Kathari

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  1. Quote:
    Originally Posted by beelzy View Post
    thb, taking a look at your build, it is pretty good, and if they were giving out bronze medals i would recommend you for it...
    lmfao
  2. Quote:
    Originally Posted by Jeremia_Bane View Post
    All the powers in /traps are good, skippable is MAYBE the detonator power if you dislike loosing even one of your minions as much as i do. For that reason i also would skip all the attack powers in the primary. Traps is a busy secondary, and 90% of the time your better of trying to plant a tripmine under your foe than using one of your weak power wasting attacks.

    You can have more than one tripmine active at a time btw. Like in the same place ontop of each other. Luring a problematic boss and his minions into a bunch of tripmines is definitely an appropiate moment to practice your evil laughing.
    Pets do profit from leadership toggles and you can heal them with aid other from the medicine pool.
    Well definitely taking leadership and medicine then. Maybe skip fighting. I think I want the full primary set in build one and will skip stuff in traps. Something about hovering over my pets while they fight and taking pot shots that makes me smile.
  3. I rolled a Bots/Traps on Monday night. Played it on Freedom redside for about an hour. I really like the experience so far in PVE, doing one mission and street sweeping. I have it on hold until I get a good Mids build to guide my slotting choices.

    One of the things I noticed in Mids is that with a Bots/Traps build I find myself having to make painful power selection choices. There is no truly "useless" power that makes it easy. I have gone all the way up to 50 three times in Mids and realized at the end that I had forgotten either leadership or fighting or both.

    So I'm almost going to have to create 2 builds, one where I take all of the primary powers and one where I take all of the secondary powers and hopefully create my uber build with the incarnate level 3rd build.

    As far as playing style, does a Bots/Trap MM benefit from having the ranged attacks? Or should I forego those in exchange for more of the tools in the Traps set or power pools? Do pets benefit from Leadership? Can I heal them with "Heal Other" in the medicine pool? I know I'm taking all of the pets/petbuffs in Bots, but can't really find anything "skippable" in Traps.

    Bots/Traps is almost unique in that I want everything based on what I'm reading in the power description.
  4. Kathari

    Psionic Armor

    There are probably other things in their minds than simple "balance" when considering whether or not to nerf/balance powers/sets. Its possible that they won't nerf it until it becomes ridiculously OVERUSED. I don't play on all servers and I'm part time because of work, but I honestly haven't seen to many psychic toons. So if its "overpowered" it could be to encourage more people to use the builds.

    Based on this logic, one would expect SS/Fire brutes to get a rework.
  5. I am hesitant to play Demons/ because I've seen the Exorcist way too many times. I am also afraid of zombies, but at least I don't believe in them. Demons on the other hand....

    I think I'm going to roll a Necro/Dark/Soul on red side, and a Bots/Traps on blue side. On blue side, I'm really struggling narrowing down the APP. My instinct tells me to go for a +DEF toggle (i.e. Chill Mastery). But thematically Fields Mastery makes more sense with Bots/Traps. I know I don't want Heat Mastery because I just finished leveling an SS/Fire brute and just took */*/Fire on another alt.

    My past experience with MM was mostly with a Mercs/FF, which I guess explains why I didn't really take to it if Mercs is that terrible. When I was playing MMs it was also before Going Rogue and I just never went that high on red side because I found it difficult to get attached to the characters. I'm not against playing villains, but Level 50 required alot of time back then and I just couldn't do it on red side. Now that it doesn't matter, I'm deciding that I like the villain archetypes better than the heroes ones.

    Anyway, with an MM, what should my slotting goals be? I know that with most toons its softcapped S/L or ranged. Or recharge. But I'm not sure how pets fit into that.
  6. Quote:
    Originally Posted by New Dawn View Post
    All ATs can 1 AT, do things in a way that makes other ATs not actually needed, useful? Useful to only a point? No point making things sound like the Controller AT is an odd exceptional case. Sure it's easier to get by, by being less refined in a 1AT team with certain ATs.
    Actually, I think the most ridiculous 8-toon teams are the MM ones. Just saying.
  7. Hello. I have never played an MM past the 20s because I could never find a combo that really worked for me. Then I took three years off from the game and returned in January. A lot has changed, and MMs have so many more power choices than they originally did when I was playing back in 06-08.

    What seems to be the consensus for "The Best" MM build? I know that's sort of like asking "Coke or Pepsi," but what power sets seem to mesh better with others. If you want to post a Mids build, that would be great. I know they have guides on here, but they're all outdated.

    I am thinking of going Necro/Dark/Soul, red side, with a possible flip to blue after I get the patron pools I want.

    Any help would be appreciated.
  8. Quote:
    Originally Posted by MrLiberty View Post
    I'll admit, I snickered.

    With the right comination its pretty much like entering /g0dm0de if CoH had cheats, with a random combination you are running around with 8 tank mages melting everything in their path.
    I was being tongue in cheek. My main point was that leadership isn't a must for a soloing build. My build was designed primarily for soloing. And if soloing, leadership is optional.

    Obviously eight controllers at level 50 would be a force to be reckoned with. Eight controllers at level 5.... meh.
  9. Quote:
    Originally Posted by newchemicals View Post
    well consider how low damage ice/ta is at lower levels. You WILL need help because solo will be a long slow slog. On a small team its best to max out resources. If all 4 players are controllers with assault, that is a 60% damage buff up 100% of the time. That's nothing to sneeze at.

    If people go by the "oh make the other guy take leadership" you will see teams with 8 players all support types and no one with leadership. Quite sad.
    Dude. Its a solo build. You say "carry greens" and I say "carry purples and reds.". A good build doesn't need leadership stacked. Sure it is nice on big teams. But I'd rather have a 40perc heal every 9 seconds than an extra 3perc def when I'm by myself.

    Besides, if you run a mish with nothing but trollers... not having "leadership" is less of a concern than "how do we bribe a brute to come and clear the map for us and still save our dignity?"
  10. Quote:
    Originally Posted by Endless Waltz View Post

    CHALLENGE ... ... ACCEPTED!!!

    I have a 50 Ice/Kin Troller and had a Fire/TA Troller that survived to SecLev 28 before all of the constant redraw drove me insane. Despite whatever affirmations BABs said that redraw was a nonfactor in attack chains.
    Fair warning, I have some ... eccentric game theory.

    Ice Control is an unusual creature as Control Sets go. Having a unique ability grab aggro due to enemy AIs -hate- for slows and recharge debuff, generally. Ice has 2 modes, with/out Ice Slick. Frostbite is highly incompatible with Ice Slick, as is Arctic Air. Arctic Air is much too end heavy, and since it has a -62.5% recharge, seems rather self defeating for a short duration Confuse. Shiver will more likely kill you than help for most levels. Glacier is a fantastic "Uh-Oh" Button... if it hits. Fortunately with all of the side-effect ACC Bonuses from going for +10% Recharge Bonuses it shouldn't miss ...much. Poor Jack Frost for most of the game meant li'l more than a spped bump to hopefully eat that Total Focus that would have floored you. While Ice Slick is not a panacea, it does solve most problems. Whatever can still try to kill you, will be dealt with by your 2 ST Holds and 2 ST Immobs. If you have only 2 aggressive targets focus on one with Entangling Arrow to proc Containment on Block of Ice, which is spammed for damage. The other problem gets Ice Arrow for Chillblain's Containment, which is spammed, and keep Ice Arrow's hold up as needed.

    Since Trick Arrow has no team shield, I decided to forgo defense. Leaving Flash Arrow in a lurch in it's poorly strengthed ToHit debuff, the poor enchancement schedule for ToHit debuffs, and itself needing an ACC check. Since what most of Glue Arrow does is in all of Ice, why go with further redundancy. With recent changes to it, Poison Gas Arrow should be a gem. I like the -DAM it has, it's hyper accuracy, and the fact that I can put Call of the Sandman's Proc into it. Of course I grab Acid Arrow, Disruption Arrow, and [per requirment, but why could I possibly not want] Oil Slick Arrow. BUT did not grab the EMP Arrow, as I like to only have 1 crash in a build. One thing I never understood is how shooting -this- arrow is so taxing upon you. The only "logical" answer is that it's an effective clone of EMP Pulse, but as a nonPBAOE.

    SIDE NOTE: With the large amount of temp powers as grenades, mirroring several TA powers. I would like to suggest a reskinning of Trick Arrow into "Trick Grenade" shooting the powers out of a BFG/Vulcan/Mini-Gun/Legacy AR "Everygun"/etc with no mechanical readjustment as per normal for Weapon Customization.

    As Arbiter Hawk said he wanted a focus on mitigation, recharge, then builder's choice. I found that splitting up my Superior ATOs into 2 powers gaining the 3 Slot Bonus twice a great help on that front. Since what I had a lot in mez, supported by the ATOs, that I could shoot for greater bonuses was Hold, the "King of Mez," I went a little crazy. Gladiator's Net 2 Slot is a 2.5% Hold, quite nice, combine with Lockdown's same 3 Slot Bonus, and +2 Mag Proc... targets should be well... Locked Down. There's the Perma Ice Slick, and -DAM from Poison Gas Arrow, so I feel resonably safe. But since mitigation isn't only defined as mez, or defense. I went with Resistance, fortunately Resist is also antiresist debuff built in, Surge of Power and the Purple Bonuses let me Hardcap, for a Troller, all damage but Psi and Negative, not Perma but a nice reserve "OH SNAP!" Button.

    SIDE NOTE: While IOs throw various +DEF out like candy I do find it annoyingly nigh-impossible to Hardcap compared to the ease of Softcapping. I'm not even talking about PermaHardcap, just Hardcap period, to -all- damage types. Even with the different limits based on Archetype.

    Recharge, if you go for this you gotta have Hasten. People love Defense for another reason... the Gambler Global. Since I didn't want +DEF I had to find another route for extra Recharge. Fortunately Purples and PVPs are -full- of it at the 5 Slot Bonus. I managed to match Hasten's +Recharge with the IO Bonuses. Combine that with 2 common +5 50s in Hasten and an Alpha Very Rare that works on Recharge should net you the Sacred Holy Grail of PermaHasten. But what good is all that if one debuff derails the whole thing? Part of everyone's obsession with Defense. Well that's where Winter's Gift Global comes in. Won't stop it, but should slow it down. ...IRONY!

    Now we're up to Builder's Choice in IOs. With what little slot space I had left from chasing Recharge, and +Hold Duration. I chased after Recovery and Regenration, already claiming large amounts of +ACC & +DAM. Fortunately with the high amount of Purple and PVP Sets the Bonuses are virtually always in effect make my iteration of the challenge for friendly to the idea of exemplaring. Even all the way down to "Death From Below" and New Positron Part 1.

    Naturally people gravitated to Acid and Oil Slick Arrow's to slot the Achilles' Heel, but I went one further and put Fury o/t Glad's:
    -Res into Spring Attack. With a best case scenario of -70% Resist before the Achilles' in Oil has a chancde to get down to -90. Which could be lit by Ball Lightning, and/or most of the Mu Guardian's powers. In pursuit of PermaHasten I mistakenly took Flurry giving it Hecatomb to punish the victims of my Glacier. I could have taken out Flurry replacing it with Jump Kick, but that seemed entirely too silly. I did realize that some Taunts from Presence could give me even more recharge. With this build those would be empty slots altogether not reasonably able to take on whatever aggro it didnt already have. Of course I could have moved those slots from Flurry to Brawl but those kinds of shenanigans are right out of the question.

    "End Level" Attack Chain: Ice Slick -> Glacier -> Disruption Arrow -> Acid Arrow -> [chemically non-working] Spring Attack ->
    Oil Slick Arrow -> Ball Lightning -> /e evillaugh ... or something along that line.

    With respect that Arbiter Hawk wanted this to be a Solo/Small Team Build (I'm thinking 4 or less). I got Assault [YAY! MOAR DAM!] , Aid Other [can't depend on there being a healbot] and Aid Self [can't rely on -MEZ, or breakfrees. +makes Malta grenades "bearable."] The Mu Guardian's slight heal could be an asset when a rogue AV would wander up. As well as occassionally Built-Up maybe Disorienting pure Energy attacks. ...Oh and Power Sink is there to help lessen Surge Of Power's crash if the problem still standing, even though you have to pop a CAB. I don't get the end cost to click Power Sink and others either... *shrugs* Or why the crash is -100% instead of -100 making the +Max End [such as from Portal Jockey and Atlas Medallion Accolades] work better leaving us just enough END left to use Power Sink with proper slotting.

    AND!!! ... my build tricks, I think they qualify:
    1) Going for strong x3 Bonuses with powers the have multiple aspects.
    2) Slotting "Energy Manipulator's: Chance to Disorient" into the Mu pet.

    SO ... a needle pulling thread. *ducks* Arbiter Hawk here's the Mids for the build. The rightly beloved Oil Slick Arrow taken ASAP and w/o permahasten has a recharge of 54.35s ...I did entertain the idea of taking Burnout to shoot off a 2nd Oil Slick Arrow to have the first one light it. Didn't feel like paying the cost of losing 25 Max End for a minute, especially with no EMP Arrow. However an entertaining thought...-2000% Regen. Too bad I can't do anything about the duration... or magnitude.

    ...............


    P.S. : Incarnates -- Since they weren't explicitly requested I'll leave that largely up to your personal tastes Arbiter Hawk. However I would think that Agility would do a fair amount of heavy lifting for this build, as is. Possibly Spiritual if it interacts with the Disorient Proc, can't recall if it does... However, mental math suggests that this -could- PermaHOLD any target that's possible with the introduction of the Hybrid Control Tree.

    P.P.S. : *hopes he doesn't sound remotely near the @$$ as he thinks from reading the "essay."* This was all just the musings and grousings from the mind of a player whose personal account is over 6 years old and was borrowing character slots of friends accounts since Issue 0, until I could get a computer that could handle the game . My first 50 is an Earth/Rad Troller that I -still- actively play. ;p
    Endless Waltz, I was looking at your build. It seems like you put a lot of thought into it, and you claim to have experience with Ice/Kin and Fire/TA. I just can't wrap my head around a couple of things in your power choices and slotting.

    Your build has almost zero defense or resistance. You did not take Charged Armor, but you did take Surge of Power (i.e. with the crash). You did not take Arctic Air, which while End heavy is great mitigation against Melee damage. But you somehow found room in your build for Flurry. Your regen is at about 300% (impressive) and you have Aid Self. But are you going to be able to use Aid Self without defense? You skipped Frostbite which is an Immob, but took Shiver which is -movespeed and -recharge.

    Your recharge is 72.5% without haste. Which I think could be a lot higher since you did not slot for defense at all.

    I just don't understand the "mitigation" of this build, unless you are simply relying on your control powers hitting 100% of the time and never getting surprise attacked, flanked, etc.
  11. LOKI THE TRICKSTER
    (Reposted with Data-Link & Chunk)

    Primary: Ice Control
    Secondary: Trick Arrow
    APP: Soul Mastery
    Pool1: Flight
    Pool2: Fighting
    Pool3: Speed
    Pool4: Medicine

    THE THEME
    In Norse mythology, Loki was the trickster god of mischief. He wielded the power of ice and frost, had trick arrows to confuse and trip up his victims, and at his core he had a mischievous darkness that loved to see things fall apart.

    SOLOING/SMALL TEAM CONSIDERATIONS
    Approaching this task, I wanted a balance of mitigation, damage output, as well as endurance and regeneration/heals. The interesting thing about these two powersets is that powers have either a very short recharge time, or a very long recharge time. So maximum recharge took a back seat to other considerations.

    DEFENSE DIRECTION
    Ice Control offers great melee mitigation with Arctic Air. Basically, any mobs that get too close are hit by your fear/confuse toggle. Any thing that doesn't can be targeted with your other holds/immobilizes. So ranged defense was softcapped and AOE is one purple away. Fore more extra melee mitigation you have 100% stealthed superspeed to avoid aggro and move away from hard hitters, as well as flight powers and afterburner if you get overwhelmed. The high defense of the build can also be combined with Combat Shield (Gladiator Badge) for 15secs at a time which gives you a chance to run into a mob and fire off a few powers while they can't hit you. If course, by the time they breathe in Arctic Air, they'll be hitting each other and you'll be sipping a soda with Heal Self on Auto waiting for one of your nukes to ding.

    POWER POOLS
    Speed Pool was chosen for Hasten and Super Speed (slotted with Celerity: Stealth). Flight was chosen to get Afterburner, which adds about 19% Defense when I want to charge through a mission or zone without taking out the trash. Fighting was chosen instead of Leadership because Tough and Weave offer better mitigation overall, and Gaussian's Synchronized Fire Control was slotted somewhere besides Tactics. With all of the defense in this build, Maunevers would have been an afterthought. Finally, Medicine was chosen to offer a Self Heal and Aid Other was used a mule.

    EPIC POWER POOLS
    When I was originally tinkering around in Mids, I considered either Ice Mastery, Stone Mastery or Mace Mastery in order to get the +DEF Toggle power. However, I found Soul Mastery's Soul Drain and Dark Consumption necessary to fill in the endurance and DPS needs of the build. Dark Embrace offers good resists to Smashing/Lethal and Negative/Toxic (afterthoughts).

    SLOTTING TRICKS
    I usually stick a Damage Proc in Brawl, in this case, Hetacomb's 33% Chance for Negative Damage. Superspeed with Celerity for 100% stealth is another trick I use when I have one to spare. Most people don't take Medicine, but doing so allowed me to use all of the Healing IO uniques, including Regenerative Tissues (which is usually skipped in lieu of Miracle or Numina's). My regen is like 240%, plus I can heal 40% of my HP every 8 seconds, and Ranged/AE defense combined with Arctic Air makes interrupts rare. Chillblain and Block of Ice also have an Entropic Chaos: Chance to Heal proc slotted in them for some extra love. Chillblain has the build up proc from Decimation as well. I also chopped Apocalypse in half in order to get the 16% regen twice. Taking both Jack Frost and Summon Seer allowed me to six slot Blood Mandate twice, which gives the toon defense bonuses on three separate lines. Gaussian's in Soul Drain was an obvious choice but another option would be to 2-slot rectified reticle and 4-slot eradication for more focused defense and an energy proc. Which I would consider on Follow Up in the Claws set, but not on something that only gets clicked once a minute.

    INCARNATE POWERS
    Alpha: Spiritual, Judgment: Pyronic, Destiny: Barrier. The rest are moot.

    DAMAGE POWERS
    Basically, Soul Drain is a lifesaver. The small handful of powers that actually do damage in these sets don't do much. But the early ones have quick recharge, so a few procs make them worthwhile. Then you have a few nice nuke options like the next consideration.

    OIL SLICK
    Yeah, I took it. No, I didn't take the Fire APP. The Apprentice Charm will ignite it, so go magic and then pick another APP for the right reasons. The way I slotted it, with Soul Drain, it does something like 700ish damage in Mids at 50. Of course, its DoT, so.... keep firing your arrow.

    THE BUILD
    Okay, I usually never use purples or PVPs in my builds because they take so long to get and by the time I get them I usually sell them in order to slot all of my alts. BUT... Ice/TA sorta needed it.

    Here goes:

    Hero Plan by Mids' Hero Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Loki the Trickster: Level 50 Magic Controller
    Primary Power Set: Ice Control
    Secondary Power Set: Trick Arrow
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Flight
    Power Pool: Medicine
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Chilblain -- Entrpc-Heal%(A), Decim-Build%(3), Apoc-Dmg/EndRdx(3), Apoc-Dmg(5), Apoc-Dam%(5)
    Level 1: Entangling Arrow -- TotHntr-Dam%(A)
    Level 2: Frostbite -- SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(7), SWotController-Rchg/Dmg%(7), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(9), SWotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(9), SWotController-EndRdx/Rchg(11)
    Level 4: Block of Ice -- Entrpc-Heal%(A), NrncSD-Dam%(11), Apoc-Acc/Rchg(13), Apoc-Acc/Dmg/Rchg(13), Apoc-Dmg/Rchg(15), G'Wdw-Dam%(46)
    Level 6: Arctic Air -- CoPers-Conf(A), CoPers-Conf/Rchg(15), CoPers-Acc/Conf/Rchg(17), CoPers-Acc/Rchg(17), CoPers-Conf/EndRdx(19), CoPers-Conf%(19)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(21)
    Level 10: Boxing -- Empty(A)
    Level 12: Fly -- Zephyr-ResKB(A)
    Level 14: Hover -- SW-ResDam/Re TP(A), LkGmblr-Rchg+(21)
    Level 16: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(39)
    Level 18: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23)
    Level 20: Acid Arrow -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(23), ShldBrk-Acc/Rchg(25), ShldBrk-DefDeb/EndRdx/Rchg(25), ShldBrk-Acc/EndRdx/Rchg(27), ShldBrk-%Dam(27)
    Level 22: Afterburner -- LkGmblr-Rchg+(A), LkGmblr-Def(29)
    Level 24: Super Speed -- Clrty-Stlth(A)
    Level 26: Glacier -- Lock-Acc/Hold(A), Lock-Acc/Rchg(29), Lock-Rchg/Hold(31), Lock-EndRdx/Rchg/Hold(31), Lock-Acc/EndRdx/Rchg/Hold(31), Lock-%Hold(33)
    Level 28: Aid Other -- RgnTis-Regen+(A)
    Level 30: Aid Self -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(33), Numna-Heal/Rchg(33), Numna-Heal/EndRdx/Rchg(34), Numna-Heal(34), Numna-Regen/Rcvry+(34)
    Level 32: Jack Frost -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(36), BldM'dt-Acc/EndRdx(36), BldM'dt-Acc/Dmg/EndRdx(36), BldM'dt-Acc(37), BldM'dt-Dmg(37)
    Level 35: Dark Embrace -- GA-3defTpProc(A), GA-ResDam(37), GA-RechEnd(39)
    Level 38: EMP Arrow -- Lock-Acc/Hold(A), Lock-Acc/Rchg(39), Lock-Rchg/Hold(40), Lock-EndRdx/Rchg/Hold(40), Lock-Acc/EndRdx/Rchg/Hold(40), Lock-%Hold(42)
    Level 41: Soul Drain -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
    Level 44: Summon Seer -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(45), BldM'dt-Acc/EndRdx(45), BldM'dt-Acc/Dmg/EndRdx(45), BldM'dt-Acc(46), BldM'dt-Dmg(46)
    Level 47: Oil Slick Arrow -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
    Level 49: Dark Consumption -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(50), Erad-Acc/Dmg/Rchg(50)
    Level 50: Spiritual Boost
    Level 50: Pyronic Judgement
    Level 50: Degenerative Interface
    ------------
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A)
    Level 1: Brawl -- Hectmb-Dam%(A)
    Level 1: Containment
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 16.5% DamageBuff(Smashing)
    • 16.5% DamageBuff(Lethal)
    • 16.5% DamageBuff(Fire)
    • 16.5% DamageBuff(Cold)
    • 16.5% DamageBuff(Energy)
    • 16.5% DamageBuff(Negative)
    • 16.5% DamageBuff(Toxic)
    • 16.5% DamageBuff(Psionic)
    • 11.63% Defense(Melee)
    • 8.81% Defense(Smashing)
    • 8.81% Defense(Lethal)
    • 18.5% Defense(Fire)
    • 18.5% Defense(Cold)
    • 24.75% Defense(Energy)
    • 24.75% Defense(Negative)
    • 6% Defense(Psionic)
    • 38.81% Defense(Ranged)
    • 25.38% Defense(AoE)
    • 1.8% Max End
    • 4% Enhancement(Stun)
    • 6% Enhancement(Heal)
    • 4.4% Enhancement(Terrorized)
    • 8% Enhancement(Immobilize)
    • 8% Enhancement(Sleep)
    • 52.5% Enhancement(RechargeTime)
    • 9% Enhancement(Held)
    • 8% Enhancement(Confused)
    • 41% Enhancement(Accuracy)
    • 5% FlySpeed
    • 99.19 HP (9.75%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -11)
    • Knockup (Mag -11)
    • MezResist(Confused) 2.5%
    • MezResist(Held) 10.2%
    • MezResist(Immobilize) 2.5%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 5.8%
    • MezResist(Terrorized) 2.5%
    • 20% (0.33 End/sec) Recovery
    • 64% (2.71 HP/sec) Regeneration
    • 3% Resistance(Smashing)
    • 5.52% Resistance(Fire)
    • 5.52% Resistance(Cold)
    • 3% Resistance(Energy)
    • 3% Resistance(Negative)
    • 3% Resistance(Toxic)
    • 3% Resistance(Psionic)
    • 3% Resistance(Lethal)
    • 5% RunSpeed

    ------------
    Set Bonuses:
    Apocalypse
    (Chilblain)
    • 16% (0.68 HP/sec) Regeneration
    • 30.52 HP (3%) HitPoints
    Superior Will of the Controller
    (Frostbite)
    • 4% DamageBuff(All)
    • 8% Enhancement(Immobilize), 8% Enhancement(Sleep), 4.4% Enhancement(Terrorized), 4% Enhancement(Confused), 4% Enhancement(Held), 4% Enhancement(Stun)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    • 5% Defense(Ranged), 2.5% Defense(Energy), 2.5% Defense(Negative)
    Apocalypse
    (Block of Ice)
    • 16% (0.68 HP/sec) Regeneration
    • 30.52 HP (3%) HitPoints
    Coercive Persuasion
    (Arctic Air)
    • 4% (0.07 End/sec) Recovery
    • 4% Enhancement(Confused)
    • 4% DamageBuff(All)
    • 10% Enhancement(RechargeTime)
    • 5% Defense(Ranged), 2.5% Defense(Energy), 2.5% Defense(Negative)
    Blessing of the Zephyr
    (Fly)
    • Knockback (Mag -4), Knockup (Mag -4)
    Shield Wall
    (Hover)
    • 3% Resistance(Lethal), 3% Resistance(Smashing), 3% Resistance(Fire), 3% Resistance(Cold), 3% Resistance(Energy), 3% Resistance(Negative), 3% Resistance(Psionic), 3% Resistance(Toxic)
    Luck of the Gambler
    (Hover)
    • 7.5% Enhancement(RechargeTime)
    Steadfast Protection
    (Tough)
    • 1.5% (0.03 End/sec) Recovery
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    • Knockback (Mag -4), Knockup (Mag -4)
    Luck of the Gambler
    (Weave)
    • 10% (0.42 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Shield Breaker
    (Acid Arrow)
    • 2.5% (0.04 End/sec) Recovery
    • Status Resistance 2.5%
    • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    • 11% Enhancement(Accuracy)
    • 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
    Luck of the Gambler
    (Afterburner)
    • 10% (0.42 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Lockdown
    (Glacier)
    • 3% DamageBuff(All)
    • 2.5% Enhancement(Held)
    • MezResist(Held) 2.2%
    • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Numina's Convalescence
    (Aid Self)
    • 12% (0.51 HP/sec) Regeneration
    • 19.08 HP (1.88%) HitPoints
    • 6% Enhancement(Heal)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Blood Mandate
    (Jack Frost)
    • 1.5% (0.03 End/sec) Recovery
    • 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
    • MezResist(Stun) 1.65%
    • 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Gladiator's Armor
    (Dark Embrace)
    • 2.5% (0.04 End/sec) Recovery
    • 2.25% Max End
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    Lockdown
    (EMP Arrow)
    • 3% DamageBuff(All)
    • 2.5% Enhancement(Held)
    • MezResist(Held) 2.2%
    • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Gaussian's Synchronized Fire-Control
    (Soul Drain)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 19.08 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)
    Blood Mandate
    (Summon Seer)
    • 1.5% (0.03 End/sec) Recovery
    • 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
    • MezResist(Stun) 1.65%
    • 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Ragnarok
    (Oil Slick Arrow)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Eradication
    (Dark Consumption)
    • 1.8% Max End
    • 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)




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  12. Kathari

    Psionic Armor

    Quote:
    Originally Posted by Rylas View Post
    I'll squeal like a little girl for Psychic Melee, but if there were to be a Psionic Armor, I'd hope it would introduce a different dynamic other than the usual Defense/Resist set. Some control would seem conceptually appropriate. Damage aura with a chance for confuse, or just a confuse aura. Phantom Army-like body doubles with taunt (non-damaging).

    I like the idea of a rez power (Living Mind that was mentioned), but how about a twist on it. Think rez power meets Power Surge. You rez as a form of Psionic energy. 45% Defense, 70% Res, increased regen and recovery. When you rez, a copy of yourself is left laying down on the ground. You have 45 secs to clear the scene out or to help your team mates get to safety before you revert back to being defeated. At which point you TP back to where your body was.

    Of course, the more I think about that, the more it sounds skippable. Meh.
    The only time I take rez powers is if I need another mule. But then again, sometimes you're doing one of those pain in the butt missions with many "levels" and no one has tp.... and I don't have travel powers.... then you die and have to run all the way back to where you left off... NAH, use a wakie... LOL
  13. Quote:
    Originally Posted by New Dawn View Post
    You might want to supply a datachunk with that.
    Gadzooks! It must be Friday the 13th!

    I'm now at work, so I'll have to wait until after 5pm Pacific in order to get the data link up. I was doing my taxes in Turbo Tax last night and took a break to upload the build... blame the IRS.
  14. LOKI THE TRICKSTER

    Primary: Ice Control
    Secondary: Trick Arrow
    APP: Soul Mastery
    Pool1: Flight
    Pool2: Fighting
    Pool3: Speed
    Pool4: Medicine

    THE THEME
    In Norse mythology, Loki was the trickster god of mischief. He wielded the power of ice and frost, had trick arrows to confuse and trip up his victims, and at his core he had a mischievous darkness that loved to see things fall apart.

    SOLOING/SMALL TEAM CONSIDERATIONS
    Approaching this task, I wanted a balance of mitigation, damage output, as well as endurance and regeneration/heals. The interesting thing about these two powersets is that powers have either a very short recharge time, or a very long recharge time. So maximum recharge took a back seat to other considerations.

    DEFENSE DIRECTION
    Ice Control offers great melee mitigation with Arctic Air. Basically, any mobs that get too close are hit by your fear/confuse toggle. Any thing that doesn't can be targeted with your other holds/immobilizes. So ranged defense was softcapped and AOE is one purple away. More extra melee mitigation you have 100% stealthed superspeed, as well as flight powers and afterburner if you get overwhelmed. The high defense of the build can also be combined with Combat Shield (Gladiator Badge) for 15secs at a time which gives you a chance to run into a mob and fire off a few powers while they can't hit you. If course, by the time they breathe in Arctic Air, they'll be hitting each other and you'll be sipping a soda with Heal Self on Auto waiting for one of your nukes to ding.

    POWER POOLS
    Speed Pool was chosen for Hasten and Super Speed (slotted with Celerity: Stealth). Flight was chosen to get Afterburner, which adds about 19% Defense when I want to charge through a mission or zone without taking out the trash. Fighting was chosen instead of Leadership because Tough and Weave offer better mitigation overall, and Gaussian's Synchronized Fire Control was slotted somewhere besides Tactics. With all of the defense in this build, Maunevers would have been an afterthought. Finally, Medicine was chosen to offer a Self Heal and Aid Other was used a mule.

    EPIC POWER POOLS
    When I was originally tinkering around in Mids, I considered either Ice Mastery, Stone Mastery or Mace Mastery in order to get the +DEF Toggle power. However, I found Soul Mastery's Soul Drain and Dark Consumption necessary to fill in the endurance and DPS needs of the build. Dark Embrace offers good resists to Smashing/Lethal and Negative/Toxic (afterthoughts).

    SLOTTING TRICKS
    I usually stick a Damage Proc in Brawl, in this case, Hetacomb's 33% Chance for Negative Damage. Superspeed with Celerity for 100% stealth is another trick I use when I have one to spare. Most people don't take Medicine, but doing so allowed me to use all of the Healing IO uniques, including Regenerative Tissues (which is usually skipped in lieu of Miracle or Numina's). My regen is like 240%, plus I can heal 40% of my HP every 8 seconds, and Ranged/AE defense combined with Arctic Air makes interrupts rare. Chillblain and Block of Ice also have an Entropic Chaos: Chance to Heal proc slotted in them for some extra love. Chillblain has the build up proc from Decimation as well. I also chopped Apocalypse in half in order to get the 16% regen twice. Taking both Jack Frost and Summon Seer allowed me to six slot Blood Mandate twice, which gives the toon defense bonuses on three separate lines. Gaussian's in Soul Drain was an obvious choice but another option would be to 2-slot rectified reticle and 4-slot eradication for more focused defense and an energy proc. Which I would consider on Follow Up in the Claws set, but not on something that only gets clicked once a minute.

    INCARNATE POWERS
    Alpha: Spiritual, Judgment: Pyronic, Destiny: Barrier. The rest are moot.

    DAMAGE POWERS
    Basically, Soul Drain is a lifesaver. The small handful of powers that actually do damage in these sets don't do much. But the early ones have quick recharge, so a few procs make them worthwhile. Then you have a few nice nuke options like the next consideration.

    OIL SLICK
    Yeah, I took it. No, I didn't take the Fire APP. The Apprentice Charm will ignite it, so go magic and then pick another APP for the right reasons. The way I slotted it, with Soul Drain, it does something like 700ish damage in Mids at 50. Of course, its DoT, so.... keep firing your arrow.

    THE BUILD
    Okay, I usually never use purples or PVPs in my builds because they take so long to get and by the time I get them I usually sell them in order to slot all of my alts. BUT... Ice/TA sorta needed it.

    Here goes:

    Hero Plan by Mids' Hero Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Loki the Trickster: Level 50 Magic Controller
    Primary Power Set: Ice Control
    Secondary Power Set: Trick Arrow
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Flight
    Power Pool: Medicine
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Chilblain -- Entrpc-Heal%(A), Decim-Build%(3), Apoc-Dmg/EndRdx(3), Apoc-Dmg(5), Apoc-Dam%(5)
    Level 1: Entangling Arrow -- TotHntr-Dam%(A)
    Level 2: Frostbite -- SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(7), SWotController-Rchg/Dmg%(7), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(9), SWotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(9), SWotController-EndRdx/Rchg(11)
    Level 4: Block of Ice -- Entrpc-Heal%(A), NrncSD-Dam%(11), Apoc-Acc/Rchg(13), Apoc-Acc/Dmg/Rchg(13), Apoc-Dmg/Rchg(15), G'Wdw-Dam%(46)
    Level 6: Arctic Air -- CoPers-Conf(A), CoPers-Conf/Rchg(15), CoPers-Acc/Conf/Rchg(17), CoPers-Acc/Rchg(17), CoPers-Conf/EndRdx(19), CoPers-Conf%(19)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(21)
    Level 10: Boxing -- Empty(A)
    Level 12: Fly -- Zephyr-ResKB(A)
    Level 14: Hover -- SW-ResDam/Re TP(A), LkGmblr-Rchg+(21)
    Level 16: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(39)
    Level 18: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23)
    Level 20: Acid Arrow -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(23), ShldBrk-Acc/Rchg(25), ShldBrk-DefDeb/EndRdx/Rchg(25), ShldBrk-Acc/EndRdx/Rchg(27), ShldBrk-%Dam(27)
    Level 22: Afterburner -- LkGmblr-Rchg+(A), LkGmblr-Def(29)
    Level 24: Super Speed -- Clrty-Stlth(A)
    Level 26: Glacier -- Lock-Acc/Hold(A), Lock-Acc/Rchg(29), Lock-Rchg/Hold(31), Lock-EndRdx/Rchg/Hold(31), Lock-Acc/EndRdx/Rchg/Hold(31), Lock-%Hold(33)
    Level 28: Aid Other -- RgnTis-Regen+(A)
    Level 30: Aid Self -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(33), Numna-Heal/Rchg(33), Numna-Heal/EndRdx/Rchg(34), Numna-Heal(34), Numna-Regen/Rcvry+(34)
    Level 32: Jack Frost -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(36), BldM'dt-Acc/EndRdx(36), BldM'dt-Acc/Dmg/EndRdx(36), BldM'dt-Acc(37), BldM'dt-Dmg(37)
    Level 35: Dark Embrace -- GA-3defTpProc(A), GA-ResDam(37), GA-RechEnd(39)
    Level 38: EMP Arrow -- Lock-Acc/Hold(A), Lock-Acc/Rchg(39), Lock-Rchg/Hold(40), Lock-EndRdx/Rchg/Hold(40), Lock-Acc/EndRdx/Rchg/Hold(40), Lock-%Hold(42)
    Level 41: Soul Drain -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
    Level 44: Summon Seer -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(45), BldM'dt-Acc/EndRdx(45), BldM'dt-Acc/Dmg/EndRdx(45), BldM'dt-Acc(46), BldM'dt-Dmg(46)
    Level 47: Oil Slick Arrow -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
    Level 49: Dark Consumption -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(50), Erad-Acc/Dmg/Rchg(50)
    Level 50: Spiritual Boost
    Level 50: Pyronic Judgement
    Level 50: Degenerative Interface
    ------------
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A)
    Level 1: Brawl -- Hectmb-Dam%(A)
    Level 1: Containment
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 16.5% DamageBuff(Smashing)
    • 16.5% DamageBuff(Lethal)
    • 16.5% DamageBuff(Fire)
    • 16.5% DamageBuff(Cold)
    • 16.5% DamageBuff(Energy)
    • 16.5% DamageBuff(Negative)
    • 16.5% DamageBuff(Toxic)
    • 16.5% DamageBuff(Psionic)
    • 11.63% Defense(Melee)
    • 8.81% Defense(Smashing)
    • 8.81% Defense(Lethal)
    • 18.5% Defense(Fire)
    • 18.5% Defense(Cold)
    • 24.75% Defense(Energy)
    • 24.75% Defense(Negative)
    • 6% Defense(Psionic)
    • 38.81% Defense(Ranged)
    • 25.38% Defense(AoE)
    • 1.8% Max End
    • 4% Enhancement(Stun)
    • 6% Enhancement(Heal)
    • 4.4% Enhancement(Terrorized)
    • 8% Enhancement(Immobilize)
    • 8% Enhancement(Sleep)
    • 52.5% Enhancement(RechargeTime)
    • 9% Enhancement(Held)
    • 8% Enhancement(Confused)
    • 41% Enhancement(Accuracy)
    • 5% FlySpeed
    • 99.19 HP (9.75%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -11)
    • Knockup (Mag -11)
    • MezResist(Confused) 2.5%
    • MezResist(Held) 10.2%
    • MezResist(Immobilize) 2.5%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 5.8%
    • MezResist(Terrorized) 2.5%
    • 20% (0.33 End/sec) Recovery
    • 64% (2.71 HP/sec) Regeneration
    • 3% Resistance(Smashing)
    • 5.52% Resistance(Fire)
    • 5.52% Resistance(Cold)
    • 3% Resistance(Energy)
    • 3% Resistance(Negative)
    • 3% Resistance(Toxic)
    • 3% Resistance(Psionic)
    • 3% Resistance(Lethal)
    • 5% RunSpeed

    ------------
    Set Bonuses:
    Apocalypse
    (Chilblain)
    • 16% (0.68 HP/sec) Regeneration
    • 30.52 HP (3%) HitPoints
    Superior Will of the Controller
    (Frostbite)
    • 4% DamageBuff(All)
    • 8% Enhancement(Immobilize), 8% Enhancement(Sleep), 4.4% Enhancement(Terrorized), 4% Enhancement(Confused), 4% Enhancement(Held), 4% Enhancement(Stun)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    • 5% Defense(Ranged), 2.5% Defense(Energy), 2.5% Defense(Negative)
    Apocalypse
    (Block of Ice)
    • 16% (0.68 HP/sec) Regeneration
    • 30.52 HP (3%) HitPoints
    Coercive Persuasion
    (Arctic Air)
    • 4% (0.07 End/sec) Recovery
    • 4% Enhancement(Confused)
    • 4% DamageBuff(All)
    • 10% Enhancement(RechargeTime)
    • 5% Defense(Ranged), 2.5% Defense(Energy), 2.5% Defense(Negative)
    Blessing of the Zephyr
    (Fly)
    • Knockback (Mag -4), Knockup (Mag -4)
    Shield Wall
    (Hover)
    • 3% Resistance(Lethal), 3% Resistance(Smashing), 3% Resistance(Fire), 3% Resistance(Cold), 3% Resistance(Energy), 3% Resistance(Negative), 3% Resistance(Psionic), 3% Resistance(Toxic)
    Luck of the Gambler
    (Hover)
    • 7.5% Enhancement(RechargeTime)
    Steadfast Protection
    (Tough)
    • 1.5% (0.03 End/sec) Recovery
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    • Knockback (Mag -4), Knockup (Mag -4)
    Luck of the Gambler
    (Weave)
    • 10% (0.42 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Shield Breaker
    (Acid Arrow)
    • 2.5% (0.04 End/sec) Recovery
    • Status Resistance 2.5%
    • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    • 11% Enhancement(Accuracy)
    • 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
    Luck of the Gambler
    (Afterburner)
    • 10% (0.42 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Lockdown
    (Glacier)
    • 3% DamageBuff(All)
    • 2.5% Enhancement(Held)
    • MezResist(Held) 2.2%
    • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Numina's Convalescence
    (Aid Self)
    • 12% (0.51 HP/sec) Regeneration
    • 19.08 HP (1.88%) HitPoints
    • 6% Enhancement(Heal)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Blood Mandate
    (Jack Frost)
    • 1.5% (0.03 End/sec) Recovery
    • 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
    • MezResist(Stun) 1.65%
    • 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Gladiator's Armor
    (Dark Embrace)
    • 2.5% (0.04 End/sec) Recovery
    • 2.25% Max End
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    Lockdown
    (EMP Arrow)
    • 3% DamageBuff(All)
    • 2.5% Enhancement(Held)
    • MezResist(Held) 2.2%
    • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Gaussian's Synchronized Fire-Control
    (Soul Drain)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 19.08 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)
    Blood Mandate
    (Summon Seer)
    • 1.5% (0.03 End/sec) Recovery
    • 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
    • MezResist(Stun) 1.65%
    • 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Ragnarok
    (Oil Slick Arrow)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Eradication
    (Dark Consumption)
    • 1.8% Max End
    • 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)




    There are other directions you could go with these powersets. I don't think I would ever Solo with a Troller willingly, unless it was a Fire/Kin or something. So obviously if you are building for teaming I would ditch medicine as well as soul and go for leadership and either ice, mace, or stone to get soft capped defense. But soloing I think ice would run into endurance problems and it definitely needs the damage buff, so soul seemed like the only option.
  15. Kathari

    Psionic Armor

    Planet_J: The one problem I see with your list of powers is that we'd be stuck with primarily defense slotting, so a Psionic Armor build would have to get all of its extra defense from its teamed powerset and that really limits slotting options. Unless 6-slotting Red Fortune is worth it. I run into the same problem with Energy Aura. At least the defense is positional, but that also doesn't leave it with any holes which I think it needs in order to be balanced.

    Psionic Armor should be something like a midway point between Energy Aura and Dark Armor. As in, in the same territory as far as the style of armor set it is, but being a combination of defense and resistance with an obvious strength against psionics but a weakness against another element (i.e. fire, cold, whatever).
  16. Could you post the build in short/long form because some of us like to comment at work but don't have Mids there.

    I will say that you need softcapped fire defense if you are using it for power leveling other toons. If solo ticket farming, just fill up on purple pez and chomp four a minute. Also, make sure the arc is all fire damage. Sometimes people use fire melee attacks that have some s/l damage as well.

    I haven't looked at your build because I'm typing this from my phone. LOL
  17. Kathari

    Psionic Armor

    I have seen the leaked photos and description for Staff, but not Psi. I'm not really into the spoilers at this point. I have a hard time keeping up with the game as it is with my part time gaming schedule and full time job.

    But I am a sucker for armor sets with damage auras because of the fast leveling potential in AE, because I'm picky about what content I play due to time constraints.

    Can you imagine a PSI damage aura? Whoa.
  18. Kathari

    Psionic Armor

    I know that Staff is on its way. I couldn't find anything about Psionic Armor in a google search except other speculative posts from these forums.

    Psionic Armor just sounds cool.

    Conceptually, it would be a combination of telepathic and telekinetic abilities. Physical damage is less likely to strike because the Psionic Armor set uses the power of the mind to weaken the resolve of attackers (i.e. defense), as well as telekinensis to absorb or reflect attacks. I would imagine that it would take inspiration from Illusion Control, and might even be called the "Dark" Willpower of melee powersets because it imposes the will of the user onto others.

    In fact, I kind of like the idea of it working like a combination of regeneration and super reflexes, similarly to how willpower was a combination of regeneration and invulnerability.

    Many powersets basically mimic the mechanics of similar powers. I think that Psionic Armor would be a control set like Dark Armor, but have defense instead of resistance, utilities, and at least one glaring weakness (i.e. weakness to fire or something).

    Powersets often are introduced along with a new line of baddies who wield them to some extent. So I imagine a possible alliance between the Tsoo and the Circle of Thorns or Carnival of Shadows; a fusion of the various elements of magic and martial arts.

    POSSIBLE POWER SET LINEUP:
    1. Telekinetic Barrier: TOGGLE: Resist S/L; Psionic Defense
    2. Psychic Aura: TOGGLE: Raises Regen/Recovery by # of Foes in range
    3. Telekinetic Shield: TOGGLE: Resist En, Neg, Cold; Psionic Defense
    4. Psionic Wall: TOGGLE: Resist Psionic, Status Resistance (to all)
    5. Telepathic Integration: AUTO: Adds Psionic Damage to Melee attacks
    6. Illusion Walk: TOGGLE: +Defense, +Speed, +Recharge
    7. Dominating Presence: AUTO: Raises ToHit by # of Foes in Range
    8. Overpower: TARGETED AOE: Slow 3, DefDebuff, ToHitDebuff, Sleep 2
    9. Mind Over Matter: CLICK: +MaxHP, +Defense, +Resist, +Damage for 120 seconds, minor crash, high up front cost.

    The beauty of something like this would be all of the slotting options available. Psionic Armor should be the Mids builder's dream come true with its customization potential.
  19. Kathari

    Psionic Armor

    At the NCSoft workshop at the end of this month they will have a "build a powerset" seminar. One of the most requested powerset combos is Psionic Armor/Melee.

    This is how I see it:

    Armor:
    75% Resist to Psionic Damage.
    To Hit Debuffs.
    Controls.
    Defense/Resist combo set with excellent status protection.
    An aura that siphons stamina from foes in melee range.
    A PBAOE nuke.

    Melee:
    Cones that put people to sleep.
  20. I couldn't answer the OP's question until Mids is updated. But for a first staff build, I would go Fire just so you could farm it up to 50 ASAP and expore the powers. After that build, who knows what synergies people will discover.

    I am still holding out for Psionic Armor/Melee.
  21. Kathari

    DM/Fire

    On this next build, I went DM/Fire/Soul. It uses three PVP uniques, but an alternative would be to use the Brute ATEs... or both for an ultimate build. It also makes use of some kinetic combat sets, so it is potentially very expensive. However, lets keep in mind that DM/Fire/Mu in a second build would be an effective Farmer. This is a "regular content" build.

    Smashing/Lethal is softcapped. With Darkest Night and Dark Obliteration and other to hit debuffs of the DM set, you are approaching softcapped everything. Plus, Healing Flames on auto gives you 50% HP every 16 seconds, and Siphon Life gives you another 10% each time it hits if you need it in your attack chain. KB protection is at 8, could be higher, I know, but recharge was a higher priority than KB protection in this build.

    I find this build to be one of the coolest I've ever made, because it takes advantage of the integration of DM and Fire. And it uses Soul for defense, which also goes well with it thematically.

    But am I missing anything?

    Villain Plan by Mids' Villain Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Darkfire Revenge: Level 50 Magic Brute
    Primary Power Set: Dark Melee
    Secondary Power Set: Fiery Aura
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Flight
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
    Level 1: Fire Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam/Rchg(7)
    Level 2: Blazing Aura -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(11), Oblit-%Dam(13)
    Level 4: Healing Flames -- Dct'dW-Heal(A), Dct'dW-Rchg(13), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal/EndRdx(17)
    Level 6: Boxing -- Acc-I(A)
    Level 8: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(19)
    Level 10: Temperature Protection -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(21)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(21)
    Level 14: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(23), Aegis-ResDam/EndRdx/Rchg(23), GA-3defTpProc(25)
    Level 16: Plasma Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam/Rchg(27)
    Level 18: Dark Consumption -- RechRdx-I(A), RechRdx-I(29), EndMod-I(29)
    Level 20: Consume -- RechRdx-I(A), RechRdx-I(31), EndMod-I(31)
    Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(33)
    Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(33)
    Level 26: Soul Drain -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(33), Mocking-Taunt/Rchg(34), Mocking-Taunt/Rchg/Rng(34), Mocking-Rchg(34), Mocking-Acc/Rchg(36)
    Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 30: Fly -- Zephyr-ResKB(A)
    Level 32: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
    Level 35: Gloom -- Thundr-Dmg/Rchg(A), Thundr-Dmg/EndRdx(40), Thundr-Acc/Dmg(40), Thundr-Acc/Dmg/Rchg(40), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(42)
    Level 38: Soul Tentacles -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(43), Enf'dOp-Immob/Rng(43), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(45)
    Level 41: Dark Obliteration -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(45), SipInsght-Acc/Rchg(45), SipInsght-ToHitDeb/EndRdx/Rchg(46), SipInsght-Acc/EndRdx/Rchg(46), SipInsght-%ToHit(50)
    Level 44: Darkest Night -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(46), DarkWD-Rchg/EndRdx(48), DarkWD-ToHitDeb(48)
    Level 47: Hover -- LkGmblr-Rchg+(A), SW-ResDam/Re TP(48)
    Level 49: Afterburner -- LkGmblr-Rchg+(A)
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 6% DamageBuff(Smashing)
    • 6% DamageBuff(Lethal)
    • 6% DamageBuff(Fire)
    • 6% DamageBuff(Cold)
    • 6% DamageBuff(Energy)
    • 6% DamageBuff(Negative)
    • 6% DamageBuff(Toxic)
    • 6% DamageBuff(Psionic)
    • 35.69% Defense(Smashing)
    • 35.69% Defense(Lethal)
    • 11% Defense(Fire)
    • 11% Defense(Cold)
    • 12.25% Defense(Energy)
    • 12.25% Defense(Negative)
    • 6% Defense(Psionic)
    • 28.81% Defense(Melee)
    • 11% Defense(Ranged)
    • 11.31% Defense(AoE)
    • 1.8% Max End
    • 3% Enhancement(Immobilize)
    • 53.75% Enhancement(RechargeTime)
    • 34% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 8% FlySpeed
    • 106.8 HP (7.13%) HitPoints
    • 8% JumpHeight
    • 8% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 10.45%
    • MezResist(Stun) 4.4%
    • MezResist(Terrorized) 2.2%
    • 6% (0.1 End/sec) Recovery
    • 20% (1.25 HP/sec) Regeneration
    • 3% Resistance(Smashing)
    • 4.26% Resistance(Fire)
    • 4.26% Resistance(Cold)
    • 3% Resistance(Energy)
    • 4.88% Resistance(Negative)
    • 3% Resistance(Toxic)
    • 3% Resistance(Psionic)
    • 3% Resistance(Lethal)
    • 13% RunSpeed
    • 2% XPDebtProtection

    ------------
    Set Bonuses:
    Kinetic Combat
    (Smite)
    • MezResist(Immobilize) 2.75%
    • 22.49 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Reactive Armor
    (Fire Shield)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Obliteration
    (Blazing Aura)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Doctored Wounds
    (Healing Flames)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    Kinetic Combat
    (Siphon Life)
    • MezResist(Immobilize) 2.75%
    • 22.49 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Steadfast Protection
    (Temperature Protection)
    • 1.5% (0.03 End/sec) Recovery
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    • Knockback (Mag -4), Knockup (Mag -4)
    Aegis
    (Tough)
    • 5% RunSpeed
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
    Gladiator's Armor
    (Tough)
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    Reactive Armor
    (Plasma Shield)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Luck of the Gambler
    (Weave)
    • 10% (0.62 HP/sec) Regeneration
    • 16.87 HP (1.13%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Maneuvers)
    • 10% (0.62 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Rectified Reticle
    (Soul Drain)
    • 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
    Mocking Beratement
    (Soul Drain)
    • 1.8% Max End
    • MezResist(Held) 2.75%
    • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
    Obliteration
    (Burn)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Blessing of the Zephyr
    (Fly)
    • Knockback (Mag -4), Knockup (Mag -4)
    Kinetic Combat
    (Midnight Grasp)
    • MezResist(Immobilize) 2.75%
    • 22.49 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Thunderstrike
    (Gloom)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 7% Enhancement(Accuracy)
    • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
    • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
    Enfeebled Operation
    (Soul Tentacles)
    • 3% Enhancement(Immobilize)
    • 1.88% Resistance(Negative)
    • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
    • 3.75% Enhancement(RechargeTime)
    • 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
    Siphon Insight
    (Dark Obliteration)
    • 4% JumpSpeed, 4% JumpHeight, 4% FlySpeed, 4% RunSpeed
    • 2% XPDebtProtection
    • 9% Enhancement(Accuracy)
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    • 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
    Dark Watcher's Despair
    (Darkest Night)
    • 22.49 HP (1.5%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Hover)
    • 7.5% Enhancement(RechargeTime)
    Shield Wall
    (Hover)
    • 3% Resistance(Lethal), 3% Resistance(Smashing), 3% Resistance(Fire), 3% Resistance(Cold), 3% Resistance(Energy), 3% Resistance(Negative), 3% Resistance(Psionic), 3% Resistance(Toxic)
    Luck of the Gambler
    (Afterburner)
    • 7.5% Enhancement(RechargeTime)
  22. Justaris, that is an interesting point you made about carrying yellows. Dark Regen is great (if it lands) but useless if it doesn't. Healing Flames, available at level 4, is my favorite heal in the game because it comes early, often, and can be slotted with resist sets if I need it.
  23. Planet J:
    Your Katana/Dark build is impressive enough that I rolled it and am going to play it when I have time. I agree that OG would be better than COF, but that isn't my point. I'm not into either power. But maybe I will be after playing your Katana/Dark build. I can be converted. But if I wanted to be a brute with control powers, I could pick Earth Control.

    Justaris:
    I am not the one who made this "uncivil." My sardonic quips in my original post were directed at the powerset, not a person. And Planet J has been civil since his initial "what are you smoking?" post so I don't feel the need to exchange insults over what should be a FUN debate.

    Energy Aura, Fiery Aura, Electric Armor, Regeneration and Willpower each have endurance help. Invulnerability, Super Reflexes, Shield Defense and Dark Armor do not. To offset that, each of the latter four has extra strengths (i.e. goodies). Honestly, I guess it comes down to preference, but I would rather carry purple pez than blue pez. At least its predictable.

    As far as Dark Regeneration being superior to Healing Flames and Energize, it definitely has more healing potential. But to take advantage of it you have to let your health bar get REALLY low in the middle of enemies. Slotted, Healing Flames recharges 50% of your health every 15 seconds. So in practice, you don't really need a power to go from 0-100% in a second, and if you do "yer doin it wron!" as some would say.

    OH. AND ONE MORE THING. Since so many players are F2P, this whole discussion of "builds" and "slotting" is entirely moot for them. So, can we least agree that Dark Armor, on SOs and without AE, is a pretty rough way to get to 50? Of course, Fiery Aura would also be pretty rough ride.
  24. While I have been playing around with Mids for a few years on and off, I have only recently started playing the game again in Jan 2012.

    (**RABBIT TRAIL COMMENT: While I value "real" game experience, one of the primary draws of COH for me is the ability to design my own missions; I farm like the rest of them, for tickets and leveling, but most of my AE time is spent building and customizing my own stuff).

    Justaris, it is not simply the individual endurance cost of each power in Dark Armor but rather the fact that all but two of its powers are toggles. This combined with the fact that unlike Fiery Aura and Electric Armor, it has no PBAOE stamina power. And you can't tell me that Dark Armor performs the same as other sets endurance wise..... the most you can say is that with effective slotting, the right incarnate powers, and strategy you can MANAGE endurance. But you can't tell me its as endurance friendly as, say, Willpower/Regen or even Fire/Electric. The beauty of Fiery Aura and Electric Armor is that you have both a heal and a PBAOE stamina power in the same set.

    Planet J, your Katana/Dark build is a good one. Katana + Cloak of Darkness makes soft capping possible if you use PVP uniques. I rolled a Katana/Dark on Freedom the other day and will follow your build to experience it myself. However, the need to use the Energy Mastery to help solve endurance problems limits epic pool choices. I suppose you could always forego the Energy Mastery primary and simple hog up more endurance.

    (**RABBIT TRAIL COMMENT: Soul Transfer might have a Stun 30 for 30 seconds, but how much of that 30 seconds is spent just getting all of your toggles back up???)

    As previously stated, I have - perhaps - an irrational hatred of Dark Armor because of my experience with it with my first toon. I agree that much has happened in game development to make it better. Do you guys remember when Dark could only have one of its armors on at a given time? When I rolled my Claws/Darkness, there were only four scrapper secondaries and Dark seemed the coolest, and the closest to my concept. The scrapper trend back then was /Regeneration, and I rebelled.
  25. Almost any powerset is viable "with proper slotting". I have, perhaps, an irrational hatred for Dark Armor. I'll admit that. What you all seem to be missing is that (like DA) Fire can be paired with other sets to make it more viable. So much has to be done to make DA suck less endurance from your blue bar that it detracts from other areas.

    Katana/Dark is one of the few combinations with DA I might try. But what is the experience like on the way?

    Now take Fiery Aura and pair it with Dark Melee's to hit debuff attacks and soul mastery's powers and you have a very survivable build just on cheap ios. So fire only has to reach 30 positional defence and then its softcapped without using purple pez. And it has no endurance issues, nothing but exotic damage, great heals, great aoe, great st, great controls.... I could go on.