Trilby

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  1. Time to post a new build.

    This is a none tanking one I am working on. I'm probably not going to use it ever, but as a mental exercise it was fun to build. It drops provoke for manuevers, as gains about 4-5% def to all, more recharge, perma pets (2 seconds off), more purples, better damage.

    Longfan has IO stands in for the Spider's bite ATO. For every attack, add 8.4 damage per animation to represent spider's bite proc.

    It would probably be possible to tank with this, if you attacked first and didn't stop attacking ever on AoE fights. ST, less likely.

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

    Click this DataLink to open the build!

    Anansi Spider: Level 50 Natural Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership

    Hero Profile:
    Level 1: Channelgun -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(3), Apoc-Acc/Dmg/Rchg:50(3), Apoc-Acc/Rchg:50(5), Apoc-Dam%:50(5), Achilles-ResDeb%:20(7)
    Level 1: Crab Spider Armor Upgrade -- GA-3defTpProc:30(A), S'fstPrt-ResDam/Def+:30(7)
    Level 2: Combat Training: Defensive -- LkGmblr-Rchg+:50(A), SW-ResDam/Re TP:50(9)
    Level 4: Longfang -- Decim-Acc/Dmg:40(A), Decim-Dmg/Rchg:40(11), Decim-Acc/EndRdx/Rchg:40(13), Thundr-Acc/Dmg/EndRdx:40(13), Dev'n-Acc/Dmg/EndRdx/Rchg:50(15), SDoArach-Rchg/DmgFear%:50(15)
    Level 6: Boxing -- Dmg-I:50(A)
    Level 8: Suppression -- SDoArach-Acc/Dmg:50(A), SDoArach-Dmg/Rchg:50(17), SDoArach-Acc/Dmg/Rchg:50(17), SDoArach-Dmg/EndRdx/Rchg:50(19), SDoArach-Acc/Dmg/EndRdx/Rchg:50(19)
    Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(21), LkGmblr-Def:50(21)
    Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A), DefBuff-I:30(23)
    Level 14: Tough -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(23), Aegis-ResDam/Rchg:50(25)
    Level 16: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25)
    Level 18: Arm Lash -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(27), Oblit-Dmg/Rchg:50(27), Oblit-Acc/Dmg/Rchg:50(29), Oblit-Acc/Dmg/EndRdx/Rchg:50(29), Oblit-%Dam:50(31)
    Level 20: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(31), LkGmblr-Def/EndRdx:50(31)
    Level 22: Mental Training -- Run-I:50(A)
    Level 24: Fortification -- Aegis-ResDam:50(A), Aegis-EndRdx/Rchg:50(33), Aegis-ResDam/EndRdx:50(33), Aegis-ResDam/EndRdx/Rchg:50(33), Aegis-ResDam/Rchg:50(34)
    Level 26: Frenzy -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(34), Armgdn-Acc/Dmg/Rchg:50(34), Armgdn-Acc/Rchg:50(36), Armgdn-Dam%:50(36)
    Level 28: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(36), LkGmblr-Def:50(37)
    Level 30: Tactical Training: Leadership -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(37), GSFC-ToHit/Rchg/EndRdx:50(37), GSFC-Rchg/EndRdx:50(39), GSFC-ToHit/EndRdx:50(39), GSFC-Build%:50(39)
    Level 32: Tactical Training: Assault -- EndRdx-I:50(A)
    Level 35: Venom Grenade -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(40), Ragnrk-Acc/Dmg/Rchg:50(40), Ragnrk-Dmg/EndRdx:50(40), Ragnrk-Knock%:50(42)
    Level 38: Omega Maneuver -- Amaze-Stun:50(A), Amaze-Stun/Rchg:50(42), Amaze-Acc/Stun/Rchg:50(42), Amaze-Acc/Rchg:50(43), Amaze-ToHitDeb%:50(43)
    Level 41: Call Reinforcements -- C'Arms-Acc/Rchg:30(A), C'Arms-Acc/Dmg:30(43), C'Arms-Dmg/EndRdx:30(45), C'Arms-Acc/Dmg/Rchg:30(45), C'Arms-EndRdx/Dmg/Rchg:30(45), C'Arms-+Def(Pets):30(46)
    Level 44: Summon Spiderlings -- ExRmnt-Acc/Dmg/Rchg:30(A), ExRmnt-Acc/Rchg:50(46), ExRmnt-EndRdx/Dmg/Rchg:50(46), ExRmnt-+Res(Pets):50(48)
    Level 47: Serum -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal/Rchg:50(48), Dct'dW-Heal/EndRdx/Rchg:50(48), Dct'dW-Rchg:50(50), Dct'dW-Heal:50(50), Panac-Heal/+End:50(50)
    Level 49: Super Jump -- Zephyr-ResKB:50(A)
    Level 1: Brawl -- Dmg-I:50(A)
    Level 1: Prestige Power Dash -- Run-I:50(A)
    Level 1: Prestige Power Slide -- Run-I:50(A)
    Level 1: Prestige Power Quick -- Run-I:50(A)
    Level 1: Prestige Power Rush -- Run-I:50(A)
    Level 1: Prestige Power Surge -- Run-I:50(A)
    Level 1: Conditioning
    Level 1: Sprint -- Clrty-Stlth:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(9)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(11)
    Level 50: Void Radial Judgement
    Level 50: Diamagnetic Core Flawless Interface
    Level 50: Cardiac Core Paragon
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    ------------
    ------------
    Set Bonus Totals:
    • 16.5% DamageBuff(Smashing)
    • 16.5% DamageBuff(Lethal)
    • 16.5% DamageBuff(Fire)
    • 16.5% DamageBuff(Cold)
    • 16.5% DamageBuff(Energy)
    • 16.5% DamageBuff(Negative)
    • 16.5% DamageBuff(Toxic)
    • 16.5% DamageBuff(Psionic)
    • 12.25% Defense(Melee)
    • 5% Defense
    • 9.13% Defense(Smashing)
    • 9.13% Defense(Lethal)
    • 16.31% Defense(Fire)
    • 16.31% Defense(Cold)
    • 7.25% Defense(Energy)
    • 7.25% Defense(Negative)
    • 6% Defense(Psionic)
    • 8.5% Defense(Ranged)
    • 17.25% Defense(AoE)
    • 69% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 110% Enhancement(RechargeTime)
    • 10% SpeedFlying
    • 148.6 HP (13.87%) HitPoints
    • 10% JumpHeight
    • 10% SpeedJumping
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 2.5%
    • MezResist(Held) 2.5%
    • MezResist(Immobilized) 5.25%
    • MezResist(Sleep) 2.5%
    • MezResist(Stunned) 4.7%
    • MezResist(Terrorized) 4.7%
    • 17% (0.3 End/sec) Recovery
    • 46% (2.46 HP/sec) Regeneration
    • 14.89% Resistance(Smashing)
    • 21.82% Resistance(Fire)
    • 21.82% Resistance(Cold)
    • 13% Resistance(Energy)
    • 13% Resistance(Negative)
    • 13% Resistance(Toxic)
    • 13% Resistance(Psionic)
    • 14.89% Resistance(Lethal)
    • 20% SpeedRunning
    • 2.5% XPDebtProtection




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  2. Trilby

    Epic Power Sets

    I was thinking of these more as actual power pools for new characters.
  3. Trilby

    Crab questions?

    Well, if you want me to look over it, I'm open for that.
  4. Trilby

    Crab questions?

    I don't agree with necro. A crab is so much more.

    Pets are just helpful for tanking. One, they are a source of a lot of DPS. Two, they have holds, imbolizes and defence debuffs. Three, they can act as distractions.

    I'll talk to you in game about this, give some advice.
  5. OK, Spyher is up first. Something nice and easy to work on. Star and Kek, I'll try and do yours togther.
  6. So...I've imput the code but it says I can't use it because I can't use it for existing accounts and I can't use it for new accounts...what gives?

    Can we use it at all? I got the europian version.
  7. Crab's are not the best AT. The best AT is subjective.

    What crabs do have, though, is the tools to pick and choose what they want to be.

    SoA's can be

    Tanker crabs.
    Crabterminds. (6 pets)
    Huntercrabs. (Blueruckus)
    Banes. (Banes)
    Huntsmen. (AKA Wolf spiders)
    Fortunas (Psi damage buffing machines)
    FortWidows (Melee fortunas)
    Night Widows.

    They are all diffrent play styles, using very few power sets. SoA's power is what you want to do with them.

    But I do personally love my SoA. She is built to tank and I've dropped a fair bit of time and inf into her. +4x8 DA <3

    Love~ Lea the Spider Girl.
  8. Well, I'm bored, so why not throw this out.

    Post a build, give me a budget or whatever or any must haves and I'll play with it, see what I can do.

    I specialise in crab spiders, but I'm sure I can something with any ton.
  9. Trilby

    Crab questions?

    Some of your build has needless/useless slotting. For example, 5 slots of Mako's gives you nothing, and if you are willing to drop cash on purples, might as well get a heca in there for damage/recharge.

    Also, as a tank, the pets are pretty useful for absorbing alphas and helping stuff die faster. I tend to use provoke more often to save pets than team mates, and I do solo a lot, so provoke is pretty useful. However, you can do well without provoke, and taking a double manuevers and assualt. Something to keep in mind.

    Any questions, shoot.

    Love~ Lea the Spider Girl.

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

    Click this DataLink to open the build!

    outlaw: Level 50 Natural Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Presence
    Power Pool: Speed

    Villain Profile:
    Level 1: Channelgun -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(3), Apoc-Acc/Dmg/Rchg:50(3), Apoc-Acc/Rchg:50(5), Apoc-Dmg/EndRdx:50(5), Achilles-ResDeb%:20(7)
    Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+:30(A), GA-3defTpProc:50(7)
    Level 2: Longfang -- ShldBrk-DefDeb:30(A), ShldBrk-Acc/DefDeb:30(9), ShldBrk-Acc/Rchg:30(9), ShldBrk-DefDeb/EndRdx/Rchg:30(11), ShldBrk-Acc/EndRdx/Rchg:30(11), ShldBrk-%Dam:30(13)
    Level 4: Combat Training: Defensive -- SW-ResDam/Re TP:50(A), LkGmblr-Rchg+:50(15)
    Level 6: Boxing -- Acc-I:50(A)
    Level 8: Suppression -- SDoArach-Acc/Dmg:50(A), SDoArach-Rchg/DmgFear%:50(17), SDoArach-Acc/Dmg/Rchg:50(17), SDoArach-Dmg/EndRdx/Rchg:50(19), SDoArach-Acc/Dmg/EndRdx/Rchg:50(19)
    Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx/Rchg:50(21), LkGmblr-Def:50(21)
    Level 12: Venom Grenade -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(23), Ragnrk-Acc/Dmg/Rchg:50(23), Ragnrk-Dmg/EndRdx:50(25), Ragnrk-Knock%:50(25)
    Level 14: Combat Jumping -- LkGmblr-Rchg+:50(A), Zephyr-Travel/EndRdx:50(27), Zephyr-Travel:50(27), DefBuff-I:50(29)
    Level 16: Arm Lash -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(29), Oblit-Dmg/Rchg:50(31), Oblit-Acc/Dmg/Rchg:50(31), Oblit-Acc/Dmg/EndRdx/Rchg:50(31), Oblit-%Dam:50(33)
    Level 18: Tough -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(33), Aegis-ResDam:50(33), Aegis-EndRdx/Rchg:50(34), Aegis-ResDam/EndRdx/Rchg:50(34)
    Level 20: Tactical Training: Leadership -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(34), GSFC-ToHit/Rchg/EndRdx:50(36), GSFC-Rchg/EndRdx:50(36), GSFC-ToHit/EndRdx:50(36), GSFC-Build%:50(37)
    Level 22: Mental Training -- Run-I:50(A)
    Level 24: Fortification -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(37), Aegis-ResDam:50(37), Aegis-ResDam/EndRdx/Rchg:50(39), Aegis-Psi/Status:50(39)
    Level 26: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/Rchg:50(39), LkGmblr-Def:50(40)
    Level 28: Frenzy -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(40), Oblit-Dmg/Rchg:50(40), Oblit-Acc/Dmg/Rchg:50(42), Oblit-Acc/Dmg/EndRdx/Rchg:50(42), Oblit-%Dam:50(42)
    Level 30: Super Jump -- Zephyr-Travel/EndRdx:50(A), Zephyr-Travel:50(43), Zephyr-ResKB:50(43)
    Level 32: Serum -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal/Rchg:50(43), Dct'dW-Heal/EndRdx/Rchg:50(45), Dct'dW-Heal:50(45), Dct'dW-Rchg:50(45)
    Level 35: Slice -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(46), Hectmb-Acc/Dmg/Rchg:50(46), Hectmb-Acc/Rchg:50(46), Hectmb-Dam%:50(48)
    Level 38: Provoke -- Acc-I:50(A)
    Level 41: Aim -- RechRdx-I:50(A)
    Level 44: Omega Maneuver -- Amaze-Stun/Rchg:50(A), Amaze-Acc/Stun/Rchg:50(48), Amaze-EndRdx/Stun:50(48), Amaze-ToHitDeb%:50(50), Amaze-Stun:50(50)
    Level 47: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
    Level 49: Tactical Training: Assault -- EndRdx-I:50(A)
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(13)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- P'Shift-End%:50(A), EndMod-I:50(15)
    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 -- Empty(A)
    Level 1: Conditioning
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 50: Cardiac Core Paragon
    Level 50: Diamagnetic Core Flawless Interface
    ------------
    ------------
    ------------
    Set Bonus Totals:
    • 16.5% DamageBuff(Smashing)
    • 16.5% DamageBuff(Lethal)
    • 16.5% DamageBuff(Fire)
    • 16.5% DamageBuff(Cold)
    • 16.5% DamageBuff(Energy)
    • 16.5% DamageBuff(Negative)
    • 16.5% DamageBuff(Toxic)
    • 16.5% DamageBuff(Psionic)
    • 19.13% Defense(Melee)
    • 12.56% Defense(Smashing)
    • 12.56% Defense(Lethal)
    • 18.81% Defense(Fire)
    • 18.81% Defense(Cold)
    • 8.5% Defense(Energy)
    • 8.5% Defense(Negative)
    • 6% Defense(Psionic)
    • 11% Defense(Ranged)
    • 22.25% Defense(AoE)
    • 4% Enhancement(Heal)
    • 89% Enhancement(Accuracy)
    • 95% Enhancement(RechargeTime)
    • 5% SpeedFlying
    • 108.4 HP (10.12%) HitPoints
    • 5% JumpHeight
    • 5% SpeedJumping
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 2.5%
    • MezResist(Held) 2.5%
    • MezResist(Immobilized) 2.5%
    • MezResist(Sleep) 2.5%
    • MezResist(Stunned) 6.9%
    • MezResist(Terrorized) 4.7%
    • 17% (0.3 End/sec) Recovery
    • 36% (1.93 HP/sec) Regeneration
    • 3% Resistance(Smashing)
    • 11.82% Resistance(Fire)
    • 11.82% Resistance(Cold)
    • 3% Resistance(Energy)
    • 3% Resistance(Negative)
    • 3% Resistance(Toxic)
    • 6% Resistance(Psionic)
    • 3% Resistance(Lethal)
    • 15% SpeedRunning
    • 5% XPDebtProtection




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  10. Trilby

    Epic Power Sets

    Well, I think EAT are looking a bit distant at the moment. So why not give us power sets that link into the lore. There are lots of people and NPCs with specific powers or skills, and it would be quite cool to see powersets based on them.

    As a couple of ideas:

    Inner Will:
    A Statesman themed powerset, acts a bit like a fusion of Super Strength and Staff, but focusing on raising res not def. For brutes and tankers.

    Punch: A minor damage attack.
    Hammer Blow: A moderate damaging attack.
    Olympian Smash: A high damaging attack that grants a small amount of res.
    Taunt: A taunt
    Titan's Fist: An PBAoE that raises res and does some damage to all enemies nearby.
    Justice Strike: A smashing and energy attack for high damage that also holds
    Zeus's Rage: Grants damage, to hit and res, but when it comes down it debuffs res and damage for 10 seconds
    Lightning Bolt: An energy damage attack with a chance for hold
    Hammer of Justice: A high damage PBAoE and knockback.

    Super Devouring Earth: As Grandville's best loved mad scientist has shown, Devouring Earth can be tamed and controlled. Even improved! Now every two bit hero and villian can have one.

    A kind of unique pet set.

    Seeds of Hamidon: Ranged, minor damage toxic and smashing.
    Super Devouring Earth: Grants 1 super devouring earth pet.
    Thorn's of Hamidon: Melee, moderate lethal and toxic damage.
    Crystal Titan: A form for the SDE pet. Grants a fair bit of res and defence, acts like a toggle. Changes all attacks to lethal, with a chance to summon a fragment of crystal (a small pet that does lethal damage and a small PBAoE when it dies). This is the AoE form.
    Electrostatis Blast: Ranged, high damage, 75% energy damage, 25% unresistable hami damage. (Probably will have to change it to all energy damage in PvP)
    Stropharia: Another toggle form, mutually exclusive with titan. Adds debuffs to every attack and buffs to everyone in AoE. This is the "corrupter" form.
    Thorn: Toggle. Mutually exclusive with other forms. Adds a damage shield and lots of high powered attacks. This is the "stalker" form.
    Quary: Mutually exclusive with other forms. Adds a lot of res and a taunt to every attack. This is the tank form.
    Hamidon: Over rides all other forms and lasts for 30 seconds. Bakes hamidon damage DoT's into every attack, gains lots of regen, recovery, bit of res, and PBAoE heals for allies, stuns for enemies.

    Just 2 random ideas for epic power sets.

    What do you think?
  11. Trilby

    Willpower Brute

    http://www.cohplanner.com/mids/downl...EEF8074475EF33

    Had a go at it. Would like to point out that s/l blocks mostly anything and the energy isn't really needed. Plus league buffs.
  12. Well, it gives 1.89% res to S/L, the extra slot is a bonus, but can be dropped.
  13. My end is 0.85 outgoing, the extra 0.40 is from double sprints being turned on.

    My build will be changing, depend on the new ATO changes, and I'll be posting a couple more builds. None tanking and crabtermind builds.
  14. Trilby

    ATO changes

    If you've been keeping up with Synape's posts, you will know the attuned and SBE procs are being changed.

    The numbers are still be looked at, but it it looks to be a mix of global buff and nerf in equal amount. They will now cap at 90% chance to go off, and work off current recharge.

    Based off the current numbers and my build, I'm going from an effectivly 100% proc going off, to about 52% proc chance per mob. Doing the math (60/4.17), it works out about the same, but I'll have to see.

    This is a bit of a nerf, and it was to be expected, but for balance, I'm happy with it.

    If you want to still get high proc rates from the ATO, may I suggest moving it to a slower recharging power, depending. I'm tempted to move the ATO from my supression (where it currently is), to venom grenade. I may have said I wouldn't before, but with the new changes, it might be worth it.

    To try and work out the proc rate, divide 60 by current recharge. We are looking at 7-8 PPM or 90% proc times, so at a guess, the maths would be something like this.

    (60/current recharge)/100 then times the answer by 90%. It will all depends and this is mostly guesswork from my phone.

    Love~ Lea the Spider Girl.
  15. Copy and pasted from the beta forum. I'm adding my comments in red.

    Quote:
    Originally Posted by Arbiter Hawk View Post
    Hey guys and gals,

    Thanks to all of you for your feedback on the Hybrid powers. There’s been a ton of feedback indicating preferences for how the slot should develop, and without that feedback I think this would have missed the mark of what you, the players, want from this slot. Fortunately, that’s what we have beta for.

    Our initial intent with the End cost of the slots was to get across a “cooldown”-like feeling with these powers – you would run the toggle when you really wanted the effects of it for a burst of extra power, but your toolkit wouldn’t grow so much deeper on a permanent basis that regular game balance became impossible. I want to maintain that cooldown-like feel, and you guys have already seen what I’m planning on trying, since this mechanical change-up made it to Beta last week:
    • Hybrid toggles cost 0 endurance, down from .5/sec
    • Hybrid toggles now have a 120 second recharge
    • Hybrid toggles now have a maximum duration of 120 seconds
    • Hybrid toggles now persist through any crowd control

    What does that mean for the individual powers? It means they have to get awesome enough that they’re worth acquiring and using with that 50% uptime! As a brief aside, I know a number of you have argued for powers you don’t need to actively use. My reasoning for not making Hybrid a passive power in the style of Interface is twofold: I don’t think it’s particularly compelling gameplay to have things you don’t need to pay any attention to, and I don’t want this one slot to do as much for your power level as all four previous slots combined.
    Basically, when making any power, whether Incarnate or for a powerset, if we make that power passive it will be much less powerful than if we make it active and require concentration and skill to use advantageously. I want these powers to be awesome when you use them – thus, I don’t want them to be on all the time, forever. So, what’s in store for Hybrid now, and what will it look like after I’m done? Here’s what I’m looking at:

    Support: This tree is has already seen its main structural change. As many of you correctly surmised, the individual benefit of any given power in this tree was extremely limited due to the power’s potential performance in league content. We’ve massively increased the benefit of any given power in this tree, and then set them up so that only the first 5 buffs on you stack at any given time. This lets us balance the tier 4 powers around what we want the maximum possible group benefit to be, making all of the Support powers significantly stronger on an individual basis and more viable as a “jack of all trades” Hybrid power.

    I have yet to see this, but it could be intresting. Work like a mini barrier maybe or provide some other bonus.

    Assault: Scaling with damage type on the buff as one moves up the tree just leaves too many character builds out in the cold. We’ll be scrapping this aspect of progression entirely – all tiers of this tree will affect all damage types. We’ll also be changing the Radial side of the tree to incorporate a new mechanic I’m calling “Doublehit” – this will make your damaging powers that are activated with Radial Assault active have a chance to strike again for a percentage of the base damage of the power. This side of the tree makes sense for characters whose Archetypes have low damage modifiers, or for characters who are already sitting at or near their damage caps.

    I don't know about you, but the idea of double hit is tasty. Especially on builds with a high amount of recharge and def (Like blueruckus's). I'll be testing this, see how much I like it.

    Melee: Many players pointed out that their character who wants defense could ill-afford to enter close range to obtain the bonus from this slot. At tier 1, the core side of the tree will front-load a third of its protection, and the core side will front-load up to 3/4s of its protection at tier 4. The radial side of the tree will continue to scale with enemies in melee range, but will also add a minor taunt aura to help keep more enemies in melee range.

    Frontloaded defence? Taunt aura? The devs have listened and yay. I'm going to be grabbing this for sure to try, maybe use as an oh crap button.

    Control: The Core side of this tree will stay largely untouched, but the radial side of the tree is being completely overhauled. Instead of providing a Scourge mechanic, which is really not very related to Crowd Control capabilities, the radial side of the tree will instead provide a chance to Fear targets of any of your attacks while this ability is active. At tier 3, you will either be able to add a chance to Immobilize your victims as well (Total Radial) or add an Overpower-like proc to any attack you use (Partial Radial). Tier 4 Radial will have a high chance to Immobilize or Fear any target of an attack, as well as a guaranteed Stun on any target who is both Immobilized and Feared. This overhaul will allow even powerset combinations with no base crowd control to truly hybridize into Control while their ability is active.

    So the core tree gives a chance of overpower type extra damage on controlled enemies and an extra mag of control. Awesome for forts still. The radical side, looks, well, amazing. I will be testing it to see if it is as amazing as I hope, but if it is, SoA's will be awesome.

    All-in-all, these changes should help the Hybrid trees be more accessible to every Archetype, and help fulfill our design goal of allowing you either to specialize or to branch out from your core AT roles with these powers. I hope you’ve enjoyed this peak into our development process, and thanks to all of you who provided the constructive feedback necessary to make Hybrid the best it can be before it goes live.
    OK, SoA's are, in my opinion, a very balanced damage dealing buffer. We fufill the roles of controllers, brutes, scrappers, stalkers, corrupters and master minds depending on our builds and what these mean is that we can start to specalize and become closer to the ATs we can be.

    For example, the double hit mechanic on the assualt radical will be a bit like a corrupter crit in that it does a % extra damage, so we are a bit more corrupterish. The control radical will make out attacks control, so in heavy AoE SoA's (like crab), we will be able to lock down spawns and help on that front.

    This is going to be great.
  16. I really wouldn't suggest a damage/range HO in venom grenade. You would really want that in supression, and if you do want an extra slot in venom grenade, stick a posi proc in there.
  17. Quote:
    Originally Posted by Cuddlemuffin View Post
    I've gone back and forth on how I want to slot Channelgun. My current build has it slotted as you suggest (5 Apocalypse with Achilles' Heel: Chance for Res Debuff). In my current ST attack chain, I use Venom Grenade on cooldown between alternating Channelguns and Longfangs. I'm curious how much of a difference the Res Debuff proc is making on top of the repeated Venom Grenades. Anyone know?
    Well, you won't get cascading Res faliures on mobs, but they do stack and Long Fang and Chain gun can be strung togther forever. So with bile, venom and your ST attack chain, you will be debuffing a lot of res which will improve your DPS.

    Quote:
    Originally Posted by Cuddlemuffin View Post
    You make a good point. I hadn't thought about the fear proc on Venom Grenade impeding the mobs' ability to group up for more AoEs. I originally kept the ATO off of Suppression for the range boost of Positron's Blast, but now that I have the universal range boost from my Cardiac Alpha, I supposed I could live with "only" a 60 or 70 foot cone.
    And if you only 5 slot it (at the last bonus is a bit...well...rubbish), you can use the extra slot for a range/dam +3 Hamio. Extra range and defence.

    And while this may mess with your build now, stick something inexpensive in longfang. Sell your shield breaker now. Reason being, the new ATO, when hits, gives 3.1% melee defence for 3 slots in normal mode. 5% for 3 slots with superior mode. And it improves the damage of longfang greatly (I'm seeing a 33% damage increase)

    Love~ Lea the Spider
  18. Yay ^^ This fills me with happy.

    Now, couple of suggestions for your build. I've made some changes to improve your single target attack chain, that -20% res is great on EB's and AVs, while supression is best at killing everything. I would also suggest swapping venom grenade and supression's slots (everything but the ranged) and 5 slotting the ATO. Reason being, venom grenade is a good openner and it helps if they can actually run towards you, setting them up for supression. I've also managed to get you perma hasten, near perma pets, and improved their res/def so they will last a lot longer.

    As for omega, I actually dislike the powers damage, but I love its taunt/slotting uses. Way I use it, when an ambush or patrol is coming (paticuarly on S/L farming), you use omega bomb to buy yourself time to pull them or hold them with supression.

    I also really advice against wolf armour. Psi is a rare damage type, and with your levels of def, it will hit you rarely, when it does hit though, serum/killing will sort you out. However, I did spend some time moving the last few slots to get you some extra psi.

    Hope this helps.

    Love~ Lea the Spider girl

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

    Click this DataLink to open the build!

    Psyllus: Level 50 Natural Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Leviathan Mastery

    Hero Profile:
    Level 1: Channelgun -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(3), Apoc-Acc/Dmg/Rchg:50(3), Apoc-Dam%:50(5), Achilles-ResDeb%:20(5), Apoc-Dmg/EndRdx:50(7)
    Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+:30(A), GA-3defTpProc:50(7)
    Level 2: Longfang -- ShldBrk-DefDeb:30(A), ShldBrk-Acc/DefDeb:30(9), ShldBrk-Acc/Rchg:30(9), ShldBrk-DefDeb/EndRdx/Rchg:30(11), ShldBrk-Acc/EndRdx/Rchg:30(11), ShldBrk-%Dam:30(13)
    Level 4: Combat Jumping -- LkGmblr-Rchg+:50(A), SW-ResDam/Re TP:50(15)
    Level 6: Super Jump -- Zephyr-ResKB:50(A)
    Level 8: Suppression -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(17), Posi-Dmg/Rchg:50(17), Posi-Dmg/Rng:50(19), Posi-Dam%:50(19), HO:Centri(21)
    Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(21), LkGmblr-Def:50(23)
    Level 12: Venom Grenade -- SDoArach-Acc/Dmg:50(A), SDoArach-Dmg/EndRdx/Rchg:50(23), SDoArach-Dmg/Rchg:50(25), SDoArach-Acc/Dmg/Rchg:50(25), SDoArach-Acc/Dmg/EndRdx/Rchg:50(27), SDoArach-Rchg/DmgFear%:50(27)
    Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(29)
    Level 16: Tactical Training: Assault -- EndRdx-I:50(A)
    Level 18: Boxing -- Acc-I:50(A)
    Level 20: Tactical Training: Leadership -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(29), GSFC-ToHit/Rchg/EndRdx:50(31), GSFC-Rchg/EndRdx:50(31), GSFC-ToHit/EndRdx:50(31), GSFC-Build%:50(33)
    Level 22: Mental Training -- Run-I:50(A)
    Level 24: Fortification -- Aegis-ResDam/EndRdx:50(A), Aegis-EndRdx/Rchg:50(33), Aegis-ResDam/Rchg:50(33), Aegis-ResDam:50(34), Aegis-ResDam/EndRdx/Rchg:50(34)
    Level 26: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(34), LkGmblr-Def:50(36)
    Level 28: Tough -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/EndRdx/Rchg:50(36), Aegis-Psi/Status:50(36)
    Level 30: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(37), LkGmblr-Def:50(37)
    Level 32: Serum -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(37), Dct'dW-Heal/Rchg:50(39), Dct'dW-Heal/EndRdx/Rchg:50(39), Dct'dW-Heal:50(39), Dct'dW-Rchg:50(50)
    Level 35: Summon Spiderlings -- ExRmnt-EndRdx/Dmg/Rchg:50(A), ExRmnt-Acc/Dmg:50(40), EdctM'r-PetDef:40(40), ExRmnt-Acc/Dmg/Rchg:50(40), ExRmnt-+Res(Pets):50(42), SvgnRt-PetResDam:40(42)
    Level 38: Call Reinforcements -- C'Arms-Acc/Rchg:30(A), C'Arms-Acc/Dmg:30(42), C'Arms-EndRdx/Dmg/Rchg:30(43), C'Arms-Acc/Dmg/Rchg:30(43), RechRdx-I:30(43), C'Arms-+Def(Pets):30(45)
    Level 41: School of Sharks -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(45), Enf'dOp-Acc/EndRdx:50(45), Enf'dOp-Immob/Rng:50(46), Enf'dOp-Acc/Immob/Rchg:50(46), Enf'dOp-Acc/Immob:50(46)
    Level 44: Bile Spray -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(48), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Acc/Rchg:50(48), Ragnrk-Knock%:50(50)
    Level 47: Assault -- EndRdx-I:50(A)
    Level 49: Combat Training: Defensive -- LkGmblr-Rchg+:50(A), DefBuff-I:50(50)
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(13)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(15)
    Level 1: Brawl -- Acc-I:50(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 -- Empty(A)
    Level 1: Conditioning
    Level 1: Sprint -- Clrty-Stlth:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 4: Ninja Run
    Level 50: Cardiac Partial Core Revamp
    Level 50: Arachnos Partial Core Improved Ally
    Level 50: Rebirth Partial Radial Invocation
    Level 50: Cryonic Judgement
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    ------------
    ------------
    Set Bonus Totals:
    • 13.5% DamageBuff(Smashing)
    • 13.5% DamageBuff(Lethal)
    • 13.5% DamageBuff(Fire)
    • 13.5% DamageBuff(Cold)
    • 13.5% DamageBuff(Energy)
    • 13.5% DamageBuff(Negative)
    • 13.5% DamageBuff(Toxic)
    • 13.5% DamageBuff(Psionic)
    • 16% Defense(Melee)
    • 10% Defense
    • 12.88% Defense(Smashing)
    • 12.88% Defense(Lethal)
    • 16.31% Defense(Fire)
    • 16.31% Defense(Cold)
    • 7.25% Defense(Energy)
    • 7.25% Defense(Negative)
    • 6% Defense(Psionic)
    • 8.5% Defense(Ranged)
    • 17.25% Defense(AoE)
    • 50% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 95% Enhancement(RechargeTime)
    • 3% Enhancement(Immobilized)
    • 10% SpeedFlying
    • 136.5 HP (12.75%) HitPoints
    • 10% JumpHeight
    • 10% SpeedJumping
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 5%
    • MezResist(Held) 5%
    • MezResist(Immobilized) 5%
    • MezResist(Sleep) 5%
    • MezResist(Stunned) 5%
    • MezResist(Terrorized) 7.2%
    • 14% (0.25 End/sec) Recovery
    • 46% (2.46 HP/sec) Regeneration
    • 24.89% Resistance(Smashing)
    • 28.36% Resistance(Fire)
    • 28.36% Resistance(Cold)
    • 23% Resistance(Energy)
    • 24.88% Resistance(Negative)
    • 26.78% Resistance(Toxic)
    • 29.78% Resistance(Psionic)
    • 24.89% Resistance(Lethal)
    • 20% SpeedRunning
    • 2.5% XPDebtProtection




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  19. I think with some of the new mechanics, PB's could have some nice intresting buffs and changes.

    For example, glowing touch, how about if used on an ally, it is a large heal, but used on an enemy it is targeted AoE heal or rez, like twilight.
  20. Quote:
    Originally Posted by ThePriest View Post
    And this is why it will be hard for devs to add/change powers. MY PB in human form is a scrapper. Heavy single target damage, 45% S/L Def, permanently capped resists, and permanent Inner Light. That's how I like to play him. I need AoE I switch to Nova. I need a Breakfree or taunt to get enemies off of squishes, I go Dwarf.

    I'd HATE to see him lose some of his Scrapperish traits and be forced into more of a defender role in human form. Hate hate hate. Just like some of you probably hate my number 3 above when I suggested the devs make them MORE Scrapperish.

    There's no way that we a PB players can decide on how to best improve certain powers that the AT has, because we all play our PB's different and like them that way. How can we then expect the devs to make changes to powers that won't have half the PB community up in arms? The most I think we can hope for in regards to improvements are the QoL thinks like toggle suppression, and enhancements to existing powers rather than changes.
    I meant add heals+buffs so they are a scrapper/defender, not lose any scrapperness. Last thing they need is stuff removed.
  21. Quote:
    Originally Posted by IronAlex View Post
    if you pick crab power and try to respec back to bane.. you will still have the legs.. once you have the legs you will always have the legs.. i just built a whole new Soa When i made my bane.. and when im respecing im just careful not to pick any crab stuff.
    Not true. If you respec out of crab, and you don't have ANY crab stuff in ANY build, then they go.
  22. Here is a question? What exactly does a Peacebringer do? What are they jacks at?

    I would like to see a human form Peacebringers have some elements of defender, with a bit of control. This means maybe a small PBAoE heal for your team, and -fly baked into all powers. Or using the arrows of jeleousy type mechanics so if you use your heal power on an ally, it it does a single target heal for a large amount. If you use it on an enemy it gives your team a PB AoE smaller heal or maybe a res based around that enemy.

    Maybe another mechanic that gives PB's resist based on heals or baking a +absorb into all their powers that heal

    Two ideas that improve PB's without massivly changing them.

    I like PB's. I like their form changing. They don't need to be SoA's. They don't need to be warshades. Their design isn't broken, just a little poorly implimented.
  23. http://www.cohplanner.com/mids/downl...72FC070DB7F84F

    Made some changes for extra recharge, extra melee defence (You don't want to neglate that) and general moving around where 6 slotting isn't needed (it gets you 1 point of attack and some useless resists. By moving it into other areas like recharge you will get more damage over all as stuff will refresh faster and improve your attack chain.)
  24. Well, maybe the last one won't work, and I don't like the strenght in numbers idea, if it is Kheld like.

    But what if at high hp/end it gave half current bonus, and at low hp/end it gave double? Gives you health/end when ytou need it.
  25. OK the 800-900% regen thing was from Ageless, didn't notice it >.<

    But basically, I go over an IO and it doesn't show all the stuff it buffs because the window is too small. I'll try and get screenie.