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Check out my bots/traps guide in my sig. At the end of the thread it has a build that should be able to solo any content solo at +4 (my setting) and probably +8 as long as you eat all the insperations you are getting.
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Thanks, good info. I assume there is no real secret to states powers, other than... he hits like a truck and doesnt take much damage when you hit him.
Never new an EB would be so hard (Soloed EB Recluse without a problem), so treat states EB like an AV and go to town I guess is the answer. -
SPOILERS!!!!
Ok the last mission defeat the big guy. I have a purpled up 50 Crab. I would love to solo the MAN, but I just cant seem to do much damage to him. Is there a way to knock off his shields or do I need to wait until some power of his wares off?
I can alpha him down to 50% but after that the slug match is pretty much me doing tiny damage and him hitting me at 5%. Takes forever and I can see I cant even keep up with his regen rate. So anybody have some good solo tactics for a crab on the states?
Thanks! -
I know Arbegla's build is over 2 years old now, but I want to point out a trap for young Bots/Traps players. The build they posted is very very expensive. It has 4 Luck of the gamblers +Recharge which last time I looked run about 200+ mil a pop. It has the miracle +recovery and numinia's +recovery, and regenative tissue all around 100 to 200 mil a pop. It has 17 purples that go from 10 mil to 200 mil a pop (crafting a purple aint cheap because of the 3 rares it requires even if the recipie is).
On the other hand the build I have posted has better +def all around, (+36% for melee, and +45% ranged and AOE vs +50% def for smash/lethal and energy), much better resistance (40% smash/lethal/energy versus 0%), better average recharge (45%/115% (103% average) versus 60%) and costs much less to put together. Better AOE personal damage (trip mine versus nothing, 3 damage proc poison trap versus 2 proc). I use ZERO Luck of the gambler recharges and only have 5 purples, and 2 expensive IOs with a Numinia and a Gausian +build up (both are very optional and included because I have em in my build). And the five purples I do have are some of the cheapest purples you can buy. Most of the cost for my build come from the positron sets.
So the point I am trying to make is a level 50 IO build doesnt need to cost INF CAP money to play just as well as somebody else that spent INF CAP on their build. -
I notice the data blocks for the export are busted with the new boards.
Here is the latest and greatest build for my Bots/Traps at 50.
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1421;710;1420;HEX;|
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|5FE07933C0535|
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Just got back to the game and back into the market.
Had some Mako's Acc/Dam on one of my toons and instead of posting at the normal 5 mil or so rate I followed the goat rule and posted a few at 15 mil. Of the 4 posted at this triple the going rate I got back 2 in less than a week.
"Thanks to the goatrules system I too am a wealthy ebil market guy too!"
"Thanks GoatRules!"
Sounds like one of those late night infomercial scams.... -
As a follow up from my last failure....
Did it this time on a level 50 team set to heroic.
1 50 Thugs/Dark MM (heavily lagged)
1 50 Bots/traps MM (me) heavily IOed out for +def, damage procs and recharge (see sig for build)
1 widow (sk)
1 50 scrapper (done the ITF before)
1 SK scrapper
1 50 fire/kin (has done the ITF before, and looked to be a very very good player)
All the missions ... cake. I took the alpha in most cases, when I didnt it usually meant death for whoever did. Only a few deaths. Kill speed was good, the /kin was probably the biggest help in that regard. 3 proc slotted poison trap FTW... nuff said there.
The final battle. Both me and the /kin agreed full on assault on rommy. 2 team wipes, third times the charm. He went down and rezzed by killing the AOE damage nictus. Thank god. Somehow rommy was off to one side after the rez out of LOS from the other 2 nictus and he got killed. We had to pop the other 2 nictus by hand.
Killing the healing nictus is VERY VERY slow. I see now that the worst tactic is to focus on this one to kill. If you can seperate it... yeah thats good, if not ignore it.
2:30 not fast but i think the last AV battle was 30 min of the time. Stupefy knockdown proc, deleted it. I really did this for the costume, but would it kill em to give me a good pool c drop more than once? I think everybody on the team got a crappy pool C (slow proc, stun proc, fear).
I need to do this with my 50 warshade! That should be lots o fun! -
[ QUOTE ]
On live, the max/min team is taking over, and I routinely see people wanting to do it, and the max/min teams not inviting people. I don't want to see this trend continue.
[/ QUOTE ]
That is what I saw last night, and why we mins made our own group. And we failed, giving further proof to 6 of us you need to max this TF. Had I played my l50 ill/rad i bet we would have won, even exemped down to 36.
I don't envey the devs, the builds, powers, and skills of the players are all over the place. TFs should be hard, but they need to invest into some better ways to scale a fight so the mins have a more reasonable chance of success, and to bump up a fight if the team is full of maxes. -
[ QUOTE ]
So all you had to do was shoot Romulus and not stand next to any of them. Keep moving, keep shooting. Victory!
[/ QUOTE ]
We didnt read the guides so none of us had any clue about the kill romulus and he will rez minus one nictus. If the game had given us a clue about this then that would have been a good strategy.
The run and gun doesnt work so well when your buffs are all about staying close to each other. We all cant 6 box solo the ITF like you can.
Anyway either your statement of a group of any ATs with slightly competent players can solve it is a bit off... or you state that our group was not competent. To which I say :P
Our group was better than most PUGs I have been on in terms of normal zone mission content. Even taking 2 AVs out in the second to last mission was cake.
The near autohit high damage AOE mire in this case is probably what broke us. -
[ QUOTE ]
[ QUOTE ]
. I dont like TF's that favor certain AT's more than others for most of the team slots but when you do this TF you should have at least 1 healer and a kin or kin/healer, Debuffer and or buffer. 1 meatshield and one Dominator.
[/ QUOTE ]
I disagree. Any random assortment of fairly competent players can easily accomplish this Task Force. No tank, healer, nor dominator required. Don't even need to be "competent." Merely "close to competent" is enough.
[/ QUOTE ]
Gonna have to respectfully disagree there.
Level 35/36 team everybody set to heroic. All seemed to be good players, above what I would consider average pugers.
1 Necro/Storm MM
3 Crabs (all with team buffs)
1 Bane (with team buffs)
1 dark/dark stalker
Everybody I looked at had at least a few IO set bonuses, so I would think they have a bit more knowledge of the game than most.
We ran around with +60% def to all, and about +30% tohit. Some of the EB are slow because they hit their tier 9s, but it was pretty much a cake walk.
Until we hit the very end.
The nictus that does the mire.... it looks like its auto hit or has a super high tohit. Without a taunter we could not split the group up, without our defense we got chewed up. The closest we got was bringing 1 nictus down to 50% health before 1/2 the team died. With no rezzer, the trip back and regroup means the AV was fully healed back up. If the mire nictus didnt have such a high chance tohit we could have won, but this one AV breaks def based toons hard. I hope its damage is unresistable so its fair, if not Castle you SUCK!
One person dropped after the fourth attempt at just trying to kill one nictus. I then dropped because I needed to go to bed (3 hours, I had heard this only took 2).
None of us looked at the guides because we didnt want to spoil the TF. Now it looks like I need to try it again with my 50 Ill/Rad just to get on a team. For the 30 minutes looking to join an ITF in the zone on Freedom, the 2 l50 teams that were trying to setup only wanted level 50 EMPs, or RADs. One of us level 35s got tired of not getting into a team, so we made our own. Only 4 of us, had to find 2 others out in the other zones to play. Its not as bad as the LRSF, but I imagine the more people fail the more they will cling to the must have sets.
I dont want this ITF to become easier for all... but I do think a few tweaks need to be made for the ... non optimal groups.
If the level of the ITF is 35-40, the end AVs get a -1 level mod.
level 41-45 level +0
level 46-49 level +1
level 50 level +2 (purple IOs FTW)
If the group size is 2-5, the end AVs get a -1 level.
6-7, level 0
8, level +1
Check out to make sure the mire nictus is fair for def based tons versus resistance based toons. -
When looking at the stalker changes in Arcanavilles def spread sheet, its easy to see that both /EA and /Elect are almost 1/2 as effective as all the other stalker sets. Even if /Elec and /EA got the HP bump and no other sets did they would still be very low on the charts.
But... when playing around with the numbers, adding in a self heal of 1/2 the power of Aid self pulled /EA and /Elec back up to par with all the other sets.
Now I am not saying thats what should be done, but I think its an iteresting data point that can be used to frame what sort of bump these sets need. Its not huge. Actually for brutes a Aid self heal amount on a 60 second timer would bump /Elec and /EA up to /Inv levels.
*Edit
Doing some more tweaking I found that if /EA (or /Elec) gets an integration strength regen power they come up to /Inv levels.
So for /EA my solution would be move Energy Drain to level 16 (endurance gain should be one of the prime reasons for picking this set), push energy protection to 28, and add a +regen per each target hit by energy drain. First target hit gets you 75% regen, each target after that gets you 10% regen (fully enhanceable with health enhancers). Mobs suffer -20% regen if hit (along with endurance drain).
*Edit 2 The great thing about the above suggestion... it works great for stalkers also. But I would probably change it to 120 % regen on first target and 5% for each additional target, because of how a stalker is more single target focused. -
At level 10 a wolf should pick up maneuvers. 10% def to all for the team is close to a FF defender dispersion bubble without the mez protection.
At level 12 a wolf should pick up venom grenade. -20% res AOE to each spawn is close to a /Rad troller enervating field without the worry of an anchor.
At level 16 a wolf should pick up assult. 15% damage is close to a /Kin troller siphon power thats up all the time with no tohit problems.
If you dont pick up these 3 key team powers on your way to 24 welcome to your nightmare. I can only assume people dont understand that a wolf is more like a defender than anything else. -
[ QUOTE ]
I was going to say a lot more nasty things about this guide, especially after the jerktastic potshot at brutes for not being tankers, but i don't want to get banned.
[/ QUOTE ]
Sounds like sombodies a bit grumpy that my MM has higher %defense numbers than their /EA brute!
Ill make you a deal you read these websites Wiki page on comedy and Wiki on Tongue-in-cheek I will buy a dummies book for stand up comedy so maybe my jokes are better understood by a wider range of people.
(Note the grumpy comment was also a stab at comedy just incase you dont accept my deal, I have a level 32 /EA brute and thus my point of view).
But please if you can see past my (poor?!) attempts at humor, can you list the objections you have to the information posted. I do think guides work better if people get more than one side of the story. On the other hand bots/traps seems to be such a powerfull combo I dont know that anybody could really mess it up. -
NovaThunder,
Is your char currently 50? Have you tried the AOE mace immob power? I think it works really well with the build, and I would suggest you try it out if you havent already. I use it almost every spawn, perhaps you would get more use out of it than you do detonator?
Now if only the mace aoe immob had -kb..... (like the MU one does) -
How to use the pet as Alpha foder even if its summon range is 1 ft...
Have super speed toggled, with a stealth IO in it or in sprint. (or some other power that gives you true Invis)
Summon fast recharge pet.
Run into spawn of critters.
You are invis so pet will grab all the alpha, it dies. All the best powers in the spawn are now recharging.
repeat for every spawn because pet is on a fast recharge.
Great for PBAOE type powers like nukes, holds, stuns, knockdowns, etc. -
[ QUOTE ]
Assault Bot is available at level 26, no sooner.
[/ QUOTE ]
Dohh! -
[ QUOTE ]
Nice guide but I find it lacking in a few areas.
I'll ramble them off as they come to mind while I look in mids at your 'perfect' build.
You didn't mention Medicine pool. If you have any plan of soloing AVs aid other and aid self are a huge help.
You didn't mention the pet uniques. I recommend putting both into your battle drones
You used the buildup proc in tactics.... all I can say is why??
Your 'perfect build' didn't use the recharge proc. How many times must I tell people, if you have the assault bot; use the recharge proc!
You slotted so much for recharge that your build is rather gimped.
You forgot the aegis unique in charged armor.
You didn't bother with any of the purple pet set in your assault bot either.
Its a decent build but its by no means perfect.
[/ QUOTE ]
Perfect is a strong word... maybe too strong but I dont think any of your ideas are better than the posted build.
Medicine pool... not as good as any of the other mentioned pools. Provoke +hasten + stamina + tactics (AV busting powers) means no room for aid self. With BG, all the +def in the build and triage beacon you should not need aid self. Aid self for a MM is 1/6 as strong as it is for a tank or brute because you are only healing one of the 7 bags of hps that make up the total resistance value of the unit. You could sub aid other/self for the 2 leadership powers, but I think that gimps the build more than it helps.
Pet uniques... sacrifice damage/acc/or endurance for a weak boost in already soft capped defense or a minor increase in resistance? Save these overvalued IOs for ninjas all your bots have 45% def to all when double bubbled and near the FFG, and maneauvers. If you go with Aid other/Aid self the +def one could be used in place of maneauvers, but I still dont see that as a good value, the rest of your team does not get to share the leadership goodness.
Build up in tactics, for the +2.5% def to all 6 set bonus.
The recharge proc in bots, Its a very good option for assault bot, and once I get one I will post some info about it. If the bot is smart enought to use incindeary missile swarm more often that its a good trade off for 3.75% aoe def.
+recharge makes your build gimp... wow thats a new one! What power got sacrificed for +recharge? All the key powers have all the key edd limited enchancements. Is there another IO set power that works so well with the long recharge times on the most powerfull traps? Dropping a 3 damage proced poison trap every 28 seconds is probably the most powerful thing I can think of doing besides making sure your bots are always doing damage.
ageis unique is garbage. 1 slot for 3%res to psi, and -20% reduction in mezz time is weak. The only mez that should hit you is sleep, and with health and the way sleep works it should not hurt you at all, except for the time it takes to turn your toggles back on, which this IO wont help with.
The purple pet set was made for fire imps, blood mandate is a much better set for MMs. MM pets dont need +rech, but -end is very nice because the pets can run out of end without any -end. -
Bots/Traps guide for I19.5, updated from the I11 guide
So you found a few left over parts from your failed robot wars attempts and decided you could build a robot to rob a bank or take a few hostages. Great news, you have a friend in the business that just so happens to have a few tips for an up and coming radio shack loving robot master.
A few reasons to use robots and why your traps will help you excel in your villainous lifestyle:
1. Robots are ranged pets. The amount of gotos and positioning of your bots you need to do in your average mission is anywhere between none and just enough to not block doors. This is very important because you should be spending your time …
2. Dropping traps at the feet of the unbelievers! Traps is a very active secondary if you want to get the most out of it without slowing down the team, but with all the work you do you will see the rewards
3. With the proper sets and slotting you can become the primary meat shield for an 8 man team if none of the brutes want to step up (or your unfortunate enough to have to team with an /EA brute!) This may not be for everybody but think about this word: tankmage. Yes you can become one this games tankmages, and you won’t have to wait till level 50. It could start as soon as level 32.
4. Robots love to flip out and kill people. Hrm… no wait that’s ninjas.
So now you are sitting there and saying…. “Wait a freakin second! Masterminds have the lowest HPs in the game and don’t get a damage shield until 41. How the heck am I gonna be a tankmage at level 32?” Bodyguard + positional defense + regen = high resists + high defense + regen = near tank defense if your pets don’t die, and near scrapper defense if they do.
As long as you have pets in defensive mode (and not defense targeted attack), and they are in range (same as supremacy, 60’), and they have line of sight every pet will share the damage you take. You get totalDamage/ (2 + #pets in bg) x 2. So with all 6 pets in BG mode and you get smacked with 400 damage you take 100 damage and your pets share the rest (75% resists to ALL damage types).
Positional defense comes from 4 different possible sources:
Force field generator = 15% def to all
Protector bots shield = 11% def to all
IO sets = variable but could get 10+% def in ranged, and AOE, less for melee (shoot for 5%)
Pool powers = maneuvers = 4% to all, combat jumping 2% to all
So add em all up and we are looking at
30+% melee, 45+% ranged, 45+% aoe. Looks close to a non IOed out SR scrapper to me!
Regen is a bit trickier, but think of it this way: You and your pets are sort of like 7 bags of hit points that all have the default regen rate (your toon may have more). But what happens when you drop a fully slotted triage beacon within range of 7 bags of hit points? You are increasing the healing power of that one beacon by 6. A five slotted (with doctored wounds) TB gives about 280% regen, close to a fully slotted integration on a regen scrapper. So you just turned you and your pets into mini regen scrappers while in the beacon. That + 75% resist all + SR scrapper level def + 7 mini regen scrappers = a whole lot o mitigation.
“Ok well yeah, but the damage part.. How are you going to damage things like a mage, MM attacks suck, and bots are weak on damage right?”
That is true, bots are pretty weak on damage until you hit the magic that is level 32. One power that your assault bot gets still makes me drool… Incendiary swarm missiles.
“Incendiary swarm missles?”
Incendiary swarm missles.
“Your just repeating the question!”
*drool*
Ah yes lets look at this wonderful power from City of Data
Notice the summons “Flames” 20 seconds? Remember this is an AOE power right? Guess what it summons for each mob in the AOE up to the aoe cap? Yup a burn patch. 16 burn patches that may be overlapping…. Roasting that sweet sweet meat! Err…. Yeah. (At this point some of the long time COH players may remember my fire/fire tank guide and how I loved burn). Imagine up to 16 fire tanks (or /fire brutes) all dropping burn patches at the feet of the UNBELIEVERS!? Yeah that’s a whole lot of running in fear right out of the burn patches….
Hrm… ohh yeah that burn nerf that I never thought they would do happened didn’t it?
Well you do have a few tricks to use that a fire tank doesn’t to keep em in the fire right? You got poison trap, caltrops, web nade.. and after level 40 a patron AOE immob. So it’s not as bad as you think.
So you can see tankmage within your sites right? Good. So let us examine all the bots/traps tools and see how they fit in with our tankmage.
Robot powers:
Battle Drones: Get it at level 1, 6 slot it by 7.
IO set: All 6 of blood mandate for the awesome 3.75% def to ranged and AOE
Pulse rifle blast:
No room for a weak damage single shot ranged damage power. Skip.
Pulse rifle burst
No room for a weak damage single shot ranged damage power. Skip.
Equip robot: Get it at level 6, no slots
IO: 1 common end redux
Drones still are weak on damage, but constant. The protectors now heal and do a bit more damage. Nice
Photon grenade: Hrm… a 30% chance mag 2 aoe stun that does pathetic damage. Stun is the key because at 5 slots you can put the stupefy set in for pretty cheap
IOs: 6 of stupefy for 3.125% ranged, 6.25% recharge, recovery and +hps! Nice set. Or at level 50 stick in the purple stun set absolute amazement for even better recharge
The set bonus is all this power is really good for. Well it looks pretty cool to have a gun….
Get this power very late (say level 38 when you have the extra slots and money for the sets)
Protector bots: Get it at level 12, 6 slot it by 19
IO set: This one is actually more beneficial to stick in 2 IO defs and then fill the other 4 with a good combo of acc/dam/end. These guys will double bubble all your bots for 22% def all, and single bubble you for 11%. The Edict of the master +5% def to all pets is also a nice IO to stick in here to get your pets close to the soft cap. (Double bubbles for 22% + FFG for 15% + 5% def + 4% maneuvers = ~45%, NICE!)
Repair:
Let me get this straight…. It’s weaker (heal versus recharge) than aid other, and can only heal your bots…. Skip!
Assault bot: Get it at level 26, 6 slot by 31
This big boy is long lasting but out of the box pretty weak on damage.
IO set: same as battle drones
Upgrade robot: Get it at 32, no slots
IO: 1 common end redux
You can now add the mage suffix to your tank name.
Drones now have full auto (a nice energy cone)
Protectors now have photon grenade, and seeker drones! (you will see AOE stuns a lot)
Assault bot has… *DROOL*, and some other crappy missile swarm that knocks everything all over the place (but it does do a lot of damage AOE, so it’s not that bad).
Wow 5 good powers, 1 IO set bait, and 3 stinkers…. Let’s hope traps fills in the gaps!
First some definitions
A proc is an IO set enhancement that has a chance to fire when the power its slotted in does the effect the set is modifying. Got it?
Ok example time. The IO proc force feedback chance for +recharge slotted into the assault bot has a (20%?) chance of giving the assault bot +100% recharge for a few seconds every time he fires a power with knockback for each enemy he hits. An AOE knockback power that hits say 10 mobs will almost always make the proc work.
Procs that do damage do it on a special damage scale. This is important because the MM damage scale is crap. The proc damage scale is much better at high levels, and thus the more damage procs you can put in your powers the more damage you can do.
Traps:
Web grenade: Not a bad little power. Expensive in endurance though and easy to spam so watch your end bar.
IO sets: 1 slot. Trap of the hunter lethal proc when/if you have tactics or a lot of +acc set bonuses. Else stick an acc common in it.
This will help control knockback and running on bosses, EBs and sometimes AVs. Running is probably your biggest issues with bots.
Caltrops: Kind of a love hate with this power. It helps keep things in the same area via a nice slow, -jump, but it also makes mobs run from that area.
IO sets: an excellent IO set power. You can 5 slot it for posi, or you can 4 slot it with 4 different damage procs. With 4 damage procs, the aoe damage of this power really is amazing.
Triage beacon: So many people hate this power. I think it’s great (see regen math above), and it’s good in hard hitting situations, like EBs, AVs, many spawns that are close together.
IO sets: 5 slot this for Doctored wounds. Awesome heal values, recharge values, and +5% recharge to all powers.
Acid mortar: Get this at level 10; six slot this when you get all the procs
IO sets: This power is a proc monster. AOE that fires multiple times, that’s what you need for a proc monster.
Touch of lady grey negative energy damage, Positron’s energy damage, Achilles –res debuff. Sweet!
Other 3 slots should go towards recharge and endurance.
Force field generator: Get this at 16, 3 slot it at 17
15% def to all plus status resists all but sleeping knock back, tp, and repelling… WOW.
The FFG does get stuck behind your pets and is not fast enough to keep up with you so watch it. Don’t jump into a spawn unless you know your FFG is close.
IO sets: Just 3 common def IOs is good.
Poison trap: Get it at 20, 3 slot it right away, add other slots as you buy IOs.
We don’t talk about poison trap with damage procs. Well… looks like we can now. Seems they fixed the bug that fired many damage procs on each mob every second that poison trap fired. Damage procs are still a good idea in this power (just like any other AOE), but it’s no longer an “I kill the whole spawn with one power” button. Now it’s better to focus on hold time and recharge to make sure everybody gets locked down for as long as possible. It’s nice to stick the lockdown chance for +2 mag hold proc in there for some extra hold power! Frankenslot it with hold/recharge and damage procs.
Seeker drones: Get it at 28
Use these guys not as a pet, but as an alpha strike soaker and a Boss/EB/AV –40%dam for 40 seconds if both hit neutering device.
IO sets: 5/6 slot for that awesome stupefy set
Trip mine: Get it at 35, 5 slot when you got the slots
This is a power that you will use to take care of those hard to kill critters. As an example the EB at the end of the Vernon arc is a plant dom. This dom is a killer of MMs because of the massive amount AOEs, + confuse she has. After a few deaths I set up a poison trap, trip mine field, moved my bots out of view, put them on heel and made her run through the field. It knocked her down to about 25% life and she was stuck puking her guts out while my bots killed her off. Each mine can do some pretty impressive damage; a field of say 10 can almost kill an EB. But with the animation time and the interrupt (even with all the +def you can get) its VERY hard using this in a large team. But if you have stealth and super speed you could probably drop one on each mob before anybody agros them…. Almost like an AOE assassins strike.
IO sets: 5 slot for posi, and then switch to Armageddon when you got the cash.
Detonator: I have not tried this power.
I have enough stuff to do without casting this power (which is on a huge 600 second recharge timer), loosing a bot, and having to resummon the bot. If the timer was say 120 seconds so I could get more use out of the power… maybe. I still don’t like the idea of 1 power making me use up to 3 other powers just for some damage. Trip mine is much more usable.
Pool powers
We all need em, so this is what I recommend:
Fitness: It’s free now! YEAH DEVS!
Speed: Hasten, get it love it and 2/3 slot it. Super speed is also very nice and is a great way to get full invis when used with the +stealth IO.
Leaping: Combat jumping is a great way to stack some cheap +def to all, and it also is a great place to stick the no knockback IO Karma. Superjump is a great travel power.
Leadership: Maneuvers for some not so cheap +def to all, also a great place to stick the red fortune set for +5% recharge. Tactics for the +to hit for you and your bots, but it also can be 6 slotted with the Gaussian set for 2.5% def to melee, ranged, and AOE, but wait there’s more!... Confuse protection, and +perception all in one power. Nice.
Presence: Provoke. Ultimus’s bots/trap has been abusing this power to solo AVs and giant monsters. It’s a great way to become a true tank for the team, and it keeps the heat off of your bots so they do damage. Just be sure not to take it until your +def is high enough, and you are sure you can handle the incoming damage (bodyguard mode helps a lot). When you use this make sure your bots are close enough for body guard but far enough away so they don’t get nailed with AOE from an AV. Definitely some advanced tactics to use this to its fullest, but can help you take down some nasty things solo if you get the hang of it.
Patron pool:
A lot of people would think with all the +def Black scorpion is a perfect choice… and they would be wrong. Our build uses a lot of positional defense; the scorpion shield is Smash/lethal defense. It’s nice but it’s not what we want. The AOE web nade also lacks a –knockback that will help keep our foes cooking in the burn patches.
Sirocco (Mu mastery)
Charged armor being a res shield can take the unique +3% def all steadfast IO, and if you have 3B sitting around the PVP +3%, awesome! It also helps when in bodyguard mode to reduce some of the hardest hitting attacks so the share your bots take is greatly lessened.
Electrifying fences is also an awesome AOE immobilize with –kb to help keep the nasties in the burn patches when your Assault bot decides to fire the knockback missiles right after the Incendiary swarm missiles. It also has a really quick cast time (1.17s), compared to the horrendous (weapon draw + 2s) cast time of web envelop. But the range is shorter, and the AOE is only 10’ instead of 15’.
Hero epic pools:
None of the epics have an AOE immob, that’s sucks. Chill looks to be the most interesting with hoarfrost to increase your hp pool and give a nice big heal every once in a while. Pretty sure I would stick with the Mu patron though.
Incarnate powers:
Alpha: (I19)
For my build I went with Nerve Radial Paragon. Bots/Traps is able to benefit the most from the Nerve because we can use all of the bonuses. More ACC for our pets is good because they are almost always taking on mobs that are higher level then they are. The hold duration is nice for poison trap. As Bots/Traps we have 2 powers that have good sized +def, and a few pool powers. The net effect is about ~ 3% more def to all, more def the better to deal with –def debuffs. Taunt is useful making provoke task a little longer.
Judgment: (I20)
This from what we have seen will be a customizable long recharge AOE. Interesting, and may be a good way to add some nice personal damage to the mix. Will fill this in when we get more info.
Battle Tactics: Post level 20
The standard spawn of nasty critters:
If you have the assault bot set him to aggressive. All other bots on defensive follow.
Run into the center of the spawn and drop a poison trap. Most of the mobs will be held or puking.
If you have an AOE immob now is the time to use it.
Drop acid mortar.
Drop caltrops behind you to prevent runners into your bots.
Use web nade to lock down any bosses that are left.
Bots will clean up; use your photon grenades to look cool with your gun.
-or-
If poison trap is not up use summon seeker drones on top of the spawn, wait a second to be sure the alpha is on the seeker drones.
Follow all the other steps after the poison trap.
The standard spawn of easy critters (post level 44):
Set assault bot to aggressive.
Fire AOE immob at spawn.
Run in and drop poison trap.
If you can see another spawn drop acid mortar.
The spawn is probably all dead now.
An EB/AV spawn:
Set all bots to bodyguard.
Summon seeker drones on the EB/AV
Run in and drop poison trap at feet of EB/AV
Move back out of PBAOE range, drop acid mortar
Drop Triage.
Spam webnade, and if PBAOE area is safe (non autohit powers) drop trip mines.
If you have provoke use it to make sure they don’t run. (If they have AOEs make sure you are not close to your bots)
Note there are plenty of other tactics, and most of them involve you getting into melee range and sucking up the minimal hurt the critters can put out. You are a tank… be sure to act like one!
Builds:
This is my current build target:
(Remember to add +12% def to melee, ranged, and AOE from the protector bot, because MIDS does not include this in the totals)
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-
HB.
Love the ideas. But I think what the merits can buy should be beefed up. PVP is hard and thus needs better rewards.
PVP only IOs and IO sets (can be copies of the current IO sets). IOs that only work with your PVP build.
These wont impact the current market, cant be sold, cant be traded and can only be bought via merits (no drops).
Really want to see how your toon works with a few LOTGs, but dont have 50mil? No problem get a few PVP kills and buy em up. This also helps level the PVP playing field by giving equal access to hard to find stuff that PVPers have to PVE farm.
Crazy idea. Merits that buy a level. Yes its exploitable, but what if you have 5 level 50s and are tired of the PVE content. Do you really need to pay a farmer to level up your PVP toon to 50 so you can get into all the PVP content? If you set the amount needed pretty high (level of PVP effort = to PVE effort per level) then who cares? PVE farmers exploit the PVE game already.
PVP benefits should come from better(or more) PVPing not via PVE farming.
PVP merit exploits patching:
Anybody with 0 or -rep gives little or no merits per kill. (I assume getting killed gives you -rep)
Each PVP kill vesus the same person in a 4 hour sliding timeframe gives exponetially less merits per kill.
PVP in the future:
If PVPing takes off... you could add PVP only IOs, costumes, titles, and other items to ego boost the big merit earners. -
I just to level 36. I got 2 achilles heel one for Freezing rain, and one for tornado. Check out the achilles thread in the inventions lab forum. To sum up they ROCK, but they have 2 bugs, 1 pet powers like FR and Tornado apply the debuff to the caster, and 2 the effect does not expire.
Here is my latest changes for i11: (without the level 50 sets)
Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php
FireStorm: Level 50 Technology Controller
Primary Power Set: Fire Control
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Char -- Para-Acc/Rchg:30(A), Para-Acc/Hold/Rchg:30(3), EoCur-EndRdx/Hold:53(5)
Level 1: Gale -- FrcFbk-Rechg%:50(A)
Level 2: Fire Cages -- Posi-Dam%:53(A), Posi-Acc/Dmg/EndRdx:53(3), Posi-Dmg/EndRdx:53(5), Posi-Acc/Dmg:53(7), Posi-Dmg/Rchg:53(7), TotHntr-Dam%:53(17)
Level 4: Snow Storm -- TmpRdns-EndRdx/Rchg/Slow:53(A)
Level 6: Swift -- Flight-I:50(A)
Level 8: Hot Feet -- TmpRdns-EndRdx/Rchg/Slow:53(A), TmpRdns-Acc/Dmg/Slow:53(9), M'Strk-Dmg/EndRdx:53(9), ImpSwft-Dam%:30(11), C'ngBlow-Dmg/EndRdx:53(11), C'ngBlow-Acc/Dmg:53(27)
Level 10: Air Superiority -- Acc-I:50(A)
Level 12: Flashfire -- Stpfy-Acc/Rchg:53(A), Stpfy-EndRdx/Stun:53(13), Stpfy-Acc/EndRdx:53(13), Stpfy-Stun/Rng:53(15), Stpfy-Acc/Stun/Rchg:53(15)
Level 14: Fly -- Frbd-Stlth:53(A)
Level 16: Freezing Rain -- LdyGrey-%Dam:50(A), Achilles-ResDeb%:20(17), RechRdx-I:50(19), RechRdx-I:50(19), Posi-Dam%:53(23), ImpSwft-Dam%:30(34)
Level 18: Health -- Numna-Regen/Rcvry+:53(A), Mrcl-Rcvry+:40(37)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21), P'Shift-End%:50(46)
Level 22: Hurricane -- DarkWD-ToHitDeb/EndRdx:50(A), FrcFbk-Rechg%:50(23), DarkWD-ToHitDeb:50(37), DarkWD-ToHitdeb/Rchg/EndRdx:50(45), DarkWD-Rchg/EndRdx:50(50)
Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25), RechRdx-I:50(25)
Level 26: Steamy Mist -- S'fstPrt-ResKB:30(A), S'fstPrt-ResDam/Def+:30(27), S'fstPrt-ResDam/EndRdx:30(34), TtmC'tng-ResDam/EndRdx:53(40), TtmC'tng-EndRdx:53(46), TtmC'tng-ResDam:53(46)
Level 28: Thunder Clap -- Stpfy-Acc/Rchg:53(A), Stpfy-EndRdx/Stun:53(29), Stpfy-Acc/EndRdx:53(29), Stpfy-Stun/Rng:53(31), Stpfy-Acc/Stun/Rchg:53(31), Rope-Acc/Stun/Rchg:53(31)
Level 30: Cinders -- EoCur-Acc/Hold/Rchg:53(A), EoCur-EndRdx/Hold:53(34), Para-Acc/Hold/Rchg:30(43), G'Wdw-Acc/Hold/Rchg:53(50), NrncSD-Acc/Hold/Rchg:30(50)
Level 32: Fire Imps -- BldM'dt-Acc/Dmg:53(A), BldM'dt-Dmg:53(33), SvgnRt-Acc/Dmg:53(33), SvgnRt-PetResDam:53(33)
Level 35: Tornado -- BldM'dt-Dmg/EndRdx:53(A), BldM'dt-Dmg:53(36), SvgnRt-Dmg/EndRdx:53(36), Achilles-ResDeb%:20(36), Rope-EndRdx/Stun:50(37)
Level 38: Lightning Storm -- Thundr-Acc/Dmg:53(A), Thundr-Acc/Dmg/EndRdx:53(39), Thundr-Acc/Dmg/Rchg:53(39), Thundr-Dmg/EndRdx/Rchg:53(39), Thundr-Dmg/Rchg:53(40), Thundr-Dmg/EndRdx:53(40)
Level 41: Fire Ball -- Posi-Acc/Dmg:53(A), Posi-Dmg/EndRdx:53(42), Posi-Dmg/Rchg:53(42), Posi-Dmg/Rng:53(42), Posi-Acc/Dmg/EndRdx:53(43), RechRdx-I:50(43)
Level 44: Fire Shield -- TtmC'tng-ResDam/EndRdx:53(A), TtmC'tng-ResDam:53(45), TtmC'tng-ResDam/EndRdx/Rchg:53(45)
Level 47: Consume -- C'ngBlow-Acc/Rchg:53(A), RechRdx-I:50(48), RechRdx-I:50(48), EndMod-I:50(48)
Level 49: Bonfire -- ExStrk-Dam%:20(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth:53(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
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</pre><hr /> -
So any more theories about why Nemsis is doing all this?
This one is mine:
Nemesis is not a true evil guy. He is more like a tough teacher that has seen many possible futures and has seen that in order for humanity to survive the coming alien invasion we need to be more than just humans. He did the attack on DC as a way to unite the earths heroes. He started the ritki war to not only further unite the world against a somewhat weaker attack, but to also allow the earth to gain extra technology in order to fight the coming shivan invasion even better. I would not be surprised if many (NPC) super heroes didnt owe their origin to something nemesis did. His plots seem to be very complicated and yet when they seem to fail they always have a profound effect on the world. Now that the earth, and maybe soon.. the ritki earth know they are one in the same, we may see both sides join up against the invaders. I even wonder if nemesis created the ritki as a test to see what it would take to fend off the alien invasion.
So why setup Ouroboros? (Besides a nifty way to have flashback missions) Even nemesis may not fully understand how time can be changed. Hey may need heroes and villans to do his time changing dirty work to test many different alterations in the time line. Or he could be using it as a training ground. What if a full invasion requires all the current heroes and some future heroes that travel back in time to assist in repelling the alien invasion?
Of course this could all just be another plot to undermine every other villan faction so Nemesis comes out on top, but thats just way to simple for Nemesis isnt it? -
Just a note...
Fire/Storm is an excellent Dark Astoria rare salvage money making machine. Check out the thread in the Market section.
My fire/storm started at level 22 in DA and was able to get probably around 20+ mil and is just about to ding 29. I was able to buy a steadfast knockdown IO for steamy, 5 positrons, and many other expensive sets that I can use till level 50! -
I like it, the rewards are fun.
BUT not very challenging for a level 50. 3 white minions die to fast and provide no challenge, so it gets boring fast. The only thing that keeps me going is the costumes.
1 make it an ambush spawn (if possible, this may lag the server to hell though)
2 make the spawn level/size depend on your mission diff setting.
3. make the spawn much larger if you are on a team. An 8 man team should crank out 2 bosses, 2 leius, and 6 minions (I think thats an 8 man spawn right?) per trick. If 2 or 3 people hit the door at the same time.. watch out! Death to follow.
We need more death in the streets! Think more Nightmare on elm street and not casper the friendly ghost. -
Great guide, and because of it I made a fire/storm last night. I have been wanting to play the storm set for a while and it seems fire may be a great match with it.
Anyway here is an IO build I came up with that focus on recharge (+55%), and endurance(+24.5%). Not perma hasten, but close enough that there is no need to make any more sacrifices:
Hero Plan by Mids' Hero Designer 1.21
http://www.honourableunited.org.uk/mhd.php
FireStorm: Level 50 Technology Controller
Primary Power Set: Fire Control
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Char -- EoCur-Acc/Hold/Rchg:53(A), Hold-I:50(3), Hold-I:50(5)
Level 1: Gale -- Acc-I:50(A)
Level 2: Ring of Fire -- Thundr-Acc/Dmg:53(A), Thundr-Dmg/EndRdx:53(3), Thundr-Dmg/Rchg:53(5), Thundr-Acc/Dmg/EndRdx:53(7), Decim-Build%:40(7)
Level 4: Snow Storm -- TmpRdns-EndRdx/Rchg/Slow:53(A)
Level 6: Swift -- Flight-I:50(A)
Level 8: Hot Feet -- TmpRdns-EndRdx/Rchg/Slow:53(A), TmpRdns-Acc/Dmg/Slow:53(9), TmpRdns-Dmg/Slow:53(9), TmpRdns-Acc/EndRdx:53(11), TmpRdns-Rng/Slow:53(11), M'Strk-Dmg/EndRdx:53(46)
Level 10: Hover -- LkGmblr-Rchg+:53(A), Flight-I:50(43)
Level 12: Flashfire -- Stpfy-Acc/Rchg:53(A), Stpfy-EndRdx/Stun:53(13), Stpfy-Acc/EndRdx:53(13), Stpfy-Stun/Rng:53(15), Stpfy-Acc/Stun/Rchg:53(15)
Level 14: Fire Cages -- Posi-Acc/Dmg:53(A), Posi-Dam%:53(17), Posi-Acc/Dmg/EndRdx:53(19), Posi-Dmg/Rchg:53(23), Posi-Dmg/EndRdx:53(23), EndRdx-I:50(46)
Level 16: Freezing Rain -- Posi-Dmg/EndRdx:53(A), Posi-Dmg/Rchg:53(17), Posi-Acc/Dmg/EndRdx:53(19), Posi-Dam%:53(21), Posi-Dmg/Rng:53(27), RechRdx-I:50(45)
Level 18: Health -- Numna-Regen/Rcvry+:53(A), Mrcl-Rcvry+:40(46)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21)
Level 22: Hurricane -- EndRdx-I:50(A), EndRdx-I:50(27), ToHitDeb-I:50(31), ToHitDeb-I:50(37)
Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25), RechRdx-I:50(25)
Level 26: Fly -- Frbd-Stlth:53(A)
Level 28: Thunder Clap -- Stpfy-Acc/Rchg:53(A), Stpfy-EndRdx/Stun:53(29), Stpfy-Acc/EndRdx:53(29), Stpfy-Stun/Rng:53(31), Stpfy-Acc/Stun/Rchg:53(31)
Level 30: Steamy Mist -- LkGmblr-Rchg+:53(A), ImpSkn-ResDam/EndRdx:30(33), ImpSkn-ResDam/Rchg:30(34), ImpSkn-EndRdx/Rchg:30(34), ImpSkn-ResDam/EndRdx/Rchg:30(34), ImpSkn-Status:30(36)
Level 32: Fire Imps -- BldM'dt-Acc/Dmg:53(A), BldM'dt-Dmg:53(33), SvgnRt-Acc/Dmg:53(33)
Level 35: Tornado -- BldM'dt-Dmg/EndRdx:53(A), BldM'dt-Dmg:53(36), SvgnRt-Dmg/EndRdx:53(36), RzDz-Acc/Stun/Rchg:30(37), RzDz-EndRdx/Stun:30(37), RechRdx-I:50(40)
Level 38: Lightning Storm -- Thundr-Acc/Dmg:53(A), Thundr-Acc/Dmg/EndRdx:53(39), Thundr-Acc/Dmg/Rchg:53(39), Thundr-Dmg/EndRdx/Rchg:53(39), Thundr-Dmg/Rchg:53(40), EndRdx-I:50(40)
Level 41: Fire Ball -- Posi-Acc/Dmg:53(A), Posi-Dmg/EndRdx:53(42), Posi-Dmg/Rchg:53(42), Posi-Dmg/Rng:53(42), Posi-Acc/Dmg/EndRdx:53(43), RechRdx-I:50(43)
Level 44: Fire Shield -- S'fstPrt-ResDam/EndRdx:30(A), S'fstPrt-ResDam/Def+:30(45), ResDam-I:50(45)
Level 47: Consume -- Acc-I:50(A), RechRdx-I:50(48), RechRdx-I:50(48), EndMod-I:50(48)
Level 49: Cinders -- EoCur-Acc/Hold/Rchg:53(A), RechRdx-I:50(50), Hold-I:50(50), Acc-I:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+3% Defense(Smashing)[*]+3% Defense(Lethal)[*]+3% Defense(Fire)[*]+3% Defense(Cold)[*]+8% Defense(Energy)[*]+3% Defense(Negative)[*]+3% Defense(Psionic)[*]+3% Defense(Melee)[*]+3% Defense(Ranged)[*]+3% Defense(AoE)[*]+0.9% Max Endurance[*]+41% Enhancement(Accuracy)[*]+55% Enhancement(RechargeTime)[*]+1.5% Enhancement(Slow)[*]+6% Enhancement(Stun)[*]+4% FlySpeed[*]+63.3 (5.25%) HitPoints[*]+4% JumpSpeed[*]+MezResist(Confused) (Mag 7.5%)[*]+MezResist(Held) (Mag 7.5%)[*]+MezResist(Immobilize) (Mag 7.5%)[*]+MezResist(Sleep) (Mag 9.7%)[*]+MezResist(Stun) (Mag 7.5%)[*]+MezResist(Terrorized) (Mag 7.5%)[*]+24.5% Recovery[*]+4.73% Resistance(Fire)[*]+4.73% Resistance(Cold)[*]+4% RunSpeed[*]+2% Debt Protection[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
|-----------------------------------------------------------------------------|
|MHDz;4463;1191;1588;|
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_P)I00%'
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</pre><hr />