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Posts
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Joined
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My build--currently at 39, though the Jounin and Oni enhancements should be swapped. The most expendable powers are Thunderclap, Smoke Flash, and Fly. The best thing about it is 42%/36% ranged/AoE defense, and an extra 20% defense (added to their native abilities) and 20% res (more for energy/fire/cold) if the Ninjas huddle close, which of course they don't. This also doesn't take into account Hurricane's tohit debuff.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Flight
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Call Genin -- BldM'dt-Acc/Dmg:30(A), BldM'dt-Dmg/EndRdx:30(3), BldM'dt-Acc/EndRdx:30(3), BldM'dt-Acc/Dmg/EndRdx:30(5), BldM'dt-Acc:30(5), BldM'dt-Dmg:30(7)
Level 1: Gale -- Acc-I:40(A), Acc-I:40(9)
Level 2: O2 Boost -- H'zdH-Heal/EndRdx:40(A), Dct'dW-Heal/EndRdx:30(7)
Level 4: Snow Storm -- EndRdx-I:40(A)
Level 6: Train Ninjas -- EndRdx-I:30(A), EndRdx-I:40(9)
Level 8: Swift -- Flight-I:30(A)
Level 10: Steamy Mist -- TtmC'tng-ResDam/EndRdx:40(A), S'dpty-Def/EndRdx:40(11), S'fstPrt-ResDam/Def+:30(11), RedFtn-Def/EndRdx:40(13), S'fstPrt-ResDam/EndRdx:30(15), DefBuff-I:40(15)
Level 12: Call Jounin -- BldM'dt-Acc/Dmg:35(A), BldM'dt-Dmg:35(13), BldM'dt-Dmg/EndRdx:35(17), BldM'dt-Acc/EndRdx:35(17), BldM'dt-Acc/Dmg/EndRdx:35(19), BldM'dt-Acc:35(19)
Level 14: Health -- Empty(A)
Level 16: Freezing Rain -- ShldBrk-DefDeb:30(A), ShldBrk-Acc/DefDeb:30(31), ShldBrk-Acc/Rchg:30(33), ShldBrk-DefDeb/EndRdx/Rchg:30(33), RechRdx-I:30(33), UndDef-Rchg/EndRdx:30(34)
Level 18: Maneuvers -- RedFtn-Def/EndRdx:30(A), GftotA-Def/EndRdx:40(21), S'dpty-Def/EndRdx:30(45)
Level 20: Stamina -- EndMod-I:40(A), EndMod-I:40(21), P'Shift-End%:40(27), P'Shift-EndMod:40(29)
Level 22: Hurricane -- DarkWD-ToHitDeb:30(A), DarkWD-ToHitDeb/Rchg:30(23), DarkWD-ToHitdeb/Rchg/EndRdx:30(23), DarkWD-ToHitDeb/EndRdx:30(27)
Level 24: Hover -- Zephyr-Travel:30(A), Zephyr-Travel/EndRdx:30(25), Flight-I:30(25), Zephyr-ResKB:40(29)
Level 26: Oni -- BldM'dt-Acc/Dmg:40(A), EdctM'r-PetDef:40(31), SvgnRt-PetResDam:40(31), BldM'dt-Dmg:30(34), BriL'shp-Acc/Dmg:40(34), BldM'dt-Acc/Dmg/EndRdx:30(36)
Level 28: Smoke Flash -- EndRdx-I:40(A)
Level 30: Thunder Clap -- Stpfy-Acc/Rchg:40(A), Stpfy-EndRdx/Stun:40(37), Stpfy-Acc/EndRdx:40(37), Stpfy-Stun/Rng:40(37), Stpfy-Acc/Stun/Rchg:40(39), Stpfy-KB%:40(39)
Level 32: Kuji In Zen -- EndRdx-I:30(A), EndRdx-I:40(36)
Level 35: Tornado -- ExRmnt-Dmg/EndRdx:40(A), C'Arms-+Def(Pets):30(36), ExRmnt-+Res(Pets):40(39), ExRmnt-EndRdx/Dmg/Rchg:40(40), ExRmnt-Acc/Dmg/Rchg:40(40)
Level 38: Lightning Storm -- Thundr-Acc/Dmg:30(A), Thundr-Dmg/EndRdx/Rchg:40(40), Thundr-Dmg/EndRdx:30(42), Thundr-Dmg/Rchg:30(42), Thundr-Acc/Dmg/Rchg:30(43), Thundr-Acc/Dmg/EndRdx:30(43)
Level 41: School of Sharks -- TotHntr-Acc/Rchg:40(A), TotHntr-Acc/Immob/Rchg:40(42), TotHntr-Immob/Acc:40(43), TotHntr-EndRdx/Immob:40(45), TotHntr-Acc/EndRdx:40(45), TotHntr-Dam%:40(46)
Level 44: Shark Skin -- Aegis-ResDam/EndRdx:40(A), Aegis-ResDam:40(46), Aegis-ResDam/EndRdx/Rchg:40(46)
Level 47: Spirit Shark Jaws -- Lock-Acc/Hold:40(A), Lock-Acc/Rchg:40(48), Lock-Rchg/Hold:40(48), Lock-EndRdx/Rchg/Hold:40(48), Lock-Acc/EndRdx/Rchg/Hold:40(50), Lock-%Hold:40(50)
Level 49: Fly -- Zephyr-Travel:40(A), Zephyr-Travel/EndRdx:40(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy -
Quote:I have strategies similar to the above posters, though nearly all my toons now are planned around some sort of defense bonuses.I was wondering about people's approach to set bonuses. In your experiences, is it your goal to use set bonuses to enhance strenghts you already have or to make up for abilities lacking in your AT/Powerset? For example, I've started a */Regeneration Scrapper and I'm looking ahead to set inventions. Is it overkill to slot all the +Regen, +Heal, +Recovery I can fit or maybe consider defense/resistance?
Thanks.
It is less valuable to slot for +regen and +hp for a /Regen scrapper. If you look at the hp/sec in Mids', you can see +regen bonuses aren't giving you much more survivability at all. If you have perma-Dull Pain and the hp accolades, then you definitely don't need any +hp, as you'll be capped anyway.
The prevailing wisdom on the scrapper board is +recharge is vital for /Regen, though each bit of recharge added does offer you less and less, and +def bonuses are quite valuable as well.
Your primary and power pools should play a role in deciding your set bonuses, too. Stamina? Dark (with Dark Consumption)? Then you very likely don't need any +max end or +recov bonuses, other than the ones you collect incidentally. Weave? Katana/Broadsword? Then you should grab defense to stack with these. With the swords, you could even build for ranged (most) and AoE defense (some), counting on the melee defense from Parry/Divine Avalanche. Do you have a gapless attack chain? Hasten? Then if your DP/Recon/Instant/MoG are recharging fast enough for you, you can concentrate less on more +rech.
If I were to rebuild my retired Spines/Regen, I would focus on S/L defense bonuses, as they're pretty easy to come by (if you have the cash for Kinetic Combats, at least) on a melee toon, after getting substantial recharge. -
Oooh, burn. Man, now I feel low.
FWIW, most heroes on Justice, eckchually.
Not so subtle this time, as subtlety doesn't seem to be your metier:
Quote:It IS boring for me from 1-30.
Quote:I start from wherever i wish to with the mobs and the end result is the same, THEY DIE. Can you solo at +3 or 4x8 with your /DA toon?
Quote:GF from Canada? First off, i'm not prejudice and would date a female from anywhere if i weren't married. Try not to judge people, less you be judged.
Quote:And as far as INV. I have one at 34 and i have no problems with him. If you do, you should learn to slot it and play it better. If i did, i guess i could put a bill into him and make him as awesome as /DA or any other AT because i have the funds to do it. -
...by accepting that the Genin are really just short-term +res buffs, like really good orange inspirations.
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Quote:Er....I don't think it's repetition of content that's boring you.I get bored and hate lower level content. After 5 years, the sewers and hollows get boring.
On a side note, i was just running a BM farm
Quote:i could 2 shot the whole dang mob just about. Now, does that make me a player that don't know diddly cause i pl'd him to 50? Or an uber player with awesome skills for taking on +3x8 mobs?
Quote:Khrome Dome on Justice. Ask around about him.
Quote:I am/ have been talking about the end.
OMG why does invul, more like vulnerability, lol, get three craptastic passives. 7.5% res vs. NRG and NEG and THATS ALL? WTF. that stops like 1/9 incoming dmg on ONLY TWO dmg types, IF I SLOT IT 2 the MAX. what the suck. and Resist Elements practically the same, only w Tox bfd. and 3.75 def? that stop about 1/8 incoming dmg IF SLOTTED UP. this set sux. it dont cost me no end but it barely increase my survivability. and don't get me started on that long recharge heal. wtf? the dark scrap next to me healz TO FULL every 20 secs and I got to wait 3 minutes for a half heal. LULZ. sry, DELETE /vuln, bye. -
Quote:I believe you can file this under not getting the idea of balance.I'm not talking about and don't care about mitigation, resistance and stuff. This post was about the end, not resist.
Or maybe this is the problem...
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Quote:Huh. This passage appears to contain many false statements. I remember lots of marketeer complaining about developers when the plan for merits was introduced, with such people predicting what some of the drawbacks of merits might be, including lack of supply at mid-levels as well as an overall reduction of pool 'C's. So I don't think this was a surprise to the readership here. In addition, I remember people bragging that they'd make a windfall no matter what the changes, and probably most earners kept on earnin'.I have to say it was funny as all heck to see the same people who had vapor locked to the developers posteriors saying that this wasn't needed prior to I13 do a 180 when the problems with merits raised their ugly heads. Then again they probably had hoped to reap large profits buying recipes from people who couldnt properly value them, the lack of supply and narrowing of the price ranges must have been a nasty surprise.
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Quote:That a farming map? Or just standard leveling?Running my SS/FA on +1x8 for drops I usually get a Pool C drop every 1-2 runs. I've yet to get anything shinier than an Oblit quad, lots of GW Triples and Mako quads.
Excellent work on teh guides, btw; especially dig the GUI setups. Maybe I do need to make me a painz0r. -
A surprising--I think--run of luck on an SS/Energy Aura Brute:
Between about 27 and 44, he's collected at least six boss-dropped TF pool recipes in regular play.
2 Rech/End Touch of Lady Gray
Positron's proc
Obliteration quad
Aegis triple
Aegis unique
The last two were in a mission where I'm fairly sure I only defeated six bosses. He has solo'd most of the levels. This still seems like abnormally high drops of this sort. Anyone else have this sort of streakiness? -
You have 4 or 5 billion, but are unable to figure out how to upgrade a build. That's unpossible!
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Not much to add--and coming from the perspective/experience of Rad/Dark.
I would take an area mez instead of the snipe, to take out -def minions (obviously mezzing minions are less of a problem for a Traps/ than a Rad/), especially since you have enough of an attack chain w/DB, Gloom and Life Drain (and Dominate). To keep the same recharge/def you could put Stupefy in Dark Pit and Basilisk's in Dominate (which will lose damage, of course). Another possibility, though less useful, the epic sleep (since it's mag3) and another +6.25% possibility as well as another +hp proc location.
*If* end is not a problem, the Dmg/Rng might be more useful than the Dmg/End in TT, since it will help it match up a little better with Nightfall. -
I hope that's a mis-print and is 40m rather than 40k. Especially since I know my low Zephyr bids aren't that stingy!
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Quote:I'd say it's more useful than that, especially, as someone pointed out upthread, after the mez-BF-AA recharging sequence. I find myself using the PBAoE holds pretty often on all my 40+ trollers, though that may be because they either have lots of recharge and/or a second EMPulse/Arrow.I did take Glacier, but postponed it; my one previous experience with a high level controller suggested that the recharge on PBAoE holds is such that they get put in a place on the task bar reserved for powers that are saved for special and emergency occasions that never come.
Quote:I added some "yeah, right" sets for this, looking chiefly for recharge and recovery; endurance seems a serious issue already.
Then get to know Basilisk's Gaze (pretty steep) or Lockdown! The Acc/End/Rech Shieldbreakers are gonna be expensive (at least the last I sold blueside went for 30 million). The triples for Malaise's and Ghostwidow's might be a little hard to come by in the mid-levels, though I haven't looked in a long time. -
Quote:I hope these words have never been written before: the argument as phrased by SpittingTrashcan makes sense, something about the mortality line.At 45% defense, you block twice as many hits as you do at 40% defense.
That means if 40% defense blocks 10 attacks, 45% defense will block 20 attacks.
5% more is blocking exactly as many shots as the first 40%.
I have nothing more to add.
However, in the above equation, you're "giving" the inherent accuracy (or inaccuracy, maybe) of critter attacks to the softcap.
The way I math it:
100 incoming attacks
50 "blocked" by the standard miss
40 additional incoming attacks blocked by 40 defense
45 additional incoming attacks blocked by 45 defense
Would that I had the graph skillz as exhibited above. -
Quote:True, twice the effectiveness of damage reduction from the point of 40% defense.Fine.
40% defense means that you have a 10% chance to be hit. Since you start at 50% chance to be hit, you have decreased your damage taken to 1/5 of it's original value.
45% defense means that you have a 5% chance to be hit. This reduces your damage taken to 1/10, twice the effectiveness of 40%.
Quote:The last five percent prevents as much damage as the first 40%.
Taking one-tenth of original damage is saving yourself from 10% more damage. The original 40 points of def is still doing the "work" to reduce the original 80%.
Quote:This line is evidence enough that you understand nothing of the game's attack mechanics. This is not an exercise with magical math that says every % of damage stops 10 DPS. Every % of defense reduces your chance to get hit. This has a non-linear effect on the DPS that it prevents. Each % of defense added is more effective than the previous %. -
First off, I realize the value of soft-capping, and attempt to do some sort of it on nearly every toon I build these days. I agree with you guys that getting closer and closer to the softcap is more and more valuable, especially as far as debuffs (and mezzes)--paramount among them, defense debuffs--are concerned. But...
Quote:25% defense stopping 250 DPS (terminology simply for the purposes of this exercise) is stopping five times as much damage as (the 5% 40-45) stopping 50 DPS. "Doubling your survivability" is a claim that can only be made with regard to how much DPS you can withstand naturally. If 100 DPS won't kill you, then 50 DPS doesn't "double your survivability."Sure it is. Let me show you using your numbers.
So it took 25% defence to double your survivability, starting from 0 defense.
Now it only took 5% to double your survivability, starting from 40% defense. So, the last 5% really is as good as the first 25% as far as making you live longer, which is what counts. Thanks to Dechs Kaison, who pounded this into my brain with his amazing guide.
I beg to differ that Dechs Kaison's guide is "amazing." The discussion of the probability of multiple hits only considers one opponent at a time, something rare in CoX except for the last boss/EB/AV standing. It doesn't take into account how fast enemies die--only the boss discussion supplies a somewhat plausible number of attacks gotten off by the critter in a solo fight.
There is no mathematical proof--the math itself is invisible in the post. -
Quote:It's not exponential, and no, the last 5% is not really as good as the first 25%.Mathematically, yes. Enormously yes.The way Defense works in this game means that it starts off almost utterly useless, but becomes exponentially more valuable with each extra point.
Look at it this way. If you have 40% defense, you've got a ten per cent chance of being hit by any given attack from a standard foe. If you have 45% defense, you've got a 5% chance of the same. That last 5% defense halved your chance of being hit, making it as good as the entire first 25% of defense you got.
10 critters attacking doing 100 pts per attack, with no defense, 500 dmg avg per "round."
The same with 25% defense, 250 dmg avg per "round," saving you 250 dmg/round over 0 defense.
With 40% defense, 100 dmg avg per "round."
With 45% defense, 50 dmg avg per "round," saving you 50 dmg/round over 40% defense.
To the OP: Nice builds. I would pick the CJ build because in eight person teams sometimes immobilize can be a death sentence, and the ability to Hurricane where you need to without costing a BF. Presumably on an eight person team there's some other support, but maybe not.
Since Gale is a little underslotted to actually hit everything--suggesting you don't use it that much--maybe you could sub it out for Tesla Cage? On eight person teams it's often a little too chaotic to pick out the mezzing Lts easily (though binds can help), but two holds to stop the psi-hey-I'm-not-a-ranged-attack mezzes preemptively should be useful. And sneaking a slot (from, say the Res in Steamy Mist, giving you only +5% to energy/fire/cold) into Tesla you can squeeze another 1.5% ranged def with a couple Basilisks.
To eryq:
Quote:The standard RWZ challenge involves a single character taking on a RWZ spawn that has at least 3 bosses and is +4 (so that usually means level 54 baddies). These are the basic RWZ challenge rules (sorry if I missed some):
-No inspirations allowed
-No temp. powers allowed
-No click accolades (auto accolades are fine)
-All aggro must be on the player at all times.
-Spawn must contain three (3) boss level critters
-Spawn must be +4 (so that means level 54) -
Quote:If you want a tiny bit of solo-ability, drop Frostworks for pool attack. In addition, a strong recommendation for frankenslotting your damaging controls--get acc, dmg, hold, endrdx and recharge in Block of Ice.But I still see the recharge issue as being close to insurmountable without sinking more money than I have into a character that will never become soloable and self-sufficient.
What I would change right away (besides frankenslotting nearly everything):
Skip the defdebuff in Infrigidate, at least until late.
Endredux (frankenslotted) in Chillblain, if you use it every 3 seconds for an attack.
No recharge in Snow Storm (saves you 3 seconds when Hasten is down), you have far superior controls you'll be firing and stacking slows already. I would personally skip Snow Storm in favor of Frostbite.
No end redux in Ice Slick (without Hasten Slick costs you about as much end/sec as Combat Jumping if fired every time it recharges). The best use of a fourth slot in Slick is probably a range enhancement, which makes finding cover a little easier sometimes.
Flash Freeze's damage is pitiful (especially if you calculate for how slowly it recharges), and shouldn't be slotted. *If* you take Flash Freeze it maybe needs only recharge beyond accuracy slotting. Flash Freeze + Arctic Air might be a viable opener solo (or small team, maybe) when Ice Slick doesn't work.
Arctic Air doesn't need slow enhance--95% end redux and 95% confuse if possible.
I would try to frankenslot Glacier for 95% acc/rech/hold, as the basic duration is fairly short.
Benumb does not need an end redux, not if you fire it once/minute.
Heals in Frostwork don't provide much benefit (for a lot of toons that bonus is wasted).
The worst slotting is Sleet, which needs 3 recharge first, before anything else. Maybe add in accuracy (if you have a proc in it), defdebuff and end redux.
Indomitable Will needs recharge, not end redux. -
Quote:Once on the last mission of the Ouroborous TF, my team of four wiped in the last room and our Nosferatu pet killed off the remaining two AVs, completing the TF by himself as I was running back from the hospital.This guy would just walk all over Requiem and the rest of the Council/5th Column if he wanted. Well, maybe not 5th Column Requiem but he certainly could curbstomp Council Requiem.
One of my proudest moments in game was beating Ourob AV Nosferatu as a blaster and (Ill/Rad) controller duo. It took a very long time with two blaster deaths. -
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Suckers!
This--and Ultimo's "persona" extending back months and months--is all an elaborate performance art piece just to get you guys to try his AE arc! There's no real Iron Man knockoff! That's why his "numbers" and "experiences" don't match anyone else's! They're all in his head!
Well played, "Ultimo," well played. Guess that AE arc is moving up the ranks... -
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Quote:This is where understanding game mechanics might help. 6 small(?) purples does no better than 4 small purples, unless Black Scorpion has build up or some other to hit buffs.I reentered and attacked again, this time with 6 purples running. He did the same again.
If your blaster is not /energy, then you also have access to an immobilize, which most AV/EB-class types have low immunity to, and this--spammed--can keep you out of range of the biggest attacks. -
Quote:Really? Recently? Just scored the triple in a merit roll at 30 redside, and it moved in less than 24 hrs (recipe, not crafted) for about 20 million more than last five average.
I've had level 32 Kinetic Combat IOs sit in my market trays for weeks even though Kinetic Combat is a desperately popular set among WP, Ice and Energy Armor characters. I listed them at fire sale pricing as well and not a nibble for 3 weeks. The difference between a level 32 and a max level 35, a mere .7% enhancement.
Shoulda priced it higher... -
Quote:Definitely multiples of 5 since you get the capped recipes on those.Yep, that's about it. For some people, it's still about the journey.
So, slightly off-topic, if I'm leveling in AE, what are the best levels to roll my tickets if I'm going to be selling most of the results? Multiples of 5? Multiples of 5 +3 for people who wish to exemp?