Neeto

Legend
  • Posts

    577
  • Joined

  1. it's an mm to heck with kb protection and other stuff and it's not my build I just slotted some stuff for the ops build
  2. the fire/thorn would be ur best bet that and for farming to.
  3. Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Level 50 Magic Mastermind
    Primary Power Set: Thugs
    Secondary Power Set: Poison
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Fitness
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Call Thugs -- BldM'dt-Acc/Dmg/EndRdx:50(A), BldM'dt-Acc/Dmg:50(3), BldM'dt-Acc:50(3), BldM'dt-Dmg:50(5), ExStrk-Dam%:20(5), BldM'dt-Dmg/EndRdx:50(7)
    Level 1: Alkaloid -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(7), Dct'dW-Heal/Rchg:50(9), Dct'dW-Heal/EndRdx/Rchg:50(9), Dct'dW-Heal:50(11), RechRdx-I:50(11)
    Level 2: Envenom -- AnWeak-DefDeb:50(A), AnWeak-Acc/DefDeb:50(13), AnWeak-Acc/Rchg:50(13), AnWeak-DefDeb/EndRdx/Rchg:50(15), AnWeak-Acc/Rchg/EndRdx:50(15), ShldBrk-Acc/Rchg:30(17)
    Level 4: Weaken -- SipInsght-Acc/Rchg:50(A), SipInsght-ToHitDeb/EndRdx/Rchg:50(17), SipInsght-Acc/ToHitDeb:50(19), SipInsght-Acc/EndRdx/Rchg:50(19), SipInsght-ToHitDeb:50(21), Cloud-Acc/Rchg:30(21)
    Level 6: Dual Wield -- Dev'n-Acc/Dmg/Rchg:50(A), Dev'n-Acc/Dmg:50(23), Dev'n-Dmg/Rchg:50(23), Dev'n-Acc/Dmg/EndRdx/Rchg:50(25), ExStrk-Dam%:20(25), ExStrk-Acc/KB:20(27)
    Level 8: Equip Thugs -- EndRdx-I:50(A)
    Level 10: Neurotoxic Breath -- RechRdx-I:50(A), RechRdx-I:50(27), RechRdx-I:50(31)
    Level 12: Call Enforcer -- BldM'dt-Acc/Dmg:50(A), BldM'dt-Acc:50(29), BldM'dt-Dmg:50(29), BldM'dt-Acc/EndRdx:50(31), LdyGrey-%Dam:50(31), BriL'shp-Acc/Dmg:40(33)
    Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(33), RechRdx-I:50(33)
    Level 16: Super Speed -- Zephyr-Travel:50(A), Zephyr-ResKB:50(34), Clrty-Stlth:50(34), Run-I:50(34)
    Level 18: Gang War -- C'Arms-Acc/Rchg:30(A), C'Arms-Acc/Dmg:30(37), ExRmnt-Acc/Rchg:50(39), ExRmnt-Acc/Dmg:50(39), ExRmnt-Acc/Dmg/Rchg:50(39), ExRmnt-+Res(Pets):50(40)
    Level 20: Stealth -- LkGmblr-Rchg+:50(A)
    Level 22: Grant Invisibility -- LkGmblr-Rchg+:50(A), LkGmblr-Def/Rchg:50(43), LkGmblr-Def/EndRdx/Rchg:50(46)
    Level 24: Phase Shift -- RechRdx-I:50(A)
    Level 26: Call Bruiser -- S'bndAl-Acc/Rchg:50(A), S'bndAl-Acc/Dmg/Rchg:50(36), S'bndAl-Dmg/Rchg:50(36), S'bndAl-Dmg:50(36), ExStrk-Dam%:20(37), ExStrk-Acc/KB:20(37)
    Level 28: Hurdle -- Jump-I:50(A), Jump-I:50(43)
    Level 30: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(43)
    Level 32: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(40), Efficacy-EndMod/EndRdx:50(40), Efficacy-EndMod/Acc:50(42)
    Level 35: Upgrade Equipment -- EndRdx-I:50(A)
    Level 38: Noxious Gas -- RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(42)
    Level 41: Bile Spray -- Acc-I:50(A)
    Level 44: Knockout Blow -- Hectmb-Acc/Rchg:50(A), Hectmb-Acc/Dmg/Rchg:50(45), Hectmb-Dmg/Rchg:50(45), Hectmb-Dmg:50(45), Hectmb-Dam%:50(46), HO:Nucle(46)
    Level 47: Spirit Shark Jaws -- Apoc-Acc/Rchg:50(A), Apoc-Acc/Dmg/Rchg:50(48), Apoc-Dmg/Rchg:50(48), Apoc-Dmg:50(48), Apoc-Dam%:50(50)
    Level 49: Shark Skin -- Aegis-ResDam/EndRdx:50(A), Aegis-Psi/Status:50(50), TtmC'tng-ResDam/EndRdx:50(50)
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Sprint -- Run-I:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Supremacy
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]20% DamageBuff(Smashing)[*]20% DamageBuff(Lethal)[*]20% DamageBuff(Fire)[*]20% DamageBuff(Cold)[*]20% DamageBuff(Energy)[*]20% DamageBuff(Negative)[*]20% DamageBuff(Toxic)[*]20% DamageBuff(Psionic)[*]3.75% Defense(Smashing)[*]3.75% Defense(Lethal)[*]5.63% Defense(Fire)[*]5.63% Defense(Cold)[*]1.56% Defense(Energy)[*]1.56% Defense(Negative)[*]1.88% Defense(Melee)[*]3.13% Defense(Ranged)[*]5.63% Defense(AoE)[*]35% Enhancement(Accuracy)[*]46.3% Enhancement(RechargeTime)[*]4% Enhancement(Heal)[*]4% FlySpeed[*]84.3 HP (10.5%) HitPoints[*]4% JumpHeight[*]4% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Confused) 2.5%[*]MezResist(Held) 2.5%[*]MezResist(Immobilize) 2.5%[*]MezResist(Sleep) 2.5%[*]MezResist(Stun) 8%[*]MezResist(Terrorized) 4.7%[*]11% (0.18 End/sec) Recovery[*]74% (2.48 HP/sec) Regeneration[*]10% Resistance(Smashing)[*]10% Resistance(Lethal)[*]13.8% Resistance(Fire)[*]13.8% Resistance(Cold)[*]10% Resistance(Energy)[*]10% Resistance(Negative)[*]10% Resistance(Toxic)[*]13% Resistance(Psionic)[*]9% RunSpeed[*]2% XPDebtProtection[/list]------------
    [u]Set Bonuses:[u]
    [u]Blood Mandate[u]
    (Call Thugs)<ul type="square">[*] 1.5% (0.03 End/sec) Recovery[*] 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)[*] MezResist(Stun) 1.65%[*] 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)[/list][u]Doctored Wounds[u]
    (Alkaloid)<ul type="square">[*] MezResist(Terrorized) 2.2%[*] 1.26% Resistance(Fire,Cold)[*] 4% Enhancement(Heal)[*] 5% Enhancement(RechargeTime)[/list][u]Analyze Weakness[u]
    (Envenom)<ul type="square">[*] 10% (0.34 HP/sec) Regeneration[*] MezResist(Stun) 2.2%[*] 3% DamageBuff(All)[*] 11% Enhancement(Accuracy)[/list][u]Siphon Insight[u]
    (Weaken)<ul type="square">[*] 4% JumpSpeed, 4% JumpHeight, 4% FlySpeed, 4% RunSpeed[*] 2% XPDebtProtection[*] 9% Enhancement(Accuracy)[*] 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)[/list][u]Devastation[u]
    (Dual Wield)<ul type="square">[*] 12% (0.4 HP/sec) Regeneration[*] 18.1 HP (2.25%) HitPoints[*] 3% DamageBuff(All)[/list][u]Explosive Strike[u]
    (Dual Wield)<ul type="square">[*] 1.5% DamageBuff(All)[/list][u]Blood Mandate[u]
    (Call Enforcer)<ul type="square">[*] 1.5% (0.03 End/sec) Recovery[*] 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)[*] MezResist(Stun) 1.65%[/list][u]Blessing of the Zephyr[u]
    (Super Speed)<ul type="square">[*] 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)[*] Knockback Protection (Mag -4)[/list][u]Call to Arms[u]
    (Gang War)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[/list][u]Expedient Reinforcement[u]
    (Gang War)<ul type="square">[*] Status Resistance 2.5%[*] 3% DamageBuff(All)[*] 6.25% Enhancement(RechargeTime)[*] 10% Resistance(All)[/list][u]Luck of the Gambler[u]
    (Stealth)<ul type="square">[*] 7.5% Enhancement(RechargeTime)[/list][u]Luck of the Gambler[u]
    (Grant Invisibility)<ul type="square">[*] 10% (0.34 HP/sec) Regeneration[*] 9.04 HP (1.13%) HitPoints[*] 7.5% Enhancement(RechargeTime)[/list][u]Soulbound Allegiance[u]
    (Call Bruiser)<ul type="square">[*] 16% (0.54 HP/sec) Regeneration[*] 24.1 HP (3%) HitPoints[*] 4% DamageBuff(All)[/list][u]Explosive Strike[u]
    (Call Bruiser)<ul type="square">[*] 1.5% DamageBuff(All)[/list][u]Efficacy Adaptor[u]
    (Stamina)<ul type="square">[*] 9.04 HP (1.13%) HitPoints[*] 1.5% (0.03 End/sec) Recovery[*] 10% (0.34 HP/sec) Regeneration[/list][u]Hecatomb[u]
    (Knockout Blow)<ul type="square">[*] 4% (0.07 End/sec) Recovery[*] 2.52% Resistance(Fire,Cold)[*] 15% Enhancement(Accuracy)[*] 10% Enhancement(RechargeTime)[/list][u]Apocalypse[u]
    (Spirit Shark Jaws)<ul type="square">[*] 16% (0.54 HP/sec) Regeneration[*] 24.1 HP (3%) HitPoints[*] 4% DamageBuff(All)[*] 10% Enhancement(RechargeTime)[/list][u]Aegis[u]
    (Shark Skin)<ul type="square">[*] 5% RunSpeed[*] 3% Resistance(Psionic)[/list]
  4. Neeto

    DPS for duels?

    DPS it up with procs
  5. Flying PBs are doing nice...
    Dom Buff
    indirect VEAT nerfs (elusivity)
    stalkers play the same as any stalker
    blasters play the same as any blaster
    there's a sort of base is safe feeling with tanks
    Fire/kin for trollers
    etc.
  6. when held or KUed its good to have the cinematics going (not sarcastic)
  7. SS is easy mode but if ur good enough or have enough exp with melée em can out burst ss
  8. Neeto

    Gauntlet 2.0

    [ QUOTE ]
    Say Stars, how about tying the con of the enemy being targeted into the damage boost? Tiny extra damage for minion, respectable extra for EB, massive boost for AVs and GMs.

    A) It fits with the concept of holding back less on the bigger opponents who can take it.

    B) It's a risk vs damage thing. Scrappers are more at risk than Tankers from most enemies, so they get higher damage in general. Tankers are more at risk from higher con foes then lower con foes, they could maybe get more damage against the former.

    C) Just as ST damage is less obtrusive to Scrappers than a flat damage boost, less of a buff against most enemies would be even less so, IMO. You could then give Tankers a higher damage bonus then you could if it affected all cons of foes evenly.


    .

    [/ QUOTE ]

    this takes away from what stars is saying... it's up to the tank to decide who to throw the gauntlet down not the "system"
  9. Use Invis and stealth IO, run away, come back and kill player at 35% hp, run away, if they tough you use phase and invis and run away, come back and kill those that have 35% hp.
  10. Neeto

    Dom "Fix"

    get a tank... then TAction it up.
  11. Neeto

    Fire/FF build!

    -Take Ring of Fire
    - You only need 4 Red Fortunes in each power if you are going for cheap.
    - Slot 5 Performance shifters in Stam.
    - You don't need the power Cinders.
    - Take the stealth pool and work your way into Phase rather than tough or better yet get a travel pool that is usefull at all time rather than sometimes like the jump pool (remember as a squishie, no matter how much def you can muster you will remain at 14%)
    - Slot in Red Fortunes or Luck of the gamblers for dispersion bubble, and add a couple more slots to PFF.
    - Slot in Force Feedback for Force bolt.
    - Replace manuvers with Tactics and slot that with Adjusted Targeting and that one rectified reticle.
    - Get ice epic for a bit more elusivity and possible hibernate.
    - Slot up the Damage for your hold and immob.
  12. [ QUOTE ]
    [ QUOTE ]
    We've looked into this one. Apparently the AI reacted funny to the phase changes. Currently the AI thinks everyone is a valid target, even though it can't actually deal damage.

    Code is looking into it, and Bab's might be able to do something to make them a lot more transparent. That should make it much more apparent that the targets are phased out.

    [/ QUOTE ]

    I'm kind of working blind here as I don't know what this originally looked like or when/why it changed.

    [/ QUOTE ]

    Hey BaBs, I'm a long time player of the grav set so check it out. You know how Group Invis works.... they become practically transparent. So why not make the enemy mobs visiually disappear practically (even more so than now) and with a very slight grav aura.
  13. Neeto

    So I16

    Benumb...... PB.......Hold......Debuffs.......Slows.......

    Ice/Cold/PM
  14. Imo, doms are not what they used to be for small team arenas. I'd recommend another AT entirely. Doms do very well in 8v8s or even some 5v5s.
  15. Neeto

    KB

    KoB has a hold component to it that hits slightly before the KU does. The hold in KoB turn off alot or all KB protection and they should go flying up.
  16. so sonic, you really want to use this technique? it was an exploit of a bug. Still want to use it? well too bad it doesn't work like it used to.
  17. here's a nit-picker; you can drop a single Gaussian's ToHit/Recharge out of Tactics and place a Mako's acc/dmg/rech/end into TF to make TF that much better. but overall it looks like a decent hit and run blaster.
  18. Neeto

    AE for PvP

    Nice but unoriginal idea... i'd say too much to programme for the devs to do this. More chance of getting a bug to happen than actually happening.
  19. It's looking a little better...
  20. "in the old days" as a tank you never want to go near a perma dom.
  21. [ QUOTE ]
    Trick Arrow toons are Shark food, in order to irritate imo you need to be hard to kill too

    Hey Neeto was that you on a Grav/FF yesterday in RV?

    [/ QUOTE ]

    Ya i was drunk lol but i was gonna reveal you after ur hibernate and push you into my team lol but 6 am rolled around and saved you
  22. though in the OP's defense, Dom's bugged damage allows them to take away 75% or more HP on a squishie before the squishie can take action after KU and hold. Conts are lucky to to get the held target down 25%. That's a big diff and i think the OP should instead talk about the bug and not the hold mods. To the OP, if you are putting yourself in a situation where you are fighting multiple opponents, than expect to die.