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Posts
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Joined
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If they say the problem is our end, then I would assume it's not our internet their talking about, but our client versions that are mucking around.
On the other side of things, I hope GR does give this one a read and can give us a decent response, even if it's "We know about and are trying to fix it." -
I know, switched to my MM now so I don't have to deal with it *pets seem to be functioning fine regardless of lag*
It's more frequent and lengthy than ever before to me. So there must have been *a* change (not going to say i13, despite it's many new "features") that's causing. I'm looking to see if GR himself will make an appearance, hoping he'd know something about it -
Lag almost whenever I mission now, seriously bad response time. There must be something up. And it's only at particular times, although for LONG periods of time. It's not just me either who's experienced this, other people in team and in the SG have had it aswell, so....
Hay Ghost Raptor, what's going on bubs? -
The point here is to take your toggles - jesus, they are BRILLIANT if you decide to team with another VEAT or even solo.A wolf can get near enough an SR scrappers defence to ranged attacks alone, 15% to the rest.
Not to mention it ~STACKS~ with other wolves - i mean seriously, at level 10 having a team of 8 wolf spiders running around with 80% defence minimum? I think "yes please, more of that ty" seriously god mode. -
if i recall correctly the pet IO's for taunt/placate resist, damage resist and defence are aura's around your toon, that become active when the pets are summoned and lasts for 2 minutes, or until you summon that particular pet again.
Edit: These particular IO's only drop from TF's btw. -
Went for earth mastery to compliment -tohit in rad, and because fissure is the new pwnz, seeing as it can slot force feedback: chance for +rech in it
Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php
Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char <ul type="square">[*] (A) Unbreakable Constraint - Endurance/Hold: Level 50[*] (34) Unbreakable Constraint - Hold: Level 50[*] (34) Unbreakable Constraint - Hold/Recharge: Level 50[*] (36) Unbreakable Constraint - Accuracy/Hold/Recharge: Level 50[*] (37) Unbreakable Constraint - Accuracy/Recharge: Level 50[/list]Level 1: Radiant Aura <ul type="square">[*] (A) Doctored Wounds - Heal: Level 50[*] (3) Doctored Wounds - Recharge: Level 50[*] (3) Doctored Wounds - Heal/Recharge: Level 50[*] (19) Doctored Wounds - Heal/Endurance/Recharge: Level 50[*] (50) Doctored Wounds - Heal/Endurance: Level 50[/list]Level 2: Radiation Infection <ul type="square">[*] (A) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 50[*] (34) Dark Watcher's Despair - Chance for Recharge Slow: Level 21[*] (37) Dark Watcher's Despair - To Hit Debuff: Level 50[*] (40) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 50[*] (40) Achilles' Heel - Defense Debuff: Level 20[*] (43) Achilles' Heel - Chance for Res Debuff: Level 20[/list]Level 4: Accelerate Metabolism <ul type="square">[*] (A) Efficacy Adaptor - EndMod/Endurance: Level 50[*] (5) Efficacy Adaptor - EndMod: Level 50[*] (5) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50[*] (7) Efficacy Adaptor - EndMod/Recharge: Level 50[*] (7) Efficacy Adaptor - Accuracy/Recharge: Level 50[*] (9) Efficacy Adaptor - EndMod/Accuracy: Level 50[/list]Level 6: Fire Cages <ul type="square">[*] (A) Gravitational Anchor - Chance for Hold: Level 50[*] (46) Gravitational Anchor - Immobilize: Level 50[*] (46) Gravitational Anchor - Immobilize/Recharge: Level 50[*] (46) Gravitational Anchor - Accuracy/Immobilize/Recharge: Level 50[*] (48) Gravitational Anchor - Accuracy/Recharge: Level 50[/list]Level 8: Hot Feet <ul type="square">[*] (A) Armageddon - Chance for Fire Damage: Level 50[*] (9) Armageddon - Damage/Endurance: Level 50[*] (11) Armageddon - Damage/Recharge: Level 50[*] (11) Armageddon - Accuracy/Damage/Recharge: Level 50[*] (19) Armageddon - Accuracy/Recharge: Level 50[*] (25) Scirocco's Dervish - Chance of Damage(Lethal): Level 50[/list]Level 10: Enervating Field <ul type="square">[*] (A) Endurance Reduction IO: Level 50[*] (37) Endurance Reduction IO: Level 50[/list]Level 12: Flashfire <ul type="square">[*] (A) Absolute Amazement - Endurance/Stun: Level 50[*] (13) Absolute Amazement - Stun: Level 50[*] (13) Absolute Amazement - Stun/Recharge: Level 50[*] (17) Absolute Amazement - Accuracy/Stun/Recharge: Level 50[*] (17) Absolute Amazement - Accuracy/Recharge: Level 50[/list]Level 14: Hasten <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (15) Recharge Reduction IO: Level 50[*] (15) Recharge Reduction IO: Level 50[/list]Level 16: Super Speed <ul type="square">[*] (A) Celerity - +Stealth: Level 50[/list]Level 18: Swift <ul type="square">[*] (A) Run Speed IO: Level 50[/list]Level 20: Health <ul type="square">[*] (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50[*] (21) Miracle - +Recovery: Level 40[*] (21) Miracle - Heal: Level 40[/list]Level 22: Stamina <ul type="square">[*] (A) Performance Shifter - Chance for +End: Level 50[*] (23) Performance Shifter - EndMod: Level 50[*] (23) Endurance Modification IO: Level 50[/list]Level 24: Assault <ul type="square">[*] (A) Endurance Reduction IO: Level 50[*] (25) Endurance Reduction IO: Level 50[/list]Level 26: Tactics <ul type="square">[*] (A) HamiO:Cytoskeleton Exposure[*] (27) HamiO:Cytoskeleton Exposure[*] (27) HamiO:Cytoskeleton Exposure[/list]Level 28: Choking Cloud <ul type="square">[*] (A) Unbreakable Constraint - Chance for Smashing Damage: Level 50[*] (29) Ghost Widow's Embrace - Chance of Damage(Psionic): Level 50[*] (29) Neuronic Shutdown - Chance of Damage(Psionic): Level 30[*] (31) Ghost Widow's Embrace - Endurance/Hold: Level 50[*] (31) Neuronic Shutdown - Endurance/Hold: Level 30[*] (31) Essence of Curare - Endurance/Hold: Level 50[/list]Level 30: Boxing <ul type="square">[*] (A) Empty[/list]Level 32: Fire Imps <ul type="square">[*] (A) HamiO:Nucleolus Exposure[*] (33) HamiO:Nucleolus Exposure[*] (33) HamiO:Nucleolus Exposure[*] (33) Soulbound Allegiance - Chance for Build Up: Level 50[/list]Level 35: Tough <ul type="square">[*] (A) Steadfast Protection - Resistance/Endurance: Level 30[*] (36) Steadfast Protection - Resistance/+Def 3%: Level 30[*] (36) Steadfast Protection - Knockback Protection: Level 30[/list]Level 38: EM Pulse <ul type="square">[*] (A) Ghost Widow's Embrace - Accuracy/Hold/Recharge: Level 50[*] (39) Ghost Widow's Embrace - Accuracy/Recharge: Level 30[*] (39) Neuronic Shutdown - Accuracy/Hold/Recharge: Level 30[*] (39) Essence of Curare - Accuracy/Hold/Recharge: Level 30[*] (40) Paralytic - Accuracy/Hold/Recharge: Level 30[*] (45) Ghost Widow's Embrace - Endurance/Hold: Level 50[/list]Level 41: Fissure <ul type="square">[*] (A) Ragnarok - Damage: Level 50[*] (42) Ragnarok - Accuracy/Damage/Recharge: Level 50[*] (42) Ragnarok - Damage/Recharge: Level 50[*] (42) Ragnarok - Accuracy/Recharge: Level 50[*] (43) Ragnarok - Chance for Knockdown: Level 50[*] (43) Force Feedback - Chance for +Recharge: Level 50[/list]Level 44: Rock Armor <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed: Level 50[*] (45) Luck of the Gambler - Defense: Level 50[*] (45) Luck of the Gambler - Defense/Endurance: Level 50[/list]Level 47: Earth's Embrace <ul type="square">[*] (A) Numina's Convalescence - Heal/Recharge: Level 50[*] (48) Miracle - Heal/Recharge: Level 40[*] (48) Doctored Wounds - Heal/Recharge: Level 50[/list]Level 49: Weave <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed: Level 50[*] (50) Luck of the Gambler - Defense: Level 50[*] (50) Luck of the Gambler - Defense/Endurance: Level 50[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Containment
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[u]Set Bonus Totals:[u]<ul type="square">[*]+4% DamageBuff[*]+3% Defense(Smashing)[*]+3% Defense(Lethal)[*]+3% Defense(Fire)[*]+3% Defense(Cold)[*]+3% Defense(Energy)[*]+3% Defense(Negative)[*]+3% Defense(Psionic)[*]+3% Defense(Melee)[*]+3% Defense(Ranged)[*]+3% Defense(AoE)[*]+75% Enhancement(Accuracy)[*]+4% Enhancement(Heal)[*]+80% Enhancement(RechargeTime)[*]+5% FlySpeed[*]+83.9 (8.25%) HitPoints[*]+5% JumpSpeed[*]+Knockback (Mag -4)[*]+MezResist(Immobilize) (Mag 2.2%)[*]+MezResist(Terrorized) (Mag 2.2%)[*]+28% Recovery[*]+30% Regeneration[*]+13.9% Resistance(Fire)[*]+13.9% Resistance(Cold)[*]+15% RunSpeed[/list]------------
[u]Set Bonuses:[u]
[u]Unbreakable Constraint[u]
(Char)<ul type="square">[*] +4% Recovery[*] +2.52% Res(Fire, Cold)[*] +15% Enhancement(Accuracy)[*] +10% Enhancement(RechargeTime)[/list][u]Doctored Wounds[u]
(Radiant Aura)<ul type="square">[*] +MezResist(Terrorized) (Mag 2.2%)[*] +1.26% Res(Fire, Cold)[*] +4% Enhancement(Heal)[*] +5% Enhancement(RechargeTime)[/list][u]Dark Watcher's Despair[u]
(Radiation Infection)<ul type="square">[*] +15.3 (1.5%) HitPoints[*] +2.5% Recovery[*] +5% Enhancement(RechargeTime)[/list][u]Achilles' Heel[u]
(Radiation Infection)<ul type="square">[*] +1.5% DamageBuff[/list][u]Efficacy Adaptor[u]
(Accelerate Metabolism)<ul type="square">[*] +11.4 (1.13%) HitPoints[*] +1.5% Recovery[*] +10% Regeneration[*] +2.5% DamageBuff[*] +5% Enhancement(RechargeTime)[/list][u]Gravitational Anchor[u]
(Fire Cages)<ul type="square">[*] +4% Recovery[*] +2.52% Res(Fire, Cold)[*] +15% Enhancement(Accuracy)[*] +10% Enhancement(RechargeTime)[/list][u]Armageddon[u]
(Hot Feet)<ul type="square">[*] +4% Recovery[*] +2.52% Res(Fire, Cold)[*] +15% Enhancement(Accuracy)[*] +10% Enhancement(RechargeTime)[/list][u]Absolute Amazement[u]
(Flashfire)<ul type="square">[*] +4% Recovery[*] +2.52% Res(Fire, Cold)[*] +15% Enhancement(Accuracy)[*] +10% Enhancement(RechargeTime)[/list][u]Miracle[u]
(Health)<ul type="square">[*] +2.5% Recovery[/list][u]Performance Shifter[u]
(Stamina)<ul type="square">[*] +5% Movement Increase[/list][u]Ghost Widow's Embrace[u]
(Choking Cloud)<ul type="square">[*] +5% RunSpeed[/list][u]Neuronic Shutdown[u]
(Choking Cloud)<ul type="square">[*] +MezResist(Immobilize) (Mag 2.2%)[/list][u]Steadfast Protection[u]
(Tough)<ul type="square">[*] +1.5% Recovery[*] +15.3 (1.5%) HitPoints[*] +3% Def(All)[*] +Knockback (Mag -4)[/list][u]Ghost Widow's Embrace[u]
(EM Pulse)<ul type="square">[*] +5% RunSpeed[*] +19.1 (1.88%) HitPoints[/list][u]Ragnarok[u]
(Fissure)<ul type="square">[*] +4% Recovery[*] +2.52% Res(Fire, Cold)[*] +15% Enhancement(Accuracy)[*] +10% Enhancement(RechargeTime)[/list][u]Luck of the Gambler[u]
(Rock Armor)<ul type="square">[*] +10% Regeneration[*] +11.4 (1.13%) HitPoints[*] +7.5% Enhancement(RechargeTime)[/list][u]Luck of the Gambler[u]
(Weave)<ul type="square">[*] +10% Regeneration[*] +11.4 (1.13%) HitPoints[*] +7.5% Enhancement(RechargeTime)[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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</pre><hr /> -
Intertial Reduction and Siphon Speed are basically travel powers, BUT:
They don't detoggle
They don't suffer from supression
They don't drain endurance
PLUS they affect other travel powers if you decide to take them, although IR and Siphon meant I never need to get a travel power on my kin.
And quicksand is awesome. No tohit check, massive -def and a slow effect. Hell, quicksand and the group immob meant I only need 1 ACC enh in my other attacks
Happy trolling!
PS. it gets better with stalagmites and volcanic gasses... a LOT better -
That and it has 4 ST's early on, which is useful for a dom.
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It's not so much that I want to trounce all over your preplanned concept, it's that the set doesn't look as if it has what elec SHOULD have, although it does have some of the better damaging ST ranged attacks iirc, and two melees once you get to 10. If they amp up the sentinel, i'd probably play it. Ah screw it, i'd play it anyway because it's new
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Hey star, looks like i got one up one you this time
Static discharge is the blaster elec mastery cone attack, one of the better cone attacks in the game.
IMO replace zapp with short circuit, replace voltaic sentinel with a neato new elec tier 3 and viola, a good dom set. -
So from what I've read, SS/fire is the farmers choice, but what happened to elec/fire? Is that worse off for it?
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One thing I noticed.... at 1:41 on the video...
OMG BANE SPIDER R PEACEBRNGOR! WTFBBQ EXPLAIN! -
I'd be happy if the mercs got an AI improvement alone. It'd be nice to see them co-ordinating AOE attacks, not waiting 4 minutes for LRM to recharge and not applying stim pack to a rock when you and/or your minions are mezzed.
The idea that the get bonuses the more are around and together is a neat idea, squad bonuses and stuff, but it's been done with thugs already so I'm doubtful (but still hopeful!) it'll ever come in.
Back to AI though, they ought to be the smartest and most adaptable of the pets, zombies have the intelligence of a log, ninja's have enough wit about them to kill stuff ninja-like, thugs are just punks but who knows, they could be smart punksand bots are using pre-programmed AI, so should be between ninja's/thugs and mercs at the top
Before someone leaps on me and says, "but wait, bots could have really advanced AI" yeah well, sucks to be you you already get +def, heals, -acc, -dmg and -regen from your pets aswell as damage mitigation from the KB. Give mercs this one
Oh yeah, Augury, that's not true. Merc's medic has the Frag grenade, commando has m30 grenade, buckshot and lrm rocket, so there's KB in there. And it's all AOE. Are you sure that MM didn't just have their mercs out to look cool and just pretended to do damage by making shooty noises? -
It doesn't only proc for the medic. It'll proc for all three troops, no matter what you think is happening.
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Still, run with it if you like, it sounds interesting to say the least!
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That's an interesting concept
unfortunately it'll give you grief, the primary pool isn't just control, it's your survivability pool, if you leave it out you'll be a debt magnet for sure.
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http://uk.boards.cityofheroes.com/showfl...e=0#Post1062372
There's my build. IMO you don't need stamina due to drain psyche, but it's a nice safety net if you don't slot it right. You should see how i've slotted fire imps for maximum usefulness, but do stick in the +10% resistance aura, that's amazingly useful, just haven't updated that build in a while. Replace my epic with yours and it ought to work fine -
Anann has the point here, Mercs are worse than the other sets, but they aren't so bad you have to have help missioning. Sure, it was aggrovating to find my medic using stim pack on an otherwise unmezzed minion when i've got 89 billion holds stacked on me, sure it was annoying that my bot's pal just stormed past me as I gradually worked on a few mobs, but hey it's an underdog, and I still carried on to 50 with my mercs/traps MM, and I. Felt. Good.
Especially after I got to 50 and never had to play them again
In short - it's still playable, but it's tough running at times, and will rub you the wrong way sometimes. -
Quit the quibbling lol, it doesn't matter
AANYWAY
I've revised the build, and it surely now is a hell of a lot better. Before it was just OMG MUST PLACE RECH SETS NAOW
however, now it's got all the good stuff truely set up. I dropped mental blast because it's got a long cast time, and slotted up psi dart with the chance for build up
It works out that PSW has a 2.74 recharge time now doing 233.1 damage on average with domination ( I say on average because it has a damage proc in it) while perusing a previous build for an EM stalker, that means that 5 PSW's are equal to a buid up+ assassins strikegiven it's psi damage it's also rarely resisted so it'll effectively be EXACTLY the unresistable portion of an AS. Back to the point, PSW has a 2.74 second downtime which makes a perfect space for psi dart and subdue, which together have a cast time of 3 seconds exactly. Replaced mental blast with SS for the +stealth and the quick entry into mobs, SJ is for vertical movement when i need it
Stuk some Hami-O's in there for pets/group hold for maximum slotting
In part i'd like to thank Starscreamer for making me aware that IO's aren't always AMAZIN when compared to other slottages - just ask him about his singularity
EDIT: Oh btw, this build has 56.5% S/L res, 21.8 N, 15.8% F/C and 19.9 Tox, BUT also has 11.5 defence minimum *more in some places like energy/spi* AND the reason for a tohit debuff in dark obliteration is to compliment the defence, winds up giving me around 20% defence on average which isn't bad and is a nice contribution to team play might I addWith everything toggled on I'll have 1.47 e/s drain, but with drain psyche on a standard 3 minion mob for solo, I have 7.46 e/s gain, and 702% regen, that's 2.93 hp/s regened - 10 enemy mob offers 1128% recovery 2019% regen (over the 1950% cap) so on a full mob it'd take around 12.5 seconds to regen from 0 to 100% hp, and 5.08 seconds from 0 to 100% endurance
quite liking these numbers i'm telling ya!
Without further ado: My Fire/Psi build
Villain Plan by Mids' Villain Designer 1.30
http://www.honourableunited.org.uk/mhd.php
Level 50 Magic Dominator
Primary Power Set: Fire Control
Secondary Power Set: Psionic Assault
Power Pool: Speed
Power Pool: Medicine
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Char <ul type="square">[*] (A) Unbreakable Constraint - Endurance/Hold: Level 50[*] (9) Unbreakable Constraint - Hold: Level 50[*] (9) Unbreakable Constraint - Accuracy/Recharge: Level 50[*] (11) Unbreakable Constraint - Hold/Recharge: Level 50[*] (11) Unbreakable Constraint - Accuracy/Hold/Recharge: Level 50[/list]Level 1: Psionic Dart <ul type="square">[*] (A) Decimation - Chance of Build Up: Level 40[*] (23) Decimation - Accuracy/Damage: Level 40[*] (23) Decimation - Damage/Recharge: Level 40[*] (25) Decimation - Damage/Endurance: Level 40[*] (40) Decimation - Accuracy/Damage/Recharge: Level 40[/list]Level 2: Mind Probe <ul type="square">[*] (A) Hecatomb - Damage/Endurance: Level 50[*] (3) Hecatomb - Accuracy/Damage/Recharge: Level 50[*] (3) Hecatomb - Accuracy/Recharge: Level 50[*] (5) Hecatomb - Damage/Recharge: Level 50[*] (5) Hecatomb - Chance of Damage(Negative): Level 50[/list]Level 4: Fire Cages <ul type="square">[*] (A) Enfeebled Operation - Accuracy/Immobilize/Recharge: Level 50[*] (42) Enfeebled Operation - Accuracy/Immobilize: Level 50[*] (42) Enfeebled Operation - Accuracy/Endurance: Level 50[*] (43) Enfeebled Operation - Accuracy/Recharge: Level 50[*] (43) Enfeebled Operation - Immobilize/Range: Level 50[/list]Level 6: Hasten <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (7) Recharge Reduction IO: Level 50[*] (7) Recharge Reduction IO: Level 50[/list]Level 8: Aid Other <ul type="square">[*] (A) Healing IO: Level 50[/list]Level 10: Boxing <ul type="square">[*] (A) Empty[/list]Level 12: Flashfire <ul type="square">[*] (A) Absolute Amazement - Endurance/Stun: Level 50[*] (13) Absolute Amazement - Stun: Level 50[*] (13) Absolute Amazement - Stun/Recharge: Level 50[*] (27) Absolute Amazement - Accuracy/Stun/Recharge: Level 50[*] (29) Absolute Amazement - Accuracy/Recharge: Level 50[/list]Level 14: Aid Self <ul type="square">[*] (A) Doctored Wounds - Heal: Level 50[*] (15) Doctored Wounds - Recharge: Level 50[*] (15) Doctored Wounds - Heal/Recharge: Level 50[*] (31) Doctored Wounds - Endurance/Recharge: Level 50[*] (37) Doctored Wounds - Heal/Endurance: Level 50[/list]Level 16: Psychic Scream <ul type="square">[*] (A) Positron's Blast - Damage/Range: Level 50[*] (17) Positron's Blast - Accuracy/Damage/Endurance: Level 50[*] (17) Positron's Blast - Accuracy/Damage: Level 50[*] (31) Positron's Blast - Damage/Recharge: Level 50[*] (34) Positron's Blast - Chance of Damage(Energy): Level 50[/list]Level 18: Tough <ul type="square">[*] (A) Impervium Armor - Resistance/Endurance: Level 40[*] (19) Impervium Armor - Resistance/Recharge: Level 40[*] (19) Impervium Armor - Resistance: Level 40[*] (43) Impervium Armor - Resistance/Endurance/Recharge: Level 40[/list]Level 20: Drain Psyche <ul type="square">[*] (A) Doctored Wounds - Heal: Level 50[*] (21) Doctored Wounds - Heal/Recharge: Level 50[*] (21) Doctored Wounds - Heal/Endurance/Recharge: Level 50[*] (25) Doctored Wounds - Recharge: Level 50[*] (27) Accuracy IO: Level 50[*] (31) Doctored Wounds - Endurance/Recharge: Level 50[/list]Level 22: Super Speed <ul type="square">[*] (A) Run Speed IO: Level 50[/list]Level 24: Combat Jumping <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed: Level 50[/list]Level 26: Cinders <ul type="square">[*] (A) HamiO:Endoplasm Exposure[*] (29) HamiO:Endoplasm Exposure[*] (42) HamiO:Endoplasm Exposure[*] (50) Recharge Reduction IO: Level 50[/list]Level 28: Subdue <ul type="square">[*] (A) Apocalypse - Accuracy/Recharge: Level 50[*] (37) Apocalypse - Damage: Level 50[*] (40) Apocalypse - Damage/Recharge: Level 50[*] (46) Apocalypse - Accuracy/Damage/Recharge: Level 50[*] (46) Apocalypse - Chance of Damage(Negative): Level 50[/list]Level 30: Super Jump <ul type="square">[*] (A) Unbounded Leap - +Stealth: Level 50[/list]Level 32: Fire Imps <ul type="square">[*] (A) Soulbound Allegiance - Chance for Build Up: Level 50[*] (33) HamiO:Nucleolus Exposure[*] (33) HamiO:Nucleolus Exposure[*] (33) HamiO:Nucleolus Exposure[*] (34) Recharge Reduction IO: Level 50[*] (34) Recharge Reduction IO: Level 50[/list]Level 35: Psionic Lance <ul type="square">[*] (A) Sting of the Manticore - Damage/Interrupt/Recharge: Level 50[*] (36) Sting of the Manticore - Chance of Damage(Toxic): Level 50[*] (36) Sting of the Manticore - Damage/Endurance: Level 50[*] (36) Sting of the Manticore - Accuracy/Damage: Level 50[*] (37) Sting of the Manticore - Accuracy/Interrupt/Range: Level 50[/list]Level 38: Psychic Shockwave <ul type="square">[*] (A) Armageddon - Chance for Fire Damage: Level 50[*] (39) Armageddon - Accuracy/Damage/Recharge: Level 50[*] (39) Armageddon - Accuracy/Recharge: Level 50[*] (39) Armageddon - Damage/Recharge: Level 50[*] (40) Armageddon - Damage: Level 50[/list]Level 41: Dark Embrace <ul type="square">[*] (A) Impervium Armor - Resistance: Level 40[*] (45) Impervium Armor - Resistance/Endurance: Level 30[*] (48) Steadfast Protection - Resistance/Endurance: Level 30[*] (48) Steadfast Protection - Resistance/+Def 3%: Level 30[/list]Level 44: Dark Obliteration <ul type="square">[*] (A) Positron's Blast - Accuracy/Damage/Endurance: Level 50[*] (45) Positron's Blast - Accuracy/Damage: Level 50[*] (45) Positron's Blast - Damage/Endurance: Level 50[*] (46) Positron's Blast - Damage/Recharge: Level 50[*] (50) Positron's Blast - Chance of Damage(Energy): Level 50[*] (50) To Hit Debuff IO: Level 50[/list]Level 47: Weave <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed: Level 50[*] (48) Luck of the Gambler - Defense: Level 50[/list]Level 49: Acrobatics <ul type="square">[*] (A) Endurance Reduction IO: Level 50[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Domination
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</pre><hr />
BASH AT YOUR PLEASURE - suggestions on where to place stuff, what to replace, what to drop, please please please post it -
I've just dinged 38 on my fire/psi
You were right dark shanir, just a few buttons is all it takes!
It was painful leveling up to 32, but imps made soloing a lot easier, and then PSW has just made it pure awesome to play. Im happy with my choice -
will they really have time to do much? I mean between the stuns, holds, pets and AOE's what can they do
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Thanks for the advice, although i went with fire/psi in the end for pure mob slaughterage
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Heh, I had though of that Blind, but seeing as this is a farmer build, I thought it'd be better to build on +res than +def, the res shield is there for survival's sake.
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Thing is with this build dran psyche has a 1.9 second downtime
xD even with a standard lieut + minion mob when soloing that's 200% bonus recovery. Way more than stamina can ever give, so power sink isn't really as much needed as there for the sake of having it. Mind you I could probably replace it with another +def power to put a few unique IO's in, who knows.
Choice was between soul mastery or mu mastery, and they're pretty much the same EXCEPT soul's end sucker has an ACC check and 3 times as long cooldown, but the aoe has a -acc component to it. Oh, and it has neg resistance which is less common than energy which you get in mu. Really, it's a filler power, with a bit of use