Redlynne

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  1. Quote:
    Originally Posted by Starcloud View Post
    This would mean -resist sets couldn't be slotted in Peacebringer attacks
    Considering the fact that Resistance Debuff Sets don't exist at this point ... that shouldn't be a problem. The closest thing you can get to a -Resist Enhancement is a Proc from the Achilles' Hell set.

    If we're going to "add an effect" to PB attack powers, because Defense Debuff "isn't enough" due to how the game (and Players) have evolved ... I'm thinking that ToHit Debuff would be a better choice than Resistance Debuff. Reason and Rationale? LIGHT ... as in Flash Arrow ("where's my white cane?") blinding.

    Easy back-of-the-envelope formula for implementing such a thing would be to take the current Defense Debuff value and duration for each attack ... cut the value in half and duplicate the duration ... and set THAT as the ToHit Debuff value/duration for all attacks which have Defense Debuff. Also allow all Defense Debuffing PB Powers to also use the ToHit Debuff enhancements as well as Accurate ToHit Debuff and ToHit Debuff Invention Sets. DONE.

    Gleaming Bolt, Bright Nova Bolt
    -9% Defense for 3s
    Add: ToHit -4.5% for 3s

    Gllinting Eye, Gleaming Blast, Bright Nova Blast
    -18% Defense for 6s
    Add: ToHit -9% for 6s

    Radiant Strike, White Dwarf Strike
    -9% Defense for 6s
    Add: ToHit -4.5% for 6s

    Proton Scatter, Bright Nova Scatter
    -9% Defense for 8s
    Add: ToHit -4.5% for 8s

    Luminous Detonation, Incandescent Strike, Bright Nova Detonation, White Dwarf Smite
    -9% Defense for 10s
    Add: ToHit -4.5% for 10s

    Solar Flare, White Dwarf Flare
    -18% Defense for 10s
    Add: ToHit -9% for 10s

    Dawn Strike
    -18% Defense for 20s
    Add: ToHit -9% for 20s



    By adding ToHit Debuff to all PB attack powers which do Defense Debuff, you're effectively giving your entire group "Offensive Defense" and decreasing the amount of Damage Over Time that your Team must absorb/heal/regenerate by making hostiles hit by PB attacks MISS more often. The PB would effectively be "protecting" their team, by attacking so as to Debuff the opposition into being less accurate with their attacks.

    So rather than bumping up the Team's damage output/throughput via a Resistance Debuff ... which opens all kinds of game balance worm cans ... instead the Peacebringer's active participation favorably influences Team Survivability and Healer Workload through ToHit Debuffing.
  2. Quote:
    Originally Posted by Redlynne View Post
    Level 38: Eclipse
    • (A) Resist Damage IO: Level 50
    • (39) Titanium Coating - Resistance/Recharge: Level 50
    • (39) Aegis - Resistance/Recharge: Level 50
    • (39) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
    • (40) Performance Shifter - EndMod/Accuracy/Recharge: Level 50
    Which is pretty much what I've done. I get:
    • 2.25x level 50 IO on Resistance from 3 slots (Common, Titanium, Aegis)
    • 2.25x level 50 IO on Recharge (Titanium, Aegis, Efficacy, Performance)
    • 1x level 50 IO on Accuracy (Efficacy, Performance)
    • 1x level 50 IO on Endurance Mod (Efficacy, Performance)
    By my counting, that's 6.5 "slots worth" out of 5 slots, with nothing "wasted" (unless you think the End Mod is "wasted" effort). Ironically, because this frankenslotting is so close to the ED cap, there's really a minimal return on investment to be gained by switching out the EndMod/Accuracy/Recharge for straight up Accuracy/Recharge set IOs ... especially when factoring in Spiritual Alpha slotting, which punches the Recharge up to the ED cap (and beyond) anyway. On this point at least, I figure my frankenslotting is slightly better than 4x Resistance/Recharge plus 1 Accuracy IO ... since I get 1 End Mod IO on top of that out of my combo "for free" (so to speak).
  3. I also realized (after posting) that explaining through text might not be the easiest way to "see" the Common Core Powers in these two builds. So here's a pair of Data Chunks so you can just load things up into Mids' (if you prefer) for a better graphical compare and contrast.



    Ms Terry (Tri-Form Warshade) (Common Core Powers only)

    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1389;633;1266;HEX;|
    |78DA75535B6F1241149E85E5B6852EB8B41204A46A52B12DD A58132F3146ED8BA64|
    |462B1BEA8B885698A41DAECB64DD517637C325E7F80EFFA64 E235C6DFE4E5C9C4EB|
    |7A2ECBB261E3247CDFCC37DF3933CCD953DB9E4F0A71F7945 046CF764DDB6E5E362|
    |D7BD56CCBD862AB237B2D19AFD9E586B4AC5B3121C4EEFE6E F3C2CA8AECD99D2D59|
    |BD7473D932BBCD3310BD51F2F6E7E5D0FEE94DCBCC9CEBAD4 A4BF636AAFD89565F5|
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    |9B10592C292A24C03CD8A109383E33E6C47F81C11D915C608 D2B7414FB86109F66B|
    |BE301AB7C1A3BB1E9D37D34C0F6027E3DE3E7312281A163BF A7C832CD9EF21214A6|
    |2FC07D3CF10DEFF4E12FF0C6734385576F8D4C1D803B52BBA E717A7C8569AFAAF7B|
    |681454EF81F11D316AC12FCD905457DDF70449E1DC6572A1E 838E7FD11985534404|
    |9B84A829451D5F7C27C506A20A9112E6E8E8B9BE7E2E6B9B8 052E6EDA6F9FE35754|
    |5D8EBEA68CD1970A52FC1591EE0F7843A9E26F89B47744E9F 77CE807DE53BD57578|
    |DEB02EBB1CF646A31B58926255134689F647B85ED15B657D8 1E21BBC2F65F54ED89|
    |DF447BFF30FD657288547F76238C52214B541A631A279AD84 9141BD885A187F0DF8|
    |7FD920D52567CF4FA227151036C20D40194259C5D41B88ACB 6B383371B68CD0C2A5|
    |F3C9EB45FD2816FC18C27184130863698087E88C8D008C202 4115208A3083A421AC|
    |140C8233C477012101CE6CB3A9F35AF5585C2DFDF17BFB49F A4AF7E6949C1B6F9A6|
    |F97ABCCC3DCE7428F0811E0828B301652ED8088703A6412BF D0313F41600|
    |-------------------------------------------------------------------|



    Autumn Turning (Quad-Form Peacebringer) (Common Core Powers only)

    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1410;639;1278;HEX;|
    |78DA7553EB4E1341143E0B5B704B2F941644020D085204251 231F1126350FE10B93|
    |442F8A5E2B61D644DD9926E4BF49F0FE0F5017C00FF7A8DF1 258CEF01624C4C4470|
    |3D972D8C6C9CA4DF37F3CD77CE4CE7EC997B381D03787C0D8 C8E1B65DBF356F2CA2|
    |EAA42D571EFAB6AEBBC5DAB57ED7262AA5EABAFBBFD4BF5AA 8B1BAD00704AF7AD2C|
    |ACAE2AD77336D5F86C7DDD712B756FE53A66AB0DFDE39A562 1D714A64FCDB86BAAA|
    |ADCDA786312CD572AE5F1C50DA54A499ECE2ABBA4AADE9AB3 91E2F58CBBE9784EC1|
    |293BB5476105BAF18217F0B71B8160F8263C45EA81D3CF849 E0BBD601A7D8994862|
    |DB21B6CC7789C74C3364A864886710669029A847C1A7BB82D 67F81079DD0490117D|
    |07452B08B3C41FD5C2BEE3763CD88E8B9ED0B68D168094648 DA4AE22B5344347831|
    |FB02FF3130FCB42D72FA15DA43EF811A17F2169D3922FA3A5 3D324E6219FB824BF4|
    |8DB12D3BF65FF791D16B1EBC2C3D2045CDEAD25996F266F09 E2819C111EC22D1F74|
    |7F408CA0A8BA8588162B11235B5179683AC43C98C48557BA5 AABD52D5AC54352B55|
    |8DE9F64979C5630D7E23B5F9C2CF18FBCAD4A607BCE554897 74CEDEF99BA3F30F57|
    |C949579F0EA66FA1E5086215BA82854621A564C5D61FBB0D8 7362CF893D27F64EDD|
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    |69D9A0B6D9896A3DDE2F3D2E742EF4818E8694899032196E8 4F321D3612BFD05FCE|
    |725CD|
    |-------------------------------------------------------------------|
  4. Quote:
    Originally Posted by Late2Party View Post
    The goal normally is perma hasten and perma eclipse. This gets rid of the need for the Human for shields since a double mire and eclipse getting about 7 will cap both Nova form for damage and resistance.
    This also assumes that you never exemplar below level 33. I do. A lot.

    Quote:
    Originally Posted by Late2Party View Post
    As long as you can stay mez free, which is easy since your hovering above the melee fray at the resistance cap and highly self buffed damage.
    You don't do all that many LGTFs do you?

    Quote:
    Originally Posted by Late2Party View Post
    You skipped some easy sets like Basilisk gaze in Gravity well
    Because I wanted a power which does Damage+Hold+Hold Proc ... a combination which is simply not available when 4 slotting Basilisk Gaze.

    Quote:
    Originally Posted by Late2Party View Post
    and Stupify in Gravitic Emanation.
    Because I don't need a 6th +6.25% Global Recharge Bonus.

    Quote:
    Originally Posted by Late2Party View Post
    Did you really slot an easily perma mag 3 AOE MEZ power with a knockback set that doesn't even provide recharge?
    Yes ... because with Hasten and all the global recharge in the rest of the build the Mag 3 Stun on Gravitic Emanation is just barely short of being perma. With a Spiritual Core Alpha slot operational at 45+, it is perma ... even without the extra stun duration from IO slotting. And now I'm thinking of swapping out the 6-slot Force Feedback set for a 6-slot Kinetic Crash set instead. Being able to KB groups of hostiles which are KB Protected (see Cimeroran Traitors) can be useful for both diversionary and herding purposes.

    And there's also the fact that I can appreciate use of the 3rd Dimension for controlling KB distance by using the Hop Shot Cone Attack tactic, which turns any Cone attack into a Poor Man's PBAoE so long as you can jump up.

    Quote:
    Originally Posted by Late2Party View Post
    Why no Performance shifter procs? At least put one in stamina. It procs in the forms also. You could drop one in the forms also for even more!
    And steal the slots from where? The only "optional" slots I've got lying around to do that sort of thing is the Devastation Procs in Ebon Eye and Gravimetric Snare ... which incidentally are used to "supercharge" the Hold potential of Gravity Well so as to limit my exposure to extremely tough opponents, as well as neutralizing Mez attackers.

    Quote:
    Originally Posted by Late2Party View Post
    I really don't like the medicine pool. At 30 people have enough inspirations to rez themselves and everything you fight should be mostly mezzed or your at the resistance cap, or both
    Nice theory. My direct personal experiences on LGTF, STF, Dr Q (a 4 hour tour, a 4 hour tour...), ITF, and other TFs tell me that all four powers in Medicine are useful to a Warshade. Better yet, they're all One Slot Wonders for my purposes.

    Quote:
    Originally Posted by Late2Party View Post
    Perma eclipse will help a lot more than heal self. If your hurting that bad during combat drop to dwarf and work a chain together that includes Black dwarf drain.
    Actually, I've found Aid Self to be invaluable against enemy groups which do not leave a whole lot of corpses lying around. Rularuu comes to mind.

    Quote:
    Originally Posted by Late2Party View Post
    Drop the human shields if your a triform WS. They are marginal on even Human form WS's. Pick up pool powers than can mule LOTG's.
    With the shields, I only need 3 Foes to cap my (non-Toxic, non-Psi) Resists at 85%. I have no problems finding (at least) 3 Foes per group when soloing. Without the shields, I'd need to have at least 5 Foes to cap my Resists (all) at 85%, and would have no Resistance of any kind outside of Dwarf Form at Levels 1-32. Unlike you (apparently), I exemplar down into Levels 1-32 ... therefore I very much prefer to have something to fall back on when Eclipse is not available. The shields cost me 3 power picks and 3 extra slots, and allow me to use Orbiting Death, supercharged by Sunless Mire, a great deal more safely on TFs of Level 15-30.

    Quote:
    Originally Posted by Late2Party View Post
    People can get away with putting less than 6 slots in eclipse are also people that can afford purples to give them the recharge to do that.
    Given everything else you've said so far ... I was hoping you weren't going to appeal to the Elitist Clause in making your arguments.

    Quote:
    Originally Posted by Late2Party View Post
    I would gut the human form attacks (and you only have to take 1). Don't slot it.
    No thank you. I make use of my Human Form as an independent Form capable of attacking in ways and with means not available in Nova or Dwarf Form.

    Quote:
    Originally Posted by Late2Party View Post
    If you have a tank don't worry about Using gravitic Emanation unless your fighting Devouring earth.
    If I've got a Tank on the team, I'm using Gravitic Emanation during the initial charge/alpha strike on a fresh mob group to help mitigate the incoming damage on the Tank and helping them herd things into position. I'm then standing right alongside the Tank running Orbiting Death and Inky Aspect with my three shields up, suppressing enemy Bosses and LTs to make the Tank's life easier, while letting Orbiting Death shred everything in the vicinity and get finishing taps on slivers of life left over on anything in the PBAoE ... saving my entire team both Time and Endurance. This allows not only my Team Tank, but also the rest of the team, to play a good deal more aggressively.

    Meanwhile I've got a single target RANGED attack chain of Gravimetric Snare, Ebon Eye, Repeat ... endlessly ... without pause. I can use the Immobilize in Gravimetric Snare to keep hostiles where I want them (often within Inky Aspect radius) and stop them from running. As I said ... I use my Human Form very aggressively on teams, when it's going to be the most efficient "multiplier" for the powers of my teammates given the environmental conditions and the Enemy Groups we're up against.

    Quote:
    Originally Posted by Late2Party View Post
    So either follow the tank or stealth into the biggest concentration of mobs you can find. Hit eclipse.

    Then hit Sunless Mire. You now have a choice.
    Clearly you haven't seen me doing precisely this on a Dr Q TF when teamed with none other than Dechs (MF Warshade indeed...) Kaison.
  5. Quote:
    Originally Posted by ClawsandEffect View Post
    My rule on that, on the rare occasions I'm playing a tank, is: If you attack before I have their attention and die because of it, that is YOUR fault.
    If the Healer dies ... it's the Tank's fault.
    If the Tank dies ... it's the Healer's fault.

    If the DPS dies ... IT'S THEIR OWN DAMN FAULT!!
  6. Quote:
    Originally Posted by Torrynt View Post
    (1) Elude: Is it really worth it as a power? It doesn't seem to offer much that we already lack other than DEF Debuff prot. I dropped it and haven't really missed it or it's crash.
    Speaking as a MA/SR scrapper, Elude is totally skippable. You don't need it against Foes which don't have +Tohit, and against those that do ... it's not enough +Defense to help you out. Even in PvP, it's not enough +Defense to help you out.

    Quote:
    Originally Posted by Torrynt View Post
    (2) Aid Self: With all that def, seem kind of like a heal would be a nice thing. I've never had this power on any character of mine. However, am considering it here.
    I've got Aid Self on my MA/SR scrapper, and it is a Life Saver. It's pretty much the one and only power, aside from Phase Shift, which allows you to "move" the Immortality Line in such a way as to keep moving the goalposts "out of reach" for whatever is attacking you. It's pretty much the one and only way that I can stay alive while solo and keeping FIVE RIKTI MAGUS at a time taunted onto me during Mothership Raids so as to give the cavalry time to arrive and proceed to beatdown, and thus saving all the squishies in the center all that Mez Mag. With NO GET HITSU levels of defensive softcap, you'll still be getting nickled and dimed for damage, so having a *power* for self healing available every 10-15 seconds invaluable when there just aren't that many inspirations dropping quickly (see: Mothership Raid).

    In most cases, you won't even need Interrupt Reduction if you're softcapped on defense. I've been able to stand at the bottom of a dogpile of Foes and get off Aid Self so long as there aren't any continuous AoE powers auto-hitting me, simply because of all the MISS going on not interrupting Aid Self.
  7. Quote:
    Originally Posted by Malin0001 View Post
    Please note I'm not going to use any IO's. Too lazy.
    Found the biggest problem with your build. Don't know how you could have missed it.
  8. Redlynne

    Ice/Ice help

    Quote:
    Originally Posted by Psycho_Sarah View Post
    First questions are on Hibernate. Do you keep aggro when you activate it? Can you get out of it early? Is is needed or can I skip it?
    Yes, but you won't continue adding to your ability to keep aggro while it's active.
    Yes, you can end it early. It's a toggle. Toggle it off and you're out early.
    You can skip it, but you'd be a fool to do so.

    Quote:
    Originally Posted by Psycho_Sarah View Post
    Chilling Embrace and Icicles. Should I slot these for taunt or can I set slot them for better bonuses?
    Slot Chilling Embrace for Taunt, Taunt, Smashing Damage Proc, -Recharge Proc. It's what I've got on my Ice/Ice/Arctic Tanker, and even other Tankers can't pull aggro off me.

    Icicles is best slotted for Damage. Pick the PBAoE Damage Set you like the set bonuses of and slot that. Plan on picking a PBAoE Damage Set that gives you +Defense of a Type which you are lacking in to help balance yourself out. Eradication is actually pretty good for Energy/Negative Defense in this regard, since most people have Smash/Lethal covered.
  9. In case anyone's wondering where this WALL OF TEXT CRITS YOU came from ... I was on a Dr Quarterfield TF with none other than Dechs Kaison last night on Virtue. He was playing his Bots/Traps Mastermind. I was playing Ms Terry, my Warshade.

    And you just can't play a Warshade, teamed up with Dechs Kaison, without talking about being a something something Warshade at some point.

    Anyway ... I promised him I'd post Ms Terry's build, since he seemed "minorly impressed" by her performance on the TF, and so here it is ... along with Autumn Turning, my Peacebringer who has a common core set of powers derived from all the work I did on Ms Terry. I figure I can't be the only one who builds a WS/PB duo of characters where I "crib notes" from stuff I do on one for re-use in the other.

    The things I'm really most proud about with these two builds is how few Purple IOs they call for (only 1 for my Warshade, and it's a Pet Set Purple, with Recharge in it) ... and how well they Exemplar/Malefactor. Anyone loading these builds up in Mids' will quickly notice that there are some "breakpoints" for IO slotting below 50 ... at Levels 27 and 31. This is because Level 27 IOs still offer their Global Set Bonuses when Exemplar/Malefactor down to Level 24, which just so happens to be the upper bound for a whole slew of Flashback Arcs. The Level 31 IOs still offer their Global Set Bonuses when Exemplar/Malefactor down to Level 28, which just so happens to be the Moonfire TF Level. Everything that isn't slotted for Set Bonuses is either used at Level 50, or in the case of Procs, is used at the minimum Level the Set becomes available.



    And just for the record Dechs, Ms Terry wasn't even fully slotted out with the above build plan while on last night's Dr Quarterfield TF. Some of her slots were empty, due to still being in the process of rebuilding after respeccing to the latest build plan you see here, and she was still throughputting for the team as well as you saw.



    Also, as an aside to other Warshade players ... I have found, repeatedly, on TFs that the full Medicine Pool (Aid Other, Stimulant, Aid Self and Resuscitate) are not only useful Powers, but ones which I am using frequently. Teleport Friend (in this case, Shadow Recall) and Resuscitate makes for a good combination, even on Not An Empath characters. Aid Other gets a good workout in TF/SF teams, and I've used Aid Other on more than one occasion to save a teammate from faceplanting when taking damage from an AV. Did it again last night on a STF where the main Brute was eating Lord Recluse's attention. Aid Other is also useful in keeping your Fluffies from going into the next battle wounded, helping them last longer and dish out more damage. Stimulant is also almost invaluable at keeping Squishies and other No Mez Protection teammates viable and fighting. I like using it pre-emptively on Defenders and Controllers, when they hold still long enough for me to use it on them. Stimulant and Aid Other are also very good for use on teammates who have just used a Wakie, since it saves them a good amount of time before they can rejoin the fight. And of course, Aid Self is also very useful in between battles where you haven't got any Defeated Foes lying around to Stygian Circle and refuel yourself with.

    To be honest, I'm actually surprised by just how much (and how useful!) the full suite of the Medicine Pool is to Warshade ... so much so that I'm honestly having a hard time figuring out why it took me this long to pick it up in its entirety for Ms Terry.
  10. Compare and Contrast:



    Ms Terry (Tri-Form Warshade), extra slots allocation:
    • Human Form: +39 slots
    • Nova Form: +12 slots
    • Dwarf Form: +16 slots
    Autumn Turning (Quad-Form Peacebringer), extra slots allocation:
    • Human and Light Forms: +36 slots
    • Nova Form: +14 slots
    • Dwarf Form: +17 slots
    Just looking at the slotting allocations, you'd think that my Peacebringer is "feeling the crunch" of limited slotting options more, since there are more slots spent in both Dwarf and Nova Forms than in Human Form powers on my Peacebringer. And yet, ironically, it's actually Ms Terry, my Warshade, who suffers from "slot crunch" more ... even though she has 3 more slots to spend on Human Form powers.



    Common "Core" Powers and slotting of both Warshade and Peacebringer builds:



    Level 1: Ebon Eye or Glinting Eye
    • (A) Entropic Chaos - Accuracy/Damage: Level 27
    • (.) Entropic Chaos - Damage/Endurance: Level 27
    • (.) Entropic Chaos - Damage/Recharge: Level 27
    • (.) Entropic Chaos - Damage/Endurance/Recharge: Level 27
    • (.) Entropic Chaos - Chance of Heal Self: Level 20
    Level 1: Absorption or Incandescence
    • (A) Aegis - Psionic/Status Resistance: Level 25
    Level 2: Swift
    • (A) Run Speed IO: Level 50 (Warshade) or Flight Speed IO: Level 50 (Peacebringer)
    Level 2: Hurdle
    • (A) Jumping IO: Level 50
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 30
    Level 2: Stamina
    • (A) Endurance Modification IO: Level 50
    • (3) Endurance Modification IO: Level 50
    Level 2: Gravity Shield or Shining Shield
    • (A) Resist Damage IO: Level 50
    • (3) Resist Damage IO: Level 50
    Level 6: Dark Nova or Bright Nova

    Level 6: Dark Nova Bolt or Bright Nova Bolt
    • (A) Accuracy IO: Level 50
    Level 6: Dark Nova Blast or Bright Nova Blast
    • (A) Entropic Chaos - Accuracy/Damage: Level 27
    • (.) Entropic Chaos - Damage/Endurance: Level 27
    • (.) Entropic Chaos - Damage/Recharge: Level 27
    • (.) Entropic Chaos - Damage/Endurance/Recharge: Level 27
    • (.) Entropic Chaos - Chance of Heal Self: Level 20
    Level 6: Dark Nova Emanation or Bright Nova Emanation
    • (A) HamiO: Centriole Exposure (+2 Dam/Range)
    • (.) HamiO: Centriole Exposure (+2 Dam/Range)
    • (.) Detonation - Damage/Endurance/Range: Level 50
    • (.) Tempered Readiness - Accuracy/Endurance: Level 50 (Warshade) or Analyze Weakness - Accuracy/Recharge: Level 31 (Peacebringer)
    • (.) Pacing of the Turtle - Accuracy/Endurance: Level 50 (Warshade) or Analyze Weakness - Accuracy/Endurance/Recharge: Level 31 (Peacebringer)
    Level 6: Dark Nova Detonation
    • (A) Positron's Blast - Accuracy/Damage: Level 27
    • (.) Positron's Blast - Damage/Endurance: Level 27
    • (.) Positron's Blast - Damage/Recharge: Level 27
    • (.) Positron's Blast - Damage/Range: Level 27
    • (.) Positron's Blast - Accuracy/Damage/Endurance: Level 27
    Level 10: Penumbral Shield or Thermal Shield
    • (A) Resist Damage IO: Level 50
    • (11) Resist Damage IO: Level 50
    Level 16: Twilight Shield or Level 14: Quantum Shield
    • (A) Resist Damage IO: Level 50
    • (.) Resist Damage IO: Level 50
    Level 20: White Dwarf
    • (A) Resist Damage IO: Level 50
    • (21) Resist Damage IO: Level 50
    Level 20: Black Dwarf Strike or White Dwarf Strike
    • (A) Crushing Impact - Accuracy/Damage: Level 31
    • (.) Crushing Impact - Damage/Endurance: Level 31
    • (.) Crushing Impact - Accuracy/Damage/Recharge: Level 31
    • (.) Crushing Impact - Accuracy/Damage/Endurance: Level 31
    • (.) Crushing Impact - Damage/Endurance/Recharge: Level 31
    Level 20: Black Dwarf Smite or White Dwarf Smite
    • (A) Crushing Impact - Accuracy/Damage: Level 31
    • (.) Crushing Impact - Damage/Endurance: Level 31
    • (.) Crushing Impact - Accuracy/Damage/Recharge: Level 31
    • (.) Crushing Impact - Accuracy/Damage/Endurance: Level 31
    • (.) Crushing Impact - Damage/Endurance/Recharge: Level 31
    Level 20: Black Dwarf Mire or White Dwarf Flare
    • (A) Obliteration - Damage: Level 31
    • (.) Obliteration - Accuracy/Recharge: Level 31
    • (.) Obliteration - Damage/Recharge: Level 31
    • (.) Obliteration - Accuracy/Damage/Recharge: Level 31
    • (.) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31
    Level 20: Black Dwarf Drain or White Dwarf Sublimation
    • (A) Touch of the Nictus - Healing: Level 31 (Warshade) or Doctored Wounds - Heal/Endurance: Level 31 (Peacebringer)
    • (.) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge: Level 31 (Warshade) or Doctored Wounds - Heal/Recharge: Level 31 (Peacebringer)
    • (.) Touch of the Nictus - Accuracy/Healing: Level 31 (Warshade) or Doctored Wounds - Heal/Endurance/Recharge: Level 31 (Peacebringer)
    • (.) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration: Level 31 (Warshade) or Doctored Wounds - Heal: Level 31 (Peacebringer)
    • (.) Touch of the Nictus - Accuracy/Endurance/Recharge: Level 31 (Warshade) or Doctored Wounds - Recharge: Level 31 (Peacebringer)
    Level 20: Black Dwarf Step or White Dwarf Step
    • (A) Time & Space Manipulation - +Stealth: Level 50
    Level 20: Black Dwarf Antagonize or White Dwarf Antagonize
    • (A) Perfect Zinger - Chance for Psi Damage: Level 21
    Level 30: Hasten
    • (A) Recharge Reduction IO: Level 50
    • (31) Recharge Reduction IO: Level 50



    Common "Core" Powers observations and notes:
    • 21 Common "Core" Powers using common slot investments (not including Brawl, Sprint, Prestige Sprint and Rest) out of 38 Powers Total (ie. more than half)
    • 11 Common "Core" Powers using 7 additional slots for Human Form Powers (including Inherent Fitness)
    • 4 Common "Core" Powers using 12 additional slots for Nova Form Powers
    • 6 Common "Core" Powers using 16 additional slots for Dwarf Form Powers
    • Total Common Core Power Picks: 7 out of 23 (ie. 30%)
    • Total Common Core Extra Slots Invested: 35 out of 67 (i.e 52%)

    Warshade IO Set Global Damage Buff: +14.5%

    Peacebringer IO Set Global Damage Buff: +8% (without Assault)
    Peacebringer Global Damage Buff with Assault: +21.5% (+13.5% to Team)

    Warshade IO Set Global Recharge Buff: +58.75% (without Force Feedback Proc or Hasten)
    Warshade Global Recharge Buff with Hasten: +128.75% (without Force Feedback Proc)

    Peacebringer IO Set Global Recharge Buff: +78.75% (without Force Feedback Proc or Hasten)
    Peacebringer Global Recharge Buff with Hasten: +148.75% (without Force Feedback)

    Warshade Purple IOs: 1
    Warshade HamiOs: 7

    Peacebringer Purple IOs: 0
    Peacebringer HamiOs: 8



    Warshade Preferred Alpha Slotting (Issue 19): Spiritual Core Boost

    Peacebringer Perferred Alpha slotting (Issue 19): Spiritual Radial Boost
  11. Hero Plan by Mids' Hero Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Autumn Turning: Level 50 Natural Peacebringer
    Primary Power Set: Luminous Blast
    Secondary Power Set: Luminous Aura
    Power Pool: Speed
    Power Pool: Leadership

    Hero Profile:

    Level 1: Glinting Eye
    • (A) Entropic Chaos - Accuracy/Damage: Level 27
    • (42) Entropic Chaos - Damage/Endurance: Level 27
    • (42) Entropic Chaos - Damage/Recharge: Level 27
    • (42) Entropic Chaos - Damage/Endurance/Recharge: Level 27
    • (43) Entropic Chaos - Chance of Heal Self: Level 20
    Level 1: Incandescence
    • (A) Aegis - Psionic/Status Resistance: Level 25
    Level 2: Shining Shield
    • (A) Resist Damage IO: Level 50
    • (3) Resist Damage IO: Level 50
    Level 4: Essence Boost
    • (A) Doctored Wounds - Heal/Endurance: Level 31
    • (5) Doctored Wounds - Heal/Recharge: Level 31
    • (5) Doctored Wounds - Heal/Endurance/Recharge: Level 31
    • (7) Doctored Wounds - Heal: Level 31
    • (7) Doctored Wounds - Recharge: Level 31
    Level 6: Bright Nova
    • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21
    Level 8: Proton Scatter
    • (A) HamiO: Centriole Exposure (+2 Dam/Range)
    • (43) HamiO: Centriole Exposure (+2 Dam/Range)
    • (43) Detonation - Damage/Endurance/Range: Level 50
    • (45) Analyze Weakness - Accuracy/Recharge: Level 31
    • (45) Analyze Weakness - Accuracy/Endurance/Recharge: Level 31
    • (45) Achilles' Heel - Chance for Res Debuff: Level 10
    Level 10: Thermal Shield
    • (A) Resist Damage IO: Level 50
    • (11) Resist Damage IO: Level 50
    Level 12: Luminous Detonation
    • (A) Positron's Blast - Accuracy/Damage: Level 27
    • (46) Positron's Blast - Damage/Endurance: Level 27
    • (46) Positron's Blast - Damage/Recharge: Level 27
    • (46) Positron's Blast - Damage/Range: Level 27
    • (48) Positron's Blast - Accuracy/Damage/Endurance: Level 27
    • (48) Force Feedback - Chance for +Recharge: Level 21
    Level 14: Quantum Shield
    • (A) Resist Damage IO: Level 50
    • (15) Resist Damage IO: Level 50
    Level 16: Build Up
    • (A) Adjusted Targeting - To Hit Buff/Recharge: Level 27
    • (17) Adjusted Targeting - Recharge: Level 27
    Level 18: Incandescent Strike
    • (A) HamiO: Peroxisome Exposure (+2 Dam/Mez)
    • (19) HamiO: Peroxisome Exposure (+2 Dam/Mez)
    • (19) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
    • (21) Lockdown - Accuracy/Recharge: Level 31
    • (23) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 31
    • (23) Lockdown - Chance for +2 Mag Hold: Level 30
    Level 20: White Dwarf
    • (A) Resist Damage IO: Level 50
    • (21) Resist Damage IO: Level 50
    Level 22: Reform Essence
    • (A) HamiO: Golgi Exposure (+2 End/Heal)
    Level 24: Conserve Energy
    • (A) Recharge Reduction IO: Level 50
    • (25) Recharge Reduction IO: Level 50
    Level 26: Glowing Touch
    • (A) HamiO: Golgi Exposure (+2 End/Heal)
    Level 28: Pulsar
    • (A) Stupefy - Accuracy/Recharge: Level 27
    • (48) Stupefy - Endurance/Stun: Level 27
    • (50) Stupefy - Accuracy/Endurance: Level 27
    • (50) Stupefy - Stun/Range: Level 27
    • (50) Stupefy - Accuracy/Stun/Recharge: Level 27
    Level 30: Hasten
    • (A) Recharge Reduction IO: Level 50
    • (31) Recharge Reduction IO: Level 50
    Level 32: Quantum Flight
    • (A) Endurance Reduction IO: Level 50
    Level 35: Restore Essence
    • (A) Recharge Reduction IO: Level 50
    Level 38: Light Form
    • (A) Recharge Reduction IO: Level 50
    • (39) Recharge Reduction IO: Level 50
    Level 41: Assault
    • (A) Endurance Reduction IO: Level 50
    Level 44: Tactics
    • (A) Adjusted Targeting - To Hit Buff/Endurance: Level 50
    Level 47: Vengeance
    • (A) Luck of the Gambler - Recharge Speed: Level 45
    Level 49: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed: Level 47
    ------------

    Level 1: Brawl
    • (A) Accuracy IO: Level 50
    Level 1: Sprint
    • (A) Run Speed IO: Level 50
    Level 2: Rest
    • (A) Recharge Reduction IO: Level 50
    Level 1: Cosmic Balance

    Level 1: Energy Flight
    • (A) Winter's Gift - Slow Resistance (20%): Level 10
    Level 10: Combat Flight
    • (A) Luck of the Gambler - Recharge Speed: Level 25
    Level 4: Ninja Run

    Level 2: Swift
    • (A) Flight Speed IO: Level 50
    Level 2: Hurdle
    • (A) Jumping IO: Level 50
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 30
    Level 2: Stamina
    • (A) Endurance Modification IO: Level 50
    • (3) Endurance Modification IO: Level 50
    ------------

    Level 6: Bright Nova Bolt
    • (A) Accuracy IO: Level 50
    Level 6: Bright Nova Blast
    • (A) Entropic Chaos - Accuracy/Damage: Level 27
    • (29) Entropic Chaos - Damage/Endurance: Level 27
    • (29) Entropic Chaos - Damage/Recharge: Level 27
    • (31) Entropic Chaos - Damage/Endurance/Recharge: Level 27
    • (31) Entropic Chaos - Chance of Heal Self: Level 20
    Level 6: Bright Nova Scatter
    • (A) HamiO: Centriole Exposure (+2 Dam/Range)
    • (9) HamiO: Centriole Exposure (+2 Dam/Range)
    • (9) Detonation - Damage/Endurance/Range: Level 50
    • (11) Analyze Weakness - Accuracy/Recharge: Level 31
    • (13) Analyze Weakness - Accuracy/Endurance/Recharge: Level 31
    • (13) Achilles' Heel - Chance for Res Debuff: Level 10
    Level 6: Bright Nova Detonation
    • (A) Positron's Blast - Accuracy/Damage: Level 27
    • (15) Positron's Blast - Damage/Endurance: Level 27
    • (17) Positron's Blast - Damage/Recharge: Level 27
    • (25) Positron's Blast - Damage/Range: Level 27
    • (27) Positron's Blast - Accuracy/Damage/Endurance: Level 27
    • (27) Force Feedback - Chance for +Recharge: Level 21
    Level 20: White Dwarf Strike
    • (A) Crushing Impact - Accuracy/Damage: Level 31
    • (37) Crushing Impact - Damage/Endurance: Level 31
    • (37) Crushing Impact - Accuracy/Damage/Recharge: Level 31
    • (37) Crushing Impact - Accuracy/Damage/Endurance: Level 31
    • (39) Crushing Impact - Damage/Endurance/Recharge: Level 31
    Level 20: White Dwarf Smite
    • (A) Crushing Impact - Accuracy/Damage: Level 31
    • (39) Crushing Impact - Damage/Endurance: Level 31
    • (40) Crushing Impact - Accuracy/Damage/Recharge: Level 31
    • (40) Crushing Impact - Accuracy/Damage/Endurance: Level 31
    • (40) Crushing Impact - Damage/Endurance/Recharge: Level 31
    Level 20: White Dwarf Flare
    • (A) Obliteration - Damage: Level 31
    • (34) Obliteration - Accuracy/Recharge: Level 31
    • (34) Obliteration - Damage/Recharge: Level 31
    • (36) Obliteration - Accuracy/Damage/Recharge: Level 31
    • (36) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31
    • (36) Force Feedback - Chance for +Recharge: Level 21
    Level 20: White Dwarf Sublimation
    • (A) Doctored Wounds - Heal/Endurance: Level 31
    • (33) Doctored Wounds - Heal/Recharge: Level 31
    • (33) Doctored Wounds - Heal/Endurance/Recharge: Level 31
    • (33) Doctored Wounds - Heal: Level 31
    • (34) Doctored Wounds - Recharge: Level 31
    Level 20: White Dwarf Antagonize
    • (A) Perfect Zinger - Chance for Psi Damage: Level 21
    Level 20: White Dwarf Step
    • (A) Time & Space Manipulation - +Stealth: Level 15
    ------------

    Set Bonus Totals:
    • 8% DamageBuff(Smashing)
    • 8% DamageBuff(Lethal)
    • 8% DamageBuff(Fire)
    • 8% DamageBuff(Cold)
    • 8% DamageBuff(Energy)
    • 8% DamageBuff(Negative)
    • 8% DamageBuff(Toxic)
    • 8% DamageBuff(Psionic)
    • 4.5% Max End
    • 3% Enhancement(Stun)
    • 78.75% Enhancement(RechargeTime)
    • 41% Enhancement(Accuracy)
    • 2.5% Enhancement(Held)
    • 8% Enhancement(Heal)
    • 44.17 HP (4.125%) HitPoints
    • MezResist(Confused) 5.5%
    • MezResist(Immobilize) 4.4%
    • MezResist(Stun) 2.2%
    • MezResist(Terrorized) 4.4%
    • 7.5% (0.125 End/sec) Recovery
    • 40% (1.789 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 5.67% Resistance(Fire)
    • 5.67% Resistance(Cold)
    • 3% Resistance(Psionic)
    ------------

    Set Bonuses:

    Entropic Chaos
    (Glinting Eye)
    • 10% (0.447 HP/sec) Regeneration
    • MezResist(Confused) 2.75%
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Aegis
    (Incandescence)
    • 3% Resistance(Psionic)
    Doctored Wounds
    (Essence Boost)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    Analyze Weakness
    (Proton Scatter)
    • 10% (0.447 HP/sec) Regeneration
    Positron's Blast
    (Luminous Detonation)
    • 2.5% (0.042 End/sec) Recovery
    • 1.575% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Adjusted Targeting
    (Build Up)
    • 2% DamageBuff(All)
    Lockdown
    (Incandescent Strike)
    • 3% DamageBuff(All)
    • 2.5% Enhancement(Held)
    Stupefy
    (Pulsar)
    • 2.5% (0.042 End/sec) Recovery
    • 20.08 HP (1.875%) HitPoints
    • 3% Enhancement(Stun)
    • 6.25% Enhancement(RechargeTime)
    Luck of the Gambler
    (Vengeance)
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Maneuvers)
    • 7.5% Enhancement(RechargeTime)
    Winter's Gift
    (Energy Flight)
    • 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
    Luck of the Gambler
    (Combat Flight)
    • 7.5% Enhancement(RechargeTime)
    Entropic Chaos
    (Bright Nova Blast)
    • 10% (0.447 HP/sec) Regeneration
    • MezResist(Confused) 2.75%
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Analyze Weakness
    (Bright Nova Scatter)
    • 10% (0.447 HP/sec) Regeneration
    Positron's Blast
    (Bright Nova Detonation)
    • 2.5% (0.042 End/sec) Recovery
    • 1.575% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Crushing Impact
    (White Dwarf Strike)
    • MezResist(Immobilize) 2.2%
    • 12.05 HP (1.125%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Crushing Impact
    (White Dwarf Smite)
    • MezResist(Immobilize) 2.2%
    • 12.05 HP (1.125%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Obliteration
    (White Dwarf Flare)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Doctored Wounds
    (White Dwarf Sublimation)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)

    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    |-------------------------------------------------------------------|
  12. Hero Plan by Mids' Hero Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Ms Terry: Level 50 Science Warshade
    Primary Power Set: Umbral Blast
    Secondary Power Set: Umbral Aura
    Power Pool: Speed
    Power Pool: Medicine

    Hero Profile:

    Level 1: Ebon Eye
    • (A) Entropic Chaos - Accuracy/Damage: Level 27
    • (45) Entropic Chaos - Damage/Endurance: Level 27
    • (46) Entropic Chaos - Damage/Recharge: Level 27
    • (46) Entropic Chaos - Damage/Endurance/Recharge: Level 27
    • (46) Entropic Chaos - Chance of Heal Self: Level 20
    • (48) Devastation - Chance of Hold: Level 30
    Level 1: Absorption
    • (A) Aegis - Psionic/Status Resistance: Level 25
    Level 2: Gravity Shield
    • (A) Resist Damage IO: Level 50
    • (3) Resist Damage IO: Level 50
    Level 4: Orbiting Death
    • (A) Scirocco's Dervish - Accuracy/Damage: Level 27
    • (5) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 27
    Level 6: Dark Nova
    • (A) Winter's Gift - Slow Resistance (20%): Level 25
    Level 8: Starless Step
    • (A) Accuracy IO: Level 50
    Level 10: Penumbral Shield
    • (A) Resist Damage IO: Level 50
    • (11) Resist Damage IO: Level 50
    Level 12: Sunless Mire
    • (A) Obliteration - Damage: Level 31
    • (13) Obliteration - Accuracy/Recharge: Level 31
    • (13) Obliteration - Damage/Recharge: Level 31
    • (15) Obliteration - Accuracy/Damage/Recharge: Level 31
    • (15) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31
    Level 14: Shadow Cloak
    • (A) Luck of the Gambler - Recharge Speed: Level 27
    Level 16: Twilight Shield
    • (A) Resist Damage IO: Level 50
    • (17) Resist Damage IO: Level 50
    Level 18: Gravity Well
    • (A) HamiO: Peroxisome Exposure (+2 Dam/Mez)
    • (19) HamiO: Peroxisome Exposure (+2 Dam/Mez)
    • (19) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
    • (21) Lockdown - Accuracy/Recharge: Level 31
    • (23) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 31
    • (23) Lockdown - Chance for +2 Mag Hold: Level 30
    Level 20: Black Dwarf
    • (A) Resist Damage IO: Level 50
    • (21) Resist Damage IO: Level 50
    Level 22: Stygian Circle
    • (A) Endurance Modification IO: Level 50
    Level 24: Gravimetric Snare
    • (A) Entropic Chaos - Accuracy/Damage: Level 27
    • (43) Entropic Chaos - Damage/Endurance: Level 27
    • (43) Entropic Chaos - Damage/Recharge: Level 27
    • (43) Entropic Chaos - Damage/Endurance/Recharge: Level 27
    • (45) Entropic Chaos - Chance of Heal Self: Level 20
    • (45) Devastation - Chance of Hold: Level 30
    Level 26: Gravitic Emanation
    • (A) Force Feedback - Damage/Knockback: Level 27
    • (48) Force Feedback - Accuracy/Knockback: Level 27
    • (48) Force Feedback - Recharge/Knockback: Level 27
    • (50) Force Feedback - Recharge/Endurance: Level 27
    • (50) Force Feedback - Damage/Endurance/Knockback: Level 27
    • (50) Force Feedback - Chance for +Recharge: Level 21
    Level 28: Inky Aspect
    • (A) HamiO: Endoplasm Exposure (+2 Acc/Mez)
    Level 30: Hasten
    • (A) Recharge Reduction IO: Level 50
    • (31) Recharge Reduction IO: Level 50
    Level 32: Dark Extraction
    • (A) Expedient Reinforcement - Accuracy/Recharge: Level 31
    • (33) Expedient Reinforcement - Accuracy/Damage: Level 31
    • (33) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 31
    • (33) Expedient Reinforcement - Endurance/Damage/Recharge: Level 31
    • (34) Soulbound Allegiance - Accuracy/Damage/Recharge: Level 50
    Level 35: Stygian Return
    • (A) Doctored Wounds - Heal/Recharge: Level 50
    Level 38: Eclipse
    • (A) Resist Damage IO: Level 50
    • (39) Titanium Coating - Resistance/Recharge: Level 50
    • (39) Aegis - Resistance/Recharge: Level 50
    • (39) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
    • (40) Performance Shifter - EndMod/Accuracy/Recharge: Level 50
    Level 41: Stimulant
    • (A) Endurance Reduction IO: Level 50
    Level 44: Aid Self
    • (A) HamiO: Golgi Exposure (+2 End/Heal)
    Level 47: Aid Other
    • (A) HamiO: Golgi Exposure (+2 End/Heal)
    Level 49: Resuscitate
    • (A) Recharge Reduction IO: Level 50
    ------------

    Level 1: Brawl
    • (A) Accuracy IO: Level 50
    Level 1: Sprint
    • (A) Run Speed IO: Level 50
    Level 2: Rest
    • (A) Recharge Reduction IO: Level 50
    Level 1: Dark Sustenance

    Level 1: Shadow Step
    • (A) Jaunt - Endurance/Range: Level 50
    Level 10: Shadow Recall
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 10
    Level 4: Ninja Run

    Level 2: Swift
    • (A) Run Speed IO: Level 50
    Level 2: Hurdle
    • (A) Jumping IO: Level 50
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 30
    Level 2: Stamina
    • (A) Endurance Modification IO: Level 50
    • (3) Endurance Modification IO: Level 50
    ------------

    Level 6: Dark Nova Bolt
    • (A) Accuracy IO: Level 50
    Level 6: Dark Nova Blast
    • (A) Entropic Chaos - Accuracy/Damage: Level 27
    • (25) Entropic Chaos - Damage/Endurance: Level 27
    • (27) Entropic Chaos - Damage/Recharge: Level 27
    • (27) Entropic Chaos - Damage/Endurance/Recharge: Level 27
    • (29) Entropic Chaos - Chance of Heal Self: Level 20
    Level 6: Dark Nova Emanation
    • (A) HamiO: Centriole Exposure (+2 Dam/Range)
    • (5) HamiO: Centriole Exposure (+2 Dam/Range)
    • (7) Detonation - Damage/Endurance/Range: Level 50
    • (7) Tempered Readiness - Accuracy/Endurance: Level 50
    • (9) Pacing of the Turtle - Accuracy/Endurance: Level 50
    Level 6: Dark Nova Detonation
    • (A) Positron's Blast - Accuracy/Damage: Level 27
    • (9) Positron's Blast - Damage/Endurance: Level 27
    • (11) Positron's Blast - Damage/Recharge: Level 27
    • (17) Positron's Blast - Damage/Range: Level 27
    • (25) Positron's Blast - Accuracy/Damage/Endurance: Level 27
    Level 20: Black Dwarf Strike
    • (A) Crushing Impact - Accuracy/Damage: Level 31
    • (37) Crushing Impact - Damage/Endurance: Level 31
    • (37) Crushing Impact - Accuracy/Damage/Recharge: Level 31
    • (37) Crushing Impact - Accuracy/Damage/Endurance: Level 31
    • (40) Crushing Impact - Damage/Endurance/Recharge: Level 31
    Level 20: Black Dwarf Smite
    • (A) Crushing Impact - Accuracy/Damage: Level 31
    • (40) Crushing Impact - Damage/Endurance: Level 31
    • (42) Crushing Impact - Accuracy/Damage/Recharge: Level 31
    • (42) Crushing Impact - Accuracy/Damage/Endurance: Level 31
    • (42) Crushing Impact - Damage/Endurance/Recharge: Level 31
    Level 20: Black Dwarf Mire
    • (A) Obliteration - Damage: Level 31
    • (34) Obliteration - Accuracy/Recharge: Level 31
    • (36) Obliteration - Damage/Recharge: Level 31
    • (36) Obliteration - Accuracy/Damage/Recharge: Level 31
    • (36) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31
    Level 20: Black Dwarf Drain
    • (A) Touch of the Nictus - Healing: Level 31
    • (29) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge: Level 31
    • (31) Touch of the Nictus - Accuracy/Healing: Level 31
    • (31) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration: Level 31
    • (34) Touch of the Nictus - Accuracy/Endurance/Recharge: Level 31
    Level 20: Black Dwarf Step
    • (A) Time & Space Manipulation - +Stealth: Level 50
    Level 20: Black Dwarf Antagonize
    • (A) Perfect Zinger - Chance for Psi Damage: Level 21
    ------------

    Set Bonus Totals:
    • 14.5% DamageBuff(Smashing)
    • 14.5% DamageBuff(Lethal)
    • 14.5% DamageBuff(Fire)
    • 14.5% DamageBuff(Cold)
    • 14.5% DamageBuff(Energy)
    • 14.5% DamageBuff(Negative)
    • 14.5% DamageBuff(Toxic)
    • 14.5% DamageBuff(Psionic)
    • 1.563% Defense(Fire)
    • 1.563% Defense(Cold)
    • 3.125% Defense(AoE)
    • 9% Max End
    • 2.5% Enhancement(Held)
    • 50% Enhancement(Accuracy)
    • 5% Enhancement(Heal)
    • 58.75% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 44.17 HP (4.125%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 10.75%
    • MezResist(Held) 2.5%
    • MezResist(Immobilize) 6.9%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 6.9%
    • MezResist(Terrorized) 5.25%
    • 2.5% (0.042 End/sec) Recovery
    • 50% (2.236 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 1.575% Resistance(Fire)
    • 1.575% Resistance(Cold)
    • 3% Resistance(Psionic)
    • 5% RunSpeed
    ------------

    Set Bonuses:

    Entropic Chaos
    (Ebon Eye)
    • 10% (0.447 HP/sec) Regeneration
    • MezResist(Confused) 2.75%
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Aegis
    (Absorption)
    • 3% Resistance(Psionic)
    Scirocco's Dervish
    (Orbiting Death)
    • 10% (0.447 HP/sec) Regeneration
    Winter's Gift
    (Dark Nova)
    • 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
    Obliteration
    (Sunless Mire)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Shadow Cloak)
    • 7.5% Enhancement(RechargeTime)
    Lockdown
    (Gravity Well)
    • 3% DamageBuff(All)
    • 2.5% Enhancement(Held)
    Entropic Chaos
    (Gravimetric Snare)
    • 10% (0.447 HP/sec) Regeneration
    • MezResist(Confused) 2.75%
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Force Feedback
    (Gravitic Emanation)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • MezResist(Terrorized) 2.75%
    • 10% (0.447 HP/sec) Regeneration
    • 2.5% DamageBuff(All)
    • 3.125% Defense(AoE), 1.563% Defense(Fire), 1.563% Defense(Cold)
    Expedient Reinforcement
    (Dark Extraction)
    • Status Resistance 2.5%
    • 3% DamageBuff(All)
    • 6.25% Enhancement(RechargeTime)
    Blessing of the Zephyr
    (Shadow Recall)
    • Knockback,Knockup protection (Mag 4)
    Entropic Chaos
    (Dark Nova Blast)
    • 10% (0.447 HP/sec) Regeneration
    • MezResist(Confused) 2.75%
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Positron's Blast
    (Dark Nova Detonation)
    • 2.5% (0.042 End/sec) Recovery
    • 1.575% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Crushing Impact
    (Black Dwarf Strike)
    • MezResist(Immobilize) 2.2%
    • 12.05 HP (1.125%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Crushing Impact
    (Black Dwarf Smite)
    • MezResist(Immobilize) 2.2%
    • 12.05 HP (1.125%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Obliteration
    (Black Dwarf Mire)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Touch of the Nictus
    (Black Dwarf Drain)
    • 20.08 HP (1.875%) HitPoints
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(Heal)
    • 2.25% Max End

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  13. It'd be really "nice" if the Devs would add a Grant Power effect to all Ranged Biased Pets which would cause a Fear Aura around the selected target which is specifically intended to "dissuade" said specific Ranged Pet(s) from following through on their "I *must* be STUPID now!" AI programming.

    Basically, if a Tier 1 Merc (for example) uses a ranged attack on a target, that target now has a Grant Power of a PBAoE Fear Aura keyed to affect ... Tier 1 Mercs only. You could even borrow the exact same database coding as what is used for Caltrops, except without the Slow or the Damage (obviously), and simply key it for the specific Tier of MM Pet that would be launching the attack(s). So code up 3 Grant Power of PBAoE Fear to Pet Type(s), ie. 1 for each Tier of Ranged Biased Pet(s), and then add that Grant Power to all of the Ranged Attacks used by that primary's Pets. Wash, rinse, repeat for each of the Ranged MM Pet primaries.

    S imple.
    E asy.
    E ffective.

    Not being done ...
  14. I personally just keybind the `/~ key with a targetenemynear$$follow command. I (and other people) call it the "Jackie Chan Bind" and it becomes second nature to use it almost constantly on melee characters. As soon as something gets defeated, just hit the `/~ key and you're onto the next target and moving into melee range (if you weren't there already). When surrounded, you just spin in place to face your current target. Just make sure you've got your camera pulled back far enough to see the area around you (I set mine at 32 feet away from me).

    Simple.
    Easy.
    Effective.
  15. Just in case anyone stumbles across this thread and would like a Tour ... which apparently no one has yet ... the Spring Knights base was just this past week expanded and reorganized from a 16x12 plot to a 16x16 plot. Consequently, there has been a great deal of "urban renewal" going on as rooms get reorganized, and in some cases deleted and rebuilt in their entirety. Work to rebuild everything is still ongoing, and probably will be for some time. It might take until the end of January until everything is "presentable" again for Touring.

    So temporarily at least, Spring Knights is "closed" to Tours. So at this time, the screenshots in this thread are pretty much the only resource available for a lot of the "tricks" I used in building the place (and which I'll be using myself quite a bit in the reconstruction).
  16. Here's a (relatively) simple idea for buffing Peacebringers which I think we can all get behind.

    Change the Duration of Build Up for Peacebringers from 10 seconds to 15 seconds (ie. 1/2 rather than 1/3 of Sunless Mire duration) ... and rebalance the buff values accordingly so that Build Up offers the same amount of Buff Over Time.

    Before:
    10 seconds @ +18% Tohit, +72% Damage, 90 second Recharge

    After:
    15 seconds @ +12% Tohit, +48% Damage, 90 second Recharge

    Although this would reduce the immediate spike damage potential of Human Form attacks on a Damage Per Attack basis ... it would conversely make Build Up much more "friendly" with switching to Nova and Dwarf Forms, by making a greater duration of Build Up available after a Form switch. This in turn would make it possible to have Build Up cover a double (or triple, with enough +Recharge) series of attacks in Nova Form, in contrast to a single or double series of attacks while buffed with Build Up.

    For those players able to complete a double chain of attacks within Build Up's 10 seconds, and a triple chain within 15, including Form Switch, this change would be a net wash (ie. no gain or loss of DPS). But for players who are not loaded with +Recharge, being able to go from a single attack chain @ +72% Damage to a double attack chain @ +48% Damage, this would offer a net DPS increase, simply due to the granularity of the timing.

    It's not often that a solution to a problem can be found in which the Theoretical Maximum can be maintained at a given level of strength, yet the Theoretical Minimum gets buffed by the same solution. I'd like to think that this idea is one of those times.
  17. Quote:
    Originally Posted by Mercurial View Post
    Thanks for the guide and thanks Redlynne for posting all of that - I'm playing around with this build now.
    Well ... it took a lot of noodling around to work all that out, so I'm glad that at least one person has found it useful.

    And yeah, it has been something of a "voyage of discovery" in making that build and getting it to "work" the way it does.
  18. I still stand by my assertion that AVs represent no more than 1% of the total game content. As such, an advantage against AVs which can't be leveraged all that well against 99% of the rest of the game is not all that compelling a strong point for an entire (half of an) Archetype in comparisons.

    And we're not "trashing" PBs in this thread. We're pointing out the flaws inherent to the assumptions which held sway when they were created (released in Issue 3...!) which have never been properly dealt with and accounted for in how the game has changed between Issues 3 and 19. The first thing you have to do in order to justify that a buff is needed is to demonstrate and prove underperformance. That's what this thread has turned into ... a demonstration and "proof" that PBs underperform and therefore not only need, but deserve, to be buffed, in order to bring them into closer (but by no means exact!) balance with their nearest counterparts ... Warshades.
  19. Quote:
    Originally Posted by Adeon Hawkwood View Post
    I'd say take Leadership, all the suvivability in the world doesn't matter if your bots can't hit anything and Tactics really helps the lower tier bots.
    Quoted for Importance.
  20. Redlynne

    Sonic Cage

    Quote:
    Originally Posted by DrMike2000 View Post
    One unexpected situation I have found it incredibly useful for though is Singularities. If I'm fighting Longbow or Family, and one of the bosses casts a Singy, I can cage it quick smart and not slow the team down at all. Its the perfect target - a tough, annoying, otherwise un-mezzable pet who dissappears with its owner.
    Now that's a Smart Play I hadn't thought of. Begs the question of how many other pets in the game this would (also) apply to.
  21. Quote:
    Originally Posted by Novella View Post
    I will more than likely keep her as a Blood Widow completely, but I will end up choosing the Night Widow Training, but not taking any of the Night Widow attacks. I will take that branch just to get access to the Widow Teamwork powers which makes her even more deadly and still makes her a Blood Widow.
    Ah ...now that is analogous to building a Huntsman, where you dip into the Bane Spider Training secondary (for Bane Armor and Surveillance mainly, Cloaking Device optional) and the Bane Spider Soldier primary (only for Build Up). Care to share your build, and insights, with the class?
  22. The problem with Peacebringers, in my opinion, is that compared to Warshades they've got LOUSY synergies. Warshades "add up" to be more than the sum of their parts rather successfully ... but Peacebringers "don't do that" in multiple ways.

    • Eclipse is a click power which doesn't lock out Forms.
    • Light Form is a click power which DOES lock out Forms. Peacebringer loses synergy.

    • Gravitic Emanation and Inky Aspect can be stacked to provide reliable Stun Mag 3+2.
    • Pulsar can either self-stack (with Hastened Recharge and heavy slotting!) or sync up with the Pounding Slugfest proc slotted into Radiant Strike or Dwarf Melee attacks. Peacebringer offers lousy (self-)synergy for Stuns.

    • Gravimetric Snare is a Ranged DoT Immobilize on a 4 second Recharge timer, which is useful beyond mere damage. Gravimetric Snare and Ebon Eye make for a very good (ranged) single target attack chain.
    • Radiant Strike is a Melee KB Defense Debuff Attack on a 10 second Recharge timer, which IS NOT useful aside from pure damage (and which makes you chase down whatever you hit). Radiant Strike is very difficult to work into ANY useful attack chain, whether at range or at melee distances, due to its punitively long Recharge time and Melee Only range. Peacebringer LOSES.

    • Black Dwarf can Mire for both PBAoE Damage and +Damage Buff every 20 seconds (often Hastened down to 10 seconds or less).
    • White Dwarf can Flare for PBAoE Damage every 16 seconds (often Hastened down to 8 or less seconds), but can't get +Damage outside of Build Up (Human Form). Peacebringer pays higher Endurance Cost (over time) for less Damage throughput and reduced synergies, in comparison.

    • Stygian Circle both Heals and Recovers Endurance.
    • Conserve Energy only discounts Endurance Cost, but doesn't increase Regeneration ... presumably because Essence Boost is increasing Regeneration (by increasing HP). Peacebringer loses by comparison in all situations that are not AV Fights (ie. 99% of the game).

    • Dark Extraction offers Pets which STICK AROUND for 200 seconds, dish out A LOT of damage over time FROM RANGE, and which can be stacked up to three times with enough +Recharge on a 240 second Recharge time.
    • Photon Seekers are One And Done melee range self destruct package(s), which only stick around for 60 seconds after casting (if they can't figure out what to blow themselves up on), and have a 300 second Recharge time. Woefully pathetic by comparison for the Peacebringer. Winter Lord Northern Lights (blue Wisps with Peacebringer blast powers) are way more useful. Peacebringers LOSE ... BADLY ... by comparison.

    • Medicine Pool: Aid Self is on a 20 seconds Recharge timer and offers Stun resistance.
    • Reform Essence and White Dwarf Sublimation are on 60 second Recharge timers. Neither offers any Stun resistance, or indeed any Mez Resistance of any kind. Peacebringer loses (versus a Pool Power!) due to excessively punitive recharge times on self healing powers which don't even offer ANY Mez Resistance (not to be confused with -Mag Mez Protection). It would be beyond nice if Reform Essence and White Dwarf Sublimation offered +100% Resistance to all Mez Effects (thereby shortening their duration) for 20-30 seconds (does not self-stack) ... but NOoooo ... Peacebringers aren't allowed to have Nice Things(tm) that could save them from Debt ...

    • Warshades get Orbiting Death, which can be supercharged by their Sunless Mire into becoming a serious PBAoE Damage Toggle that dishes out a LOT of Damage for very little Endurance Cost, and which synergizes very nicely with Inky Aspect.
    • Peacebringers get Solar Flare, which can't be used while Flying (even though they can natively Fly in Human Form!), which is a Click, and which knocks everything out of the Area of Effect (and away from any Melee Teammates, to their extreme annoyance), making sustained Damage throughput like with Orbiting Death an impossibility. Peacebringers LOSE by comparison ... BIG TIME.
  23. Quote:
    Originally Posted by Redlynne View Post
    I'm going to lay down a marker.

    If there's still no Base Love by Issue 20 ... or even the hope of any ... there never will be any. EVER.
    I still stand by my marker placed on 12 Aug 2010.
  24. Fairly straightforward question ... are there Widow builds analogous to the Huntsman? Having taken a cursory look through the Widow powers, I get the sense that limiting yourself to just the pre-24 attack powers would "cost" too much for either a Night Widow or Fortunata build ... but lacking any experience with building (let alone playing) Widows, I'm not sure about that.

    Although the Huntsman build sacrifices (somewhat) to stick with the Arachnos Weapon, as much as possible, and leverages (insanely) high quantities of +Recharge in order to be viable ... I can't tell if a Widow, of any variety, would be able to do the same. Has anyone tried?

    I suspect though that there are just too many "good powers" in the post-24 branches for Widows to pass up though, when it comes to making a "successful" build. I also suspect that like the Huntsman, with its biased preference towards using Bane branch powers, that any sort of post-24 Blood Widow build would be biased towards using the Night Widow branch for synergistic reasons.

    Anyone with experience in this area?
  25. There's something that's been bothering me about two options for slotting in Build Up in my Huntsman build. Namely, which is better ... going with two common 50 Recharge IOs for maximum recharge and maximum uptime on the power ... or going with a 2-slot Adjusted Targeting of Tohit/Rech (33) and Rech (33), which offers a +2% Damage set bonus? The Adjusted Targeting option would of course have less +Recharge (57.34% vs 83.32% post-ED), so the uptime on Build Up would be reduced ... but by how much? And would the +2% Damage global set bonus in any way mitigate or offset that?

    Well, the only way to "answer" such a question by theorycrafting is to model it mathematically. So I've tried.

    The way I'm modelling to answer this question is to simply chop up the time span into 1 second segments (or less for the fractional remainders) and multiply each of them by the amount of +Damage bonus being applied during that 1 second segment. Add up all the segments to calculate the total +Damage bonus over time, and then divide that amount by the number of seconds that a full (Recharge + Cast Time) span encompasses in a Best Case Scenario. And just to keep things honest, I rounded up all the fractional seconds to the nearest 0.125 (ie. 1/8th) seconds multiple values on the fractions. I've also included, just for comparison purposes, what things would look like if Mids' wasn't wrong about how the Force Feedback Proc works on adding Recharge, just so as to see the trend line of what happens when external +Recharge buffs (Speed Boost, etc.) might get applied. The results are ... interesting ...

    Two 50 Recharge IO
    • 19.12 + 1.17 = 20.29 seconds (+100 Recharge Always On @ 45-50)
      10 seconds @ +80% plus 10.375 seconds @ +0% = 20.375 seconds @ +39.264% DPS (49% uptime)
    • 24.27 + 1.17 = 25.44 seconds (no additional +Recharge @ 45-50)
      10 seconds @ +80% plus 15.5 seconds @ +0% = 25.5 seconds @ +31.373% DPS (39% uptime)
    • 25.75 + 1.17 = 26.92 seconds (no additional +Recharge @ 30)
      10 seconds @ +80% plus 17 seconds @ +0% = 27 seconds @ +29.630% DPS (37% uptime)
    Adjusted Targeting: Tohit/Rech (33), Rech (33)
    • 20.19 + 1.17 = 21.36 seconds (+100 Recharge Always On @ 45-50)
      10 seconds @ +82% plus 11.375 seconds @ +2% = 21.375 seconds @ +39.427% DPS (46% uptime)
    • 26.02 + 1.17 = 27.19 seconds (no additional +Recharge @ 45-50)
      10 seconds @ +82% plus 17.25 seconds @ +2% = 27.25 seconds @ +31.358% DPS (36% uptime)
    • 27.73 + 1.17 = 28.9 seconds (no additional +Recharge @ 30)
      10 seconds @ +82% plus 19 seconds @ +2% = 29 seconds @ +29.586% DPS (34% uptime)
    The interesting thing from this "back of the envelope" analysis is that although the Adjusted Targeting option is slower, resulting in a slightly decreased uptime for Build Up (2 seconds difference @ Exemplar/Malefactor Level 30), the difference in average DPS throughput in either scenario is almost statistically insignificant.

    Indeed, with all other factors being equal, although the Adjusting Targeting choice is slower to recharge Build Up, it is actually the more successful of the two choices overall. This is because with Adjusted Targeting slotted the global +Damage set bonus is always active (@ Levels 30+) regardless of whether or not Build Up is even being used or not. Furthermore, because the Adjusted Targeting option is slower, it actually costs (slight) less Endurance over time (END/sec) because it is being used ever so slightly less often (due to longer recharge time), while at the same time not sacrificing DPS throughput over time (theoretically). Additionally, because the Adjusted Targeting option is (ever so) slightly slower, while yielding comparable DPS throughput over time, the Adjusted Targeting option will, in theorycraft, yield an extra 1-2 seconds window of opportunity for attack animations which do damage.

    In light of this discovery, I am therefore updating my Huntsman build strategy to use Adjusted Targeting in Build Up rather than (mere) common Recharge IOs.

    Mind you, this is all "optimized theorycrafting" in a vacuum. YMMV of course, due to actual gameplay factors (such as attack chain structuring, among other things) which may degrade "actual performance" in-game off the theoretical maximums I've calculated here.

    ==========

    Villain Plan by Mids' Villain Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

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