ShadowNate

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  1. If played as efficiently as possible anyone can level to 50 in under 24 hours. So Yes, there is DS's at lvl 50 allready.
  2. Quote:
    Originally Posted by Unknown_User View Post
    It's the only time that the devs can run a PL gold farm team
    /level 50
    They win.
  3. Quote:
    Originally Posted by Westley View Post
    Isn't talking about legal matters and lawsuits against the rules here?

    Or does that only count for OPEN lawsuits and legal matter, and once something is "settled" or closed, it's allowed to be talked about?

    Ref, can we get a decision here?
    This thread really should be in the culture forum rather then the CoH General...*shrug*
  4. okay here is the modified one


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  5. Mine is updated. never the less I managed to find a way to import them without the data chunk, looking them over I have move defense in all positions and more recovery with about 30% less Regen and maybe .35 end/s more end consumption. Also I am pretty sure you get no bonus from Phalanx Fighting unless you have a teammate nearby.

    Edit: in the case that I am likely mistaken I have revised it to use PF and got End Consumption down to
    1.05/s and 3.33/s recovery.
    edit edit: .93 with combat jumping
  6. Quote:
    Originally Posted by Kioshi View Post
    What Zandock said. Check Fury_Flechette's topic 'elec/sd and fire/sd builds for any budget', they are much better than this one and most include fireball for more AoE if you want to farm. Even the cheapest one there is better than this, much cheaper and more balanced for regen and recovery.

    Edit: linky
    All of his builds are giving me "end of stream" read errors when I try to open them in mids...
  7. Here is my current build idea, highlights are SC in all 3 positions, I would like some opinions on this however, she will be mostly used for blueside farming/everything.

    Any suggestions, blah blah?

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Tesla-Girl: Level 50 Magic Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Shield Defense
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Havoc Punch
    • (A) Mako's Bite - Accuracy/Damage
    • (3) Mako's Bite - Damage/Endurance
    • (3) Mako's Bite - Damage/Recharge
    • (5) Mako's Bite - Accuracy/Endurance/Recharge
    • (5) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (7) Mako's Bite - Chance of Damage(Lethal)
    Level 1: Deflection
    • (A) Red Fortune - Defense/Endurance
    • (7) Red Fortune - Defense/Recharge
    • (9) Red Fortune - Endurance/Recharge
    • (9) Red Fortune - Defense
    • (11) Red Fortune - Defense/Endurance/Recharge
    • (11) Red Fortune - Endurance
    Level 2: Jacobs Ladder
    • (A) Scirocco's Dervish - Accuracy/Damage
    • (43) Scirocco's Dervish - Damage/Endurance
    • (43) Scirocco's Dervish - Damage/Recharge
    • (43) Scirocco's Dervish - Accuracy/Damage/Endurance
    • (46) Scirocco's Dervish - Accuracy/Recharge
    Level 4: Battle Agility
    • (A) Red Fortune - Defense/Endurance
    • (13) Red Fortune - Defense/Recharge
    • (13) Red Fortune - Endurance/Recharge
    • (15) Red Fortune - Defense/Endurance/Recharge
    • (15) Red Fortune - Defense
    • (17) Red Fortune - Endurance
    Level 6: Build Up
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (25) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (27) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (29) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 8: Thunder Strike
    • (A) Obliteration - Damage
    • (31) Obliteration - Accuracy/Recharge
    • (31) Obliteration - Damage/Recharge
    • (34) Obliteration - Accuracy/Damage/Recharge
    • (37) Obliteration - Chance for Smashing Damage
    • (39) Obliteration - Accuracy/Damage/Endurance/Recharge
    Level 10: True Grit
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (19) Steadfast Protection - Resistance/+Def 3%
    Level 12: Active Defense
    • (A) Recharge Reduction IO
    Level 14: Swift
    • (A) Empty
    Level 16: Health
    • (A) Miracle - Heal/Endurance/Recharge
    • (17) Miracle - Heal/Endurance
    • (19) Miracle - Heal/Recharge
    • (21) Miracle - +Recovery
    • (39) Miracle - Heal
    Level 18: Chain Induction
    • (A) Mako's Bite - Accuracy/Damage
    • (39) Mako's Bite - Damage/Endurance
    • (40) Mako's Bite - Damage/Recharge
    • (40) Mako's Bite - Accuracy/Endurance/Recharge
    • (40) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (42) Mako's Bite - Chance of Damage(Lethal)
    Level 20: Stamina
    • (A) Performance Shifter - EndMod
    • (21) Performance Shifter - EndMod/Recharge
    • (23) Performance Shifter - Chance for +End
    • (42) Performance Shifter - EndMod/Accuracy/Recharge
    • (45) Performance Shifter - Accuracy/Recharge
    • (50) Performance Shifter - EndMod/Accuracy
    Level 22: Against All Odds
    • (A) Endurance Reduction IO
    Level 24: Boxing
    • (A) Pounding Slugfest - Accuracy/Damage
    • (46) Pounding Slugfest - Damage/Endurance
    • (48) Pounding Slugfest - Damage/Recharge
    Level 26: Tough
    • (A) Aegis - Resistance/Endurance
    • (27) Aegis - Resistance/Recharge
    • (46) Aegis - Endurance/Recharge
    • (48) Aegis - Resistance/Endurance/Recharge
    • (50) Aegis - Resistance
    Level 28: Weave
    • (A) Defense Buff IO
    • (29) Defense Buff IO
    Level 30: Maneuvers
    • (A) Defense Buff IO
    • (31) Defense Buff IO
    Level 32: Lightning Rod
    • (A) Obliteration - Damage
    • (33) Obliteration - Accuracy/Recharge
    • (33) Obliteration - Damage/Recharge
    • (33) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (34) Obliteration - Chance for Smashing Damage
    • (34) Obliteration - Accuracy/Damage/Recharge
    Level 35: Shield Charge
    • (A) Obliteration - Damage
    • (36) Obliteration - Accuracy/Recharge
    • (36) Obliteration - Damage/Recharge
    • (36) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (37) Obliteration - Accuracy/Damage/Recharge
    • (37) Obliteration - Chance for Smashing Damage
    Level 38: Hasten
    • (A) Recharge Reduction IO
    • (45) Recharge Reduction IO
    Level 41: Conserve Power
    • (A) Recharge Reduction IO
    • (42) Recharge Reduction IO
    Level 44: Physical Perfection
    • (A) Endurance Modification IO
    • (45) Performance Shifter - Chance for +End
    Level 47: Focused Accuracy
    • (A) Rectified Reticle - To Hit Buff/Recharge
    • (48) Rectified Reticle - To Hit Buff
    Level 49: Tactics
    • (A) Rectified Reticle - To Hit Buff
    • (50) Rectified Reticle - To Hit Buff/Recharge
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    • 24% DamageBuff(Smashing)
    • 24% DamageBuff(Lethal)
    • 24% DamageBuff(Fire)
    • 24% DamageBuff(Cold)
    • 24% DamageBuff(Energy)
    • 24% DamageBuff(Negative)
    • 24% DamageBuff(Toxic)
    • 24% DamageBuff(Psionic)
    • 13.6% Defense(Smashing)
    • 13.6% Defense(Lethal)
    • 13% Defense(Fire)
    • 13% Defense(Cold)
    • 11.8% Defense(Energy)
    • 11.8% Defense(Negative)
    • 3% Defense(Psionic)
    • 18.6% Defense(Melee)
    • 18.6% Defense(Ranged)
    • 18.3% Defense(AoE)
    • 36% Enhancement(Accuracy)
    • 25% Enhancement(RechargeTime)
    • 5% Enhancement(Heal)
    • 10% FlySpeed
    • 115.5 HP (8.62%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Held) 6.6%
    • MezResist(Immobilize) 11%
    • MezResist(Stun) 6.6%
    • 7.5% (0.13 End/sec) Recovery
    • 18% (1.01 HP/sec) Regeneration
    • 2.52% Resistance(Fire)
    • 2.52% Resistance(Cold)
    • 3.13% Resistance(Negative)
    • 15% RunSpeed
    • 2.5% XPDebtProtection



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  8. Most awesome, thanks for bringing it back Smurphy! You will have my business very soon!
  9. Been looking around for several days for someone to help me with this, any takers? You can contact me ingame @Remiell and @Darknat...
    Will throw in an extra 20mil for the help~
  10. Quote:
    Originally Posted by Frosticus View Post
    Depends on a lot of factors. Your tohit debuffs will suffer reduced effectiveness vs +level enemies due to the purple patch.

    I personally wouldn't rely on the aoe tohit debuffs of dark blast to contribute more than 5% ish defense to your build. Over the course of a fight they will certainly provide more than that, but it is the initial burst that will matter most. You'll only be able to hit them with TT before they all respond and roll a tohit against you.

    So ya, I'd personally value the aoe tohit debuffing at no more than 4-5% defense and then let the rest of the value compensate for def debuffs or tohit buffs from the enemy..
    IMHO Purple patch is does not become any real issue untill you start fighting +3-4, otherwise you will still get at least 70-80% effectiveness from the debuffs.
  11. Quote:
    Originally Posted by PL_Beggar View Post
    2+/8x with bosses What is best toon to farm um Ill hAVE lots of buffs so nearly always at def cap and damage cap
    ....What exactly are you asking?
  12. I currently got 42% s/l, should I grab Combat jumping to make it 45% or grab hasten and just wait to get kinetic combat set to get to the softcap?
  13. I saw a statesman post in this thread and my face did :| then I looked at the post date, then I lol'd.
  14. Quote:
    Originally Posted by Carnifax_NA View Post
    Far as I know DoT doesn't work like that. Basically it's baked into ToHit checks, but both Nightfall and Tentacles only do one at the start, so only one scourge check.

    Rains do multiple ToHit checks so run multiple Scourge checks as they go.
    When you have them recharge before the DoT ends is where it matters, it may make the difference between 2 applications and 3.
  15. Quote:
    Originally Posted by _Krom_ View Post
    I'm not saying Dark is perfect, but I find Dark Pit far from useless (once it's slotted up). I typically open with it and it really takes away the alpha from the majority of a spawn (within the radius of 20). I have it with an acc of 145%, 35 second recharge (before siphon speed), and a duration of 14 seconds and I'm quite happy with it. Before slotting it was rough, but that's true of a lot of AoE disorients which start off with a base 60% acc.

    dark pit + tentacles + jump in the middle --> fulcrum shift --> jump back + night fall, tentacles (now spawn is going to start to wake up a bit, but de-buffed to ~15% tohit...don't recall if the -tohit stacks from the same attack) + night fall..rinse and repeat if necessary.

    Fulcrum shift really makes dark blast not so bad and I get the giggles when I can jump into the middle of an x8 spawn to get full saturation, then jump back and start firing off TT and NF and see some really serious numbers.
    Useless maybe was abit extreme but a stun that barely gets minions down ((it is only really useful once combined with HT)) with as long a recharge as it has with the end cost associated with it.

    but yep you got the idea down, id just TT->jump in to FS-> jump out to spam NF/TT till things are dead.
    Im thinking of reworking this build to focus only on getting SL to near SC and ranged to around 30% then focus the rest on damage/Recharge.
  16. Quote:
    Originally Posted by Carnifax_NA View Post
    This is the experience I had with Dark/Kin. Very click & position intensive, there's lots of repositioning needed to get the cones working well and Dark Blast sorta peaters out towards the end. Dark Blast really needs a Dark Melee style revamp of some sort. The overall Damage is pretty meh (the sea of orange numbers from the two cones is cool, but even they are a bit of work since they're different shapes, hideous in tight spaces).
    The only things I would change about dark is to make Dark pit more then useless, make Life drain a tier 3 like blast and reduce end costs set wide, otherwise its damage is perfectly in line with the other sets including fire. Darkblast is really one of those sets that scourge really works with, since most of the damage is DOT.
  17. Quote:
    Originally Posted by Solo_One View Post
    eh.. dark blast.. whats the point of being softcapped if you arent pumping out damage? i have a fire/kin/mace that i softcapped using alot of this build's tricks but also has rain of fire, fire breath, fireball and of course fulcrum shift up every group with no downtime. with web envelope to leverage rain of fire most things die in one chain of those attacks.


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    I might just be a fanboy but lets compare for fun!
    All of these values are at base level at lvl 50
    All Dark blast powers listed here except for life drain do -7.5% tohit on anything they hit.
    ---------------
    Dark Blast Damage: 41.71, End cost: 5.20 , Recharge time 4.00s
    Flares damage: 42.12 End cost: 3.69, Recharge time 2.18s
    ----------------------
    Gloom Damage: 73.41, End cost: 8.53, Rech 8.00s
    Fire Blast: 56.48, End cost: 5.2, Rech 4.00s
    ----------------------
    Nightfall Damage: 45.88, End cost: 13.10, rech 10.00s
    Fire Breath Damage 73.20, End cost 15.18, Rech 16.00s
    ---------------------
    Tenebrous Tentacles Damage: 39.00, End cost 10.19 rech 10.00s (mag 3immob for 17.88s)
    Rain of fire Damage:125.12, End cost 26.00 Rech 60.00s (does a slow on targets for 15.5s)
    ---------------------
    Moonbeam Damage: 115.11 End cost 14.35 Rech 12.00s
    Blazing bolt Damage: 137.28 End cost 14.35 Rech 12.00s
    ---------------------
    (fireblasts standout advantage is its 3rd tier ST attack, I don't think this is a fair comparison given that this is allmost never taken due to the heal being redundant when you have transfusion)
    Lifedrain damage:41.71, End cost 11.96, rech 15.00s ((does a 107.09 heal))
    Blaze Damage: 113.66, End cost 10.40, Rech 10.00s
    ----------------------
    ((for giggles))
    Blackstar Damage: 203.33 end cost 20.80, rech 6m 0s (does a 50% tohit debuff for 20.00s)
    Inferno Damage: 310.45 end cost 20.80 rech 6m 0s (extra effect is the higher damage)

    The damage difference between the two are minor, Fireblast has a 15-20% overall more damage then Darkblast but it lacks the Utility on its own. Web envelope is nice but I don't care to break concept and pull out a mace ever 15 seconds just to keep immo up. Thats also another power choice that can be used elsewhere.

    Edit: Forgot to mention I have a Fire/Kin corr all ready.... And a Fire dark...and a Fire/fire blaster...and a dark/dark defender and corruptor..
  18. This build is definitely intended as a lvl 50 only build.
  19. Tah dah!

    Main features is high defenses balanced with /kin dam/rech/end buff/recovery.
    40.9% s/l def
    once i17 goes live
    Ranged will be at roughly 40%
    AoE 35%
    Fire/cold should be at roughly 30%
    energy at 44%
    Negative at 30%
    the only real weakness will be psi mezzes that are positionless this is nothing new however
    The little bit I fall short on defense will be easily recovered in the -tohit in dark/'s attacks, Tents does -11% on its own and NF does 7.5% both recharge before the debuff expires.

    Should be pretty fun, any thoughts or changes you would make?
    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    kinetidark: Level 50 Magic Corruptor
    Primary Power Set: Dark Blast
    Secondary Power Set: Kinetics
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Dark Blast
    • (A) Cloud Senses - ToHit Debuff
    • (3) Cloud Senses - Accuracy/ToHitDebuff
    • (3) Cloud Senses - Accuracy/Recharge
    • (5) Cloud Senses - ToHit Debuff/Endurance/Recharge
    • (5) Cloud Senses - Accuracy/Endurance/Recharge
    • (9) Cloud Senses - Chance for Negative Energy Damage
    Level 1: Transfusion
    • (A) Numina's Convalescence - Heal/Recharge
    • (7) Numina's Convalescence - Endurance/Recharge
    • (7) Numina's Convalescence - Heal/Endurance/Recharge
    • (9) Numina's Convalescence - Heal
    • (11) Numina's Convalescence - +Regeneration/+Recovery
    • (17) Numina's Convalescence - Heal/Endurance
    Level 2: Gloom
    • (A) Thunderstrike - Accuracy/Damage
    • (29) Thunderstrike - Damage/Endurance
    • (36) Thunderstrike - Damage/Recharge
    • (36) Thunderstrike - Accuracy/Damage/Endurance
    • (36) Thunderstrike - Damage/Endurance/Recharge
    • (37) Thunderstrike - Accuracy/Damage/Recharge
    Level 4: Moonbeam
    • (A) Executioner's Contract - Disorient Bonus
    • (21) Executioner's Contract - Damage/Range
    • (23) Executioner's Contract - Damage/Recharge
    • (23) Executioner's Contract - Damage/Endurance
    • (27) Executioner's Contract - Accuracy/Damage
    • (29) Executioner's Contract - Damage/Interrupt
    Level 6: Siphon Power
    • (A) Recharge Reduction IO
    • (19) Recharge Reduction IO
    Level 8: Swift
    • (A) Run Speed IO
    Level 10: Tenebrous Tentacles
    • (A) Siphon Insight - ToHit Debuff
    • (11) Siphon Insight - Accuracy/ToHit Debuff
    • (13) Siphon Insight - Accuracy/Recharge
    • (13) Siphon Insight - ToHit Debuff/Endurance/Recharge
    • (15) Siphon Insight - Accuracy/Endurance/Recharge
    • (15) Positron's Blast - Damage/Range
    Level 12: Night Fall
    • (A) Damage Increase IO
    • (31) Detonation - Accuracy/Damage
    • (31) Detonation - Damage/Endurance
    • (31) Detonation - Damage/Recharge
    • (33) Detonation - Damage/Range
    • (33) Detonation - Accuracy/Damage/Endurance
    Level 14: Boxing
    • (A) Empty
    Level 16: Tough
    • (A) Aegis - Resistance/Endurance
    • (17) Aegis - Resistance/Recharge
    • (19) Aegis - Psionic/Status Resistance
    • (46) Aegis - Resistance/Endurance/Recharge
    • (46) Aegis - Resistance
    Level 18: Health
    • (A) Healing IO
    • (34) Healing IO
    Level 20: Weave
    • (A) Red Fortune - Defense/Endurance
    • (21) Red Fortune - Defense/Recharge
    • (39) Red Fortune - Endurance/Recharge
    • (40) Red Fortune - Defense/Endurance/Recharge
    • (40) Red Fortune - Defense
    • (40) Red Fortune - Endurance
    Level 22: Speed Boost
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (42) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (42) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 24: Siphon Speed
    • (A) Pacing of the Turtle - Accuracy/Slow
    • (25) Pacing of the Turtle - Damage/Slow
    • (25) Pacing of the Turtle - Accuracy/Endurance
    • (33) Pacing of the Turtle - Range/Slow
    • (34) Pacing of the Turtle - Chance of -Recharge
    • (37) Pacing of the Turtle - Endurance/Recharge/Slow
    Level 26: Combat Jumping
    • (A) Defense Buff IO
    • (27) Defense Buff IO
    Level 28: Stamina
    • (A) Endurance Modification IO
    Level 30: Maneuvers
    • (A) Defense Buff IO
    • (34) Defense Buff IO
    Level 32: Inertial Reduction
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    Level 35: Transference
    • (A) Performance Shifter - EndMod
    • (37) Performance Shifter - Accuracy/Recharge
    • (39) Performance Shifter - EndMod/Accuracy
    • (43) Performance Shifter - EndMod/Recharge
    • (43) Performance Shifter - EndMod/Accuracy/Recharge
    • (43) Performance Shifter - Chance for +End
    Level 38: Fulcrum Shift
    • (A) Recharge Reduction IO
    • (39) Recharge Reduction IO
    Level 41: Scorpion Shield
    • (A) Defense Buff IO
    • (42) Defense Buff IO
    Level 44: Increase Density
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (45) Aegis - Resistance/Endurance
    • (45) Aegis - Resistance/Recharge
    • (45) Aegis - Endurance/Recharge
    • (46) Aegis - Resistance/Endurance/Recharge
    • (50) Aegis - Resistance
    Level 47: Focused Accuracy
    • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
    • (48) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (50) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    Level 49: Super Jump
    • (A) Unbounded Leap - +Stealth
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Scourge
    ------------
    Set Bonus Totals:
    • 7% DamageBuff(Smashing)
    • 7% DamageBuff(Lethal)
    • 7% DamageBuff(Fire)
    • 7% DamageBuff(Cold)
    • 7% DamageBuff(Energy)
    • 7% DamageBuff(Negative)
    • 7% DamageBuff(Toxic)
    • 7% DamageBuff(Psionic)
    • 8% Defense(Smashing)
    • 8% Defense(Lethal)
    • 17.7% Defense(Fire)
    • 17.7% Defense(Cold)
    • 17.7% Defense(Energy)
    • 17.7% Defense(Negative)
    • 3% Defense(Psionic)
    • 7.38% Defense(Melee)
    • 28.6% Defense(Ranged)
    • 23% Defense(AoE)
    • 2.25% Max End
    • 2.5% Enhancement(JumpHeight)
    • 11.3% Enhancement(RechargeTime)
    • 2.5% Enhancement(JumpSpeed)
    • 25% Enhancement(Accuracy)
    • 2.5% Enhancement(FlySpeed)
    • 2.5% Enhancement(RunSpeed)
    • 6% Enhancement(Heal)
    • 23% FlySpeed
    • 60.2 HP (5.62%) HitPoints
    • 23% JumpHeight
    • 23% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 2.5%
    • MezResist(Held) 11.3%
    • MezResist(Immobilize) 4.7%
    • MezResist(Sleep) 6.9%
    • MezResist(Stun) 2.5%
    • MezResist(Terrorized) 2.5%
    • 9% (0.15 End/sec) Recovery
    • 12% (0.54 HP/sec) Regeneration
    • 1.26% Resistance(Fire)
    • 4.39% Resistance(Cold)
    • 1.88% Resistance(Energy)
    • 3% Resistance(Psionic)
    • 33% RunSpeed
    • 10.5% XPDebtProtection
  20. Quote:
    Originally Posted by ROBOKiTTY View Post
    I think this thread is lacking some perspective.

    It's incredibly baffling to me that people are casually talking about soft-capping non-def sets as if it were a no-brainer or a trivial task. For all the IOing I do, I have never managed to soft-cap a res-based character. I suspect this is also the case for the vast majority of IO users, and I cringe at the thought of the level of sacrifice, not to mention investment, one would have to make to get there.
    There is definitely a big sacrifice. However there is a pretty well grounded rationalization for it, the best way kill stuff is to stay alive yourself.
  21. >_> I would like to bring up that we did not know about the incarnate system much at all until about a week ago, I would also like to mention that the graphical update that came out with city of villains was free for everyone else as well, just like ultra mode. I have not seen any sort of bait and switch and really am quite pleased with what they have been doing so far, heck they just announced ANOTHER 2 sets to be released with GR.

    Edit: Ah hell im too lazy, disregard this post.