JayLeonHart_EU

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  1. It seems I've missed my deadline yet again - re-re-re-scheduled for Friday

    See you folks at 18:30
  2. RAWR!

    Indigo Implosion, Indigo Implosion, Quantum Leaper
  3. Quantum Leaper - destroying Quant binds since Issue 7
  4. I'm out for tomorrow as I had to re-schedule something I missed today - in for Thursday hough and I can catch up on Wednesday.
  5. Good, because I can't do Defiant
  6. Actually, there's a point - Union or Defiant?
  7. Well..... since the all Defender team died I have a Kin/En lingering at 12 with nothing to do. There's my Grav/Rad Controller too and quite possibly my Grav/FF Controller from the V6 Silver team
  8. Yeah, I'm about the same. If the thread had said "Fire/Rad super team" I would have left it well alone. Ah well, no biggy.
  9. [ QUOTE ]
    [ QUOTE ]
    Fire eh? I'm out then. Have fun with your clones

    [/ QUOTE ]
    Actually, Fire is about the only controller I've never played, so sue me if I want to try something new

    [/ QUOTE ]

    Following a preset build just isn't for me
  10. Fire eh? I'm out then. Have fun with your clones
  11. I've got a Grav/Rad on Union I could play, although I am a little stretched for time atm. Put me down as a reserve.
  12. Heh. Well, this thread was good for a giggle
  13. For basic SO / Common IO slotting:

    Charged Armour: 3 res, 1 end red
    Lightning Field: 2 ac, 2 dam, 2 end red
    Conductive Shield: 3 res, 1 end red
    Static Shield: 3 res, 1 end red
    Grounded: 1 res
    Lightning Reflexes: 1 run spd
    Conserve Power: 3 rec red
    Power Sink: 2 end mod, 2 rec red
    Power Surge: 2 res, 3 red red

    That saves you a few slots, shave a percentage or two off of energy and neg energy res, and 5% res off of Power Surge. An extra end mod in Power Sink yields 4% more end gain and an extra rec red gives you 2 or 3 seconds lees recharge. This way, you save a lot of slots for very little loss. I'd suggest replacing them for Impervium: Psi Resist IOs for an extra 15% Psi res
  14. Me either, I just found it an interesting bug
  15. I tried a Build with Health and the +recovery IOs and no Stamina - 2.67 recovery, 2.41 drain, with all toggles except hover and stealth 3 slotted for end reduction
  16. Fallout is great, keep it No, really, I love it.

    *me wubs Fallout*

    See? I'd agree with the HOs for Vengeance. As for Fallout, I'd go for 2 Acc, 2 Dam, 2 ToHit Debuff pre-HOs and 3 Ensyme, 3 Nucleo (or 3 Membrane, 3 Nucleo if you want to use the Buff / DeBuff bug)
  17. I've got that covered on Indigo, although I have to leave at 8pm so it might be cutting it close.
  18. Here's my planned build:

    Villain Plan by Mids' Villain Designer 1.153
    http://www.onthejazz.co.uk/hu/mhd.php
    This character has 67 un-placed slot(s).

    Zombie Robo-Hobo: Level 50 Science Mastermind
    Primary Power Set: Robotics
    Secondary Power Set: Force Field
    Power Pool: Concealment
    Power Pool: Leadership
    Power Pool: Fitness
    Power Pool: Flight
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Battle Drones -- Empty(A)
    Level 1: Force Bolt -- Empty(A)
    Level 2: Deflection Shield -- Empty(A)
    Level 4: Insulation Shield -- Empty(A)
    Level 6: Equip Robot -- Empty(A)
    Level 8: Assault -- Empty(A)
    Level 10: Hover -- Empty(A)
    Level 12: Protector Bots -- Empty(A)
    Level 14: Fly -- Empty(A)
    Level 16: Swift -- Empty(A)
    Level 18: Health -- Empty(A)
    Level 20: Stamina -- Empty(A)
    Level 22: Tactics -- Empty(A)
    Level 24: Dispersion Bubble -- Empty(A)
    Level 26: Assault Bot -- Empty(A)
    Level 28: Repair -- Empty(A)
    Level 30: Maneuvers -- Empty(A)
    Level 32: Upgrade Robot -- Empty(A)
    Level 35: Personal Force Field -- Empty(A)
    Level 38: Force Bubble -- Empty(A)
    Level 41: Scorpion Shield -- Empty(A)
    Level 44: Pulse Rifle Blast -- Empty(A)
    Level 47: Pulse Rifle Burst -- Empty(A)
    Level 49: Stealth -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Supremacy
    Level 2: Rest -- Empty(A)

    I intended it to be without Stamina and take the Patron attacks, but even at lvl 12 with almost nothing but end reducers and Assault and Maneuvers running (different to the build here), I can only buff my 3 bots and 3 party members before I run out of end. That's even with my toggles off, never mind doing it in the heat of battle.
  19. That's a good point

    It just needs a little power shuffling - like dropping Antidote and Elixir of Life for SJ.
  20. Nope, PvE all the way for me, although I really have no idea if it could work as a PvP build.
  21. Well, mine's a little on the active side and the slots will vary up until the 40s. The main bulk (first 30 lvls) look solid to me though. You probably will need stamina as the Poison Debuffs are very end heavy, as is the heal. Take out Siphon Life to add CJ and perhaps move Stamina around to fit in SJ.

    [/Edit] I forgot the build

    Villain Plan by Mids' Villain Designer 1.153
    http://www.onthejazz.co.uk/hu/mhd.php

    Zombie Robo-Hobo: Level 50 Magic Mastermind
    Primary Power Set: Necromancy
    Secondary Power Set: Poison
    Power Pool: Teleportation
    Power Pool: Fitness
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Zombie Horde -- HO:Lyso(A), HO:Lyso(3), HO:Lyso(3), HO:Nucle(5), HO:Nucle(5), HO:Nucle(7)
    Level 1: Alkaloid -- HO:Golgi(A), HO:Golgi(7), HO:Golgi(9), RechRdx-I(9), RechRdx-I(11), RechRdx-I(11)
    Level 2: Envenom -- HO:Enzym(A), HO:Enzym(13), HO:Enzym(13), Acc-I(15), Acc-I(15), RechRdx-I(17)
    Level 4: Weaken -- HO:Enzym(A), HO:Enzym(17), HO:Enzym(19), Acc-I(19), RechRdx-I(21), RechRdx-I(21)
    Level 6: Enchant Undead -- EndRdx-I(A)
    Level 8: Life Drain -- HO:Golgi(A), HO:Golgi(23), HO:Golgi(23), Acc-I(25), RechRdx-I(25), RechRdx-I(27)
    Level 10: Recall Friend -- RechRdx-I(A)
    Level 12: Grave Knight -- HO:Lyso(A), HO:Lyso(27), HO:Lyso(29), HO:Nucle(29), HO:Nucle(31), HO:Nucle(31)
    Level 14: Teleport -- Jnt-Rng(A), Jnt-EndRdx(31), Jnt-EndRdx/Rng(33)
    Level 16: Neurotoxic Breath -- P'ngTtl--Rchg%(A), P'ngTtl-Acc/Slow(33), P'ngTtl-Acc/EndRdx(33), P'ngTtl-Rng/Slow(34), P'ngTtl-EndRdx/Rchg/Slow(34), RechRdx-I(43)
    Level 18: Soul Extraction -- HO:Membr(A), HO:Membr(34), HO:Membr(36), HO:Perox(36), HO:Perox(36), HO:Perox(37)
    Level 20: Swift -- Run-I(A)
    Level 22: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(46)
    Level 24: Stamina -- EndMod-I(A), EndMod-I(46), EndMod-I(46)
    Level 26: Lich -- HO:Perox(A), HO:Perox(37), HO:Perox(37), HO:Lyso(39), HO:Lyso(39), HO:Lyso(39)
    Level 28: Paralytic Poison -- HO:Endo(A), HO:Endo(40), HO:Endo(40), RechRdx-I(40), RechRdx-I(42), RechRdx-I(42)
    Level 30: Elixir of Life -- RechRdx-I(A)
    Level 32: Dark Empowerment -- EndRdx-I(A)
    Level 35: Antidote -- S'fstPrt-ResKB(A)
    Level 38: Noxious Gas -- RechRdx-I(A)
    Level 41: Charged Armor -- HO:Ribo(A), HO:Ribo(42), S'fstPrt-ResDam/Def+(43), S'fstPrt-ResKB(43)
    Level 44: Static Discharge -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(45), Sciroc-Dmg/Rchg(45), Sciroc-Acc/Rchg(45)
    Level 47: Electric Shackles -- HO:Endo(A), HO:Endo(48), HO:Endo(48), RechRdx-I(48), RechRdx-I(50), RechRdx-I(50)
    Level 49: Electrifying Fences -- HO:Nucle(A), HO:Nucle(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 1: Supremacy
    Level 2: Rest -- RechRdx-I(A)


    Copy & Paste this data chunk into Mids' Hero Designer to view the build.
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    There we go. Silly me

    3 acc 3 dam for the first 2 pets. End reducers, accuracy, debuffs and recharges for weaken and envenom, slows/recharge/end reducers for toxic breath. A choice of acc, dam, hold and recharge for the ghost (soul extraction) I'd say at least 2 recharges. Acc, holds and fears for the Lich, maybe a dam or 2. [/Edit]
  22. Force for a Tank-Mage

    But seriously, I'd say jump on the Test Server and have a little play about, see which one(s) fit thematically and to your playstyle.
  23. [ QUOTE ]
    Wouldnt necro/poison be at a bit of a disadvantage as it lacks ranged? Does that even matter? I thought mm had to have ranged to compete in pvp. Yes I accept that I am probably wrong. Just want to know, thx.

    [/ QUOTE ]

    Well, Zombies best attacks are a cone and AoE vomit, plus they have a ranged Siphon Sife. Grave Knights get Gloom, Dark Blast (I think) and Siphon Life. The Lich has ranged cones and mezzes and the Ghost has ranged attacks and mezzes. So Necro is a bit of a mix.
  24. JayLeonHart_EU

    Fire/thermal

    Well that depends how you play - my Rad/Thermal is built for team play and up until her respec less than an hour ago, she couldn't solo. She's lvl 27 atm.

    Warmth/Causterize - priority would be 1st slot Heal, 2nd Recharge and so on. Mine have 3 heal, 2 recharge

    Fire Shield/Plasma Shield - res of course and end reduction if you feel you need it (such as those who like to buff an MMs pets ). Mine have 2 res in them at the mo.

    Rise of The Phoenix - 1 recharge should suffice.

    Thaw - Whatever you want. I went with a res.

    As for general attack slotting advice, I'd say start with an accuracy, then 2 damage and add damage, recharge and endurance reduction to taste. The jack-of-all-trades slotting is 1 acc, 3 dam, 1 rchg, 1 end rdx. I tend to slot them in that order off importance, too. Some powers get an extra recharge instead of the endurance reduction, some an extra endurance reduction instead of the 3rd damage. It's all down to taste.