Microcosm

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  1. http://www.redtomax.com/data/powers/...astermind_Pets

    I know the thing you're talking about on redtomax; click the tab that has "Mastermind" in it and change it to "Unspecified." For most stuff that works, for others it will give you a strange number and you have to figure out how it works (i.e. for defense it might give you "0.75%" and you have to realize that actually means 7.5%, so move the decimal one space the right; sometimes it's not that simple though).

    Edit: Going through the powers there, I find the oft maligned Detonator does ~305 damage unenhanced, equivalent to the regular blaster nukes (psychic, rad, sonic, and energy, but actually stronger than electricity's). Seems the extra long recharge isn't too bad a price to pay considering it has no crash. Why does everyone hate this again?
  2. Perhaps this should have been posted in the general powers section? Anyway, lookup a guide in the guides section that has to do with porting over radiation blast to blasters (it was before that was officially in mids), and that should give you the information you need. Just change it for the scrapper stuff you want; you don't have to change mods, the program has the current damage mods built in, so when you port over the power it should adjust accordingly. That's not to say that you will get exactly what would be scrapper ice powers, because the devs change and adjust as they see fit, but it will give a general idea.
  3. Pretty sure if you put the performance shifter proc in it will actually grant end to your enemies instead of you...
  4. Recharge is ideal for /elec because of energize. However, with claws it doesn't help out as much as with other primaries. Other things you can build for are defense (don't forget shadow meld) and +regen (my elec build has the same regen as a regen stalker running its passives slotted at 100% heal). Don't focus your build on +hp though, because you will quickly hit the cap, especially if you get the accolades, and end up wasting much of your bonus.
  5. Update: I have tried some other enhancements, all of which should be increasing the defense of thugs maneuvers, and am still seeing the same 8.43% on the attribute monitor. So far I have put in a Cytoskeleton HO (defense, endurance, and tohit) with no change; a Lysosome HO (defense debuff [which should still affect the defense because of how HO's work], tohit debuff, and accuracy) with no change; and a normal lvl 50 SO defense with no change.
  6. Not ok with me, plain and simple.
  7. It's not an exploit. The dev's have allowed it to become a feature. See the statement by Posi that accompanied the release of the 4th anniversary calendar (if you can find it; it is magically no longer to be found anywhere on the boards or the coh site, but I'm sure someone has it if you ask around). Statement(s) by devs calling it an exploit (namely the one by Castle referenced on the wiki) predate this.
  8. So I have an enhancement in my Thugs Lieuts, showing a +x% increase to their defense (not their defense debuff, though that is also enhanced). However, monitoring their defense attributes, they have the same 8.43% defense from each maneuvers as they did before. Is the enhancement not working or is the attribute monitor incorrect? Anyone else notice this?
  9. It is actually possible, thirty-seven, but not sustainable endurance wise or in anyway a wise use of slots.
  10. OK, so you're using nova mainly and human for its buffs and a bit of damage.

    In that setup, the fitness pool is really not necessary; it only works in human form, and stygian circle will fill your needs there. You could substitute in gravitic emanation and unchain essence which are pretty good powers.

    Nova form itself is overslotted. It doesn't actually need any of those enhancements. You can keep the chance for +end one if you like, but it's not necessary either. Dwarf form, however is fine; that thing sucks end.

    Your accuracy is a little overslotted in some powers. Because you've built for +rech, accuracy bonuses come along with that. So you have 96% global acc bonus. In some power you have the choice between dam/rech and a dam/acc, and you've got the latter, which is not adding much if anything to your accuracy, while even that little bit of extra recharge might help (for instance in dwarf smite).

    Consider grabbing a steadfast +def unique for giggles.

    Stygian circle doesn't need that many slots, nor the slots to be healing. It could use the efficacy adapter endmod/end, but that's really all it needs. However, the dwarf heal needs some slots desperately.

    I know why you've slotted gravity well that way, but it's a good damage power, so maybe change it if possible.

    Occasionally it looks like you have slotted for some +hp and +dam; neither of those are really necessary for this type of shade. You'll get your damage from mires and near limitless health from stygian circle as long as you keep killing stuff.

    Shadow cloak seems overslotted.

    That's all I see at the moment
  11. Please tell us what you want out of the build so we can analyze it.
  12. I'm not actually concerned with the survivability, just sustainability. The build's got electric's resistances, power surge for when I might want it, a 50% heal every 30 seconds, above capped defense to all (including psi) for 15 out of every 27 seconds not using Divine Avalanche, capped defense to melee/lethal all the time with Divine Avalanche, capped stalker hp (though that isn't a ton by scrapper standards), and good regeneration. I really have no reason to worry about survivability.
  13. Right, I am banking on Energize's end redux actually. I am likely taking swift and health either way to increase my regen. (The build I have now is 34.2 HP/sec with health, and 25.3 without; that's not a huge loss, though). It's not actually a scrapper build, it's a stalker, so physical perfection is out. I just posted here hoping you or werner would respond (success )
  14. So I am a bit lost here. I'm trying to decide whether to go with stamina or power sink on my idealized kat/elec build.

    Stamina has the bonus of not interfering with my DPS, but it leaves me a touch short (I think I'm losing about 2 end a second going at it with the best chain); this is because I have very little in the way of end reduction in the attacks themselves in order to squeeze in all the procs and damage I want. I also do have Power Surge with a downtime of about 80 seconds, but I'm not sure if I want to use this or not to patch up the hole. However it's during protracted fights that I'm likely to notice this problem, so maybe it isn't so much of a problem since I might want power surge's resistance then, but I just don't like having to deal with crashes as a normal thing. It's also 20 seconds + that I'm useless at the crash.

    With power sink, however, I would have no problem sustaining my chain; it is also autohit so no worries there. But having to activate it frequently will reduce the chain's dps.

    Thoughts? Things I'm missing?
  15. Thugs maneuvers scales up so that when you're 50 (and the lieuts are 49) it will be 8.43 defense per lieut, which is higher than the bots shields. In battle, since the bots cast their shield, if you lose a protector bot the rest of your pets don't immediately lose defense, which is not the case with thugs lieuts; however, thugs lieuts benefit from their own maneuvers (protector bots cannot cast on themselves, just each other), so they are less likely to die and cause this sort of cascade. Bots will shield some in battle, but sometimes if they are fighting they might "forget" to shield you. Thugs maneuvers also only affect thugs, not you and not other pets, while the protector bots will bubble you (once) and anything you summon that is targetable.

    If you go bots with the intention of leveraging the burn patches, you pretty much have to go with the mu immob, just fyi.
  16. I quickly rearranged some things here now that I know you can go without super speed. Not optimal but doesn't sacrifice what you have.

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

    Click this DataLink to open the build!

    e: Level 50 Natural Stalker
    Primary Power Set: Electrical Melee
    Secondary Power Set: Ninjitsu
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Fitness
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Havoc Punch -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(3), Hectmb-Dam%(3), Hectmb-Dmg/EndRdx(5), Hectmb-Acc/Rchg(13)
    Level 1: Hide -- LkGmblr-Rchg+(A)
    Level 2: Ninja Reflexes -- HO:Enzym(A), LkGmblr-Rchg+(5)
    Level 4: Jacobs Ladder -- Oblit-Dmg(A), Oblit-Acc/Rchg(17), Oblit-Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-%Dam(37)
    Level 6: Assassin's Shock -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(40)
    Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(9), GSFC-Rchg/EndRdx(15), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Build%(21), GSFC-ToHit/EndRdx(40)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
    Level 12: Placate -- RechRdx-I(A), RechRdx-I(13)
    Level 14: Boxing -- HO:Nucle(A)
    Level 16: Kuji-In Rin -- RechRdx-I(A)
    Level 18: Swift -- Run-I(A)
    Level 20: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(43)
    Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), P'Shift-EndMod/Rchg(23), P'Shift-Acc/Rchg(29), P'Shift-EndMod/Acc(31), P'Shift-EndMod/Acc/Rchg(37)
    Level 24: Chain Induction -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(25), Mako-Dmg/Rchg(25), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(42), Mako-Dam%(50)
    Level 26: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(42)
    Level 28: Danger Sense -- S'dpty-Def(A), S'dpty-Def/EndRdx(29), LkGmblr-Rchg+(42), S'dpty-Def/Rchg(43), S'dpty-EndRdx(45), S'dpty-Def/EndRdx/Rchg(48)
    Level 30: Kuji-In Sha -- Mrcl-Heal/EndRdx/Rchg(A), Mrcl-Heal/EndRdx(31), Mrcl-Heal/Rchg(40), Mrcl-Heal(45), Mrcl-EndRdx/Rchg(46)
    Level 32: Lightning Rod -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(34)
    Level 35: Blinding Powder -- CoPers-Conf(A), CoPers-Conf/Rchg(36), CoPers-Acc/Conf/Rchg(36), CoPers-Acc/Rchg(36), CoPers-Conf%(37), CoPers-Conf/EndRdx(39)
    Level 38: Kuji-In Retsu -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(39), Zephyr-ResKB(39), LkGmblr-Rchg+(46)
    Level 41: Mu Bolts -- Apoc-Dmg(A), Apoc-Dmg/Rchg(43), Apoc-Dmg/EndRdx(45), Apoc-Acc/Rchg(46), Apoc-Acc/Dmg/Rchg(48)
    Level 44: Ball Lightning -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Dmg/EndRdx(50)
    Level 47: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 49: Weave -- LkGmblr-Rchg+(A), HO:Enzym(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Assassination


    Edit: Just realized I took out too many enzymes; put one back in to weave to get back to softcap on aoe.
  17. Others have done it and liked it. In general, however, it is more effective to build for perma Eclipse/Hasten first and then add on whatever +def you still can. That way the global recharge you're going for anyway will also let you fire your nova attacks more frequently, use sunless mire more often, use stygian circle more frequently, and keep out more dark extractions at once, upping your overall damage and survivability quite a bit.

    Going for softcapped range will probably be cheaper and let you avoid more mezzes so you don't need dwarf as much, though. Try it out; you can always do a second build.
  18. Are you wanting just an extra AoE? Because you have several as it is and your power choices are good; you could add one by switching to leviathan and taking waterspout where you have mu bolts. If you are trying to thematically stick with electricity, then your best option is to drop super speed and go without a travel power (easily doable especially with kuji-in retsu like you have), making up the ranged defense by putting that last purple in blinding powder (I would do that anyway) and finding somewhere to make up the aoe defense.

    There are some other changes you could make to cut down on slots, but changing your power choices besides what I listed to fit in ball lightning would not be worth it.
  19. Quote:
    The Stalker is a melee toon but if you are looking for melee on a large team which do you choose...Scrapper, Brute, Tank or Stalker...I bet Stalker is last on everyones list.
    Wow. No.
    I generally agree with what Leo said, but I want to point out to you that because of the increased critical chance on larger teams, stalkers will actually outperform scrappers in damage on those large team situations. And as someone else said, they have the same defense/resistance modifiers as scrappers, with a minor decrease in hp made up for with little things here and there like the small defense from hide.
    Also, you should not be using AS in the middle of a fight on teams in most circumstances; placate can and should be used to get an instant guaranteed critical from one of your stronger attacks. Perhaps you are using a single target set like DM, and comparing it to a scrapper/brute with an AoE set? Scrapper DM is only marginally better at AoE with Soul Drain and Dark Consumption. Maybe you should try a set with some good AoE, like electric or spines.

    Given a choice for a TF between a scrapper and a stalker, numbers-wise the stalker is likely better damage (exception being /shield scrappers with AAO) and equivalent survivability.
  20. Every mob. Realize, though, how very small the heal it is, even if you hit a few targets.
  21. Thugs/traps is very fun and effective. I'll let everyone else tell you the specifics, and just show one synergy difference between it and bots/traps. Both thugs and bots lieutenants get defense buffs, but thugs' maneuvers only affect thugs, not other pets, whereas protector bots' will bubble any pet that you summon, as well as you (once). This difference doesn't affect much with traps, it just means that it will be a little harder for enemies to destroy your force field generator with bots as your primary. It also means that you can possibly make better use of the veteran combat pets with bots, if you have those available.
    This doesn't make the bots/traps better though (in fact, I find bots/traps to be pretty boring compared to thugs/traps), it's just something to be aware of.
  22. Haven't been able to post for a while, but I would have expected someone would have corrected you by now. The numbers you're getting for dark blast are not right; I'm betting you're looking at mids, which has its damage at just about twice what it actually is. So before you make your build around it in game, I suggest checking its stats elsewhere.
  23. Switched to Sovereign and respeced into Aid Other, and that did the trick. I can now keep all three fluffs out with little problem, though I wish I had had the foresight to save a slot for an interrupt time IO in Aid Other.
  24. Arctic, it doesn't look that messy. You've got all the powers from the primary and secondary that you want, plus the fitness pool, though I prefer a different patron. You could remove the pacing of the turtle's and put in a set of gaussian's in build up to give you a slightly bigger cushion. Question: do you plan to exemp down frequently? I noticed you have many lvl 35 IO's.