Endless Waltz

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  1. @The 1 Endless Waltz

    The Killer Savage Olde Dusk-Eye

    Your Mutant Super Reflexes/Ice Melee/Levaithan Mastery Villain Tanker
  2. Quote:
    Originally Posted by Kathari View Post
    Endless Waltz, I was looking at your build. It seems like you put a lot of thought into it, and you claim to have experience with Ice/Kin and Fire/TA. I just can't wrap my head around a couple of things in your power choices and slotting.

    Your build has almost zero defense or resistance. You did not take Charged Armor, but you did take Surge of Power (i.e. with the crash). You did not take Arctic Air, which while End heavy is great mitigation against Melee damage. But you somehow found room in your build for Flurry. Your regen is at about 300% (impressive) and you have Aid Self. But are you going to be able to use Aid Self without defense? You skipped Frostbite which is an Immob, but took Shiver which is -movespeed and -recharge.

    Your recharge is 72.5% without haste. Which I think could be a lot higher since you did not slot for defense at all.

    I just don't understand the "mitigation" of this build, unless you are simply relying on your control powers hitting 100% of the time and never getting surprise attacked, flanked, etc.
    Quote:
    Originally Posted by newchemicals View Post
    Ouch.

    Flurry is just a slot mule.
    Surge of power is made marginal after Destiny Barrier.
    Frostbite > Chillblain
    Aid Other + Aid self - just use greens.
    Lack of leadership is criminal.
    Arctic Air > Shiver - Arctic Air is up all the time. Shiver takes up valuable time while AA you just need to move in range. That alone gives you more time to do other good things.

    Edit: Most of the builds here lack leadership. That really makes me sad. The bonuses are up 100% of the time*
    *while others are correctly in range. Not for scrapperlock who is on the far side of the map soloing.
    Kathari

    As I stated I have some eccentric game theory, and since nearly everyone else pressed for defense I decided to do something different. Also one of my first toons on account was a Dark Melee/Super Reflexes Scrapper which taught me a couple of things.
    1) That Total Focus I'm really hoping to dodge... I'll still catch it in the face and get KO'd...
    2) Dark Melee was really front loaded going from 16 to 26 to get Soul Drain was a long painful road.

    Also Arbiter Hawk didn't state that this build was supposed to run at +4/x8 No Boss/AV or anything like that. I've never played on such a highly tuned build like this. I generally find common 50s sufficient for my personal playstyle. I find that the RNG hates me. However, that doesn't mean I don't entertain the idea of having bank ... but rarely ever builds -this- expensive.

    I didn't take Charged Armor due to nigh-impossibility of general Hardcapping. With the Bonuses asked for, I figured my best bet would be with Surge of Power. Just like art, builds are rarely ever complete just given up on. ;p With Surge's crash, I would think a possibly disorienting Power Sink would help deaden the blow. Come to think of it, Power Sink also helps if Hasten's crash occurs at inopportune time. At any rate, if I were playing this, I wouldn't be constantly using Surge at any time available. It designed as my new "UH OH!" Button, enabling me to aggressively use Glacier. Without Hasten, Surge comes back in under 8 minutes. With a possible PermaHasten, it would come back in around 5. ...I think.

    Flurry was an artifact leftover from an earlier iteration of the build fitting in Burnout. Opted for Spring Attack instead, an interesting tool, and as newchemicals said. Flurry ultimately became a whimsical slot mule. My builds genreally have some inefficiency in them to make it fun as this is all still a game. Among the very best I've ever played period, yet a game still.

    With a main focus on Soloing/Small Teams, that means me to mostly Missioning opposed to focusing on TFsand i/Trials. Aid Self has only a 1 second interrupt window, I utilize breaking line of sight; going around corners, into side rooms, ducking around columns, and more to get that second. Also it can be, and several of my friends do this, used for the Disorient Resistance just before a fight against NPCs heavy with Stuns. Such as Tsoo, Crey, and Malta. For Malta, I hope that Jack will keep them distracted, along with whatever mez I managed to already lay down.

    Since I don't mindlessly take Clown-cil missions relentlessly, I find the Enemy Groups hardest to use Aid Self with are Clown-cil, Family, Nemesis, Caltrops of Artemis, and Circle of Thorns when they focus on thier Fire Demons. Thanks to the high amount of DOTs.

    There's a large problem with Frostbite, it is highly inaccurate, fairly end heavy, AND completely shuts-off Ice Slick. As I said there are 2 general modes of Ice Control; either you focus on Ice Slick or ignore it. Soloing, Ice Slick solves probably about 90% problems with NPCs, the other 9 can be held. The last 1 will call for a team. Shiver I got as part whimsy and part "Nutz! The empath grabbed too much aggro." when I popped Surge and hopefully with the crash looming. Not caring about the nutstomp I'm about to get. Because quite frankly I couldn't care less about debt.

    Ever since the Devs put a cap on Debt, it became a joke as a 'punishment.' Prior to Patrol XP I used to farm and maintain the cap so I run through the Story Arcs having the full Relationships with the Contacts. Nowadays, with my Altitis and being ableto turn off XP, the current state of Debt has been upgraded to "Laughing Stock." Since -if- you logout with debt, whatever Patrol XP you gain gets rid of it. Besides "Debt happens." It builds character and earns you and teammates badges. There's a reason why there are Awakens and various Rezzes.

    That +72% Recharge without the use of of any Gamble Globals is quite expensive in Enhancement Slots. The vast majority of them are 5 Slots, none are fewer than 4. However, Tanks when trying this route do get an advantage in the 4 Slot 5% Bonus from the Taunt Set Perfect Zinger. ...Too bad Willpower broke Taunt Auras preventing Set slotting. Also thanks to the nature of Set IOs from the slotting all powers have an average of about around 70% Recharge BEFORE Hasten and the Set Bonuses. Personally I'm more concerned about having enough END and Recovery to properly utilize the effective constant 160% Recharge across the board and keep firing off powers in that desired Rapid-fire Succession.

    Once again I dont anticipate this build to run +4/x8 NO Boss/AVs, but I could expect it to +2/x5 against any standard mission without Incarnating as soon as 41 with getting Ball Lightning to reliably light Oil Slick Arrow.

    Yes, as a controller, I do belive my primary mitigation should come from my mez. Whatever form it may be. Whether it be Fire's "stickiness," Earth's generally unenhancable -DEF, Elec's sapping, Illusion's Phantom Army, Dark's "-ACC," Plant's Seeds of Confusion, or whatever else. With my assumption that everything will eventually be purchasable from the Paragon Market; this could almost work as a Leveling Build as well ... if for some insane reason someone wanted to spend suspected hundreds of real American dollars on this toon at current rates.


    Aside from the prospect of Attuned Enhancements, again thanks to Slotting and Set Bonuses Glacier at a Base 60% has 127% chance to hit. Hell, Brawl has a 120% and all it has is a common damage slotted. Against NPCs with no +DEF powers I basically miss only when I "roll a 1" thanks to the RNG and any enforced Streakbreakers. On top of -all- that there's Acid Arrow with a respectable -23.3% DEF. No matter what accept the FACT that at same time you will miss and it will probably hurt when you do. Fortunately Ice Slick does not have an ACC Check.



    newchemical

    The only Incarnate I considered into the equation was Alpha due to interaction with enhancements, powers, pets, etc. Thanks to the grindy nature of Incarnating, and the ability of having any one ability to beckon, with Arbiter Hawk nonexplicit request or perhaps ignorance of it. The only way that -any- of the Incarnate Abilities work at all is to be a current VIP. Without Incarnates, Premium accounts can consider the build as well. A reality I'm not willing to ignore with the current Hybrized Model, despite the high threshold of IOs working without the 30 day liscence. Well, I partially squee at the prospect that the Hybrid Slot could generate enough Magnitude for a CONTROLLER to PERMAHOLD an AV even with the Purple Triangles of Doom up. /e plots

    As I earlier stated Frostbite is virtually useless in this build thanks to its near total incompatibility with Ice Slick. At Arbiter Hawks request to condider Small Teams is the reason why I took Aid Other, the average Kin can't heal outside of combat to top off before the next wave, and with some tactics, luck, and only a 1 second interrupt some emergency healing mid-combat. As /Trick Arrow my "job" is to debuff. Controller numbers for Leadership aren't the best and most of my Recovery is dependant upon IOs through Bonuses and Globals, I decided to get Assault due to it not needing additionally slots to work for the team and provide extra damage while soloing. I never consider the concept of the "Superteam." Arctic Air is also generally incompatible with Ice Slick and costs way too much end for an almost self-defeating 30% Confuse, but at least it doesn't have an ACC Check.

    Yeesh 2 multi-hour essays in 2 days, and I -hate- writing. All it took was COH. ;p
  3. Hey all! The new Build Challenge is to create an Ice Control/Trick Arrow build optimized for solo/small-team play. An additional rule this time around is – you have to include your top 2 favorite IO tricks for making builds! For example, my favorite tricks are six-slotting Tactics with Gaussian’s for the combination of defense bonus and team utility, and putting Celerity: Stealth Radius in one of my prestige sprints so that I can choose whether or not to be transparent when using my travel power.

    That said, there are no restrictions on what IOs you can use for this build! Converters mean that the sky’s the limit. The only rule is that the build must contain Oil Slick Arrow – I just can’t live without it. I would suggest that you optimize for mitigation up to the point you feel the build is safe and sustainable while soloing, then for recharge time, then for any other stat you feel is important, but feel free not to follow those suggestions if you believe you can build a better Ice/TA build for “solo/small-team play”. The winner of this competition will receive a Rulu-Shin costume code as a prize! Thanks, and good luck!

    -Arbiter Hawk


    CHALLENGE ... ... ACCEPTED!!!

    I have a 50 Ice/Kin Troller and had a Fire/TA Troller that survived to SecLev 28 before all of the constant redraw drove me insane. Despite whatever affirmations BABs said that redraw was a nonfactor in attack chains.
    Fair warning, I have some ... eccentric game theory.

    Ice Control is an unusual creature as Control Sets go. Having a unique ability grab aggro due to enemy AIs -hate- for slows and recharge debuff, generally. Ice has 2 modes, with/out Ice Slick. Frostbite is highly incompatible with Ice Slick, as is Arctic Air. Arctic Air is much too end heavy, and since it has a -62.5% recharge, seems rather self defeating for a short duration Confuse. Shiver will more likely kill you than help for most levels. Glacier is a fantastic "Uh-Oh" Button... if it hits. Fortunately with all of the side-effect ACC Bonuses from going for +10% Recharge Bonuses it shouldn't miss ...much. Poor Jack Frost for most of the game meant li'l more than a spped bump to hopefully eat that Total Focus that would have floored you. While Ice Slick is not a panacea, it does solve most problems. Whatever can still try to kill you, will be dealt with by your 2 ST Holds and 2 ST Immobs. If you have only 2 aggressive targets focus on one with Entangling Arrow to proc Containment on Block of Ice, which is spammed for damage. The other problem gets Ice Arrow for Chillblain's Containment, which is spammed, and keep Ice Arrow's hold up as needed.

    Since Trick Arrow has no team shield, I decided to forgo defense. Leaving Flash Arrow in a lurch in it's poorly strengthed ToHit debuff, the poor enchancement schedule for ToHit debuffs, and itself needing an ACC check. Since what most of Glue Arrow does is in all of Ice, why go with further redundancy. With recent changes to it, Poison Gas Arrow should be a gem. I like the -DAM it has, it's hyper accuracy, and the fact that I can put Call of the Sandman's Proc into it. Of course I grab Acid Arrow, Disruption Arrow, and [per requirment, but why could I possibly not want] Oil Slick Arrow. BUT did not grab the EMP Arrow, as I like to only have 1 crash in a build. One thing I never understood is how shooting -this- arrow is so taxing upon you. The only "logical" answer is that it's an effective clone of EMP Pulse, but as a nonPBAOE.

    SIDE NOTE: With the large amount of temp powers as grenades, mirroring several TA powers. I would like to suggest a reskinning of Trick Arrow into "Trick Grenade" shooting the powers out of a BFG/Vulcan/Mini-Gun/Legacy AR "Everygun"/etc with no mechanical readjustment as per normal for Weapon Customization.

    As Arbiter Hawk said he wanted a focus on mitigation, recharge, then builder's choice. I found that splitting up my Superior ATOs into 2 powers gaining the 3 Slot Bonus twice a great help on that front. Since what I had a lot in mez, supported by the ATOs, that I could shoot for greater bonuses was Hold, the "King of Mez," I went a little crazy. Gladiator's Net 2 Slot is a 2.5% Hold, quite nice, combine with Lockdown's same 3 Slot Bonus, and +2 Mag Proc... targets should be well... Locked Down. There's the Perma Ice Slick, and -DAM from Poison Gas Arrow, so I feel resonably safe. But since mitigation isn't only defined as mez, or defense. I went with Resistance, fortunately Resist is also antiresist debuff built in, Surge of Power and the Purple Bonuses let me Hardcap, for a Troller, all damage but Psi and Negative, not Perma but a nice reserve "OH SNAP!" Button.

    SIDE NOTE: While IOs throw various +DEF out like candy I do find it annoyingly nigh-impossible to Hardcap compared to the ease of Softcapping. I'm not even talking about PermaHardcap, just Hardcap period, to -all- damage types. Even with the different limits based on Archetype.

    Recharge, if you go for this you gotta have Hasten. People love Defense for another reason... the Gambler Global. Since I didn't want +DEF I had to find another route for extra Recharge. Fortunately Purples and PVPs are -full- of it at the 5 Slot Bonus. I managed to match Hasten's +Recharge with the IO Bonuses. Combine that with 2 common +5 50s in Hasten and an Alpha Very Rare that works on Recharge should net you the Sacred Holy Grail of PermaHasten. But what good is all that if one debuff derails the whole thing? Part of everyone's obsession with Defense. Well that's where Winter's Gift Global comes in. Won't stop it, but should slow it down. ...IRONY!

    Now we're up to Builder's Choice in IOs. With what little slot space I had left from chasing Recharge, and +Hold Duration. I chased after Recovery and Regenration, already claiming large amounts of +ACC & +DAM. Fortunately with the high amount of Purple and PVP Sets the Bonuses are virtually always in effect make my iteration of the challenge for friendly to the idea of exemplaring. Even all the way down to "Death From Below" and New Positron Part 1.

    Naturally people gravitated to Acid and Oil Slick Arrow's to slot the Achilles' Heel, but I went one further and put Fury o/t Glad's:
    -Res into Spring Attack. With a best case scenario of -70% Resist before the Achilles' in Oil has a chancde to get down to -90. Which could be lit by Ball Lightning, and/or most of the Mu Guardian's powers. In pursuit of PermaHasten I mistakenly took Flurry giving it Hecatomb to punish the victims of my Glacier. I could have taken out Flurry replacing it with Jump Kick, but that seemed entirely too silly. I did realize that some Taunts from Presence could give me even more recharge. With this build those would be empty slots altogether not reasonably able to take on whatever aggro it didnt already have. Of course I could have moved those slots from Flurry to Brawl but those kinds of shenanigans are right out of the question.

    "End Level" Attack Chain: Ice Slick -> Glacier -> Disruption Arrow -> Acid Arrow -> [chemically non-working] Spring Attack ->
    Oil Slick Arrow -> Ball Lightning -> /e evillaugh ... or something along that line.

    With respect that Arbiter Hawk wanted this to be a Solo/Small Team Build (I'm thinking 4 or less). I got Assault [YAY! MOAR DAM!] , Aid Other [can't depend on there being a healbot] and Aid Self [can't rely on -MEZ, or breakfrees. +makes Malta grenades "bearable."] The Mu Guardian's slight heal could be an asset when a rogue AV would wander up. As well as occassionally Built-Up maybe Disorienting pure Energy attacks. ...Oh and Power Sink is there to help lessen Surge Of Power's crash if the problem still standing, even though you have to pop a CAB. I don't get the end cost to click Power Sink and others either... *shrugs* Or why the crash is -100% instead of -100 making the +Max End [such as from Portal Jockey and Atlas Medallion Accolades] work better leaving us just enough END left to use Power Sink with proper slotting.

    AND!!! ... my build tricks, I think they qualify:
    1) Going for strong x3 Bonuses with powers the have multiple aspects.
    2) Slotting "Energy Manipulator's: Chance to Disorient" into the Mu pet.

    SO ... a needle pulling thread. *ducks* Arbiter Hawk here's the Mids for the build. The rightly beloved Oil Slick Arrow taken ASAP and w/o permahasten has a recharge of 54.35s ...I did entertain the idea of taking Burnout to shoot off a 2nd Oil Slick Arrow to have the first one light it. Didn't feel like paying the cost of losing 25 Max End for a minute, especially with no EMP Arrow. However an entertaining thought...-2000% Regen. Too bad I can't do anything about the duration... or magnitude.

    Hero Plan by Mids' Hero Designer 1.954
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Arbiter Hawk Challenge: Level 50 Magic Controller *Note: Does not have to be magic.
    Primary Power Set: Ice Control
    Secondary Power Set: Trick Arrow
    Power Pool: Medicine
    Power Pool: Leadership
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Mu Mastery
    Hero Profile:


    Level 1: Block of Ice
    • (A) Gladiator's Net - Recharge/Hold
    • (15) Gladiator's Net - Endurance/Recharge/Hold
    • (15) Devastation - Damage/Endurance
    • (19) Devastation - Damage/Recharge
    Level 1: Entangling Arrow
    • (A) Gravitational Anchor - Immobilize
    • (7) Gravitational Anchor - Immobilize/Recharge
    • (7) Gravitational Anchor - Accuracy/Immobilize/Recharge
    • (9) Gravitational Anchor - Immobilize/Endurance
    • (9) Gravitational Anchor - Chance for Hold
    Level 2: Chilblain
    • (A) Apocalypse - Damage
    • (3) Apocalypse - Damage/Recharge
    • (3) Apocalypse - Accuracy/Damage/Recharge
    • (5) Apocalypse - Damage/Endurance
    • (5) Apocalypse - Chance of Damage(Negative)
    Level 4: Aid Other
    • (A) Panacea - +Hit Points/Endurance
    • (21) Panacea - Heal
    • (21) Panacea - Heal/Endurance
    • (23) Panacea - Hea/Recharge
    • (23) Panacea - Heal/Endurance/Recharge
    Level 6: Assault
    • (A) Endurance Reduction IO
    Level 8: Combat Jumping
    • (A) Shield Wall - Defense
    • (42) Shield Wall - +Res (Teleportation), +3% Res (All)
    Level 10: Ice Arrow
    • (A) Gladiator's Net - Recharge/Hold
    • (11) Gladiator's Net - Chance of Damage(Lethal)
    • (11) Lockdown - Endurance/Recharge/Hold
    • (13) Lockdown - Accuracy/Endurance/Recharge/Hold
    • (13) Lockdown - Chance for +2 Mag Hold
    Level 12: Ice Slick
    • (A) Recharge Reduction IO
    • (42) Recharge Reduction IO
    Level 14: Aid Self
    • (A) Panacea - Heal/Endurance
    • (34) Panacea - Endurance/Recharge
    • (37) Panacea - Hea/Recharge
    • (39) Panacea - Heal/Endurance/Recharge
    • (39) Panacea - Heal
    Level 16: Poison Gas Arrow
    • (A) Superior Will of the Controller - Endurance/Recharge
    • (17) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance
    • (17) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance/Recharge
    • (19) Call of the Sandman - Chance of Heal Self
    Level 18: Hasten
    • (A) Recharge Reduction IO
    • (40) Recharge Reduction IO
    Level 20: Acid Arrow
    • (A) Achilles' Heel - Chance for Res Debuff
    • (45) Achilles' Heel - Defense Debuff/Recharge
    • (45) Javelin Volley - Chance of Damage(Lethal)
    • (45) Javelin Volley - Damage/Recharge
    • (46) Javelin Volley - Damage/Endurance/Recharge
    Level 22: Super Jump
    • (A) Winter's Gift - Slow Resistance (20%)
    Level 24: Flurry
    • (A) Hecatomb - Damage
    • (25) Hecatomb - Damage/Recharge
    • (25) Hecatomb - Accuracy/Damage/Recharge
    • (31) Hecatomb - Damage/Endurance
    • (31) Hecatomb - Chance of Damage(Negative)
    Level 26: Glacier
    • (A) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized
    • (27) Superior Will of the Controller - Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Recharge
    • (27) Superior Will of the Controller - Recharge/Chance for Psionic Damage
    • (29) Lockdown - Endurance/Recharge/Hold
    • (29) Lockdown - Accuracy/Endurance/Recharge/Hold
    • (31) Lockdown - Chance for +2 Mag Hold
    Level 28: Disruption Arrow
    • (A) Endurance Reduction IO
    Level 30: Spring Attack
    • (A) Armageddon - Damage
    • (33) Armageddon - Damage/Recharge
    • (33) Armageddon - Accuracy/Damage/Recharge
    • (33) Armageddon - Damage/Endurance
    • (34) Armageddon - Chance for Fire Damage
    • (34) Fury of the Gladiator - Chance for Res Debuff
    Level 32: Jack Frost
    • (A) Call to Arms - Accuracy/Damage
    • (39) Call to Arms - Damage/Endurance
    • (40) Call to Arms - Accuracy/Damage/Recharge
    • (40) Call to Arms - Endurance/Damage/Recharge
    Level 35: Oil Slick Arrow
    • (A) Ragnarok - Damage
    • (36) Ragnarok - Damage/Recharge
    • (36) Ragnarok - Accuracy/Damage/Recharge
    • (36) Ragnarok - Accuracy/Recharge
    • (37) Ragnarok - Damage/Endurance
    • (37) Achilles' Heel - Chance for Res Debuff
    Level 38: Power Sink
    • (A) Energy Manipulator - Chance to Stun
    • (43) Energy Manipulator - EndMod/Recharge
    Level 41: Ball Lightning
    • (A) Javelin Volley - Damage/Recharge
    • (50) Javelin Volley - Damage/Endurance/Recharge
    • (50) Javelin Volley - Accuracy/Damage/End/Rech
    Level 44: Summon Guardian
    • (A) Energy Manipulator - Chance to Stun
    • (46) Energy Manipulator - EndMod
    • (46) Soulbound Allegiance - Damage
    • (48) Soulbound Allegiance - Damage/Endurance
    • (50) Soulbound Allegiance - Chance for Build Up
    Level 47: Surge of Power
    • (A) Gladiator's Armor - Resistance
    • (48) Gladiator's Armor - Resistance/Rech/End
    • (48) Gladiator's Armor - Recharge/Resist
    Level 49: Shiver
    • (A) Pacing of the Turtle - Chance of -Recharge
    Level 50: Agility Core Paragon
    ------------


    Level 1: Brawl
    • (A) Damage Increase IO
    Level 1: Containment


    Level 1: Sprint
    • (A) Empty
    Level 2: Swift
    • (A) Flight Speed IO
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (42) Numina's Convalescence - Heal
    • (43) Miracle - +Recovery
    • (43) Miracle - Heal
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Endurance Modification IO
    Level 2: Rest
    • (A) Interrupt Reduction IO
    Level 4: Ninja Run
    ------------


    Set Bonus Totals:
    • 19.5% DamageBuff(Smashing)
    • 19.5% DamageBuff(Lethal)
    • 19.5% DamageBuff(Fire)
    • 19.5% DamageBuff(Cold)
    • 19.5% DamageBuff(Energy)
    • 19.5% DamageBuff(Negative)
    • 19.5% DamageBuff(Toxic)
    • 19.5% DamageBuff(Psionic)
    • 8% Enhancement(Confused)
    • 8% Enhancement(Stun)
    • 8.8% Enhancement(Terrorized)
    • 16% Enhancement(Immobilize)
    • 16% Enhancement(Sleep)
    • 18% Enhancement(Held)
    • 60% Enhancement(Accuracy)
    • 71.25% Enhancement(RechargeTime)
    • 106.8 HP (10.5%) HitPoints
    • Knockback (Mag -3)
    • Knockup (Mag -3)
    • 35.5% (0.59 End/sec) Recovery
    • 106% (4.49 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 3% Resistance(Smashing)
    • 13.08% Resistance(Fire)
    • 13.08% Resistance(Cold)
    • 3% Resistance(Energy)
    • 3% Resistance(Negative)
    • 3% Resistance(Toxic)
    • 3% Resistance(Psionic)
    • 3% Resistance(Lethal)
    ------------
    Set Bonuses:
    Gladiator's Net


    (Block of Ice)
    • 2.5% Enhancement(Held)
    Devastation


    (Block of Ice)
    • 12% (0.51 HP/sec) Regeneration
    Gravitational Anchor


    (Entangling Arrow)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Apocalypse


    (Chilblain)
    • 16% (0.68 HP/sec) Regeneration
    • 30.52 HP (3%) HitPoints
    • 4% DamageBuff(All)
    • 10% Enhancement(RechargeTime)
    Panacea


    (Aid Other)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Smashing,Lethal)
    • 10% (0.42 HP/sec) Regeneration
    • MezResist(Repel) 1000% (10% chance)
    Shield Wall


    (Combat Jumping)
    • 10% (0.42 HP/sec) Regeneration
    • 3% Resistance(Lethal), 3% Resistance(Smashing), 3% Resistance(Fire), 3% Resistance(Cold), 3% Resistance(Energy), 3% Resistance(Negative), 3% Resistance(Psionic), 3% Resistance(Toxic)
    Gladiator's Net


    (Ice Arrow)
    • 2.5% Enhancement(Held)
    Lockdown


    (Ice Arrow)
    • 3% DamageBuff(All)
    • 2.5% Enhancement(Held)
    Panacea


    (Aid Self)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Smashing,Lethal)
    • 10% (0.42 HP/sec) Regeneration
    • MezResist(Repel) 1000% (10% chance)
    Superior Will of the Controller


    (Poison Gas Arrow)
    • 4% DamageBuff(All)
    • 8% Enhancement(Immobilize), 8% Enhancement(Sleep), 4.4% Enhancement(Terrorized), 4% Enhancement(Confused), 4% Enhancement(Held), 4% Enhancement(Stun)
    Achilles' Heel


    (Acid Arrow)
    • 1.5% DamageBuff(All)
    Javelin Volley


    (Acid Arrow)
    • 2% (0.03 End/sec) Recovery
    • 7.5% Enhancement(Range)
    Winter's Gift


    (Super Jump)
    • 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
    Hecatomb


    (Flurry)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Superior Will of the Controller


    (Glacier)
    • 4% DamageBuff(All)
    • 8% Enhancement(Immobilize), 8% Enhancement(Sleep), 4.4% Enhancement(Terrorized), 4% Enhancement(Confused), 4% Enhancement(Held), 4% Enhancement(Stun)
    Lockdown


    (Glacier)
    • 3% DamageBuff(All)
    • 2.5% Enhancement(Held)
    Armageddon


    (Spring Attack)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Call to Arms


    (Jack Frost)
    • 2.5% (0.04 End/sec) Recovery
    • 15.26 HP (1.5%) HitPoints
    • 6.25% Enhancement(RechargeTime)
    Ragnarok


    (Oil Slick Arrow)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Energy Manipulator


    (Power Sink)
    • 1.5% (0.03 End/sec) Recovery
    Javelin Volley


    (Ball Lightning)
    • 2% (0.03 End/sec) Recovery
    • 7.5% Enhancement(Range)
    Energy Manipulator


    (Summon Guardian)
    • 1.5% (0.03 End/sec) Recovery
    Soulbound Allegiance


    (Summon Guardian)
    • 16% (0.68 HP/sec) Regeneration
    • 30.52 HP (3%) HitPoints
    Gladiator's Armor


    (Surge of Power)
    • 2.5% (0.04 End/sec) Recovery
    • 2.25% Max End
    Numina's Convalescence


    (Health)
    • 12% (0.51 HP/sec) Regeneration
    Miracle


    (Health)
    • 2.5% (0.04 End/sec) Recovery
    Code:
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    |-------------------------------------------------------------------|



    P.S. : Incarnates -- Since they weren't explicitly requested I'll leave that largely up to your personal tastes Arbiter Hawk. However I would think that Agility would do a fair amount of heavy lifting for this build, as is. Possibly Spiritual if it interacts with the Disorient Proc, can't recall if it does... However, mental math suggests that this -could- PermaHOLD any target that's possible with the introduction of the Hybrid Control Tree.

    P.P.S. : *hopes he doesn't sound remotely near the @$$ as he thinks from reading the "essay."* This was all just the musings and grousings from the mind of a player whose personal account is over 6 years old and was borrowing character slots of friends accounts since Issue 0, until I could get a computer that could handle the game . My first 50 is an Earth/Rad Troller that I -still- actively play. ;p
  4. Shadowhunter: "Wait I'm dead on Primal as well? Hmm, I wonder if this is my funeral pyre."

    If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest.
  5. Quote:
    Originally Posted by Ironik View Post
    Why even be adjunct? Just join him up, already.
    Could just be due to politics, BABs would care about doing things right, but not necessarily through all of the endless "committee-ing." Unlike Manticore, who would do things "at any cost." BABs would prolly say just agree to end a stalemate so real work can get started.

    TANGENT!!!

    With Street Justice to be released, I've had an epiphany. Whether or not BABs bite's it in the upcoming Signature Arc's. I would suggest that BABs gets a retcon into a more truer representation of his perceived abilities. I move that he be made into a Willpower/Street Justice Tanker, instead of being the mechanically Baby Statesman I've -ALWAYS- felt him to be. His name BACK ALLEY BRAWLER just screams Street Justice. His starting in the Paragon PD, forming the Regulators, quotes, and general personality point in the direction that he has incredible WILLPOWER! []I know it can be weird to make a Willpower NPC[] Keep the Energy Melee attacks with respect due to his "Power Gloves." But for the love of Pete. The BACK ALLEY BRAWLER should be WILLPOWER/STREET JUSTICE, you all know it's true. No *handwave* he's different now, but this is how he should been from the get go, but they just didn't have to tech to make him yet.

    In light of this, I propse to keep Marauder just the way he is. As we have seen evident in Neuron's redesign, that Praetors can differ from their Primal counterparts. Marauder's background/etc do suggest someone a bit "harder" the invulnerability fits for a former front-line warrior against horrors.
  6. Quote:
    Originally Posted by Shadow State View Post
    Actually it's not, It's similar to but not identical to Blue Steel's shields and and is even still usable in AE. As I recall one of the devs said it was added to the game to be made into an unlockable, they just hadn't put in the unlock yet.

    Here's a couple idea's for reasonable unlocks:
    1. Synapse Task Force: IIRC Blue Steel's "responsible" for the King being a brainbucket

    2. Running Lvl 20 - 25 Faultline Arcs: He's throughly ingrained into the origins.
  7. Quote:
    Originally Posted by MentalMidget View Post
    Trick Shot or Ballistics

    Basically allowing all the ranged weapons use the powers with the primary weapon. Assault Rifle, Dual Pistols, and even Robotics weaponry can be animated to fire Trick Arrow's powers.

    A few new animations for some powers to maintain the feel of the primary weapon (i.e. Dual Pistols ).

    Examples:
    Ice Shot (Arrow) on Assault Rifle would use the Cyro Thrower animation that the Crey dudes use.

    Some attacks can utilize the grenade motion, but in all just allow for a more in sync feel with powers.....using a gun, then breaking out with some arrows just always seemed odd to me.

    Anyways, it's probably been brought up before....yet I just wanted to bring it to the table again since I couldn't find it in the archives if it was brought up
    I've suggested something like this a couple times in Suggestion Tickets. In the form of "Trick Grenades," Mechanically identical to "Trick Arrow" but instead of Green Arrow's quiver of props. Everything gets shot out a gun, ala grenade launcher. Like the PPD SWAT Equalizer or Grenadier. It could use all the same models as Assault Rifle and Dual Pistols. Essentially a weapon customization for the set to open up better streamlined combinations, despite the affirmations that redaw is no longer an issue. Because we can't have enough DAKKA!

    However I do like the idea of "Trick Shot" as a Blaster Secondary using your weapons to "defend" yourself.

    Tier 1 Hamstring -- Immobilazation
    Tier 2 Rifle Butt/Pistol Whip/Bow Bap -- Melee Disorient
    Tier 3 Pepper Round/Arrow -- Hold perhaps induce vomiting Single Close Ranged
    Tier 4 Flash Bang Cartridge/Arrow -- -ACC -Percpetion -Defense AOE
    Tier 5 Psyche Up <--> Build UP []to mitigate the fact that AR and DP dont have Aim[]
    Tier 6 Cover Fire -- Like Shiver but swap out -Recharge for a Fear effect
    Tier 7 I imagine hear is a good place for the toggle no clue what -_-
    Tier 8 Venom Round/Arrow --Single Target Venom Grenade
    Tier 9 High Energy Round/Arrow -- Single Target Energy -END -RECOVERY +vs Robots

    I dunno it's a start... But you kind of see where this set is going.