Soul Storm

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  1. I'd be interested in your bind setup and your help to get that system working for me!

    I altered the build slightly yesterday, replacing all the Titanium Coating's except the resistance io with the other two steadfast io's to make a full set. That boosts my def by 3%.
  2. The build is very very good now. Very easy to play on teams and solo (although I still have the same trouble with spike damage I always have done). My biggest problem with the character now is the pain of having the arsonist charge into melee on every single mob and die. I'm actually losing patience with the character because of that alone but that's a game issue not specifically about this build.
  3. I love the idea of a Clanket! I also love the execution and style in the Kinetic drinks and I think the PPD advert is inspired too. Each one of the entries here definitely deserves their place in the winners.

    I also love that Sushi advert and I think it'd be a nice idea to get a poll going to pick a few more to go in game.

    I just uploaded my own entry to my deviantart page here. You can see a higher-res shot of some of the more detailed work in the description. The idea is that the guy flew into the front of the board then peeled himself off and flew off.
  4. I liked the first version a lot but I like this new fiery version too! I'd like to perhaps see the flames more directly behind the character and possibly a hint of some embers in the foreground but nice work either way!
  5. Soul Storm

    Huuuup

    Wow Spag! Been a long time since I seen you around these parts.

    p.s. Still rockin that avatar eh?
  6. Thought I'd update the thread with the end figures that my revised build gives (this is before I've had the chance to unlock alpha or slot a common or anything yet). I still have to slot in the LOTG in Vengeance and Maneuvers but even without that my pet's have 36.77% def. I can, situationally, stick in a luck here and there and with the alpha they should reach soft capped levels.

    Build: success!
  7. I know this is a HUGE necro but I stumbled across this today and its just too darn funny to go unnoticed for this length of time!
  8. In that case I'll sign up for Hami Taunt West leader, because I wasn't able to do it last time.
  9. Sign me up. Hopefully I won't have to work til midnight that night (the likelyhood is practically 0%) so I'll fulfill whatever leadership role you want and I'll guarantee to be there or I'll eat this cookie!
  10. Well a small update lads: I managed to calculate roughly what I could salvage from the current build (around half of the current IO's) and 34 IO's I don't need that I could sell for a grand total of around 500m. Problem is that I also worked out what I need to buy... which even if I did it the long way and AMerited my way to the uniques it would take like a month and still give me around about 1 bil to find to buy everything else. This is with moving the build around slightly (I moved the KB Prot from Vengeance to Charged Armor so I could keep the current IO to save money). So although I want to respec into this build this second I'm going to have to spend a little time fund raising I think.
  11. Okay I cooked up a build for my friend who has a Archery/Mental Manipulation blaster. He wants to update his favourite blaster to take into account inherent fitness and the alpha slot. He is building it to team exclusively and isn't sure how the build would play or even if it would work properly etc.

    I made him a build that's got high s/l def (soft capped) and good recharge as well as stealth and hibernate to increase survivability. The damage alpha (Musculature Core Paragon) and all its benefits seem to kick out good damage on this build too. Having said all this my friend doesn't know whether the build would survive well in teams or whether the force mastery patron is better (he's thinking Repulsion bomb, Inv. shield and Personal Force Field might be better than a high defense build)... then again he's also not sure whether phase shift would work better than Personal force field or a generally high defense build for survivability.

    Any advice chaps? I've not actually ever played the sets before so I can't really tell him anything about the playability of the build.

    Here it is:

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  12. For such a long time (before you had group MM buffs - you had to apply each tier 1 and then 2 upgrade to all pets) the brute would just keep throwing a boulder and you had to specifically tell him to go into the middle of a mob. You could get around it by never giving the brute the tier 2 upgrade. But they fixed that so now he throws the boulder once and then runs in... if your brute is being funny then dismiss and try again but the code should work now.
  13. Yeah I think I agree with you that it wouldn't really help the build and would somewhat completely refocus it. Below is my current incarnation of the build. I've gone over the slotting to make sure its as focused as it can be and as effective as it can be with the slots i've put down so I'm pretty happy with it at the moment unless anyone has noticed some kind of flaw that I've not picked up on or something I can do to make it even better?

    What sort of cost and I looking at here do you think?

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  14. The bonus about the Nerve Alpha is, I suppose, that with the extra accuracy you don't specifically have to slot for accuracy as much as you would normally in your powers. I don't think you should be worries about over acc/to-hitting because tactics will give everyone else on your team a bonus to-hit too.

    Oh and to quantify why I like +hp on my MM... it's because MM's have THE lowest health of anyone (iirc) and so getting hit by pretty much anything can lower your life expectancy dramatically and if you die it doesn't matter how much your pets are soft-capped to defense.

    One thing I need advice on is whether or not i should bother about having personally high defense at all. At the moment the focus is on dmg and debuffs and a little resistance for myself. Should I try to get some high passive def on the mm himself or is that a waste of slotting that would just ruin the build?
  15. Yeah I've been wondering about that but as far as I can tell the bonus' you get from Nerve apply to the pets (or at least certain aspects of the pet's as powers themselves) already so they'd get that extra 45% accuracy too... Unless of course I'm completely wrong.

    For now I've put in Antidote in its place for want of a more useful power.
  16. Well I've gone over the build again and below is the latest incarnation. I added in Maneuvers, changed the PPP back to Mu cos I remembered the Electric Fences is the only immob that will stop KB affecting them (arsonist burn patch). I juggled around a few slots hopefully its alright generally. I removed the hold and moved elixir of life in its place because with Nox Gas and para poison (which has v high rech) I will have lots of holds up anyway. It seems with taking the Nerve Core Paragon I'll also get more def squeezed out as well so it seems to be a win win...

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    EDIT: I'm at work now but when I get back later I think I will change Tactics for Antidote and stick some resistance sets with a good bonus in there because with the Nerve Core Paragon alpha there'll be no need for tactics; it'd be a waste.
  17. Well I can't think of a fancy speech with metaphors and all that jazz off the top of my head so I will just say; hear hear!

    It's been fun getting more and more people to interact with each other and organising more events that includes people - more WST's, more CoP Trials with the balancing and pacing issues we often face in Pocket D only to have it pay off as we defeat the Red and Purple Aspects. More MSR's and more making new friends, more Hami Raids led by more people!

    Now with the chance to form new leagues and fight for justice in the Incarnate Trials I join Tsumiju in beckoning on the coming battles while we extend the hand of friendship to one another at the same time.

    (Hmm did anyone notice that got more and more speechy as it progressed... unintentional I swear! )
  18. Quote:
    Originally Posted by Dromio View Post
    One thing that I see is that you don't have any slotting for Defense in your Enforcers. I think this can be really important. I can't get my Thugs/Poison to load in Mids right now (I think it's something with Bile Spray) but currently my Thugs all sit at around 40% DEF to everything. That's pretty good.
    So if only the uniques and the chance-for procs count for the +DEF (and I have most if not all of them in my build) then how can your pets have around 40% def??
  19. The first thing I need to know is what bonuses from sets and powers transfer over to the pets. If I make my own build to have high passive defense will all of that or only some of that transfer over? So far I've stayed away from a high passive defense build because it would mean compromising on a lot of the other aspects of the build like high damage, extra debuffing and increased HP etc. But If there's a way to get high passive defense and keep those things from the current setup then I'm all for it.

    Nox. Gas currently has fairly good recharge on it but I suppose that I could try to get some more out of it if needed. I will have a play around with the build and try to figure out where some can be moved around but there's no point me doing that if I'm gonna completely rebuild it for high passive defense - before I can do too much more I need to e shown either a good way to get what I want from the build WITH passive defense or live on without it but being a more effective MM...

    I have found that having an immob is very useful especially when solo to stop the mobs running around and if the pets are in bodyguard mode then you won't get too much agro than you can handle. As a general rule in teams I've not had problems either so I thought that it would be a good idea to keep that in. But is Soul the best PPP group I could go for. Is the shield (Dark Embrace) the best that I could get for the MM or is another one even better?
  20. Okay so I'm currently on a build I'm 90% happy with but it needs updating to take into account the changes with incarnates, the alpha slot and inherent health.

    My primary use of the character is a mixture of solo and teaming (has to be able to solo comfortably and also be an asset on teams). Solo I don't want to have any trouble with anything - soloing AV's in a bonus in this build. In teams I want the character to be a pure debuffer and yet have good damage from the pets. I've read around on the forums and I've changed by patron pool from Mu to Soul in order to pick up an extra hold and immob which imo are useful but if you can show me why not I'll think of going with something else.

    The build below is currently what I'm thinking of respeccing into. I am not sure whether to go for the Musculature Core Paragon or the Nerve Core Paragon.

    Another thing I was wondering about is whether its better to try to go the soft-cap route...

    Any advice for me guys?

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

    Click this DataLink to open the build!

    Solvent Abuse: Level 50 Mutation Mastermind
    Primary Power Set: Thugs
    Secondary Power Set: Poison
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Medicine
    Power Pool: Teleportation
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Call Thugs -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc/Dmg/EndRdx(3), HO:Nucle(5), EdctM'r-PetDef(5), SvgnRt-Acc/Dmg/EndRdx(7)
    Level 1: Alkaloid -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(3), Numna-Heal(7), Numna-Heal/EndRdx/Rchg(9), Dct'dW-Heal/EndRdx(9)
    Level 2: Envenom -- HO:Lyso(A), LdyGrey-DefDeb(11), LdyGrey-DefDeb/Rchg/EndRdx(13), LdyGrey-DefDeb/EndRdx(13), AnWeak-Acc/Rchg/EndRdx(15), AnWeak-Acc/Rchg(15)
    Level 4: Weaken -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-Rchg/EndRdx(17), HO:Lyso(17), SipInsght-Acc/ToHitDeb(19), SipInsght-Acc/Rchg(19), DarkWD-ToHitDeb/Rchg(21)
    Level 6: Equip Thugs -- EndRdx-I(A), EndRdx-I(45)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(23)
    Level 10: Neurotoxic Breath -- RechRdx-I(A), P'ngTtl-Acc/EndRdx(11), P'ngTtl-EndRdx/Rchg/Slow(29), TmpRdns-EndRdx/Rchg/Slow(29), TmpRdns-Acc/Slow(31)
    Level 12: Call Enforcer -- GSFC-Build%(A), Achilles-ResDeb%(23), HO:Nucle(25), BldM'dt-Acc/Dmg(25), SvgnRt-Acc/Dmg(27)
    Level 14: Super Speed -- Clrty-Stlth(A)
    Level 16: Elixir of Life -- EndRdx-I(A)
    Level 18: Gang War -- S'bndAl-Dmg/Rchg(A), S'bndAl-Acc/Dmg/Rchg(37), S'bndAl-Acc/Rchg(37), ExRmnt-EndRdx/Dmg/Rchg(37), ExRmnt-+Res(Pets)(39), C'Arms-+Def(Pets)(39)
    Level 20: Assault -- EndRdx-I(A), EndRdx-I(36)
    Level 22: Aid Other -- Mrcl-Heal/EndRdx(A), Mrcl-Heal(50)
    Level 24: Aid Self -- Mrcl-Heal/EndRdx(A), IntRdx-I(31), Numna-Heal/EndRdx/Rchg(34), Mrcl-Heal/EndRdx/Rchg(34), Mrcl-Heal(34)
    Level 26: Call Bruiser -- S'bndAl-Dmg(A), S'bndAl-Build%(39), S'bndAl-Dmg/EndRdx(40), HO:Nucle(40), SvgnRt-Acc(40), SvgnRt-PetResDam(42)
    Level 28: Paralytic Poison -- HO:Endo(A), Lock-Acc/Rchg(42), Lock-Acc/EndRdx/Rchg/Hold(42), Lock-EndRdx/Rchg/Hold(43), EoCur-Acc/Hold/Rchg(43)
    Level 30: Tactics -- GSFC-ToHit/Rchg/EndRdx(A), HO:Cyto(31), GSFC-ToHit/EndRdx(43), GSFC-Rchg/EndRdx(45)
    Level 32: Upgrade Equipment -- EndRdx-I(A), EndRdx-I(36)
    Level 35: Vengeance -- Rec'dRet-Pcptn(A), LkGmblr-Rchg+(50)
    Level 38: Noxious Gas -- RechRdx-I(A), RechRdx-I(46)
    Level 41: Dark Embrace -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(46), TtmC'tng-ResDam/EndRdx/Rchg(48)
    Level 44: Soul Tentacles -- TotHntr-Acc/Immob/Rchg(A), HO:Endo(45), TotHntr-Immob/Acc(46), TotHntr-Acc/EndRdx(50)
    Level 47: Soul Storm -- Lock-Acc/EndRdx/Rchg/Hold(A), Lock-Acc/Hold(48), HO:Endo(48)
    Level 49: Recall Friend -- EndRdx-I(A)
    Level 50: Musculature Radial Boost
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Supremacy
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(27), Mrcl-Rcvry+(36)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(33), P'Shift-EndMod/Acc(33), P'Shift-EndMod/Rchg(33)



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  21. I was due to be the Hami Taunt West team leader and I was all set to lead it, but then my boss said "I need you to work late until this is finished" and so I had to do overtime until 11:40pm.. which absolutely sucked. Hopefully the next Hami will be soon and I can lead a team somewhere.
  22. 7pm? Right I'll be there. I started up another EoE team in PI tonight and we had at the GM's for a couple of hours so we have a nice backup supply now.

    The char I'll be on is my tank (duh) Soul Incendia.
  23. Quote:
    Originally Posted by Lady Arete View Post
    Great Soul Storm. How about a Yellow mito tank team?
    Sure thing! My tank is ready!
  24. I'm up for leading a team wherever you need it.
  25. Well the contest ended yesterday - anyone care to show their entries?

    EDIT: Ignore me!