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Posts
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Joined
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The bug is really annoying, but not game-breaking for me. As Bloodspeaker and Zeh_Masteh said, I just type /releasepets and resummon. Dismissing the pets, even if they go away, typically won't work as you probably can't resummon.
It is still better than when pets would not zone at all.
It does seem to wax and wane, and I can't see any pattern to it.
Bloodspeaker, I'll make sure to /bug it from now on. -
Quote:To be fair, anonymoose, I didn't say that Poison could leverage all those powers at the same time as effectively as Traps' version of Poison Trap can.Heh, poison trap is a un-interuptable AoE hold. Run into an x8 crowd of minions, toebomb PGT and neuter them all, every time.
Opening with Neurotoxic Gas is as good as we get right now, with 2 checks for a 25% chance for a brief mag 2 hold.
Traps' Poison Trap is worlds better than Poison's because it would add some AoE mitigation that Poison is sorely short on. But the power itself just doesn't add anything *new* to Poison in the way that I think the developers intended when they made the Poison version of Poison Trap.
Poison Trap is an AoE sleep, which would provide AoE mitigation, and in some ways would be almost ideal given Poison's single target debuffs. If you could sleep a spawn, you could debuff them one at a time and focus your minions' attacks on the debuffed enemy, leaving the rest to sleep away and await your attention.
I suspect that the devs didn't anticipate tankerminding, which they created to help cover some of the early problems with MMs. Tankerminding means that many MMs don't control all of their pets all the time, and any slept foes are very likely to take hits and wake up.
And, as it has turned out, sleeps are problematic on MMs as pets have AoEs and problematic on teams as teammates don't pay attention.
To make it even worse, Poison Trap is not even an effective sleep. It's hard to use (a four second interrupt?! Really?), as a trap power it's counter to the playstyle that most Poison players will use, and it has a good chance of doing nothing.
I think that making Poison Trap a sleep-pulse power like Static Field will allow it to be AoE mitigation that again plays to Poison's strengths. With the pulsed sleep, if an enemy is woken up by a pet's attack, it might get off one attack before being put back to sleep. Removing the trap aspect and making it a targeted AoE would also make the power conceptually more similar to the rest of the set. It would follow the cottage rule, it adds something useful and different to Poison, doesn't make Poison the poor man's Traps, and it does not involve creating a new mechanic. All good things, I think. -
I think the issue has to do with how you look at bodyguard mode, Lewisite.
I look at Bodyguard mode as your henchmen putting themselves in the line of fire for you. You are the primary target of your foes, which only makes sense as you are the evil genius, right? In bodyguard mode, as your opponents attack you, your henchmen protect you by taking bullets, shielding you from the flamethrower, and so on. But since the game can't make a minion jump in front of that lightning strike and take all the damage, it just averages out the damage across all your minions. And as your henchmen aren't perfect, (And what henchmen could equal your pure genius? How dare they consider themselves your equal?! Heads will roll!) some of that damage still gets through to you.
While in practice this is tankerminding with you being much sturdier than your pets, in concept it is you standing behind the protective shield of your minions as they insure your survival and bring pain to those who would dare lay a hand on you. They will pay!!!
Ahem. -
I agree with Zarthos on the power recommendations:
Quote:In fact, given your recharge (even when Hasten isn't up), Alkaloid will have time to animate and completely recharge in the time it would take Aid Other to animate. If you want to keep Aid Self, you could drop the slots from Aid Other and add another to Fireball (the recharge bonus from Posi's Blast more than makes up for what you'd lose in Doctored Wounds) and add slots to Call Genin and Call Jounin. The Genin and Jounin put out significant damage--there's no real reason not to push those damage enhancements to as close to 100% as ED will allow.
Neurotoxic Breath: I think this is a must have for /Poison. It slows down a targets run speed but most important its attack rate.
Paralytic Poison: You can continue to skip this but I like it because it stacks with the Oni's char.
You are also taking Aid Other and Aid Self. Are you just using Aid Other as a gateway to Aid self and a mule for the IO set? In practice, I doubt you'll use Aid Other much. You already have Alkaloid and if you are using both to try and keep your pets alive, you won't have much time to be using your debuffs.
Neurotoxic Breath is important for an additional reason. It's your only always-available AoE mitigation. As RiverOcean and Bookkeeper_Jay said, your problem with Ninja/Poison won't be single hard targets. If you don't excel against those, you're doing something wrong. Ninja has great single target damage and Poison has strong single target debuffs. What will present more of a challenge will be swarms of enemies that can't all be debuffed and damage your pets faster than you can heal. You can avoid swarms by making sure you set your difficulty at something like +3/x1 or x2 or such. But when facing a double-spawn or a large ambush, you'll be glad to have the powerful recharge debuff that will slow down the second attack after the alpha. And Neurotoxic Breath is useful against single targets as well.
With Maneuvers running and the Edict of the Master unique, your Genin and Oni will have about 16% defense to all positions, the Jounin about 23%. I think this is better mitigation than you'd see with Mercs' mediocre S/L resists. Ninjas are going to be a bit more survivable than Mercs, I think.
But as you say, Ninjas aren't bad unless you look at the other mastermind primaries. Thugs, for example, has enhanceable Maneuvers from the Enforcers and can slot all four +defense/+resist uniques. If the mastermind takes Maneuvers and enhances everything to the ED cap, that gives all the thugs at least 40% defenses against all positions and types and at least 20% resists against all types (and the Bruiser has more resists). All without really losing out much compared to Ninjas. -
Quote:The reason that I suggest that we not ask for a swap with the Traps version of Poison Trap is that the Traps version does nothing that Poison does not already do via other powers.
That being said (and I love poison, my first MM was a Necro/Poison) Poison Trap is an awful power. My only suggestion is to switch it with the Traps version. That alone would improve the set greatly.
Traps' Poison Trap:
-1000% regen
-30% recharge
5.96s mag 3 Hold
a 2% chance per second for an additional 5.96s mag 3 hold
Poison has:
-50% regen in Envenom (but with decent recharge stackable every 6 seconds for -250% regen)
-65% recharge in Neurotoxic Breath
25% chance of a 3.576s mag 2 Hold in Neurotoxic Breath
25% chance of a 2s mag 2 Hold in Neurotoxic Breath
9.536 mag 3 Hold in Paralytic Poison
and whatever the chance to Hold is in Noxious Gas
The power adds no real diversity to Poison as a powerset. Would it still be better than the current version of Poison Trap? Yes, but pretty much anything would be better.
Also, I don't know if the Devs still hold to the cottage rule as much as before, but Poison Trap could be changed to make it a very useful power and still adhere to the cottage rule. Why not take that route? It makes sense strategically and it would result in a power that offers much-needed mitigation to Poison. -
I thought it was a nice article, and I really like the infographic. Anyone else surprised that 40% of characters are villains? I love CoV, and wouldn't have guessed it was that high.
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This is likely not the right place to ask this. I'm thinking about creating some characters on the French and German language servers. I had 1 year of bad high school French and 3 semesters of okay college German, both of which have largely faded from memory. I'm not comfortable trying to communicate in either language, but I'd like to work on my reading comprehension in both, and this seems a reasonable way to go about it.
It is stepping on toes for mostly unilingual American who intends to solo to just show up and do so?
I know, most of the folks who might read this are playing on the English-speaking servers, but I hoped someone might have some feedback. I'd go post in the French or German forums, but see paragraph number 1 for the problem there. -
This story was prompted by the Rogue Morality Mission “Easy Job, Easy Money!” which was absolutely perfect for my character, Jakob Frost. This decision was his defining moment.
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Arbiter Becklo watched the white-haired man carefully. Jakob Frost was one to be cautious around. The mutant had survived Captain Mako's tutelage, defeated both Mako and Lord Recluse in turn, and held the respect of both afterward. He was a power within Arachnos even as he tended to operate outside the confines of the organization. These things all made Frost difficult to predict and made the arbiter uncertain of his control over the situation. Perhaps Daos was unwise to choose this particular man for this mission? Becklo was not used to doubting his superior, and quickly put the thought out of his mind.
The arbiter continued with his offer, "... so yes, I suppose that many of the slum-dwellers will be killed, but we need to insure that those rogue bane spiders are crushed before the taint spreads. It is really just an illegal shantytown, and this problem is an existential threat to Arachnos. Your payment, of course, will be quite substantial…"
Jakob turned and stared into the distance. He remembered running through the ruins of Mercy Island as a child, his shock-white hair setting him apart from his siblings. The family struggled to survive in the devastation, and the children spent their days searching ruined buildings for anything of value to salvage. His older sisters paid the ultimate price, both dying before reaching twelve. Katharina had not heard the Snakes approach as she dug through rubble trying to find something to sell for food. Greta had sickened after a nasty cut from a jagged metal window frame. Jakob himself had suffered fevers and exhaustion related to hunger for much of his childhood, and his mother died of pneumonia on his tenth birthday. Ashamed to think of it now, Jakob recalled his joy at finding the corpse of a recently-killed Snake a few hundred yards from his family's shack. "Meat!" he excitedly told his father as he dragged the body through the door.
The world changed just a few weeks after finding the Snake. The fourteen-year-old woke from sleep to find crystals of ice coating the walls of the room. Jakob's control over ice and cold manifested and became his ticket out of poverty, misery, and powerlessness. In the years since then he had not looked back, had tried to forget the pain of his youth. He had become one of the most powerful beings in the world, ruthless and devoted to insuring that he lived well. He made sure that anyone who tried to harm him would not get another chance. He never showed weakness.
But this?
Jakob Frost turned back to the arbiter, who finished, "...so I'm sure you can see that this is perfectly reasonable, what are the lives of those rabble compared to the safety of Arachnos itself?"
The temperature in the air suddenly dropped. Arbiter Becklo felt a shiver of panic seize him.
"No. I won't do it. And neither will you," Jakob said, gathering the cold in his hands.
And the world changed again. -
Quote:I think this whole thing (and not just the part I quoted above) is pretty awesome! Thanks for that perspective, InfamousBrad!
What's this got to do with City of Heroes: Going Rogue? Simple: Tyrant, like Statesman, and Lord Recluse, and a handful of others are not beings like us, and Tyrant worries quite a bit that because he's lent them some of the Well's power, mere 50(+4) superheroes are starting to think of themselves as gods like him. And they're not, at least not as far as he's concerned, and as an amateur classics scholar (that is, after all, how he found The Well of the Furies), he worries that humans who start thinking of themselves as gods but who aren't, really, fully divine, are likely to wreck themselves, wreck society around them. So he, like his divine predecessors, thinks that hubris is the worst sin imaginable. -
Has anyone noticed if this has been fixed in the recent patch? I ran a newspaper mission and 5+1 tips on my MM right after the patch and never had my pets become unresponsive after zoning or entering or leaving a mission. If so, yay!
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tl;dr version:
Devs don't wanna change every power, prefer simple changes, Poison's signature power is Weaken.
1) Give Weaken a 10' splash with no increase in recharge time
2) Make Noxious Gas usable on any ally (also allows porting Poison to other ATs)
3) Traps' Poison Trap doesn't offer Poison anything it doesn't already have, make Poison Trap more like Static Field (also adheres to the cottage rule). -
I've been spending some off-time thinking about this issue. Thinking about recent powerset revamps (I'm most familiar with Electrical Armor, Energy Aura, and Fiery Aura, but I'm also aware of the changes to War Mace), I think it's safe to say that the Devs are most interested in small changes of scale on a few powers rather than a full change to many powers within a powerset.
I've also been thinking about what Poison is supposed to be, as a mastermind secondary. People think of Poison as the unrivaled single target debuffing set. As others have pointed out, though, other sets can leverage debuffs equal or almost equal to Poison on an AoE basis. Dark Miasma is the strongest case in point, which offers fantastic AoE debuffs as well as a strong set of single target and AoE controls (and don't forget that Fluffy also offers AoE and single target debuffs and controls).
However, I don't think that we should be hoping for changes that make Poison equal to Dark Miasma or Traps. That's not going to happen. I do think it makes sense to realize that Poison does bring something unique to mastermind secondaries: the -special debuff found in Weaken. Similar to Benumb in Cold Domination, Weaken substantially debuffs a target's mezzes, heals, and secondary effects. Weaken also reduces the target's damage output and to hit chances. Weaken is a signature power of Poison, and is one of the powers that provides what mitigation Poison offers to the mastermind and his/her pets.
Given that, I'd recommend considering changes to only three powers. Two of the changes are fairly minor, the last not so minor.
1) Weaken -- Give Weaken a relatively small (on the order of 10') splash radius without changing the recharge time. This would provide some additional mitigation in a set that is short on mitigation. A small radius means that in practice the power helps with small groups, but can still be used effectively and meaningfully against single targets. Weaken does not stack from the same caster, so multiple applications to a small group do not make this overpowered.
2) Noxious Gas -- Allow Noxious Gas to be cast upon any ally. This provides two benefits. It would allow all mastermind primaries a better chance to use this important capstone debuff (while still being easier for some primaries to use solo, however). The second benefit is that it allows Poison to be ready to port to Corruptors. This single change is all that is necessary to make the powerset usable by other ATs. A shorter recharge or longer duration would be nice, but are of much lower priority.
3) Poison Trap -- I think there is universal agreement among players familiar with Poison that this is the power most in need of change. I would recommend one of two changes. The first option, and the easiest from a Dev perspective, is simply to swap in the Traps version of this power. This is not ideal from a Poison player's perspective, however, as the Traps version of Poison Trap offers nothing that a Poison mastermind doesn't already have. It does have a huge regen debuff, but Poison has a stackable regen debuff in Envenom. It also offers a recharge debuff and short duration hold, but Poison also already has those.
I'd recommend another route with Poison Trap, which is to make it more similar to Electric Control's Static Field. Have it either be a trap (but remove the interrupt time) or a tossed power (a thrown or spit blob of poison) similar to Static Field. It would be a reapplied sleep field with the secondary effect of a minor movement and recharge debuff. Or, if adherence to the cottage rule is important, have the secondary effect be an endurance drain (without the endurance boost offered in Static Field). I would expect it would have a somewhat longer recharge time than Static Field. -
The blog is no longer there. Has it moved?
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I've been reluctant to speak up about my experiences, partly because I only have one mastermind participating in the incarnate content. That said, my Thugs/Poison has not been getting noticeably worse drops from the trials than any of my other 50s (primarily my Ice/Cold Corruptor, TA/Archery Defender, and Elec/Elec Brute). I've gotten at least 5 rares and no very rares on him yet, but I've been able to slot all four new incarnate slots to tier 3. (In fact, I have actually slotted Lore to tier 3 twice, as I decided I didn't care for the Seers and wanted IDF instead. Now I've got both!). I've never gotten the threads table.
If there actually is a mastermind problem with the participation tables, my experience may be due to something different in how /Poison's participation shows up on a participation metric. (Imagine that! Poison as a *good* set!) -
I get your numbers on my Thugs/Poison, Atago. I can't get them above ~40% defense either, outside of using incarnate powers.
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Quote:I think comparing Noxious Gas to Serum is unfair in a couple of ways. Serum is a tier 7 power in a MM primary. All of the equivalent tier 7s either involve some specific buff or heal applied only to pets or an additional summons. For a MM primary power, this makes sense. (Though Serum is widely viewed as the stinker among all the sets.)
Noxious Gas is fine as is. Masterminds can't cast serum on teammates. Making it a buff/debuff to a non-minion teammate would probably require a higher end cost.
Noxious Gas, on the other hand, is a tier 9 power in a MM secondary. It should be the capstone power for the whole powerset. All the other powers in MM secondaries that can be applied to others can be applied to any ally--with one exception.
That exception is Detonator in Traps. Detonator is a completely different power in the corruptor version of Traps, and replaced a real dog in that set--Time Bomb. Detonator does share some features with Noxious Gas (it is harder to use well on non-melee pets, for example), but isn't really a bad power. Most importantly, Detonator is in a very strong set. Traps is probably the strongest secondary MMs get.
Noxious Gas, on the other hand, caps an underperforming MM set. It has a high end cost, very long recharge, and short duration; and it is difficult for most primaries to leverage without undercutting performance in other areas (by sending your assault bot or lich into melee range, undermining their cone attacks and controls, for instance, or putting it on a jounin, weakening the debuff).
Noxious Gas does have a powerful hold, but it seems to hit *very* rarely. I can't recall the last time I saw it hit, though I know some of that is simply not being able to pay attention in the midst of all the chaos that is an MM walking through a mission. Real Numbers suggests that the hold works only in PVP, but I suspect that's not true.
I argue that fixing Poison Trap should be priority one, but Noxious Gas is right behind it. Leaving Noxious Gas as is but allowing it to be put on any ally would be a minor but important change. I'd like to see even more done with it (upping the duration by 50% would be nice), but can understand the need to make small changes first in order to prevent making a set overpowered. -
Infini,
I like your list of consolidated suggestions, but there's one missing part. Sometimes people have suggested no changes to a particular power, because they view it as fine as is. I would include that within the list of options when it's been suggested. That way, the consolidated list really points to what people view as priorities: Some have argued that Antidote needs no changes, for example, but no one's argued to leave Poison Trap alone. -
I suspect that MMs benefit from Interface a bit more than most other ATs in that there are many, fast-animating attacks from multiple pets all having a chance to proc. This is an area where MMs do really well with incarnate powers, I think.
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I'm a big fan of /Poison conceptually, and one of my 50s working on incarnate stuff is my Thugs/Poison. There's no doubt /Poison is an under-performing set compared to other MM secondaries, but I love it anyway. The only reason my guy is bearable is that 1) he's an MM, and that allows much to be ignored, and 2) thugs are sturdier than several other sets such as ninjas and zombies. I'd love for /Poison to get some minor boosts, and I'd love it to be ported to corruptors and controllers.
My recommendations echo Biowraith's, and I've even copied some of his language here. In order to make these changes doable (i.e., not require huge amounts of dev time), none of these changes violate the cottage rule, and none should require huge coding changes as they all use existing powers as their basis (though that's a guess, I know very little about stuff like that).
Alkaloid - reduce the endurance cost.
Envenom - Definitely a small aoe splash (10' or 12'); a little better than Acid Arrow (which is 8'), as this and Weaken are the signature powers of the set.
Weaken - Maybe a small aoe splash, similar radius to Acid Arrow (8') or a bit better (10').
Neurotoxic Breath - no change.
Elixir of Life - no change.
Antidote - no change.
Paralytic Poison - For targets that resist the hold, some minor secondary effect would be nice, as it is a toxin after all.
Poison Trap - I really like the idea of the Static Field recurring sleep pulse. It would be a useful power on a MM if that were the case. (Who had the idea to give sleeps to MMs anyway?)
Noxious Gas - allow it to be placed on a player character or a pet, and remove the scaling effect based on pet tier. Another option would be to make it a toggle--much like an ally-based Radiation Infection or Enervating Field. I prefer the toggle option. -
Quote:I really enjoy the new trials. I've led a BAF only once early on, and from a team leader's star as I wasn't sure I understood the League controls.Do you like the new trials?
If you aren't leading do they seem brainless/too easy like the CoP?
How long should we hold spots for people who disappear when forming?People still seemed to listen to me, though.
It was before I knew about the paths strategy, but we still succeeded and I was very proud. I've only been a follower since. I think that one thing that is under-appreciated is the value of good team leadership within the overall league. When a team leader is able to help manage the folks within their team via teamchat, that can be very helpful for both the leader of the league and also for the team members who might have difficulty paying attention to everything.
I don't find the trials brainless or too easy, though they definitely have become easier than they were. I do appreciate that even failure brings rewards. (Now, only ever having been on one CoP, and one that failed at that, I don't find that a valid comparison. I hope someday CoP ends up being run more often, I want that badge!)
You can only hold spots for a couple of minutes max, I think. The most frustrating aspect of doing the trials is the wait beforehand.
The second most frustrating aspect of doing the trials is leaders (and there aren't many who do this) who lay out complicated instructions for which teams (and tops and bottoms of teams) do which tasks before we zone into the event. Inevitably the teams and team members all shift around when zoning in and no one really knows what they were supposed to do any more. I don't know if locking the teams can prevent that, but long detailed instructions for all the trial's tasks before entering are baffling, especially when interspersed with normal chatter within the league channel.
(I do want to thank everyone who's ever organized or lead a trial I've been on. It's not an easy task, especially early on when we were all trying to figure out what to do. I gave what turned out to be really bad advice to Madame Pistachio when she was leading a BAF, she followed that advice despite her own misgivings, the BAF failed, and everyone was decent about it. Herding 23 cats is not an easy thing to do. Luckily most folks seem to recognize that.) -
Luckily, there seems to be growing awareness about how structuring the league on the BAF affects incarnate xp distribution. In the last couple of days I've more often seen leaders having 2-3 members of each team sent to fight adds, while the rest of the team members focus on the AVs.
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This guy was started after the change to Cobra Strike, partly because I liked the idea of being able to have series of attacks without Crane Kick. The knockback was just annoying to me.
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I've made a decent build for my MA/DA scrapper on Mids. I like it, it's got decent defenses (38% S/L, 31% E/N) and recharge (32.5%). The problem is, I can't afford it right now. The Kinetic Combats are most of the problem, of course, and I'm worried about his low accuracy where I use those Kinetic Combat sets. He's not my main, and I've got some other projects running, but I need to get him into at least a better playable position. I already own the Numina and Miracle uniques, the Steadfast KB protection, the Performance Shifter proc, and two of the stun purples. He's otherwise currently a mix of common IOs and a little frankenslotting.
I'd like a decent intermediate build that I can play with him on a while until I have more funds at hand. I'd like to be able to participate in the incarnate trials and not be useless. I can certainly use Alignment Merits to buy a recipe or three. My budget, aside from common IOs, is probably in the 200 million range. Any help would be really appreciated!
Here's my aspirational build (which probably isn't great, but it's what I have right now):
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Ophidian Coil: Level 50 Magic Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Dark Armor
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Thunder Kick -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(43)
Level 1: Dark Embrace -- ResDam-I:50(A), ResDam-I:50(13), ResDam-I:50(15), EndRdx-I:50(15)
Level 2: Storm Kick -- KntkC'bat-Acc/Dmg:35(A), Mako-Acc/Dmg:50(7), KntkC'bat-Dmg/EndRdx:35(40), KntkC'bat-Dmg/Rchg:35(42), KntkC'bat-Dmg/EndRdx/Rchg:35(42)
Level 4: Cobra Strike -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39), Mako-Acc/Dmg:50(40)
Level 6: Murky Cloud -- ResDam-I:50(A), ResDam-I:50(21), ResDam-I:50(23), EndRdx-I:50(23)
Level 8: Death Shroud -- C'ngBlow-Acc/Dmg:40(A), C'ngBlow-Dmg/EndRdx:40(9), C'ngBlow-Dmg/Rchg:40(9), Erad-Acc/Dmg/EndRdx/Rchg:30(11), Erad-Acc/Dmg/Rchg:30(11), Erad-Acc/Rchg:30(13)
Level 10: Obsidian Shield -- ResDam-I:50(A), ResDam-I:50(45), Aegis-ResDam/EndRdx:50(50)
Level 12: Kick -- Empty(A)
Level 14: Tough -- ResDam-I:50(A), ResDam-I:50(25), Aegis-ResDam/EndRdx:50(25), S'fstPrt-ResDam/Def+:10(46)
Level 16: Dark Regeneration -- Theft-+End%:10(A), Theft-Heal:30(17), Theft-Heal/Rchg:30(17), Theft-Acc/Heal:30(19), Theft-Acc/EndRdx/Heal:30(19), Theft-Acc/EndRdx/Rchg:30(21)
Level 18: Crippling Axe Kick -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(33), KntkC'bat-Dmg/EndRdx/Rchg:35(33), Mako-Acc/Dmg:50(33), Mako-Acc/EndRdx/Rchg:50(34)
Level 20: Cloak of Darkness -- DefBuff-I:50(A), DefBuff-I:50(34), DefBuff-I:50(34), EndRdx-I:50(36)
Level 22: Weave -- DefBuff-I:50(A), DefBuff-I:50(46), RedFtn-Def/EndRdx:50(46)
Level 24: Combat Jumping -- DefBuff-I:50(A), LkGmblr-Rchg+:25(42), Krma-ResKB:10(45)
Level 26: Dragon's Tail -- C'ngBlow-Acc/Dmg:40(A), C'ngBlow-Dmg/EndRdx:40(27), C'ngBlow-Dmg/Rchg:40(27), Erad-Acc/Dmg/Rchg:30(29), Erad-Acc/Dmg/EndRdx/Rchg:30(29), Erad-Acc/Rchg:30(31)
Level 28: Maneuvers -- LkGmblr-Rchg+:25(A)
Level 30: Focus Chi -- RechRdx-I:50(A)
Level 32: Eagles Claw -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Dmg/EndRdx/Rchg:35(37), Mako-Acc/Dmg:50(37), Mako-Acc/EndRdx/Rchg:50(37)
Level 35: Oppressive Gloom -- Amaze-Stun:50(A), Amaze-EndRdx/Stun:50(40), Amaze-Stun/Rchg:50(48), Amaze-Acc/Stun/Rchg:50(48), Amaze-Acc/Rchg:50(50)
Level 38: Soul Transfer -- RechRdx-I:50(A)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Physical Perfection -- EndMod-I:50(A), EndMod-I:50(45)
Level 47: Laser Beam Eyes -- Thundr-Acc/Dmg:30(A), Thundr-Acc/Dmg/EndRdx:30(48), Thundr-Dmg/EndRdx:30(50)
Level 49: Grant Invisibility -- LkGmblr-Rchg+:25(A)
Level 50: Cardiac Partial Core Revamp
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth:15(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Heal-I:50(A), Heal-I:50(5), Mrcl-Rcvry+:20(5), Numna-Regen/Rcvry+:30(7)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(3), EndMod-I:50(3), P'Shift-End%:21(43)
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I'm sure this will be a controversial issue, but I see nothing wrong with buffing only one's team. Dropping shields or Speed Boost is a chore on an 8-person team, trying to do it for 24 will be maddening. In addition, depending on your support set, it might be counter-productive. With Cold Domination, it's often going to be much more important to be spamming Benumb, Sleet, Heat Loss, and running Snowstorm than trying to keep shields on everyone. The same is true for Thermal, Sonic, and Kinetic. Force Fields might be different, with no real debuffs or click AoE buffs, but I might be wrong on that as I don't have any real experience playing Force Fields.
Another option would be to decide which players are most in need of your click buffs, and group them in your league window. I think that can be done now with the new UI, though I haven't tried it myself. Kin players might put all the Granite brutes and tankers and anyone who seems to run low on end in that grouping, for example.
This buffing issue is going to be even more critical for masterminds than for corruptors, defenders and controllers. Masterminds have enough trouble just keeping their pets alive in these new trials, so I think they can be forgiven for focusing only on their teams.
I led a BAF last night on my Ice/Cold corruptor, and between typing instructions, watching the map, and trying to keep my debuffs running, I shielded *very* sporadically. We still succeeded.