandate - Damage/Endurance
    • (3) Blood Mandate - Accuracy/Endurance
    • (5) Blood Mandate - Accuracy/Damage/Endurance
    • (5) Blood Mandate - Accuracy
    • (7) Blood Mandate - Damage
    Level 1: Twilight Grasp
    • (A) Touch of the Nictus - Healing
    • (11) Touch of the Nictus - Accuracy/Healing
    • (11) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
    • (34) Touch of the Nictus - Accuracy/Endurance/Recharge
    • (34) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
    • (37) Siphon Insight - Accuracy/Endurance/Recharge
    Level 2: Tar Patch
    • (A) Recharge Reduction IO
    • (34) Recharge Reduction IO
    Level 4: Darkest Night
    • (A) Dark Watcher's Despair - To Hit Debuff
    • (7) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    • (9) Dark Watcher's Despair - To Hit Debuff/Endurance
    • (9) Dark Watcher's Despair - Chance for Recharge Slow
    Level 6: Enchant Demon
    • (A) Endurance Reduction IO
    Level 8: Fly
    • (A) Freebird - +Stealth
    Level 10: Howling Twilight
    • (A) Recharge Reduction IO
    • (29) Recharge Reduction IO
    Level 12: Summon Demons
    • (A) Blood Mandate - Damage
    • (13) Blood Mandate - Accuracy/Damage
    • (13) Blood Mandate - Damage/Endurance
    • (15) Blood Mandate - Accuracy/Endurance
    • (15) Blood Mandate - Accuracy/Damage/Endurance
    • (21) Blood Mandate - Accuracy
    Level 14: Hover
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (37) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (40) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 16: Shadow Fall
    • (A) Aegis - Resistance
    • (17) Aegis - Resistance/Endurance
    • (17) Aegis - Resistance/Endurance/Recharge
    • (19) Gift of the Ancients - Defense/Endurance/Recharge
    • (19) Gift of the Ancients - Defense
    • (21) Gift of the Ancients - Defense/Endurance
    Level 18: Hell on Earth
    • (A) Sovereign Right - Resistance Bonus
    • (23) Edict of the Master - Defense Bonus
    • (23) Expedient Reinforcement - Resist Bonus Aura for Pets
    • (25) Call to Arms - Defense Bonus Aura for Pets
    Level 20: Fearsome Stare
    • (A) Siphon Insight - ToHit Debuff
    • (31) Siphon Insight - Accuracy/ToHit Debuff
    • (33) Siphon Insight - Accuracy/Recharge
    • (33) Siphon Insight - ToHit Debuff/Endurance/Recharge
    • (33) Siphon Insight - Accuracy/Endurance/Recharge
    Level 22: Maneuvers
    • (A) Red Fortune - Defense/Endurance
    • (25) Red Fortune - Defense/Recharge
    • (43) Red Fortune - Endurance/Recharge
    • (43) Red Fortune - Defense/Endurance/Recharge
    • (43) Red Fortune - Defense
    • (45) Red Fortune - Endurance
    Level 24: Tactics
    • (A) Adjusted Targeting - To Hit Buff
    • (45) Adjusted Targeting - To Hit Buff/Recharge
    • (45) Adjusted Targeting - To Hit Buff/Endurance/Recharge
    • (46) Adjusted Targeting - Endurance/Recharge
    • (46) Adjusted Targeting - To Hit Buff/Endurance
    Level 26: Summon Demon Prince
    • (A) Blood Mandate - Accuracy
    • (27) Blood Mandate - Accuracy/Damage
    • (27) Blood Mandate - Damage/Endurance
    • (29) Blood Mandate - Accuracy/Endurance
    • (31) Blood Mandate - Accuracy/Damage/Endurance
    • (31) Blood Mandate - Damage
    Level 28: Assault
    • (A) Endurance Reduction IO
    Level 30: Vengeance
    • (A) Karma - Knockback Protection
    Level 32: Abyssal Empowerment
    • (A) Endurance Reduction IO
    Level 35: Scorpion Shield
    • (A) Red Fortune - Defense/Endurance
    • (36) Red Fortune - Defense/Recharge
    • (36) Red Fortune - Endurance/Recharge
    • (36) Red Fortune - Defense/Endurance/Recharge
    • (37) Red Fortune - Defense
    • (46) Red Fortune - Endurance
    Level 38: Dark Servant
    • (A) Cloud Senses - ToHit Debuff
    • (39) Cloud Senses - Accuracy/ToHitDebuff
    • (39) Cloud Senses - Accuracy/Recharge
    • (39) Cloud Senses - ToHit Debuff/Endurance/Recharge
    • (40) Cloud Senses - Accuracy/Endurance/Recharge
    • (40) Cloud Senses - Chance for Negative Energy Damage
    Level 41: Boxing
    • (A) Empty
    Level 44: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (48) Steadfast Protection - Knockback Protection
    Level 47: Weave
    • (A) Red Fortune - Defense/Endurance
    • (48) Red Fortune - Defense/Recharge
    • (48) Red Fortune - Endurance/Recharge
    • (50) Red Fortune - Defense/Endurance/Recharge
    • (50) Red Fortune - Defense
    • (50) Red Fortune - Endurance
    Level 49: Power Boost
    • (A) Recharge Reduction IO
    Level 0: High Pain Threshold
    Level 0: Born In Battle
    Level 0: Marshal
    Level 0: Invader
    ------------
    Level 2: Swift
    • (A) Flight Speed IO
    Level 2: Health
    • (A) Healing IO
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Performance Shifter - EndMod
    • (42) Performance Shifter - EndMod/Recharge
    • (42) Performance Shifter - EndMod/Accuracy
    • (42) Performance Shifter - Chance for +End
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 1: Supremacy
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 8% DamageBuff(Smashing)
    • 8% DamageBuff(Lethal)
    • 8% DamageBuff(Fire)
    • 8% DamageBuff(Cold)
    • 8% DamageBuff(Energy)
    • 8% DamageBuff(Negative)
    • 8% DamageBuff(Toxic)
    • 8% DamageBuff(Psionic)
    • 10% Defense
    • 6.75% Defense(Smashing)
    • 6.75% Defense(Lethal)
    • 18.31% Defense(Fire)
    • 18.31% Defense(Cold)
    • 14.88% Defense(Energy)
    • 14.88% Defense(Negative)
    • 3% Defense(Psionic)
    • 4.88% Defense(Melee)
    • 26.75% Defense(Ranged)
    • 20.5% Defense(AoE)
    • 4.5% Max End
    • 27% Enhancement(Accuracy)
    • 5% Enhancement(Heal)
    • 31.25% Enhancement(RechargeTime)
    • 14% FlySpeed
    • 42.17 HP (5.25%) HitPoints
    • 14% JumpHeight
    • 14% JumpSpeed
    • Knockback (Mag -12)
    • Knockup (Mag -12)
    • MezResist(Confused) 2.5%
    • MezResist(Held) 2.5%
    • MezResist(Immobilize) 9.1%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 7.45%
    • MezResist(Terrorized) 2.5%
    • 13% (0.22 End/sec) Recovery
    • 20% Resistance(Smashing)
    • 20% Resistance(Lethal)
    • 26.28% Resistance(Fire)
    • 23.78% Resistance(Cold)
    • 21.26% Resistance(Energy)
    • 21.26% Resistance(Negative)
    • 20% Resistance(Toxic)
    • 20% Resistance(Psionic)
    • 19% RunSpeed
    • 2% XPDebtProtection
    ------------
    Set Bonuses:
    Blood Mandate
    (Summon Demonlings)
    • 1.5% (0.03 End/sec) Recovery
    • 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
    • MezResist(Stun) 1.65%
    • 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Touch of the Nictus
    (Twilight Grasp)
    • 15.06 HP (1.88%) HitPoints
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(Heal)
    • 2.25% Max End
    Dark Watcher's Despair
    (Darkest Night)
    • 12.05 HP (1.5%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 5% Enhancement(RechargeTime)
    Blood Mandate
    (Summon Demons)
    • 1.5% (0.03 End/sec) Recovery
    • 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
    • MezResist(Stun) 1.65%
    • 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Blessing of the Zephyr
    (Hover)
    • 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
    • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
    • Knockback (Mag -4), Knockup (Mag -4)
    Aegis
    (Shadow Fall)
    • 5% RunSpeed
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
    Gift of the Ancients
    (Shadow Fall)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Resistance(Fire)
    Sovereign Right
    (Hell on Earth)
    • 10% Resistance(All)
    Edict of the Master
    (Hell on Earth)
    • 5% Defense
    Expedient Reinforcement
    (Hell on Earth)
    • 10% Resistance(All)
    Call to Arms
    (Hell on Earth)
    • 5% Defense
    Siphon Insight
    (Fearsome Stare)
    • 4% JumpSpeed, 4% JumpHeight, 4% FlySpeed, 4% RunSpeed
    • 2% XPDebtProtection
    • 9% Enhancement(Accuracy)
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Red Fortune
    (Maneuvers)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
    Adjusted Targeting
    (Tactics)
    • 2% DamageBuff(All)
    • 1.26% Resistance(Energy,Negative)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Blood Mandate
    (Summon Demon Prince)
    • 1.5% (0.03 End/sec) Recovery
    • 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
    • MezResist(Stun) 1.65%
    • 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Karma
    (Vengeance)
    • Knockback (Mag -4), Knockup (Mag -4)
    Red Fortune
    (Scorpion Shield)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
    Cloud Senses
    (Dark Servant)
    • Status Resistance 2.5%
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Steadfast Protection
    (Tough)
    • 1.5% (0.03 End/sec) Recovery
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    • Knockback (Mag -4), Knockup (Mag -4)
    Red Fortune
    (Weave)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 15.06 HP (1.88%) HitPoints
    • 2.5% (0.04 End/sec) Recovery



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  24. It may be worth noting for you that Shield Defense is considerably stronger on a Scrapper than a Brute, which is why you will find more /Shield builds for Scrappers (and Fire/Shield is something of an FotY for Scrappers).
  25. Quote:
    Originally Posted by Nihilii View Post
    So should you. Whether this is efficient or not is irrelevant; people aren't efficient. Herding has never been efficient for that matter, but the amount of player knowledge back then was even lower than it is right now, including many of the people who like to think they've got it all figured out now (and many of these people will have too much internet pride to admit they were wrong about herding before).

    So people would do it again, with the scenarios pointed out above. Yes, we get that you only care about yourself and your own scenario would be "solo dude with buffer". Now, even if you completely lack any empathy, surely you can be intelligent enough to understand other people are not you, and ignoring their concerns because you don't share them isn't going to convince even a toddler.
    Uh, actually...

    Back in Issue 0 herding was the most efficient way to generate experience because powers didn't have target caps, meaning after 5 minutes of waiting a group could demolish every mob in a zone in a matter of seconds with a couple Blasters using BU+Aim+T9 Nuke slotted for 1Acc 5 Dam (no ED either, whoo)... so I have no idea where you got this argument from.