Ryuuk

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  1. ...got demon farm, and it is GODLIKE. So glad I switched. Did just 1 run, much faster than any red farm and certainly no harder. Also, had a lucky string of reds and managed to damage cap solo, never even came close on any red farms. With the FA buffs I had been wishing I had rolled that instead of /Elec, but no worries now. Pure awesome.
  2. That's the same as saying "my neighbor has a sports car, but my honda civic gets me where I need to go, what's the big deal?"

    Low base damage and assumed +dam from fury makes additional +dam relatively weak. It's pretty simple.
  3. So what I didn't get so far is why after all these years they felt it necessary to make this change, or any change to Brutes. In my opinion, Brutes are pretty balanced compared to Scrappers. Brutes have better peak performance but Scrappers are much more consistent. This change seems like it was designed to make Brutes play more consistently like Scrappers, except that they still start off fights extremely weak. Certainly Brutes don't need any more incentive than they already have to solo.
  4. Ryuuk

    energy aura

    In today's IO environment, pure or nearly pure defense sets will never be overpowered...unless they're shield. Knowing the devs, they will not replace conserve power, though they might add to it like they did with energize, maybe give it +dmg or something for the duration as well as the end discount.
  5. Ryuuk

    Ss/ela

    From that perspective, even slotting enhancements is gravy. Anyone can solo at -1/x1 with pretty much any build. The entire purpose of asking for build advice is to make a character who is stronger and more efficient, and usually people are interested in being able to take on the most difficult content that they can, as fast as they can. Improving a build is how you can raise that bar for yourself.

    Obviously, personal preferences come into play too, and financial considerations. Still, without some specific reason not to go for more recharge, "it's unnecessary, don't play on higher difficulties" doesn't make any sense to me.

    Quote:
    Originally Posted by OneWhoBinds View Post
    So yeah, maybe I'm not taking on +4/+8 with AVs active. But if that's you're goal, then you probably already know what you need to survive it..
    Not sure what this was supposed to mean exactly. People post all the time who would like to be fighting +4/x8 with AVs and are asking how to get there. Clearly they don't know, or they wouldn't be asking.
  6. Have the devs ever commented as to why it has a longer recharge than, say, Rain of Arrows?
  7. Ryuuk

    Ss/ela

    Uh, people up recharge so they can have the best attack chain, not just any sustainable one, and they want to be able to fire energize more often so that they can up the difficulty...

    In fact, if you get enough recharge, you can make a great attack chain with fewer powers, so hasten can sometimes pay for its own slot. Having a recharge power like lightning reflexes in a set makes me want to take hasten more, not less.
  8. Quote:
    Originally Posted by Everfree_Fire View Post
    I'm going to point out that every single one of my MMs laughs at ambushes, because I can easily turn things to my control very quickly with little effort. Villain ATs are not weaker in fights they can't initiate, and even if I don't gain control quickly, even if all hell breaks loose, I am, more likely than not, going to come out of it alive.
    You caught me making a broad generalization. MMs are reasonably good against ambushes, yes, although it is more likely that henchmen will get spread out as ambush mobs trickle in at different times, as opposed to being in a visible standing group. MMs are garbage when it comes to trying to run a mission quickly or stealthily though, much more so if you need to do multiple objectives but want to skip enemies in between.

    Hero ATs are more self-contained and work well in almost any circumstance. Villain ATs have caveats, setup, or restrictions which makes them very powerful when you can leverage a situation to your advantage, but weaker when they cannot.
  9. You're only talking about pvp, right? I know zero about that, but if we're talking pve, hero ATs are much better at handling different types of content/play mechanics. They're reasonably equal in terms of standard paper/radio type stuff, but once you throw in stealthing, ambushes, speed, anything else out of the mundane, villain ATs are worse. They have more interesting/complex mechanics, but they are weaker in any fight which they cannot initiate or control from the outset.
  10. Ryuuk

    Farming Brute

    Not to speak for Smurphy, but I think his main point is that anything other than running from group to group is inefficient, if you have to herd mobs the time you spend isn't made up for by burn or anything else. If there's a map with a nice corner every 30 feet and the mobs at close, regular intervals that'd be a different story, but Lib certainly isn't it.
  11. My DB/EA recently hit 50. I am capped to s/l/f/c/en due to weave, cj, maneuvers and a few set bonuses(no kinetic combats). I have tough and the resist passives. My only real build regret right now is that I don't have Hasten, but I could rework sets or somehow get a pvp +def and make that happen. I have BF and the Sweep and Attack Vitals combos.

    Overall very survivable, able to farm +1/x8 with basically no effort, can do higher but I have to use insps more intelligently/frequently the higher I go. The double knockdown in Sweep is amazing, although getting the 2nd requires you to throttle your dps down a bit, so you have to gauge your survivability. Fury generation without aggro is on the low side, so on teams I often jump into a second group unless it's something that can kill me outright, which is pretty rare.

    I love the unsupressed stealth, I never have to worry about fighting any more than I want, and can pull anything successfully and easily. Energy Drain is okay, I don't like that it's a source of both end and hp necessarily, I wish it was just hp(and better at that). My build is an end hog but I'm not really optimized for it, I just rely on ED and to a lesser extent CP.

    It's fun and I like it. That said, if you're either a) more interested in being the toughest brute(as opposed to having tricks like stealth and +end) or b) have a ton of money, you should probably go with a different secondary.
  12. Pretty straightforward. Looking to softcap, maintain /Ninj's cool tricks, and get as much +rech as possible. Unfortunately, it doesn't look like I'm doing too well on that last front. This is my first stalker build so I probably made some mistakes. I'm not averse to spending more money than this. Thanks in advance for any input.

    Villain Plan by Mids' Villain Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Blitztype: Level 50 Magic Stalker
    Primary Power Set: Electrical Melee
    Secondary Power Set: Ninjitsu
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Teleportation

    Villain Profile:
    Level 1: Havoc Punch
    • (A) Mako's Bite - Accuracy/Damage
    • (3) Mako's Bite - Damage/Endurance
    • (3) Mako's Bite - Damage/Recharge
    • (7) Mako's Bite - Chance of Damage(Lethal)
    • (7) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (9) Mako's Bite - Accuracy/Endurance/Recharge
    Level 1: Hide
    • (A) Defense Buff IO
    • (34) Luck of the Gambler - Recharge Speed
    Level 2: Jacobs Ladder
    • (A) Obliteration - Damage
    • (9) Obliteration - Accuracy/Recharge
    • (11) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (11) Obliteration - Chance for Smashing Damage
    • (13) Obliteration - Damage/Recharge
    • (13) Obliteration - Accuracy/Damage/Recharge
    Level 4: Ninja Reflexes
    • (A) Defense Buff IO
    • (5) Defense Buff IO
    • (5) Red Fortune - Defense/Endurance
    Level 6: Assassin's Shock
    • (A) Mako's Bite - Accuracy/Damage
    • (17) Mako's Bite - Damage/Endurance
    • (17) Mako's Bite - Damage/Recharge
    • (23) Mako's Bite - Accuracy/Endurance/Recharge
    • (25) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (25) Mako's Bite - Chance of Damage(Lethal)
    Level 8: Build Up
    • (A) Recharge Reduction IO
    • (36) Recharge Reduction IO
    • (37) Recharge Reduction IO
    Level 10: Hurdle
    • (A) Jumping IO
    Level 12: Placate
    • (A) Recharge Reduction IO
    • (37) Recharge Reduction IO
    • (37) Recharge Reduction IO
    Level 14: Danger Sense
    • (A) Defense Buff IO
    • (15) Defense Buff IO
    • (15) Red Fortune - Defense/Endurance
    Level 16: Health
    • (A) Healing IO
    Level 18: Chain Induction
    • (A) Touch of Death - Accuracy/Damage
    • (19) Touch of Death - Damage/Endurance
    • (19) Touch of Death - Damage/Recharge
    • (21) Touch of Death - Accuracy/Damage/Endurance
    • (21) Touch of Death - Damage/Endurance/Recharge
    • (23) Touch of Death - Chance of Damage(Negative)
    Level 20: Stamina
    • (A) Endurance Modification IO
    • (31) Performance Shifter - EndMod
    • (31) Performance Shifter - Chance for +End
    Level 22: Kuji-In Rin
    • (A) Recharge Reduction IO
    • (40) Recharge Reduction IO
    Level 24: Hasten
    • (A) Recharge Reduction IO
    • (42) Recharge Reduction IO
    • (42) Recharge Reduction IO
    Level 26: Thunder Strike
    • (A) Eradication - Damage
    • (27) Eradication - Accuracy/Recharge
    • (27) Eradication - Damage/Recharge
    • (29) Eradication - Accuracy/Damage/Recharge
    • (29) Eradication - Accuracy/Damage/Endurance/Recharge
    • (31) Eradication - Chance for Energy Damage
    Level 28: Boxing
    • (A) Razzle Dazzle - Accuracy/Recharge
    • (42) Razzle Dazzle - Endurance/Stun
    • (43) Razzle Dazzle - Accuracy/Endurance
    • (43) Razzle Dazzle - Stun/Range
    • (43) Razzle Dazzle - Accuracy/Stun/Recharge
    • (45) Razzle Dazzle - Chance of Immobilize
    Level 30: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 32: Lightning Rod
    • (A) Scirocco's Dervish - Accuracy/Damage
    • (33) Scirocco's Dervish - Damage/Endurance
    • (33) Scirocco's Dervish - Damage/Recharge
    • (33) Scirocco's Dervish - Accuracy/Recharge
    • (34) Scirocco's Dervish - Accuracy/Damage/Endurance
    • (34) Armageddon - Damage/Recharge
    Level 35: Weave
    • (A) Defense Buff IO
    • (36) Defense Buff IO
    • (36) Red Fortune - Defense/Endurance
    Level 38: Blinding Powder
    • (A) Cacophony - Accuracy/Recharge
    • (39) Cacophony - Endurance/Confused
    • (39) Cacophony - Accuracy/Endurance
    • (39) Cacophony - Confused/Range
    • (40) Cacophony - Accuracy/Confused/Recharge
    • (40) Cacophony - Chance of Damage(Energy)
    Level 41: Kuji-In Sha
    • (A) Doctored Wounds - Recharge
    • (48) Doctored Wounds - Heal
    • (48) Doctored Wounds - Heal/Recharge
    • (48) Doctored Wounds - Heal/Endurance/Recharge
    • (50) Doctored Wounds - Endurance/Recharge
    Level 44: Caltrops
    • (A) Impeded Swiftness - Accuracy/Slow
    • (45) Impeded Swiftness - Damage/Slow
    • (45) Impeded Swiftness - Accuracy/Endurance
    • (46) Impeded Swiftness - Range/Slow
    • (46) Impeded Swiftness - Endurance/Recharge/Slow
    • (46) Impeded Swiftness - Chance of Damage(Smashing)
    Level 47: Smoke Flash
    • (A) Accuracy IO
    Level 49: Recall Friend
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (50) Blessing of the Zephyr - Knockback Reduction (4 points)
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Assassination
    Level 6: Ninja Run
    ------------
    Set Bonus Totals:
    • 11.5% DamageBuff(Smashing)
    • 11.5% DamageBuff(Lethal)
    • 11.5% DamageBuff(Fire)
    • 11.5% DamageBuff(Cold)
    • 11.5% DamageBuff(Energy)
    • 11.5% DamageBuff(Negative)
    • 11.5% DamageBuff(Toxic)
    • 11.5% DamageBuff(Psionic)
    • 9.25% Defense(Smashing)
    • 9.25% Defense(Lethal)
    • 9.56% Defense(Fire)
    • 9.56% Defense(Cold)
    • 11.8% Defense(Energy)
    • 11.8% Defense(Negative)
    • 3% Defense(Psionic)
    • 15.5% Defense(Melee)
    • 15.8% Defense(Ranged)
    • 16.1% Defense(AoE)
    • 1.8% Max End
    • 2% Enhancement(Stun)
    • 3% Enhancement(JumpSpeed)
    • 4% Enhancement(Heal)
    • 3% Enhancement(JumpHeight)
    • 1.5% Enhancement(Confused)
    • 17.5% Enhancement(RechargeTime)
    • 3% Enhancement(FlySpeed)
    • 18% Enhancement(Accuracy)
    • 3% Enhancement(RunSpeed)
    • 5% FlySpeed
    • 99.4 HP (8.26%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 11.6%
    • MezResist(Immobilize) 11.6%
    • MezResist(Stun) 6.6%
    • MezResist(Terrorized) 2.2%
    • 3% (0.05 End/sec) Recovery
    • 10% (0.5 HP/sec) Regeneration
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 3.13% Resistance(Negative)
    • 5% RunSpeed
    • 2% XPDebtProtection



    Code:
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  13. Ryuuk

    Farming Brute

    Wouldn't /Elec be nearly as good? Better end management than /Fire, +rech. Or is the loss of FE too big a factor?
  14. Sorry Donna, what you're not getting is the basic premise: pvp is unimportant compared to pve. PvE is the lifeblood of the game and it is those players who keep it going with subscriptions. You can look at a variety of things and realize the devs agree (pvp not being worked on at all, CoP brought back minus pvp elements).

    May have been stated before but a simple analogy: Ice cream company makes vanilla ice cream. Turns out 95% of their customers want them to add banana to it, they don't like vanilla as much as other flavors. 5% though hate banana and want it to stay as it is. If that company wants to sell more ice cream they're gonna cater to the 95%, not the 5%. Are the 95% selfish? Who cares, everyone is selfish.
  15. Quote:
    Originally Posted by 3dent View Post
    Well, at high levels SO-only rad would have problems soloing (Judging by my Rad/Rad main. Carnie mistresses etc. still can kill you easily, near-perma AM, stacked stun and all.)

    As for Traps... I have a Traps defender in the low 30s and like him, but on a large team it suffers from "everything's dead just after you deployed your AM and PGT" problem. You can fix it with enough +rech, I guess, but that's expensive slotting.


    As for FF in general, - yes, that's one-trick pony set if there ever was one, but that's the point, - it does that one trick perfectly with minimal investment.

    BS or Katana scrapper... Now that's something worth thinking about in this context... Thanks for great idea!
    I don't think FF will be better soloing than Rad. As for your problem with Traps, any character can be made irrelevant on a large enough team that is steamrolling(including FF, especially FF if there's any other +def). That just means they need to turn the difficulty up a notch or two.

    To be fair, Traps is not necessarily a good powerset for a super new or super casual player, because it takes a little forethought and it isn't necessarily obvious what you're contributing if you don't know the game well. For that matter, I would say that Defender in general wouldn't be a good choice. Now that I think about it, your premise of AWESOME on SOs for a very new or casual player doesn't make much sense to me. Put 'em on a large team and any old thing will do.
  16. I would actually put Traps way above FF for what you're describing (as I would in any other situation). Provides better everything except pure defense, which is to say it provides things beyond defense. Traps is SUPER AWESOME out of the box and if you can add on niceties like procs, def, and more rech it gets even better, and it works well with pretty much every secondary, though Ice and Sonic are pretty strong. The thing about FF is that if there are others sources of +def on a team, it doesn't contribute much.

    Actually, every Defender primary is better than FF all of the time, except maybe TA, and even then TA still wins most of the time, but certain teams will play better with shields where they can run around crazy as opposed to area debuffs that take slightly more finesse.

    As far as other ATs go, Regen Scrappers are really good without IOs, most Scrapper primaries are fine as well. A lot of people like BS or Katana for easy softcapping with no IOs too. Other ATs have to invest a lot to become either as strong or as survivable as Scraps in general.

    The king of awesome no IO builds are MMs, though, IOs do not mean much to them overall, and they are extremely strong pretty much all the time. Thugs or Bots are the strongest, with Dark being the strongest secondary, or maybe Traps.
  17. Quote:
    Originally Posted by Umbral View Post
    better comparative contributions
    This is the part you're not understanding Dirges, and it's not a matter of agree/disagree, it just is. Comparative or proportional or relative. One of those words. +Dam sucks on Brutes, unless you can get an extremely high amount, and no Brute can on their own. This is not a slight to Brutes, they get other things Scrappers don't.
  18. Basically off-topic, but as a general rule, I value intelligence, knowledge, and competence more than I value humility, affability or politeness. That's not to say that those things are exclusive, and ideally someone is smart, humble, friendly, etc. But I'll take a blowhard who knows what they're talking about most of the time vs. 99% of people who have varying personalities but don't know what the hell they're talking about, especially when it comes to math, game design, and game mechanics. I'm not trying to say anyone in this thread is this or that particularly, just that I don't care how condescending, arrogant, or egomaniacal someone is, if at the end of the day (or several months, as it were) they know what they're on about and they produce good results. Even if they act secretive to the point of caricature, I'd rather they kept doing what they're doing even if it offends the delicate sensibilities of other people on an internet message board. lol
  19. Ryuuk

    Concept Build

    Decided I wanted to make a dragon character who has as many breath attacks as possible, pretty sure Fire/ Brute tops it out at 3. Picked SR since I'm going to be hovering most of the time, didn't want a set that relied on being near mobs. Starting from there, these were my requirements:

    All 3 breath attacks
    Hover/Fly
    Soft-capped
    As much recharge as possible

    This is what I came up with. Any suggestions for improvement? Don't worry about the slot ordering, I can fix that if necessary. Only thing off the top of my head I would like is more flight speed for hover, but I don't know how practical that would be.

    Villain Plan by Mids' Villain Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Breath Weapon: Level 50 Magic Brute
    Primary Power Set: Fiery Melee
    Secondary Power Set: Super Reflexes
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Flight
    Power Pool: Speed
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(13), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(17)
    Level 1: Focused Fighting -- DefBuff-I(A), DefBuff-I(3), DefBuff-I(3), EndRdx-I(5), LkGmblr-Rchg+(17)
    Level 2: Focused Senses -- DefBuff-I(A), DefBuff-I(5), DefBuff-I(7), EndRdx-I(7), LkGmblr-Rchg+(43)
    Level 4: Agile -- DefBuff-I(A), DefBuff-I(9), LkGmblr-Rchg+(9)
    Level 6: Swift -- Flight-I(A)
    Level 8: Build Up -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
    Level 10: Practiced Brawler -- RechRdx-I(A)
    Level 12: Boxing -- Empty(A)
    Level 14: Health -- Heal-I(A)
    Level 16: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(50)
    Level 18: Breath of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(23), Posi-Acc/Dmg/EndRdx(23), Range-I(25)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-Acc/Rchg(40), P'Shift-EndMod/Acc(40), P'Shift-End%(40)
    Level 22: Weave -- DefBuff-I(A), DefBuff-I(25), DefBuff-I(27), EndRdx-I(27)
    Level 24: Dodge -- DefBuff-I(A), DefBuff-I(29), LkGmblr-Rchg+(29)
    Level 26: Evasion -- DefBuff-I(A), DefBuff-I(31), DefBuff-I(31), EndRdx-I(31)
    Level 28: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(37), DefBuff-I(37), Flight-I(37), Flight-I(39), Srng-EndRdx/Fly(39)
    Level 30: Lucky -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(34), RedFtn-EndRdx/Rchg(36), RedFtn-Def(43), RedFtn-EndRdx(46), RedFtn-Def/EndRdx/Rchg(50)
    Level 32: Greater Fire Sword -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(33), Hectmb-Acc/Rchg(33), Hectmb-Dmg/EndRdx(33), Hectmb-Dam%(34), Mako-Dam%(34)
    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 38: Fly -- Flight-I(A), Srng-EndRdx/Fly(39)
    Level 41: Spirit Shark -- Apoc-Dmg(A), Apoc-Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(42), Apoc-Dam%(43)
    Level 44: Arctic Breath -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(46), Achilles-ResDeb%(46)
    Level 47: Bile Spray -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
    Level 49: Quickness -- Flight-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 6: Ninja Run
    ------------
    Set Bonus Totals:
    • 11% DamageBuff(Smashing)
    • 11% DamageBuff(Lethal)
    • 11% DamageBuff(Fire)
    • 11% DamageBuff(Cold)
    • 11% DamageBuff(Energy)
    • 11% DamageBuff(Negative)
    • 11% DamageBuff(Toxic)
    • 11% DamageBuff(Psionic)
    • 4.88% Defense(Smashing)
    • 4.88% Defense(Lethal)
    • 4.56% Defense(Fire)
    • 4.56% Defense(Cold)
    • 4.25% Defense(Energy)
    • 4.25% Defense(Negative)
    • 3% Defense(Psionic)
    • 6.75% Defense(Melee)
    • 5.5% Defense(Ranged)
    • 6.13% Defense(AoE)
    • 85% Enhancement(RechargeTime)
    • 48% Enhancement(Accuracy)
    • 5% FlySpeed
    • 95.6 HP (6.38%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 4.95%
    • 17% (0.28 End/sec) Recovery
    • 26% (1.63 HP/sec) Regeneration
    • 9.45% Resistance(Fire)
    • 9.45% Resistance(Cold)
    • 5% RunSpeed



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  20. Ryuuk

    Ticket rolls

    Actually, I forgot the real thing I was going to ask, if you give a custom mob weak powers so that they are worth less than 100% xp/inf, will this affect their ticket drops? If not, well...
  21. Ryuuk

    Ticket rolls

    I was wondering how ticket drops work. It appears to be random in the same way that other drops are, but also random in how many tickets are dropped. Is there a relationship between the number of tickets dropped and the level of the mob, like there is with xp/inf? To put it in simple terms, I'd like to know if killing -1/x8 is the fastest way to get tickets.
  22. Thanks for the link, didn't know he had a blog. As an aside though, in his post "Risk vs. Reward" he says:

    "Also, make sure you are rewarding your players for their time investment. If you have a mission that has a character doing FedEx quest after FedEx quest in the mission chain, eating up time they could be out killing stuff for XP, make sure that they are rewarded accordingly."

    Wow.
  23. Thanks for the responses! I had guessed that Maneuevers would end up getting dropped, which is fine with me. I did forget one thing which was part of my original plan: Arctic Mastery, Shiver specifically. One of the things I like most about Demons is how the Prince can really neuter a spawn with his combination of CE+Shiver, and I wanted to try and replicate that on a character I'm actually controlling, heh.

    Ice Ember, your build looks pretty good although I'm surprised at the lack of Icicles. From my perspective, I spend so much time surrounded by 10+ mobs it seems like it would be really effective. Is Hibernate actually useful? It's probably been 3 or 4 years since I used the power.

    Rylas, your build is nice too, with Icicles instead of SM and Pyre instead of Energy. On the other hand, I have been itching to get SM, even though I traditionally hate it. On this character it seems like it would hit 2-3 enemies easily and often. With neither DC nor Energy Mastery, do you think I'd be okay on end?

    Overall it doesn't seem like any final build is going to extremely focused on a particular type of bonus. I had the feeling just messing around with builds that there wasn't really going to be anything gonzo. I was looking to take Super Jump at some point, probably 49. Seems like the big decisions I have to make are:

    SM, MG, or both?
    An additional end power besides EA/Stamina?
    What to do at 47(assuming I go with Block of Ice/Shiver)?
  24. Here you go. I hit 31 last night but haven't trained yet.

    Hero Plan by Mids' Hero Designer 1.703
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Black Light 27: Level 31 Magic Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Dark Melee
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership

    Hero Profile:
    Level 1: Frozen Armor -- DefBuff-I:30(A), DefBuff-I:30(3), DefBuff-I:30(3), EndRdx-I:30(11)
    Level 1: Shadow Punch -- Acc-I:30(A), EndRdx-I:30(9), Dmg-I:30(9), Dmg-I:30(11)
    Level 2: Chilling Embrace -- EndRdx-I:30(A)
    Level 4: Hoarfrost -- RechRdx-I:30(A), RechRdx-I:30(5), RechRdx-I:30(5), Heal-I:30(7), Heal-I:30(7)
    Level 6: Wet Ice -- EndRdx-I:30(A)
    Level 8: Hurdle -- Jump-I:30(A)
    Level 10: Boxing -- Acc-I:30(A)
    Level 12: Smite -- Acc-I:30(A), Dmg-I:30(13), Dmg-I:30(13), Dmg-I:30(15), EndRdx-I:30(15)
    Level 14: Tough -- EndRdx-I:30(A), ResDam-I:30(17), S'fstPrt-ResDam/Def+:22(17)
    Level 16: Health -- Heal-I:30(A)
    Level 18: Glacial Armor -- DefBuff-I:30(A), DefBuff-I:30(19), DefBuff-I:30(19)
    Level 20: Stamina -- EndMod-I:30(A), EndMod-I:30(21), EndMod-I:30(21)
    Level 22: Weave -- DefBuff-I:30(A), DefBuff-I:30(23), DefBuff-I:30(23), EndRdx-I:30(25)
    Level 24: Combat Jumping -- DefBuff-I:30(A), DefBuff-I:30(25), DefBuff-I:30(27)
    Level 26: Maneuvers -- DefBuff-I:30(A), EndRdx-I:30(27)
    Level 28: Energy Absorption -- RechRdx-I:30(A), RechRdx-I:30(29), RechRdx-I:30(29)
    Level 30: Taunt -- Taunt-I:30(A)
    Level 32: [Empty]
    Level 35: [Empty]
    Level 38: [Empty]
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 6: Ninja Run