Lady_of_Ysgard

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  1. Quote:
    Originally Posted by jwbullfrog View Post
    Ok, this one has bugged me for a long time. I can control mighty winds and the weather and, oh yeah, I can make you feel better with a breath of fresh air...

    Just doesn't make sense.
    The name says it all O2 burst. It's not just air, it's a targeted burst of high-oxygen-concentration air.

    As an asthmatic individual who has been rescued at least once that I can remember by the timely application of an oxygen mask system, I can vouch for the fact that getting a bit more oxygen with each breath does in fact make you feel better.

    I agree that the direct healing aspect is a bit off and it would be more correct as a power that gives a Regen and recovery bonus instead of an instant heal with a lasting bit of mez protection, but it is still logically sound in that you're making the target feel better by clearing all the extra crap out of the air they're breathing with your elemental control.
  2. Yes, let the partying begin, not that there's anything worth partying about what with this pack being a steaming brown pile left behind from a bad pet that the devs decided to step in without looking.

    Hey, Marketing team! Get your heads out of your ***** and listen up! Another pack like this and you can kiss any non-subscription purchases goodbye in the future. I prepurchased GR the day it was available, KNOWING that I was screwing myself out of a free month by not waiting for the complete collection. I purchased the Complete Collection item pack just to snag what I missed by not waiting...except for that free month. I bought the Mutant pack simply because I had bought everything else that you had put out and didn't think there was good reason to deny myself extra costumes.

    I will not be purchasing this lackluster piece of complete excrement. Yes I use emotes to kill time, no, I see no purpose to buying emotes at a dollar apiece. No costume pieces = no money from me. Heck, I get decent use out of the wedding pack and that was bought purely for the costumes.

    And to marketing: Don't get cute and throw up all over yourselves in excitement thinking that you can goad people like me into buying a pack for ONE costume piece. The wolf tail did not sway my purchase of the mutant pack, and I wouldn't spend a cent on a 'costume accessory' pack to this so-called 'party' pack since that pack would be tarnished by association and even moreso by being sold SEPARATELY.
  3. Quote:
    Originally Posted by Dechs Kaison View Post
    Forget that. Try a Nova with Weave, CJ, maybe Stealth, Maneuvers and Assault, all cranked with IO bonuses.
    Assault doesn't take any IO sets, as anyone that has actually looked at the power in Mids can tell you.
  4. Lady_of_Ysgard

    More slots.?!

    Quote:
    Originally Posted by Purus View Post
    Does this mean that we will get health and stamina as inherent powers but can also choose them as pool powers therefore getting a double benefit?
    No. Castle was quite firm about that. You either never respec again and keep the pool powers, or you respec and lose access to the pool entirely as all four powers go right into your Inherent powers and the power pool vanishes as if it never existed.
  5. There is a RELATIVELY simple way for the devs to handle this issue, but I don't know if they would look here to find it.

    Simply make the rogue Longbow you fight in pure hero tip missions count as a different faction, called Rogue Longbow, and have them specifically NOT count towards the 'Villain/Redeemed' badge so that people who want that specific badge need to make the choice to go villainside to fight actual Longbow that will count both systemically and from an RP perspective as being real Longbow and thus count for the badge.
  6. Re: Tails

    Not all tails I have seen are animated. You didn't even add a tiny twitch now and then to the bunny one, so it's not like you can just make a blanket statement that nobody uses the non-animated tails when not all of the tails have been given that option.

    Re: Updated looks

    I'm a relative newcomer to the game, and I have to say that some things need to stay as they are. Any change to a non-'with skin' pattern should keep the legacy one if it includes an alteration of texture rather than just cleaning up the edges and providing something with a higher resolution. That being said, I would propose an alteration to the categories at hand when it comes to 'with skin.' Keep the current one and call it 'Tights With Skin' and keep the painted-on look. Add in a new one and call it 'Clothes with Skin' and give it some more specific textures so that the old Sports Bra in 'with skin' still looks painted on, but you now have a new sports bra that actually LOOKS like a piece of clothing. With the SuperTailor from the science booster, we can even simulate the firmer hold and slightly tighter compression that one gives by reducing the chest slider for that costume and only that costume. This would work even better were the theoretical 'Sports Bra revamped' to act like some of the physical prop chest details and not only cover but replace that section of the character body much the same way that the Cyborg ones do.

    Re: Metallic Shininess

    A more proper term than Matte for the old 'unshiny' Metallic piece would be Sandblasted. Sandblasting metal not only removes surface crap, it also creates a very different texture on the metal that doesn't reflect light perfectly and makes it look very flat. Applyng a color to sandblasted metal doesn't always result in a shiny look depending on what is used. One could easily reintroduce the old Metallic look, lacking the shine and everything, and call it 'Sandblasted Metal' which would also work MUCH better for those whose concepts include camoflage paint over a metal form. For something like the Medieval pieces, make new shiny versions, and keep the old ones with a slight DETAIL upgrade but no shine and file them as the same piece with the 'New and Shiny' look being selectable as a suboption much the same way many detail pieces have 'Basic' and 'Metallic' suboptions.


    Re: Original Topic

    I'm generally in favor of Option 1, BUT clearly certain things need to remain as a part of player preferences, hence my suggestion of moving the 'body paint' looking pieces that are currently under 'Tops with Skin' into 'Tights with Skin' and making a new one called 'Clothes with Skin' to house the better looking versions that are more distinct pieces of clothing in their own right instead of looking like someone took liquid latex and painted their costume on.
  7. Okay, I'm braving the screech-filled video on Youtube and my ears want to kill me, but apparently they ARE going to be advancing the 'Coming Storm' arc with i19, because Positron did SPECIFICALLY mention that the incarnate intro arc would explain how becoming an iincarnate ties into The Coming Storm.

    That is one 'dangling thread' that can be officially considered addressed and is actively being worked on, straight from Posi's mouth.

    Also: Absolutely positively confirmed as part of i19 is the Fitnes->Inherent switch. Confirmed for i19 and not later, was originally intended as part of GR LATE in development but squeezing it in in time was deemed impossible so it was shoved back to avoid Feature Creep Delay, AKA: What made Duke Nukem Forever take over 13 years to produce.


    Edit: I couldn't finish! That screeching...the horrible nailsonachalkboard screeching! I couldn't listen to it anymore after the official planned discussion ended, so I can't bring anything out of parts 4 and 5 of that video series...
  8. Lady_of_Ysgard

    Wedding Tux

    Just a heads-up here devs...I already bugged this in-game, but the Wedding Tux jacket option seems to have been missed in the grand purge of 'dual-cape combos.'

    You read that right. On females at least, the Wedding Tux jacket doesn't disallow other Back options like wings, High Collar, normal Capes, and the Valkyrie capes. This means one can have the coat-tails of the tux which flutter like capes as well as actual capes at the moment.

    Found this out by accident when I went to make a 'stage magician' themed DS mastermind in Praetoria and noticed that back slots were not disabled with it. This is likely because it's under ordinary Jackets and not its own category like the Bolero and Trench Coat that it's been overlooked, or perhaps that's the reason it hasn't been fixed? Simply because it was forgotten about as a cape-like object?
  9. Quote:
    Originally Posted by Jade_Dragon View Post
    To me the Huntsman is not as much the AoE damage, as the bonus he brings to the team. Double stacked Leadership skills, Surveillance, and the Venom Grenade all increase the effectiveness of the team, and while a Crab could get to two of those, the Leadership is unlikely without sacrificing a lot of the very AoE that gives him the advantage.
    Incorrect.

    The two melee AoE attacks are sub-par at best, and worse than Omega in my personal opinion. A Crab can take the leadership pool and not sacrifice a single of the four ranged AoE options available in their Primary powerset. This option becomes even more attractive when character concept requires sacrificing patron pools entirely, even if running six toggles just for team buffs with Hover and Weave to softcap does suck down 1.71 E/sec (1.84/sec if also running Fortification). You simply become a bigger benefit to the team and all you need to pack is a few blues to ensure that your team is always hitting and always hitting for 30% extra damage from the word 'go.'
  10. Quote:
    Originally Posted by Smoothjedi View Post
    I don't think Omega is worth it. You could be doing far more damage over time with other powers.
    My main reason for taking Omega Maneuver was not for the extra damage from the mini-nuke, it was to get that last bit of melee defense through a full set of Perfect Zinger to be softcapped to all positions as well as Psionic.

    The build in question is intended for Incarnate content, and with the way I have slotted it, OM manages to do decent damage with base values of 126.2 Smashing, 252.5 Energy, and a chance for 14.4 psionic. Venom Grenade will always be fired off while the OM-bomb does it's taunt-countdown, enhancing the damage done by lowering enemy resistances so that the total possible 393.1 gets a +20% damage boost.

    With VG's base recharge on this build at 9.15 seconds, all I need is a minor recharge buff like Accelerate Metabolism to tip the scales even further by being able to permanently debuff enemy resistances by 20% to everything but toxic, and since VG would be firing off again before the 10-second debuff duration expires, the second shot would be doing nearly double damage from the -40% toxic debuff. I have PLENTY of reliable damage on this build, both AoE and ST. I do not need to worry about the downsides of a mini-nuke that does less than stellar damage but acts as a great opening move to cluster a spawn.

    I'm not saying that I'll never look back and keep it forever. For the moment it's simply the best choice I have due to the character having redeemed herself at level 36 and thus precluding patron pools.
  11. Quote:
    Originally Posted by Ledneh_ View Post
    Here's a related question about Crab AoE builds, then. Do they, as a rule, take their melee AoE skills, or do they stick to ranged (and therefore pick up wolf primary powers, resulting in gundraw)?
    The build I'm settling in and tinkering with has the following recharge values at all times:

    Suppression: 6.99 sec
    Venom Grenade: 9.15 sec
    Frag Grenade: 9.28 sec
    Omega Maneuver: 146.2 sec

    If the Force Feedback proc goes off, these times speed up considerably.

    As was stated above, crab melee in general is sub-par, and you cannot go completely pure AoE anyways so a range-dedicated Crab always has Channelgun and likely Longfang for their ST-damage when needed.
  12. What you CAN do, however, is slot it full of target-effect procs. I know I'll be throwing a few in.

    Tempest: Chance for End drain.
    Devastation: Chance of Hold.
    Energy Manipulator: Chance to Stun.
    Explosive Strike: Chance for Smashing.

    Those alongside two /Accuracy enhances from Perf. Shifter in my planned build...still one MEAN power.
  13. Quote:
    Originally Posted by Mijinion View Post
    the power transfusion has either been broke, or misrepresented for as long as i can remember perhaps since
    COH's debut back in ...04 anyways...

    the info on the power says transfusion is supposed to do
    2 ticks of healing,but when you use it, it only does one

    so either its not healing properly or theres a description error

    my suggestion is that if they decide to "fix" it
    they should make it heal twice like it says w/o cutting it down
    instead of cheaping out and changing the info

    cause kinetics is kinda under powered
    Okay, so there's a description error in Transfusion, Big deal.

    Quote:
    siphon speed and inertial reduction are only useful for running about

    siphon speed is basically the same thing as speed boost
    (i say get rid of siphon speed, move speed boost to the earlier slot,
    and add make it affect yourself too)
    Wait, wait...if Siphon Speed is only useful for running about, how is it the same as Speed Boost which does considerably more than just make people move faster? For that matter, how is an enemy debuff AND personal buff the same effect as an ally-only pure buff?

    Quote:
    repel needs a much farther knockback effect cause as is
    the foe barely moves the skill procs many times and your excessively drained of energy
    the point to repel is to keep foes at a distance (or run thru a crowd of foes to watch them go flying(fall on thier but, as it is))
    so having a long knock back is key, but with a longer knock back perhaps
    making it a percent chance is more balanced about 65-75% is best
    Not sure what to say here, I've never taken Repel because the only time I ever saw it used was by a moron who thought he was 'helping' by charging at a mob of enemies around a tank and scattering them...yeah.

    Quote:
    transference says in the description that it affects all allies near target, but in the "detailed info" it says
    that its a single target attack type and says nothing about a target based AoE effect
    *ive noticed this is true for many powers with similar effects
    It is a single-target attack because the ATTACK portion only hits a single target, meaning it's not an AoE that messes with enemies. Detailed info doesn't have every detail imaginable, Detailed info is there for 'How much am I getting out of this power' not for 'so does this only work on one person or does it hit more than one?'

    Quote:
    as for other things
    you still take falling damage using jump powers
    (should have a fall damage resistance)
    Agreed

    Quote:
    many powers with conical damage radius are too narrow
    (radius should not be less than 45 degrees as a fault, those that are at 45 should be increased by 10 the ones under are all at 30 so thered be a 15 degree increase) (perhaps even git rid of conical for very short to melee ranged powers and make it cylindrical as to make it easier to use since foes are usually in your face and to the side)
    So...you want to make all melee cones into melee PBAoE attacks like Footstomp? Good luck with that. PBAoE effects are spherical as well, I believe, not cylindrical.

    Quote:
    the weapon choices are still slim pickins especially w/ axes and bows
    (i say lets have a couple weapon design contests have a vote and
    add the top 5 and 2 developers choice in every category into the game as default, non unlock content)
    Meh. So they're lagging behind on a few weapons. There's only so many different shapes one can make a weapon and still have it look like it could do the job it's supposed to.

    Quote:
    the costume choices for medieval and bestial/monstrous are also quite slim
    (again i say lets have a design contest but add the top 8 and 2 devs choice)
    Agreed as well on the slim pickings, but I'd rather wait for what the devs want to make rather than seeing some lovingly made but utterly crappy looking costume options.

    Quote:
    and im sure its been said at least a few times by now but i really do think
    they should add non-human body types (snake,canine/feline and primate
    would probably fulfill almost everyones desires except for a few of us nut jobs who want rediculas things like birds or lizzard men
    (easiest accomplished by modeling off a raptor)
    (i think the counter point was that its a super hero game and thus animal are kinda unrealistic, but it causes genetic engineering and "alien" origin to be excluded or just look really awfull)

    i am willing to create a series of revamped and "new" powersets if i get enough posters asking, and get a forums staff member willing to help me post it in a format that will look decent

    (cause a link to a file host would be lame,costly (most require subcriptions for permanent hosting) and get overlooked, and forums dont usually handle spread sheets well or at all)
    *will take a few months as i havent and wont start till i get at least 20 requests and a staff member promising to help post when im done
    While I would like to see some different player-usable models as well, I DOUBT we'll be seeing anything other than a mainly-bipedal creature for any length of time. Why? Ummm, think about it for JUST a second. Where would they get the money to spend to get all this crap animated?
  14. Quote:
    Originally Posted by GMan3 View Post
    I think I fall somewhere's in between you and EvilGeko, but I probably favor his argument slightly. My reason is simple. I have managed to get through the GR content in Praetoria on a controller. Decided to try out a Electric Control/Storm Controller and see where it would go. I knew in advance that the "control" aspect would help, but to be honest, the lack of damage has been a major hindrance and couple that with a high end burn. That makes things darn hard. Especially when it comes to multiple ambushes. Still though, I have only found it "too difficult" on two occasions (my definition being I have to visit the hospital 3 times or more in a single mission). This leads me to believe that both of you have gone to extremes in your arguments and I would ask you to both dial it down.

    I will say though, that in my experience with the teams I have played on, most times people die once or twice and start complaining the mission/SF/TF was designed to be too hard. Very seldom do people want to take into account the "Luck" factor. My definition of this is when the dice is rolled, the numbers are crunched, and you lose instead of the enemies. I have also noticed that people definition of "I want my characters to occasionally feel moderately strong, y'know?" to be very different. Was Superman a Superhero because he could beat up common street thugs or was he Super because he could take on enemies as powerful or more so than himself and still win?

    To finish this off, I'll go back to an earlier statement though, both of you have decided to take your arguments to the extremes and it might be time for you to both dial it back some.
    I've been on a team that wiped SEVEN times in the same room because of more than four Blast Masters in a spawn of Destroyers as well as two bosses.

    Now, granted this was while we were still in Beta, but that mission's going to be just as hard with a full team on live simply because of the Burn spam from the BM's. You're getting knocked off your feet every few seconds from one of their M-80's, or you're getting firebombed, both while trying to get your team to ignore the boss and kill the minions first and they aren't listening because they THINK they know better after six years of playing...

    Now, word's gotten around a bit to 'kill any and all Blast Masters ASAP' but they're still a minion-level major pain in the ***.
  15. Quote:
    Originally Posted by GreenGiant View Post
    I wasn't unlucky, it was my Defense that wasn't cap like I thought it was because I got examplared to a level where the IO bonuses weren't applied.
    This is why most people buy up recipes at levels lower than 50 for their IO'd-out builds, so they don't unexpectedly lose a precious set bonus when they exemp down with a crucial non-purple set.


    Level 32 is what I was told to be the magic number for when SO's and IO's are of equivalent effectiveness, and beyond that the IO's outperform SO's without factoring in set bonuses. This is why most builds you see use as many 30-ish IO sets as possible.
  16. Lady_of_Ysgard

    Best team AT

    Quote:
    Originally Posted by The Faytes View Post
    Now i would like to make a toon that will Help my group out. Been considering always either a dom or a troller. But recently also been looking into a Fender, with its powers a rad/sonic. Was wondering out of all of those what would be the best for a team helping person. Open to all opinions. I know my project after this toon will probably be a tank. But at this time. Its time for me to be a heal B**ch..
    You can aid a team without being an AT that has a buffing focus. You're used to Scrapper play I see so I would actually recommend trying a Spider or Widow build. Spiders and Widows get built-in versions of the Leadership pool that provide for the same or BETTER buffs for lower endurance and can stack those with the leadership pool powers for more effect. For example, my Crab build that I'm working towards to put into Incarnate content when that becomes available will be providing 15.8% defense to all from tactical Training: Maneuvers and an extra 5.6% defense from Pool maneuvers as well as +30% damage from double-picked Assault and 15.8% To-hit from a 6-slotted Tactical Training: Leadership with a full set of Gaussian's.

    That's +21.4% Defense to ALL, +30% Damage of all types, and +15.8% To-Hit to the entire team. With the sets I have planned, I will also be softcapped to every type and position, and I may modify for a more effective build as I've heard that only positional and Psionic really need to be capped. The best part is this is very easy to do on a Crab build without too much effort, and you'll STILL be able to pump out a ton of damage. Venom Grenade even provides a lovely -20% resist debuff to everything but Toxic (which gets -40% instead) on a ranged DPS AoE AT.

    Other possibilities are a Bane build or one of the two widow paths which I hear can be even easier to cap out. Widows even get Vengeance, which Spiders do not.
  17. Quote:
    Originally Posted by Metatron_NA View Post
    Quick question: I tried Warshades and Peacebringers many times, never really developed a liking for them. Are Spiders/Crabs equally annoying, as the villain VEAT? What is the 'downside' to playing a Villain VEAT? (Or technically, a VEAT - Villain VEAT is repetitive.) Do VEATs populate your missions with nemeses, the way Kheldians bring in Quantum thingys into missions?

    Serious answers please, no "The downside is how unbelievably awesome they are!" replies.

    Thanks.
    Quick answer: The only downside is that you cannot choose Crab or Bane right off the bat for Spiders and have to work through 23 levels before you're given an instant respec at 24 so that you can choose Crab or Bane powers.

    Long answer: VEAT's are complex in the same way that Kheldians are on a BUILD level, but not as annoying to play since their capabilities don't change the second the team alters to replace a tank with a blaster. They have fewer secondary powers to choose from than Kheldians, but all three branches of the Spider EAT have FULL primary attack powers.

    If you want tons of AoE damage go Crab and wreak havoc. If not go Bane and be a mini-stalker. Either way you can build yourself up to Tanker/Brute levels of mitigation through defense slotting, and Alignment Merits make getting the needed sets MUCH easier.
  18. Crab/Bane Dual-build: Stygian Variolus. Variolus being the species name of the Northeastern Black Widow and Stygian being an obvious substitute for Black. All in-game costumes (Including SoA uniform) are made to resemble Blackarachnia from Beast Wars (And later incarnations of the character) to a greater or lesser degree.

    Night/Fort Dual Build (not there yet): Kolsen'shea Orbb. Anyone that has read the Dark Elf Trilogy should remember this phrase. Translated to Common/English from the fantasy Drow language: Pull the legs off a spider. Her costumes are the same as the Crab/Bane above, but without the crab-pack...literally pulling the legs off of my Spider.
  19. Stygian Variolus (Real name: Record not found) grew up idolizing Blackarachnia from Beast Wars for multiple reasons, not least among them the spidery predacon's fierce independent streak. This is likely why she threw off the yoke of control and inserted herself onto the Project Destiny list as soon as she could...and why every costume including her official uniform resembles that femme fatale to varying degrees.
  20. Below you will find my currently planned build as of its most recent revision. I intend to bring this crab into Incarnate status and use her for many years to come. The ONLY problem I can see is that with hover untoggled every typed defense falls below the softcap as does Melee defense. However, the only time Hover would be untoggled is when using Fly to travel anyways.

    Obviously Defense Debuffs crash this build hard, but that's what resists are for.

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leadership

    Villain Profile:
    Level 1: Channelgun -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(3), Dev'n-Dmg/Rchg:50(7), Dev'n-Acc/Dmg/Rchg:50(7), Dev'n-Acc/Dmg/EndRdx/Rchg:50(13), Dev'n-Hold%:53(48)
    Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResKB:30(A), S'fstPrt-ResDam/Def+:30(3)
    Level 2: Combat Training: Defensive -- LkGmblr-Rchg+:50(A)
    Level 4: Longfang -- Apoc-Dmg:50(A), Apoc-Dmg/EndRdx:50(5), Apoc-Dam%:50(5), Apoc-Dmg/Rchg:50(9), Apoc-Acc/Dmg/Rchg:50(9), Apoc-Acc/Rchg:50(19)
    Level 6: Swift -- Flight-I:50(A)
    Level 8: Hover -- LkGmblr-Def/EndRdx:53(A), LkGmblr-Rchg+:53(11), LkGmblr-Def:53(23)
    Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+:53(A), LkGmblr-Def:53(11), LkGmblr-Def/Rchg:53(13), LkGmblr-Def/EndRdx:53(19), Ksmt-ToHit+:30(27)
    Level 12: Suppression -- ShldBrk-DefDeb:30(A), ShldBrk-Acc/DefDeb:30(17), ShldBrk-Acc/Rchg:30(17), ShldBrk-DefDeb/EndRdx/Rchg:30(27), ShldBrk-Acc/EndRdx/Rchg:30(29), ShldBrk-%Dam:30(29)
    Level 14: Health -- Heal-I:50(A), Heal-I:50(15), Heal-I:50(15)
    Level 16: Fly -- Srng-Fly:53(A)
    Level 18: Tactical Training: Assault -- EndRdx-I:50(A)
    Level 20: Stamina -- P'Shift-End%:53(A), P'Shift-EndMod:53(21), EndMod-I:50(21)
    Level 22: Tactical Training: Leadership -- GSFC-ToHit:53(A), GSFC-ToHit/Rchg:53(23), GSFC-ToHit/Rchg/EndRdx:53(31), GSFC-Rchg/EndRdx:53(31), GSFC-ToHit/EndRdx:53(31), GSFC-Build%:53(33)
    Level 24: Fortification -- Aegis-ResDam/EndRdx:53(A), Aegis-ResDam/Rchg:53(25), Aegis-EndRdx/Rchg:53(25), Aegis-Psi/Status:53(40), GA-3defTpProc:50(43), Aegis-ResDam:53(43)
    Level 26: Mental Training -- Flight-I:50(A)
    Level 28: Serum -- Numna-Heal/EndRdx:53(A), Numna-EndRdx/Rchg:53(33), Numna-Heal/Rchg:53(42), Numna-Heal/EndRdx/Rchg:53(42), Numna-Heal:53(42), Numna-Regen/Rcvry+:53(43)
    Level 30: Venom Grenade -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(33), Ragnrk-Acc/Dmg/Rchg:50(34), Ragnrk-Acc/Rchg:50(39), Ragnrk-Dmg/EndRdx:50(39), Ragnrk-Knock%:50(40)
    Level 32: Frag Grenade -- ExStrk-Dmg/KB:20(A), ExStrk-Acc/KB:20(34), ExStrk-Dam%:20(34), AirB'st-Acc/Dmg:53(36), AirB'st-Dmg/EndRdx:53(39), AirB'st-Dmg/Rchg:53(40)
    Level 35: Omega Maneuver -- Zinger-Taunt:53(A), Zinger-Taunt/Rchg:53(36), Zinger-Taunt/Rchg/Rng:53(36), Zinger-Acc/Rchg:53(37), Zinger-Taunt/Rng:53(37), Zinger-Dam%:53(37)
    Level 38: Boxing -- T'Death-Dam%:40(A)
    Level 41: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/Rchg:40(46), RctvArm-ResDam/EndRdx:40(48)
    Level 44: Weave -- RedFtn-Def/EndRdx:53(A), RedFtn-Def/Rchg:53(45), RedFtn-EndRdx/Rchg:53(45), RedFtn-Def/EndRdx/Rchg:53(45), RedFtn-Def:53(46), RedFtn-EndRdx:53(46)
    Level 47: Maneuvers -- LkGmblr-Def/EndRdx:53(A), LkGmblr-Def/Rchg:53(48), LkGmblr-Def/EndRdx/Rchg:53(50), LkGmblr-Def:53(50), LkGmblr-Rchg+:53(50)
    Level 49: Assault -- EndRdx-I:50(A)
    ------------
    Level 1: Brawl -- Mako-Dam%:53(A)
    Level 1: Sprint -- Clrty-Stlth:53(A)
    Level 2: Rest -- RechRdx-I:53(A)
    Level 1: Conditioning
    Level 2: Ninja Run
    ------------
    ------------
    Set Bonus Totals:
    • 15.5% DamageBuff(Smashing)
    • 15.5% DamageBuff(Lethal)
    • 15.5% DamageBuff(Fire)
    • 15.5% DamageBuff(Cold)
    • 15.5% DamageBuff(Energy)
    • 15.5% DamageBuff(Negative)
    • 15.5% DamageBuff(Toxic)
    • 15.5% DamageBuff(Psionic)
    • 11.9% Defense(Smashing)
    • 11.9% Defense(Lethal)
    • 13.2% Defense(Fire)
    • 13.2% Defense(Cold)
    • 12.6% Defense(Energy)
    • 12.6% Defense(Negative)
    • 14.8% Defense(Psionic)
    • 13.2% Defense(Melee)
    • 17.3% Defense(Ranged)
    • 15.7% Defense(AoE)
    • 6% Enhancement(Heal)
    • 44% Enhancement(Accuracy)
    • 60% Enhancement(RechargeTime)
    • 2% Enhancement(Knockback)
    • 2% Enhancement(Knockup)
    • 10% FlySpeed
    • 140.6 HP (13.1%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 2.5%
    • MezResist(Held) 11.9%
    • MezResist(Immobilize) 5.8%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 2.5%
    • MezResist(Terrorized) 5.25%
    • 10.5% (0.18 End/sec) Recovery
    • 80% (4.29 HP/sec) Regeneration
    • 3.78% Resistance(Fire)
    • 3.78% Resistance(Cold)
    • 5% Resistance(Toxic)
    • 3% Resistance(Psionic)
    • 15% RunSpeed
    • 2.5% XPDebtProtection
    ------------
    Set Bonuses:
    Devastation
    (Channelgun)
    • 12% (0.64 HP/sec) Regeneration
    • 24.1 HP (2.25%) HitPoints
    • 3% DamageBuff(All)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Psionic)
    Steadfast Protection
    (Crab Spider Armor Upgrade)
    • 1.5% (0.03 End/sec) Recovery
    • Knockback Protection (Mag -4)
    • 3% Defense(All)
    Luck of the Gambler
    (Combat Training: Defensive)
    • 7.5% Enhancement(RechargeTime)
    Apocalypse
    (Longfang)
    • 16% (0.86 HP/sec) Regeneration
    • 32.1 HP (3%) HitPoints
    • 4% DamageBuff(All)
    • 10% Enhancement(RechargeTime)
    • 5% Defense(Psionic)
    Luck of the Gambler
    (Hover)
    • 10% (0.54 HP/sec) Regeneration
    • 12 HP (1.12%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Tactical Training: Maneuvers)
    • 10% (0.54 HP/sec) Regeneration
    • 12 HP (1.12%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Shield Breaker
    (Suppression)
    • 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)
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    Gaussian's Synchronized Fire-Control
    (Tactical Training: Leadership)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 20.1 HP (1.87%) 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
    (Fortification)
    • 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)
    • 3% Resistance(Psionic)
    Gladiator's Armor
    (Fortification)
    • 3% Defense(All)
    Numina's Convalescence
    (Serum)
    • 12% (0.64 HP/sec) Regeneration
    • 20.1 HP (1.87%) HitPoints
    • 6% Enhancement(Heal)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Ragnarok
    (Venom Grenade)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    • 5% Resistance(Toxic)
    Explosive Strike
    (Frag Grenade)
    • 1.5% DamageBuff(All)
    • 1.88% Defense(Ranged), 0.94% Defense(Energy), 0.94% Defense(Negative)
    Air Burst
    (Frag Grenade)
    • 2% Enhancement(Knockback), 2% Enhancement(Knockup)
    • 8.03 HP (0.75%) HitPoints
    Perfect Zinger
    (Omega Maneuver)
    • MezResist(Terrorized) 2.75%
    • 10% (0.54 HP/sec) Regeneration
    • 5% Enhancement(RechargeTime)
    • 2.5% DamageBuff(All)
    • 3.13% Defense(Smashing,Lethal), 1.56% Defense(Melee)
    Reactive Armor
    (Tough)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    Red Fortune
    (Weave)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
    Luck of the Gambler
    (Maneuvers)
    • 10% (0.54 HP/sec) Regeneration
    • 12 HP (1.12%) HitPoints
    • 9% Enhancement(Accuracy)
    • MezResist(Held) 2.75%
    • 7.5% Enhancement(RechargeTime)
  21. Lady_of_Ysgard

    R U Tanker?

    Quote:
    Originally Posted by Dirt_bag_Don View Post
    Would love to roll over stuff on a team of all tanks and brutes. it would be SMASH-tastic.

    Shoulder to shoulder just straight beating stuff up.
    I can see a nice team combo already. Two Tankers, Four Brutes, and two Crab Spiders. No matter what powersets chosen for the Tanks/Brutes and no matter what level, this group would NEVER die and would kill VERY quickly.

    Two mainline aggro managers.
    Four melee DPS with nice defenses.
    Two Ranged AoE damage with team buff capabilities in Defense, Damage, and To-Hit.

    Mobs would melt and I suspect even AV's wouldn't last long with Bruising combined with two Venom Grenades and possibly EIGHT near-simultaneous Bile Spray attacks for 200% damage due to -100% Toxic Resist since SoA's and Tankers share Brute Patron Pools.

    Steamroller? More like Strip-mining Bulldozer.
  22. Quote:
    Originally Posted by Street_Wolf View Post
    It already IS free.
    Wasn't paying attention to the end cost for it. Still gives my potential build a place for the Chance for +End proc since I'm going to see what all the end drain and such can do to replace Stamina as an experiment.
  23. I've got a 20+ Elec/Elec Dom on live right now, and I have only one thing to say.

    Look mommy, I'm Malta!

    Seriously, while it can be 'lacking' in hard control it has some nice soft control in being able to floor the enemy's endurance completely. Slot For EndMod and nothing will be able to do more than brawl after a few seconds of sleeping in a Static Field while you hover over them with Conductive Aura.

    Seriously, slot up Conductive Aura with the full Performance Shifter set. It becomes a nearly-free toggle slotted for Endmod that saps enemy endurance while boosting your own recovery AND your regen. Slot Static Field with Fortunata Hypnosis (Remember, Purple sets are easier to get now with Alignment Merits.) and you have an AoE sleep that lasts 25 seconds and recharges in 11.2 that ALSO drains enemy endurance. And that's the sleep-generating-field that lasts 25 seconds, the sleep effect itself lasts 101.86% longer than it would unslotted. Alternatively, slot some generic accuracy, endmod, and sleep IO's and watch them be drained even faster.

    Have we had EndMod sets before? Yes, but Electric Control brings it in spades. Floored Endurance is, in my humble opinion, the hardest form of soft control you can get.
  24. Quote:
    Originally Posted by Jibikao View Post
    The first AT that comes to mind is Crab. You don't really need fancy sets and Crab gets very good team defense buff and very good aoe and you don't need to buff your teammates. Just put on the toggles and GO GO GO.
    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leadership

    Villain Profile:
    Level 1: Channelgun
    • (A) Achilles' Heel - Defense Debuff: Level 20
    • (7) Achilles' Heel - Defense Debuff/Recharge: Level 20
    • (7) Achilles' Heel - Chance for Res Debuff: Level 20
    Level 1: Crab Spider Armor Upgrade
    • (A) Steadfast Protection - Resistance/Endurance: Level 30
    • (3) Steadfast Protection - Resistance/+Def 3%: Level 30
    • (3) Steadfast Protection - Knockback Protection: Level 30
    Level 2: Combat Training: Defensive
    • (A) Karma - Defense/Endurance: Level 30
    • (5) Karma - Defense/Recharge: Level 30
    • (5) Karma - Knockback Protection: Level 30
    Level 4: Slice
    • (A) Shield Breaker - Defense Debuff: Level 30
    • (9) Shield Breaker - Accuracy/Defense Debuff: Level 30
    • (9) Shield Breaker - Accuracy/Recharge: Level 30
    • (19) Shield Breaker - Chance for Lethal Damage: Level 30
    • (40) Shield Breaker - Defense Debuff/Endurance/Recharge: Level 30
    • (40) Shield Breaker - Accuracy/Endurance/Recharge: Level 30
    Level 6: Swift
    • (A) Flight Speed IO: Level 50
    Level 8: Hover
    • (A) Luck of the Gambler - Defense/Endurance: Level 53
    • (11) Luck of the Gambler - Defense/Recharge: Level 53
    • (13) Luck of the Gambler - Endurance/Recharge: Level 53
    • (29) Luck of the Gambler - Defense/Endurance/Recharge: Level 53
    • (29) Luck of the Gambler - Defense: Level 53
    • (34) Luck of the Gambler - Recharge Speed: Level 53
    Level 10: Tactical Training: Maneuvers
    • (A) Kismet - Defense/Endurance: Level 30
    • (11) Kismet - Defense/Recharge: Level 30
    • (13) Kismet - Endurance/Recharge: Level 30
    • (19) Kismet - Defense/Endurance/Recharge: Level 30
    • (27) Kismet - Accuracy +6%: Level 30
    • (27) Defense Buff IO: Level 50
    Level 12: Suppression
    • (A) Shield Breaker - Defense Debuff: Level 30
    • (17) Shield Breaker - Accuracy/Defense Debuff: Level 30
    • (17) Shield Breaker - Accuracy/Recharge: Level 30
    • (39) Shield Breaker - Defense Debuff/Endurance/Recharge: Level 30
    • (39) Shield Breaker - Accuracy/Endurance/Recharge: Level 30
    • (40) Shield Breaker - Chance for Lethal Damage: Level 30
    Level 14: Health
    • (A) Healing IO: Level 50
    • (15) Healing IO: Level 50
    • (15) Healing IO: Level 50
    Level 16: Fly
    • (A) Soaring - FlySpeed: Level 53
    Level 18: Tactical Training: Assault
    • (A) Endurance Reduction IO: Level 50
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End: Level 53
    • (21) Performance Shifter - EndMod: Level 53
    • (21) Endurance Modification IO: Level 50
    • (23) Endurance Modification IO: Level 50
    Level 22: Tactical Training: Leadership
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 53
    • (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 53
    • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 53
    • (31) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 53
    • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 53
    • (33) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 53
    Level 24: Fortification
    • (A) Aegis - Resistance/Endurance: Level 53
    • (25) Aegis - Resistance/Recharge: Level 53
    • (25) Aegis - Endurance/Recharge: Level 53
    • (43) Gladiator's Armor - TP Protection +3% Def (All): Level 50
    • (43) Aegis - Resistance: Level 53
    • (46) Aegis - Psionic/Status Resistance: Level 53
    Level 26: Mental Training
    • (A) Flight Speed IO: Level 50
    Level 28: Serum
    • (A) Numina's Convalescence - Heal/Endurance: Level 53
    • (33) Numina's Convalescence - Endurance/Recharge: Level 53
    • (42) Numina's Convalescence - Heal/Recharge: Level 53
    • (42) Numina's Convalescence - Heal/Endurance/Recharge: Level 53
    • (42) Numina's Convalescence - Heal: Level 53
    • (43) Numina's Convalescence - +Regeneration/+Recovery: Level 53
    Level 30: Venom Grenade
    • (A) Air Burst - Accuracy/Damage: Level 53
    • (33) Air Burst - Damage/Endurance: Level 53
    • (34) Air Burst - Damage/Recharge: Level 53
    • (39) Air Burst - Damage/Range: Level 53
    Level 32: Frag Grenade
    • (A) Explosive Strike - Damage/Knockback: Level 20
    • (34) Explosive Strike - Chance for Smashing Damage: Level 20
    • (36) Explosive Strike - Accuracy/Knockback: Level 20
    Level 35: Omega Maneuver
    • (A) Perfect Zinger - Taunt: Level 53
    • (36) Perfect Zinger - Taunt/Recharge: Level 53
    • (36) Perfect Zinger - Taunt/Recharge/Range: Level 53
    • (37) Perfect Zinger - Accuracy/Recharge: Level 53
    • (37) Perfect Zinger - Taunt/Range: Level 53
    • (37) Perfect Zinger - Chance for Psi Damage: Level 53
    Level 38: Boxing
    • (A) Touch of Death - Chance of Damage(Negative): Level 40
    Level 41: Tough
    • (A) Reactive Armor - Resistance: Level 40
    • (48) Reactive Armor - Resistance/Endurance: Level 40
    • (50) Reactive Armor - Resistance/Endurance/Recharge: Level 40
    Level 44: Weave
    • (A) Red Fortune - Defense/Endurance: Level 53
    • (45) Red Fortune - Defense/Recharge: Level 53
    • (45) Red Fortune - Endurance/Recharge: Level 53
    • (45) Red Fortune - Defense/Endurance/Recharge: Level 53
    • (46) Red Fortune - Defense: Level 53
    • (46) Red Fortune - Endurance: Level 53
    Level 47: Maneuvers
    • (A) Luck of the Gambler - Defense/Endurance: Level 53
    • (48) Luck of the Gambler - Defense/Recharge: Level 53
    • (48) Luck of the Gambler - Defense/Endurance/Recharge: Level 53
    • (50) Luck of the Gambler - Defense: Level 53
    • (50) Luck of the Gambler - Recharge Speed: Level 53
    Level 49: Assault
    • (A) Endurance Reduction IO: Level 50
    ------------
    Level 1: Brawl
    • (A) Mako's Bite - Chance of Damage(Lethal): Level 53
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Conditioning
    Level 2: Ninja Run
    ------------
    ------------
    Set Bonus Totals:
    • 10% DamageBuff(Smashing)
    • 10% DamageBuff(Lethal)
    • 10% DamageBuff(Fire)
    • 10% DamageBuff(Cold)
    • 10% DamageBuff(Energy)
    • 10% DamageBuff(Negative)
    • 10% DamageBuff(Toxic)
    • 10% DamageBuff(Psionic)
    • 13.5% Defense(Smashing)
    • 13.5% Defense(Lethal)
    • 15.4% Defense(Fire)
    • 15.4% Defense(Cold)
    • 12.6% Defense(Energy)
    • 12.6% Defense(Negative)
    • 6% Defense(Psionic)
    • 16.3% Defense(Melee)
    • 17.3% Defense(Ranged)
    • 20.1% Defense(AoE)
    • 2% Enhancement(Knockback)
    • 6% Enhancement(Heal)
    • 28.8% Enhancement(RechargeTime)
    • 40% Enhancement(Accuracy)
    • 2% Enhancement(Knockup)
    • 10% FlySpeed
    • 104.4 HP (9.75%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Confused) 6.65%
    • MezResist(Held) 13.8%
    • MezResist(Immobilize) 8.3%
    • MezResist(Sleep) 5%
    • MezResist(Stun) 5%
    • MezResist(Terrorized) 7.75%
    • 10.5% (0.18 End/sec) Recovery
    • 42% (2.25 HP/sec) Regeneration
    • 0.63% Resistance(Smashing)
    • 0.63% Resistance(Lethal)
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 6.13% Resistance(Psionic)
    • 15% RunSpeed
    • 5.5% XPDebtProtection
    ------------
    Set Bonuses:
    Achilles' Heel
    (Channelgun)
    • 1.5% DamageBuff(All)
    • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
    Steadfast Protection
    (Crab Spider Armor Upgrade)
    • 1.5% (0.03 End/sec) Recovery
    • 16.1 HP (1.5%) HitPoints
    • 3% Defense(All)
    • Knockback Protection (Mag -4)
    Karma
    (Combat Training: Defensive)
    • 1.5% XPDebtProtection
    • 16.1 HP (1.5%) HitPoints
    • Knockback Protection (Mag -4)
    Shield Breaker
    (Slice)
    • 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
    (Hover)
    • 10% (0.54 HP/sec) Regeneration
    • 12 HP (1.12%) HitPoints
    • 9% Enhancement(Accuracy)
    • MezResist(Held) 2.75%
    • 3.13% Resistance(Psionic)
    • 7.5% Enhancement(RechargeTime)
    Kismet
    (Tactical Training: Maneuvers)
    • 1.5% (0.03 End/sec) Recovery
    • MezResist(Confused) 1.65%
    • 1.5% XPDebtProtection
    • 3.75% Enhancement(RechargeTime)
    Shield Breaker
    (Suppression)
    • 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)
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    Gaussian's Synchronized Fire-Control
    (Tactical Training: Leadership)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 20.1 HP (1.87%) 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
    (Fortification)
    • 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)
    • 3% Resistance(Psionic)
    Gladiator's Armor
    (Fortification)
    • 3% Defense(All)
    Numina's Convalescence
    (Serum)
    • 12% (0.64 HP/sec) Regeneration
    • 20.1 HP (1.87%) HitPoints
    • 6% Enhancement(Heal)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Air Burst
    (Venom Grenade)
    • 2% Enhancement(Knockback), 2% Enhancement(Knockup)
    • 8.03 HP (0.75%) HitPoints
    • 0.63% Resistance(Smashing,Lethal)
    Explosive Strike
    (Frag Grenade)
    • 1.5% DamageBuff(All)
    • 1.88% Defense(Ranged), 0.94% Defense(Energy), 0.94% Defense(Negative)
    Perfect Zinger
    (Omega Maneuver)
    • MezResist(Terrorized) 2.75%
    • 10% (0.54 HP/sec) Regeneration
    • 5% Enhancement(RechargeTime)
    • 2.5% DamageBuff(All)
    • 3.13% Defense(Smashing,Lethal), 1.56% Defense(Melee)
    Reactive Armor
    (Tough)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    Red Fortune
    (Weave)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
    Luck of the Gambler
    (Maneuvers)
    • 10% (0.54 HP/sec) Regeneration
    • 12 HP (1.12%) HitPoints
    • 9% Enhancement(Accuracy)
    • MezResist(Held) 2.75%
    • 7.5% Enhancement(RechargeTime)




    Switched a few sets from my original planned build and came up with this in about five minutes looking for the last boost to positional defense. Everything except Psionic is softcapped, and that hole can be closed by popping a purple or two since it's up at 39.1 base.

    If anyone thinks they could improve on this...feel free. Well, improve for the OP's goals of minimal PVP/Purple stuff. I can easily fiddle with this myself for a maxxed out build using purples and PVP which will be more easily accessed with Alignment Merits.

    A good thing to note is that Positional defense is still softcapped without Hover on, but no typed defense is, so you aren't sacrificing MUCH protection by turning on your travel power.
  25. HOw does one get into the BAF to get the badge in there? Dratted forcefields.