Psylenz

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  1. I have seen the scatter thing on /storm also when the tohit debuff is high. There is something kind of new, maybe not, where if a foe is not hitting a target often enough, they spaz (technical MMO term) and run like hell. The same thing happens at times with darkest night. I have seen quite a few bosses, even longbow, ditch their friends and run out of a room due to Darkest Night. It is very annoying.
  2. I just did a build for a FF/archery. See ennui's post, substitute AoE attacks and single target attacks into the build as needed )
  3. I disagree somewhat that if your first attack misses you should still build momentum. Have you seen in baseball when a guy 'whiffs' on a pitch, often the batter is spun around in an awkward position where if he strikes the ball even for a foul, he doesn't seem to have so much 'misplaced(?)' momentum. That's what I was thinking at any rate.
  4. Now I am presenting a level 50 build including the IOs and the sets. You notice I did some tweaking to where slots are. I move a lost from maneuvers, teleport, and vengeance to Aim/tactics and stamina - oops, but that's what the build program is for

    My set emphases are +damage +regeneration and +hit points. If you notice, I also I have some special bonuses to status and psychic damage. Psychic blast damage and SLEEP are the arch enemies of a forcefielder. I have the sleep status resistance boosted to 83.4%.

    There are other ways to go: +recharge, ranged/aoe defense, more offensive procs. By the way, with a hero doing 10 hero alignment tip missions every 2 days, none of these recipes or enhancements are far out of reach.

    Detention field is no mistake. It is situational, but very helpful, especially against towers in the statesman taskforce. If you care to solo, it brings even more utility.



    Hero Plan by Mids' Hero Designer 1.951
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Defender
    Primary Power Set: Force Field
    Secondary Power Set: Archery
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Concealment
    Power Pool: Teleportation
    Ancillary Pool: Psychic Mastery

    Hero Profile:
    Level 1: Deflection Shield
    • (A) Red Fortune - Defense/Endurance
    • (3) Red Fortune - Defense/Recharge
    • (3) Red Fortune - Defense
    • (5) Red Fortune - Defense/Endurance/Recharge
    Level 1: Snap Shot
    • (A) Devastation - Accuracy/Damage
    • (5) Devastation - Chance of Hold
    • (34) Devastation - Accuracy/Damage/Endurance/Recharge
    • (37) Devastation - Damage/Recharge
    • (46) Devastation - Accuracy/Damage/Recharge
    Level 2: Aimed Shot
    • (A) Devastation - Accuracy/Damage
    • (9) Devastation - Chance of Hold
    • (36) Devastation - Damage/Recharge
    • (37) Devastation - Accuracy/Damage/Recharge
    • (40) Devastation - Accuracy/Damage/Endurance/Recharge
    Level 4: Fistful of Arrows
    • (A) Positron's Blast - Accuracy/Damage
    • (21) Positron's Blast - Damage/Endurance
    • (27) Positron's Blast - Damage/Recharge
    • (34) Positron's Blast - Damage/Range
    • (36) Positron's Blast - Accuracy/Damage/Endurance
    • (37) Positron's Blast - Chance of Damage(Energy)
    Level 6: Insulation Shield
    • (A) Red Fortune - Defense/Endurance
    • (7) Red Fortune - Defense/Recharge
    • (7) Red Fortune - Defense/Endurance/Recharge
    • (9) Red Fortune - Defense
    Level 8: Hover
    • (A) Freebird - FlySpeed
    • (17) Freebird - +Stealth
    Level 10: Blazing Arrow
    • (A) Devastation - Accuracy/Damage
    • (11) Devastation - Accuracy/Damage/Recharge
    • (11) Devastation - Accuracy/Damage/Endurance/Recharge
    • (40) Devastation - Damage/Recharge
    Level 12: Dispersion Bubble
    • (A) Red Fortune - Defense/Endurance
    • (13) Red Fortune - Defense/Endurance/Recharge
    • (13) Red Fortune - Defense
    • (15) Red Fortune - Endurance
    • (15) Karma - Knockback Protection
    Level 14: Maneuvers
    • (A) Red Fortune - Defense/Endurance
    • (17) Red Fortune - Defense/Endurance/Recharge
    • (19) Red Fortune - Defense
    • (19) Red Fortune - Endurance
    Level 16: Stealth
    • (A) Luck of the Gambler - Recharge Speed
    Level 18: Force Bolt
    • (A) Accuracy IO
    • (21) Accuracy IO
    Level 20: Explosive Arrow
    • (A) Positron's Blast - Accuracy/Damage
    • (23) Positron's Blast - Damage/Endurance
    • (23) Positron's Blast - Damage/Recharge
    • (25) Positron's Blast - Accuracy/Damage/Endurance
    • (25) Positron's Blast - Chance of Damage(Energy)
    Level 22: Personal Force Field
    • (A) Luck of the Gambler - Recharge Speed
    Level 24: Recall Friend
    • (A) Interrupt Reduction IO
    Level 26: Teleport
    • (A) Range IO
    • (27) Range IO
    Level 28: Aim
    • (A) Adjusted Targeting - To Hit Buff
    • (29) Adjusted Targeting - To Hit Buff/Recharge
    • (29) Adjusted Targeting - To Hit Buff/Endurance/Recharge
    • (31) Adjusted Targeting - Endurance/Recharge
    • (33) Adjusted Targeting - To Hit Buff/Endurance
    • (50) Adjusted Targeting - Recharge
    Level 30: Tactics
    • (A) Adjusted Targeting - To Hit Buff
    • (31) Adjusted Targeting - To Hit Buff/Recharge
    • (33) Adjusted Targeting - To Hit Buff/Endurance/Recharge
    • (33) Adjusted Targeting - Endurance/Recharge
    • (34) Adjusted Targeting - To Hit Buff/Endurance
    • (43) Adjusted Targeting - Recharge
    Level 32: Vengeance
    • (A) Luck of the Gambler - Recharge Speed
    • (43) Luck of the Gambler - Defense
    Level 35: Mass Hypnosis
    • (A) Call of the Sandman - Accuracy/Recharge
    • (36) Call of the Sandman - Accuracy/Sleep/Recharge
    Level 38: Rain of Arrows
    • (A) Positron's Blast - Accuracy/Damage
    • (39) Positron's Blast - Damage/Endurance
    • (39) Positron's Blast - Damage/Recharge
    • (39) Positron's Blast - Accuracy/Damage/Endurance
    • (40) Positron's Blast - Chance of Damage(Energy)
    Level 41: Mind Over Body
    • (A) Aegis - Psionic/Status Resistance
    • (42) Impervium Armor - Psionic Resistance
    • (42) Impervium Armor - Resistance/Endurance
    • (42) Impervium Armor - Resistance/Endurance/Recharge
    • (43) Impervium Armor - Resistance
    Level 44: Stunning Shot
    • (A) Stupefy - Accuracy/Recharge
    • (45) Stupefy - Accuracy/Endurance
    • (45) Stupefy - Stun/Range
    • (45) Stupefy - Accuracy/Stun/Recharge
    • (46) Stupefy - Endurance/Stun
    Level 47: Repulsion Bomb
    • (A) Stupefy - Accuracy/Recharge
    • (48) Stupefy - Endurance/Stun
    • (48) Stupefy - Accuracy/Endurance
    • (48) Stupefy - Stun/Range
    • (50) Stupefy - Accuracy/Stun/Recharge
    Level 49: Detention Field
    • (A) Accuracy IO
    • (50) Accuracy IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 1: Vigilance
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Empty
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Performance Shifter - EndMod
    • (31) Performance Shifter - Chance for +End
    • (46) Endurance Modification IO
  5. After I have the must-have powers. By the way, MY must haves do not necessarily have to be YOUR must haves. I see I have a lot of flexibility here for travel, pool support and such. Often my forcefielders will go the team taxibot route. The speedy travel is either TP or superspeed. You also asked about stealth, so going for some concealment is in order.

    I banged out more powers in the template, picked up more archery. I slotted out the effectiveness in a 'grower' build. So, after this growth build, you can rebuild for purples, HOs, max this feature or that aspect to go with the incarnate powers you decide on. I slotted spots for IO enhancements I have in my head to increase your effectiveness like this:

    Hero Plan by Mids' Hero Designer 1.951
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Defender
    Primary Power Set: Force Field
    Secondary Power Set: Archery
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Concealment
    Power Pool: Teleportation
    Ancillary Pool: Psychic Mastery

    Hero Profile:
    Level 1: Deflection Shield -- Empty(A), Empty(3), Empty(3), Empty(5)
    Level 1: Snap Shot -- Empty(A), Empty(5), Empty(34), Empty(37), Empty(46)
    Level 2: Aimed Shot -- Empty(A), Empty(9), Empty(36), Empty(37), Empty(40)
    Level 4: Fistful of Arrows -- Empty(A), Empty(21), Empty(27), Empty(34), Empty(36), Empty(37)
    Level 6: Insulation Shield -- Empty(A), Empty(7), Empty(7), Empty(9)
    Level 8: Hover -- Empty(A), Empty(17)
    Level 10: Blazing Arrow -- Empty(A), Empty(11), Empty(11), Empty(40)
    Level 12: Dispersion Bubble -- Empty(A), Empty(13), Empty(13), Empty(15), Empty(15)
    Level 14: Maneuvers -- Empty(A), Empty(17), Empty(19), Empty(19), Empty(46)
    Level 16: Stealth -- Empty(A)
    Level 18: Force Bolt -- Empty(A), Empty(21)
    Level 20: Explosive Arrow -- Empty(A), Empty(23), Empty(23), Empty(25), Empty(25)
    Level 22: Personal Force Field -- Empty(A)
    Level 24: Recall Friend -- Empty(A)
    Level 26: Teleport -- Empty(A), Empty(27), Empty(31)
    Level 28: Aim -- Empty(A), Empty(29), Empty(29), Empty(31), Empty(33), Empty(50)
    Level 30: Tactics -- Empty(A), Empty(31), Empty(33), Empty(33), Empty(34)
    Level 32: Vengeance -- Empty(A), Empty(43), Empty(43)
    Level 35: Mass Hypnosis -- Empty(A), Empty(36)
    Level 38: Rain of Arrows -- Empty(A), Empty(39), Empty(39), Empty(39), Empty(40)
    Level 41: Mind Over Body -- Empty(A), Empty(42), Empty(42), Empty(42), Empty(43)
    Level 44: Stunning Shot -- Empty(A), Empty(45), Empty(45), Empty(45), Empty(46)
    Level 47: Repulsion Bomb -- Empty(A), Empty(48), Empty(48), Empty(48), Empty(50)
    Level 49: Detention Field -- Empty(A), Empty(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Vigilance
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Empty(A)
  6. I will start this out stating: I know a good deal about Forcefields. My very first hero is a forcefileds/psychic attack defender. I know about Archery, but I haven't paired the two - so far. It's an unusual pairing. I am sure you have your theme in mind.

    The first thing I do is pop up Mids. I then put in my powers that are MUST HAVEs like a backbone for the build. I also popped in what I would determine as the minimal slotting:


    Hero Plan by Mids' Hero Designer 1.951
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 49 Magic Defender
    Primary Power Set: Force Field
    Secondary Power Set: Archery
    Ancillary Pool: Psychic Mastery

    Hero Profile:
    Level 1: Deflection Shield -- Empty(A), Empty(3), Empty(3), Empty(5)
    Level 1: Snap Shot -- Empty(A), Empty(5)
    Level 2: Aimed Shot -- Empty(A), Empty(9)
    Level 4: Fistful of Arrows -- Empty(A)
    Level 6: Insulation Shield -- Empty(A), Empty(7), Empty(7), Empty(9)
    Level 8: [Empty]
    Level 10: Blazing Arrow -- Empty(A), Empty(11), Empty(11)
    Level 12: Dispersion Bubble -- Empty(A), Empty(13), Empty(13), Empty(15), Empty(15)
    Level 14: [Empty]
    Level 16: [Empty]
    Level 18: [Empty]
    Level 20: [Empty]
    Level 22: [Empty]
    Level 24: [Empty]
    Level 26: [Empty]
    Level 28: [Empty]
    Level 30: [Empty]
    Level 32: [Empty]
    Level 35: Mass Hypnosis -- Empty(A), Empty(36)
    Level 38: Rain of Arrows -- Empty(A), Empty(39), Empty(39), Empty(39), Empty(40)
    Level 41: Mind Over Body -- Empty(A), Empty(42), Empty(42), Empty(42)
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Vigilance
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Empty(A)

    this rant continues in my next post
  7. The endurance reduction aspect gained new focus with the Demon pets. Demon Prince, Ember Demon, and Hellfire Gargoyle have endurance usage issues with abilities that are not affected by Pet Damage IO sets. Fortunately for the Demon Prince, using a slow set like Pacing of the Turtle allows enhancement of slow, acc, dmg, and endurance cost in appreciable quantities. This is coupled with the aspect that most abilities of the Demon Prince include an enhanceable slow factor. On Ember Demon, you get good mileage from a generic heal and endurance cost generic IO, or 2 golgi's if you have them, with 2 Centrioles (really inexpensive for what all they do) that boost damage, damage resistance and range [not really sure if you can boost a demon's range with any IO - not that it's a topic of interest]. Then some Pet IOs for acc and pet damage endurance, and your demon should not run out of end.

    To the OP's point of endurance cost usage of Ninjas, I haven't noticed much hype about them crashing end. I would think most of the pets could use the frankenslot approach of acc/dmg X 2 and acc/dmg/end X 2 and slot for what you need from there.

    Flower - I didn't know about it until they were testing the Demons on beta. It wasn't a big issue before then. It is certainly not well-documented in game.
  8. Quote:
    Originally Posted by Mr_Kingkillaha View Post
    A suggestion I saw on these boards but haven't tried yet (I haven't played on my mm since I read it) is to keep your 3 small pets in bg mode always, and use the 3 bigger pets to attack a specific target. It sounds effective to me.
    I do this as well. If thing are relatively smooth, on bots, I put the three attack bots on aggressive. They have really good range. The protector bots I keep on defensive, and direct the Assault bot as required. I love those AoE burn patches.

    Demons, I put the lieutenant on aggressive, and kind of follow them through spawns. I leave Demon Prince on defense only because out of defensive stance his first response is usually ice block, the hold. This I like, too.

    Necros, I keep the grave knights on aggressive. They don't usually chase and they are the highest damage pets. I very much want the Lich to respond to whatever attacks my mastermind. With the little zombies on defensive, they will enter the fray puking and end up pimp-slapping the foes. This, too, is good.

    With thugs, if I want someone to get the spawns attention unannounced it's Mr. Bruiser, and on aggressive he likes to go around and gather up aggro. Do be careful with Bruiser on aggressive, because he can bite off more than your mastermind's group can chew.

    I would never use these tactics for something like the Psychic Clockwork King
  9. Because kinetics is a fire hose full of endurance, recovery, +recharge, and heals, there aren't a ton of IO bonuses you would orndinarily strive for. That being said, there is one big thing kinetics want in piles: accuracy/+tohit. To this end, Rad blast is a fine complementary secondary.

    There are no real clunkers in kinetics; even repel has a role if you choose to find opportunities. Siphon power is not as critical at higher levels, for +damage, but the -damage is always useful. Siphon Speed will increase the user's recharge, but it is not widely known from what I read that Siphon Speed's -speed/-recharge debuff of the target is IRRESISTIBLE! Transfusion, transference, speed boost, fulcrum shift, increase density, and inertial reduction are all fairly straight-forward. Transfusion has the -regen you want to spam ASAP on the AVs and hard targets. Remember all but the ally buffs that require a target require a to-hit roll, and contain a debuff effect as well when they hit.

    The following concepts should be considered when rolling a kinetic:

    Accuracy/To-hit: Do I want tactics and/or Aim and how much reliance on rad blast -defense?
    Stealth: Superspeed +stealth or a stealth proc means you can zip into position against most target (rularuu, rikti drones, nemesis snipers, crey sharpshooters et al be damned) for a nice opening volley of fulcrum shift.
    Travel: Can you hang with just inertial reduction and siphon speed? (Don't forget, inertial reduction is NOT suppressed by attacks like fly, superjump, and superspeed) The new paid-for packs such as beast run and rocket board deal a lot with these issues. Safeguard/mayhem mission bonuses and other jet packs ease the travel crunch, esp verticality.
    Pool powers: There used to be a crunch to get stamina, then respec out of stamina and into leadership, and what about hasten to get superspeed? A lot of this has been hashed out with inherent fitness. I like the speedboost/grant inviz combo for teammates to enable safer stealthing After Fulcrum Shift, Assault has less utility, maneuvers helps your own defense, Tactics is a big + and vengeance is nice.

    The last hurdle you will find is the animation rates on your attack, buff/debuff powers will crowd out activations faster than the ability of the powers to recharge. In other words, you will have more powers available to click than what the animations will allow you to activate. In suck cases, remember to include transfusion on a regular cycle for your own sake.

    Rad blast is very flexible in use. For a kin, neutrino bolt, x-ray, irradiate, cosmic burst, neutron bomb, and of course your NUKE(!) will keep you rolling. Again, neutrino bold and x-ray are very useful since they are short animations.

    Good luck.
  10. I am not that well-versed with the HO options, but as you said, you have defense covered. I would emphasize dmg, endurance, and even stun. The protectors do decent amounts of AoE stun with photon grenades and seeker drones.
  11. I have leveled a Thugs/poison and a Robots/poison to level 50. It's a little more bumpy than a Bots/Dark for sure, but the only combo I have really given up on is my Ninja/FF. I leveled both before /poison received the 'splash' buff. Thugs/poison is a medium difficulty, but it accelerates immensely after you can put noxious gas on the Bruiser. The key to a MM using /poison is fast recharge (and range on neurotoxic) on neurotoxic and paralytic. When you take a patron power, I suggest one with an AoE immobilize to keep the foes out of melee with the mastermind.
  12. Quote:
    Originally Posted by Deacon_NA View Post
    While they use different mechanics (kb vs repel), they're basically the same. However RF has a much more managable radius, one that would be less disruptive to a team and provide you the ability to more strategically choose which mobs you want knocked away. I honestly can't think of a good use for Froce Bubble in today's game except for maybe the computer in ITF, and again, you can still accomplish the same by running around the robots to kb them.
    Tin Mage Task Force: In the warehouse room with a tank, Force bubble has no effect on director but it can push malta or keep malta behind shelving significantly reducing damage. Also, it appears the invisible bomb layers are effected by the repel as well, no bomb explosions inside Force Bubble radius. I have done this a handful of times on my FF/psy namesake on Triumph.
  13. I agree with Dark Impact, although the order of preference I have is Thugs, Demons, and thirdly the Bots. After level 38 Necro isn't bad, but its a long road to get to where you can put the noxious gas on the grave knight.
  14. I would shave some slots from hover, fly, and stamina. Pop a LotG Defense in Ice Shield and Glacial Shield. This boosts your regen by 20%. I would put another Enzyme in Scorpion shield as well. This little tweak should improve your solo and team performance.
  15. Your suggested slotting has some decent endurance cost reduction in Summon Demons. Your Demon Prince is going to crash his endurance without any endurance cost reduction to his slow non-attack abilities.
  16. I stand by taking psy mastery, getting Mass Hypnosis to set up the big FS/Nova alpha strike.
  17. Quote:
    Debuffs: -res, -regen, and to a little lesser extent -dmg
    The way the AV resists work, they seem to resist pretty much anything except these qualities.
    I agree to a certain point. Cold and Storm with snowstorm and sleet/freezing rain can make a noticeable effect on -recharge, modest to be sure. However, Kinetics has siphon speed, and due to the mechanics, the -recharge/slow is IRRESISTIBLE. The contribution of transference and speed boost to keep a team/league juiced up with endurance should not be underrated.

    Cold and Storm really rock the -defense and -resistance along with slow. Radiation has really good -regen between lingering radiation and EM Pulse. If you are looking at debuffs only, a high level Trick Arrow is very capable of debuffing AVs. EM Pulse Arrow has the -1000% regen, but no comparable power to lingering radiation.

    Against foes that do heavy psychic damage, Dark is what you want for the resistance to psychic damage from the very large Shadow Fall PbAoE. The only AT that can compare to dark's psy resistance is the soldier of arachnos. A single cold defender can buff and debuff a team to success, but a team of 8 soldiers of Arachnos is a mighty mighty force.
  18. My suggestion is for your mastermind in bodyguard mode to attack the boss from range to get his attention. The pets will attack whichever foe attacks you first. If your pets have 4, 5 or 6 of them gang tackle the boss first, he will go down faster of course and be less of a danger to you and your pets. I would suggest using seekers, if you have them yet, followed by a vet staff or temp power that you can craft like plasmatic taser. Knockdown attacks really grab a boss' attention.
  19. I like Demon Summoning. I like talking about their abilities. I do wish they would sticky a thread with this topic )

    Optimal slotting for the demons includes some accuracy, damage, resistance, endurance cost reduction and heals. Once you get to top tier, a top-performing enhancement scheme would be a couple acc/end pet IOs, 2 centrioles, and 2 golgi's. This maximizes damage, heals, and endurance cost reduction. Because of a quirk in how Hami-Os perform, you also have max enhanced damage resistance. It's really a tight way to go. Centrioles are fairly inexpensive. Golgi's are costly. Run some Statesman or LRSF for the award options.

    For my Demon Prince, I like to slot 4 Pacing of the Turles, just because I like the accuracy boost. Impeded Swiftness isn't a bad way to go either. Most of the Demon Prince's abilities can be enhanced with the slow IO sets. Pacing has accuracy, endurance, damage, and slow enhancements. For the two remaining slots do what you can to enhance pet accuracy and damage. If you can afford Hami-Os here, you can cover a lot of potential damage to foes. Living Hellfire is very useful in conjunction with the AoE effects of the DP.

    Good luck.
  20. Time manipulation seems to be pretty good, too. The drawback is endurance usage in the low levels. Only temporal selection is ally only for buffs. Time Juncture is the real deal for damage mitigation. Sonic would definitely add well to the mix of time debuffs.
  21. I have a necro/thermal. It's not a juggernaut, but it's more than capable. The fire shields and the generous PbAoE area of thermal's heal help Necro pets a great deal. The targeted AoE of the shields helps a lot. The zombie variety of attacks is good, too. Smashing, lethal, toxic set up your foes for when you get the late-arriving debuffs in heat exhaustion and melt armor. It also has the recharge intensive pet at level 18 that you can slot the Recharge intensive pet set defense and resistance bonuses in. Go for it!
  22. I know it's not widely supported, but I like the protector bots photon grenade, Mastermind photon grenade, and repulsion bomb cocktail. That's a LOT of stun, and it helps for the mastermind getting attention AoE style of the foes.

    Repair is basically your panic button, and it is useful if the Assault bot gets hit by something smashing and hard.

    I like PFF over aid self, I can slot a LotG 7.5 in PFF
  23. I tweaked the Beam/Rad build a bit. I squeezed some more recharge into it. I added choking cloud with EM Pulse both. I took another Dark mastery power. You should have a ton of recovery, perma-hasten, and a cloud of debuff that will neuter foes around you.

    Many Rads go for the power mastery for the power boosted AM, lingering rad or nuking. EM Pulse is indispensable for the boss fights. -1000% regen and -1000% recovery. It's a very big AoE mag THREE hold If you really feel the need to rez, I suggest you craft the temp power that rezzes. You shouldn't need Aim running Radiation Infection with its defense debuff component.

    edit, sorry, many a slip between cup and lip:


    Villain Plan by Mids' Villain Designer 1.951
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Chronotronne: Level 50 Magic Corruptor
    Primary Power Set: Beam Rifle
    Secondary Power Set: Radiation Emission
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Dark Mastery

    Villain Profile:
    Level 1: Single Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(31), Decim-Acc/Dmg/Rchg(43)
    Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal(34), Dct'dW-Rchg(46)
    Level 2: Cutting Beam -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(7), Posi-Acc/Dmg/EndRdx(11), Posi-Dmg/Rng(31)
    Level 4: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(5), DarkWD-ToHitdeb/Rchg/EndRdx(29), DarkWD-Rchg/EndRdx(40)
    Level 6: Disintegrate -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(17), Decim-Dmg/Rchg(31)
    Level 8: Hover -- Krma-ResKB(A), LkGmblr-Rchg+(9)
    Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(11)
    Level 12: Accelerate Metabolism -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(13), Efficacy-Acc/Rchg(13), P'Shift-EndMod/Rchg(40), P'Shift-EndMod/Acc/Rchg(48)
    Level 14: Fly -- Winter-ResSlow(A)
    Level 16: Afterburner -- LkGmblr-Rchg+(A)
    Level 18: Lancer Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/Dmg/Rchg(25), Decim-Acc/EndRdx/Rchg(34)
    Level 20: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(21), TmpRdns-Rng/Slow(21), TmpRdns-EndRdx/Rchg/Slow(37), TmpRdns-Acc/Dmg/Slow(50)
    Level 22: Charged Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(45)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)
    Level 26: Piercing Beam -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(46)
    Level 28: Choking Cloud -- EndRdx-I(A), Lock-%Hold(34), BasGaze-Acc/Hold(40), BasGaze-EndRdx/Rchg/Hold(43), BasGaze-Acc/EndRdx/Rchg/Hold(45), BasGaze-Acc/Rchg(48)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 32: Overcharge -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(33), Det'tn-Dmg/Rchg(33), Det'tn-Acc/Dmg/EndRdx(33), Det'tn-Dmg/EndRdx/Rng(46)
    Level 35: Dark Consumption -- Efficacy-EndMod(A), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(36), Efficacy-EndMod/Rchg(42), Efficacy-EndMod/EndRdx(50)
    Level 38: EM Pulse -- Lock-Acc/EndRdx/Rchg/Hold(A), Lock-Acc/Rchg(39), Lock-Rchg/Hold(39), Lock-EndRdx/Rchg/Hold(39)
    Level 41: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-EndRdx(43)
    Level 44: Oppressive Gloom -- Stpfy-Acc/EndRdx(A), Rope-Acc/EndRdx(45)
    Level 47: Soul Drain -- Acc-I(A), Acc-I(48)
    Level 49: Soul Transfer -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Scourge
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(15), Mrcl-Rcvry+(50)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(17)
    Level 4: Ninja Run
  24. In this situation, I would prefer more defense for the mastermind in the Protector Bots six slot.
  25. Warkupo is on the money.

    One of the easiest ways to get the most expensive recipes - short of the purples - is to gain Alignment Merits, either blue or red side. First you do 10 missions to reaffirm your alignment, and do a morality mission. Then, every 10 alignment tip mission + the morality mission will award an "A merit" (2 days minimum). Who Will Die mini task forces also offer "A-mertis" as rewards. You can do a WWD TF twice the first time through on a character and get 2 "A-merits" After that first week, you can get an A-merit once a week per character for WWD TFs. They really do add up quickly.

    Remember you cannot email A-merits to other characters, but you surely can email a Luck of the Gambler +7.5% recharge recipe/enhancement.