Maelwys

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  1. Might as well post Mael's IO build here then.

    Kat/Regen/Body. Main highlights are 50% +Recharge, Perma Dull Pain, +23% Accuracy and 716% Regen.
    Divine Avalanche is also optimumly slotted (99.9% +Acc, 99.9% +Dam, 60% +Defence, 33.3% Recharge).

    A few of the attacks aren't quite fully %'ed out (SD, SOTW) but they're still way higher than SOs would give and the +Recharge and +Accuracy from set bonuses caps them. He's also got +37.2% constant +ToHit, +Perc from FA, capped movement speed in SJ/SS and full invis from Stealth plus a Stealth IO in Sprint.

    Reconstruction is up every 20 seconds and he can hit the Melee/Lethal defence soft cap from perma stacking DA. He'll also be at the scrapper HP cap constantly with Perma Dull Pain + Set Bonuses + Accolades. The obscenely high 716% Regen is therefore being constantly applied to the largest possible Scrapper HP bar, and Instant Healing (which will more than double that) has less than two minutes of downtime...

    Hero Plan by Mids' Hero Designer 1.20
    http://www.honourableunited.org.uk/mhd.php

    Maelwys - Perma Dull Pain: Level 50 Magic Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Regeneration
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Concealment
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Sting of the Wasp -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(3), C'ngImp-Acc/Dmg/Rchg:50(3), C'ngImp-Dmg/EndRdx/Rchg:50(9), C'ngImp-Dmg/Rchg:50(11)
    Level 1: Fast Healing -- Numna-Heal:50(A), Numna-Heal/Rchg:50(39), Numna-Regen/Rcvry+:50(39), Mrcl-Heal:40(40), Mrcl-Rcvry+:40(42), RgnTis-Regen+:30(43)
    Level 2: Flashing Steel -- Sciroc-Acc/Dmg:50(A), Sciroc-Acc/Rchg:50(11), M'Strk-Dmg/Rchg:50(13), M'Strk-Dmg/EndRdx/Rchg:50(13), HO:Nucle(15)
    Level 4: Reconstruction -- Numna-Heal:50(A), Numna-Heal/Rchg:50(5), Numna-Heal/EndRdx/Rchg:50(5), Dct'dW-Rchg:50(15), Dct'dW-Heal/EndRdx/Rchg:50(50)
    Level 6: Quick Recovery -- EndMod-I:50(A), EndMod-I:50(7), EndMod-I:50(7)
    Level 8: Divine Avalanche -- HO:Nucle(A), HO:Nucle(9), HO:Nucle(19), LkGmblr-Def:50(23), LkGmblr-Rchg+:50(37), HO:Membr(37)
    Level 10: Hurdle -- Jump-I:50(A), Jump-I:50(36)
    Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(37)
    Level 14: Super Jump -- Jump-I:50(A)
    Level 16: Integration -- Dct'dW-Heal:50(A), Dct'dW-Heal/EndRdx:50(17), Dct'dW-EndRdx/Rchg:50(17), Dct'dW-Heal/Rchg:50(19), Dct'dW-Heal/EndRdx/Rchg:50(43)
    Level 18: Health -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(36), Numna-Heal/Rchg:50(36)
    Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
    Level 22: Build Up -- HO:Membr(A), HO:Membr(23), HO:Membr(43)
    Level 24: Dull Pain -- Numna-Heal:50(A), Numna-Heal/Rchg:50(25), Numna-Heal/EndRdx/Rchg:50(25), Dct'dW-Rchg:50(34), Dct'dW-Heal/EndRdx/Rchg:50(40)
    Level 26: Soaring Dragon -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/Rchg:50(27), C'ngImp-Acc/Dmg/Rchg:50(27), C'ngImp-Acc/Dmg/EndRdx:50(31), C'ngImp-Dmg/EndRdx/Rchg:50(34)
    Level 28: Instant Healing -- Numna-Heal:50(A), Numna-Heal/Rchg:50(29), Numna-Heal/EndRdx/Rchg:50(29), Dct'dW-Rchg:50(39), Dct'dW-Heal/Rchg:50(40)
    Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(31)
    Level 32: Golden Dragonfly -- Sciroc-Acc/Dmg:50(A), Sciroc-Acc/Rchg:50(33), M'Strk-Dmg/Rchg:50(33), M'Strk-Dmg/EndRdx/Rchg:50(33), HO:Nucle(34)
    Level 35: Revive -- RechRdx-I:50(A)
    Level 38: Stealth -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(46)
    Level 41: Focused Accuracy -- HO:Cyto(A), HO:Cyto(42), HO:Cyto(42)
    Level 44: Laser Beam Eyes -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(45), Decim-Dmg/Rchg:40(45), Decim-Acc/EndRdx/Rchg:40(45), Decim-Acc/Dmg/Rchg:40(46), Dev'n-Acc/Dmg/Rchg:50(46)
    Level 47: Energy Torrent -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dmg/Rng:50(48), Posi-Acc/Dmg/EndRdx:50(50), RechRdx-I:50(50)
    Level 49: Super Speed -- Run-I:50(A)
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Sprint -- ULeap-Stlth:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Critical Hit
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]+2.25% Max Endurance[*]+23% Enhancement(Accuracy)[*]+4% Enhancement(Heal)[*]+50% Enhancement(RechargeTime)[*]+153.6 (12.8%) HitPoints[*]+MezResist(Immobilize) (Mag 7.15%)[*]+MezResist(Sleep) (Mag 3.3%)[*]+MezResist(Terrorized) (Mag 8.8%)[*]+5% Recovery[*]+100% Regeneration[*]+2.84% Resistance(Fire)[*]+2.84% Resistance(Cold)[/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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    |-----------------------------------------------------------------------------|
    </pre><hr />
  2. Maelwys

    *Whimper*

    [ QUOTE ]
    Mael

    Well i didnt say you can't do it i am pretty sure you can but is very few people who can play that way and still its nowhere near a fire/kin and especially a fully IOed fire/kin.

    [/ QUOTE ]

    The first bit's probably true. I've not seen many Spines/DAs farming even since i9 hit... I only know of 3 across both english EU servers who are built for farming / "Full AoE damage" in fact. Probably something to do with the fact that Spines/DA is a real slog to get to 35... though after that it's quite easy to play.

    However I disagree with the second point- if it's not at Fire/Kin/Fire's AoE damage level, it's damn close.
    I've raced fire/kins on the Carnie map - I've beaten some and been beaten by some, but the result has never been very far apart (apart from once, when the fire/kin in question died and had no wakies... )

    [ QUOTE ]
    I am not saying spines/dark is bad i am just saying that currently nothing comes really close to the way a fire/kin can farm which is kinda the point since the OP is suggesting for people to be original and well i am still waiting to hear what this originality when it comes to farming an be.Farming + originality doesnt really go together its one of the parts of the game that you wanna be efficient so you pick the best.

    [/ QUOTE ]

    Spines/DA has always been very good at AoE, but endurance has always been the major limiting factor, because the build guzzles it. With i9 endurance has become a non-issue, so Spines/DA has become much, much more effective. It's an "original" farming build in the sense that it didn't exist pre-i9 because of the endurance factor.

    Quick example of the AoE damage I can output, not intended for bragging, but for comparison with a Fire/Kin:

    (AoEs/Cones)
    Death Shroud: 25.7 damage/tick, 8 ft PBAoE
    Quills: 19.3 damage/tick, 8 ft PBAoE
    Ripper: melee range 90' cone, 316.1 damage, recharges in 7.2 secs
    Spine Burst: 15 ft PBAoE, 154.9 damage, recharges in 10.8 secs
    Throw Spines: 30 ft 90' cone, 191.4 damage, recharges in 7.8 secs
    Energy Torrent: 40 ft 45' cone, 123.3 damage, recharges in 12.5 secs

    (Single target attacks)
    Impale: 58 ft ST attack, 262.8 damage, recharges in 4.8 secs
    Lunge: melee range ST attack, 169.2 damage, recharges in 2.8 secs

    (+Damage buffs)
    Build Up: +100% Damage buff, 10 sec duration, recharges in 46.2 secs
    Focussed Accuracy is also available for hard-to-hit enemies, and Conserve Energy for End Drainers.

    For an alpha strike I can effectively output around 710 damage to everything in a single mob using Build Up --&gt; Energy Torrent, Throw Spines, Spine Burst. Then I can jump in and finish up with a Ripper (478 ish damage in a wide cone, since Build Up is still in effect). By that time Throw spines is recharged again, so I can continue with an AoE chain indefinately or pick off any runners/stragglers with Impale and/or lunge. That's not counting the damage from the twin auras (which would combine for about 68 damage/tick whilst Build up is active) or Criticals (every attack including both damage auras has a 10% chance to deal double damage).

    The next mob would fall slightly more slowly since Build Up isn't available (multiply the above numbers by 0.667), but I still have a full AoE chain and usually just after the 3rd mob Build Up will be recharged again.

    Now maybe that's not quite up to Fire/Kin standards, but it's what a Spines/DA is capable of outputting consistently, without insps or any external buffs.

    For a farming duo, a Spines/DA plus a Fire/Kin will virtually always beat two Fire/Kins. Perma-Fulcrum on top of a Spines/DA's damage output is just plain silly, like a Fire/Fire Blaster (but without the faceplanting!) it completely blows Fire/Kins damage output away. I've tried this several times now, and the carnage is bl**dy hilarious!

    I'm not saying it's necessarily as good as an IO'ed Fire/Kin, but it certainly qualifies as a good farming toon. It has higher AoE damage output than any other toon I've played, including a Bot/Dark Mastermind with a Patron AoE Immobilise (stacked Burn patches- on outdoor Nemesis missions my Bot/Dark/Mace can consistently wipe out a +3 Warhulk in a little under two seconds if there is a cluster of minions around it).
  3. Maelwys

    *Whimper*

    [ QUOTE ]
    If you want to make people stop farm just remove Inventions.This is the ONLY reason people started farming.

    As for the spines/dark farming, show me a spines/dark solo farming for 6 people spawns without dying,without insps,without downtime and at the same speed and damage as a fire/kin on invi then i might consider spines/dark to be as close to a fire/kin.

    [/ QUOTE ]

    Have done it for 2-8 person spawns on my 50 Spines/Dark/Body, mainly on the Carnie Adamastor or Preatorian-CoT-Demon Bobcat maps. 2-person spawns on Tenacious on the Carnie maps is actually the best ratio of speed to salvage, since you still get 10 or so Carnies a mob and can repeat the mission endlessly. In the second week of i9 (I IO'ed the toon at the end of the first week) I was getting about over 20 million an hour in rare magic salvage alone on that Carnie map. It's damn boring to keep it up though... I stopped farming after fully IOing my 3rd level 50 out...

    On Carnie maps I need to manage my endurance sometimes... I do this by detoggling Focussed Accuracy whenever Conserve Energy isn't up, my other 9 toggles stay on 24/7! Love IOs...

    Without dying on a 6-person spawn? Not 100% all-the-time, but certainly not any more than the self-rez can handle, and that doesn't eat into the downtime. You've also got considerable +resists, Oppressive Gloom and the most powerful self-heal in the game... That Spines/Dark of mine regularly tanks 8-person invincible spawns of PsychicClockwork/Carnies/MotherMayhemsMinions for teams.

    Having mainly Lethal damage is the main thing that slows me down... Fire damage is considerably less resisted.
  4. Maelwys

    Comedy Builds

    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    If you see nothing wrong with this build, I don't want to team with you, ever

    [/ QUOTE ]

    That looks suspiciously like one of my builds too... (really! It's an "Ultra-defense" Stoner build!! )


    [/ QUOTE ]But your build doesn't have the two biggest flaws of that one

    [/ QUOTE ]

    1. Taking Frozen Aura
    2. Taking Salt Crystals



    Err... I mean, "No travel Power" and "No Mud Pots"?
    (3rd and forth would probably be "No Hasten" and "No Armors except Granite")

    Hey, at least they had Rooted and Taunt...
  5. Maelwys

    Comedy Builds

    True, but I can't relistically skip Hasten (Perma Earth's Embrace when not in Granite!), Teleport (I need to travel...) or Swift/Health/Stamina (I'm not THAT Gimp)... and Weave's +def is better than Maneuvers.

    Plus with the fighting pool I can run Tough whenever I'm not in Granite Armor for 40% S/L resistance...
  6. Maelwys

    *Whimper*

    Ah, but Energy Torrent &gt; Terbenous Tentacles!

    ('s true!! Is higher burst damage and /DA already has some Negative Energy typed damage!)
  7. Maelwys

    *Whimper*

    Bah, Focussed Accuracy &gt; Torrent!
  8. Maelwys

    *Whimper*

    [ QUOTE ]
    PLEASE GOD SOMEONE THINK OF A NEW FARM TOON.

    [/ QUOTE ]

    A Spines/Dark/Body with IOs.

    More fun than Imps-on-a-leesh, just as fast (can beat fire/kins on maps with mobs that don't resist lethal damage), and it's far more survivable... Of course, it takes AGES to get the damn thing up to 50 and then you have to source enough IOs to make all the horrible, horrible endurance issues go away...

    Oh, and a Warshade with Perma Eclipse + Near-Perma Double-Mire. It's quite possible with IOs for a WS to be permanently at the resistance cap and nearly perma on the +damage cap, assuming the map's big enough. And they can have 2-3 pets out permanently too, but theirs are black so they're cooler!
  9. Maelwys

    Comedy Builds

    [ QUOTE ]
    If you see nothing wrong with this build, I don't want to team with you, ever

    [/ QUOTE ]

    That looks suspiciously like one of my builds too... (really! It's an "Ultra-defense" Stoner build!! )

    Hero Plan by Mids' Hero Designer 1.20
    http://www.honourableunited.org.uk/mhd.php

    Stone_Ice: Level 50 Mutation Tanker
    Primary Power Set: Stone Armour
    Secondary Power Set: Ice Melee
    Power Pool: Fitness
    Power Pool: Teleportation
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Rock Armour
    Level 1: Frozen Fists
    Level 2: Stone Skin
    Level 4: Earth's Embrace
    Level 6: Swift
    Level 8: Rooted
    Level 10: Mud Pots
    Level 12: Recall Friend
    Level 14: Teleport
    Level 16: Health
    Level 18: Crystal Armour
    Level 20: Stamina
    Level 22: Ice Patch
    Level 24: Taunt
    Level 26: Boxing
    Level 28: Tough
    Level 30: Weave
    Level 32: Granite Armour
    Level 35: Hasten
    Level 38: Minerals
    Level 41: Focused Accuracy
    Level 44: Ice Sword
    Level 47: Conserve Power
    Level 49: Super Speed
    ------------
    Level 1: Brawl
    Level 1: Sprint
    Level 2: Rest
    Level 1: Gauntlet
    ------------




    ...but then, it's all in the slotting!!

    [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)[*]+7% Enhancement(Accuracy)[*]+4% Enhancement(Heal)[*]+62.5% Enhancement(RechargeTime)[*]+49.7 (4.13%) HitPoints[*]+MezResist(Confused) (Mag 20%)[*]+MezResist(Held) (Mag 20%)[*]+MezResist(Immobilize) (Mag 28.8%)[*]+MezResist(Sleep) (Mag 21.7%)[*]+MezResist(Stun) (Mag 20%)[*]+MezResist(Terrorized) (Mag 22.2%)[*]+10.5% Recovery[*]+54% Regeneration[*]+5.04% Resistance(Fire)[*]+5.04% Resistance(Cold)[*]+3% Resistance(Psionic)[*]+22.5% RunSpeed[/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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  10. Aye, from my POV a foe that has received a "taunt" effect would be taunted regardless of its actions... like I would consider a mob to be under the effect of a "hold" even if the mag of the hold hasn't overcome that mob's mez protection.

    Was just talking cross purposes (since when Shannon commented on the cone Taunt that effects &gt;17 targets, I assumed we were talking about the actual taunt effect rather than the mob's subsequent behaviour!!)

    [ QUOTE ]
    See I was imagining that hypothetical taunt, "taunting" every mob with no disabling. Because if something is taunted, its taunted, disabled taunting is not taunting.

    Long ago, when aggrocaps came out I went to Rikti island and quickly established Taunt doesnt work beyond 17. I know that once you have aggro cap, thats it, but I am thinking that Taunt doesnt Taunt anymore, if it did it'll work, it doesnt work because its disabled.

    "If something is taunted its taunted"

    and if its taunted then it cant target anyone else.

    It works with the aggro cap but unlike other effects taunt is disabled above 17.

    [/ QUOTE ]

    See, for me this bit would mean that you're saying that taunt (the power) can't apply a taunt effect (the power effect, represented by a buff icon) on anything above 17 mobs. Hence the confuzzlement...
  11. Maelwys

    MM vs AV/Hero

    Robots is probably the best AV-killing primary because of the +defence bubbles from the Protector Bots and two seperate, stackable sources of -regen from the Assault bot. Energy damage rather than S/L also helps.

    I'd say that /Dark would probably be the simplest secondary for AV fighting. Assuming that you're well slotted for -tohit and you can get Twilight Grasp (the PBAoE leech heal) to hit reliably then you won't have much problems with incoming damage. Tar Patch will give you a constant -30% resist on the AV, and you should be able to keep an AV in the patch using a patron immobilise. With an Assault Bot + Your TG + Fluffy's TG you should also be able to effectively halt a AV's regen.

    Traps could work too assuming you had Aid Other... you can get over 45% defence on your bots with the Protector Bot's Bubbles, FFG, Maneuvers and the unique +defence IO. Poison Trap's -regen debuff and Acid Mortar's -resist would be the main tools here... plus extra damage from trip mines (an extra 400ish damage every 14 seconds providing that you're actually brave enough to toebomb an AV!!)

    Poison might work. Envenom should let you halt an AV's regen and has -resist... but I honestly don't know if Weaken and N.Breath (and Noxious Gas) could sufficiently debuff an AV's damage to give you a fighting chance. If you can withstand the incoming damage, you should be able to hurt an AV enough to kill it.
  12. I took TB at level 4 because there was nothing better to take. Then I took Aid Other at level 8...

    Both are decent. Triage is invaluable on a ranged primary like Bots (or Mercs) when you have all seven henchies summoned and you know you're about to have a tough fight on your hands against multiple enemies. Since TB is an AoE it gets better the more toons/henchies it affects... it really increases the survivability of your pets, since combined with Poison Trap and FFG the +regen helps them last much, much longer.

    Aid Other is useful when you just want to top up the HP of one henchie, I find it's especially useful just after my tier 3 weathers an alpha strike or when I'm fighting against bosses which do single-target damage.

    And you can even use them both to heal other villains, if for some reason the mood should take you...
  13. [ QUOTE ]

    See I was imagining that hypothetical taunt, "taunting" every mob with no disabling. Because if something is taunted, its taunted, disabled taunting is not taunting.

    [Snipped]

    "If something is taunted its taunted"

    and if its taunted then it cant target anyone else.

    It works with the aggro cap but unlike other effects taunt is disabled above 17.

    [/ QUOTE ]

    I get this, and that's precisely what I was adressing in the post above yours.

    If you taunted 4 seperate groups of 5 mobs (with a long-lasting taunt) then how could the taunt effect be "disabled" on the last three mobs? The taunt would be cast simultaneously on a group of 5 mobs (you can even see the "I'm taunted" star appear on their heads)- but two would aggro you and three would not.

    As far as I know there is no game mechanic in place that allows an abiity to "miss" based on mobs currently not the target of that ability, and since all of those last five taunted mobs display the "I'm being taunted" graphical effect it's reasonable to assume that all five were physically hit by the taunt power and come under the effect of a "taunt".

    Perhaps this could be tested with a Tanker + another heroic toon versus 3 Masterminds in a PvP match- you'd have 18 minions and 17 is the aggro cap... the Masterminds set their pets attacking the second toon and the tanker taunts them away- the Masterminds would be able to tell from buff icons whether all of the henchmen could actually be brought under the effect of a taunt. I'm fairly certain that all 18 of the pets could be physically "taunted" (and have the "taunt" icon appear in their pet window) but that one pet will keep attacking that second heroic toon no matter what the tanker does.

    If that's the case then it's not the "taunt" effect that is disabled, but the targetting of the tanker (much like a Stalker casting placate on an enemy), mobs that are over the aggro cap simply forget that the tanker was ever there... the tanker can taunt them and hit them with guantlet but they simply won't target the tanker until the tanker has the attention of less than 17 foes.
  14. Maelwys

    aggro cap

    I think that the main problem with raising the aggro cap would be that you would also be under considerable pressure to raise the AoE caps for most AoE powers.

    Think about it: if a tank has 34 foes aggroed (double the current cap) you'd need to be able to kill them. Now say a Blaster or Controller uses Fire Ball or a similar AoE or cone... only 5-16 foes at a time are going to be effected, and there's no guarantee that subsequent AoEs will hit the same 5-16 mobs.

    A typical Blaster nuke (say Inferno) can hit a maximum of 16 targets - that's less than half of what a Tanker would be able to herd. Controller AoE powers would not work well either, since there's no guarantee even more than one Controller would be able to handle all 34 mobs (16 would be hit with one application of an AoE hold, 16 with the next, etc. Chances are there'll be some overlap!). Taunt auras would also need to be tweaked, "range of effect" increased and "maximum number of mobs hit" bumped up.

    You'd end up see "Rain" or semi-pet powers like Blizzard, and Earthquake/Ice Slick used more and more in order to be able to hit them all at once. Ice Blasters could also quickly become PvE FOTM due to Blizzard and Ice Storm ignoring the target AoE caps... etc.

    In short... though my INV Tanker would welcome the increased aggro-control ability of being able to tank more than 17 mobs at once, raising the aggro cap would be a lot more trouble than it first appears.
  15. You can test that quite easily, In fact I've done this on my INV tanker several times.

    The easiest method is to use taunt (slotted for taunt duration and recharge) and target a different 5 mobs each time- on the forth application you will be trying to aggro 20 mobs, and 3 mobs will drop aggro from you.

    Those 3 might still technically be under the effect of taunt (since you taunted them plus two others with one taunt application) but since you are over the aggro cap they will not attack you. They will however quite happily attack anyone else of an appropriate level within their sight radius, including squishy teammates.

    A real in-game example is to jump into a BIG herd with your taunt aura running on a XXXX/SS/Fire, and use Taunt, Fireball, Footstomp. Chances are that you'll hit far more than the aggro cap with gauntlet/taunt effects, but only 17 mobs will actually end up attacking you. Aggro will be completely lost on any other foes.
  16. Slotting for slow should only affect the movement speed component of the slow, not the -recharge. You'll do far, far better simply by using Power Boost before you fire off an Ice Blast salvo.

    For ranged attacks I'd usually go with 5 level 40 Decimations and the level 50 Devastation 4x.

    80.15% Acc, 96.53% Dam, 61.98% End, 80.15% Rech

    +6.25% Recharge
    +2.25% Maximum Endurance
    +1.13% HP
    +2.75% Immob Resistance

    YMMV, my Blaster builds are +recharge junkies.
  17. Maelwys

    Stalkers vs MMs

    [ QUOTE ]
    [ QUOTE ]
    Also is it just really unsporting to not let MMs summon first? or it just funny?

    [/ QUOTE ]

    Its unsporting. No mastermind in there right mind would agree to an arena match that didn't allow them to summon and prepare their minions. Its like fighting a Broadsword scrapper that isn't allowed to use his sword...

    [/ QUOTE ]

    It's funny.

    Any MM worth their salt should be able to summon their Henchies reasonably quickly (5-8 seconds or so for a full summon) - summoned henchies are in BG mode by default, then the MM can simply upgrade/equip at their leisure. It takes time for them to equip them all up to full strength, but they should have their henchies all physically summoned in roughly the same time it takes a Melee toon to toggle up.

    Very small maps like the Pocket D cage would be an exception I suppose... but most of the normal arena ones shouldn't give a MM too much trouble in terms of henchmen summoning.
  18. [ QUOTE ]
    It seems for AoE goodness Spine/DA is regarded as king. So far no ideas/concepts for a spine character popped in my mind so that goes..

    [/ QUOTE ]

    Definately king of AoE. Even not just amongst scrappers...I've given several Fire/Kin/Fires a run for their money on mine. The bio can be a bit tricky though... personally I went with a variant on the old "A wizard did it" chestnut, involving a curse and at least two nether-dimensions.

    [ QUOTE ]
    Besides spines both MA and Claws seemed interesting. I might make a MA or a Claws scrapper hesitate because of next information.

    [/ QUOTE ]

    Claws is pretty well rounded- it's really not suited for PvP with no Build Up and lack of Spike damage, but it's a steamroller in PvE once it gets going. MA is basically the all-round, single-target scrapper set.

    [ QUOTE ]
    I logged in and checked the LFT feature last night. I am not sure if you can hide yourself from it but when I made querry of each archetype I got 50odd tankers, 90odd scrappers, 60odd controllers, 40odd defenders and 80odd blasters.

    When I was still playing CoH I had a blaster I could never play with because there were too many of them around and as a result I could never team with people. Could this happen also as a scrapper too as they are the majority right now?

    [/ QUOTE ]

    Most scrappers can solo on invincible from very early on in their careers. I've never had much trouble finding groups on them either, though I tend to team with Coalition or Global Friendlist buddies for the most part.

    My Spines/Dark began to get headhunted surprisingly regularly when he hit 50, but it was more for the fact that I had built him so he could function as a Psionic damage tanker than for any of his AoE Scrappage goodness.

    You can hide yourself from the search window simply by typing "/hide". It doesn't work against Global Friends though, there's "/ghide" for that... and sometimes even that doesn't help when you're on one of your level 50s and someone gets bored soloing a low level toon (I'm looking at YOU Dis, Mr "Maaaaael, come PL meh!"!!)
  19. [ QUOTE ]
    I'm surprised no one has mentioned the effect set bonuses can have on tanks nowadays

    [/ QUOTE ]

    I did, though it was several pages back now...

    "Post-I9 with IOs, my INV/SS tanker actually feels quite powerful. Unstoppable up nearly half the time, at the tanker HP cap constantly (Dull Pain recharge is 112 secs with Hasten, and Hasten has less than 19 secs downtime), 90% S/L resists and 16-20% "other" resists (except Psi), with Defence ranging from 28% to 49.5% depending on how many foes are inside Invincibility Range. Not forgetting the added survivability when Footstomp is up every 7 seconds. And 270% regen as an afterthought... "

    [ QUOTE ]
    If you feel you have a weakness then that can be addressed through set bonuses (psi res or defence) or your strengths can be improved upon (some of the + positional def set bonuses stacked can add up quite quickly)

    [/ QUOTE ]

    The paltry numbers on the Psionic resistance and defence set bonuses leave me feeling a bit unimpressed. Only Stone has anything that can stack with them (Minerals) and when slotted + combined with the "3% Def to all" CHEAP unique resistance IO, that defence practically hits the 45% 'soft cap' already without set bonuses.

    Positional defence IO bonuses are virtually useless to tankers, since the Ice and INV primaries work off typed, not positional defence. The only thing they'd normally affect are psionic attacks, since there is no defence to toxic and other attacks will be deflected by the AT's higher typed defence.

    I'd much rather increase a tanker's recharge enough to get perma Dull Pain/Earths Embrace/Hoarfrost... or in the case of Fire/, to get Healing Flames up so often that regen scrappers start getting envious...
  20. I think PBs gain the most from the Knockback Protection and Mez Resistance IOs, which you can slot into Incandescence so they're always active whilst in Human Form. There's also a lot to be said for endurance management with the +recovery and extra EndReduction %s you can squeeze into the attacks with set IOs.

    At the moment set bonuses carry across between forms too, so you can make Dwarfie and Nova a good bit better than they once were before with +regen/+recovery/+Damage/+resistance etc. from set bonuses.

    Personally the IO Peacebringer build I've planned focusses on percentage numbers more than anything else... it's a "high mobility" build with emphasis on single target damage in Human Form (though it has some AoE via Dawn Strike/Seekers/Solar Flare) and survivability/tanking ability in Dwarf Form. IOs will basically make my PB easier to play through increased damage/endurance rather than drastically change his playstyle.

    The only thing I miss that isn't in this build is Pulsar, and I haven't had that for three respecs now (I find that a well-slotted Dwarf Form usually does just as much if not more mitigation than Pulsar). I've never had a use for the Human Form shields, especially taking Dwarfie so early and with Light Form slotted for recharge.

    Although technically my PB is next on my "50s to IO out" list, I've gotten a bit bored after completing three builds already and I already have a good AoE damage toon IO'ed out (Spines/Dark scrapper)... so it's unlikely that I'll actually sit down and make him into the below build any time soon.

    Hero Plan by Mids' Hero Designer 1.20
    http://www.honourableunited.org.uk/mhd.php

    Unit Omega: Level 50 Natural Peacebringer
    Primary Power Set: Luminous Blast
    Secondary Power Set: Luminous Aura
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed

    Hero Profile:
    Level 1: Glinting Eye -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(3), Dev'n-Acc/Dmg/Rchg:50(5), Dev'n-Acc/Dmg/EndRdx/Rchg:50(17), Thundr-Acc/Dmg/EndRdx:50(17)
    Level 1: Incandescence -- Aegis-Psi/Status:30(A)
    Level 2: Gleaming Blast -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(3), Dev'n-Acc/Dmg/Rchg:50(5), Dev'n-Acc/Dmg/EndRdx/Rchg:50(15), Thundr-Acc/Dmg/Rchg:50(15)
    Level 4: Essence Boost -- H'zdH-Heal/Rchg:40(A), Mrcl-Heal/Rchg:40(9), Dct'dW-Heal/Rchg:50(9), Numna-Heal/Rchg:50(11)
    Level 6: Radiant Strike -- Mako-Dmg/EndRdx:50(A), Mako-Dmg/Rchg:50(7), Mako-Acc/EndRdx/Rchg:50(7), Mako-Acc/Dmg/EndRdx/Rchg:50(11), C'ngImp-Acc/Dmg/Rchg:50(13), C'ngImp-Acc/Dmg/EndRdx:50(34)
    Level 8: Hurdle -- Jump-I:50(A), Jump-I:50(50)
    Level 10: Combat Jumping -- Ksmt-ToHit+:30(A), LkGmblr-Rchg+:50(50)
    Level 12: Build Up -- HO:Membr(A), HO:Membr(13), HO:Membr(48)
    Level 14: Super Jump -- HO:Micro(A)
    Level 16: Health -- Numna-Heal:50(A), Numna-Heal/Rchg:50(43), Numna-Regen/Rcvry+:50(43), Mrcl-Heal:40(48), Mrcl-Rcvry+:40(48), RgnTis-Regen+:30(50)
    Level 18: Incandescent Strike -- Mako-Dmg/EndRdx:50(A), Mako-Dmg/Rchg:50(19), Mako-Acc/EndRdx/Rchg:50(19), Mako-Acc/Dmg/EndRdx/Rchg:50(25), C'ngImp-Acc/Dmg/Rchg:50(25), C'ngImp-Acc/Dmg/EndRdx:50(43)
    Level 20: White Dwarf -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam:40(21), HO:Ribo(21), S'fstPrt-ResDam/Def+:30(40)
    Level 22: Stamina -- EndMod-I:50(A), EndMod-I:50(23), EndMod-I:50(23)
    Level 24: Reform Essence -- H'zdH-Heal/Rchg:40(A), Mrcl-Heal/Rchg:40(27), Dct'dW-Heal/Rchg:50(27), Numna-Heal/Rchg:50(29)
    Level 26: Solar Flare -- C'ngBlow-Acc/Dmg:50(A), C'ngBlow-Dmg/Rchg:50(45), Sciroc-Acc/Rchg:50(46), Sciroc-Dmg/EndRdx:50(46), M'Strk-Dmg/EndRdx/Rchg:50(46)
    Level 28: Hasten -- RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(42)
    Level 30: Acrobatics -- EndRdx-I:50(A), EndRdx-I:50(31)
    Level 32: Dawn Strike -- C'ngBlow-Dmg/Rchg:50(A), C'ngBlow-Acc/Rchg:50(33), Sciroc-Acc/Dmg:50(33), Sciroc-Dmg/Rchg:50(33), M'Strk-Dmg/Rchg:50(34)
    Level 35: Photon Seekers -- BldM'dt-Dmg/EndRdx:50(A), HO:Nucle(36), BldM'dt-Dmg:50(36), RechRdx-I:50(36), RechRdx-I:50(40), RechRdx-I:50(40)
    Level 38: Light Form -- ImpArm-ResDam/Rchg:40(A), RctvArm-ResDam/Rchg:40(39), TtmC'tng-ResDam/Rchg:50(39), Aegis-ResDam/Rchg:50(39)
    Level 41: Quantum Flight -- EndRdx-I:50(A)
    Level 44: Conserve Energy -- RechRdx-I:50(A), RechRdx-I:50(45), RechRdx-I:50(45)
    Level 47: Restore Essence -- Heal-I:50(A)
    Level 49: Super Speed -- Run-I:50(A)
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Sprint -- Run-I:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Cosmic Balance
    ------------
    Level 20: White Dwarf Strike -- Acc-I:50(A)
    Level 20: White Dwarf Smite -- Acc-I:50(A)
    Level 20: White Dwarf Flare -- C'ngBlow-Acc/Rchg:50(A), Sciroc-Acc/Rchg:50(37), Sciroc-Acc/Dmg/EndRdx:50(37), M'Strk-Dmg/EndRdx/Rchg:50(37)
    Level 20: White Dwarf Sublimation -- H'zdH-Heal/Rchg:40(A), Mrcl-Heal/Rchg:40(29), Dct'dW-Heal/Rchg:50(31), Numna-Heal/Rchg:50(31)
    Level 20: White Dwarf Antagonize -- Acc-I:50(A), RechRdx-I:50(34), Taunt-I:50(42)
    Level 20: White Dwarf Step -- Range-I:50(A)
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]+12% 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)[*]+15% Enhancement(RechargeTime)[*]+113 (9.38%) HitPoints[*]+MezResist(Confused) (Mag 20%)[*]+MezResist(Held) (Mag 20%)[*]+MezResist(Immobilize) (Mag 31%)[*]+MezResist(Sleep) (Mag 20%)[*]+MezResist(Stun) (Mag 20%)[*]+MezResist(Terrorized) (Mag 20%)[*]+8.5% Recovery[*]+66% Regeneration[*]+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 |
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    </pre><hr />

    [Edit: Mid's Builder's forum export listing seems to leave off Energy Flight/Combat Flight. I've put a Fly Common IO in the default slot of Energy Flight and a LOTG +recharge into the default slot of Combat Flight.]
  21. The main problem I had when I came to designing my PB (in i6) was the lack of enhancement slots. I purposely went Human-only until level 35 simply to try to optimise myself for blapper-style +damage. I got him to 50 though (faster than I got my regen scrapper there!) and I enjoyed the ride.

    Currently that toon is still on SOs (I have a IO build planned for him, but he's been pretty far down on my "level 50s to refit" list), he's skipped Nova and has taken Dwarf at 30. I do have an old Tri-former SO build kicking about, but it's quite specialised (Human Form is for buffing/healing only, Nova Form is for damage, Dwarf Form is the tanker) I can post both builds if you're interested, but really the best way to slot your PB is the way you want to slot it, there are far too few slots available to a PB and far too many powers + possible form specialisations/combinations for someone else to give you an "ideal" build!
  22. [ QUOTE ]
    If this is the build I did choose to go with, any idea how much I would have to save up?

    [/ QUOTE ]

    The Numina Healing IOs, the Devastation Ranged IOs and the Mako's Bite Melee IOs are going to really hurt your pocket. Scirroco's Dervish are also fairly pricey IIRC, and Aegis, Impervium Armor, Decimation and a few of the Miracles whilst not very costly for the recipe require pricey rare magic salvage.

    The Common IOs, Titanium Coating, Positron's Blast and the Doctored Wounds IOs will be cheapish.

    I'd estimate around 120-140 million inf altogether, assuming you're buying the set IO recipes/salvage and crafting them. Buying premade Common IOs would probably be cheaper than crafting them.

    You've no HOs to get, and if you were prepared to get level 49 instead of level 50 (and 39 instead of 40) recipes then that would certainly push the price down a good bit. You might be able to make it for about 80-100 million inf then. The biggest dent in your pocket is by far going to be the unique Healing IOs (around 40 mill just for them) and the rare magic salvage needed for recipes (2-5 mill each on average).
  23. The least-gimped build I could come up with is:

    Hero Plan by Mids' Hero Designer 1.20
    http://www.honourableunited.org.uk/mhd.php

    Ill_Rad Troller: Level 50 Mutation Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Radiation Emission
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Flight
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Blind -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(3), Decim-Dmg/Rchg:40(7), Decim-Acc/EndRdx/Rchg:40(9), Decim-Acc/Dmg/Rchg:40(13)
    Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx/Rchg:50(A), Dct'dW-Heal:50(5), Dct'dW-Heal/EndRdx:50(11), Dct'dW-Heal/Rchg:50(15), Dct'dW-EndRdx/Rchg:50(15)
    Level 2: Spectral Wounds -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(3), Decim-Dmg/Rchg:40(7), Decim-Acc/EndRdx/Rchg:40(9), Decim-Acc/Dmg/Rchg:40(13)
    Level 4: Accelerate Metabolism -- RechRdx-I:50(A), RechRdx-I:50(5), EndMod-I:50(27), EndMod-I:50(37)
    Level 6: Hurdle -- Jump-I:50(A)
    Level 8: Radiation Infection -- HO:Enzym(A), HO:Enzym(17), HO:Enzym(17)
    Level 10: Enervating Field -- EndRdx-I:50(A), EndRdx-I:50(11)
    Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A), RedFtn-Def:50(23), RedFtn-Def/EndRdx:50(37), RedFtn-Def/Rchg:50(39), RedFtn-EndRdx/Rchg:50(39), RedFtn-Def/EndRdx/Rchg:50(39)
    Level 14: Super Jump -- Jump-I:50(A)
    Level 16: Health -- Mrcl-Rcvry+:40(A)
    Level 18: Phantom Army -- HO:Nucle(A), BldM'dt-Acc/Dmg:50(19), BldM'dt-Dmg:50(19), RechRdx-I:50(23), RechRdx-I:50(25), RechRdx-I:50(25)
    Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
    Level 22: Acrobatics -- EndRdx-I:50(A)
    Level 24: Superior Invisibility -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx/Rchg:50(31), RedFtn-EndRdx/Rchg:50(34), RedFtn-Def:50(40), RedFtn-Def/EndRdx:50(40), RedFtn-Def/Rchg:50(40)
    Level 26: Spectral Terror -- U'spkT-Acc/Rchg:30(A), U'spkT-EndRdx/Fear:30(27), U'spkT-Acc/EndRdx:30(33), U'spkT-Fear/Rng:30(34), U'spkT-Acc/Fear/Rchg:30(34)
    Level 28: Hasten -- RechRdx-I:50(A), RechRdx-I:50(29), RechRdx-I:50(29)
    Level 30: Lingering Radiation -- TmpRdns-Acc/EndRdx:50(A), TmpRdns-EndRdx/Rchg/Slow:50(31), P'ngTtl-Acc/Slow:50(31)
    Level 32: Phantasm -- HO:Nucle(A), BldM'dt-Acc/Dmg:50(33), BldM'dt-Dmg:50(33)
    Level 35: Deceive -- Mlais-Acc/Rchg:50(A), Mlais-EndRdx/Conf:50(36), Mlais-Acc/EndRdx:50(36), Mlais-Conf/Rng:50(36), Mlais-Acc/Conf/Rchg:50(37)
    Level 38: Group Invisibility -- LkGmblr-Rchg+:50(A), RedFtn-Def:50(43), RedFtn-Def/Rchg:50(46), RedFtn-Def/EndRdx/Rchg:50(46), RedFtn-Def/EndRdx:50(50), RedFtn-EndRdx:50(50)
    Level 41: Indomitable Will -- RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(42), RechRdx-I:50(42), RechRdx-I:50(43), RechRdx-I:50(43)
    Level 44: Mental Blast -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(45), Decim-Dmg/Rchg:40(45), Decim-Acc/EndRdx/Rchg:40(45), Decim-Acc/Dmg/Rchg:40(46)
    Level 47: Psionic Tornado -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dmg/Rng:50(48), Posi-Acc/Dmg/EndRdx:50(50)
    Level 49: Hover -- LkGmblr-Rchg+:50(A)
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Sprint -- Run-I:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Containment
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]+8.5% DamageBuff[*]+6.75% Max Endurance[*]+9% Enhancement(Accuracy)[*]+2.5% Enhancement(Confused)[*]+4% Enhancement(Heal)[*]+86.3% Enhancement(RechargeTime)[*]+2.2% Enhancement(Terrorized)[*]+40.7 (3.38%) HitPoints[*]+MezResist(Immobilize) (Mag 14.9%)[*]+MezResist(Terrorized) (Mag 2.2%)[*]+9.5% Recovery[*]+6.62% Resistance(Fire)[*]+6.62% Resistance(Cold)[*]+2.5% Resistance(Negative)[*]+1.5% Debt Protection[/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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    </pre><hr />

    Can slot PA for recharge rather than Acc/Dam to get it just under perma... as it is, there's a 2.3 second downtime on PA. IW, Hasten and AM are perma. Some slightly gimped slotting but it should be playable.
    The only thing that's really missing is the Epic Shield (and EM Pulse/Flash if you use the AoE Holds).
  24. I'd be quite happy with dropping the 5% defence debuff from Unyielding. INV does seem to be underpowered against non-S/L damage, and there's no real reason why INV should have a power that cripples itself.

    That said, concerning Rikti INV really isn't that bad. The monkeys and the priests are about the only thing that do Psionic damage, and the monkeys can be effectively ignored if you have an AoE like footstomp.

    The rest of the rikti generally aren't too bad to tank, I've tanked the Honouree outside unstoppable without recieving outside healing on my INV/SS... the trick is often to keep your foes into melee range. If you do that, they'll mostly (drones aside) be hitting you with attacks that contain a S/L component, and Invincibility will be increasing your defence.

    Post-I9 with IOs, my INV/SS tanker actually feels quite powerful. Unstoppable up nearly half the time, at the tanker HP cap constantly (Dull Pain recharge is 112 secs with Hasten, and Hasten has less than 19 secs downtime), 90% S/L resists and 16-20% "other" resists (except Psi), with Defence ranging from 28% to 49.5% depending on how many foes are inside Invincibility Range. Not forgetting the added survivability when Footstomp is up every 7 seconds. And 270% regen as an afterthought...

    Way underpowered... +5% extra defence? Yes please!!
  25. Maelwys

    AOE

    [ QUOTE ]
    [ QUOTE ]
    Spines/Regen is the thing you want if you want both high AoE damage and good survivability.

    [/ QUOTE ]

    You got to be joking!

    [/ QUOTE ]

    I'd agree here... after level 35, Dark Armor &gt; Regen for survivability whenever you're facing more than one target. And if you're building for AoE damage, you should be facing more than one target most of the time.

    The only thing my Spines/Dark had trouble with after 35 were tough Bosses (fighting TWO +4 bosses was often easier than fighting one) and EBs. He could easily wade through big mobs that a /Regen couldn't handle. My Kat/Regen has comparable survivability to my Spines/Dark, but that's solely down to "Divine Avalanche".