Maelwys

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  1. Actually there are several decent MM duelling builds.

    Whilst they're nowhere near as common as Stalkers in Sirens you do still see them venture in from time-to-time, and they're definately among the more popular RV PvP Villainside toons. You'll see more /Dark, /FF and /Traps in the zones (possibly because they work well against many enemies?) whilst /Poison and /TA tend to be more suited for Duelling. Ninja/Poison and Necro/Poison were even something of a FOTM in the US a while back IIRC.

    Personally I'm currently levelling a PvP-Capable Bot/Traps MM. I know that so far (at level 35) only Confuse powers or AoEs can ruin his day, he can completely wipe the floor with most single-target builds. Mainly due to heavy abuse of TPFoe (+ TP Self!), Webnade, Caltrops and Poison Trap...

    One of my first ever zone PvP fights was on my completely PvE-specced Peacebringer in Warburg. Whilst farming nukes I came across a Ninja Mastermind who decided that I looked like an easy target. He started wailing on me, but after a (Pulsar + Seekers + Build Up + Flare + Dawn Strike) he didn't think I looked so easy any more...
  2. Numinas don't give +recharge.... O.o

    Doctored Wounds do though. But then if you've already slotted your Defensive abilities with (5x Red Fortunes + a LOTG +Recharge) then you'll probably already be at the +5% Recharge set bonus limit...

    I couldn't really justify building for +regen on my tanker, Perma Dull Pain was too good a target! He's managed about 270% Regen just through the Uniques and the odd Numina/LOTG set bonus though, which is enough to stop him from needing a Bubble in the Respec reactor room... it's funny seeing other toons panic about them!

    I found Womble was one of my cheapest toons to IO-up actually... I managed to get him finished just before the "Quick Katie" nerf, so the LOTG +recharge IOs weren't anywhere near as expensive as they are currently. Total cost came to about 150-200mill compared to over 350mill for my Spines/DA's build...
  3. Maelwys

    Brute EN/EN

    [ QUOTE ]
    [ QUOTE ]
    (as an aside, I can't see anything that Firekitty said against me, and if that's not the point of Shannons' sig quote then I'm confuzzled: Taunt when used by itself just draws aggro = more damage to the user... it's only when you use it to draw aggro away from your teammates that it provides any kind of mitigation! )

    [/ QUOTE ]

    I am new here but I played many MMORPGs including WoW, DaoC and MxO. I am familiar with aggro and the idea of Taunt, that is why I stayed away from it now. I do not have a SG yet and I solo most of the time so it seems pointless to me but as I start doing instances I will consider it.

    [/ QUOTE ]

    I consider it pretty pointless in most of my Brute builds too to be honest. It's a power that's even of some debate for tankers, and even "team built" Brutes will handle lower numbers of mobs than tankers.

    CoH/CoV aggro works slightly differently to aggro in most other MMORPGS: Healing doesn't draw aggro, and any action by any other toon will not grab an enemy's attention as long as it is under the influence of a Taunt effect (either through the "Taunt" powers, "Taunt auras", or Brute/Tanker "Gauntlet").

    Whilst it's useful, the Taunt power is by no means mandatory. General consensus amongst the tanker playerbase is that it's never actually "needed" except for tanking very tough AVs such as those on the Statesman TF.

    And the build's fine, though Jay's ordering is slightly better. If it were me I'd try to fit in Aid Self... but I've always been a big fan of "self-healing"... comes from rolling a Regen Scrapper as your first toon!!

    Villain Profile:
    Level 1: Barrage -- Empty(A)
    Level 1: Kinetic Shield -- Empty(A)
    Level 2: Bone Smasher -- Empty(A)
    Level 4: Power Shield -- Empty(A)
    Level 6: Energy Punch -- Empty(A)
    Level 8: Swift -- Empty(A)
    Level 10: Entropy Shield -- Empty(A)
    Level 12: Build Up -- Empty(A)
    Level 14: Hover -- Empty(A)
    Level 16: Fly -- Empty(A)
    Level 18: Health -- Empty(A)
    Level 20: Stamina -- Empty(A)
    Level 22: Total Focus -- Empty(A)
    Level 24: Stimulant -- Empty(A)
    Level 26: Aid Self -- Empty(A)
    Level 28: Energy Drain -- Empty(A)
    Level 30: Energy Cloak -- Empty(A)
    Level 32: Energy Transfer -- Empty(A)
    Level 35: Whirling Hands -- Empty(A)
    Level 38: Overload -- Empty(A)

    It'd probably look a little like that if I was to roll a EN/EN Brute with Fly. Hasten/Patron/Passives etc. could be taken to taste from 41+. Personally I'm more of a fan of the resistance-based armors though...
  4. Seriously, some of those cossies put me in mind of those Dyno-Rod vans.

    "DayGlo" FTW!
  5. Maelwys

    Brute EN/EN

    Power picks look ok but the ordering seems a little off to me...?

    If you're going to build fury quickly, then generally you'll want to have a few fast-recharging, fast-animating, low-endurance attacks to spam as early as possible... usually these are your first attack power (barrage), brawl and/or boxing. Slot with Accuracy and Endruance Reduction ASAP, so you can use them to build yourself up to near maximum fury and then let-loose with your other more powerful attacks when you're at high fury.

    Energy Transfer, Stamina and Total Focus can be taken earlier. "Aid Self" from the medicine pool would also be of great benefit to this build, given that it's a defence based toon and your backstory allows for the use of technology. Apart from the obvious aspect of generally increasing your survivability it's also very useful for compensating for the Health loss from spamming "Energy Transfer".

    Once you get Energy Drain then you won't need to worry about endurance costs, but until then you'll probably want to invest in some End Reductions. At least one in each of your attacks including Barrage/Brawl.

    (as an aside, I can't see anything that Firekitty said against me, and if that's not the point of Shannons' sig quote then I'm confuzzled: Taunt when used by itself just draws aggro = more damage to the user... it's only when you use it to draw aggro away from your teammates that it provides any kind of mitigation! )
  6. I might as well chip in here, seeing as I IO'ed my SS/Inv fairly recently and I've somehow ended up with 15 mins or so to spare before I'm meant to quit work for today...

    Inv has four very powerful methods of damage mitigation:
    - 1. high S/L resistances
    - 2. high defense when tanking groups of mobs
    - 3. high HP plus a powerful heal in "Dull Pain"
    - 4. Unstoppable

    SS has three methods of damage mitigation:
    - 1. Stuns (Handclap Mainly)
    - 2. Knockdown (Footstomp, Haymaker, Punch, KO Blow, Hurl does KnockBACK)
    - 3. Hold (KO Blow)

    Generally an SS/INV can take either Aid Self (to increase Healing power), Tough and Weave (to cap S/L resists and boost Defence) and/or Hasten (to reduce the downtime of Unstoppable, Footstomp and Dull Pain).

    IOs can be used to great effect to reduce the "downtime" aspect further- to the point at which you can run "Perma Dull Pain", have less than 50% downtime on Unstoppable and use Footstomp every few seconds. The +3% Global Defence IO from the "Steadfast Protection" Resistance set also adds to your defence nicely.

    On my own SS/Inv "Womble" I've opted for a Perma Dull Pain build. He's incredibly survivable, noticably moreso than with his pre-i9 build which had the exact same power pool picks. The only downside was that I had to take out a few Taunt Duration enhancements from invincibility in order to attain true "Perma Dull Pain" throughout several Hasten cycles... but a few patches ago Invincibility's taunt effect was given a major buff to bring it into line with the other taunt auras, so his aggro-grabbing performance has not suffered at all. In fact, with Footstomp up so regularly now it has actually improved.

    Build is below. he currently has everything except the Stealth IO in Sprint (he's never needed to hide from anything yet, so I've not seen the need to slot it!!). Permanently at the HP cap, he can solo-tank the Honoree unaided indefinately outside of Unstoppable, and he overshoots the 'soft defence cap' when tanking 8 or more enemies with Unyielding, CJ, Weave and Invincibility running. Footstomp is up every 7 seconds.

    Hero Plan by Mids' Hero Designer 1.21
    http://www.honourableunited.org.uk/mhd.php

    Womble: Level 50 Mutation Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/EndRdx/Rchg:40(3), ResDam-I:50(3), TtmC'tng-ResDam/EndRdx/Rchg:50(9)
    Level 1: Jab -- Acc-I:50(A)
    Level 2: Dull Pain -- Dct'dW-Heal/Rchg:50(A), Numna-Heal/Rchg:50(11), Numna-Heal/EndRdx/Rchg:32(11), Mrcl-Heal/Rchg:40(13), Mrcl-Heal/EndRdx/Rchg:40(13)
    Level 4: Haymaker -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/Rchg:50(5), C'ngImp-Acc/Dmg/Rchg:50(5), C'ngImp-Acc/Dmg/EndRdx:50(7), C'ngImp-Dmg/EndRdx/Rchg:50(7), Mako-Acc/EndRdx/Rchg:50(17)
    Level 6: Hurdle -- Jump-I:50(A), Jump-I:50(45)
    Level 8: Unyielding -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx/Rchg:40(9), HO:Ribo(15), Aegis-Psi/Status:50(15), S'fstPrt-ResDam/Def+:14(40)
    Level 10: Boxing -- Acc-I:50(A)
    Level 12: Combat Jumping -- Ksmt-ToHit+:30(A), LkGmblr-Def:44(43), LkGmblr-Rchg+:35(46)
    Level 14: Super Jump -- Jump-I:50(A)
    Level 16: Health -- Numna-Heal:50(A), Numna-Heal/Rchg:50(17), Numna-Regen/Rcvry+:50(34), Mrcl-Heal:40(37), Mrcl-Rcvry+:40(46), RgnTis-Regen+:30(46)
    Level 18: Invincibility -- RedFtn-Def:50(A), RedFtn-EndRdx:50(19), RedFtn-Def/EndRdx:50(19), RedFtn-Def/Rchg:50(37), RedFtn-Def/EndRdx/Rchg:50(37), LkGmblr-Rchg+:35(50)
    Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
    Level 22: Knockout Blow -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/Rchg:50(23), C'ngImp-Acc/Dmg/Rchg:50(23), C'ngImp-Acc/Dmg/EndRdx:50(25), C'ngImp-Dmg/EndRdx/Rchg:50(25), Mako-Acc/EndRdx/Rchg:50(34)
    Level 24: Taunt -- RechRdx-I:50(A), Taunt-I:50(36)
    Level 26: Tough -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/EndRdx/Rchg:40(27), ResDam-I:50(27), TtmC'tng-ResDam/EndRdx/Rchg:50(34)
    Level 28: Rage -- HO:Membr(A), HO:Membr(29), HO:Membr(29)
    Level 30: Tough Hide -- RedFtn-Def:50(A), RedFtn-EndRdx:50(31), RedFtn-Def/EndRdx:50(31), RedFtn-Def/Rchg:50(31), RedFtn-Def/EndRdx/Rchg:50(33), LkGmblr-Rchg+:35(48)
    Level 32: Unstoppable -- TtmC'tng-ResDam/Rchg:50(A), RechRdx-I:50(33), RechRdx-I:50(33)
    Level 35: Hasten -- RechRdx-I:50(A), RechRdx-I:50(36), RechRdx-I:50(36)
    Level 38: Foot Stomp -- Sciroc-Acc/Rchg:50(A), Sciroc-Acc/Dmg/EndRdx:50(39), M'Strk-Acc/Dmg/EndRdx:50(39), M'Strk-Dmg/EndRdx/Rchg:50(39), C'ngBlow-Acc/Dmg:50(40), C'ngBlow-Dmg/Rchg:50(40)
    Level 41: Weave -- RedFtn-Def:50(A), RedFtn-EndRdx:50(42), RedFtn-Def/EndRdx:50(42), RedFtn-Def/Rchg:50(42), RedFtn-Def/EndRdx/Rchg:50(43), LkGmblr-Rchg+:35(43)
    Level 44: Resist Physical Damage -- ResDam-I:50(A), ResDam-I:50(45), ResDam-I:50(45)
    Level 47: Focused Accuracy -- HO:Cyto(A), HO:Cyto(48), HO:Cyto(48)
    Level 49: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Sprint -- ULeap-Stlth:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Gauntlet
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]+6% DamageBuff[*]+3% Defense(Smashing)[*]+3% Defense(Lethal)[*]+3% Defense(Fire)[*]+3% Defense(Cold)[*]+3% Defense(Energy)[*]+3% Defense(Negative)[*]+3% Defense(Psionic)[*]+3% Defense(Melee)[*]+3% Defense(Ranged)[*]+3% Defense(AoE)[*]+14% Enhancement(Accuracy)[*]+55% Enhancement(RechargeTime)[*]+49.7 (4.13%) HitPoints[*]+MezResist(Confused) (Mag 20%)[*]+MezResist(Held) (Mag 20%)[*]+MezResist(Immobilize) (Mag 31%)[*]+MezResist(Sleep) (Mag 21.7%)[*]+MezResist(Stun) (Mag 20%)[*]+MezResist(Terrorized) (Mag 20%)[*]+13.5% Recovery[*]+44% Regeneration[*]+3.78% Resistance(Fire)[*]+3.78% Resistance(Cold)[*]+3% Resistance(Psionic)[/list]<font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data chunk into Mids' Hero Designer to view the build |
    |-----------------------------------------------------------------------------|
    |MHDz;4454;1178;1572;|
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    |-----------------------------------------------------------------------------|
    </pre><hr />
  7. Mid's builder should be downloadable at that http://www.honourableunited.org.uk/mhd.php link - the builds (including the "import datachunk") are a direct export from the builder.

    To my knowledge it's the only builder that has full support for IOs, and it manages them really well.

    AFAIK Mid's Builder is the one that most of the CoH EU/USA community is using now... there's a very large, regularly-updated stickied thread over on the EU inventions boards that's dedicated to it.
  8. Thought I'd deleted this build but obviously not... is one I used as a guide for a Ninja/FF. It might help you a bit more than that Bot/Traps one given that it's the same secondary as you'll be using.

    The main diffferences between this build and the traps build above is that in this build I went for Accuracy and Recharge set bonuses. You can see that there are "Luck of the Gamblers" arranged in sets of 4 in various powers to give the "+9% accuracy" set bonus. And there are less Hami-Os in there to confuse things too...

    In general the unique IOs tend to be very expensive- the 'Luck of the Gambler' unique "+Recharge" IO is one of the most expensive, and so are the Numina and Miracle +Recovery unique IOs from healing sets. Since MMs don't really need loads of recharge and recovery (and FF is a fairly low-endurance set) you'll find them easier to skip. The Defensive/Resistance Aura IOs can really increase henchmen life expectancy though!!

    Villain Plan by Mids' Villain Designer 1.21
    http://www.honourableunited.org.uk/mhd.php

    Level 50 Mutation Mastermind
    Primary Power Set: Ninjas
    Secondary Power Set: Force Field
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Medicine
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Call Genin -- HO:Nucle(A), BldM'dt-Acc/Dmg:50(3), BldM'dt-Acc/Dmg/EndRdx:50(3), SvgnRt-Acc/Dmg:50(5), SvgnRt-PetResDam:50(5), EdctM'r-PetDef:40(7)
    Level 1: Force Bolt -- Thundr-Acc/Dmg/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(7), Dev'n-Acc/Dmg/EndRdx/Rchg:50(50)
    Level 2: Deflection Shield -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(9), LkGmblr-Def/EndRdx:50(11), LkGmblr-Def/EndRdx/Rchg:50(46)
    Level 4: Insulation Shield -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(9), LkGmblr-Def/EndRdx:50(11), LkGmblr-Def/EndRdx/Rchg:50(46)
    Level 6: Train Ninjas -- EndRdx-I:50(A)
    Level 8: Hurdle -- Jump-I:50(A), Jump-I:50(40)
    Level 10: Combat Jumping -- Ksmt-ToHit+:30(A), LkGmblr-Rchg+:50(43)
    Level 12: Call Jounin -- BldM'dt-Acc/Dmg:50(A), BldM'dt-Acc/Dmg/EndRdx:50(13), SvgnRt-Acc/Dmg:50(13), SvgnRt-Acc/Dmg/EndRdx:50(15), EdctM'r-Acc/Dmg/EndRdx:40(15), CmdPres-PetRes:30(37)
    Level 14: Super Jump -- HO:Micro(A)
    Level 16: Aid Other -- Dct'dW-Heal:50(A), Dct'dW-Rchg:50(17), Dct'dW-Heal/EndRdx/Rchg:50(17), Dct'dW-Heal/EndRdx:50(31), Dct'dW-Heal/Rchg:50(34)
    Level 18: Aid Self -- Dct'dW-Heal:50(A), Dct'dW-Heal/EndRdx/Rchg:50(19), Dct'dW-Heal/EndRdx:50(19), IntRdx-I:50(33), IntRdx-I:50(33), Numna-Heal/EndRdx/Rchg:50(48)
    Level 20: Dispersion Bubble -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(21), LkGmblr-Def/EndRdx:50(21), LkGmblr-Def/EndRdx/Rchg:50(23), RedFtn-EndRdx:50(25), RedFtn-Def/EndRdx/Rchg:50(25)
    Level 22: Acrobatics -- EndRdx-I:50(A), EndRdx-I:50(23)
    Level 24: Personal Force Field -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx/Rchg:50(34), LkGmblr-Def/Rchg:50(34), LkGmblr-EndRdx/Rchg:50(37), RedFtn-Def/Rchg:50(37)
    Level 26: Oni -- BldM'dt-Acc/Dmg:50(A), BldM'dt-Acc/Dmg/EndRdx:50(27), SvgnRt-Acc/Dmg:50(27), SvgnRt-Acc/Dmg/EndRdx:50(29), EdctM'r-Acc/Dmg/EndRdx:40(29)
    Level 28: Assault -- EndRdx-I:50(A), EndRdx-I:50(31)
    Level 30: Tactics -- HO:Cyto(A), HO:Cyto(31), HO:Cyto(46)
    Level 32: Kuji In Zen -- EndRdx-I:50(A), RechRdx-I:50(33), EndRdx-I:50(48)
    Level 35: Maneuvers -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(36), RedFtn-Def/EndRdx/Rchg:50(36), RedFtn-Def:50(36), RedFtn-EndRdx:50(40)
    Level 38: Force Bubble -- EndRdx-I:50(A), EndRdx-I:50(39), EndRdx-I:50(39), RechRdx-I:50(39), RechRdx-I:50(40)
    Level 41: Web Envelope -- TotHntr-Acc/Immob/Rchg:50(A), TotHntr-Acc/Rchg:50(42), TotHntr-EndRdx/Immob:50(42), TotHntr-Acc/EndRdx:50(42), Enf'dOp-Acc/Immob/Rchg:50(43), Enf'dOp-EndRdx/Immob:50(43)
    Level 44: Scorpion Shield -- LkGmblr-Def/EndRdx/Rchg:50(A), LkGmblr-Def/EndRdx:50(45), GftotA-Def:40(45), GftotA-Def/EndRdx/Rchg:40(45)
    Level 47: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(48)
    Level 49: Stamina -- EndMod-I:50(A), EndMod-I:50(50), EndMod-I:50(50)
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Sprint -- ULeap-Stlth:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Supremacy
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]+2% DamageBuff[*]+45% Enhancement(Accuracy)[*]+4% Enhancement(Heal)[*]+8% Enhancement(Immobilize)[*]+47.5% Enhancement(RechargeTime)[*]+76.8 (6.38%) HitPoints[*]+MezResist(Immobilize) (Mag 4.4%)[*]+MezResist(Sleep) (Mag 8.25%)[*]+MezResist(Terrorized) (Mag 4.4%)[*]+8.5% Recovery[*]+50% Regeneration[*]+3.78% Resistance(Fire)[*]+3.78% Resistance(Cold)[*]+PBAoE (20ft) Pet +Def(All) 5%[*]+PBAoE (20ft) Pet +Res(All but Psionic) 10%[*]+PBAoE (20ft) Pet +Res(Taunt, Placate)[/list]<font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data chunk into Mids' Hero Designer to view the build |
    |-----------------------------------------------------------------------------|
    |MHDz;4655;1136;1516;|
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  9. The "Sovereign Right" unique IO which gives the Defense Bonus Aura is only one IO from the "Sovereign Right" set. It's usually fairly expensive though, I picked a level 20ish one up for a little under 8 million.

    In order to use the normal "set bonuses" from various IO sets you'll need to collect 2 or more IOs from each set and slot them into a power together. Mid's builder will help you plan if you decide to go that route!
  10. The obvious one is the Defensive Aura unique from the "Sovereign Right" set. It'll stack well with Thug's Maneuvers and FF's Bubbles. The resistance unique from "Edict of the Master" is another good choice.

    Aside from that I'd probably not bother too much with Set bonuses as a MM. Maybe +Recharge could help (to help you get PFF up sooner) but as a FF with Stamina you won't have all that much use from +Recovery, +Regen is useless on a MM's low HP pool and +Accuracy won't help much when you have no direct attacks.

    So I'd probably just go for the two pet uniques, and then pick Set IOs solely for enhancement %s so I could free up slots in my powers whilst keeping the same level of enhancement bonuses as before. An example would be the 6-slotted Dispersion Bubble- you can easily get that down to four slots and keep the same % bonuses.

    You can also drop acrobatics and stick a few Knockback protection IOs into your allied bubbles, dispersion bubble or your patron shield. They act as set bonuses so they're active even when you're not using the power.

    I'll post my Bot/Traps build below so you can get some IO slotting ideas from it... It's a final level 50 respec build designed for both PvP and PvE, not quite the one I'm using to level up but pretty close to it!

    Villain Plan by Mids' Villain Designer 1.21
    http://www.honourableunited.org.uk/mhd.php

    Encrypter: Level 50 Magic Mastermind
    Primary Power Set: Robotics
    Secondary Power Set: Traps
    Power Pool: Medicine
    Power Pool: Teleportation
    Power Pool: Leadership
    Power Pool: Fitness
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Battle Drones -- BldM'dt-Acc/Dmg/EndRdx:50(A), BldM'dt-Acc/Dmg:50(3), HO:Nucle(3), HO:Nucle(5), EdctM'r-PetDef:20(5), SvgnRt-PetResDam:32(31)
    Level 1: Web Grenade -- TotHntr-Acc/EndRdx:50(A), TotHntr-Acc/Rchg:50(11), TotHntr-EndRdx/Immob:50(37), TotHntr-Acc/Immob/Rchg:50(39), Range-I:50(46)
    Level 2: Caltrops -- P'ngTtl-EndRdx/Rchg/Slow:50(A), RechRdx-I:50(45), Slow-I:50(48), Slow-I:50(48)
    Level 4: Triage Beacon -- Dct'dW-Heal:50(A), Dct'dW-Heal/Rchg:50(7), Mrcl-Heal/EndRdx/Rchg:40(7), Mrcl-Heal/Rchg:40(23), RechRdx-I:50(48)
    Level 6: Equip Robot -- EndRdx-I:50(A)
    Level 8: Aid Other -- Dct'dW-Heal/Rchg:50(A), Dct'dW-Heal:50(9), Dct'dW-Heal/EndRdx/Rchg:50(9), Mrcl-Heal/Rchg:40(11), Mrcl-Rcvry+:40(29)
    Level 10: Teleport Foe -- Acc-I:50(A), Acc-I:50(45), Range-I:50(45)
    Level 12: Protector Bots -- BldM'dt-Acc/Dmg/EndRdx:50(A), SvgnRt-Acc/Dmg/EndRdx:50(13), HO:Nucle(13), HO:Nucle(15), DefBuff-I:50(15), DefBuff-I:50(31)
    Level 14: Teleport -- EndRdx-I:50(A)
    Level 16: Force Field Generator -- DefBuff-I:50(A), DefBuff-I:50(17), DefBuff-I:50(17)
    Level 18: Aid Self -- HO:Golgi(A), Numna-Heal:50(19), Numna-Heal/EndRdx/Rchg:50(19), IntRdx-I:50(46), IntRdx-I:50(46)
    Level 20: Poison Trap -- RechRdx-I:50(A), RechRdx-I:50(21), RechRdx-I:50(21)
    Level 22: Maneuvers -- LkGmblr-Rchg+:50(A), HO:Cyto(23), GftotA-Def/EndRdx:40(39), GftotA-Def/EndRdx/Rchg:40(40), Krma-ResKB:30(43)
    Level 24: Tactics -- HO:Cyto(A), HO:Cyto(25), HO:Cyto(25)
    Level 26: Assault Bot -- HO:Nucle(A), HO:Nucle(27), BldM'dt-Acc/Dmg:50(27), BldM'dt-Acc/Dmg/EndRdx:50(29)
    Level 28: Acid Mortar -- EndRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(33), DefDeb-I:50(33), HO:Lyso(40), HO:Lyso(43)
    Level 30: Seeker Drones -- Thundr-Acc/Dmg/Rchg:50(A), Thundr-Dmg/EndRdx/Rchg:50(34), Stpfy-Acc/Rchg:50(34), Stpfy-Acc/EndRdx:50(34), RechRdx-I:50(40)
    Level 32: Upgrade Robot -- EndRdx-I:50(A), RechRdx-I:50(33), EndRdx-I:50(50)
    Level 35: Trip Mine -- Posi-Acc/Dmg/EndRdx:50(A), Posi-Dmg/Rchg:50(36), Det'tn-Acc/Dmg/EndRdx:50(36), Det'tn-Dmg/Rchg:50(36), RechRdx-I:50(37), Det'tn-Acc/Dmg:50(37)
    Level 38: Assault -- EndRdx-I:50(A), EndRdx-I:50(39)
    Level 41: Scorpion Shield -- LkGmblr-Rchg+:50(A), HO:Cyto(42), GftotA-Def/EndRdx:40(42), GftotA-Def/EndRdx/Rchg:40(42), Krma-ResKB:30(43)
    Level 44: Swift -- Run-I:50(A)
    Level 47: Health -- Numna-Regen/Rcvry+:50(A)
    Level 49: Stamina -- EndMod-I:50(A), EndMod-I:50(50), EndMod-I:50(50)
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Sprint -- Clrty-Stlth:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Supremacy
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]+9% Enhancement(Accuracy)[*]+5% Enhancement(Immobilize)[*]+15% Enhancement(RechargeTime)[*]+22.6 (1.88%) HitPoints[*]+Knockback (Mag -8)[*]+MezResist(Sleep) (Mag 1.65%)[*]+MezResist(Terrorized) (Mag 4.4%)[*]+19% Recovery[*]+12% Regeneration[*]+1.26% Resistance(Fire)[*]+1.26% Resistance(Cold)[*]+1.88% Resistance(Energy)[*]+PBAoE (20ft) Pet +Def(All) 5%[*]+PBAoE (20ft) Pet +Res(All but Psionic) 10%[/list]<font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data chunk into Mids' Hero Designer to view the build |
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  11. Maelwys

    What If!

    Kerensky did make that post about it being down at random for major network maintainance. I think there's a queue of rednames in the server room, taking it in turns to give the Training Room box a good kicking!!
  12. Maelwys

    Brute EN/EN

    The phrase is more than a little misleading.

    Read it as "A Tanker using Taunt results in amazing damage mitigation for the tanker's squishier teammembers".

  13. Mid's builder should have it factored in on the totals tab... and the raw data is available here.

    Peacebringers and Stalkers have the worst deal currently, since Regen Stalkers can overshoot their cap without accolades or +HP bonuses simply by using Dull Pain. Peacebringers are in much the same boat when using "Essense Boost" plus Dwarf Form.
  14. I'm sure we agree on lots of things... just not how much Scrappers can contribute to teams!!

    (ok, NORMAL Scrappers....)
  15. AFAIK a Fire/ Blaster is generally preferred to an Ice/ blaster in high-end PvP due to the extra damage from Fire's DoT and slightly less resisted damage type (ice contains significant smashing content) and the fact that Ice Slows can be effectively countered by a Kinetic... but the point of ST versus AoEs is certainly true.

    Generally NRG and Elec (and in some builds, Dev) are the only secondaries worth considering for a PvP Blaster. AFAIK the only time AoEs are genuinely useful is on Base Raids (which no-one does) and versus Masterminds.
    Oh yeah, and nukes are meant to be great fun when another team is about to gather for "vengence"...
  16. [ QUOTE ]
    So I would disagree with you that team PvE is "Balanced". Some toons will bring a lot more to a team than others - but those are exactly the type of toon that suffers solo.

    [/ QUOTE ]

    (Whilst tempted to point out that */Sonic Defenders, some Corruptors and most Masterminds *rock* both teamed and solo, Maelwys thinks better of it and slinks off back towards the "Guide" boards...)



    "High level PvP" is always going to be a game of cookie-cutter versus cookie-cutter. I don't really think anyone's trying to say otherwise. In teamed PvP you can make up for another teammate's weaknesses, but there are still ATs that are vastly preferred over others for most situations and team combinations.

    I'm not even going to try to argue that Teamed PvE is balanced for all ATs, but I'd say that it is easier for any given ATs to find a place in a team where they can usefully contribute (however slightly) than it is for any given AT to find a niche in a PvP team, simply because of the fact that PvE mobs do not pose nearly as much of a challenge as an organised, hostile team of other players.
  17. From a Defender viewpoint I'd say Sonic and FF are pretty well balanced. FF provides considerably more allied damage mitigation (55% Resists vs over 40% Defence) but Sonic has more toys: Liquefy, Resist debuffs and Clarity versus FF's end drain protection and Force Bubble. A Sonic/Sonic can drastically increase a team's damage output whilst providing good mitigation, whereas a FF does not enhance damage output at all but instead provides extremely high mitigation.

    From a Controller viewpoint, I'd say FF wins hands-down, mainly because Controllers can get no resistance buffs or debuffs to stack with Sonic. Also of note is Power Boost from the Epic pool, which can let a FF troller buff teammates past the soft defence cap (they add about +30% normally which rises to over +45% continuous defence with PB, excluding "Maneuvers") whilst Sonics can only ever add about 41% Resistance. The only real /Sonic Controller synergy is the ability to anchor Disruption Field on your level 32 pet.
  18. Maelwys

    What If!

    Next Sat's fine for me.
  19. Maelwys

    What If!

    [ QUOTE ]
    My highest on Defiant is 39 and 5 bars and a defender, I could try for a night off work this week, itll be difficult but possible or if playin from 10:30 pm to 1 am is not an issue with people we could go for that and hopefully test will be rectified. Its definately somit Id like done before this coming Saturday.

    [/ QUOTE ]

    Unfortunately for the next few weeks I'll be very hard pressed to pull a mid-week late-nighter. I work in a school, tomorrow morning EVERYONE is back with a 3-month long list of things they want done "yesterday". It's the busiest time of the year for me, and things won't calm down until the third week in September...

    I'd usually not be that bad after only a few hours sleep (up for work about 6am BST), but I'm really going to need to be 100% alert in work for the next few weeks until things begin to settle down again.

    The fact that I only got 4 hours sleep last night is my own darn fault though, party at a friends house!
  20. Maelwys

    What If!

    Bah, still borked.

    Went and had a shower, shook myself awake, came back and still nothing.... think I'll grab breakfast and then fire up the ol' PS2 if we're resigned to waiting for the test server "login" button to work......

    I've a 50 MM on Onion, but all of my other high-level toons are on Defiant.
  21. Maelwys

    What If!

    It's letting me onto Defiant but not test.
    DBError DBError DBError....

    Bleh. Might end up having to wait for another day or do this on live instead... what servers are we on?
  22. Maelwys

    What If!

    4 Hours sleep and it won't let me in either.

    It was, however, letting me in 4 hours ago when I installed the test server package and copied the toon onto test (I logged in to test it was there). I think the DB error is on NCSoft's end....
  23. Maelwys

    STF. TF :-

    The "Friday" is tonight I take it? If so then give me a shout later on if you're still short of members. I'll likely be online from around 6PM BST.

    Assuming it's happening tonight rather than tomorrow I can bring a Sonic/Elec Defender, Spines/DA Scrapper (with taunt) or INV/SS Tanker. Could probably all do with a fresh set of shivans, but otherwise good-to-go!

    I usually do the STF on my 'fender, but would be interesting to try the Tank versus Recluse and Co...

    [ QUOTE ]
    Also post the Alt's name &amp; Build so i can sort out a Great Team .

    [/ QUOTE ]

    Red Noise (Sonic/Elec) - mainly a Buffer + End Drainer with Power Boost, Short Circuit, Tesla Cage, Vengence, Assault/Tactics, Aid Other/Self, Sonic Siphon/Dispersion, Disruption Field, Liquefy, Clarity and the bubbles.

    Womble (Inv/SS) - built for Maximum Defense, with Tough, Weave and Perma Dull Pain. Capped S/L resists, Unstoppable, Hasten, Footstomp, Invincibility, Taunt (slotted for Duration), Perma Rage, Conserve Power + FA.

    Nightdagger (Spines/DA) - built for Maximum AoE Damage and endurance reduction. Has over 60% Psionic resists, End Drain Protection, Scrapper Taunt, the Mag 30 Stun Self-Rez, Acrobatics, Conserve Power + FA.
  24. Maelwys

    What If!

    [ QUOTE ]
    Time in RV and some build changes before starting could be useful, actually a practise run of Maelwys vs Scirroco would be

    [/ QUOTE ]

    ** looks at Scirroco **
    ** looks at his Katana **
    ** teleports next to Scirroco, hits Build Up and thwacks him in the head with a "Golden Dragonfly" **
    ** teleports away again, laughing hysterically whilst Scirroco wonders what the heck just happened **

    ... what? "Maelwys" is my Kat/Regen...

    ** tries doing that a second time, gets one-shotted **
    ** swears to bring his Sonic Defender along next time **
  25. My Sonic/Elec is actually quite fun. I initially rolled him in order to have capped S/L resists and near-capped energy resists by taking the Elec epic pool. The [Power Sink + Short Circuit] combo is always fun too.

    He had problems doing decent damage when soloing (I took Volt. Sentinel and made it perma to get some extra DPS when I was levelling him) but he's very useful to play on teams. Currently (level 50 and fully IO'ed) he can't solo things quickly, though he can keep bosses perma-end-drained and unable to fight back indefinately...

    I'd say Sonic/Sonic is probably the best balance between Offense and Teamworthiness. Your -resist debuffs help you just as much they help as your team. I'd seriously look into Liquefy though... it's one of the most skippable powers in the set, and one that I didn't respec into until very recently (and even then, it's at level 44) but it's saved my team's bacon several times.

    Sonics are fairly passive buffers, even if you take Aid Other the survivability you offer a team is fairly constant. Liquefy can really let you turn things around when the brown stuff hits the air conditioning. It only lasts for 30 seconds, but that's often enough time for a tanker to be able get things back under control again. Fire it at the feet of a besieged teammate(s) and they'll take nearly no damage for 30secs regardless of what's beating on them, or fire it at the feet of a foe with high defence and you'll suddenly start hitting them easily... it's -35.7% Defense and -35.7% ToHit base, plus some -recharge and knockdown, the -tohit once slotted will easily floor most things' accuracy in PvE and it combines very well with Power Build Up. I have it slotted with 3x Enzyme EndRed/-Tohit/-Def HOs and 3x level 50 Recharge IOs, it's up every 140 secs. I've found it particularly valuable when an INV tanker's Unstoppable is about to wear off or when fighting a tough AV.


    Quick example using Liquefy versus tough AVs (Level 54 Patrons in the States TF):

    - Buffs have a 0.48 modifier versus +4 AVs.

    - Liquefy is -35.7% Def/Tohit base, 57.8% Slotted (will completely floor acc on up to +2s)
    - Power Build Up adds 149% Base for 12.5 secs = 113.675% total (with above slotting)

    Versus +4 AVs, it's therefore applying:
    &gt;&gt;&gt; 0.48 * 57.8 = 27.744% Debuff (Without Power Build Up)
    &gt;&gt;&gt; 0.48 * 113.675 = 54.564% Debuff (With Power Build Up)

    So the first few hits are totally negated (11-12 secs of PBU, will easily absorb an Alpha or allow recovery from an Unstoppable crash) and for the remainder of Liquefy's duration incoming damage will be more than halved.