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Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Terrabyte: Level 48 Natural Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Dark Blast
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Radiant Aura -- H'zdH-Heal/EndRdx(A), H'zdH-Heal/Rchg(3), H'zdH-Heal(17)
Level 1: Dark Blast -- Acc-I(A), Dmg-I(3), Dmg-I(17)
Level 2: Gloom -- Acc-I(A), Dmg-I(9), Dmg-I(15)
Level 4: Radiation Infection -- EndRdx-I(A), DampS-ToHitDeb(5), DampS-ToHitDeb/EndRdx(5), DampS-ToHitDeb/Rchg/EndRdx(15), DarkWD-ToHitDeb(36)
Level 6: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7), EndMod-I(9), EndMod-I(34)
Level 8: Super Speed -- EndRdx-I(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Lingering Radiation -- TmpRdns-Acc/Slow(A), Acc-I(13), Acc-I(13)
Level 14: Hurdle -- Jump-I(A)
Level 16: Health -- Heal-I(A)
Level 18: Tenebrous Tentacles -- Acc-I(A), Acc-I(19), Dmg-I(19), Dmg-I(36)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Choking Cloud -- NrncSD-Acc/EndRdx(A), NrncSD-Dam%(23), G'Wdw-Dam%(23), BasGaze-EndRdx/Rchg/Hold(25), BasGaze-Rchg/Hold(31)
Level 24: Enervating Field -- EndRdx-I(A), EndRdx-I(25)
Level 26: Night Fall -- Acc-I(A), Det'tn-Acc/Dmg(27), Det'tn-Acc/Dmg/EndRdx(27), Det'tn-Dmg/EndRdx(31)
Level 28: Fallout -- Dmg-I(A), Det'tn-Acc/Dmg/EndRdx(29), Det'tn-Dmg/Rchg(29), AirB'st-Dmg/Rchg(31)
Level 30: Assault -- EndRdx-I(A), EndRdx-I(37)
Level 32: EM Pulse -- NrncSD-Acc/Rchg(A), NrncSD-Acc/EndRdx(33), NrncSD-Acc/Hold/Rchg(33), RechRdx-I(33), RechRdx-I(34), P'Shift-EndMod/Acc(34)
Level 35: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(36), AdjTgt-ToHit/EndRdx/Rchg(37), AdjTgt-ToHit/EndRdx(37)
Level 38: Blackstar -- Acc-I(A), C'ngBlow-Dmg/Rchg(39), M'Strk-Dmg/Rchg(39), M'Strk-Dmg/EndRdx/Rchg(39)
Level 41: Power Build Up -- Empty(A)
Level 44: Conserve Power -- Empty(A)
Level 47: Force of Nature -- Empty(A)
Level 49: Temp Invulnerability -- Empty(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 0: Ninja Run
Currently at level 39 and deceptively understated. This defender is great on teams. -
Defense, and I am thinking of Night Widows making Demons just plain sick and wrong. Traps corruptors would fill the bill, too. Stacking masterminds is the classic approach.
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Paralytic poison has a base recharge of 16 seconds which isn't too bad for base, the same as Petrifying Gaze in Dark Miasma. Controller holds are 8 seconds base for powers like gravity's Distortion Field. Because Noxious Gas is on such a long timer, most poison user's adopt Hasten. Given hasten, some recharge slotting, you can have paralytic poison up a lot to reach out and touch a lot of pesky minions. The poison hold is a solid power; I would never skip it.
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OP, you want to export from Mids using the Titan boards format to clean up the post. No biggies, FYI for next time.
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I don't play the melee side as often as the ranged and support ATs, but when I do, I love the siphon power, speed boost, transfusion, transference that my lil kinetic pals bring with them. Strap him on to the saddle horn and let's RIDE!!
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I really like my Dark/Ice for the blaster sized damage in Ice Storm and Blizzard. On top of a tar patch, it's a killer combination. I also like freeze ray for when you just got to take a guy out of action. I'm looking at you Mr. Sapper.
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When you get to fulcrum shift, the kinetic wants everything in nice big piles of doe-eyed targets. Buckshot, M30 grenade and other AR powers have kb that makes that harder to manage, but I am not saying impossible. The good part of the synergy question is there are a lot of AoE/cones in AR that are favorable to the stacking damage buffs.
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It's hard to say. I like buff/debuff, which means I love defenders, corruptors, controllers, masterminds, ... and warshades. Oh sure, I know the warshade is selfish and eats all the buffs for himself, but he does debuff the bejeebers out of targets, too.
Some classes are really categories of classes in my mind. Sonic-FF defenders are as different from radiation and kinetic, it's hard to throw out the whole class based on a few of the AT. The same can be said for kheldians and Soldiers of Arachnos. Night Widows are very different from a wolf spider build. I like the soldiers of arachnos, too. They have good debuffs in venom grenade and the defense debuff in the blasts. -
If a player were to stick his toe in the buff/blast world of defending, I would suggest a Forcefield/Sonic. 20-30 seconds of buffing your teammates, then 3.5 minutes of blasting full tilt with the added sonic debuff ala the dominator set.
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Be patient when the I17 package is ready, the shiny new demons will be ready to play in a shiny new Ultramode CoX. SoonTM
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Hmmmm, I need more slots for Deflection shield too, to cover the dmg resist component. I will get those while I take my fitness powers before level 20.
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I don't ever buy TOs anymore, but I slot what I get if its useful. I always bounce up to fully slotted DOs at 12 just to note what difference it makes in a build.
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I have 2 Acc DOs and an End redux DO in all SS melee attacks, no damage. I was advised to let fury build dmg. I have defense and end DOs in the shields, I have one recharge redux in active defense and 3 DO's for resistance in True Grit. Money is not an object for an experienced Black Market trader.
I didn't take hand clap. At level twelve, with jab, punch, haymaker, true grit, two shields, active defense, and superspeed, I have NO room for anything else.
BillZ are you saying X4 is too high? I don't fight with SS on but I do push thru the mission ASAP between mobs. -
I was informed by an in-game friend to crank up the spawn count, go -1. So I am set at -1, X4, I didn't think I could handle X8 to get the fury where it needs to be, but I can't survive building fury now.
I don't have knock out blow yet. I was going to skip it since it activates so long, going for jab, sucky punch, and haymaker being quicker hitters. I hit all attacks as they come available. I suppose using the the Vet staffs is taboo since they might not count towards fury, but I can't resist the three man cone hits of Sands of Mu.
I never got into dominators, they couldn't survive the end drain prior to domination and I feel the same way about brutes with fury. -
I have my first, a level 12 brute that dies twice every group. When can a brute solo? Do you have to powerlevel him to SOs first? I really really hate brutes at this point.
Superstrength Shields: 3 SS attacks: jab, something worthless, and haymaker.
4 shield powers: melee shield, ranged shield, mez shield and high pain tolerance.
The only thing to be certain of is that health and end decrease in the square inverse proportion to the increase of fury.
Ok, its True Grit, not High Pain Tolerance -
1. Skip Repulsion field
2 a. You can slot your protector bots with Accuracy, Damage, Endurance, Defense, Heal, and Stun. I am in favor of making the protector bots mean damage dealers first, and then supplementing their endurance reduction even with half a IO (dmg/end). I can see slotting a bit for stun or defense of course, but not heal. There has been noted an AI behavior that a protector bot slotted for heal will wait until he can use the greater portion of his enhanced heal potential. You can lose more minions in a quick burst even though the protector bot could potentially heal for more.
3. The only robot mastermind attack I like is the photon grenades, but being a Forcefield mastermind I can see how you want more to do than bubble and wouldn't disagree with you one bit to take them.
4. I like the mace AoE immobilize and the mace hold. I am not sure what you would want to power boost.
5. I like ~67% Accuracy and >90% Damage to cover most situations. The first tier I like >90% both Acc and Dmg. -
Thanks, I was looking for some insight into the Bots slotting at higher levels. I see you did a fair amount of frankenslotting yourself. I use my photon grenade power as a 'ghetto provoke' with the added stun on top of howling twilight and the protector bots' barrage of stuns.
I am really puzzled why you put 3 end reducers in acrobatics.
I don't mind doctored wounds in Twilight Grasp. I usually find myself slotting more accuracy in the power. -
First of all you discovered you need to use the Titan boards format in the export selection from Mids.
I like to take Howling Twilight somewhere around level TEN on my /dark villain builds. You are not able to resurrect minions but the AUTOHIT low mag stun, slow, and regen debuff are there from the beginning - no teammates required.
I would four slot darkest night, I would even use 3 DOs for endurance to start with, but after the single origins are available, you should be able to get away with one end redux and 3 tohit debuffs.
Shadow fall is such a good power. I would suggest slotting for resistances before defense, and mostly because shadow fall provides psy attack damage resistance. The knockback protection in Shadow fall is nice.
Dark Servant needs more tohit debuff. He has one power that holds, and almost all his powers do to hit debuff.
I almost always 6 slot first tier pets, the second tier needs more damage. Bruiser is fine for generics.
Others are better at suggesting pet slotting. I tend to franken slot to maximize accuracy and damage. -
Here is the current build of my level 50 Bots/Dark, warts and all. This villain levelled up very fast and some IO short cuts were never repaired. I rebuilt the slotting from memory so your level may vary. One thing to note, prior to getting max to hit debuff in Darkest Night and Dark Servant, I had slotted Fearsome Stare for to hit debuff and then reslotted for Fear and the IO bonuses in Glimpse of the Abyss at a later time.
Villain Plan by Mids' Villain Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
vultrun: Level 50 Natural Mastermind
Primary Power Set: Robotics
Secondary Power Set: Dark Miasma
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Battle Drones -- BriL'shp-Acc/Dmg(A), BriL'shp-Acc/EndRdx(3), BriL'shp-Acc(3), BldM'dt-Acc/Dmg(7), BldM'dt-Dmg/EndRdx(7), Dmg-I(17)
Level 1: Twilight Grasp -- Acc-I(A), Range-I(5), Mrcl-Heal/EndRdx(31), Mrcl-Heal(34), Mrcl-Heal/EndRdx/Rchg(43)
Level 2: Tar Patch -- TmpRdns-Rng/Slow(A), TmpRdns-EndRdx/Rchg/Slow(5), RechRdx-I(25), RechRdx-I(36), Slow-I(36)
Level 4: Darkest Night -- EndRdx-I(A), ToHitDeb-I(9), ToHitDeb-I(34), DampS-ToHitDeb/EndRdx(37)
Level 6: Equip Robot -- EndRdx-I(A)
Level 8: Photon Grenade -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(9), Stpfy-Acc/EndRdx(19), Stpfy-KB%(19), Stpfy-Stun/Rng(25)
Level 10: Howling Twilight -- Rope-Acc/Stun/Rchg(A), Rope-EndRdx/Stun(11), RechRdx-I(11), RechRdx-I(37), Dsrnt-I(37)
Level 12: Protector Bots -- SvgnRt-Dmg/EndRdx(A), SvgnRt-Acc(13), BriL'shp-Acc/Dmg(13), BriL'shp-Acc/EndRdx(15), EdctM'r-Acc/Dmg/EndRdx(15), Dmg-I(17)
Level 14: Swift -- Run-I(A)
Level 16: Health -- Heal-I(A)
Level 18: Recall Friend -- IntRdx-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Fearsome Stare -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(23), Abys-Acc/EndRdx(23), Abys-Fear/Rng(33), Abys-Acc/Fear/Rchg(33), ToHitDeb-I(42)
Level 24: Teleport -- Range-I(A), Range-I(50)
Level 26: Assault Bot -- BriL'shp-Acc/Dmg(A), BriL'shp-Acc/Dmg/EndRdx(27), BriL'shp-Acc(27), BriL'shp-Dmg(29), SvgnRt-Acc/Dmg(29), FrcFbk-Rechg%(50)
Level 28: Shadow Fall -- ResDam-I(A), ResDam-I(34), ResDam-I(36), S'fstPrt-ResKB(42), EndRdx-I(42)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Upgrade Robot -- EndRdx-I(A), EndRdx-I(33)
Level 35: Petrifying Gaze -- EoCur-Acc/Hold(A), EoCur-Acc/Hold/Rchg(39)
Level 38: Dark Servant -- DampS-ToHitDeb(A), DampS-ToHitDeb/Rchg(39), DampS-ToHitDeb/Rchg/EndRdx(39), DampS-Rchg/EndRdx(40), DampS-ToHitDeb/EndRdx(40), DampS-Rchg(40)
Level 41: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(43), RedFtn-EndRdx/Rchg(43), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(45), RedFtn-EndRdx(45)
Level 44: Web Envelope -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(46), TotHntr-Acc/EndRdx(46), TotHntr-Immob/Acc(46), TotHntr-Acc/Immob/Rchg(48)
Level 47: Web Cocoon -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(48), NrncSD-Acc/EndRdx(48), NrncSD-Dam%(50)
Level 49: Power Boost -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
Level 4: Ninja Run -
My first villain was a Robots/Poison since the mastermind would be an expert in chemistry for inner workings lubricants, seeker drones, photon grenades that the robots use -- a mad scientist theme.
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I remember a 'half-PuG' Sister Psyche TF we were running in the long ago. There were two scrappers, two blasters, my SG-mate dark defender, my SG-mate FF defender, and my own Storm/Rad. After the second mission, I don't remember what the trouble was, the two scrappers quit. I think they were just milking the big outdoor maps of Freaks. The blasters were aghast. Could we continue? I suggested we try another mission or two and if it was too tough we would disband. That team instantly gelled and we had no defeats the rest of the way on our 'Cant Touch This' defender heavy team. It may be bragging but we were more efficient and faster without our melee teammates.
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Quote:The best /cold debuff power, 'sleet,' comes at level 16 in the /storm set. I know a lot of people are against KB, but a snowstorm slow stacked with a freezing rain chaser does so much debuff to foes it's hard to deny. They have to check their calendar to see when their power recharges.Sonic/Kin or Sonic/Cold. Fire/Kin or Fire/Cold if you want more AoE.
Sonic greatly multiplies your teams damage versus AVs and GMs which is awesome on teams, Fire is just stupid high ST and AoE damage which is all-round Good Times.
Kinetics is a great team force multiplier and strong throughout but doesn't have much to shore up squishy teammates. Cold brings a lot of offensive debuffs and team buffs, but is slower to mature than Kin.
Any combination of Fire Blast/Sonic Blast and Kinetics/Cold will be an awesome team Corr.
/Cold is very well-rounded, I just wish sleet came earlier. -
Villain Plan by Mids' Villain Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Faceraker: Level 50 Science Mastermind
Primary Power Set: Robotics
Secondary Power Set: Trick Arrow
Power Pool: Medicine
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Battle Drones -- Empty(A), Empty(3), Empty(3), Empty(5), Empty(5), Empty(7)
Level 1: Entangling Arrow -- Empty(A), Empty(46), Empty(46)
Level 2: Flash Arrow -- Empty(A), Empty(43), Empty(46)
Level 4: Glue Arrow -- Empty(A), Empty(7), Empty(9), Empty(34)
Level 6: Equip Robot -- Empty(A), Empty(43)
Level 8: Aid Other -- Empty(A), Empty(9), Empty(11), Empty(34), Empty(50)
Level 10: Ice Arrow -- Empty(A), Empty(11), Empty(31), Empty(34)
Level 12: Protector Bots -- Empty(A), Empty(13), Empty(13), Empty(15), Empty(15)
Level 14: Aid Self -- Empty(A), Empty(17), Empty(17), Empty(40)
Level 16: Hasten -- Empty(A), Empty(19), Empty(19)
Level 18: Repair -- Empty(A), Empty(25), Empty(25)
Level 20: Acid Arrow -- Empty(A), Empty(21), Empty(21), Empty(23), Empty(50)
Level 22: Poison Gas Arrow -- Empty(A), Empty(23), Empty(33), Empty(33), Empty(50)
Level 24: Super Speed -- Empty(A)
Level 26: Assault Bot -- Empty(A), Empty(27), Empty(27), Empty(29), Empty(29)
Level 28: Disruption Arrow -- Empty(A), Empty(31), Empty(31), Empty(37)
Level 30: Recall Friend -- Empty(A)
Level 32: Upgrade Robot -- Empty(A), Empty(33)
Level 35: Oil Slick Arrow -- Empty(A), Empty(36), Empty(36), Empty(36), Empty(37), Empty(37)
Level 38: EMP Arrow -- Empty(A), Empty(39), Empty(39), Empty(39), Empty(40), Empty(40)
Level 41: Scorpion Shield -- Empty(A), Empty(42), Empty(42), Empty(42), Empty(43)
Level 44: Web Envelope -- Empty(A), Empty(45), Empty(45), Empty(45)
Level 47: Web Cocoon -- Empty(A), Empty(48), Empty(48), Empty(48)
Level 49: Teleport -- Empty(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
Level 0: Ninja Run
Here is my take on Bots/TA. My mastermind is currently level 32, so most of the slots kind of fell in place after 32 but I didn't put too much thought into it.
Note: no stamina add medicine and extra slotting for endurance. TA is kind of light on end anyways.