Straenge

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  1. Personally, I never bothered with a proc in it as I 5 slotted with posi's and a recharge IO or 5 slot Ragnarok but I have heard alot of people using Achilles Debuff proc in it and it working well. Not sure but I would assume the others (Chance of _____ damage) would work the same as well. I know OSA is complicated in the mechanics itself but otherwise, procs working in it are one of the few bugs it doesn't have presently.
  2. Sorry I haven't responded in awhile but I did look at everything as well as played him a bit more. As of this morning, I got him to level 35 and noticed quite a change overall since I first posted.. His end is still bottoming out but not nearly as much and he is recovering fairly quickly even with only SO's and a few random IO's and the ATO set in RoF. One thing I will say is that, at first I was a bit iffy on his overall damage and effectiveness but after some other testing.. he didn't do bad at all and can do +4 quite well at times solo.

    I have looked at everyones suggestions and though I may change my mind later, especially with power mastery/mu mastery but I think I am going to try my hand still at Psychic. I really enjoyed having Dominate the little bit I played with it and it works for the character. As for the build.. I have made a few changes and some upgrades. I was able to get a few of the more expensive PVP IO's but I don't think I will bother with the Cyto's. Overall, i think this build will be the better one I just have one question concerning the Panacea IO. I haven't slotted it yet in game but I was considering, like in Laevateinn's build, putting in health. The problem is, I could put it and another in Twilight giving me 2.5% end reduction but I am already passed cap on that so it wouldn't do me any good there..

    As for Incarnate.. as shown, I did take your advice, Beuregard and use Agility. I see what you mean but.. after tweaking my build.. I am now at 162% recharge and 200% end reduc without incarnates. I have a feeling that musculature would work better since at that point, I could really just use more damage though I do like the defense numbers on Agility.

    As you can see, I did decide to take all the early tier Fire powers since, honestly, I rather like having them available.. I still and probably will not take the snipe though I know I often find a use for it but as it stands, I think I will keep my flares. As for Firebreath.. that one I sometimes wonder myself.. I rather enjoy cones and use it often but it is rather slow.

    Finally, I am considering (later at least) on using Ragnaroks instead of Positron under Fire Ball which will fix the 2.5 cap among other things but at the moment, I can't afford a set of those. Any other suggestions?


    Edit: Actually I switched out a few IO's and was able to get get a bit more resists out of it..

    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Corruptor
    Primary Power Set: Fire Blast
    Secondary Power Set: Dark Miasma
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Psychic Mastery

    Hero Profile:
    Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
    Level 1: Twilight Grasp -- H'zdH-Heal/EndRdx/Rchg(A), H'zdH-Heal/Rchg(7), Cloud-Acc/ToHitDeb(9)
    Level 2: Fire Ball -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(9), Posi-Acc/Dmg(11), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(13)
    Level 4: Tar Patch -- RechRdx-I(A), RechRdx-I(46)
    Level 6: Rain of Fire -- SMotCorruptor-Acc/Dmg(A), SMotCorruptor-Dmg/Rchg(15), SMotCorruptor-Acc/Dmg/Rchg(15), SMotCorruptor-Dmg/EndRdx/Rchg(17), SMotCorruptor-Acc/Dmg/EndRdx/Rchg(17), SMotCorruptor-Rchg/Dmg%(19)
    Level 8: Darkest Night -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-ToHitDeb/EndRdx(19), DarkWD-ToHitDeb/Rchg(21), DarkWD-Slow%(21)
    Level 10: Hover -- LkGmblr-Rchg+(A), GftotA-Def(23), GftotA-Def/EndRdx(23)
    Level 12: Fire Breath -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(25), Posi-Dmg/Rchg(25), Posi-Dmg/Rng(27), Posi-Dmg/EndRdx(27)
    Level 14: Howling Twilight -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(29), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(31), Stpfy-KB%(31)
    Level 16: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def(33)
    Level 18: Aim -- RechRdx-I(A)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(34)
    Level 22: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(34), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(36)
    Level 24: Fly -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(33)
    Level 26: Fearsome Stare -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(37), Cloud-Acc/Rchg(37), Cloud-ToHitDeb/EndRdx/Rchg(37), Cloud-Acc/EndRdx/Rchg(39), Cloud-%Dam(39)
    Level 28: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39)
    Level 30: Flares -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg/Rchg(40), Thundr-Dmg/EndRdx/Rchg(40)
    Level 32: Boxing -- KntkC'bat-Knock%(A)
    Level 35: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(40), GA-3defTpProc(42)
    Level 38: Dark Servant -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-ToHitDeb/EndRdx(43), DarkWD-Rchg/EndRdx(43), DarkWD-ToHitDeb/Rchg(45)
    Level 41: Dominate -- BasGaze-Acc/Rchg(A), BasGaze-EndRdx/Rchg/Hold(42), BasGaze-Acc/Hold(42), BasGaze-Acc/EndRdx/Rchg/Hold(43)
    Level 44: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/Rchg(46)
    Level 47: World of Confusion -- CoPers-Conf%(A), CoPers-Conf/Rchg(48), CoPers-Acc/Conf/Rchg(48), CoPers-Conf/EndRdx(48), CoPers-Acc/Rchg(50)
    Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Clrty-Stlth(A)
    Level 1: Scourge
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 4: Swift -- Flight-I(A)
    Level 4: Health -- Numna-Regen/Rcvry+(A), Panac-Heal/+End(46), Mrcl-Rcvry+(50)
    Level 4: Hurdle -- Jump-I(A)
    Level 4: Stamina -- P'Shift-End%(A), EndMod-I(13), P'Shift-EndMod(45)
    Level 50: Pyronic Radial Final Judgement
    Level 50: Reactive Core Flawless Interface
    Level 50: Agility Core Paragon
    ------------



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  3. I have a tendency to run with the sound off in most cases but occasionally turn it to a low setting. However, during certain moments/trials/missions, I do play some music depending on the character I am on. Most of my main characters have VV pages and I actually play some of their music on occasion to get in the mood for the character itself.

    For instance, when I am on Sinister Trickster, I tend to play the remake of "They're coming to take me away" by Neuroticfish or when I am on Professor Straenge, I play a bit of Dead Can Dance or Delerium.
  4. Quote:
    Without actually looking into the slotting of your build, I would suggest Dark Mastery over Psi.

    Perma soul drain adds a ton of dps. The combined slows of Tar Patch+RoF will melt mobs before they really have time to get outside of the deathzone. Soul Drain will make those slows exponentially better as they will need to be inside the patch for much less time as they will be dieing much faster. Dark Embrace is also a solid shield to stack in with Shadowfall and it also offers a +end click on a long rchg or a pbaoe stun aura which quite nice by itself and even better in that it can stack with howling twilight for an aoe mag 4 stun.
    I looked into this actually since Dark would actually work thematically as well. While I do prefer Dark Embrace and found a love for Oppressive Gloom on my last incarnate, I don't think it would really work for him since he is, basically, a hover blaster. The Soul Drain does sound promising though and would probably add more then Assault.



    Quote:
    Shadow Fall - I generally 6-slot these types of powers, half for defense and half for resistance. This makes it a lot more end-friendly while making your build a bit more team-friendly (Psi resistance is one of the few team benefits Dark brings that other people will actually care about).
    First, about Shadows Fall. I have seen one of your builds actually and how you slotted it and really liked using half LotG's and half steadfast protection. However, I wasn't able to get the same range soft-cap that way for some reason.. maybe due to slotting or that I left out tactics and not having the full gaussian.


    Quote:
    In terms of powers/slotting:
    Fire Breath - I tend to skip this power since it's the third best AE and by the time you get around to using it, you tend to be left without the mass of minions necessary to make it preferable to single target damage. Since it doesn't really give you much in terms of slotting options either, it's a pretty good way to save a power slot.
    I actually have a tendency to use firebreath quite often, usually while waiting for Fireball to charge. Presently, though not in this build, I am running with flares so I could try without it but I really don't think I will be happy with it. Hell, this is the first "blasting" style toon that I haven't taken a snipe which everyone else seems to loathe yet.. oddly enough, I have always found a use for, even situational.

    Quote:
    I'd say you should look into taking Power Mastery and Spiritual. Cardiac is normally a bad choice for anyone who doesn't have a resist-based armor set, and recharge is pretty important for everyone (especially when you've got relatively long recharges on core powers like Tar Patch and Rain of Fire).
    First, I am curious, explain how cardiac is normally a bad choice for those without resist armor? I don't see the connection at all and have used it both on my Illusion/TA and MM and both seem fine with it. I had never heard that before and just wondering. And why Spiritual? My recharge rate is already at 150% which is more then even my blaster who rarely has recharge issues. I plan on taking Ageless which would also give me any recharge I would need as well.. just seems like overkill when damage/end would be more important, especially when it comes to playstyle which, I have to admit, I tend to play a bit fast and loose. I will look those up though and see the numbers but I just don't see the connections.

    As for Power Mastery, when he was a Storm/Dark Defender, I chose power mastery as the epic and rather liked the conserve power.. the problem here is I have found especially using fire that other then the slow patch and minor stun.. I have no control, especially with runners. Thats why I was prefering to take some kind of immobilization as well as a shield in the epic. When he was a Storm/Dark, I relied heavily on my tentacle cone and that gave me more then enough immobilization and control. Now I am kind of struggling without them. What about Mu Mastery? It also has a Conserve Energy, the shield is better (S,L,E where as Temp Inv is only S,L) and a single target hold which.. is better then nothing I suppose.

    To be honest, I am starting to look closer at Scorpion Shield now. I would miss the resists but admittedly, the web immobilize does look more promising and I have used it often before.

    Quote:
    Tar Patch - You really want to bring the recharge on this power down as far as possible. At 90 sec base, it's not going to be up as often as you like even with recharge slotting. The -recharge proc is probably a waste. Nothing is going to live long enough in the patch for it to matter - either they're too weak (and can't cycle all their powers before they die anyway) or they're too strong (and will simply walk out of the patch).
    Your right of course and actually, I originally had the smashing damage proc in it. I must have changed it and hadn't realized it. At the moment, with my global recharge its at 31 seconds which is shorter even then the 45 seconds that it stays up. Looking at those numbers, it didn't seem that much to me. The problem here lies int he fact that I normally run with set bonus's of some kind for a little extra defense. But none of the slow sets have much in the way of recharge.. barely any actually. I might just go ahead and 2 slot it with Recharge IO's


    Thanks for the feedback so far everyone.. I am still looking at all the angles.
  5. So I have been planning on building something new for awhile but couldn't quite decide until recently on Fire/Dark. I tried various pairings for what used to be my first and main character, Professor Straenge. Since the first version, a Storm/Dark Defender, has been retired now onto Exalted, I felt it was finally time to make him anew.

    Now, part of this build is thematic, hence no Scorpion Shield but I also wanted something that matched my playstyle.. mostly ranged, slightly psychotic but mostly all around balance.. Not the best ST, AOE, solo, team, AV/GM killer but could handle it all fairly decently given the right circumstances. Generally just a well-rounded build with a few quirks. I wanted mostly a toon that would be on par with my other two favorite Incarnates.. an Illusion/Trick Arrow and a Demons/Traps MM.. while I realize corruptors are not nearly as versatile or just plain brutal in some ways, I do think that with the right build, they can hold their own and I think Fire/Dark would be on par with it as far as my playstyle.

    The thing I will have issue with probably is end use. Between all the toggles, my end use is already heavy at 26 so I can imagine what it will be later. Ideally, I wanted Musculature for his incarnate but I imagine by that time, I will be looking closer at Cardiac. What I was hoping for now is some feedback overall or any other opinions.

    The fact is as far as Epics are concerned.. none of them really pleased me completely. I would have gladly taken the scorpion shield if the one thing that I needed, the immobilization aoe wasn't that damn mace which would be a bit out of character for him to use.. and since I have it on almost every other incarnate I own, I wanted to try something new. Since no others offered any AOE immobilizations other then Leviathon which.. really wouldn't suit him, I thought the next best thing would be World of Confusion. However, since it is a PBAOE which I normally hate.. I do wonder how I will feel about it when I get to that point and may attempt Spirit Sharks or whatever they are called.

    Part of me is also kind of sad that I didn't take Assault but.. I just couldn't find room for it unless I take out one of the other Epic powers.. all of which I think I will need..

    So, here is the build and any ideas you think I may want to add, replace, ect. will be appreciated. I think overall, I will be happy with it since even at 26, he does fairly well already.

    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Corruptor
    Primary Power Set: Fire Blast
    Secondary Power Set: Dark Miasma
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Psychic Mastery

    Hero Profile:
    Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
    Level 1: Twilight Grasp -- Theft-Heal/Rchg(A), Theft-+End%(7), Theft-Heal(9)
    Level 2: Fire Ball -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(9), Posi-Acc/Dmg(11), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(13)
    Level 4: Tar Patch -- P'ngTtl--Rchg%(A), RechRdx-I(48)
    Level 6: Rain of Fire -- SMotCorruptor-Acc/Dmg(A), SMotCorruptor-Dmg/Rchg(15), SMotCorruptor-Acc/Dmg/Rchg(15), SMotCorruptor-Dmg/EndRdx/Rchg(17), SMotCorruptor-Acc/Dmg/EndRdx/Rchg(17), SMotCorruptor-Rchg/Dmg%(19)
    Level 8: Darkest Night -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-ToHitDeb/EndRdx(19), DarkWD-ToHitDeb/Rchg(21), DarkWD-Slow%(21)
    Level 10: Hover -- LkGmblr-Rchg+(A), GftotA-Def/EndRdx(23), GftotA-Def(23)
    Level 12: Fire Breath -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(25), Posi-Dmg/Rchg(25), Posi-Dmg/Rng(27), Posi-Dmg/EndRdx(27)
    Level 14: Howling Twilight -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(29), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(31), Stpfy-KB%(31)
    Level 16: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33)
    Level 18: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(33)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(34)
    Level 22: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(34), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(36)
    Level 24: Aim -- RechRdx-I(A)
    Level 26: Fearsome Stare -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(37), Cloud-Acc/Rchg(37), Cloud-ToHitDeb/EndRdx/Rchg(37), Cloud-Acc/EndRdx/Rchg(39), Cloud-%Dam(39)
    Level 28: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39)
    Level 30: Boxing -- KntkC'bat-Knock%(A)
    Level 32: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(40), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(42), GSFC-Build%(42)
    Level 35: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(42), RctvArm-ResDam/Rchg(43)
    Level 38: Dark Servant -- Cloud-%Dam(A), Cloud-Acc/EndRdx/Rchg(43), Cloud-ToHitDeb/EndRdx/Rchg(43), Cloud-Acc/Rchg(45)
    Level 41: Dominate -- BasGaze-Acc/Rchg(A), BasGaze-Acc/EndRdx/Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(46), BasGaze-Acc/Hold(48)
    Level 44: Mind Over Body -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(46), S'fstPrt-ResKB(46)
    Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def(50)
    Level 49: World of Confusion -- CoPers-Conf%(A), CoPers-Acc/Conf/Rchg(50)
    Level 1: Brawl -- Acc-I(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Clrty-Stlth(A)
    Level 1: Scourge
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 4: Swift -- Flight-I(A)
    Level 4: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
    Level 4: Hurdle -- Jump-I(A)
    Level 4: Stamina -- P'Shift-End%(A), EndMod-I(13), P'Shift-EndMod(45)
    Level 50: Musculature Radial Paragon
    Level 50: Ageless Partial Radial Invocation
    Level 50: Pyronic Partial Core Judgement
    Level 50: Diamagnetic Partial Radial Conversion
    Level 50: Storm Elemental Partial Core Improved Ally
    ------------



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  6. I am currently looking to see if I can trade a Rulu-shin Costume Code for a PPD Hardsuit or Freakshow Tank costume code. Post here or message me in game @Straenge
  7. Quote:
    Originally Posted by Mr. DJ View Post
    if you have the Celestial pieces, you already have them :3
    Ah thank you.. unfortunately I am still many tiers away from them but I don't think I have seen anyone with those and just wasn't sure.
  8. Actually, when it comes to pet sounds in general, I wouldn't mind something like Pet Sounds off under Options. This would not only effect MM pets but Controller/Dominator pets as well. This would take care of the Umbra beast sound while also the other pet howls that everyone finds moderately annoying sometimes.
  9. Also, while everyone has an opinion, if you are really interested in MM's in general, I highly recommend reading Dechs's guide on Masterminds. It will pretty much explain everything on MM primaries and how they perform.
    http://dechskaison.blogspot.com/2012...astermind.html
  10. Quote:
    Originally Posted by Mr_Morbid View Post
    Anyone else think the Helm of Tartarus looks oversized for character it's on? Are we heading toward a Dark Helmet look?
    I believe I know why. If you look at the placement of the two characters to street level and placement of the rularuu pet which early pictures have already been shown as almost tiny, I would bet anything that they made the two costumes/character very small to make the rularuu stand out much bigger then it really is. They look normal-sized but I bet anything they are actually around 3 feet tall in the tailor and probably forgot to re-proportion the head on recluse.

    Also, maybe I am missing something or they are part of one of the vet costume packs but what are the legs on on the Recluse clone? I haven't seen those before... and the star on Statesman's chest for that matter. The two black background parts gave it away as something that isn't available now.
  11. Many can recommend various "Best" and everyone already knows that certain sets outperform others. However, since you are a new MM, I suggest Bots with a secondary that you feel would best fit your overall playstyle. Mastermind isn't really just another AT that works like the rest. It has it's own learning curve and own quirks and as such for your first MM, you want something that is bit friendlier for new players.

    I recommend Bots as the first set to all new MM's for various reasons. They are easier to manage in some cases and their survival is easier to manage while you learn the nuances. Demons, Thugs, Necro, ect are all fine choices too and having bots might spoil you a bit compared to them but it will make you appreciate the mastermind a bit more.

    As for secondarys, much like if you were a supporting toon, you basically want to choose something that both you enjoy and supports both your own playstyle and the survivability of your pets. Many recommend /Traps, /Dark, /Time or even /Forcefield and they wouldn't be wrong. All have their strength and weaknesses but whats more important is that you have fun with it. /Traps is the busiest of the sets as your constantly on the go establishing a rhythm where as /Forcefield is pretty much the opposite where the only time your busy is keeping the shields up. What others have stated for the secondaries pretty much explain it. /Dark might be one of the more friendlier sets with tools for almost every situation.
  12. Quote:
    Originally Posted by Darth_Khasei View Post
    It's bug with MM and some other pets as well. Clear to see when you do the BAF and they take off randomly. Setting them to passive resets them but then they can bug out again from there randomly.

    Been there since I22 and the BG patch they made for the troller pet behavior transferred the bug to those pets too.

    Who knows if they will ever fix it cause they sure are not going to acknowledge it after the patch.

    Sometimes, even setting them on passive isn't enough, I have noticed. Hell, I even /released and re-summoned and still had issues in some instances. Granted during trials, that might be due to lag, but I have seen this occur in certain ambushes on solo missions as well. Either case, I hate trials anyway and this just gives me more of a reason not to do them.

    If they would just acknowledge it, even if they can't do a fix right now, would at least give me a little hope.
  13. I don't often make suggestions but I have been thinking about this lately. I use temp powers alot from envenomed dagger to the pistol to the baseball bat and love them all. I have always been a big user of them and would really like to see some new ones. A few suggestions would be:

    Pump-Action Shotgun - (graphic would be the regular Pump-Action Shotgun used by some mobs) - 20 uses (Cone - Lethal - Chance for KB)

    Electron Whip - (graphic would be similar to Demon MM whip only electric based - 20 uses (Single Target - Electric - Chance for -End)

    Flamethrower - (Graphic would be similar to Longbow's Flamethrower) - 20 uses (Cone - Fire - Chance for DoT Damage)

    Wand of Power - (Graphic would be similar to the Lost Wand) - 20 uses (Single Target - Random Damage - (Each use would a different elemental power Fire, Ice, Electric and Negative)

    Chainsaw - (Graphic would be a very long chainsaw) - 20 uses (Single Target - Lethal - Chance of Critical)


    These are just a few of many you could do. I personally would love to see some new ones.
  14. I actually thought of this before and like the idea but I also think those vendors you see on the street occasionally behind food carts should be the same as well as selling random temp powers (no recipes) which can't be re-purchased until consumed/used.
  15. So yesterday, I spent many hours testing out pet DPS on a custom AV. Basically, I was attempting to get an average overall DPS before switching slots and seeing how their DPS is effected. It is just a mission with 1 boss, a custom AV with no attacks or defense and only AV inherent HP/Regen and Resists.

    Can someone explain why my pets damage would be lowered when switching the mission setting from 50min/50max to default min/default max? Nothing else was changed. The AV's stats never changed and my personal mission setting +0/1 never changed either. The only difference was switching the min/max levels. I am level 50 with 1 level shift and whats interesting is another friend also tested on both settings and his average DPS never changed, my other characters never changed their DPS between those settings either, only when I was testing my pets DPS was there a significant change.

    With 50 minimum/50 maximum setting, finishing times:

    3:11
    3:18
    3:20
    3:06
    2:58

    With Default minimum/Default maximum setting, finishing times:

    5:07
    4:54
    5:18
    5:02
    4:56

    Thats a pretty significant difference overall but I can't figure out how/why it's doing it. Anyone have an idea?
  16. Quote:
    Originally Posted by anonymoose View Post
    A couple of thoughts, don't know how helpful they are :P

    You've got a tool for runners - spam web grenade. It recharges quickly, you can even lock down EBs... eventually.

    I really like recharge on /traps, you can never have enough acid mortars.

    I don't find mez a problem on traps, you're not getting hit much and I believe FFG has some mez protection.

    I spam web grenade as often as I can but it never feels like enough, especially for AV's/GM's which, in those cases, it usually isn't anyway which is why I was considering Caltrops/Grenade/Fences would finally keep them from running out of acid mortar. As for mez, you know, it's funny. I wouldn't think I would have a mez issue either and in many cases don't but I do get hit often enough with disorients in DA and this was the character that has gotten confused not once but twice in BAF. Maybe I was just unlucky but I found it strange. That and my Oppressive Gloom drops often enough from being mezzed that is making me think it's happening when I don't realize it either.


    Quote:
    I wonder what the buildup will do for the prince ? I know with Assbot people always mention the noticeable affect with the AOE, but wonder how effective it would be for the Prince.

    With unslotter available it might time to test and see some numbers.
    I think I am going to try that but figured by now, someone had already tested this out and can confirm. I just didn't want to go through with buying them if I didn't need to. Demon Princes prime powers are all ST focus'ed with the only real PBAOE being a slow which kind of puts me off on buildup. It's only 5 seconds which is maybe enough for 2 hits of doubled ST damage. Interestingly enough, I have seen alot of demon builds with both the Soulbound proc and Impeded Swiftness Proc but nobody has really stated how well it works overall.
  17. So, I have been using the build for awhile now and love it. It's one of my strongest characters that has solo'ed almost every AV and GM in the game and can take quite a beating. However, I have been concerned on my Demons damage output a little among other things and had a few questions. First, the build:

    Hero Plan by Mids' Hero Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Digital Demonologist: Level 50 Magic Mastermind
    Primary Power Set: Demon Summoning
    Secondary Power Set: Traps
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Presence
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Summon Demonlings -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Dmg(5), BldM'dt-Acc(7)
    Level 1: Web Grenade -- Enf'dOp-Acc/Immob/Rchg(A), Enf'dOp-EndRdx/Immob(7), Enf'dOp-Acc/Rchg(9), Enf'dOp-Immob/Rng(9), Enf'dOp-Acc/EndRdx(11), Enf'dOp-Acc/Immob(11)
    Level 2: Caltrops -- Ragnrk-Knock%(A)
    Level 4: Triage Beacon -- Numna-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(13), Mrcl-Heal/Rchg(13)
    Level 6: Boxing -- Acc-I(A)
    Level 8: Enchant Demon -- EndRdx-I(A)
    Level 10: Crack Whip -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(15)
    Level 12: Summon Demons -- EdctM'r-PetDef(A), S'bndAl-Acc/Dmg/Rchg(15), S'bndAl-Dmg/EndRdx(17), SvgnRt-PetResDam(17), Numna-Heal/EndRdx(19), Numna-Heal(19)
    Level 14: Acid Mortar -- ShldBrk-DefDeb(A), ShldBrk-Acc/Rchg(21), ShldBrk-Acc/EndRdx/Rchg(21), ShldBrk-DefDeb/EndRdx/Rchg(23), ShldBrk-%Dam(23), ShldBrk-Acc/DefDeb(25)
    Level 16: Force Field Generator -- LkGmblr-Def(A), LkGmblr-Rchg+(25), RedFtn-Def(27)
    Level 18: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
    Level 20: Provoke -- Zinger-Dam%(A), Zinger-Acc/Rchg(27), Zinger-Taunt/Rng(31), Zinger-Taunt(31), Zinger-Taunt/Rchg(48), Zinger-Taunt/Rchg/Rng(50)
    Level 22: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/EndRdx/Rchg/Hold(31), Lock-Rchg/Hold(33), Lock-EndRdx/Rchg/Hold(33), Lock-%Hold(33), Lock-Acc/Rchg(34)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(34)
    Level 26: Summon Demon Prince -- BldM'dt-Acc(A), BldM'dt-Acc/Dmg/EndRdx(34), BldM'dt-Dmg(36), BldM'dt-Dmg/EndRdx(36), BldM'dt-Acc/Dmg(36), BldM'dt-Acc/EndRdx(37)
    Level 28: Seeker Drones -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/Rchg(37), Stpfy-Acc/EndRdx(37), Stpfy-Stun/Rng(39), Stpfy-EndRdx/Stun(39), Stpfy-KB%(39)
    Level 30: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(40), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
    Level 32: Abyssal Empowerment -- EndRdx-I(A)
    Level 35: Dark Embrace -- GA-3defTpProc(A), Aegis-Psi/Status(50)
    Level 38: Trip Mine -- Oblit-%Dam(A), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Dmg(43)
    Level 41: Oppressive Gloom -- Amaze-EndRdx/Stun(A), Amaze-Stun(43)
    Level 44: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(45)
    Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def(48)
    Level 49: Hell on Earth -- SCotMastermind-Rchg/PetAoEDef(A), C'Arms-+Def(Pets)(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 2: Swift -- Run(A)
    Level 2: Hurdle -- Jump(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(43)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(45), EndMod-I(45)
    Level 1: Supremacy
    Level 4: Ninja Run



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    First, as you can see, I opted out of Assault and took Hasten. I rather enjoy having 112% recharge and being able to double up on Acid Mortar and Triage Beacon but I am wondering how much would my damage output change overall if I replaced Hasten with Assault? I doubt anyone else had this issue but I would like opinions on this before I do a respec. If I did change to Assault, I would move the extra slot to Hell on Earth and put in an Expedient Reinforcement Resist aura.

    Another question I have is concerning my slotting in Dark Embrace. I was speaking with someone about the Aegis: Psionic/Status Resistance and he has half convinced me its almost useless with such minor status and psi protections and recommended to move the slot to Hell on Earth as well, especially if I don't change out of Hasten. Can anyone verify if Aegis: Psi is worth slotting?

    I know also that my range def is a bit high and could be lowered a little without breaking the build. I was considering taking out one of the Blood Mandates in the Prince and slotting either Soulbound Allegiance: Chance for Build up or Unbreakable Constraint: Chance for Smashing Damage. What do you think?

    Finally, I was curious about one other thing. I am considering going from Dark Embrace/Oppressive Gloom to Charged Armor/Electric Fences and wondered how well it performs if I slot it with th Gravitational Anchor Hold proc. Oppressive Gloom, while at first was hesitant on it, really works well other then dropping off after a minor mez but I like the idea of an AOE immobilize that would add both to my overall damage as well as lock down runners. One thing I have noticed is that many mobs and.. especially AV's and GM's tend to run from Acid Mortar far too much.. (I even had to chase that damn Kraken on top of the trees) and thought it might help as well.

    Any help is appreciated it. I really don't want to change much of this build, especially the one attack I took since, between that and provoke, I pretty much can keep aggro very well but everything else is pretty open for the most part. Cracked Whip is slotted the way it is for the end reduction as well since even with cardiac, I still occasionally flatline. I will be putting double Ragnaroks in there when I can.
  18. Straenge

    April Top 5

    Voltaire - The Vampire Club
    Tom Waits - The Piano Has Been Drinking (Not Me)
    The Gothsicles - Konami Code
    MC Chris - Fett's Vette
    Dead Milkmen - Bitchin' Camero

    I was going to add Weird Al again but figured everyone would have at least one song by him in their lists so I decided to go with something else heh. I suppose the Tom Waits song wouldn't technically be a "novelty" song but it's really hard to take it seriously.
  19. I could be mistaken but I thought this was fixed? I have Stupefy: Chance for Knockback and.. while I don't see it hit often, I thought I have seen it hit. Can anyone else confirm this?

    *ok well after testing this for the last half hour. I have yet to see it do any Knockback so apparently I was wrong. I suppose my previous knockback was coming from either my caltrops or whip.
  20. I am also a /Traps MM and I say, why not have both? My recharge could be a little higher but as it is.. I have 42.5% before hasten (112.5% with) and that works well for me. I took the fighting pool as well and very stretched for slots. In fact, for hasten, I dropped Assault which for an MM, many would probably think that's a bit mad but to be honest, I haven't missed it and I have solo'ed 8 GM's now, 2 at the same time. I have over soft-capped positional defense, 44% S/L def and resist and frequently tank for my henchman. The recharge is enough that I can have 2 triage beacons and 2 acid mortars down at the same time while also spamming provoke when I need to.

    Should you go for super-recharge? No, I don't think it's all that needed personally but for /Traps, a little goes a long way. Then again, before I was able to get my alpha slotted with a cardiac, I was hitting my blue bar pretty damn hard due to the recharge so that's something to consider as well.
  21. Straenge

    Slotting Demons

    I think it really depends on what you are going for as far as "optimization" but since you don't rely on set bonus's I don't suppose what I did would be at all beneficial.

    In Tier 1 and the Prince, I full slotted blood mandates for the positional defense. With my demons, I tankermind and while I won't tell another MM how to play, I do think that demons are one of the better sets to go that route since, while they themselves have variable amounts of resists, their defense is a bit off which is what I make up for in my secondary.

    As for my Tier 2, I went a bit differently. My demon MM is one of the few that has no heals other then Triage beacon so I semi-rely on the Tier 2 demons for healing. I slotted it with Edict of the Master: Defense Bonus, Sovereign Right: Resistance Bonus, two Numina Heals (for the HP regen) and 2 Soulbound (also for the HP regen)

    As for Hell on Earth, because I didn't have many slots, left, I only slotted it with an MM ATO Recharge/AOE Def and Call to Arms Defense aura. Personally, I can't see why any MM would 6 slot with ATO's.. 4 slotting for the 10% recharge possibly but even that, I can find better ways to get recharge. For demons though, the ATO Recharge/AOE Def is optimally slotted in Hell on Earth.


    Also, as for the procs in Demon Prince.. I haven't played much with these but have heard from others the impeded swiftness damage proc does work well there. The only reason I never slotted it there myself is because it would lower my range defense below soft cap.
  22. So not to disrupt this rather lovely little exchange, I thought I would put in my opinion.

    The fact that someone sees Clown Summoning as a valid suggestion is not that issue or the fact that the Dev's used it as a joke. We can agree to disagree to agree about nothing when it comes to that. Coming from someone whose main character is forever stigmatized with "Joker" or "Riddler" but has little in common with either, I can say that Clown Summoning is something I really don't care one way or the other but feel it's an excessive request. I could just as easily get a few people who happen to be pastafarians to give us a spaghetti monster MM set to take the request seriously, doesn't equate it to be logical or even valid.

    That being said, if you are going to talk about "clown" henchman.. then there are clowns.. and then there are clowns..



    Personally, were they to make a simple "Henchman" that uses doppleganger color variables in their costumes to emulate their "Boss", I think even those that call for "Clown Summoning" would be pleased overall. no mercs, no ninjas, no thugs.. just Henchman that do what henchman do best.. some use guns and some use magic, some use their fists while others use their mind.. but all of them looking like your classic "henchman". Given the right color coordination, they could be clowns, robbers, heroes or even just men in black.

    But, considering how many types of MM's there are now, unfortunately, I can't see them giving us another for several years, even if they get an overload of requests involving rampant clowns...
  23. I have been on a /traps kick lately but I am still addicted to Illusion. It will always be my favorite. If I could only have Illusion/Traps.. but I made due with /Trick Arrow.
  24. Personally, the only way I would buy the leprechaun for that price is if they added a slight prestige bonus as well. That in itself would be more worth 800 points to many players, myself included.

    Quote:
    There are no superhero Pilgrims. That's ridiculous.
    I give you Pilgrim Batman and yes, I also have a pilgrim/witchhunter superhero in game as well.

  25. I made The Blind Druid a few months ago. Actually, was going to originally make him a plant controller but I already have 2 of those so I decided to go the Beast/Storm or Beast/Dark route. The concept is that he uses the animals as his eyes.