Gibbering

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  1. Leaving out Leadership made me sad too, but the original request was for a "solo and small team" build (with an emphasis on solo), which minimizes the usefulness of Leadership as compared to other powers. Hence, most of the responses lack Leadership. Nothing criminal here.
  2. Striking the balance here was tricky; many of the epics don't add a great deal of damage, which will make soloing a long and tedious process. Fire seems to be the go-to choice, but as good as it is for damage and lighting Oil Slick, it's not particularly thematic. I picked the chilly theme instead, which not quite coincidentally also features the most consistently damaging epic attack.

    With the following build, I'm assuming that you'll go with a magic or tech origin, Reactive Interface incarnate, or a large number of Plasmatic Taser-type temp powers to light your oil slick. If none of those are feasible or practical, well, hopefully you've got a Fire Blaster in that small team Other than that, defenses to the most common attacks should be sufficient for anything not already mitigated by controls, damage is solid, recharge is superior (as mentioned by several folks previously, the current Mids' version incorrectly applies Arctic Air's debuff, just toggle it off for the actual recharge number), and endurance is plentiful (and will only get better with accolades).

    IO tricks?
    1) Slot a level 10 Blessing of the Zephyr knockback protection IO in a travel power. Sure, the level 50 is more available, but it does you no good when running that Positron TF.
    2) Slotting 2 lvl 50+5 Recharge IOs in Hasten brings you to 95% recharge enhancement, and lets many builds skip a third slot in Hasten.

    Anyway, here's...

    Arbiter Frost
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  3. Quote:
    Originally Posted by Zwillinger View Post
    Post your mids builds here for Katana/Regen, assume that it only has access to the EPP's, no PPP's. [edit: and no PvP IOs]
    Let's make the deadline Friday, 2/24/12 at 5 PM Pacific. I'll announce on Monday which build I've chosen and we'll go from there. Post your builds below, along with a brief explanation as to why your build is the best and I'll weigh each option carefully!
    A lot of interesting stuff posted thus far. I tried for a bit of a combination: back-to-basics powers plus the very latest in enhancements

    I buffed up melee defense because, well, getting to the softcap doesn't sacrifice much, and it's certainly useful in many engagements. But given the number of improved-acc and def-debuff baddies out there, defense wasn't the sole focus. Attack chain optimizations are well and good...until you get slowed. Or exemplared. And what about initiating combat, mitigating alphastrikes, and generally cutting a swath of absolute destruction?

    So here's the result - Build Up, Spring Attack, and Lotus Drops should wipe out the first group of minions, while the massively boosted regeneration and ready availability of healing + MoG will comfortably weather any retaliation. With the inclusion of Revive (which will grant temporary near-invulnerability come Issue 22), there wasn't any room for epic choices, but I don't think anything's being given up; Incarnate powers should round out the top tier nicely.

    Note: I assumed that a redname will have plenty of access to Enhancement Boosters, if this isn't the case...well, I'll just let the numbers speak for themselves.

    Golly Gee Zwillikers!
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  4. Two movement-related items; the first falls somewhere between bug and "unintended design consequence", the second is absolutely a bug.

    1) Make speed debuffs proportional rather than absolute. That is, the reason jump is so effective in PvP is that Superjump grants something like +30000% to jumpspeed whereas comparable fly and run powers add only a couple hundred %. A "slow movement" debuff that subtracts 100-200% from movement thus works very effectively vs. fly and run, but has almost no effect vs. jump. If Snare powers were tweaked so that the magnitude was proportional to the total movement buff granted by travel powers (20% of non-enhanced base?), Jump would instantly fall into line with run and fly.

    2) Fix "ground detection". A number of powers (patches and some holds) only take effect when the target is "on the ground". Fine. But perma-bunnyhopping currently prevents the game from registering "on the ground", which is beyond silly. How did you jump into the air? By pushing off the ground, sheesh.
  5. Potential new one here for Plant Control: Giant Fly Trap

    I've been watching Seymour carefully for 10 levels now, and the issue isn't (only) that his attacks are hard to see. Seemingly at random, the GFT will pause while out of melee range and do nothing. Really nothing - no Entangle, no thorns, nada.

    The GFT is apparently *detecting* the enemy, because if my Dominator runs past the target (putting more distance between the GFT and caster), Seymour doesn't follow like a respectful pet, he remains stationary...apparently focused on...err, whatever he thinks he's doing.

    Maybe the AI is telling the GFT that it's attacking when it's not? That would certainly produce the observed effects.

    I team regularly with a couple of fellow Plant doms who've had similar experiences. Can any other Plant doms confirm or offer additional insights?
  6. Name: Ars Nemesis
    Server: Virtue
    Faction: Villains
    Size: Small

    Recruiting: Primarily invite, although applications may be considered from villains with the right powersets and attitudes. Expect to participate in some team outings before a formal invite.

    Contacts: @Gibbering @Suichiro @FP

    PVP Preference: Zone, Arena

    History: Punishing excessive pride and undeserved happiness since Issue 6, Ars Nemesis was formed to give villains a fighting chance against the laughably-overpowered spandex set. Fortunately, being villains, we're completely unfamiliar with the concept of a 'fair fight'

    Ars Nemesis is a team-focused PvP group, and specializes in unconventional weaponry & tactics.