FreshFish

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  1. [ QUOTE ]
    Occasionally I just like to hit "Sort by date", with the most recent dates first, and play the first thing that comes up. This was from the nav bar of one such mission

    "Gua Shu Pi, Shi far, unforgivin 1, Evil Raindeer"

    ...

    ...what?

    [/ QUOTE ]

    I like to do random mishs as well, and i took a team into one (running on invinc), only to find that it was a one room mish, with about 10 EB's all grouped in the room, as if they were part of a normal spawn. Needless to say, I told the team to back out. I may be bold, sometimes stupid, but im not suicidal. lol.
  2. Easy solution, make sure u have an enemy spawned with the bomb. once the enemy sees u, the bomb is targetable. I already dealt with this issue. Hopefully they fix it in the future, but for now, it automatically seems to become targetable if an enemy with it becomes aggroed on someone in range.
  3. [ QUOTE ]
    [ QUOTE ]
    if only he could spam his Decoy...that would be hawt

    [/ QUOTE ]

    Not really.

    [/ QUOTE ]

    He already could, according to my understanding. I heard decoys base recharge was 30, same as its duration. Add SB and he summons a second decoy because the power recharges quicker. People have even said they have had three phantasm decoys out, because of the FF proc and other buffs. At 100% recharge bonus, phant would have perma two decoys, so some IO bonuses from soulbound and speedboost- add in the FF proc and u've got three decoys. Or u could say AB, which i believe is 90% recharge boost (cant remember for certain) from the empathy set, and the FF proc, and u basically have two perma decoys, if not three sometimes. The nerf will lower protection and damage ratings for ill/emps, and they could do it legit.

    And as for phantasm spamming his single target attack, he always does. Mine doesnt have any recharge buffs and thats what he does. I think it has to do with his st attack having an 80 foot range and short recharge, and his aoe attack having only like a 40 or 50 foot range and long recharge. I dont really care though, as his aoe has knockback, and having him kb everything away from a tankers tight herd all the time would cheese me off; as would him knocking everything off of my burning oil patch. heh.
  4. As toward my other post on page 49-50 or so, i wanted to add that a person can get through much of the game on radio missions, like i personally do, all the way to 50 and not have to face much slows to begin with. Enemy types (trying to get them in order of level) that have little or no slows:

    Hellions, Skulls, Trolls, Clockwork (barring high level psy), Family, Freaks, Warriors, High level Council (lots of bots and wolves), Rikti, Cimemorans (not including Nictus missions), and possibly Carnies.

    So giving my pets -recharge immunity to counter any buffs i could have given them, especially ones that were used every mission, is why i think their compensation is not high enough to justify what they have taken away.

    I think the players should make a list of the pets that benefitted or possibly benefitted from this change, the pets that got nerfed by this change, and then make a separate section that states the pets that got affected in large ways by this change, and how incredibly it has impacted them. Lets see how much of a net gain/loss this is having on us. Maybe give a look at what the slow immunity might add as well. Though we could also add that without -runspeed resist, melee pets are still not getting many attacks in anyway, heh.
  5. It is indeed a nerf. I entirely understand re-adjusting LS and other powers that were never meant to have their attack rate increased, and MM pets dont necessarily get much use out of +recharge, barring mercs and other pets with really long recharge attacks, but this is still a nerf. And why? Because Controllers and other corruptors and any other buffers who had pets could buff the pets recharge on a regular basis, every mission, and it was a legal buff, from a legal move, and that was part of their characters' duo powersets benefits. But now those trollers cant do that and their pets will be weakened quite a bit. Slows on the other hand from the enemy arent anywhere near common enough hitting pets to make the change an equal exchange, not to mention because many powers that give +recharge to the pets are already giving slow resist anyway.

    I do understand why they did it, and i would be fine with it, but i think they need to give a bigger buff to adjust for what they did. Some masterminds DID get weakened by this, and mercs by a longshot. Necro probably would consider this a nerf as well, because they already have good slow resist.

    Personally, i think making the pets that got uber messed up by this and the pseudo pets that were never intended to get buffed like LS should not take recharge attack rate buffs at all, but as for the normal pets, maybe give them a slight damage buff. As for the rest of the pets that were fine, just give them 50% resist to recharge attack rate buffs or something, so that the FF proc and players buffs, and some IO buffs (because we should be able to add recharge to our attacks through pets like a blaster can to its fireball) can still actually help their pets somehow. Or maybe just make a recharge cap for pets. BAM! That seems like something that would help. But the devs know a lot more than i do, but i still think the compensation for the buffage lost was simply not adequate, and i think a lot of players might be happier if something more was added, because like i said, there simply arent enough slows in the game from enemies to make that worth it.
  6. Okay, so the first thing all the masterminds are wondering is "How the heck do I make a bind to heal a specific pet?" Let me tell ya, there is a big difference once you can do this, and the command that will allow us to do this is 'petselect'. A full bind will look like this (answer in the brackets) [/bind key "petselect_name petsname$$powexec_name healpowername"], key stands for what button you want to bind it to, petsname is where your pet's name will go (make SURE you dont put a space after your pets name, because the game will read this as your real pet having a space after its name, which means it will try to heal a pet that doesnt exist), and healpowername is typically going to be soothe or share pain, the single target heals, though i think soothe would typically be the only one u need to make a bind for. My bind for my pet named Firak, to be healed by Soothe, looks like this (answer is in brackets) [/bind n "petselect_name Firak$$powexec_name soothe"]. I make a separate button for each of the pets, that way i have a quick heal for each one. You can change the bind to heal the pet in a certain slot in the pet window by changing the 'petselect_name yadayada' to 'petselect_1' i believe, where the 1 stands for what slot the pet is in, which means you would need to make a 1, 2, 3, 4, 5, and 6. I use the d-pad to move around, because i laptop and no mouse, so my heal keys are bound to right control, right alt, right shift, forward slash, period, and i believe i will add Oni to ' (dont remember the name for that one, hyphen i think) when I get him (religious convictions, dont want to use a demon, and cant change his biography to say otherwise).

    As for corruptors, I believe a similar command can be used for the teamslots, the bind involves team_select (dont quote me on this one, havent used it before), so a bind for soothe would look like [/bind key "team_select 1$$powexec_name soothe"]. That should allow u to use soothe on whoever is in the first spot on your team list; the number 1 can be replaced by 2, 3, 4, 5, 6, 7, or 8, and each separate key u make will heal the person in that team position/slot. If you just want to target them, and then be able to use whatever power u want, erase the $$ and onward in the above bind, but leave the last ", because it finishes the command. $$ tells the game that there is a second command coming, and that it is to do that after the first command is done.

    Ninja/Pain MM Comments and Build

    Overall, as a Pain mm, ive found that having provoke from the presence pool helps a ton. U can stand on one side of the enemy and have him taunted to attack u, and this saves your pets from getting hit by a lot of aoe damage. If they get in trouble, u can usually just hop in, aoe heal, and hop back out and they will be fine again. A note on this though, if you choose to not go jumping pool for acrobatics like i did, and even if u do, i would suggest picking up at least the Aegis set: +mez resist/psy resist. I have both that and a 7.5% unique from another set, and it makes a noticeable difference in how long i am mezzed, which is incredibly important if your using provoke.

    I also picked up the aoe and st fears from the presence pool. I dont necessarily say that this is dah uber for everyone, but ive found taking out the enemy minions with one power to be quite beneficial, and i use the st fear on a boss or leui right after to keep a decent amount of enemies not attacking as much. The aoe fear also only has a 60 second recharge, which is awesome. You could also replace the fears with Oppressive Gloom (toggle mag 2 pbaoe disorient) from Ghost Widow as a patron, and then use the ST hold to try to take out anything higher than the minions. Oh, and Whirlwind from the speed pool is good for control as well. I kept four tank swipers out of the battle for some time with just whirlwind, though eventually my endurance ran low from using it.

    I took thunderstrike and charged armor and enjoy them both. My build will have like 60% s/l/e resists, which is very nice, and thunderstrike's knockdown and 50% chance for mag 3 stun are nice to help with damage mitigation as well.

    As for Nin/pain, ninjas are nice because they have caltrops, which help so that you dont have to heal as much, but u will still have to heal a lot, because ninjas, at least the genin, have the worst defensive rating out of all the teir 1 hench (taking into account the buffs other teirs give them). Its a strong combination, and i prefer it over my nin/forcefield, as people can hit through defense, but heals automatically take care of any damage that got through. Not to mention forcefield doesnt give damage buffs, and it can be a horribly stressing pain to try to do something like bubble all of your henchmen and then bubble the team as well. With Pain dom, the aoe heal and +resist affect everyone in range (on the team only for world of pain), and i can put painbringer on whoever i want.

    Oh, and i strongly suggest four sets of doctored wounds (at least 5 slotted) so u can get a nice 16% heal bonus, as well as 20% recharge bonus, and some fire/cold resist, slotted into the aoe heal, soothe, regen aura, and painbringer. Helps to make u stronger overall, and it gets painbringer and world of pain up faster.

    Notes on the build itself: +recharge from named sets does currently increase the pet's attacks' recharges as well as the pet's summoning recharge from the same IO. This is why i slotted some of the knockback set into Genin, and have the soulbound set +rech into the other two pets. Knockback sets will only affect attacks with knockback, defense debuff sets will only affect attacks with defense debuff, and etc though, so my genin only get crane kick increased by 26.5% recharge (but its okay, because i love seeing it). Soulbound i believe affects any attack that can take the other portion of the IO, so if the IO gives acc and rech, any power that takes acc will get its rech boosted as well. Same goes for dam. Soulbound may affect the majority or all of a pets powers, but i havent confirmed this yet, so i cant say for sure. (first tested on my mercs mastermind, and the long recharge powers they have made it noticeable). Also, this is a respec build, u will probably want to take enforced moral earlier than 49, as it is useful. Also, if u wanted slow resistance, u could slot a winter's kiss unique into superspeed; I dont get slowed that much in p vs e for it to be worth it to me, so i went for the ability to invis through mishs instead.

    Set bonuses give: 16% extra to base heals, 50% rech bonus, 13.5% to health, roughly 30% to 1/3 off of mez on u, 33% acc bonus, 5.5% recov (not counting the slotted miracle unique), and 7.6% f/c resist, among other things.

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Danke: Level 50 Magic Mastermind
    Primary Power Set: Ninjas
    Secondary Power Set: Pain Domination
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Presence
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Call Genin <ul type="square">[*] (A) HamiO:Nucleolus Exposure[*] (11) HamiO:Nucleolus Exposure[*] (11) Sovereign Right - Accuracy/Damage/Endurance[*] (17) Sovereign Right - Resistance Bonus[*] (19) Kinetic Crash - Recharge/Endurance[*] (33) Edict of the Master - Defense Bonus[/list]Level 1: Nullify Pain <ul type="square">[*] (A) Doctored Wounds - Heal[*] (3) Doctored Wounds - Heal/Endurance[*] (3) Doctored Wounds - Endurance/Recharge[*] (5) Doctored Wounds - Heal/Recharge[*] (5) Doctored Wounds - Heal/Endurance/Recharge[/list]Level 2: Aimed Shot <ul type="square">[*] (A) Apocalypse - Accuracy/Damage/Recharge[*] (17) Apocalypse - Chance of Damage(Negative)[*] (29) Apocalypse - Accuracy/Recharge[/list]Level 4: Soothe <ul type="square">[*] (A) Doctored Wounds - Heal[*] (7) Doctored Wounds - Heal/Endurance[*] (7) Doctored Wounds - Heal/Endurance/Recharge[*] (9) Doctored Wounds - Heal/Recharge[*] (9) Doctored Wounds - Endurance/Recharge[/list]Level 6: Train Ninjas <ul type="square">[*] (A) Endurance Reduction IO[/list]Level 8: Hasten <ul type="square">[*] (A) Recharge Reduction IO[*] (27) Recharge Reduction IO[*] (27) Recharge Reduction IO[/list]Level 10: Swift <ul type="square">[*] (A) Run Speed IO[/list]Level 12: Call Jounin <ul type="square">[*] (A) Soulbound Allegiance - Accuracy/Recharge[*] (13) Blood Mandate - Damage/Endurance[*] (13) HamiO:Nucleolus Exposure[*] (15) Soulbound Allegiance - Chance for Build Up[*] (15) Touch of Lady Grey - Chance for Negative Damage[*] (19) Soulbound Allegiance - Accuracy/Damage/Recharge[/list]Level 14: Health <ul type="square">[*] (A) Miracle - +Recovery[/list]Level 16: Super Speed <ul type="square">[*] (A) Endurance Reduction IO[/list]Level 18: Provoke <ul type="square">[*] (A) Accuracy IO[*] (33) Accuracy IO[*] (33) Mocking Beratement - Taunt/Recharge/Range[*] (34) Mocking Beratement - Taunt/Range[/list]Level 20: Stamina <ul type="square">[*] (A) Efficacy Adaptor - EndMod[*] (21) Efficacy Adaptor - EndMod/Recharge[*] (21) Efficacy Adaptor - EndMod/Accuracy[/list]Level 22: Suppress Pain <ul type="square">[*] (A) Doctored Wounds - Heal[*] (23) Doctored Wounds - Heal/Endurance[*] (23) Doctored Wounds - Heal/Recharge[*] (25) Doctored Wounds - Heal/Endurance/Recharge[*] (25) Doctored Wounds - Endurance/Recharge[/list]Level 24: Maneuvers <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (40) Luck of the Gambler - Defense/Endurance[*] (43) Luck of the Gambler - Defense/Endurance/Recharge[*] (43) HamiO:Cytoskeleton Exposure[/list]Level 26: Oni <ul type="square">[*] (A) Soulbound Allegiance - Damage/Endurance[*] (34) Soulbound Allegiance - Damage/Recharge[*] (36) HamiO:Endoplasm Exposure[*] (36) HamiO:Nucleolus Exposure[*] (36) HamiO:Endoplasm Exposure[/list]Level 28: World of Pain <ul type="square">[*] (A) Aegis - Resistance/Recharge[*] (29) Reactive Armor - Resistance/Recharge[*] (34) Titanium Coating - Resistance/Recharge[*] (37) Titanium Coating - Resistance/Endurance/Recharge[*] (37) Impervious Skin - Status Resistance[*] (37) Titanium Coating - Resistance[/list]Level 30: Intimidate <ul type="square">[*] (A) Glimpse of the Abyss - Accuracy/Recharge[*] (31) Glimpse of the Abyss - Endurance/Fear[*] (31) Glimpse of the Abyss - Accuracy/Endurance[*] (31) Glimpse of the Abyss - Fear/Range[*] (46) Glimpse of the Abyss - Accuracy/Fear/Recharge[/list]Level 32: Kuji In Zen <ul type="square">[*] (A) Endurance Reduction IO[/list]Level 35: Anguishing Cry <ul type="square">[*] (A) Analyze Weakness - Accuracy/Recharge[*] (40) Analyze Weakness - Accuracy/Endurance/Recharge[*] (43) Shield Breaker - Accuracy/Recharge[*] (48) Achilles' Heel - Chance for Res Debuff[/list]Level 38: Painbringer <ul type="square">[*] (A) Doctored Wounds - Heal[*] (39) Doctored Wounds - Heal/Endurance[*] (39) Doctored Wounds - Recharge[*] (39) Doctored Wounds - Heal/Recharge[*] (40) Doctored Wounds - Endurance/Recharge[/list]Level 41: Invoke Panic <ul type="square">[*] (A) Glimpse of the Abyss - Accuracy/Recharge[*] (42) Glimpse of the Abyss - Endurance/Fear[*] (42) Glimpse of the Abyss - Accuracy/Endurance[*] (42) Glimpse of the Abyss - Fear/Range[*] (46) Glimpse of the Abyss - Accuracy/Fear/Recharge[*] (50) Nightmare - Accuracy/Fear/Recharge[/list]Level 44: Charged Armor <ul type="square">[*] (A) HamiO:Ribosome Exposure[*] (45) HamiO:Ribosome Exposure[*] (45) HamiO:Ribosome Exposure[*] (45) Aegis - Psionic/Status Resistance[*] (46) Impervious Skin - Status Resistance[/list]Level 47: Thunder Strike <ul type="square">[*] (A) Armageddon - Accuracy/Recharge[*] (48) Armageddon - Accuracy/Damage/Recharge[*] (48) Armageddon - Damage/Recharge[*] (50) Armageddon - Damage/Endurance[*] (50) Armageddon - Chance for Fire Damage[/list]Level 49: Enforced Morale <ul type="square">[*] (A) Endurance Reduction IO[/list]------------
    Level 1: Brawl <ul type="square">[*] (A) Accuracy IO[/list]Level 1: Sprint <ul type="square">[*] (A) Celerity - +Stealth[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Supremacy
  7. A Guide for Pain Domination Masterminds and Corruptors. Descriptions taken from Paragonwiki.com, and the numbers from Mids. My experience is from playing a Pain mm.

    The Powers

    Nullify Pain

    Nullify Pain will heal nearby allies for some hit points by numbing the pain caused by their wounds. Nullify Pain is not as potent as Soothe, but can heal multiple targets at once.

    EndCost: 16.1
    Rech: 8 sec
    Range (pbaoe): 25
    Cast time: 2.03 sec
    Heal: 11.7%

    Rating:
    Comments: Typical empathy-style aoe heal. Incredibly useful for masterminds. I often find myself using it before my single target heal for a mastermind, as i dont have to target a pet, and it helps to counter-act any damage the other pets might take while i am healing the first one.


    Soothe

    You heal an ally by numbing their pain and calming their mind. You cannot use this power on yourself.

    EndCost: 16.1
    Rech: 4 sec
    Range: 80
    Cast time: 2.27 sec
    Heal: 22.9%

    Rating:
    Comments: Typical empathy style ST (single target) heal.


    Share Pain

    Share Pain draws away some of an ally's anguish caused by their wounds, but damages the user. The pain caused by this power causes the user to go into a frenzy, briefly increasing their damage out put.

    EndCost: .52
    Rech: 15 sec
    Range: 80
    Cast time: 2.27 sec
    Effects: heal target- 46.9%, user cant be healed for 15 secs, dam to self: 54-ish for mms, 83-ish for corrs; and self dam% buff- 19% for mms, 25% for corrs

    Rating:
    Comments: Empathy style absorb pain power. It heals a lot, but you cant be healed after using it, and it damages you a litte (i believe you can even kill yourself using it, so be careful). I would say any person trying to be a team's full time healer should take this without thinking, but as for masterminds who arent trying to specifically be a team healer, i didnt find it necessary at all for the pets; they simply dont have enough health for it be that useful.


    Conduit of Pain

    You revive a fallen ally by becoming a Conduit of Pain and transferring the pain that was inflicted upon them back upon your enemies. This will briefly empower you increasing your damage output, recovery rate, attack rate and chance to hit. After a minute the effect will wear off leaving you weakened for 30 seconds. Your damage, attack rate and chance to hit will all be reduced during this period.

    EndCost: 32.2
    Rech: 180 sec
    Range: 15
    Cast time: 3.2 sec
    Effect to Caster: 175% recov bonus, 22.5% damage buff, 75% recharge buff, 15% tohit buff- for one minute.

    Rating:
    Comments: Like empathy rez, but better- it buffs you quite a bit. I hear its decent for helping a mastermind re-setup during a tough fight; but still, its a single target rez- some find it worth space in their builds, others dont. I had other powers i wanted to fit in there over it, so thats what i did.


    Enforced Moral

    Frees an ally from any Disorient, Hold, Sleep, Fear, Confuse and Immobilize effects and leaves them resistant to such effects for a good while. Also, grants target clearer Perception to see hidden foes, and a minor recharge and movement speed boost. Protection and Movement boost will improve with Multiple applications and as you advance in level, although the Recharge and Movement boost will only apply for the first few applications. If the ally is not damaged, Enforce Morale will cause them some pain before granting its benefits.

    EndCost: 6.24
    Rech: 4 sec
    Range: 70
    Cast: 3.1 sec
    Duration: 90 sec

    Rating:
    Comments: Clear mind from the empathy set, but this one has a small +rech and +movement speed buff (recharge is only 5%, even though its stackable 5 times). I find it useful and its in my build, though i use it much more on players than i do my henchmen. Certainly better than stimulant, and can help with those annoying arachnos smoke bomb grenades.


    Suppress Pain/Soothing Aura

    While this power is active all nearby allies will be healed by Soothing Aura every couple of seconds for a small portion of their health (Masterminds get a regen aura instead).

    EndCost: .18 End/sec
    Rech: 10 sec
    Range (pbaoe): 15
    Cast time (toggle-turn on): 1.67 sec
    Effect: 200% regen for mms, 4.12% heal every 4 secs for corr

    Rating:
    Comments: I havent used this power on a corruptor, and it is probably better on them, but for masterminds it seems like a questionable power. It does 400% regen slotted, which is good, but it pales in comparison to your aoe heal, and its affects dont really go noticed. One could probably do fine without it, but 400% is still nothing to snort at, and it affects the whole team in range, as well as simply being more healing for your hench, so I took it.


    World of Pain

    When this power is activated the user and all nearby team members will gain a moderate damage, resistance, and to-hit bonus. Additionally those affected by this power will have their resistance to placate effects improved.

    EndCost: 13
    Rech: 240 sec
    Range (pbaoe): 35
    Cast time: 2.03 sec
    Duration: 90 sec
    Effects: 11.3% resist buff, 12% damage buff, 7.5% tohit buff, placate resist

    Rating:
    Comments: This power is all its cracked up to be. It gives 18% resistance fully slotted, which means it slices off like 1/5 of all the damage the team will be taking. It really helps henchmen not get one-shotted, which is just what an empathy-type set would need to be able to get to the henchmen for the ST heals. The damage buff and tohit buffs are nice to have as well, as you dont have to worry about picking up tactics if your a mastermind. I only started noticing accuracy issues for my hench when they were facing +4's.


    Anguishing Cry

    You let out an Anguishing Cry causing a great deal of pain in your foes reducing their resistance and defense to damage for a short time.

    EndCost: 16.2
    Rech: 120 sec
    Range (pbaoe): 25
    Cast time: 1.97 sec
    Duration: 30 sec
    Effect: -22.5% Def, -22.5% Resist

    Rating:
    Comments: This is a decent power as well, good -def and -resist. My only issues with it is it cant be made perma (though can be up basically every spawn), and that it is centered on the caster, meaning you have to go into melee range to use it. Other than that, very worthwhile power.


    Painbringer

    You transform an ally to pain incarnate turning them into an inexhaustible killing machine. While the character is imbued with this power they will benefit from incredible health regeneration, endurance recovery and improved damage potential for a short time.

    EndCost: 13
    Rech: 300 sec
    Range: 80
    Cast time: 2.27 sec
    Duration: 90 sec
    Effect: 500% regen, 800% recov, 37.5% damage bonus

    Rating:
    Comments: This is the icing on the cake. Empathy has a power roughly the same called Adrenaline Boost, but painbringer does +dam, while AB does +rech. The regen rates on this power, 1000% slotted, mean you often wont have to heal whoever you put it on (player), unless its a teir 2 hench or lower, or taking heavy fire. Also, the recov boost is a huge boon, as you are able to help out that brute or stalker that sucks endurance like crazy. Unfortunately, it has like a minute downtime 3 slotted for recharge, but with hasten and some set bonuses, it can be made near perma or perma (the latter taking a lot).

    In my next post, ill talk about some helpful binds, thoughts, and will post my ninja/pain dom build, for anyone who wants to look at a sample build.
  8. A jester wand for mace and bane maces. We are already have the outfit, but we dont have our handy wands.
  9. welcome sunstorm. And yes, we do appreciate the devs hard work, and some would appreciate it more if they knew how many hours u guys put in to try to get things right.
  10. thank u to the person/people who took the time to put the effort into this. it was needed. Oh, and we cant forget the toys primary, now can we? heh.

    Toys
    At your disposal, you have gathered together a toy army. Toys tend to be smaller than other hench, and also have less health, but being small doesnt mean being beaten. Toys are often much harder to hit. They are also resistant to fear and immobilize, and psychic attacks do less damage.

    Power 1: Ball
    You throw a ball at your opponent. This one is filled with lead.
    ST ranged, moderate damage smashing, moderate recharge, 30% chance knockdown

    Power 2: Puppets
    Your charm and personality win over even those things that arent animate. Summons 1-3 puppets depending on your level. (pinokio style puppets, all wood, with wood mallets)

    Resistances: 2/3's of a normal minions health, 20% defense from level 1-5, lv. 6-17 25% defense, lv. 18 and up 30% defense (defense is defense to all). All have 30% psy, cold, and negative resist. Resistant to fear, immobilize, slow

    Initial Abilities: Superleap, Mallet (ST moderate damage, moderately quick recharge, 25% chance for knockdown, the animation is the puppet wacking the guy with the mallet)

    1st Upgrade: Strings- ST moderate damage, mid-ranged attack, Foe 25% slow, moderate recharge (their puppets, they shoot their strings to help ensare their foes)

    2nd upgrade: Marbles - midranged cone 25% chance knockdown, recharge slow (they throw marbles on the ground and anyone in the cone range of it might fall); Heavy Mallet- Between high and superior damage, ST smashing, auto knockup, slow recharge (puppet swirls around in an upperward-angling circle)

    Power 3: Cards
    Assaulting a foe with an old maid has never been so fun. (U throw cards at ur opponent)
    ST, High DoT, Lethal, recharge moderate, Foe -defense

    Power 4: Extra Pieces
    Yes, they are used for something. // Basic 1st Upgrade

    Power 5: Super Galactic Zurgonian Hyper Freeze Ray of DOOM!
    Nothing can stand against your weapon of mass destruction! NOTHING! Well..maybe.. since it is the toy version.

    Power Desciption: You pull out a tech gun which charges it shot, u see a massive blast of icy energy with a very small amount of snowflakes twinkly in the aftermath. cone, moderate cold damage, -50% movement speed. SGZHFD power recharge: slow.

    Power 6: Tank And Plane
    Remote control assault toys at your disposal. From level 12-23, you have a tank. From lv. 24 and up, you have a tank and an airplane. (u will never have two of the same kind).

    Tank
    resistances: 2/3's normal teir 2 health, 1/4th movement speed reduction, 60% resist all but fire (40%), resist immob, slow, fear, hold

    Initial abilities: Burst (ranged ST, high damage lethal, 30% chance knockdown, moderate recharge)

    1st upgrade: Loaded Burst (ranged ST, superior damage, 30% chance knockback, slow recharge), Cement Shot (ranged ST, foe slow, -recharge, -jump, -fly)

    2nd upgrade: FireBomb (same as blaster fireball, cept shot from a cannon), Napalm ( ranged moderate fire damage ST DoT, creates a medium size aoe burn patch under target)

    Airplane
    Resistances: 2/3's normal teir 2 health, 30% defense all. 30% psy resist. sleep, Fear, immob, slow resist. 150% of normal hench movement speed.

    Initial abilities: Fly, Pepper (Ranged ST moderate DoT lethal, quick recharge, shoots enemy multiple times with pellets)

    1st Upgrade: Swoop (ranged cone, moderate DoT lethal, moderate recharge, plane flies in and shoots a barrage at a target and any other enemies in its cone range, and then circles back around to its original spot); Missiles (ranged ST high damage Fire/smashing, moderate recharge)

    2nd upgrade: Poison Gas Grenades- targeted aoe ground patch- minor Dot every few seconds, 25% chance mag 2 hold (puking animation), recharge slow.

    Power 7: Toy Chest
    If your going to be a master of toys, you cant leave your toy chest behind. Summons a toy chest at a targeted location.

    Power description: You summon a large toy chest at a targeted location. Once placed, the toy chest fires out 1 of 3 different toys, which are all -2 level below u and controllable minions. These minions still have 2/3 health ratio, but have no defense or resistances. The chest will fire one every 15 seconds, up to a total of four, and then will disappear after another minute. If a toy chest pet dies, a small targeted aoe taunt occurs that draws the aggro to the chest. The chest has high health and is hard to destroy, but can be taken down. The chest cannot be healed or buffed, though the pets can. All chest pets will die when the chest is destroyed. Recharge: 12 minutes.

    Pets summoned from Chest:

    Teddy Bear: A cute little teddy bear to do your bidding.
    Abilities: superleap, Maul (moderate ST melee Neg. energy dam, foe -acc, moderate recharge, bear slashes and bites at the enemy)

    Bouncy Ball: This ball heard someone was trying to deflate it.
    Abilities: superleap, Catch (ranged 40' ft ST moderate dam smashing, 30% chance foe knockdown, moderate recharge, ball throws itself at the enemy and whacks into him)

    Flounder: He's a real fish, he's swears. (fish flops around on ground as its normal stance)
    Abilities: superleap, Watershot (ranged 80' ft ST moderate dam cold, foe -speed, moderate recharge, fish shoots water at an enemy)


    Power 8: Jack-in-the-Box
    He wasnt happy when they put him in the box, you think he's happy now that he's stuck there? Jack attacks with a variety of moves and has more than one trick up his sleeve.. (Jack is quite large, with his head stretched to its normal height, he may even reach 6ft or taller).

    Resistances: Normal teir 3 health level, 20% smashing/lethal, 20% negative, fear, immob

    Initial abilies: Superleap, Slam (mid-ranged ST high damage smashing, moderate recharge, jack coils up back into his box and quickly shoots out and smashes his target), Jacks (caltrops, but able to be thrown farther)

    1st Upgrade: Glare (ranged 80' ft ST moderate damage neg. energy, 20% chance mag 3 fear), Bomb ( Targeted aoe, moderate damage fire/smashing, moderate recharge, 30% foe knockback, jack throws hand-sized cartoon-style bombs)

    2nd Upgrade: Scare (Ranged 80' ft ST Mag 3 Foe hold, 10% heal, aoe -20% recharge. Scare recharges slow. Animation is Jack stretching out his body/neck up to someone to laugh maniacally, the foes around him get spooked, which causes the -20% recharge); Box (If Jack gets to 20% health or below, as long as this power is recharged, he will go and hide in his box and start to regen health at a faster rate. He will regen until he gets to 50% health, and then he comes back out to fight. While he is regen mode, the jack in the box song and the handle on the side of his box will be going. If Jack's is unable to get his health back to higher than 20% by the time the timer is up (when the song ends), a light click is heard and Jack teleports in front of his target and blows up- superior lethal/fire aoe damage+knockback. Jack would then be destroyed and would have to be resummoned. While Jack is in the box, he gains 50% resistance to all damage types, and is nearly immune to all control effects. Recharge: long)

    Power 9: Bonus Pack
    Your new purchases came with a few add-ons. // 2nd upgrade
  11. Woohoo, I like birthday gifts like this. I cant play during the week due to work, and i was wondering what kind of leveling id be able to do on my 44 crab. Maybe i can get him to 50.
  12. [ QUOTE ]

    Smoothing the XP Curve
    One thing that we constantly examine is the rate of advancement in the game. In a future version, we intend to smooth out the leveling curve by changing how much experience is given out for defeating opponents. The intent is to smooth out the “bumps” where players typically get stuck leveling up their characters. Keep an eye on coming patch notes for specifics.

    [/ QUOTE ]

    I really only have to say just be careful with this one. Nothing could be worse than finding out that after the changes a person could level their toon to 50 over a good weekend. It should take a long time to get to 50, it doesnt get any higher than that. Besides, if u make it too easy to level, it takes the sense of accomplishment away. That is important in a game. Not to mention the new billion people with 50's who now dont know as much as the rest of the experienced players and teammates get mad because something that an old lv. 50 player probably would have known, this new lv. 50 player doesnt.

    Im not saying u guys are incompetent, just putting extra urging on the being careful how much the exp rate is adjusted.

    Otherwise, keep up the good work.
  13. forgive me for not reading 60 pages of notes. But instead of getting points starting at 1 or whatever the base was, we could add more levels to CoX, with points starting there, and have it go up an extra like 15 levels. That would give people the extra levels and fun they have wanted (to use that those powers more that they didnt get until their forties), and at the end they have an uber signature power they could use. Ill make a thread with a bit better outlay (with even more levels for other things after) soon.