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Posts
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Joined
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In the new incarnate trials, enemies have a 14% to-hit bonus, so the soft cap becomes 59% instead of 45%. There are also some bugged DE missions that have the bonus I hear. The reason for this is because of the severe buff stacking that occurs when you get two to three groups of players together.
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Maybe like this? ::shrug:: Got 90% recharge bonus.
Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Mastermind
Primary Power Set: Thugs
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Leadership
Power Pool: Medicine
Power Pool: Leaping
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Call Thugs -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc/Dmg/EndRdx(3), SvgnRt-Acc/Dmg(3), SvgnRt-Acc/Dmg/EndRdx(5), SvgnRt-PetResDam(5), ExStrk-Dam%(7)
Level 1: Gale -- Empty(A)
Level 2: O2 Boost -- Panac-Heal(A), Panac-Heal/EndRedux(7), Panac-Heal/Rchg(9), Panac-Heal/EndRedux/Rchg(9), Panac-Heal/+End(11)
Level 4: Snow Storm -- EndRdx-I(A)
Level 6: Equip Thugs -- EndRdx-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(11)
Level 10: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx(13), GA-ResDam(15), GA-End/Res(15), GA-3defTpProc(17)
Level 12: Call Enforcer -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc/Dmg/EndRdx(17), SvgnRt-Acc/Dmg(19), SvgnRt-Acc/Dmg/EndRdx(19), LdyGrey-%Dam(21), Achilles-ResDeb%(21)
Level 14: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(23), LkGmblr-Def/EndRdx(23)
Level 16: Assault -- EndRdx-I(A)
Level 18: Tactics -- GSFC-ToHit/EndRdx(A), GSFC-ToHit(25), GSFC-ToHit/Rchg/EndRdx(25), GSFC-ToHit/Rchg(45), GSFC-Rchg/EndRdx(45), GSFC-Build%(46)
Level 20: Vengeance -- LkGmblr-Rchg+(A)
Level 22: Gang War -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(27), ExRmnt-Acc/Dmg/Rchg(27), ExRmnt-EndRdx/Dmg/Rchg(29), RechRdx-I(29)
Level 24: Freezing Rain -- P'ngTtl-EndRdx/Rchg/Slow(A), TmpRdns-EndRdx/Rchg/Slow(31), RechRdx-I(31), Posi-Dam%(46), LdyGrey-%Dam(50)
Level 26: Call Bruiser -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc/Dmg/EndRdx(31), SvgnRt-Acc/Dmg(33), SvgnRt-Acc/Dmg/EndRdx(33), EdctM'r-PetDef(33), ExStrk-Dam%(34)
Level 28: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(34), DarkWD-ToHitdeb/Rchg/EndRdx(34), DarkWD-Rchg/EndRdx(36)
Level 30: Thunder Clap -- Amaze-Stun(A), Amaze-Stun/Rchg(37), Amaze-Acc/Stun/Rchg(37), Amaze-Acc/Rchg(40), Amaze-EndRdx/Stun(42)
Level 32: Upgrade Equipment -- EndRdx-I(A)
Level 35: Tornado -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(37)
Level 38: Lightning Storm -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(39), Apoc-Dmg/Rchg(39), Apoc-Acc/Dmg/Rchg(39), Apoc-Acc/Rchg(40), Apoc-Dmg(40)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def(46)
Level 44: Stimulant -- EndRdx-I(A)
Level 47: Aid Self -- Panac-Heal(A), Panac-Heal/EndRedux(48), Panac-EndRdx/Rchg(48), Panac-Heal/Rchg(48), Panac-Heal/EndRedux/Rchg(50), IntRdx-I(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(45)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(43), P'Shift-EndMod/Acc(43), P'Shift-End%(43)
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Being able to scale the windows is great. At this rate, I'll be using the new UI even on standard teams.
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Rad/sonic works great as an offensive character in pvp.
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Quote:I remember that too. I don't remember where it was written though.Hmmm, makes me vaguely recall something I saw in a guide (I think by The Mighty Storm) that the "range" was actually some weird triangulation of the total between you, the cloud and your (its) target, but it's been soooo long that I could be dreaming and or its changed multiple times since.
Edit: Skimmed back thru TMS' guide didn't see what I'm thinking I recall ... *sigh* no idea if I'm delusional or not -
There is. The defender version does more damage than the rest.
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Dual pistols pairs well with fire and forget sets like force field, so I'd say they'd work together just fine.
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To X-FUNK. The way you effortlessly herd enemies enchants me, and I always enjoy teaming at your side. If you feel the same way, send me a call with that strong voice, and I will be by your side. Unless it's Thursday.
Signed: Garent - Pinnacle -
I'd suggest the defender version. Dark blast isn't a set that benefits from scourge particularly well, since it contains DoTs that don't scourge individually. The defender will end up doing similar damage thanks to greater -res values and a more damaging lightning storm. As Draggynn said, it doesn't make a huge difference.
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Cold's about as good as it gets for AV debuffing, but kinetics definitely isn't lacking in that area. They can kill the boss's damage output and keep a constant 200% damage buffing going on the team.
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Spiritual line is definitely the way to go for most traps builds.
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There was a global/e-mail rollback on thursday that happened unintentionally. It's very likely that you weren't silenced on purpose, but the server rolled back to the time when you were silenced.
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Gratz to all the people who got prizes!
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As Doomguide said, it depends on if the pair wants to be duoing spawns set for 8 people or melting through AVs especially quickly. Doing one of each isn't a bad idea.
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I am absolutely positive that power boost does not buff power siphon or fulcrum shift in any way. There is no such attribute in the game as damage buff/debuff/resistance buff/debuff buffs.
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Speaking generally and not looking at specific powers, Pain's advantage over empathy is a much better level of personal survivability. Empathy is better at buffing allies.
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Some quick math-
With three recharge SOs, you can get 16 trip mines going.
add 170% global recharge on top of that, you can get 24 at once. -
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Sonic is amazing for single target damage, and the two of you would likely be able to duo archvillains, but there's a weakness in area damage for the sets. You should consider empathy/ice for one or both of them. Ice has some great area damage, while still being well above average in the single target damage area. It's not superior in all situations, but depending on your preferences you might get a lot more out of it.
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Quote:Very odd. The corruptor version displays damage fine, but the defender one doesn't. I'll get it reported.As a side note, Mids no longer tells you how much damage trip mines do.
As for your actual question, there isn't a limit to how many trip mines you can have out that I know of. -
Blasters get dual pistols, a set specializing in secondary effects. There won't be any problem with defenders getting fire. Concept > All.