GreenBone

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  1. GreenBone

    AoE Monster!

    Had totally forgotten about my Plant/Storm Controller, too. AOE everything, and massive chaos to boot. Great fun.
  2. GreenBone

    AoE Monster!

    Archery/Mental Blaster for me, if you've already tried Spines/Fire. Admittedly you'll wait a while before getting Rain of Arrows, but once you do, feel sorry for any group you encounter, and any team who wants to get in on the action. You'll find your teams peeling away from you, just so they get to throw a few punches.

    Ice/Energy Blaster once you have Blizzard is something to behold as well, but you have to deal with a crash that you don't have to deal with on Archery/Mental.
  3. So looking again at your advice, Finduilas, here's some follow-on clarifications and questions.

    1) I put a second ENDRED in Weave - kinda not feeling like the defense is worth 3 slots at this point.

    2) The 5th slot of RA doesn't just add F/C DEF, it adds 1.25 AOE DEF as well. My focus is to reduce AOE vulnerability, because it seems to me most fights in the late game use AOEs, and this might be a good mitigation strategy.

    3) Focused Accuracy could possibly be swapped out later for Superior Conditioning if I find the END cost that far along unbearable. But like Weave, not sure it's worth the added benefit to have to 3 or 4-slot it to make it work.

    4) My biggest concern all along has been being able to keep enough END, and I understand your point on the expenditure fully. I was hoping Dark Consumption being up often enough, and being able to turn toggles on and off as needed might be manageable. It may not be per your analysis, even though I pick ACC and END in the sets as a priority.

    5) I also know late game there's lots of exploding knockback types of attacks, so wasn't sure if the Knockback IO would be necessary or not. As expressed before, I'm no pro.

    At this point, this experiment is proving to be not so great - you've pointed out some key problems to this strategy: the fact that I'll overburn endurance, lose accuracy, and can't slot for damage appropriately all in pursuit of set-based improvements to defense. I guess I'm not so clear why people go this way, or if to make it work, you HAVE to spend billions on orange or purple sets.

    C'est la vie.
  4. Thanks again for the feedback, despite your frustration at the end. I don't know what costs are, and will certainly not spend 5 million on the -KB, so thanks for pointing that out. Testing my toggles last night, my END is definitely being sucked faster than I'm comfortable with, so I'll look to make these most recent tweaks, in the attempt to not lose too many other DEF numbers. I appreciate your thoughtful responses - I don't pretend to be an expert - this helps a lot.

    Cheers.
  5. By the way, this gives me these totals:

    DEF:
    S/L: 41.6
    EN/NEG: 33.8
    PSI: 14.5
    FIRE/COLD: 39.7
    MELEE: 25.8
    RNG: 17.7
    AOE: 31.4

    RES:
    S/L: 67.4
    EN/NEG: 23.5
    PSI: 3
    FIRE/COLD: 14.6
    TOX: 11.7

    RECOVERY: 182
    REGEN: 191
    RECHARGE: 7.5
  6. Thanks for the update. I like some of the ideas here, but not willing to sacrifice so many other stats, and in looking at Recipe prices, Multistrikes are 100K and less and Eradications are 5M and more. Blows my budget. So I'm thinking I'll start with Multistrike and build into Eradication.

    Here's the build I think I'll start with containing some of the tweaks you've recommended. I'm hoping the END doesn't prove to be too much of a challenge, and am hoping Dark Consumption is up often enough to combat any issues.

    Villain Plan by Mids' Villain Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Basalena 3: Level 50 Mutation Brute
    Primary Power Set: Dark Melee
    Secondary Power Set: Invulnerability
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Smite -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(13), P'ngS'Fest-Stun%(40)
    Level 1: Resist Physical Damage -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(33), S'fstPrt-ResKB(34)
    Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(3), RctvArm-ResDam/Rchg(13), RctvArm-EndRdx(42)
    Level 4: Dull Pain -- H'zdH-Heal/EndRdx(A), H'zdH-EndRdx/Rchg(5), H'zdH-Heal/Rchg(5), H'zdH-Heal/EndRdx/Rchg(17), H'zdH-Heal(23)
    Level 6: Shadow Maul -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(7), M'Strk-Dmg/Rchg(7), M'Strk-Acc/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(42), M'Strk-Acc/Dmg/EndRdx(43)
    Level 8: Siphon Life -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/Rchg(9), S'ngH'mkr-Dmg/EndRdx(9), S'ngH'mkr-Dmg/EndRdx/Rchg(21), Tr'ge-Heal/EndRdx(23), Tr'ge-Heal/Rchg(40)
    Level 10: Boxing -- Acc-I(A)
    Level 12: Maneuvers -- DefBuff-I(A), DefBuff-I(50)
    Level 14: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(15), RctvArm-EndRdx(15), RctvArm-ResDam/Rchg(17), RctvArm-EndRdx/Rchg(46)
    Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(27), RctvArm-EndRdx(27), RctvArm-ResDam/Rchg(34), RctvArm-ResDam/EndRdx/Rchg(42)
    Level 18: Dark Consumption -- M'Strk-Acc/Dmg(A), M'Strk-Acc/Dmg/EndRdx(19), M'Strk-Acc/EndRdx(19), M'Strk-Dmg/Rchg(21), M'Strk-Dmg/EndRdx/Rchg(25), M'Strk-Dmg/EndRdx(25)
    Level 20: Weave -- DefBuff-I(A), DefBuff-I(34), DefBuff-I(46)
    Level 22: Tactics -- EndRdx-I(A)
    Level 24: Combat Jumping -- DefBuff-I(A)
    Level 26: Soul Drain -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(31), M'Strk-Dmg/Rchg(31), M'Strk-Acc/EndRdx(31), M'Strk-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(43)
    Level 28: Invincibility -- DefBuff-I(A), DefBuff-I(29), DefBuff-I(29), EndRdx-I(50)
    Level 30: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(33), RctvArm-EndRdx(33), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(48)
    Level 32: Midnight Grasp -- Mocking-Taunt/Rchg(A), Mocking-Acc/Rchg(36), Mocking-Taunt/Rng(39), Mocking-Rchg(39), Mocking-Taunt(39), Mocking-Taunt/Rchg/Rng(40)
    Level 35: Tough Hide -- DefBuff-I(A), DefBuff-I(36), DefBuff-I(36)
    Level 38: Unstoppable -- ImpArm-ResPsi(A)
    Level 41: Focused Accuracy -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(43), EndRdx-I(48)
    Level 44: Physical Perfection -- H'zdH-Heal(A), H'zdH-Heal/EndRdx(45), H'zdH-Heal/Rchg(45), H'zdH-Heal/EndRdx/Rchg(45), H'zdH-EndRdx(46)
    Level 47: Laser Beam Eyes -- Mael'Fry-Acc/Dmg(A), Mael'Fry-Dmg/Rchg(48), Mael'Fry-Dmg/EndRdx(50)
    Level 49: Super Jump -- Winter-ResSlow(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(11), EndMod-I(11)
    ------------
    Set Bonus Totals:
    • 17.06% Defense(Smashing)
    • 17.06% Defense(Lethal)
    • 15.19% Defense(Fire)
    • 15.19% Defense(Cold)
    • 9.25% Defense(Energy)
    • 9.25% Defense(Negative)
    • 3% Defense(Psionic)
    • 14.25% Defense(Melee)
    • 6.125% Defense(Ranged)
    • 19.88% Defense(AoE)
    • 1.8% Max End
    • 7.5% Enhancement(RechargeTime)
    • 6% Enhancement(Heal)
    • 39.36 HP (2.625%) HitPoints
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 3.3%
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 6.6%
    • MezResist(Sleep) 4.95%
    • MezResist(Stun) 4.95%
    • 20% Perception
    • 4.5% (0.075 End/sec) Recovery
    • 12% (0.751 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 2.835% Resistance(Fire)
    • 2.835% Resistance(Cold)
    • 3% Resistance(Psionic)
    • 3% RunSpeed



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  7. Hey Finduilas,

    So I had a chance to look this over and compare to my proposition, and I'm having a hard time seeing the increased value. Are your primary complaints with my configuration that 1) yours will cost me less, and 2) I am setting myself up for END problems?

    Here's how my totals compare to yours.

    Mine vs. Yours:

    DEF:
    S/L: 39.3% vs. 43.4
    EN/NEG: 33.3% vs. 32.4
    PSI: 14.1% vs. 14.8
    FIRE/COLD: 37.7% vs. 36.2
    MELEE: 24.4% vs. 27
    RNG: 17.2% vs. 17.3
    AOE: 27.8% vs. 24.8

    RES:
    S/L: 67.4%% vs. 69.7
    EN/NEG: 24.7% vs. 23.5
    PSI: 3% vs. 0
    FIRE/COLD: 14.6% vs. 14.6
    TOX: 11.7% vs. 11.7

    RECOVERY: 194% vs. 192
    REGEN: 182% vs. 172
    RECHARGE: 12.5% vs. 7.5

    I am thinking particularly of the endgame, and if I'm not mistaken, there are more Energy and AOE attacks then, whereas yours is tuned to more S/L. I also squeeze out more recovery, regen, and recharge.

    Thoughts?
  8. Thanks so much - sounds incredibly reasonable. Will sit down and go through it later this evening. I really appreciate the input.

    Cheers.
  9. By the way, here's the cumulative totals:

    DEF:
    S/L: 39.3%
    EN/NEG: 33.3%
    PSI: 14.1%
    FIRE/COLD: 37.7%
    MELEE: 24.4%
    RNG: 17.2%
    AOE: 27.8%

    RES:
    S/L: 67.4%%
    EN/NEG: 24.7%
    PSI: 3%
    FIRE/COLD: 14.6%
    TOX: 11.7%

    RECOVERY: 194%
    REGEN: 182%
    RECHARGE: 12.5%

    I think this is pretty good. My only worry is possible Endurance problems, but I'm hoping the 194% Recovery will help with that.
  10. Hi all. Been monkeying with Mids, and though I love the other builds posted full of Orange sets, I have never had the patience nor INF to make this happen for a toon, so following other advice, am making this build with only Yellow sets and below. I'd love your input.

    Villain Plan by Mids' Villain Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Basalena 3: Level 50 Mutation Brute
    Primary Power Set: Dark Melee
    Secondary Power Set: Invulnerability
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Smite
    • (A) Pounding Slugfest - Accuracy/Damage
    • (13) Pounding Slugfest - Damage/Recharge
    • (40) Pounding Slugfest - Damage/Endurance
    • (46) Pounding Slugfest - Disorient Bonus
    Level 1: Resist Physical Damage
    • (A) Steadfast Protection - Resistance/Endurance
    • (33) Steadfast Protection - Resistance/+Def 3%
    • (34) Steadfast Protection - Knockback Protection
    Level 2: Temp Invulnerability
    • (A) Reactive Armor - Resistance/Endurance
    • (3) Reactive Armor - Resistance/Endurance/Recharge
    • (3) Reactive Armor - Resistance
    • (13) Reactive Armor - Resistance/Recharge
    • (42) Reactive Armor - Endurance
    Level 4: Dull Pain
    • (A) Harmonized Healing - Heal/Endurance
    • (5) Harmonized Healing - Endurance/Recharge
    • (5) Harmonized Healing - Heal/Recharge
    • (17) Harmonized Healing - Heal/Endurance/Recharge
    • (23) Harmonized Healing - Heal
    Level 6: Shadow Maul
    • (A) Multi Strike - Accuracy/Damage
    • (7) Multi Strike - Damage/Endurance
    • (7) Multi Strike - Damage/Recharge
    • (37) Multi Strike - Accuracy/Endurance
    • (42) Multi Strike - Damage/Endurance/Recharge
    • (43) Multi Strike - Accuracy/Damage/Endurance
    Level 8: Siphon Life
    • (A) Smashing Haymaker - Accuracy/Damage
    • (9) Smashing Haymaker - Damage/Recharge
    • (9) Smashing Haymaker - Damage/Endurance
    • (21) Smashing Haymaker - Damage/Endurance/Recharge
    • (23) Triage - Heal/Endurance
    • (40) Triage - Heal/Recharge
    Level 10: Boxing
    • (A) Accuracy IO
    Level 12: Maneuvers
    • (A) Defense Buff IO
    • (50) Defense Buff IO
    Level 14: Tough
    • (A) Reactive Armor - Resistance/Endurance
    • (15) Reactive Armor - Resistance
    • (15) Reactive Armor - Endurance
    • (17) Reactive Armor - Resistance/Recharge
    Level 16: Unyielding
    • (A) Reactive Armor - Resistance/Endurance
    • (27) Reactive Armor - Resistance
    • (27) Reactive Armor - Endurance
    • (34) Reactive Armor - Resistance/Recharge
    • (42) Reactive Armor - Resistance/Endurance/Recharge
    Level 18: Dark Consumption
    • (A) Multi Strike - Accuracy/Damage
    • (19) Multi Strike - Accuracy/Damage/Endurance
    • (19) Multi Strike - Accuracy/Endurance
    • (21) Multi Strike - Damage/Recharge
    • (25) Multi Strike - Damage/Endurance/Recharge
    • (25) Multi Strike - Damage/Endurance
    Level 20: Weave
    • (A) Defense Buff IO
    • (34) Defense Buff IO
    Level 22: Tactics
    • (A) Endurance Reduction IO
    Level 24: Combat Jumping
    • (A) Defense Buff IO
    Level 26: Soul Drain
    • (A) Multi Strike - Accuracy/Damage
    • (31) Multi Strike - Damage/Endurance
    • (31) Multi Strike - Damage/Recharge
    • (31) Multi Strike - Accuracy/Endurance
    • (37) Multi Strike - Accuracy/Damage/Endurance
    • (43) Multi Strike - Damage/Endurance/Recharge
    Level 28: Invincibility
    • (A) Defense Buff IO
    • (29) Defense Buff IO
    • (29) Defense Buff IO
    • (50) Endurance Reduction IO
    Level 30: Resist Energies
    • (A) Reactive Armor - Resistance/Endurance
    • (33) Reactive Armor - Resistance
    • (33) Reactive Armor - Endurance
    • (37) Reactive Armor - Resistance/Recharge
    • (48) Reactive Armor - Resistance/Endurance/Recharge
    Level 32: Midnight Grasp
    • (A) Mocking Beratement - Taunt/Recharge
    • (36) Mocking Beratement - Accuracy/Recharge
    • (39) Mocking Beratement - Taunt/Range
    • (39) Mocking Beratement - Recharge
    • (39) Mocking Beratement - Taunt
    • (40) Mocking Beratement - Taunt/Recharge/Range
    Level 35: Tough Hide
    • (A) Defense Buff IO
    • (36) Defense Buff IO
    • (36) Defense Buff IO
    Level 38: Unstoppable
    • (A) Impervium Armor - Psionic Resistance
    Level 41: Focused Accuracy
    • (A) Adjusted Targeting - To Hit Buff
    • (43) Adjusted Targeting - To Hit Buff/Endurance
    • (48) Adjusted Targeting - To Hit Buff/Recharge
    Level 44: Physical Perfection
    • (A) Efficacy Adaptor - EndMod
    • (45) Efficacy Adaptor - EndMod/Recharge
    • (45) Efficacy Adaptor - EndMod/Accuracy/Recharge
    • (45) Efficacy Adaptor - Accuracy/Recharge
    • (46) Efficacy Adaptor - EndMod/Accuracy
    • (46) Efficacy Adaptor - EndMod/Endurance
    Level 47: Laser Beam Eyes
    • (A) Maelstrom's Fury - Accuracy/Damage
    • (48) Maelstrom's Fury - Damage/Recharge
    • (50) Maelstrom's Fury - Damage/Endurance
    Level 49: Super Jump
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    ------------
    Level 1: Brawl
    • (A) Accuracy IO
    Level 1: Sprint
    • (A) Celerity - +Stealth
    Level 2: Rest
    • (A) Empty
    Level 1: Fury
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Health
    • (A) Miracle - +Recovery
    Level 2: Stamina
    • (A) Endurance Modification IO
    • (11) Endurance Modification IO
    • (11) Endurance Modification IO
    ------------
    Set Bonus Totals:
    • 6.5% DamageBuff(Smashing)
    • 6.5% DamageBuff(Lethal)
    • 6.5% DamageBuff(Fire)
    • 6.5% DamageBuff(Cold)
    • 6.5% DamageBuff(Energy)
    • 6.5% DamageBuff(Negative)
    • 6.5% DamageBuff(Toxic)
    • 6.5% DamageBuff(Psionic)
    • 15.19% Defense(Smashing)
    • 15.19% Defense(Lethal)
    • 13.63% Defense(Fire)
    • 13.63% Defense(Cold)
    • 9.25% Defense(Energy)
    • 9.25% Defense(Negative)
    • 3% Defense(Psionic)
    • 13.31% Defense(Melee)
    • 6.125% Defense(Ranged)
    • 16.75% Defense(AoE)
    • 1.8% Max End
    • 12.5% Enhancement(RechargeTime)
    • 3% Enhancement(Heal)
    • 56.22 HP (3.751%) HitPoints
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Confused) 1.65%
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 6.6%
    • MezResist(Sleep) 4.95%
    • MezResist(Stun) 4.95%
    • 4.5% (0.075 End/sec) Recovery
    • 22% (1.377 HP/sec) Regeneration
    • 2.835% Resistance(Fire)
    • 2.835% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 1.26% Resistance(Negative)
    • 3% Resistance(Psionic)
    • 3% RunSpeed
    ------------
    Set Bonuses:
    Pounding Slugfest
    (Smite)
    • 8% (0.501 HP/sec) Regeneration
    • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
    • 2% DamageBuff(All)
    Steadfast Protection
    (Resist Physical Damage)
    • 1.5% (0.025 End/sec) Recovery
    • 22.49 HP (1.5%) HitPoints
    • 3% Defense(All)
    • Knockback Protection (Mag -4)
    Reactive Armor
    (Temp Invulnerability)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
    • 1.25% Defense(AoE), 0.625% Defense(Fire), 0.625% Defense(Cold)
    Harmonized Healing
    (Dull Pain)
    • 1.5% (0.025 End/sec) Recovery
    • MezResist(Confused) 1.65%
    • 3% Enhancement(Heal)
    • 1.875% Defense(AoE), 0.938% Defense(Fire), 0.938% Defense(Cold)
    Multi Strike
    (Shadow Maul)
    • MezResist(Sleep) 1.65%
    • 0.945% Resistance(Fire,Cold)
    • MezResist(Stun) 1.65%
    • 1.875% Defense(AoE), 0.938% Defense(Fire), 0.938% Defense(Cold)
    • 1.875% Defense(Melee), 0.938% Defense(Lethal), 0.938% Defense(Smashing)
    Smashing Haymaker
    (Siphon Life)
    • MezResist(Immobilize) 2.2%
    • 16.87 HP (1.125%) HitPoints
    • 1.875% Defense(Smashing,Lethal), 0.938% Defense(Melee)
    Triage
    (Siphon Life)
    • 4% (0.25 HP/sec) Regeneration
    Reactive Armor
    (Tough)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
    Reactive Armor
    (Unyielding)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
    • 1.25% Defense(AoE), 0.625% Defense(Fire), 0.625% Defense(Cold)
    Multi Strike
    (Dark Consumption)
    • MezResist(Sleep) 1.65%
    • 0.945% Resistance(Fire,Cold)
    • MezResist(Stun) 1.65%
    • 1.875% Defense(AoE), 0.938% Defense(Fire), 0.938% Defense(Cold)
    • 1.875% Defense(Melee), 0.938% Defense(Lethal), 0.938% Defense(Smashing)
    Multi Strike
    (Soul Drain)
    • MezResist(Sleep) 1.65%
    • 0.945% Resistance(Fire,Cold)
    • MezResist(Stun) 1.65%
    • 1.875% Defense(AoE), 0.938% Defense(Fire), 0.938% Defense(Cold)
    • 1.875% Defense(Melee), 0.938% Defense(Lethal), 0.938% Defense(Smashing)
    Reactive Armor
    (Resist Energies)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
    • 1.25% Defense(AoE), 0.625% Defense(Fire), 0.625% Defense(Cold)
    Mocking Beratement
    (Midnight Grasp)
    • 1.8% Max End
    • MezResist(Held) 2.75%
    • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
    • 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
    • 7.5% Enhancement(RechargeTime)
    Impervium Armor
    (Unstoppable)
    • 3% Resistance(Psionic)
    Adjusted Targeting
    (Focused Accuracy)
    • 2% DamageBuff(All)
    • 1.26% Resistance(Energy,Negative)
    Efficacy Adaptor
    (Physical Perfection)
    • 16.87 HP (1.125%) HitPoints
    • 1.5% (0.025 End/sec) Recovery
    • 10% (0.626 HP/sec) Regeneration
    • 2.5% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    Maelstrom's Fury
    (Laser Beam Eyes)
    • 3% RunSpeed
    • 1.875% Defense(Fire,Cold), 0.938% Defense(AoE)
    Blessing of the Zephyr
    (Super Jump)
    • Knockback Protection (Mag -4)



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  11. Forgive me for overlooking the DEF element - I was thinking low level, but see the higher level DEF bonuses in powers now.

    So in my current build, (note I'm an Accuracy addict) I was able to work in the following. I am by no means a min-max champion, and haven't worked in IO Frankenslotting or bonuses yet, but are there any big no-nos here? Thank you.

    Villain Plan by Mids' Villain Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Basalena: Level 50 Mutation Brute
    Primary Power Set: Dark Melee
    Secondary Power Set: Invulnerability
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Smite
    • (A) Accuracy
    • (31) Damage Increase
    • (42) Damage Increase
    • (43) Damage Increase
    • (48) Recharge Reduction
    • (48) Endurance Reduction
    Level 1: Resist Physical Damage
    • (A) Resist Damage
    Level 2: Temp Invulnerability
    • (A) Resist Damage
    • (3) Resist Damage
    • (3) Resist Damage
    • (7) Endurance Reduction
    Level 4: Dull Pain
    • (A) Recharge Reduction
    • (5) Recharge Reduction
    • (5) Recharge Reduction
    • (7) Healing
    • (11) Healing
    • (11) Healing
    Level 6: Shadow Maul
    • (A) Accuracy
    • (15) Damage Increase
    • (15) Damage Increase
    • (43) Damage Increase
    • (48) Recharge Reduction
    • (50) Endurance Reduction
    Level 8: Siphon Life
    • (A) Accuracy
    • (9) Recharge Reduction
    • (9) Endurance Reduction
    • (13) Recharge Reduction
    • (13) Healing
    • (50) Damage Increase
    Level 10: Boxing
    • (A) Accuracy
    Level 12: Assault
    • (A) Endurance Reduction
    Level 14: Tough
    • (A) Resist Damage
    • (19) Resist Damage
    • (19) Resist Damage
    • (21) Endurance Reduction
    Level 16: Unyielding
    • (A) Resist Damage
    • (17) Resist Damage
    • (17) Resist Damage
    • (21) Endurance Reduction
    Level 18: Dark Consumption
    • (A) Accuracy
    • (31) Endurance Modification
    • (31) Recharge Reduction
    • (40) Recharge Reduction
    • (50) Recharge Reduction
    Level 20: Tactics
    • (A) Endurance Reduction
    Level 22: Resist Energies
    • (A) Resist Damage
    • (23) Resist Damage
    • (23) Resist Damage
    Level 24: Weave
    • (A) Defense Buff
    • (25) Defense Buff
    • (25) Defense Buff
    • (27) Endurance Reduction
    Level 26: Soul Drain
    • (A) Accuracy
    • (27) Recharge Reduction
    • (36) Endurance Reduction
    • (36) Recharge Reduction
    • (36) Damage Increase
    • (37) Damage Increase
    Level 28: Invincibility
    • (A) Defense Buff
    • (29) Defense Buff
    • (29) Defense Buff
    • (34) Endurance Reduction
    • (43) Recharge Reduction
    • (46) Recharge Reduction
    Level 30: Combat Jumping
    • (A) Defense Buff
    Level 32: Midnight Grasp
    • (A) Accuracy
    • (33) Recharge Reduction
    • (33) Recharge Reduction
    • (33) Endurance Reduction
    • (34) Damage Increase
    • (34) Damage Increase
    Level 35: Tough Hide
    • (A) Defense Buff
    • (37) Defense Buff
    • (37) Defense Buff
    Level 38: Unstoppable
    • (A) Resist Damage
    • (39) Resist Damage
    • (39) Resist Damage
    • (39) Recharge Reduction
    • (40) Recharge Reduction
    • (40) Recharge Reduction
    Level 41: Focused Accuracy
    • (A) Endurance Reduction
    Level 44: Physical Perfection
    • (A) Endurance Modification
    • (45) Endurance Modification
    • (45) Endurance Modification
    • (45) Healing
    • (46) Healing
    • (46) Healing
    Level 47: Laser Beam Eyes
    • (A) Accuracy
    Level 49: Maneuvers
    • (A) Defense Buff
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Fury
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Empty
    Level 2: Hurdle
    • (A) Empty
    Level 2: Health
    • (A) Healing
    Level 2: Stamina
    • (A) Endurance Modification
    • (42) Endurance Modification
    • (42) Endurance Modification


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  12. Thank you for your assistance, all. It sounds like I'm doing fine then. Assuming my playstyle preference and fighting lots of higher levels: 2 ACC up to 22-27 or so when I can get some level 25-30 IO's to start swapping out the ACCs if I go the Frankenslotting route. As much as I love Mids, and hear everyone can afford these sets, I've never been able to store up the INF or patience to build out bunches of complete sets for the global bonuses.
  13. Quote:
    Originally Posted by Wiccania View Post
    I suggest Frankenslotting.
    Thank you. I'm familiar with Frankenslotting, and this sounds like a very good use for that technique. I'm wondering what level enhancements would make sense here for higher level benefit - nothing lower than 25 maybe?
  14. So early on, my COH mentor had encouraged me to slot 2 ACC in my powers, especially in early levels. Hitting things became crack to me, and I kept 2 ACC slotted throughout higher levels. Today, I'm re-evaluating this style, so that maybe I slot an additional DAM in place of one of my ACC, staying 1 slotted in ACC at higher levels. Of course, I'll keep 1 END and 1 RECH in the mix where possible, but was wondering what your experiences were. I'm assuming someone like Arcanaville has probably done the math to determine where the real return on investment is: i.e. hitting more often versus hitting harder.

    Keep in mind, too, I seem to end up on lots of teams fighting reds and purples, predominantly, so the jury's still out on whether to keep my 2 ACC style or not.

    I look forward to hearing your thoughts, and maybe seeing any math anyone has done on this.

    Cheers.
  15. Hi all. I think I know the answer to this, but before I respec AGAIN, is it worth anything at all on a DM/Invuln Brute to take the Fighting Pool? I took it for a couple reasons: (1) I got another quick attack to build Fury, but with a full attach chain may not need it. (2) Tough adds a good bit of S/L resistance to stack on my /Invuln resistances. But I also took Weave, and noticed when running it, I'm back to END issues again. Plus, all I'm getting is 3.75 more DEF (on a RES character), and Immob protection I already have in one of my secondary power choices.

    So, options are respec out of the pool entirely, take Kick and Tough but not Weave, or keep 'em all. I'm thinking keeping them all wasn't smart.

    Thanks!
  16. Isn't the key to the OP's original issue really this?

    "...after a frustrating night of fanning enemies with Shadow Maul..."

    It is quite frustrating to miss and be locked into the animation for those who haven't played much with this or Sands of Miss. I know I've felt the dice were loaded against me with this power, low level, before. Even with two ACC TOs at low level, since this is a new ALT for the OP, it can still be frustrating.

    I get WHY the claim. But as all have pointed out, it's not supported by data. Plus, any thread that has Arcanaville responding in it can be successfully concluded after her first post, in my opinion.
  17. I do love my BS/SR Scrapper. Level 46 and holding. Strangely, recently even with Elude on, I've been faceplanting. I'm wondering if something was "adjusted."

    Anyway, my new love is Spines/Fire. Not being able to find a team last night, I decided to run around and test the limits of Stickwick. It goes something like this:

    Big corner full of Council on the street (8 maybe?), all red to me. Turn on Quills and Blazing Aura (and all shields, of course), hit Build Up, jump into the middle, hit Spine Burst then Burn. Everyone's done in about 15 seconds except for a runner with a sliver who I throw an Impale at. Wow.

    So then I see an even larger corner of 5th Column, this time all purples to me. I perform a strafe first with Throw Spines that right now is only single slotted with an Accuracy, then dive into the group and repeat the above process. Same results. Got down to half Health once and had time to knock off a Healing Flames, and for good measure a Consume. 20 seconds, maybe, to take down an entire group of purples?!! Holy crap.

    Broadsword never felt this good, even max slotted.
  18. This is very helpful, and clarifies a few things for me. Thank you. I guess I've been mistaken in thinking that a Tank couldn't be a good source of single target damage where other ATs are far more adept, and therefore their role was to hold groups to them and whittle them away all at once. This new perspective is interesting, and I'll test it out. I'm glad to hear holding aggro will be less of a big deal than, say, my WP/ Tanker.
  19. I have to ask because I'm naive in the ways of Tankers. I have a couple, and they've never really excited me that much. Lately, they seem more survivable, so soloing is a possibility. This thread made me get interested in Ice/Dark, but I rolled one, keep looking over the powers, and really? /Dark seems so single target focused, which seems contrary to what I imagine a tanker's role to be. Shouldn't you be able to both aggro and damage (to maintain aggro) large numbers of foes surrounding you? Or am I misunderstanding the tanker altogether? Is taunt and your inherent enough to keep enemies clustered around so you just take punches and eek out a hit every now and then while the rest of the team takes the bulk of the enemies down? I guess I don't understand. And I can't for the life of me figure out why Ice/Dark would be a great combo, when the -ToHit can only be applied to one enemy at a time.

    Thanks for adjusting my attitude in advance and filling me in on what I'm missing.
  20. I like to shift my thinking from "support toon" or "healer" to "force multiplier" and suddenly I enjoy my corruptors better. You're causing a CRAPLOAD of damage through your minions = your teammates. Corrs are definitely more team oriented than some other ATs, so you have to adopt the team attitude to really enjoy them. Luckily, they have some fun attacks as well, so they're never boring to me. But then, I feel all Villains are more team-dependent (yes, even Brutes) than their hero counterparts. MMs may be an exception.

    Just keep telling yourself you're a force multiplier and watch the numbers fly when you buff the Brute, then Scourge the whole lot you've helped your team whittle down faster.
  21. GreenBone

    A, AR, or DP?

    Quote:
    Originally Posted by Gemini_2099 View Post
    Does anyone know if the new oil slick, for trick arrows, works as advertised?
    I'm not sure how it was advertised, but I use it on my Illusion/TA Controller these days and it's AWESOME - lights every time with apprentice charm, does lots of damage, and hits an enormous crowd.
  22. I agree with all that's been said. I feel sometimes, though, people focus more on min-max aspects than gameplay fun and adaptability to different situations. It's not fun for me to keep reapplying force fields, or sit back and watch my pets do all the work. That got old fast. The debuff sets like /rad are cool from a results perspective, but I always find anchor management to be frustrating - maybe it's just me, but I play a lot of PUGs and they're pretty clueless - too much so to be terribly effective for the team in many cases. So my new love is....drum roll.... Illusion/Trick Arrow. The pets are, as said before, powerful, fun, provide great damage for you and great tanking for teams. Trick Arrow lets you use every trick in the book - blocks of ice stacked with Blind to hold most baddies. Glue large groups to the floor, then plant a disruption arrow in the middle, then debuff with Acid and Poison, then cover them with oil and light them up in a massive inferno. Of course, pretty much nothing lasts through that whole procedure, but you get the point. I just got EMP arrow last night, and it's groovy - waiting to see what it can REALLY do. But with this combo I'm finding the utility to be able to adapt to any situation a ball, no need for anchors, nobody screaming "heal me" (you don't have one), and no need to keep reapplying shields having to chase your teammates across the map. Love love love my ILL/TA.
  23. Hate to be a pain - what is the Stun Proc called so I can add it to Conductive Aura? People talk about it, but I have no idea where to look or what name it's called by.

    Thanks.
  24. Okay. I'm a complete idiot, and at the same time I was right.

    When I logged on my character (Doctor Megavolt of Burning Man fame) today, I went to Sharkshead, slotted with all new level 25 SOs, 2 acc and the rest EndMod, joined a lower level team (which meant I was fighting whites, yellows and an orange every now and then), and WOW! Sapped the crap out of everyone in no time. Nothing more fun then having a Tank Smasher chase you down, then stand right in front of you and do nothing while you plink him to death. Not fighting all purples and reds really did make a difference - as did the SOs I'm sure.

    So okay, I'm having a delcious dinner of crow, foot, and hat, and will see how this goes into higher levels with higher enemies and more EndMods as I level.

    Thanks all.
  25. Quote:
    Originally Posted by Candlestick View Post
    1. Are you using Conductive Aura? Is it slotted with End Mod and Acc?
    2. Are you using Static Field? Is it slotted with Rech and End Mod?
    3. Are you using Elec Fences? Is it slotted with Acc and(Eventually, when you get the slots for it) End Mod?
    Short answer is "kinda." I use these a lot, and have never noticed much of a sapping effect. I will definitely use them more if they're my big sappers, and slot for EndMod. To answer Talen's question, I just turned 22.

    I'm sure this is part of it, but I tend to wind up on higher level teams, and though my powers are slotted for 2xACC (my golden rule on all my characters, as I hate missing), maybe it's the nature of the higher level enemies defeating my sapping.

    Ah well. I'll stick with it with this advice and report back if I can't make a go of it. Off to SO slot everything now.