Luminara

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  1. Quote:
    Originally Posted by MinMin View Post
    From Liliaceae's Powers Guide:
    That was where I got the reference for "three points per attack".

    Quote:
    This has not been changed for a long, long time.
    Well, that was why I asked, so I would know.
  2. Quote:
    Originally Posted by Jelloman2K View Post
    So does anyone know if accuracy enhancements in OSA have any effect?
    It should (unless Castle coded it to ignore Accuracy (i can ask, but i don't think he did)), but the Defense debuff does an admirable job of keeping it strong against most foes anyway. If you are going to try to leverage some +Acc into the power, try not to sacrifice the other aspects of the power. It won't be doing you much good if it's hitting reliably but only dealing half of the damage that it could, or taking twice as long to recharge as it would if you'd given it more +Recharge, or costing you two arms and a leg in endurance, etc.

    The 25% Defense debuff will lose strength against foes above your level, so some Accuracy would help it hit more reliably, but on the other hand, those same higher level foes also resist the Slow, so if you are fighting enemies which are high enough above your level to make OSA miss frequently, you're probably also going to have difficulty keeping them in the AoE unless you're also slotting for Slow and stacking it with Glue.

    Six of one, half a dozen of another. *shrug*
  3. Quote:
    Originally Posted by Seldom View Post
    ummm...seeing as defenders don't have hide, making assasination pointless.....
    We can work around that little detail. Stealth, +Stealth IOs, Placate proc, etc. It's better than having to chain ourselves to teams or go to Bloody Bay frequently to get a Shivan so we can get any use at all out of Vigilance.

    We will also be very pleased with the ability to crit Held and Slept critters, since we have so many of those at our disposal.

    Quote:
    ...I'd say it was a fair trade, on the defender's end.
    So we have a deal, then? *slowly rubs hands together, used car salesman style*
  4. Quote:
    Originally Posted by Humility View Post
    I am really curious if the devs have ever stated why blue has more end recovery tools than red does? Specifically, I was thinking about tinkering with a stalker. Yay, regeneration, double yay, quick recovery! Nope, shot down. Yay willpower, double yay, quick recovery! Shot down again. Body mastery? Nope, shot down even late in the build.
    Trade you Vigilance for Assassination.
  5. Prior to I15, Domination built at a rate of three points per attack. I recall the developer statement, "easier to build Domination" with the release of I15, but I haven't seen any stats on the change, or even any comments indicating that it wasn't changed or that it was only changed in teams.

    So the questions are, do attacks add more Domination points now, and if so, solo, teamed or both, and how much?

    Reason for inquiry: Started a new Mind/Fire dominator recently, but not at all interested in doing the Dom/Hasten juggling routine (completely burned out on that from playing an Ill/Rad). So my goal is to figure out exactly how quickly the Domination bar can be refilled after it drops. If I know that, then I can finagle my global recharge to optimize my use of Domination. For example, under the "three points per attack" system, it would take thirty attacks to get Domination up to 90%, which would require (VERY rough estimate) 45s if I estimate an average of 1.5s per attack with no pauses or interruptions. Ergo, the optimal recharge time for Domination with those numbers would be 135s, 90s duration and 45s to build it back up after it expired. If Domination builds more quickly, though, a higher global recharge total would be preferable, allowing me to utilize it sooner after it expires. If Domination built at a rate of six points, for instance, then I could expect to spend 15-30s refilling the bar after it drops, which would mean an optimal recharge time for Domination would be 105-120s.

    I could simply build for as much global recharge as I cared to fit into the build, but the slots I would use to do so could be just as well spent increasing some of my other attributes, like Defense, Damage... JUMP SPEED! *gleeeeeeeeeeeeeeeeeeeeeee*

    >.>

    <.<

    *cough*

    Sorry. I get bouncy just thinking about bouncing. v.v

    ...

    No, the costume does not have a bunny tail.
  6. Develop and propose reasonable and possible solutions to issues such as groups of PvPers blocking doors to force players to fight them, lag issues resulting from large groups of PvPers congregating, PvPers deliberately interrupting RP events, "/duel spamming" and other examples of "upstanding, courteous" behavior, and fix the numerous balance issues with PvP itself (something that still hasn't been accomplished twelve issues after PvP was tacked on to the game), and it might be an idea worthy of consideration.

    Until such time as those and other issues can be addressed responsibly and intelligently, I remain adamantly opposed to open PvP. Last thing I care to experience in this game is dealing with a turd-monkey following me around, bleating epithets at me in /b and /t, throwing out /duel popups and demands and trying to annoy me into fighting him/her until a GM can handle it (which could be the next day), then having to deal with his/her "friends'" childish retaliatory attempts to prevent me from playing.
  7. Quote:
    Originally Posted by je_saist View Post
    I like the idea of tying the unlocks of the Hero Epic Peacebringer to Moonfire.
    Basing access to ATs on the performance, availability or good will of other players doesn't seem to be a wise direction to take, despite the team-oriented nature of MMORPGs. Opens up some very ugly cans of worms.
  8. Quote:
    Originally Posted by Clebstein View Post
    Both are a mag 2 disorient, so if I use Dark Pit and stay in melee range it should stun most if not all lieutenants and minions, right?
    And bosses. I use the combination on my TA/Dark/Dark when I'm facing particularly difficult bosses, or Rikti Mesmerists. Works quite well.

    Quote:
    Also, how much does Power Build Up increase holds? Will it raise EM Pulse from a mag 3 to 4, or 6, or what?
    Power Build Up doesn't increase magnitude, it increases duration. A mag 3 Hold will be mag 3 even when boosted by PBU (or any similar power).
  9. Quote:
    Originally Posted by Umbral View Post
    Quote:
    Originally Posted by Luminara View Post
    Mine would note that two or more similar toggles were running and substitute a reduced cost version of the additional toggles (or "cast" a restricted form of Conserve Power on each individual toggle).
    Except that you can't dynamically apply endurance reduction to an individual power. You have to apply it globally. This restricted form of Conserve Power you're depending on for this entire concept to be functional doesn't exist because there isn't a power specific end redux that is available to be cast on an individual power basis (because individual powers aren't entities that can be targeted; you have to target the character as a whole and alter those values globally).
    You know... whatever point you were hoping to make was lost when you deliberately ignored the first half the sentence you quoted from me, wherein I proposed using an existing, fully viable mechanic, then accused me of "depending on" the Conserve Power option.

    That's fine. You're not interested in discussing the suggestion, the merits of the suggestion or even offering constructive criticism. No problem, I'll drop it here and discuss it with Castle later. *shrug*
  10. Quote:
    Originally Posted by Adeon Hawkwood View Post
    The thing is I'm not sure that this is doable with the current power mechanics hence why I suggested providing a recovery boost if multiple toggles are active. It works out roughly the same balance-wise (although obviously it isn't identical) and would fit in better with the current power mechanics.
    It works the same, mechanically, either way. You're suggesting "If X + Y = True, then +Recovery" (simplified). I'm suggesting "If X + Y = True, then -Endurance Cost Y" (simplified). It's still checking to see if two or more toggles of a similar nature are active, then doing something else. Yours would note that two or more similar toggles were running, then "cast" a power which increased Recovery on the character. Mine would note that two or more similar toggles were running and substitute a reduced cost version of the additional toggles (or "cast" a restricted form of Conserve Power on each individual toggle). In both cases, the same checks are made, then a power is "cast" for each check that comes back as True.

    But a reduced endurance cost will benefit the player immediately, whereas a Recovery bonus may not benefit him/her until seconds later.
  11. Quote:
    Originally Posted by Leo_G View Post
    The prime concern I have is, what happens if you only want to run 1 of your many toggles?
    Then you run that toggle. Every other toggle would still be a toggle, it would just have a reduced or removed endurance cost if activated while a similar toggle was running.

    Quote:
    On my Kat/SR, he often turns off the AoE or Melee defense toggle because he constantly runs Ninja Run (I'm respec'ing him to get more +recovery from IO bonuses and reset all his sets so he's running mostly on common IOs). He's got weave and tough too but really, he usually only needs 1 or 2 of those toggles to defeat his enemies.

    In my situation, I see no way around your suggestion except making every toggle so cheap it's not an issue to run.
    None of them become true passives, or "passives with an endurance cost", they... work interdependently with each other. You still control whether or not they're active, but the game would then look at your character, say, "Hey, Leo has toggle X active, I'm going to discount the costs on toggles Y and Z". If you decide to turn off toggles X and Z, but leave Y turned on, then Y's toggle cost returns to normal (with proper accounting for your slotting). If you decide to turn off all of them, then they're all off. If you want to run two of them, then one runs at normal cost (again, with slotting taken into account) and the other runs at a reduced/removed endurance cost.

    Quote:
    That just cannot be done. It's not balanced. Toggles are balanced *because* they cost endurance. Making them cheap like Combat Jumping or some such would require so much rebalancing, you're better off just learning to manage your endurance like everybody else.
    Are they balanced? I mean, if they're enough of a problem that we see endurance management threads as regularly as we do, are they really balanced? Dark Armor used to have mutually exclusive shields, and that was considered balanced at the time, despite a general lack of enthusiasm among the player base due to exactly that mechanic. Are toggle-heavy powersets really balanced, then, if they... encourage the same "turn this toggle on and that toggle off for this fight" behavior that used to be true of DA?

    Consider that a philosophical question, if you would, so I don't have to spend a couple of weeks debating it. I'm up to season 5 of my annual review of DS9 and really want to finish it before February ends. >.<

    Quote:
    As for the upgrading click powers, that's covered by IOs, is it not? The more heals you have the more heal IOs you can slot and the more +% heal bonuses you can muster. It's the same deal with my Spines/DA stalker who happens to have the presence pool who slots Fear IOs.
    That was actually what I was thinking of when I added the part about click powers. But this wouldn't require IOs to achieve small bonuses, or multiple slots in a power. It couldn't be "gamed" any more than IOs, because characters are restricted to 24 powers, and it would give those who don't want to play with IO sets or the market a way to pick up some of those nifty little extras that we (IO set and market users) enjoy.
  12. Quote:
    Originally Posted by Umbral View Post
    The biggest problem I can see from this standpoint is that, by turning all but one of the shields of a set into a passive power that simply flags the base power to contribute additional types of resistance, you're freeing up a lot of slots
    Well, potentially, but only if the player wants to risk not having those other powers slotted properly in an emergency. They'd still be toggles, essentially, just with a much smaller or nonexistent endurance cost if a similar toggle was up and running.

    Example: That warshade takes all three of its shields and has Twilight Shield acting as the active toggle (simple to determine, just the first one activated). Gravity and Penumbral Shields then contribute their resistance buffs at a reduced or removed endurance cost. If Twilight Shield drops, say, due to lack of endurance or being deliberately turned off, then one of the other two shields "ramps up" to full toggle state, including its appropriate toggle state endurance cost. Now, if the player hasn't slotted those other shields for Endurance Reduction, then he/she is paying for it.

    So yes, the player could recover some slots, but only by taking the chance of paying a higher endurance cost in the event that the more heavily slotted toggle dropped.

    Quote:
    and making it so that some powers have nothing to enhance,
    Should never be the case. If that warshade didn't slot Gravity Shield for +Res, then he/she wouldn't gain any more than the base buff, and since all of the toggles would continue to be toggles, prudence would dictate slotting them for Endurance Reduction, at least some, just to be safe.

    Quote:
    not to mention that you're functionally requiring some sets actually have a specific power taken (i.e. the base toggle)
    No, absolutely not. At least, not unless the developers decide to do it that way. The way I see it working, any toggle could be used as the "main" toggle, it just has to be the first one turned on. The other toggles would then check the state of that toggle and alter their endurance costs accordingly.

    Quote:
    because it's not possible to have powers dynamically change between toggles and passives based upon previous power selections without some serious codescrewery (i.e. using the functionality present in the VEATs that allows for either BU or FU and manipulate it so that each toggle has a passive variant that is only available if you've taken the toggle variant of another power pair which then locks out all other toggle options from the given powerset pair).
    I believe there are other ways of doing it without making mutually exclusive powers. I never said it would be easy, just that it would help resolve some player concerns without requiring complete redesigns of powersets, and potentially add some interesting approaches to how we build characters. *shrug*
  13. Quote:
    Originally Posted by Adeon Hawkwood View Post
    I'm don't think that I agree with the premise of your suggestion but i do see where you are coming from. In any case, I think the basic concept you're going for is mostly doable with the current power mechanics but I don't like it.

    First off, let us consider how it would actually work. Consider the power Sniper Rifle, it has a special ability that provides bonus damage if the "Targeting Drone" toggle is active. This means that it is possible for a power to have different effects based on the presence of another toggle (or passive) power but probably not just if you happen to have a click power. In the case you suggest Penumbral Shield and Twilight Shield become passive powers that only provide their effect if Gravity Shield is active.
    Sort of, but not quite. Every toggle would still be a toggle if no other similar toggle was active, but if a similar toggle was active, then the other toggle or toggles would fall back to "upgrade" mode, providing their benefits for little or no endurance cost.

    For that warshade, any of the three shields could be activated, and the other two would recognize that active state and reduce their endurance costs. If the warshade turned on Penumbral Shield, for instance, then decided to add Gravity Shield, Gravity Shield would grant its Lethal and Smashing resistance with only a small or no increase to the character's endurance drain. Functionally, the powers would still work like toggles in this manner, but conceptually, they'd work more like "upgrades" and reflect that with lower or no endurance costs, as long as one of the other toggles was active.

    Quote:
    My primary concern with this mechanically is server power. Sniper rifle is a click power and so the sever is only being asked to check if targeting drone is active rarely. Most toggles on the other hand 'tick' every two seconds (plus or minus a bit depending on the toggle) so this is increasing the server load. I don't know if it would be a problem, that's a question for the devs but it is something to keep in mind.
    Actually, most toggles have a 0.5s activation period, the tick to which you refer. The client could handle the additional load of ensuring that the "upgrade" powers verify that the active toggle is still active without imposing extra work on the server, beyond an occasional check to ensure that the client is synchronizing these checks with the server's expectations. The load on the server shouldn't even be minimal, because it's 3-4 things being checked, compared to the dozens or hundreds of things that are checked when a character is just standing in a zone or mission (location, costume information, level, title, name, SG and a host of other things just related to players, plus all critter data).

    If the developers decided that the best way to implement something like this was to make passive powers which dynamically "swapped in" to replace toggles on the fly, then they'd actually reduce the load on the server because passives have 10s activate periods, twenty times less work for the server than toggles.

    Quote:
    Finally I'll note that I would be opposed to changing the power pools. They shouldn't be designed to work better or worse with any specific sets beyond the enhancement or diversification they already provide. Limit the changes to within powersets and the occasional case of different powersets for the same AT.
    I threw it in as a means of making some generally overlooked or unpopular pools a bit more attractive to players. If some pool powers could offer slight improvements to powers in primaries or secondaries, some players may find them more appealing. Not terribly invested in the idea for this, so if it never made it in, I wouldn't "/ragequit".
  14. tl;dr - make some toggles (and possibly clicks) act like passive/auto powers if other toggles (or clicks) are present.

    The very first character I played to 50 was an Inv/SS tank. I enjoyed the character, but at the same time, I found the necessity of toggle management and constant monitoring of my endurance bar to be so tedious and frustrating that I've never played another toggle-heavy character. It's an experience that many other players have shared.

    Of course, we can't expect the developers to completely revamp powersets like Invulnerability, removing and replacing powers on a whim, so more often than not, we ask them to review the endurance costs of different powers and clamor for "more options" for endurance management... or we avoid those powersets entirely, as in my own case.

    It occurred to me, just a few minutes ago, that there is a way to solve these problems without removing or replacing any powers, but instead by changing the way some of them function. Instead of having multiple toggles, each dedicated to a separate aspect of the same basic function, we have one toggle and upgrades which improve that one toggle.

    "Are you crazy, Lumi?"

    Yes, but I'm having one of my more lucid moments right now.

    "Okay... then you have some kind of point, or, you know, suggestion to make?"

    As a matter of fact, I do. I think. I might have a banana instead...

    Let's take a warshade's secondary powerset, Umbral Aura. Three separate toggles dedicated to resistance, each with a base endurance cost of 0.26/s. Even after slotting them and your attacks for Endurance Reduction, the endurance drain is still less than appealing.

    What if, instead of having three separate resistance toggles, there were one resistance toggle and two powers which added different types of resistance to that one? Gravity Shield remains the same, a base 22.5% resistance to Lethal and Smashing damage, but Penumbral Shield becomes an auto power which modifies Gravity Shield to add Fire, Cold and Toxic resistance, and Twilight Shield is similarly changed to an auto power which adds Energy and Negative Energy resistance to Gravity Shield.

    This could be done for all of the powersets with multiple toggles of similar nature within a powerset. Obviously, it would require some work on the part of the developers, but it would allow them to make some changes which would please a significant number of players.

    Actually, it could even be extended to all toggles which affect the same thing, allowing them to function as auto powers when a similar or identical toggle is active. The highest cost toggle would be the one considered active, and perhaps a small additional endurance cost could be added for each "upgrade" as a balance measure. That same warshade could add Tough to his/her build for a small increase in Gravity Shield's endurance cost.

    If it were determined that this would lead to too much imbalance, the "upgrade" option could be restricted to only powers within the same powerset or pool. In this scenario, I'd expand the limitation slightly to include toggles within a pool, even if they didn't affect the same attribute. The Leadership pool, for instance, tends to be relatively overlooked by many players, in part due to the relatively high endurance costs for the toggles. Having the ability to run two or three of the toggles for little more than what a single toggle would cost may convince more players to dip into this pool.

    Now that I think about it, this "upgrade" mechanic could be extended to some click powers as well. A character with Taunt, for example, who also picked up Provoke could gain an increase in Taunt's radius, magnitude or duration. A character with a single-target healing power could take Aid Other and gain a bonus to +Heal for their original healing power.
  15. Quote:
    Originally Posted by Blue_Fenix View Post
    Let's have a little thought experiment. Imagine every character got a bonus to endurance recovery that scaled by level such that by level 25 or so it was equivalent to 3-slotted stamina. Now also imagine the stamina power no longer existed. What powers would you add to your builds that you normally wouldn't, now that you don't have to take stamina?
    Kick, so I could get the same 5% +Movement set bonus that I use Stamina for now.
  16. Quote:
    Originally Posted by Sermon View Post
    The warehouse map is like going to the house of an old friend. It's familiar, welcoming, and you know right where s/he keeps the cookies.
    They're also the best maps for jousting. I love playing in warehouse maps, I get to bounce as much as I want. Never have as much fun on office, cave or outdoor maps.
  17. Quote:
    Originally Posted by Talionis View Post
    Luminara, do you think it would help you, "farming" if you had the Dark Nuke?
    No. Even at the level of +Recharge I can give it, such as putting it in place of Dark Transfer with the Armageddon set and keeping my current level of global +Recharge (including down time, i'm less than 2s away from perma-Hasten), it would still only be available only once every 3-4 spawns. Plus it would require me to rework the build to fit in Dark Consumption (to compensate for the endurance crash) and Soul Drain (because even with Disruption and Acid, fully slotted Blackstar can't defeat -1 lieutenants), and then I'd have to throw away most of the IO sets I have now and refocus the build on Melee Defense.

    What slows me down is endurance management and recharge on OSA. My actual kill speed is excellent, in my opinion.

    Flash, OSA, Disruption, Acid on the boss if there is one, TT/NF/TT/NF/TT/NF, Apprentice Charm on OSTarget if it hasn't already been defeated (Posi's Blast procs in TT and NF usually take care of that for me), Disruption again (double-stacked at this point), TT/NF/repeat until everything is down, or until only the boss remains, at which time I switch to single-target attacks and finish it off. If there was no boss, I have to wait 5-20s (it depends on how the procs are treating me. sometimes they're stubborn and won't trigger often, sometimes they're firing off constantly and even lieutenants drop so fast that i have to stop and see if a GM is standing behind me with a big IWIN button) for OSA to recharge. If there was a boss, OSA is generally recharged by the time I'm finished, but I wait a few extra seconds for my blue bar to tick back to full.

    My kill speed is more dependent on the random number generator in control of proc triggers than anything else. TT and NF cycle almost seamlessly at the level of +Recharge I've got, so that's my attack chain any time I have more than one enemy in front of me. How frequently I get proc triggers is what determines how quickly I defeat a spawn. If I'm getting lucky, it can be as quick as 15s. If not, if I'm not seeing procs trigger and I miss my chance to light up OSA, it can take up to a minute. On average, I could run through that CoT scanner map (two floors, office map, 8-10 spawns per floor) in 12-13 minutes. On a good run, 9-10 minutes. A bad run could go up to 15 minutes.

    Blackstar would slow me down even in the best scenario.

    And if the forum eats this reply, I'm riding my moped to wherever they keep the servers and punching someone in the face.
  18. Quote:
    Originally Posted by _Krom_ View Post
    The question, of course, is that 8% worth it?
    Yes. It's more effective if you're also stacking +Defense with that -ToHit, but even 24% is useful and worthwhile.
  19. Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Parthenia: Level 50 Magic Defender
    Primary Power Set: Trick Arrow
    Secondary Power Set: Dark Blast
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Flash Arrow -- Cloud-ToHitDeb:30(A), Cloud-Acc/ToHitDeb:30(3), Cloud-Acc/Rchg:30(3), Cloud-ToHitDeb/EndRdx/Rchg:30(5), Cloud-Acc/EndRdx/Rchg:30(5)
    Level 1: Dark Blast -- Thundr-Acc/Dmg:30(A), Thundr-Acc/Dmg/Rchg:31(7), Thundr-Dmg/EndRdx/Rchg:31(7), Thundr-Dmg/Rchg:31(9), Thundr-Dmg/EndRdx:31(9)
    Level 2: Gloom -- Thundr-Acc/Dmg:32(A), Thundr-Acc/Dmg/Rchg:31(11), Thundr-Dmg/EndRdx/Rchg:32(11), Thundr-Dmg/Rchg:32(13), Thundr-Dmg/EndRdx:30(13)
    Level 4: Glue Arrow -- TmpRdns-EndRdx/Rchg/Slow:49(A)
    Level 6: Hurdle -- Jump-I:50(A), Jump-I:50(15), Jump-I:50(15)
    Level 8: Poison Gas Arrow -- FtnHyp-Acc/Rchg:50(A), FtnHyp-Acc/Sleep/Rchg:50(17), FtnHyp-Sleep/Rchg:50(17), FtnHyp-Sleep/EndRdx:50(19), FtnHyp-Plct%:50(19)
    Level 10: Combat Jumping -- Krma-ResKB:10(A), LkGmblr-Rchg+:25(50)
    Level 12: Acid Arrow -- Achilles-ResDeb%:18(A)
    Level 14: Swift -- Run-I:50(A)
    Level 16: Tenebrous Tentacles -- DampS-Rchg/EndRdx:50(A), Range-I:50(21), Range-I:50(23), TotHntr-Dam%:34(25), Posi-Dam%:34(25), Cloud-%Dam:16(27)
    Level 18: Hasten -- RechRdx-I:50(A), RechRdx-I:50(21), RechRdx-I:50(23)
    Level 20: Night Fall -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:49(31), Posi-Dmg/Rchg:49(31), Posi-Acc/Dmg/EndRdx:50(31), Posi-Dam%:41(33), Cloud-%Dam:16(33)
    Level 22: Stamina -- P'Shift-EndMod:29(A), P'Shift-EndMod/Acc:29(33)
    Level 24: Disruption Arrow -- RechRdx-I:50(A)
    Level 26: Oil Slick Arrow -- Ragnrk-Acc/Rchg:50(A), Ragnrk-Acc/Dmg/Rchg:50(27), Ragnrk-Dmg/Rchg:50(34), Ragnrk-Dmg:50(34), Ragnrk-Dmg/EndRdx:50(34)
    Level 28: Ice Arrow -- BasGaze-Acc/Hold:15(A), BasGaze-Rchg/Hold:27(29), BasGaze-EndRdx/Rchg/Hold:27(29), BasGaze-Acc/Rchg:11(36)
    Level 30: Dark Pit -- Amaze-Acc/Rchg:50(A), Amaze-Acc/Stun/Rchg:50(37), Amaze-Stun/Rchg:50(37), Amaze-Stun:50(39), Amaze-EndRdx/Stun:50(39)
    Level 32: EMP Arrow -- BasGaze-Acc/Hold:24(A), BasGaze-Acc/EndRdx/Rchg/Hold:24(39), BasGaze-Rchg/Hold:27(40), BasGaze-EndRdx/Rchg/Hold:30(40)
    Level 35: Life Drain -- Dct'dW-Heal/EndRdx:38(A), Dct'dW-Heal/Rchg:38(36), Dct'dW-Heal/EndRdx/Rchg:38(36), Dct'dW-Heal:38(37), Dct'dW-EndRdx/Rchg:38(40)
    Level 38: Maneuvers -- RedFtn-Def/EndRdx:41(A), RedFtn-EndRdx/Rchg:41(42), RedFtn-Def/EndRdx/Rchg:41(42), RedFtn-Def:41(43), RedFtn-EndRdx:41(43), LkGmblr-Rchg+:25(43)
    Level 41: Oppressive Gloom -- Stpfy-Acc/Rchg:44(A), Stpfy-EndRdx/Stun:44(42), Stpfy-Acc/EndRdx:44(45), Stpfy-Stun/Rng:44(45), Stpfy-Acc/Stun/Rchg:45(45)
    Level 44: Soul Transfer -- Armgdn-Acc/Rchg:50(A), Armgdn-Acc/Dmg/Rchg:50(46), Armgdn-Dmg/Rchg:50(46), Armgdn-Dmg:50(46), Armgdn-Dam%:50(48)
    Level 47: Moonbeam -- Mantic-Acc/Dmg:49(A), Mantic-Dmg/EndRdx:49(48), Mantic-Dmg/ActRdx/Rchg:40(48), Mantic-Dmg/EndRdx/Rchg:49(50), Mantic-Dam%:50(50)
    Level 49: Dark Embrace -- S'fstPrt-ResDam/Def+:10(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth:43(A)
    Level 2: Rest -- EndMod-I:50(A)
    Level 1: Vigilance



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    I just recently bought those Armageddon IOs. Spent about 1 hour per day, over the course of two weeks, farming a CoT scanner mission set at -1/x6/+Bosses (best balance of time spent versus drop chances, at least for me). I just raked in the influence, sold everything that dropped and started putting in bids on the Armageddon recipes. Ended up costing me roughly 600,000,000. I had... maybe 30,000,000 when I started.

    Great farmer? Maybe not, compared to other ATs. Great farmer for a defender? I certainly think so.

    As a side note, this is my main character, and I'm not actually a farmer. Nor did I build her with farming in mind. I just love playing this character so much that it was a pleasure to have a reason to log in every night and do something with her. It just happened to work out well that she could handle a farming situation so nicely.
  20. Quote:
    Originally Posted by Miladys_Knight View Post
    You've neglected Glue arrow which is a control.
    No.
  21. Quote:
    Originally Posted by Dechs Kaison View Post
    I can prove that 2+2=5.

    Does that count?
    Only in 1984.
  22. Quote:
    Originally Posted by Zamuel View Post
    Trick Arrow has... naturally higher accuracy
    No.

    Quote:
    There's already two powers with -Fly
    The -Fly in Glue is broken. Enemies can fly-hop out of it, then fly away. So it doesn't count.
  23. Quote:
    Originally Posted by Phantom Patriot View Post
    Which means you would be doing more clicks than needed!
    Click twice on Enhancements, or click once on Enhancements and once on Manage. Same number of clicks, unless you can prove that 2>2.
  24. Quote:
    Originally Posted by Eiko-chan View Post
    Also, Leadership is good for Corruptors. They have the best numbers for it redside (save for VEATS, which I don't count because they're not available to newbies)
    Masterminds.
  25. And here is an example of what we refer to as a "frankenslotted" build. In this build, we mix IOs from different sets, instead of using generic IOs, to optimize key aspects of various powers, which allows us to maximize the boosts with minimal slot usage and in turn gives us a little more flexibility in slot placement. IO levels are less important, but I tend to stick to a baseline of level 30 when I'm working on a build. You will also note that we gain a few set bonuses with this build. The other primary benefit of "frankenslotting" is that you can use the cheapest IOs you can find (as drops, in the market or from purchases made with merits (rewards for doing certain tasks, such as story arcs and task forces) or tickets (rewards for playing player-created content in the Architect Entertainment buildings (ticket rolls are always random, though, you cannot purchase specific recipes outright)), so "frankenslotted" builds tend to be very inexpensive.

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

    Click this DataLink to open the build!

    Level 50 Magic Corruptor
    Primary Power Set: Archery
    Secondary Power Set: Traps
    Power Pool: Teleportation
    Power Pool: Fitness
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Aimed Shot -- Ruin-Acc/Dmg:30(A), Ruin-Dmg/EndRdx:30(3), Ruin-Dmg/Rchg:30(5), Mael'Fry-Acc/Dmg:30(13), Mael'Fry-Dmg/EndRdx/Rchg:30(21)
    Level 1: Web Grenade -- Enf'dOp-Acc/EndRdx:30(A), Enf'dOp-Acc/Immob/Rchg:30(46)
    Level 2: Fistful of Arrows -- Det'tn-Acc/Dmg:30(A), Det'tn-Dmg/EndRdx:30(3), Det'tn-Dmg/Rchg:30(5), Det'tn-Dmg/Rng:30(11), Det'tn-Dmg/EndRdx/Rng:30(19), Range-I:30(25)
    Level 4: Triage Beacon -- H'zdH-Heal/Rchg:30(A), Tr'ge-Heal/Rchg:30(7), H'zdH-Heal/EndRdx/Rchg:30(7), Tr'ge-Heal/EndRdx/Rchg:30(15), Dct'dW-Heal/Rchg:30(39)
    Level 6: Recall Friend -- EndRdx-I:30(A)
    Level 8: Blazing Arrow -- Mael'Fry-Acc/Dmg:30(A), Mael'Fry-Dmg/EndRdx/Rchg:30(9), Ruin-Acc/Dmg:30(9), Ruin-Dmg/EndRdx:30(11), Ruin-Dmg/Rchg:30(23), Ruin-Acc/EndRdx/Rchg:30(40)
    Level 10: Swift -- Run-I:30(A)
    Level 12: Acid Mortar -- Acc-I:30(A), Acc-I:30(13), RechRdx-I:30(15), UndDef-DefDeb/Rchg/EndRdx:30(40), UndDef-Rchg/EndRdx:30(43)
    Level 14: Teleport -- Jnt-EndRdx/Rng:30(A), Jnt-EndRdx:30(19), Jnt-Rng:30(45)
    Level 16: Force Field Generator -- S'dpty-Def:30(A), S'dpty-Def/EndRdx:30(17), S'dpty-Def/Rchg:30(17), S'dpty-Def/EndRdx/Rchg:30(39)
    Level 18: Health -- Heal-I:30(A), Heal-I:30(46)
    Level 20: Stamina -- Efficacy-EndMod:30(A), Efficacy-EndMod/Acc:30(21), EndMod-I:30(50)
    Level 22: Explosive Arrow -- Det'tn-Acc/Dmg:30(A), Det'tn-Dmg/EndRdx:30(23), Det'tn-Dmg/Rchg:30(25), Det'tn-Acc/Dmg/EndRdx:30(27), AirB'st-Dmg/Rchg:30(29), KinCrsh-Rechg/EndRdx:30(31)
    Level 24: Poison Trap -- RechRdx-I:30(A), RechRdx-I:30(27), EndRdx-I:30(43)
    Level 26: Aim -- AdjTgt-ToHit/Rchg:30(A), AdjTgt-EndRdx/Rchg:30(31), RechRdx-I:30(40)
    Level 28: Seeker Drones -- Acc-I:30(A), DampS-ToHitDeb:30(29), DampS-ToHitDeb/Rchg:30(31), DampS-ToHitDeb/Rchg/EndRdx:30(34), DampS-ToHitDeb/EndRdx:30(37), DampS-Rchg:30(39)
    Level 30: Teleport Foe -- Jnt-EndRdx:30(A), Jnt-EndRdx/Rng:30(46)
    Level 32: Rain of Arrows -- Det'tn-Acc/Dmg:30(A), Det'tn-Dmg/Rchg:30(33), AirB'st-Dmg/Rchg:30(33), Det'tn-Acc/Dmg/EndRdx:30(33), Posi-Dmg/Rchg:30(34), RechRdx-I:30(34)
    Level 35: Trip Mine -- M'Strk-Acc/Dmg:30(A), M'Strk-Dmg/EndRdx:30(36), M'Strk-Dmg/Rchg:30(36), M'Strk-Acc/EndRdx:30(36), M'Strk-Acc/Dmg/EndRdx:30(37), M'Strk-Dmg/EndRdx/Rchg:30(37)
    Level 38: Caltrops -- TmpRdns-EndRdx/Rchg/Slow:30(A)
    Level 41: Scorpion Shield -- Krma-Def/EndRdx:30(A), S'dpty-Def/EndRdx:30(42), RedFtn-Def/EndRdx:30(42), DefBuff-I:30(42), EndRdx-I:30(43)
    Level 44: Web Envelope -- Enf'dOp-Acc/EndRdx:30(A), Enf'dOp-Acc/Immob/Rchg:30(45), Enf'dOp-EndRdx/Immob:30(45)
    Level 47: Summon Disruptor -- BldM'dt-Acc/Dmg:30(A), BldM'dt-Dmg/EndRdx:30(48), BldM'dt-Acc/Dmg/EndRdx:30(48), BldM'dt-Dmg:30(48), RechRdx-I:30(50), RechRdx-I:30(50)
    Level 49: Focused Accuracy -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Scourge



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