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  1. Quote:
    Originally Posted by Local_Man View Post
    Actually, I was thinking EndMod when I typed EndRdx . . . EndMod is what I intended.

    As for the Lockdown proc . . . no, it only can go off if the power hits. That's the same for all procs that affect the target. If Char hits a foe who is a Minion or Lieutenant, then that foe is held whether or not the proc hits . . . but you may see the Tesla Cage that shows that the proc hit, even though the foe would have been held anyways. The Lockdown proc is great in Choking Cloud, Poison Gas Trap and a few other places that have a need for the extra two mag of hold. But in a single target hold that also does damage? That slot will be far more productive slotted for damage, because the proc will only have the chance to have an effect against a boss who was not held by the "overpower."

    I understand how folks slot assuming that Fulcrum Shift will be on all the time, but that's not always true . . . sometimes you need to wait and save it for the next group. And Fulcrum Shift becomes a lot less effective when you are up against a single tough foe, like an AV. And sometimes it misses.

    No, the Perf Shifter proc does not give endurance to teammates . . . and same with the Miracle proc. It only affects you.

    If you are really looking for Recharge, then you may want to put some Recharge into Siphon Speed . . . it can be stacked, and that will be far more effective than a 5% recharge buff.
    Thank you so much for clearing up my questions and confusions. I'll be changing some slotting based on those since I thought wrong on how they really works. Thanks.
  2. Quote:
    Originally Posted by Local_Man View Post
    I'm not a fire/Kin expert, but I see a few things here and there:

    The Lockdown proc in Char is not all that great. Think about it. Char will hold Minions and Lieutenants on its own if it hits, and even though that proc may show its Tesla cage animation, it is just applying more hold to an already-held foe. Char will also hold bosses 20% of the time. So, that proc will only do any good on 80% of the bosses, and will hit only 20% of the time. And Bosses are less than 20% of the total foes? So .2x.8x.2= .032 . . . so that proc is only doing something around 2-4% of the time when slotted in Char. Not worth it in my book. On the other hand, if you slotted a simple Damage IO, it would do damage every time it hits.

    The Miracle Recovery proc in Transfusion is a mistake, as it will only activate when you use Transfusion. That proc should go in Health where it will be active all the time.

    Hot Feet uses a TON of endurance. The Oblit set has very little EndRdx. I know that Defense is nice, but that set is not good in Hot Feet. The Multistrike set has good EndRdx, or you can frankenslot.

    Increase Density: Don't bother with the Steadfast Resist/EndRdx . . . but that's a good place for the Steadfast -knockback. Or take the slot out and use it somewhere else.

    The Performance Shifter Chance for +End should go in Stamina, not Speed Boost. A single common EndRdx is fine in SB.

    Fire Imps: The Expediant Reinforcement set goes up to 50, so it has higher enhancement numbers than Call to Arms. If you can, finish out with a Soulbound Dam/Rech and the Chance for Build Up proc -- with three Imps, it procs often. Plus you get a nice Regen bonus. (You can use that slot you saved from ID here.)
    Thanks alot. I'm restructuring my build based on you guy's feedbacks. When I equipped lockdown hold chance on my bots/traps, I was under the impression that it works independently by itself? I mean it's not either or. I may be wrong about this but doesn't it proc differently by itself?

    For example, if the normal choke hold on char doesn't proc, there's another chance the the proc on Lockdown will activate instead. So if the normal hold on char doesn't activate, there's another chance that the hold from lockdown will activate instead and thus, it'll give you double the chance of holding the enemies? I asked about this on the mastermind forum and they told me that they work independently and not just either or. Can someone please confirm this?

    Unless the choke hold on Char always activates whenever it hits enemies? I'm under the impression that there's just a hit chance instead of a sure chance when it hits? I'm a bit confused

    As for slotting my pets with call to arms instead of expedient reinforcement, I took the call to arms enhancement instead since they have a better overall set bonus including the recovery bonus that they give plus, when I compared the 2 sets together, I didn't see much of a huge difference other than a 9% difference in damage. That won't be a big deal anymore once I use fulcrum shift with my pets around, isn't it?

    As for the +endurance on Speed Boost, I wasn't sure if this gives the bonus on team mates too? I was thinking that since I"ll be using it a lot on them, there's a bigger chance it will proc for them?

    The same thing goes for transfusion? Or it only always affects me? I was also thinking groupwise when I slotted those in there. Plus I also put it in there since I get a recovery bonus by having 2 miracles slotted together.

    The steadfast protection and steadfast endurance/res on Increase density, I put another steadfast in there for the bonus recovery also. Otherwise, I wouldn't have put one in there if there was no recovery bonus for having 2 steadfast in there.

    I've changed one of the obliteration with end reduc, thanks for noticing that, since I just noticed I didn't need the extra defense. I'm keeping the obliteration set on it because I was after the +5% global recharge bonus on the set. That's why I was always trying to get every +recovery bonus I could get to counteract the lack of end reduc on Hot feet when I have it activated as Amy_Amp suggested if I didn't have end reducs slotted in it.

    Quote:

    Is this build final? I don't know it all depends on your play style at this point. As you level up and them mostly after you hit 50 you'll find somethings here or there that will fit your style better and you'll change it. This is after all your toon not mine so get out there and take some names and if you find you want to 6 slot Speed Boost with run speeds just to piss off of your team mates go for it
    Haha that might not be a bad idea on Speed Boost. I team often with my friends. It can be something to think about when I play with them hehe.

    And oh yeah, I'm learning alot from everyone's feedback. I'm always open for changing my build. I still have a long way to go so it's not so bad or too late to change things.

    Quote:
    I would put an end mod in SB versus end reduc. Might as well help however you are SBing out with their end since you are boosting their recharge.
    I'm not really familiar how End Mod works. It doesn't reduce end on powers so I thought it was only useful in slotting it on Stamina?

    Thanks so much everyone. I'm taking every one of your suggestions and tweaking my build based on them.
  3. Thanks a lot. I'll eventually do the luck of the gamblers slotting on rock armor. But right now, I'm trying to make the build a bit cheaper. I currently have only close to 1 billion to spend on this build and mostly half of that is going to luck of the gambler recharges hehe. I'll eventually get the luck of the gambler sets through merits in terms of the recipe reward rolls since my friends do random taskforces and weekly taskforces whenever we play together online. And then after that, I'll eventually do purples to reach perma hasten.

    Thanks for the explanation on fire/kin gameplay. My S/L defense is currently at 46 or 47% I think. At least, I have that capped. I'lll be able to at least do maltas and councils a bit more easily hehe.

    So is this build final? Any more little tweeks I could do in the future is greatly appreciated. I'll eventually upgrade to purples but right now, are there any problems in terms of slotting and endurance problems? Endurance drain on the toggles are minimal from what I can tell but I'm not sure when it comes to having hot feet on.

    Thanks a lot again.
  4. Here's the new and improved build. This time, the main focus was global recharge. I was still at least able to cap s/l.

    I looked at Dark Towers' build and went my way from there.
    For some reason, (Dark Tower) your build has 10% extra recharge bonus. I'm not sure why that was. I compared your build to mine and we almost I believe have the same exact sets. However, you had Smoke but I instead chose Vengeance. You had a recharge bonus on smoke but I was able to put another Luck of the Gambler Recharge on Vengeance.

    I was also wondering, I know that you could only get 5 times of the same bonus set effect to be effective. Right now, I have 5 luck of the gambler recharge that has 7.5 recharge bonus and on the basilisks set, I have another 7.5 recharge bonus, so that's 6 7.5 recharge bonus enhancement effect I have. I was wondering it's making the 6th 7.5 recharge bonus useless? But whenever I put in the 5th luck of the gambler recharge, it does add it to my over all global recharge. Are luck of the gambler recharge bonus separate from the bonus sets of some enhancments?

    Here's the build. Please let me know what I should still be focusing on or if there are other things I can do more to maximize it.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Kinetics
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Char
    • (A) Basilisk's Gaze - Accuracy/Hold
    • (25) Basilisk's Gaze - Accuracy/Recharge
    • (37) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    • (37) Basilisk's Gaze - Endurance/Recharge/Hold
    • (40) Lockdown - Chance for +2 Mag Hold
    Level 1: Transfusion
    • (A) Touch of the Nictus - Accuracy/Endurance/Recharge
    • (3) Touch of the Nictus - Accuracy/Healing
    • (3) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
    • (5) Touch of the Nictus - Chance for Negative Energy Damage
    • (5) Miracle - +Recovery
    • (34) Miracle - Heal/Endurance
    Level 2: Siphon Power
    • (A) Recharge Reduction IO
    Level 4: Fire Cages
    • (A) Positron's Blast - Accuracy/Damage
    • (7) Positron's Blast - Damage/Endurance
    • (7) Positron's Blast - Damage/Recharge
    • (11) Positron's Blast - Accuracy/Damage/Endurance
    • (11) Positron's Blast - Chance of Damage(Energy)
    • (42) Gravitational Anchor - Chance for Hold
    Level 6: Hasten
    • (A) Recharge Reduction IO
    • (9) Recharge Reduction IO
    • (31) Recharge Reduction IO
    Level 8: Hot Feet
    • (A) Obliteration - Damage
    • (9) Obliteration - Accuracy/Recharge
    • (13) Obliteration - Damage/Recharge
    • (13) Obliteration - Accuracy/Damage/Recharge
    • (15) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (15) Obliteration - Chance for Smashing Damage
    Level 10: Siphon Speed
    • (A) Tempered Readiness - Accuracy/Slow
    • (31) Tempered Readiness - Accuracy/Endurance
    Level 12: Flashfire
    • (A) Stupefy - Accuracy/Recharge
    • (17) Stupefy - Endurance/Stun
    • (17) Stupefy - Accuracy/Endurance
    • (21) Stupefy - Stun/Range
    • (21) Stupefy - Accuracy/Stun/Recharge
    • (40) Recharge Reduction IO
    Level 14: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (29) Defense Buff IO
    Level 16: Increase Density
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (23) Steadfast Protection - Resistance/Endurance
    Level 18: Cinders
    • (A) Lockdown - Accuracy/Hold
    • (23) Lockdown - Accuracy/Recharge
    • (43) Lockdown - Recharge/Hold
    • (43) Lockdown - Endurance/Recharge/Hold
    • (43) Lockdown - Accuracy/Endurance/Recharge/Hold
    • (46) Lockdown - Chance for +2 Mag Hold
    Level 20: Speed Boost
    • (A) Performance Shifter - Chance for +End
    Level 22: Kick
    • (A) Kinetic Combat - Accuracy/Damage
    • (25) Kinetic Combat - Damage/Endurance
    • (27) Kinetic Combat - Damage/Recharge
    • (27) Kinetic Combat - Damage/Endurance/Recharge
    Level 24: Tough
    • (A) Steadfast Protection - Resistance/Endurance
    • (29) Steadfast Protection - Knockback Protection
    Level 26: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (34) Luck of the Gambler - Defense/Endurance
    • (39) Endurance Reduction IO
    Level 28: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (31) Luck of the Gambler - Defense/Endurance
    • (37) Endurance Reduction IO
    Level 30: Tactics
    • (A) To Hit Buff IO
    • (46) Endurance Reduction IO
    Level 32: Fire Imps
    • (A) Call to Arms - Accuracy/Recharge
    • (33) Call to Arms - Accuracy/Damage
    • (33) Call to Arms - Accuracy/Damage/Recharge
    • (33) Call to Arms - Endurance/Damage/Recharge
    • (34) Soulbound Allegiance - Accuracy/Damage/Recharge
    Level 35: Transference
    • (A) Efficacy Adaptor - EndMod
    • (36) Efficacy Adaptor - EndMod/Recharge
    • (36) Efficacy Adaptor - EndMod/Accuracy/Recharge
    • (36) Efficacy Adaptor - Accuracy/Recharge
    • (42) Efficacy Adaptor - EndMod/Accuracy
    • (42) Efficacy Adaptor - EndMod/Endurance
    Level 38: Fulcrum Shift
    • (A) Recharge Reduction IO
    • (39) Recharge Reduction IO
    • (39) Accuracy IO
    • (40) Accuracy IO
    Level 41: Vengeance
    • (A) Luck of the Gambler - Recharge Speed
    Level 44: Fissure
    • (A) Positron's Blast - Accuracy/Damage
    • (45) Positron's Blast - Damage/Endurance
    • (45) Positron's Blast - Damage/Recharge
    • (45) Positron's Blast - Damage/Range
    • (46) Positron's Blast - Accuracy/Damage/Endurance
    Level 47: Rock Armor
    • (A) Luck of the Gambler - Recharge Speed
    • (48) Luck of the Gambler - Defense
    • (48) Defense Buff IO
    • (48) Endurance Reduction IO
    Level 49: Seismic Smash
    • (A) Kinetic Combat - Accuracy/Damage
    • (50) Kinetic Combat - Damage/Endurance
    • (50) Kinetic Combat - Damage/Recharge
    • (50) Kinetic Combat - Damage/Endurance/Recharge
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Containment
    Level 1: Sprint
    • (A) Run Speed IO
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Efficacy Adaptor - EndMod
    • (19) Efficacy Adaptor - EndMod/Endurance
    • (19) Efficacy Adaptor - EndMod/Recharge
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 8.5% DamageBuff(Smashing)
    • 8.5% DamageBuff(Lethal)
    • 8.5% DamageBuff(Fire)
    • 8.5% DamageBuff(Cold)
    • 8.5% DamageBuff(Energy)
    • 8.5% DamageBuff(Negative)
    • 8.5% DamageBuff(Toxic)
    • 8.5% DamageBuff(Psionic)
    • 12.38% Defense(Smashing)
    • 12.38% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 7.375% Defense(Energy)
    • 7.375% Defense(Negative)
    • 3% Defense(Psionic)
    • 10.5% Defense(Melee)
    • 8% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 80% Enhancement(RechargeTime)
    • 3% Enhancement(Stun)
    • 36% Enhancement(Accuracy)
    • 5% Enhancement(Heal)
    • 2.5% Enhancement(Held)
    • 106.82 HP (10.5%) HitPoints
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 2.2%
    • MezResist(Immobilize) 5.5%
    • MezResist(Stun) 2.2%
    • 22% (0.367 End/sec) Recovery
    • 40% (1.698 HP/sec) Regeneration
    • 3.15% Resistance(Fire)
    • 3.15% Resistance(Cold)




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  5. Thanks a lot for the feedbacks. I'm currently in the process of rearranging the slots based on your feedbacks. The build was based on maximizing the amount of def I could get on enhancement sets but I guess I was doing it the wrong way.

    I'm a little bit confused though about playing Fire/Kin, I was always under the impression that to survive a huge army of enemies with x8 difficulty, you gotta have max defense in order to survive well. I've had some characters that didn't survive well without max defenses but then again, I have not played a controller yet.

    Is it based on mezing the enemies to mitigate damage and using transfusion often then killing enemies with your pets + your dots with of course fullcrum shift? I'm currently looking at youtube videos to see how fire/kins do it but so far, the videos I've been watching were from 1 year ago. Is it going to be the same?

    I'm now rearranging my build with + global recharge in mind. Thanks a lot! I'll be posting my new one as soon as I'm done with it.
  6. Hello everyone, I currently have a level 29 Fire / Kin character that I really plan on getting to 50. I made a first build for him and hopefully, I can get feedback on how I can improve him better. My main goal for the build was to be able to solo well on x7 / x8 difficulty but at the same time, be a great support for the team while doing some damage and debuffing on the side.

    I'm currently at s/l def cap and since it's impossible (so far) for me to cap the other defences, especially the positional ones, I decided to increase them as high as I can with the goal of using 2 purple inspirations to get me to the cap. With 2 purple inspirations, My defenses are capped, except for Psionic but it's currently close enough to the cap that I should have no problem with it. On teams, I have vengeance to easily get me to the cap whenever someone dies.

    I've been reading around for what a fire/kin does and from what I gather, it's almost like a Mastermind in solo play where in It will all depend on my pets, debuffing the enemies, my dots and most of all, fulcrum shift.

    I need feedback if this build is going to be fine or if I'm doing it all wrong, or if there are other ways I am able to maximize it. I was not sure if it was a good thing to put all those slots on my toggles but with them in there, my endurance drain has dramatically decreased which will let me have hot feet less of a problem in terms of endurance drain. Also, because of the sets in the toggles, I'm able to increase some of the defenses.

    Any helpful feedback is greatly appreciated. Thank you in advance.

    http://www.cohplanner.com/mids/downl...303806F02CDDB5

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Kinetics
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Char
    • (A) Basilisk's Gaze - Accuracy/Hold
    • (25) Basilisk's Gaze - Accuracy/Recharge
    Level 1: Transfusion
    • (A) Triage - Heal/Recharge
    • (3) Regenerative Tissue - Heal/Recharge
    • (3) Harmonized Healing - Heal/Recharge
    • (5) Doctored Wounds - Heal/Recharge
    • (7) Accuracy IO
    Level 2: Siphon Power
    • (A) Accuracy IO
    • (5) Recharge Reduction IO
    Level 4: Fire Cages
    • (A) Enfeebled Operation - Accuracy/Recharge
    • (7) Enfeebled Operation - Accuracy/Endurance
    • (11) Enfeebled Operation - Accuracy/Immobilize/Recharge
    • (11) Gravitational Anchor - Chance for Hold
    Level 6: Hasten
    • (A) Recharge Reduction IO
    • (9) Recharge Reduction IO
    • (31) Recharge Reduction IO
    Level 8: Hot Feet
    • (A) Obliteration - Damage
    • (9) Obliteration - Accuracy/Recharge
    • (13) Obliteration - Damage/Recharge
    • (13) Obliteration - Accuracy/Damage/Recharge
    • (15) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (15) Obliteration - Chance for Smashing Damage
    Level 10: Siphon Speed
    • (A) Accuracy IO
    Level 12: Flashfire
    • (A) Stagger - Accuracy/Recharge
    • (17) Razzle Dazzle - Accuracy/Recharge
    • (17) Rope A Dope - Accuracy/Recharge
    • (21) Stupefy - Accuracy/Recharge
    • (21) Stupefy - Accuracy/Stun/Recharge
    Level 14: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (29) Karma - Knockback Protection
    • (29) Defense Buff IO
    Level 16: Increase Density
    • (A) Reactive Armor - Resistance/Endurance
    • (25) Reactive Armor - Resistance/Recharge
    • (27) Reactive Armor - Resistance
    • (27) Reactive Armor - Resistance/Endurance/Recharge
    Level 18: Cinders
    • (A) Accuracy IO
    • (23) Recharge Reduction IO
    Level 20: Speed Boost
    • (A) Efficacy Adaptor - EndMod/Recharge
    • (31) Efficacy Adaptor - EndMod/Endurance
    • (31) Efficacy Adaptor - Accuracy/Recharge
    Level 22: Kick
    • (A) Kinetic Combat - Accuracy/Damage
    • (23) Kinetic Combat - Damage/Recharge
    • (39) Kinetic Combat - Damage/Endurance
    • (50) Kinetic Combat - Damage/Endurance/Recharge
    Level 24: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (43) Reactive Armor - Resistance/Endurance
    • (43) Reactive Armor - Resistance/Recharge
    • (46) Reactive Armor - Endurance
    • (46) Reactive Armor - Resistance
    • (48) Reactive Armor - Resistance/Endurance/Recharge
    Level 26: Weave
    • (A) Red Fortune - Defense/Endurance
    • (34) Red Fortune - Defense/Recharge
    • (37) Red Fortune - Endurance/Recharge
    • (40) Red Fortune - Defense/Endurance/Recharge
    • (42) Red Fortune - Defense
    • (42) Red Fortune - Endurance
    Level 28: Maneuvers
    • (A) Red Fortune - Defense/Endurance
    • (37) Red Fortune - Defense/Recharge
    • (37) Red Fortune - Endurance/Recharge
    • (40) Red Fortune - Defense/Endurance/Recharge
    • (42) Red Fortune - Defense
    • (43) Red Fortune - Endurance
    Level 30: Tactics
    • (A) To Hit Buff IO
    Level 32: Fire Imps
    • (A) Blood Mandate - Accuracy/Damage
    • (33) Blood Mandate - Damage/Endurance
    • (33) Blood Mandate - Accuracy/Endurance
    • (33) Blood Mandate - Accuracy/Damage/Endurance
    • (34) Blood Mandate - Accuracy
    • (34) Blood Mandate - Damage
    Level 35: Transference
    • (A) Recharge Reduction IO
    • (36) Recharge Reduction IO
    • (36) Recharge Reduction IO
    • (36) Accuracy IO
    Level 38: Fulcrum Shift
    • (A) Recharge Reduction IO
    • (39) Recharge Reduction IO
    • (39) Accuracy IO
    • (40) Endurance Reduction IO
    Level 41: Vengeance
    • (A) Luck of the Gambler - Recharge Speed
    Level 44: Fissure
    • (A) Detonation - Accuracy/Damage
    • (45) Detonation - Damage/Endurance
    • (45) Detonation - Accuracy/Damage/Endurance
    • (45) Detonation - Damage/Recharge
    • (46) Detonation - Damage/Range
    Level 47: Rock Armor
    • (A) Serendipity - Defense/Endurance
    • (48) Serendipity - Defense/Recharge
    • (48) Serendipity - Defense/Endurance/Recharge
    • (50) Serendipity - Defense
    • (50) Serendipity - Endurance
    Level 49: Bonfire
    • (A) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Containment
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Efficacy Adaptor - EndMod
    • (19) Efficacy Adaptor - EndMod/Endurance
    • (19) Efficacy Adaptor - EndMod/Recharge
    Level 4: Ninja Run
    ------------
    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)
    • 11.13% Defense(Smashing)
    • 11.13% Defense(Lethal)
    • 8.938% Defense(Fire)
    • 8.938% Defense(Cold)
    • 12.38% Defense(Energy)
    • 12.38% Defense(Negative)
    • 3% Defense(Psionic)
    • 9.875% Defense(Melee)
    • 14.25% Defense(Ranged)
    • 12.06% Defense(AoE)
    • 30% Enhancement(RechargeTime)
    • 3% Enhancement(Immobilize)
    • 12% Enhancement(Accuracy)
    • 45.78 HP (4.502%) HitPoints
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Immobilize) 9.35%
    • MezResist(Sleep) 1.65%
    • MezResist(Stun) 3.85%
    • 7% (0.117 End/sec) Recovery
    • 4% (0.17 HP/sec) Regeneration
    • 2.52% Resistance(Fire)
    • 2.52% Resistance(Cold)
    • 1.875% Resistance(Energy)
    • 1.875% Resistance(Negative)
    • 1% XPDebtProtection

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1361;645;1290;HEX;|
    |78DA7D945B6F125110C7E72C8B2D14CAAD504AB9082D6D058BA03EF86062B496588|
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    |-------------------------------------------------------------------|
  7. Ok, I redid my build. What I did was look at everyone else's build in this forum and noted what they did on each of theirs and compaired it to mine to see what similarities they had and noted IOs that I didn't know about. I hope this is not in anyway stealing someone else's build. If so, I apologize in advance.

    This was my 2nd attempt at making a build (cheap preferably) so I had no idea the how and I wasn't familiar which IOs were great and popular. But looking at everyone else's, I was able to figure out how and discovered IOs I never knew existed before and thanks to those people! Here is my new and improved build. My main goal was to have Eclipse permanent with partial help from Hasten and I believe I was able to do it.

    I also tried to get Regeneration as much as possible. I'm not sure if this will work but I also tried to increase my HP regen as much as possible. I thought that with Eclipse on, I was still going to get damaged but not by a lot now since I don't have that much Def. But with HP regen, it would at least subtract the damage I get from enemies. This will give me enough time to kill some monsters for use with Stygian Circle to replenish my health and endurance. I'm not sure if this will work so I appreciate any feedback from this thought.

    I'm not able to tell how much enemies that needs to surround me to reach res cap on eclipse. Please let me know with my current build. I had 2 extra resistance buff IOs slotted to Eclipse but even with 1 slotted, it reached the res cap buff enhancement on the skill according to Mids so I decided to remove the 2 slots and put them instead somewhere else.

    Here's my new and improved Build.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Science Warshade
    Primary Power Set: Umbral Blast
    Secondary Power Set: Umbral Aura
    Power Pool: Speed
    Power Pool: Leadership

    Hero Profile:
    Level 1: Ebon Eye
    • (A) Thunderstrike - Accuracy/Damage
    • (37) Thunderstrike - Damage/Recharge
    Level 1: Absorption
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 2: Gravimetric Snare
    • (A) Thunderstrike - Accuracy/Damage
    • (40) Thunderstrike - Damage/Recharge
    • (40) Thunderstrike - Accuracy/Damage/Recharge
    Level 4: Gravity Shield
    • (A) Impervious Skin - Status Resistance
    Level 6: Dark Nova
    • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 8: Hasten
    • (A) Recharge Reduction IO
    • (25) Recharge Reduction IO
    Level 10: Starless Step
    • (A) Accuracy IO
    Level 12: Sunless Mire
    • (A) Obliteration - Accuracy/Recharge
    • (25) Scirocco's Dervish - Accuracy/Recharge
    • (27) Eradication - Accuracy/Recharge
    Level 14: Shadow Cloak
    • (A) Luck of the Gambler - Recharge Speed
    Level 16: Super Speed
    • (A) Run Speed IO
    Level 18: Gravity Well
    • (A) Basilisk's Gaze - Accuracy/Recharge
    • (19) Basilisk's Gaze - Accuracy/Hold
    • (19) Basilisk's Gaze - Endurance/Recharge/Hold
    • (21) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    • (23) Damage Increase IO
    Level 20: Black Dwarf
    • (A) Resist Damage IO
    • (21) Resist Damage IO
    Level 22: Stygian Circle
    • (A) Triage - Heal/Endurance
    • (34) Triage - Endurance/Recharge
    • (42) Numina's Convalescence - Endurance/Recharge
    • (42) Numina's Convalescence - Heal/Recharge
    Level 24: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (40) Karma - Knockback Protection
    Level 26: Gravitic Emanation
    • (A) Positron's Blast - Accuracy/Damage
    • (27) Positron's Blast - Damage/Endurance
    • (29) Positron's Blast - Damage/Recharge
    • (29) Positron's Blast - Damage/Range
    • (34) Positron's Blast - Accuracy/Damage/Endurance
    Level 28: Inky Aspect
    • (A) Stupefy - Endurance/Stun
    • (43) Stupefy - Accuracy/Endurance
    • (43) Stupefy - Stun/Range
    Level 30: Unchain Essence
    • (A) Positron's Blast - Accuracy/Damage
    • (31) Positron's Blast - Damage/Endurance
    • (31) Positron's Blast - Damage/Recharge
    • (31) Positron's Blast - Damage/Range
    • (34) Positron's Blast - Accuracy/Damage/Endurance
    Level 32: Dark Extraction
    • (A) Expedient Reinforcement - Accuracy/Recharge
    • (33) Expedient Reinforcement - Endurance/Damage/Recharge
    • (33) Expedient Reinforcement - Accuracy/Damage/Recharge
    • (33) Expedient Reinforcement - Accuracy/Damage
    • (45) Soulbound Allegiance - Accuracy/Recharge
    Level 35: Quasar
    • (A) Obliteration - Damage
    • (36) Obliteration - Accuracy/Recharge
    • (36) Obliteration - Damage/Recharge
    • (36) Obliteration - Accuracy/Damage/Recharge
    • (37) Obliteration - Accuracy/Damage/Endurance/Recharge
    Level 38: Eclipse
    • (A) Reactive Armor - Resistance/Recharge
    • (39) Titanium Coating - Resistance/Recharge
    • (39) Aegis - Resistance/Recharge
    • (39) Efficacy Adaptor - Accuracy/Recharge
    Level 41: Stygian Return
    • (A) Scirocco's Dervish - Damage/Recharge
    • (46) Scirocco's Dervish - Accuracy/Recharge
    Level 44: Tactics
    • (A) To Hit Buff IO
    Level 47: Vengeance
    • (A) Luck of the Gambler - Recharge Speed
    • (48) Luck of the Gambler - Defense
    Level 49: Orbiting Death
    • (A) Scirocco's Dervish - Damage/Endurance
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Dark Sustenance
    Level 1: Shadow Step
    • (A) Endurance Reduction IO
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    Level 10: Shadow Recall
    • (A) Recharge Reduction IO
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Health
    • (A) Healing IO
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Efficacy Adaptor - EndMod
    • (42) Efficacy Adaptor - EndMod/Recharge
    • (43) Efficacy Adaptor - EndMod/Accuracy
    ------------
    Level 6: Dark Nova Blast
    • (A) Devastation - Accuracy/Damage
    • (17) Devastation - Damage/Endurance
    • (23) Devastation - Accuracy/Damage/Recharge
    Level 6: Dark Nova Bolt
    • (A) Devastation - Accuracy/Damage
    • (45) Devastation - Damage/Endurance
    Level 6: Dark Nova Detonation
    • (A) Positron's Blast - Accuracy/Damage
    • (13) Positron's Blast - Damage/Endurance
    • (15) Positron's Blast - Damage/Range
    • (15) Positron's Blast - Damage/Recharge
    • (17) Positron's Blast - Accuracy/Damage/Endurance
    • (46) Force Feedback - Chance for +Recharge
    Level 6: Dark Nova Emanation
    • (A) Positron's Blast - Accuracy/Damage
    • (9) Positron's Blast - Damage/Recharge
    • (11) Positron's Blast - Accuracy/Damage/Endurance
    • (11) Positron's Blast - Damage/Endurance
    • (13) Positron's Blast - Damage/Range
    • (46) Force Feedback - Chance for +Recharge
    Level 20: Black Dwarf Antagonize
    • (A) Recharge Reduction IO
    Level 20: Black Dwarf Drain
    • (A) Endurance Reduction IO
    • (45) Pounding Slugfest - Damage/Endurance
    • (50) Pounding Slugfest - Accuracy/Damage
    Level 20: Black Dwarf Mire
    • (A) Cleaving Blow - Accuracy/Damage
    • (3) Recharge Reduction IO
    • (3) Scirocco's Dervish - Damage/Recharge
    • (5) Scirocco's Dervish - Accuracy/Damage
    Level 20: Black Dwarf Smite
    • (A) Crushing Impact - Accuracy/Damage
    • (5) Crushing Impact - Damage/Recharge
    • (7) Crushing Impact - Accuracy/Damage/Recharge
    • (7) Crushing Impact - Accuracy/Damage/Endurance
    • (9) Crushing Impact - Damage/Endurance
    • (37) Force Feedback - Chance for +Recharge
    Level 20: Black Dwarf Step
    • (A) Endurance Reduction IO
    Level 20: Black Dwarf Strike
    • (A) Pounding Slugfest - Accuracy/Damage
    • (48) Pounding Slugfest - Damage/Endurance
    • (48) Mako's Bite - Damage/Endurance
    • (50) Mako's Bite - Accuracy/Damage
    • (50) Mako's Bite - Accuracy/Endurance/Recharge
    ------------
    Set Bonus Totals:
    • 6% DamageBuff(Smashing)
    • 6% DamageBuff(Lethal)
    • 6% DamageBuff(Fire)
    • 6% DamageBuff(Cold)
    • 6% DamageBuff(Energy)
    • 6% DamageBuff(Negative)
    • 6% DamageBuff(Toxic)
    • 6% DamageBuff(Psionic)
    • 3% Defense(Melee)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 8% Defense(Energy)
    • 8% Defense(Negative)
    • 3% Defense(Psionic)
    • 5.5% Defense(Ranged)
    • 3% Defense(AoE)
    • 52% Enhancement(Accuracy)
    • 71.25% Enhancement(RechargeTime)
    • 84.33 HP (7.874%) HitPoints
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 10%
    • MezResist(Held) 10%
    • MezResist(Immobilize) 15.5%
    • MezResist(Sleep) 10%
    • MezResist(Stun) 12.2%
    • MezResist(Terrorized) 10%
    • 20% (0.334 End/sec) Recovery
    • 86% (3.845 HP/sec) Regeneration
    • 6.3% Resistance(Fire)
    • 6.3% Resistance(Cold)


    http://www.cohplanner.com/mids/downl...017F014634FA05
  8. Hello Everyone, this is my current build. It's not complete yet. I still have to choose a skill at lvl 47 and 49. I also still have 8 slots left. My Warshade is currently at lvl 40. I plan on getting IO sets at this level so I can make eclipse permanent or close to permanent at least so leveling can be a bit easier.

    My main goal with this build was make Eclipse Permanent and I believe I made it permanent with the help of Hasten. Recharge on Eclipse with this build is currently at 110 secs and this is without Hasten. With Hasten, Recharge is at 88 seconds.

    Hastens recharge, with it on and affecting its own itself is at 132 seconds. So my plan is to have Hasten down while Eclipse is working, so as soon as eclipse has worn off, I would have hasten going again.

    But because of trying to get Eclipse permanent, I also focused most of my enhancements sets into getting the recharge enhancement sets (5% recharge ones). I have 2 luck of the gambler recharge currently on the build. I may plan on getting 3 luck of the gambler recharge by getting weave so I can slot it the 3rd time again but I'm not sure if this is a good idea. This will in turn free up 4 slots on one of my skills since it requires 5 slots to get the +5% recharge speed bonus on all the sets. I hope that wasn't confusing.

    Also, in the long run, I'm planning on replacing some of the sets with Arma or Heca, whichever is accessible to me at the time over time. So that I could even free up some more of my skills with the set and some slots even. As for now, I'm trying to make a good build that could solo well at possibly x8 difficulty if possible (for farming shards of course).

    I also plan on getting the incarnate that focuses on recharge so that I could free up even more of the slots with the 5% enhancement recharge set bonus. Unless these slots were all just fine.

    I still have not slotted the other skills since most of them, or at least all of them, unless I missed something, will be useless for me and will be unused most of the time.

    I have a budget of around 1billion atm. There might be some sets I have missed or might have not known and I'm hoping you guys could help me. Let me know if I need to start over in this build. I know I'm missing a lot of gaps.

    Finally, my main playstyle for this build is to transform between all the forms in the middle of battle to utilize all the AoE attacks they have. Eclipse will help big time in making the squishy forms not so squishy anymore.

    Oh, and also, the skills that are slotted the most are the skills I'll be using all the time on each form. Thank you in advance.

    Here's the build atm.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 48 Science Warshade
    Primary Power Set: Umbral Blast
    Secondary Power Set: Umbral Aura
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership

    Hero Profile:
    Level 1: Ebon Eye
    • (A) Empty
    Level 1: Absorption
    • (A) Empty
    Level 2: Gravimetric Snare
    • (A) Empty
    Level 4: Gravity Shield
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 6: Dark Nova
    • (A) Empty
    Level 8: Hasten
    • (A) Recharge Reduction IO
    • (27) Recharge Reduction IO
    • (27) Recharge Reduction IO
    Level 10: Starless Step
    • (A) Empty
    Level 12: Sunless Mire
    • (A) Obliteration - Accuracy/Recharge
    • (15) Obliteration - Damage/Recharge
    • (15) Obliteration - Damage
    • (17) Obliteration - Accuracy/Damage/Recharge
    • (17) Obliteration - Accuracy/Damage/Endurance/Recharge
    Level 14: Shadow Cloak
    • (A) Luck of the Gambler - Recharge Speed
    Level 16: Super Speed
    • (A) Empty
    Level 18: Gravity Well
    • (A) Crushing Impact - Accuracy/Damage
    • (31) Crushing Impact - Accuracy/Damage/Recharge
    • (34) Crushing Impact - Damage/Recharge
    • (36) Crushing Impact - Damage/Endurance/Recharge
    • (36) Crushing Impact - Accuracy/Damage/Endurance
    Level 20: Black Dwarf
    • (A) Resist Damage IO
    • (34) Resist Damage IO
    • (34) Resist Damage IO
    Level 22: Stygian Circle
    • (A) Recharge Reduction IO
    • (23) Recharge Reduction IO
    • (23) Recharge Reduction IO
    • (25) Healing IO
    • (25) Healing IO
    Level 24: Boxing
    • (A) Empty
    Level 26: Gravitic Emanation
    • (A) Positron's Blast - Accuracy/Damage
    • (29) Positron's Blast - Damage/Endurance
    • (29) Positron's Blast - Damage/Recharge
    • (31) Positron's Blast - Damage/Range
    • (31) Positron's Blast - Accuracy/Damage/Endurance
    Level 28: Unchain Essence
    • (A) Empty
    Level 30: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (46) Karma - Knockback Protection
    Level 32: Dark Extraction
    • (A) Call to Arms - Defense Bonus Aura for Pets
    • (33) Call to Arms - Accuracy/Recharge
    • (33) Call to Arms - Endurance/Damage/Recharge
    • (33) Call to Arms - Accuracy/Damage/Recharge
    Level 35: Quasar
    • (A) Recharge Reduction IO
    Level 38: Eclipse
    • (A) Recharge Reduction IO
    • (39) Recharge Reduction IO
    • (39) Recharge Reduction IO
    • (39) Resist Damage IO
    • (40) Resist Damage IO
    • (40) Resist Damage IO
    Level 41: Stygian Return
    • (A) Empty
    Level 44: Inky Aspect
    • (A) Empty
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Dark Sustenance
    Level 1: Shadow Step
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    Level 10: Shadow Recall
    • (A) Empty
    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Healing IO
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Endurance Modification IO
    • (45) Endurance Modification IO
    • (45) Endurance Modification IO
    ------------
    Level 6: Dark Nova Blast
    • (A) Entropic Chaos - Accuracy/Damage
    • (43) Entropic Chaos - Damage/Endurance
    • (43) Entropic Chaos - Damage/Recharge
    • (43) Entropic Chaos - Damage/Endurance/Recharge
    • (45) Entropic Chaos - Chance of Heal Self
    Level 6: Dark Nova Bolt
    • (A) Empty
    Level 6: Dark Nova Detonation
    • (A) Positron's Blast - Accuracy/Damage
    • (7) Positron's Blast - Damage/Endurance
    • (7) Positron's Blast - Damage/Recharge
    • (9) Positron's Blast - Damage/Range
    • (9) Positron's Blast - Accuracy/Damage/Endurance
    Level 6: Dark Nova Emanation
    • (A) Positron's Blast - Damage/Recharge
    • (3) Positron's Blast - Accuracy/Damage
    • (3) Positron's Blast - Damage/Endurance
    • (5) Positron's Blast - Damage/Range
    • (5) Positron's Blast - Accuracy/Damage/Endurance
    Level 20: Black Dwarf Antagonize
    • (A) Empty
    Level 20: Black Dwarf Drain
    • (A) Empty
    • (36) Empty
    • (42) Empty
    • (42) Empty
    • (42) Empty
    Level 20: Black Dwarf Mire
    • (A) Obliteration - Accuracy/Recharge
    • (11) Obliteration - Accuracy/Damage/Recharge
    • (11) Obliteration - Damage/Recharge
    • (13) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (13) Obliteration - Damage
    Level 20: Black Dwarf Smite
    • (A) Crushing Impact - Accuracy/Damage
    • (19) Crushing Impact - Damage/Recharge
    • (19) Crushing Impact - Accuracy/Damage/Recharge
    • (21) Crushing Impact - Damage/Endurance/Recharge
    • (21) Crushing Impact - Accuracy/Damage/Endurance
    Level 20: Black Dwarf Step
    • (A) Empty
    Level 20: Black Dwarf Strike
    • (A) Crushing Impact - Accuracy/Damage
    • (37) Crushing Impact - Damage/Endurance/Recharge
    • (37) Crushing Impact - Accuracy/Damage/Recharge
    • (37) Crushing Impact - Damage/Endurance
    • (40) Crushing Impact - Damage/Recharge
    ------------
    Set Bonus Totals:
    • 6% DamageBuff(Smashing)
    • 6% DamageBuff(Lethal)
    • 6% DamageBuff(Fire)
    • 6% DamageBuff(Cold)
    • 6% DamageBuff(Energy)
    • 6% DamageBuff(Negative)
    • 6% DamageBuff(Toxic)
    • 6% DamageBuff(Psionic)
    • 3% Defense(Melee)
    • 5% Defense
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 3% Defense(Energy)
    • 3% Defense(Negative)
    • 3% Defense(Psionic)
    • 3% Defense(Ranged)
    • 3% Defense(AoE)
    • 2.25% Max End
    • 66% Enhancement(Accuracy)
    • 71.25% Enhancement(RechargeTime)
    • 52.21 HP (4.875%) HitPoints
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 2.75%
    • MezResist(Immobilize) 6.6%
    • MezResist(Stun) 4.4%
    • 10% (0.167 End/sec) Recovery
    • 10% (0.447 HP/sec) Regeneration
    • 4.725% Resistance(Fire)
    • 4.725% Resistance(Cold)


    http://www.cohplanner.com/mids/downl...91F53F9C71414C
  9. Thanks guys. I'm getting it then. When I checked the first time, it was at around 80mil. But last I checked, I think it was at 30mil or so around a day or 2 ago? I'm in Justice.
  10. Quote:
    Originally Posted by anonymoose View Post
    If you right-click the bots you can see their detailed stats.

    FFG + Maneuvers + slotting protbots for defence + the unique pet IO will softcap the little bots and the assault bot, which will definitely help you out whichever incarnate slotting you choose.

    Good luck!
    Thanks, I'm going to have to check on that. My bots are currently slotted with Blood Mandate. Thanks!

    Also, is it worth it to get and slot the Ragnarok: Knockdown on Caltrops? I figured it would be another dmg mitigation on enemies since knocked down enemies can't do any damages and together with poison trap's hold, I can at least keep some of the enemies from attacking even for a second.

    I also have (by accident due to the set) an IO slotted on Poison Trap that holds enemies, it applies a chance of 15% but it procs quite often. Whenever this procs, some type of global electricity encircles the enemy, holding them. Does this hold work separately? I mean can an enemy choke from Poison Trap, then have this IO work and hold them again after the choking wears off? Or is it either or?

    Thank you in advance.
  11. Thanks everyone. I'm going Musculature first, then see the others you have suggested for situational purposes.

    I'm not sure if my bots were soft capped. This was my first 50 and my first build. I wasn't aware of any way of soft capping them. I only have def buff IOs slotted on tactics/PPG atm since I can't afford luck of the gambler sets yet.
  12. I reached level 50 last night. I have some questions regarding incarnate.

    My character is a bots/traps

    Right now, my character is capped on everything except Psionic defense which is at 30% def.

    My bots easily die if I don't provoke the enemies well enough. Especially if the enemies just loves to do AoE attacks on them especially the Malta bots with all those rockets.

    It's no problem if I'm able to keep provoke well enough or if they're not scattered all over the place.

    I definitely can't do Psionic types enemies like Arachnos, The Riktis, and basically anything with a lot of psionic type enemies at once in each group.

    Endurance is a bit of a problem but It's fine as long as I am aware of it during the fights. Summoning bots and upgrading them takes a toll on the endurance too when I do that process. There are a few times when I didn't recognize my endurance. Since all my defenses are toggled, and I provoke all the enemies on to me so they don't attack my bots, if I run out of endurance, they'll all turn off, so I die in just a second hehe.

    But other than that, I'm fine.

    I'd like to fix at least some of these through incarnate. I need to know if incarnate affects pets too.

    Musculature, does it affect pet damage too? That's my first choice if it does affect them. Since it also affects endurance modification, immobilization, and defense debuff which goes well with my traps.

    Which ones would be good too? Thank you in advance.
  13. Oh I trusted your build. I wanted to build that exact build based on the playstyle that I wanted. So far, with lvl 45 Def buf IOs, and 3 lvl 47-48 Blood Mandate sets, I am at 45.75% def caps on most of the damages.

    I'm still adjusting to the new playstyle but it's a big success from what I can see so far. Looking forward to lvl 47 and slowly upgrading SOs into IOs. Thank you!
  14. Thanks everyone. Great to know I wasn't the only one having problems with the muu people and travelling around Grandville. I somehow got this respec after finishing the last mission for Black Scorpion where in he gives me the patron power. I just got a message about it I guess it's a reward for getting the new patron power?

    I completely forgot that I can still use the 2nd build the game gives you at lvl 10. I have not touched it yet. I feel like I messed up on this new build I have. I'm having big trouble wtih endurance After my first round of traps in the beginning of a fight, my endurance is very low.

    Also, I decided to do other missions and I didn't do really well. My bots die really fast and the mercenaries are the enemies. I am still having problems with them. I'm not sure if it's because of the 2 bosses that are in the group but they could still hit me pretty hard even after the traps were set.

    I didn't think about the jet packs. I'll make sure to use them. Without flight, It takes like 10-15 minutes before I could get to my destination in Grandville with Super Speed. A jet pack will surely help tons.

    I'm gonna try and respec my 2nd build temporarily to fix the problems I'm encountering and introduce weave into my build again. That extra 7% on all def would help me get to the cap to all def easier. With 7%, I'd be at 38% def on almost everything though my s/l defense will become 58%. But I plan on getting the blood mandate IO sets and slot each of my bots

    I'm going to use Plain Guy's build. From what I can tell, the only way I could make the playstyle that I want to work, is to have the enemies' attention on me, that way, my bots will be alive to do the damage. I don't want to go back to the pull tactic of setting up traps first, then luring enemies into it. I want to set up traps in the middle of battle instead of before the battle. Of course, I'm gonna open fights with my seeker drones.

    My only concern on the build is, I don't want to rely on inspirations for heals, unless the build makes me harder to hit and less worry for me to heal all the time. I haven't used repair also. I've only used Aid others. But then again, with the enemies' attention on me, I don't have to worry about my bots as much.

    Any thing I should know about (your) / Plain Guy's build? Some weakness or some flaw that I should know about?

    Thank you again. I'm learning so much from trying to get this build up and running smoothly.
  15. Thanks. Unfortunately, I went ahead and respec'd last night. I changed a few things on my build. After figuring out I'll be over s/l cap, I decided to remove weave and put in aid other instead. I rearranged some enhancement slots. But I will keep your build and respec based on yours.

    As of right now, with everything turned on, I get 52% def on smashing and lethal damage and 31% def on everything else. It might have been a bad move on my part to remove weave since I'm having some difficulty on the mission I am in now where I have to destroy Ghost Widow's place for Black Scorpion.

    I'm fighting those muu magicians and those spiders thingy.

    My problem right now is, I easily run out of Endurance and my bots easily die on those lightning attacks that the muus do.

    I'm also kind of regretting getting Super Speed as a travel power. I'm not sure if I'm just getting used to it but my character is too fast for me to control so most of the time, he gets stuck. Plus, in Grandville, it's a big pain getting from one high place to another because of the high walls.

    But the other problem if I remove Super Speed is that I have to remove one of the skills in order to get on of the travel powers again. I find myself rarely using Hasten. Can I afford to remove Hasten on my skill list?

    Fortunately, this isn't my last respec. My friends say they'll be doing a respec run sometimes this week I think. I might do the respec when I reach 47 again. Here's my current build so far.


    Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Mastermind
    Primary Power Set: Robotics
    Secondary Power Set: Traps
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Medicine
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Battle Drones
    • (A) Damage Increase
    • (3) Damage Increase
    • (3) Damage Increase
    • (5) Accuracy
    • (5) Accuracy
    • (7) Endurance Reduction
    Level 1: Web Grenade
    • (A) Recharge Reduction
    • (9) Recharge Reduction
    • (36) Accuracy
    Level 2: Caltrops
    • (A) Recharge Reduction
    • (7) Recharge Reduction
    • (9) Recharge Reduction
    • (39) Slow
    Level 4: Triage Beacon
    • (A) Recharge Reduction
    • (23) Recharge Reduction
    • (23) Recharge Reduction
    • (40) Healing
    • (40) Healing
    • (40) Healing
    Level 6: Equip Robot
    • (A) Endurance Reduction
    Level 8: Hasten
    • (A) Recharge Reduction
    • (36) Recharge Reduction
    • (46) Recharge Reduction
    Level 10: Acid Mortar
    • (A) Recharge Reduction
    • (11) Recharge Reduction
    • (11) Recharge Reduction
    • (19) Defense Debuff
    • (48) Defense Debuff
    Level 12: Protector Bots
    • (A) Defense Buff
    • (13) Defense Buff
    • (13) Defense Buff
    • (15) Damage Increase
    • (15) Damage Increase
    • (19) Accuracy
    Level 14: Super Speed
    • (A) Run Speed
    Level 16: Force Field Generator
    • (A) Defense Buff
    • (17) Defense Buff
    • (17) Defense Buff
    Level 18: Kick
    • (A) Knockback Distance
    Level 20: Poison Trap
    • (A) Recharge Reduction
    • (21) Recharge Reduction
    • (21) Recharge Reduction
    • (46) Hold Duration
    • (50) Slow
    Level 22: Tough
    • (A) Resist Damage
    • (33) Resist Damage
    • (34) Resist Damage
    • (34) Endurance Reduction
    Level 24: Maneuvers
    • (A) Defense Buff
    • (25) Defense Buff
    • (25) Defense Buff
    Level 26: Assault Bot
    • (A) Damage Increase
    • (27) Damage Increase
    • (27) Damage Increase
    • (29) Accuracy
    • (43) Endurance Reduction
    Level 28: Seeker Drones
    • (A) Recharge Reduction
    • (29) Recharge Reduction
    • (31) Recharge Reduction
    • (31) To Hit Debuff
    • (31) To Hit Debuff
    • (37) To Hit Debuff
    Level 30: Aid Other
    • (A) Recharge Reduction
    • (33) Recharge Reduction
    • (33) Healing
    • (37) Healing
    • (43) Healing
    Level 32: Upgrade Robot
    • (A) Endurance Reduction
    Level 35: Aid Self
    • (A) Recharge Reduction
    • (37) Recharge Reduction
    • (39) Healing
    • (39) Healing
    • (46) Healing
    Level 38: Tactics
    • (A) To Hit Buff
    Level 41: Web Envelope
    • (A) Recharge Reduction
    • (42) Recharge Reduction
    • (42) Recharge Reduction
    • (42) Accuracy
    • (43) Immobilisation Duration
    Level 44: Scorpion Shield
    • (A) Defense Buff
    • (45) Defense Buff
    • (45) Defense Buff
    • (45) Endurance Reduction
    Level 47: Power Boost
    • (A) Recharge Reduction
    • (48) Recharge Reduction
    • (48) Recharge Reduction
    Level 49: Web Cocoon
    • (A) Recharge Reduction
    • (50) Recharge Reduction
    • (50) Recharge Reduction
    ------------
    Level 1: Brawl
    • (A) Accuracy
    Level 1: Sprint
    • (A) Jumping
    Level 1: Supremacy
    Level 2: Rest
    • (A) Healing
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Flight Speed
    Level 2: Health
    • (A) Healing
    Level 2: Hurdle
    • (A) Jumping
    Level 2: Stamina
    • (A) Endurance Modification
    • (34) Endurance Modification
    • (36) Endurance Modification
    ------------
    Set Bonus Totals:






    http://www.cohplanner.com/mids/downl...ABE03F20AAA4DB
  16. I won't be able to check in game since I have not the done the build in game yet. I only have 1 respec atm so I want to make sure everything is right before I go ahead and do it. On my current character build right now, i'm not able to check since 98% of the enhancements expired once I reached lvl 45.
  17. Quote:
    Originally Posted by anonymoose View Post
    Just a quick playstyle comment, if I get a chance I'll look at the build and comment again.

    Most importantly, are you running in bodyguard mode?

    Second most importantly, toebomb is superior to pull tactics.

    Opening with seeker drones is the best technique for a trapper, you summon them on the edge of the crowd and they take the alpha and debuff.

    While the crowd is distracted, run into the middle and plant poison gas trap. The mobs will be stuck in the puking animation and suffer a regen debuff.

    By this time your pets will start to realise there's a fight brewin' and they'll attack.

    Plant acid mortar, toss some caltrops, plant a trip mine. By this time half the crowd will be down.

    Super quick build comments - what's your defence when all your toggles are up and the protbots have shielded you? What defences do your bots have?

    Aid other/aid self are great once you're softcapped, you hardly ever get interrupted.

    I personally find that crowds melt quickly enough that I don't need the aoe web grenade, especially now that the bots' burn patches don't cause mobs to flee. The traps' web 'nade is enough to deal with a couple of stragglers.
    Thanks.

    I don't think I have used BG mode. Mainly because I rarely get hit due to my pull tactic. The only time I'll get hit is if most of my bots die or it's an ambush. I never knew how to use the seeker drones until just a couple days ago. I didn't know they had a long range of summoning until then but I use them now.

    I'm assuming that all of the SOs in my build were lvl 50. Since I'm level 45 right now and will use lvl 45 SOs, It'll be much lower than what it's saying.

    My Smashing and Lethal Def are at 47.1%, 40% def on Energy, and 26% def on everything else. I think the cap on S/L was 45%? But if I take off 2% off S/L, the other def will lose 2% also.

    In terms of Resistance, S/L is at 23.4% res, Tox is 17% res and everything else is at 0%.

    That's with everything turned on. Weave, Tough, Pro bot's shield, FFG, Scorp's Shield, and Manuevers.

    I'm not sure how to look at my bot's stats in mids though.

    The Web Envelop is like a safety harness for me especially if there's an ambush which I encountered quite a few on a lot of the missions. I used to have difficulties on those. Not sure on this new build though. I'm looking for everyone's opinion before I go ahead and respec.

    I would really like to get Aid Self but I'm not sure which skills to remove. I'm thinking of web cocoon,the single target from Mace Mastery but I'm not sure if I'll be missing it when fighting AVs if I chose to fight AVs.
  18. Hello Everyone, I need a big help on my build. This is the first time I'm using Mids and this is my very first character to get close to 50. As of right now, the build is based off of Single Origin Enhancements only. The ones that can be bought from vendors. My current lvl is 45 atm. Once I get to 47 or 50, I will start worrying about IOs and Sets and everything else. Right now, my goal is to get to lvl 47 or 50 ASAP, preferably solo, but at the same time, doing well in teams when I'm with friends. Also, it's important that I don't have to respec once I get to 47 or 50 if possible. I just plan on replacing the enhancements at lvl 47 or 50.

    Right now, my build is kind of all messed up so I'm going to respec to this one. From playing last night and with friends, I discovered I can't survive well in teams especially if the mobs, or just one mob are on me. This is to say though that most of the time, I'm being put at lvl 49 whenever I'm in a team with friends because my friends are all lvl 50 so I jump from being lvl 40 (45 today) to 49 when I'm with them. so that might be a part of it.

    As for soloing, I depend mainly on ambushes. I would set up tons of traps, mainly trip mines, one acid mortar, one poison gas, and caltrops before going for enemies. I then would pull them to the traps and once the traps are activated, that's when i have my bots attack. This works well most of the time but it takes quite a bit of time to set up the traps. I'm currently running at 0/x7 difficulty. There are times when it would get ugly and I can say for sure I don't do well when I get targeted by enemies. That's also one of the reason why I'm trying to stack def and resistances on this build so I can at least survive well. Because of this, I took tough and weave and in the process, had to take kick (which is a waste on me).

    The trip mines were at around 10 second recharge and I would put at least 3 or 4 of them on the ambush area before encountering the enemy.


    I would like NOT to depend on setting up traps especially trips mines BEFORE facing an enemy on this build this time. I'd like to be able to attack the enemies FIRST (with web envelope) then put the other traps in the middle of battle preferably on 0/x8 difficulty. This time, I didn't get Trip mines on this build since i didn't want to depend on them.

    Any helpful feedback is greatly appreciated. My main goal for this build right now is to be able to get to 47 or 50 ASAP to the most possible smoothest way preferably on 0/x8 difficulty. I'd like to be able to fight enemies first then set up traps. Instead of setting up traps first then pulling them into the trap before confronting them. I was also thinking in terms of being in a team so the faster the recharge, the more I could use them often in a team.

    I'm willing to change and replace any of the skills. There are other skills I wanted to put in but I wasn't sure which ones to replace them with and I hope you guys can help me. Here are the skills I wanted to take but wasn't able to take. Please let me know if they'll help me:

    Assault Manuever
    Aid Self (I have no means to heal myself instantly other then insp and I'd rather use them on emergencies if I could)
    Not sure if I should have gotten Flight or super jump or even teleport instead of Super Speed as a travel power. Getting flight or the others means having to remove one skill out of the ones I already chose so I could get Hover in order to get flight (not big on air superiority) Also, me and my friends team up in the rogue isles and from what I see, being able to travel vertically could be more beneficial and sadly, I don't have ninja run. But that means I have to sacrifice one more skill and flight is a bit slow for me.

    I'm think also that with def and resistance, I'd be able to get inside enemy lines to set up my traps without dying or almost dying while my bots attack them.

    I'm also not sure about the slotting. I put at least 3 -recharge on the skills I use the most for team reasons. Any advice is greatly appreciated.


    Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Mastermind
    Primary Power Set: Robotics
    Secondary Power Set: Traps
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Medicine
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Battle Drones
    • (A) Damage Increase
    • (3) Damage Increase
    • (3) Damage Increase
    • (5) Accuracy
    • (5) Accuracy
    • (7) Endurance Reduction
    Level 1: Web Grenade
    • (A) Recharge Reduction
    • (9) Recharge Reduction
    • (36) Accuracy
    Level 2: Caltrops
    • (A) Recharge Reduction
    • (7) Recharge Reduction
    • (9) Recharge Reduction
    • (37) Damage Increase
    • (37) Damage Increase
    • (39) Slow
    Level 4: Triage Beacon
    • (A) Recharge Reduction
    • (23) Recharge Reduction
    • (23) Recharge Reduction
    • (40) Healing
    • (40) Healing
    • (40) Healing
    Level 6: Equip Robot
    • (A) Endurance Reduction
    Level 8: Hasten
    • (A) Recharge Reduction
    • (36) Recharge Reduction
    • (37) Recharge Reduction
    Level 10: Acid Mortar
    • (A) Recharge Reduction
    • (11) Recharge Reduction
    • (11) Recharge Reduction
    • (19) Defense Debuff
    • (48) Defense Debuff
    Level 12: Protector Bots
    • (A) Defense Buff
    • (13) Defense Buff
    • (13) Defense Buff
    • (15) Damage Increase
    • (15) Damage Increase
    • (19) Accuracy
    Level 14: Super Speed
    • (A) Run Speed
    Level 16: Force Field Generator
    • (A) Defense Buff
    • (17) Defense Buff
    • (17) Defense Buff
    Level 18: Kick
    • (A) Knockback Distance
    Level 20: Poison Trap
    • (A) Recharge Reduction
    • (21) Recharge Reduction
    • (21) Recharge Reduction
    • (46) Hold Duration
    • (50) Slow
    Level 22: Tough
    • (A) Resist Damage
    • (33) Resist Damage
    • (34) Resist Damage
    • (34) Endurance Reduction
    Level 24: Maneuvers
    • (A) Defense Buff
    • (25) Defense Buff
    • (25) Defense Buff
    Level 26: Assault Bot
    • (A) Damage Increase
    • (27) Damage Increase
    • (27) Damage Increase
    • (29) Accuracy
    • (43) Endurance Reduction
    • (46) Disorient Duration
    Level 28: Seeker Drones
    • (A) Recharge Reduction
    • (29) Recharge Reduction
    • (31) Recharge Reduction
    • (31) To Hit Debuff
    • (31) To Hit Debuff
    Level 30: Weave
    • (A) Defense Buff
    • (33) Defense Buff
    • (33) Endurance Reduction
    Level 32: Upgrade Robot
    • (A) Endurance Reduction
    Level 35: Tactics
    • (A) To Hit Buff
    Level 38: Aid Other
    • (A) Recharge Reduction
    • (39) Recharge Reduction
    • (39) Healing
    • (46) Healing
    Level 41: Web Envelope
    • (A) Recharge Reduction
    • (42) Recharge Reduction
    • (42) Recharge Reduction
    • (42) Accuracy
    • (43) Immobilisation Duration
    • (43) Immobilisation Duration
    Level 44: Scorpion Shield
    • (A) Defense Buff
    • (45) Defense Buff
    • (45) Defense Buff
    • (45) Endurance Reduction
    Level 47: Power Boost
    • (A) Recharge Reduction
    • (48) Recharge Reduction
    • (48) Recharge Reduction
    Level 49: Web Cocoon
    • (A) Recharge Reduction
    • (50) Recharge Reduction
    • (50) Recharge Reduction
    ------------
    Level 1: Brawl
    • (A) Accuracy
    Level 1: Sprint
    • (A) Jumping
    Level 1: Supremacy
    Level 2: Rest
    • (A) Healing
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Flight Speed
    Level 2: Health
    • (A) Healing
    Level 2: Hurdle
    • (A) Jumping
    Level 2: Stamina
    • (A) Endurance Modification
    • (34) Endurance Modification
    • (36) Endurance Modification
    I'm open to any change in skills or slotting. I'd like to achieve the best possible result for this build. Again, this build is for soloing on the highest difficulty and at the same time, being able to do well in teams and raids. Thank you in advance!




  19. Claws
    Dual Blades
    Kinetic Melee
    War Mace

    and

    Dark Armor
    Fiery Aura
    Willpower
    Shield Defense

    So these are all great solo powersets? Most of them, except for Dark Armor, I'm interested in, not because I think it sucks, it's much more because I like cool effects and I don't like DA's visual effects. I'm going closer towards Kinetic Melee because it has the coolest animation (for me) out of all of them and Fiery Aura as secondary because it's like getting a free Aura early on.

    But I'm not sure if I should go Scrapper or Brute, some people I talked to in game say it's better for Scrapper as a whole instead of Brute and it kinda makes sense in a way to me because there's no Kinetic guide on Brute Forum and I'm hearing it's a weak power set when it comes to Brute AT? Is this true about it being weak? It's important because I really plan on grouping with others once in a while especially end game and I don't want people pushing me aside because my powerset is weak.

    I'm also thinking of War Mace / Shield Defense. A friend of mine lvled it on his character before and he said it's a good combination. He later decided to change to Elec / Shield because he wanted a much wider range of AoE attacks than War Mace.
  20. Quote:
    Originally Posted by Exxar View Post
    For great powerset combos for soloing from 1-50 pick any combination of:

    Claws
    Dual Blades
    Kinetic Melee
    War Mace

    and

    Dark Armor
    Fiery Aura
    Willpower
    Shield Defense

    The abovementioned powersets are all early bloomers so you'll have a great experience right from the start. The other sets are merely "good", because they're a bit of a pain to get to lvl 30 or so - they don't get any AoE attacks until then (or at all), their defenses are relatively weak compared to the above until that point, etc.

    I'd also recommend that you avoid Battle Axe (War Mace is just plain better), Electrical Melee (NOT for soloing), Energy Melee (no AoE and there are much better ST sets), Energy Aura (mostly has a bad rep but is a very late bloomer and a bit quirky) and Stone Armor (sloooooooow).
    Thanks everyone. After reading more about SS/SD, I decided not to go that route anymore since I have to have some serious slotting to make it work.

    Kinetic melee caught my attention and I plan on pairing it with Fiery Melee. But reading around the Brute Forums, there's no guide for it on the guides section and I'm reading from people that it's the dual pistols version of brutes, meaning, it's the weakest of the power sets? Or did they do some updates on Kinetic Melee that made it good again?

    Thank you again in advance.
  21. Preferably 0/+3 difficulty or more if possible at the earliest possible level.

    I have a concept for a character that uses a Shield so shield defense would be great to have as the 2nd or primary powerset depending on the Archtype you guys think is better. Or is there something much better than SD?

    I heard and have been reading about Brutes and they seem to be the best AT for melees to get.

    I was thinking of SS/SD but I need what you guys think especially for those who has the same powersets.

    Also, I wanted to have a hero character but was disappointed to find out that I could only get it through Tanker as SD/SS on the hero side and that means I would have to wait a lot more levels to get the best powers on the SS set. And I wasn't sure if that was just as good or better. But Brute is always fine by me.

    Only reason I want a hero is so that I could finally have a hero character (most of my characters were Praetorians and one is villain) so that I could unlock the other epic archtypes but this is the least of my priority. I just want a melee character that can solo really well from 1-50 possibly at least 0/+3 (the more the better) difficulty.

    Also, I'd rather not take Electric / SD. A friend already has that and I want to be different when we play together.

    Thank you in advance.
  22. Thanks, for some reason though, it won't load for me? I've searched in on Google too and still won't load. I'll try again later, maybe they're having some type of maintenance at this time?

    For the contacts, I can still see contacts from mercy island. If I were to do these, will they scale to my level? Can I do them through Ouroboros and get new contacts that way? But I'd rather not do them through that cause I'll lose some of my skills.

    Thanks again, you guys are very very helpful. Currently lvl 34 as of last night. I was surprised. I thought I would get a new power but I got another 3 slots instead, which isn't really bad.
  23. Thanks so that's how you do the drones.

    I just got the rhythm of setting up traps, then pulling the whole mob of monsters on the traps that I've laid out. Then I have my bots go into town with them. This works so far. I'm going to up the difficulty to 0/6 and see if I can still do it then. I'm currently lvl 33 and about to be lvl 34 so I won't have electrifying fences for a while but I'll really keep those in mind in case my trap and run tactic stops working.

    Also, just making sure, in order to get contacts for the main story arc is to complete each of the missions for each contact of the previous zone? I know about the doing 5 newspaper missions to get a contact. But I just finished doing missions for that contact and he didn't give me another contact and he only gave me a measly 8k bonus exp for completing all the missions. Usually, the story arcs one give great bonus exp after finishing all their missions. Is there a guide that lets me see which contact I need to finish in Sharkhead or Cap Au Diable in order to be given another contact going to St. Martial?

    Thank you again and have a nice day.
  24. Ah I didn't know about that on seekers. I'd have to quickly slot them. -accuracy and reduce dmg are great against bosses. Thanks for that info.

    Oh also, how do I control the seeker drones? I can't tell them to attack anything. The options just like the ones on my pets isn't available on them.

    edit: What I usually do is first in every fight that's big is set up my traps first, acid mortar, poison trap, and caltrops then, I have either me or my bots pull the enemy and run back far enough. Once the traps are triggered that's when I have the full time attack and this is usually when one or 2 of my bots goes melee range. Can't wait to get the trip mine now, that would add a whole extra dmg on my traps. And now with seeker drones, I can start the fights with them. I don't know why I didn't think about this. Thanks!
  25. Thanks I didn't know about that.

    I just got to 32 finally yesterday afternoon. I'm currently 33 when I finished last night. I'm really glad you guys talked me into hanging in there. It was all worth it.

    I do have a few problems though and I hope you guys can help me.

    Right now, I'm forced to doing 0/x5 difficulty because of my pets. I'm able to do 0/x8 but it's always risky. It's easy when my pets stay on ranged and never gets into melee range. But they just LOVE to get into melee range. Once one of them goes to melee range, they instantly get killed and everything goes to heck from there. But when I'm able to get them to stay where they are, everything's great. I'm only able to do this by clicking on the heel command but this makes them stop what they're doing and run back to me and I have to make them attack again and then, they would try and go into melee range again and die.

    Is there a macro that would let me make them STAY in one spot no matter what and still be able to attack without moving? If you're able to make your pet attack a certain target or follow you, it should be really easy to make another command that just makes them stay where they are no matter what? (this was more of a suggestion to the devs than you guys hehe) This would help greatly since for some reason, the foes that I fight especially lieutenants and bosses just LOVES to run away. If I'm not fast enough, my bots would follow him/her into another army of enemies with more bosses and lieutenants and that's where it always gets really ugly.

    If I could prevent my bots from automatically almost always running into melee range, it would be awesome.

    Oh and also, I think I made the mistake of getting Seeker drones. They're currently useless to me. I never use them because of the long recharge. Same thing for hover but I have no choice since I wanted flight and air superiority was kind of useless to me. I'm planning on respecing and I was wondering if Seeker Drones really wasn't a good skill or I'm not just using it right? Also, how's foe teleport and teleport as a travel power? I'm villain side atm so I'm not sure if it'll help. Will I need hover to teleport just fine? I know I can use foe teleport with mines to teleport a foe straight to it but I'm not sure if it's good as good in paper as it is in action.

    Any advice is greatly appreciated. Thank you!