Gypsy_of_Paradox

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  1. And we will continue to see problems as the Devs try to mainstream MMs to make them more popular. I never liked the zoning change OR the AoE buff change OR the recharge change. All changes demanded by the nubs who never played the AT and could not see the big picture.
  2. Gypsy_of_Paradox

    Dm/ea

    Quote:
    Originally Posted by EvilGeko View Post
    This is a generally a great strategy, but I find on my DM/EA, that because of Dark Melee (and Soul Mastery's) -to-hit, that I don't need to be very much over the soft-cap for most things.

    I'm softcapped to Sm, Le, Eng and have Fire and Cold in the 40% range and the character plays very well for me. Psi and Toxic sucks, but then that's the nature of the beast with EA. Can't wait to betray to Hero side!
    Indeed, darkest night is a potent tool for def based brutes. But, I play aggressively and on speed teams. DN quite frankly would slow down my EA and my SR brute. So being at cap w/o the use of DN fits my play style a lot more. Now If I played say an Ice Tank and they had access to DN I'd most likely take the power.

    As it stands I don't try to tank with either of my def characters, if I want a tanking brute I have two willpowers and a stone at 50. My EM/SR is a pure brawler and my Stone/EA is adept for speed runs.
  3. Gypsy_of_Paradox

    Dm/ea

    Quote:
    Originally Posted by Rodion View Post
    Having Dark Consumption, Energy Drain and Conserve Power seems like overkill. I'd definitely dump Conserve Power for something else, and probably Dark Consumption.

    I've got an Energy/EA brute with just Energy Drain, and it recharges fast enough to be useful as a heal in addition to replenishing Endurance (I'm only 44 and don't have Tough and Weave fully slotted yet). And I don't even have Hasten.

    If you're aiming at being a sapper Dark Consumption/Energy Drain would be nice, but I'm not sure that's really what the OP wants, especially at the prices some of those sets are at.
    Performance Shifters are cheap compared to the rest of the build. It's not a matter of overkill on end recovery, its matter of being able to keep going. Something steps out of range and one drain misses, second one is there. As far as the heal goes, yea its decent when you're surrounded.

    Quote:
    Originally Posted by Redoubtable View Post
    I can confirm that Energy Drain is enough to keep you going on a DM/EA, I'd probably think about dropping Conserve Power for Overload and slotting it with Recharge/Health IOs for when you want to really maximise your survivability.
    Overload would be a waste IMO, it would be a power rarely used. Granted CP would used less frequently on paper.

    I run a serious number of Speed TF/SFs with my Stone/Energy. So things may vary for those who play less aggressively. I posted the build based on what I would see my needs to being if I ran the toon. The OP is more then welcome to adjust things to his standards, its his toon.
  4. Gypsy_of_Paradox

    Dm/ea

    Yea Energy goes quite a bit over to cap Neg, but to answer your question.

    ITF has a lot of Neg, the BSF has Reich.

    I prefer to cap neg mainly because of those random TFs where its required. I like the idea of being softcapped to pretty much everything and not have to stop and think. MOAR SMASH!!!

    Edit: I guess its not as much as an issue as your DM/EA has a potent heal, but I'm running an SM/EA. So no heal, all I got for mitigation is a lot of knockdown.
  5. Gypsy_of_Paradox

    Dm/ea

    I try to overkill on EA because its -Def resistance isn't as high as SR. Also if look closely Melee/Ranged/AoE Def is higher then psi so provides an extra layer. Yes I know some psi attacks don't have a positional, but most do so this helps overall.
  6. LOL you really meant it when you said "pick apart" huh
  7. Gypsy_of_Paradox

    Dm/ea

    Here you go, got him softcapped to eveything but psi

    And before you ask, no its not cheap, but i did avoid the pvp IO lol
    I hope superspeed is your preferred method of travel.

    Enjoy

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Dark Melee
    Secondary Power Set: Energy Aura
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leaping

    Villain Profile:
    Level 1: Smite
    • (A) Kinetic Combat - Damage/Endurance
    • (11) Accuracy IO
    • (15) Kinetic Combat - Accuracy/Damage
    • (15) Kinetic Combat - Damage/Recharge
    • (42) Kinetic Combat - Damage/Endurance/Recharge
    Level 1: Kinetic Shield
    • (A) Luck of the Gambler - Recharge Speed
    • (46) Luck of the Gambler - Defense
    • (46) Luck of the Gambler - Defense/Endurance
    • (46) Luck of the Gambler - Defense/Endurance/Recharge
    Level 2: Shadow Maul
    • (A) Cleaving Blow - Accuracy/Damage
    • (3) Cleaving Blow - Damage/Endurance
    • (3) Cleaving Blow - Damage/Recharge
    • (7) Eradication - Accuracy/Recharge
    • (43) Eradication - Accuracy/Damage/Recharge
    • (45) Eradication - Accuracy/Damage/Endurance/Recharge
    Level 4: Power Shield
    • (A) Luck of the Gambler - Recharge Speed
    • (5) Luck of the Gambler - Defense
    • (5) Luck of the Gambler - Defense/Endurance
    • (7) Luck of the Gambler - Defense/Endurance/Recharge
    Level 6: Swift
    • (A) Run Speed IO
    Level 8: Siphon Life
    • (A) Pounding Slugfest - Accuracy/Damage
    • (9) Pounding Slugfest - Damage/Endurance
    • (9) Pounding Slugfest - Damage/Recharge
    • (13) Pulverizing Fisticuffs - Accuracy/Damage/Endurance/Recharge
    • (13) Pulverizing Fisticuffs - Accuracy/Damage/Recharge
    • (48) Pulverizing Fisticuffs - Accuracy/Damage
    Level 10: Entropy Shield
    • (A) Endurance Reduction IO
    • (11) Endurance Reduction IO
    Level 12: Kick
    • (A) Accuracy IO
    Level 14: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    Level 16: Hasten
    • (A) Recharge Reduction IO
    • (17) Recharge Reduction IO
    • (17) Recharge Reduction IO
    Level 18: Dark Consumption
    • (A) Performance Shifter - Accuracy/Recharge
    • (19) Performance Shifter - EndMod/Accuracy/Recharge
    • (19) Performance Shifter - EndMod/Recharge
    • (43) Performance Shifter - EndMod
    • (43) Performance Shifter - EndMod/Accuracy
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End
    • (21) Performance Shifter - EndMod
    • (21) Performance Shifter - EndMod/Recharge
    • (42) Performance Shifter - EndMod/Accuracy
    Level 22: Super Speed
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (23) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (23) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 24: Energy Cloak
    • (A) Luck of the Gambler - Recharge Speed
    • (25) Luck of the Gambler - Defense
    • (25) Luck of the Gambler - Defense/Endurance
    • (50) Luck of the Gambler - Defense/Endurance/Recharge
    Level 26: Soul Drain
    • (A) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (27) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (27) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (37) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (40) Gaussian's Synchronized Fire-Control - Chance for Build Up
    • (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    Level 28: Tough
    • (A) Aegis - Resistance
    • (29) Aegis - Resistance/Endurance
    • (29) Aegis - Resistance/Recharge
    • (34) Aegis - Endurance/Recharge
    • (34) Aegis - Resistance/Endurance/Recharge
    Level 30: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (31) Luck of the Gambler - Defense
    • (31) Luck of the Gambler - Defense/Endurance
    • (31) Luck of the Gambler - Defense/Endurance/Recharge
    Level 32: Midnight Grasp
    • (A) Kinetic Combat - Accuracy/Damage
    • (33) Kinetic Combat - Damage/Endurance
    • (33) Kinetic Combat - Damage/Recharge
    • (33) Kinetic Combat - Damage/Endurance/Recharge
    • (34) Accuracy IO
    Level 35: Energy Drain
    • (A) Performance Shifter - Accuracy/Recharge
    • (36) Performance Shifter - EndMod/Accuracy/Recharge
    • (36) Performance Shifter - EndMod/Recharge
    • (36) Performance Shifter - EndMod
    • (37) Performance Shifter - EndMod/Accuracy
    • (37) Healing IO
    Level 38: Touch of Fear
    • (A) Nightmare - Accuracy/Fear/Recharge
    • (39) Nightmare - Accuracy/Recharge
    • (39) Nightmare - Accuracy/Endurance
    • (39) Nightmare - Fear/Range
    • (40) Recharge Reduction IO
    Level 41: Energy Protection
    • (A) Resist Damage IO
    • (42) Resist Damage IO
    Level 44: Dampening Field
    • (A) Resist Damage IO
    • (45) Resist Damage IO
    • (45) Steadfast Protection - Resistance/+Def 3%
    Level 47: Conserve Power
    • (A) Recharge Reduction IO
    • (48) Recharge Reduction IO
    • (48) Recharge Reduction IO
    Level 49: Combat Jumping
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (50) Blessing of the Zephyr - Knockback Reduction (4 points)
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Fury
    ------------
    Set Bonus Totals:
    • 7.5% DamageBuff(Smashing)
    • 7.5% DamageBuff(Lethal)
    • 7.5% DamageBuff(Fire)
    • 7.5% DamageBuff(Cold)
    • 7.5% DamageBuff(Energy)
    • 7.5% DamageBuff(Negative)
    • 7.5% DamageBuff(Toxic)
    • 7.5% DamageBuff(Psionic)
    • 11.8% Defense(Smashing)
    • 11.8% Defense(Lethal)
    • 12.1% Defense(Fire)
    • 12.1% Defense(Cold)
    • 16.1% Defense(Energy)
    • 16.1% Defense(Negative)
    • 3% Defense(Psionic)
    • 9.25% Defense(Melee)
    • 16.1% Defense(Ranged)
    • 16.4% Defense(AoE)
    • 1.8% Max End
    • 41% Enhancement(Accuracy)
    • 1.65% Enhancement(Terrorized)
    • 30% Enhancement(RechargeTime)
    • 20% FlySpeed
    • 224.9 HP (15%) HitPoints
    • 20% JumpHeight
    • 20% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Immobilize) 5.5%
    • MezResist(Sleep) 2.2%
    • 11% (0.18 End/sec) Recovery
    • 48% (3 HP/sec) Regeneration
    • 25% RunSpeed
    • 2.5% XPDebtProtection
    ------------
    Set Bonuses:
    Kinetic Combat
    (Smite)
    • MezResist(Immobilize) 2.75%
    • 22.5 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Luck of the Gambler
    (Kinetic Shield)
    • 10% (0.63 HP/sec) Regeneration
    • 16.9 HP (1.13%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Cleaving Blow
    (Shadow Maul)
    • 1% (0.02 End/sec) Recovery
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    Eradication
    (Shadow Maul)
    • 1.8% Max End
    • 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
    Luck of the Gambler
    (Power Shield)
    • 10% (0.63 HP/sec) Regeneration
    • 16.9 HP (1.13%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Pounding Slugfest
    (Siphon Life)
    • 8% (0.5 HP/sec) Regeneration
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    Pulverizing Fisticuffs
    (Siphon Life)
    • MezResist(Sleep) 2.2%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    Performance Shifter
    (Dark Consumption)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 28.1 HP (1.88%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 28.1 HP (1.88%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    Blessing of the Zephyr
    (Super Speed)
    • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    • Knockback Protection (Mag -4)
    Luck of the Gambler
    (Energy Cloak)
    • 10% (0.63 HP/sec) Regeneration
    • 16.9 HP (1.13%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Gaussian's Synchronized Fire-Control
    (Soul Drain)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 28.1 HP (1.88%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    Aegis
    (Tough)
    • 5% RunSpeed
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
    • 2.5% XPDebtProtection
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    Luck of the Gambler
    (Weave)
    • 10% (0.63 HP/sec) Regeneration
    • 16.9 HP (1.13%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Kinetic Combat
    (Midnight Grasp)
    • MezResist(Immobilize) 2.75%
    • 22.5 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Performance Shifter
    (Energy Drain)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 28.1 HP (1.88%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    Nightmare
    (Touch of Fear)
    • 1.65% Enhancement(Terrorized)
    • 1.88% Defense(Energy,Negative), 0.94% Defense(Ranged)
    • 5% Enhancement(Accuracy)
    Steadfast Protection
    (Dampening Field)
    • 3% Defense(All)
    Blessing of the Zephyr
    (Combat Jumping)
    • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    • Knockback Protection (Mag -4)
  8. Gypsy_of_Paradox

    Dm/ea

    double posted /facepalm
  9. Gypsy_of_Paradox

    Dm/ea

    no

    I'm sure someone does, but they must not read the forums. I've got both DMs and an EA at 50, I'll attempt to throw a softcapped build together. Will post it soon™
  10. Gypsy_of_Paradox

    Proc's for pets?

    Here is what I slot on all my Necro MMs, yes I know I said the -res proc is almost useless. I had space lol


    Level 1: Zombie Horde
    • (A) Blood Mandate - Accuracy/Damage
    • (3) Blood Mandate - Accuracy/Damage/Endurance
    • (3) Sovereign Right - Accuracy/Damage
    • (5) Sovereign Right - Accuracy/Damage/Endurance
    • (5) Sovereign Right - Resistance Bonus
    • (7) Edict of the Master - Defense Bonus
    Level 12: Grave Knight
    • (A) Blood Mandate - Accuracy/Damage
    • (13) Blood Mandate - Accuracy/Damage/Endurance
    • (13) Sovereign Right - Accuracy/Damage
    • (15) Sovereign Right - Accuracy/Damage/Endurance
    • (15) Achilles' Heel - Chance for Res Debuff
    • (17) To Hit Debuff IO
    Level 18: Soul Extraction
    • (A) Expedient Reinforcement - Resist Bonus Aura for Pets
    • (19) Expedient Reinforcement - Accuracy/Recharge
    • (19) Expedient Reinforcement - Accuracy/Damage/Recharge
    • (21) Expedient Reinforcement - Endurance/Damage/Recharge
    • (21) Call to Arms - Defense Bonus Aura for Pets
    Level 26: Lich
    • (A) Blood Mandate - Accuracy/Damage
    • (27) Blood Mandate - Accuracy/Damage/Endurance
    • (27) Sovereign Right - Accuracy/Damage
    • (29) To Hit Debuff IO
    • (29) To Hit Debuff IO
    • (31) Cloud Senses - Chance for Negative Energy Damage
  11. Gypsy_of_Paradox

    Proc's for pets?

    Yes they do, but its not as useful as in mercs. Pretty much all the attacks off mercs can fire the proc. GK only have a chance to proc it of using a broadsword attack. Again the proc only last seconds and are too slow to make seriously good use of this proc.

    That procs best in Mercs, and Thug Enforcers IMO
  12. Thug/FF is a fun combo and was my first level 50 toon. Just bub pets and run into every spawn

    So just a tip, carry Shivans, not needed for most of the game. But needed for AV and EBs w/ high levels of regen. Otherwise you end up with 30 minutes of you and the boss just standing there. (I leveled mine up before I knew about procs, so an -res proc slotted into enforcers will help a lot)
  13. Gypsy_of_Paradox

    The Mastermind

    Not sure if it was said, but it needs to be said regardless.

    Granted you want this concept, but their weakness is that moment when they have no pets out. It's not a matter of comic book lore, its a matter of balanced coding. All of the ATs in the game have this predetermined weakness to make the game fair. If tanks could do blaster level damage, then they'd be overpowered because they can absorb an insane amount themselves.

    Mastermind hands down is my favorite AT in the game. But coding it so MMs are a force w/o pets would go against design.

    Maybe in the future there can be an AT designed for what you're asking for.
  14. Yep I plan to roll a Necro/Sonic as well.

    Every buff/debuff set in the hands of a Mastermind is wickedly powerful plain and simple.


  15. Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Svyashchennik: Level 50 Magic Mastermind
    Primary Power Set: Necromancy
    Secondary Power Set: Radiation Emission
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Teleportation
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Zombie Horde
    • (A) Blood Mandate - Accuracy/Damage
    • (15) Blood Mandate - Accuracy/Damage/Endurance
    • (40) Sovereign Right - Accuracy/Damage
    • (48) Sovereign Right - Accuracy/Damage/Endurance
    • (50) Edict of the Master - Defense Bonus
    • (50) Sovereign Right - Resistance Bonus
    Level 1: Radiant Aura
    • (A) Doctored Wounds - Recharge
    • (43) Doctored Wounds - Heal/Endurance
    • (43) Doctored Wounds - Endurance/Recharge
    • (46) Doctored Wounds - Heal/Recharge
    • (46) Doctored Wounds - Heal/Endurance/Recharge
    Level 2: Radiation Infection
    • (A) Achilles' Heel - Chance for Res Debuff
    • (3) Dark Watcher's Despair - Recharge/Endurance
    • (3) Dark Watcher's Despair - To Hit Debuff/Endurance
    • (11) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    • (37) Dark Watcher's Despair - To Hit Debuff
    • (40) Endurance Reduction IO
    Level 4: Accelerate Metabolism
    • (A) Efficacy Adaptor - EndMod
    • (5) Efficacy Adaptor - EndMod/Endurance
    • (5) Efficacy Adaptor - EndMod/Recharge
    • (7) Efficacy Adaptor - EndMod/Accuracy/Recharge
    • (9) Efficacy Adaptor - Accuracy/Recharge
    • (9) Recharge Reduction IO
    Level 6: Enchant Undead
    • (A) Endurance Reduction IO
    • (7) Endurance Reduction IO
    Level 8: Swift
    • (A) Run Speed IO
    Level 10: Enervating Field
    • (A) Endurance Reduction IO
    • (11) Endurance Reduction IO
    Level 12: Grave Knight
    • (A) Blood Mandate - Accuracy/Damage
    • (13) Blood Mandate - Accuracy/Damage/Endurance
    • (13) Sovereign Right - Accuracy/Damage
    • (15) Sovereign Right - Accuracy/Damage/Endurance
    • (23) Achilles' Heel - Chance for Res Debuff
    • (37) To Hit Debuff IO
    Level 14: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    Level 16: Hasten
    • (A) Recharge Reduction IO
    • (17) Recharge Reduction IO
    • (17) Recharge Reduction IO
    Level 18: Soul Extraction
    • (A) Expedient Reinforcement - Resist Bonus Aura for Pets
    • (19) Call to Arms - Defense Bonus Aura for Pets
    • (19) Expedient Reinforcement - Accuracy/Recharge
    • (23) Expedient Reinforcement - Accuracy/Damage/Recharge
    • (31) Expedient Reinforcement - Endurance/Damage/Recharge
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End
    • (21) Performance Shifter - EndMod
    • (21) Performance Shifter - EndMod/Recharge
    • (31) Performance Shifter - EndMod/Accuracy
    Level 22: Super Speed
    • (A) Endurance Reduction IO
    Level 24: Lingering Radiation
    • (A) Accuracy IO
    • (25) Accuracy IO
    • (25) Endurance Reduction IO
    • (34) Recharge Reduction IO
    • (34) Recharge Reduction IO
    Level 26: Lich
    • (A) Accuracy IO
    • (27) Dark Watcher's Despair - To Hit Debuff/Endurance
    • (27) Dark Watcher's Despair - Chance for Recharge Slow
    • (33) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    • (33) Dark Watcher's Despair - To Hit Debuff
    • (34) Damage Increase IO
    Level 28: Choking Cloud
    • (A) Lockdown - Chance for +2 Mag Hold
    • (29) Ghost Widow's Embrace - Endurance/Hold
    • (29) Endurance Reduction IO
    • (31) Endurance Reduction IO
    Level 30: Mutation
    • (A) Recharge Reduction IO
    Level 32: Dark Empowerment
    • (A) Endurance Reduction IO
    • (33) Endurance Reduction IO
    Level 35: Fallout
    • (A) Positron's Blast - Damage/Recharge
    • (36) Positron's Blast - Damage/Range
    • (36) Positron's Blast - Damage/Endurance
    • (36) Positron's Blast - Accuracy/Damage
    • (37) Positron's Blast - Accuracy/Damage/Endurance
    Level 38: EM Pulse
    • (A) Unbreakable Constraint - Endurance/Hold
    • (39) Unbreakable Constraint - Hold
    • (39) Unbreakable Constraint - Hold/Recharge
    • (39) Unbreakable Constraint - Accuracy/Hold/Recharge
    • (40) Unbreakable Constraint - Accuracy/Recharge
    • (50) Lockdown - Chance for +2 Mag Hold
    Level 41: Night Fall
    • (A) Ragnarok - Accuracy/Recharge
    • (42) Ragnarok - Accuracy/Damage/Recharge
    • (42) Ragnarok - Damage/Recharge
    • (42) Ragnarok - Damage
    • (43) Ragnarok - Damage/Endurance
    Level 44: Oppressive Gloom
    • (A) Absolute Amazement - Chance for ToHit Debuff
    • (45) Absolute Amazement - Endurance/Stun
    • (45) Absolute Amazement - Stun
    • (45) Absolute Amazement - Accuracy/Stun/Recharge
    • (46) Absolute Amazement - Accuracy/Recharge
    Level 47: Dark Embrace
    • (A) Titanium Coating - Endurance
    • (48) Titanium Coating - Resistance
    • (48) Titanium Coating - Resistance/Endurance
    Level 49: Recall Friend
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Supremacy
    ------------
    Set Bonus Totals:
    • 5.5% DamageBuff(Smashing)
    • 5.5% DamageBuff(Lethal)
    • 5.5% DamageBuff(Fire)
    • 5.5% DamageBuff(Cold)
    • 5.5% DamageBuff(Energy)
    • 5.5% DamageBuff(Negative)
    • 5.5% DamageBuff(Toxic)
    • 5.5% DamageBuff(Psionic)
    • 10% Defense
    • 54% Enhancement(Accuracy)
    • 57.5% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 5% FlySpeed
    • 60.2 HP (7.5%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 5.25%
    • MezResist(Held) 2.5%
    • MezResist(Immobilize) 2.5%
    • MezResist(Sleep) 10.2%
    • MezResist(Stun) 2.5%
    • MezResist(Terrorized) 4.7%
    • 26.5% (0.44 End/sec) Recovery
    • 10% (0.34 HP/sec) Regeneration
    • 20% Resistance(Smashing)
    • 20% Resistance(Lethal)
    • 30.4% Resistance(Fire)
    • 30.4% Resistance(Cold)
    • 20% Resistance(Energy)
    • 20% Resistance(Negative)
    • 20% Resistance(Toxic)
    • 20% Resistance(Psionic)
    • 5% RunSpeed
  16. Quote:
    Originally Posted by Fleeting Whisper View Post
    CC + OG doesn't sound like that great of a combo. Chance for minion stun aura + super expensive chance for minion hold aura? The effects don't stack, and CC is really expensive.
    I don't see a Necro/Rad being more expensive then my Fire/Rad troller, my AR/Rad corr or my Rad/Ice def.

    My statement was never about stacking affects, I know they don't stack? The idea is a level of mitigation which is great for necro overall. Both auras can grab aggro, which will help keep pets alive by keeping the mobs on the Mastermind.

    Edit: Would also be fun to add a hold proc to CC
  17. Gypsy_of_Paradox

    energy cloak?

    Yea don't skip it, its needed if you plan to softcap.

    DN would be helpful on the build, if you have the room.

    I was able to softcap my Stone/EA to everything except psi.
  18. In the end the useful of /Rad will come down to the players ability to play the game. A Necro/Rad w/ choking cloud and oppressive gloom running into the center of the spawn. Drop debuffs. AM will help with keeping toggles running and recharge will help with LR spam.

    I've got 5MMs at 50 and 3 Rad Emissions at 50, it will be a wonderful set on MMs. It will outpace dark quickly, albeit when ported its heal will be weaker then dark. But it doesn't require a target. As far as the rez goes, just skip it. I skipped the rez on my poison and pain MMs because I mainly solo w/ my MMs.

    So in short PORT everything I got Necromancers to roll lol
  19. Benumb and Sleet really do it, but it depends on which primary as well. A Thug/Sonic, would do better then a Bot/Sonic for example. Merc/Sonic w/ procs on pets would be some nice synergy as well.

    But as I mentioned before, most of the current sets for MMs provide uberness. Won't expect less from cold or sonic.
  20. Not much is left, can't wait for Cold. Now that will be seriously overpowered, even when nerfed on the scale they're using.
  21. It will come, albeit slightly nerfed and who knows where, all we can do is guess really. But IT will come, I mean most of the MM secondaries already provide uberness. The last two prolifs made me scratch my head and wonder, are the Devs nuts? They even gave MMs powerboost in the patrons, that was just asking for better AV killers. So rad will be powerful, but no more powerful then a thermal with all pet resist/def procs and shields.

    I'll most likely roll a Necro/Rad to stack the -tohit and use Choking Cloud + Oppressive Gloom as mitigation in melee.
  22. Gypsy_of_Paradox

    This work?

    This build made me sad, I love my A/TA corr as its my namesake. But to skip so much in exchange for ranged softcap is pointless. Things will still hit you, be it AoE or melee and you have no resistance to def debuffs. So you will cascade often

    I've played all the blast sets in the game to 50 (except psi, I have a defender at 20 I'm slowly working on). Archery's best form of damage mitigation is to kill their target quickly, you simply do not have enough attacks. But that's just my opinion

    You may or may not like my build, but I'll post it up. I've had great results on teams and solo.

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Gypsy of Paradox: Level 50 Magic Corruptor
    Primary Power Set: Archery
    Secondary Power Set: Trick Arrow
    Power Pool: Fitness
    Power Pool: Medicine
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Aimed Shot -- Decim-Acc/EndRdx/Rchg(A), Dev'n-Hold%(34), Decim-Dmg/Rchg(43), Decim-Dmg/EndRdx(43), Decim-Acc/Dmg(43), Decim-Acc/Dmg/Rchg(46)
    Level 1: Entangling Arrow -- Acc-I(A)
    Level 2: Fistful of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(3), Posi-Dmg/Rng(7), Posi-Acc/Dmg/EndRdx(7)
    Level 4: Glue Arrow -- RechRdx-I(A), RechRdx-I(5), Slow-I(5)
    Level 6: Swift -- Run-I(A)
    Level 8: Blazing Arrow -- Decim-Acc/EndRdx/Rchg(A), Decim-Dmg/Rchg(9), Decim-Dmg/EndRdx(9), Decim-Acc/Dmg(11), Decim-Acc/Dmg/Rchg(11), Dev'n-Hold%(42)
    Level 10: Stimulant -- RechRdx-I(A)
    Level 12: Explosive Arrow -- Posi-Dmg/Rchg(A), Posi-Dmg/EndRdx(13), Posi-Acc/Dmg(13), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(40)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(15)
    Level 16: Aid Self -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx(17), Dct'dW-EndRdx/Rchg(17), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(37)
    Level 18: Poison Gas Arrow -- FtnHyp-Plct%(A), FtnHyp-Sleep/EndRdx(19), FtnHyp-Sleep/Rchg(19), FtnHyp-Acc/Sleep/Rchg(25), FtnHyp-Acc/Rchg(37)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(25)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
    Level 24: Super Speed -- EndRdx-I(A)
    Level 26: Acid Arrow -- Achilles-ResDeb%(A), AnWeak-Acc/Rchg(27), AnWeak-Acc/DefDeb(27), Achilles-DefDeb/Rchg(34)
    Level 28: Disruption Arrow -- RechRdx-I(A), RechRdx-I(29), EndRdx-I(29)
    Level 30: Aim -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31), Rec'dRet-Pcptn(31)
    Level 32: Rain of Arrows -- Posi-Dmg/Rchg(A), Posi-Dmg/Rng(33), Posi-Dmg/EndRdx(33), Posi-Acc/Dmg(33), Posi-Acc/Dmg/EndRdx(34)
    Level 35: Oil Slick Arrow -- RechRdx-I(A), RechRdx-I(36), Posi-Dam%(36), ImpSwft-Dam%(36), LdyGrey-%Dam(50)
    Level 38: EMP Arrow -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(39), UbrkCons-Acc/Hold/Rchg(39), UbrkCons-Acc/Rchg(39), UbrkCons-EndRdx/Hold(40), Lock-%Hold(40)
    Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(46)
    Level 44: Ranged Shot -- Mantic-Dmg/EndRdx/Rchg(A), Mantic-Acc/Dmg(45), Mantic-Dmg/EndRdx(45), Mantic-Acc/ActRdx/Rng(45), Mantic-Dmg/ActRdx/Rchg(46)
    Level 47: Ice Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(48), BasGaze-Rchg/Hold(48), BasGaze-Acc/EndRdx/Rchg/Hold(48), Lock-%Hold(50)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Scourge



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  23. Gypsy_of_Paradox

    Suppress Pain

    Quote:
    Originally Posted by MonkeySpirit View Post
    Well, Pain Dom was brought out pretending to be a new and improved redside Empathy. My first guess when I saw that power was: "Oh, they're giving players an HA that rocks itself, but does so silently and annoyance-free."

    I've only played the corruptor version, but I could see how it could ease the aura-rocking syndrome a bit and make teaming with "dedicated healers" a lot more bearable.
    Incorrect, no Dev ever stated it was a new and improved Empathy. Pain was a revision of empathy with a villainous feel. Personally I find Pain more fun to play and I have both a Rad/Pain and Merc/Pain at 50.

    My Rad/Pain is a powerful toon, he's fully IO'd and can provide heals and heavy debuffs (AC + Rad Blast all slotted with Achilles Heel -res). He can also take the damage, Tough + Perma WoP + Dark Embrace.

    I don't have Suppress Pain on my toon and found the little ticks to be useless in PvE. With teammates speeding around, they are rarely standing in the aura. Waste of a power choice IMO. However I have the power on my MM as it buffs the regen of pets which helps quite a bit. The aura being left as a heal as opposed to regen buff on MMs would be overpowered IMO.

    Empathy vs Pain: Old argument and should be left as "Two unique sets with some powers in common"


    Edit: For the record, I'd take the power if corrs had the regen version. I mean think about all that resist + regen
  24. *whispering* "No roll a Necro/Storm......"
  25. Gypsy_of_Paradox

    Hero MM?

    Being able to control the dead doesn't make a person inherently evil. Think "Deadly Girl" from a movie called The Specials. Even though she summons demons, she's a superhero.

    Also if you wanted to tweak an RP spin to raising zombies from the dead. Lets say a Gypsy Witch w/ a bag of enchanted bones. These bones are the bones of her ancestors and are enchanted to summon her family to help her fight evil.

    Any primary with the right concept fits either faction with enough thought.

    I mean look at Assault Rifle Defenders, could easily RP tweak that with no problem. For concept don't take flamethrower or ignite and say all the bullets are tranqs. Could still take the other two powers and claim to be "smoking out" the villains.