UnicyclePeon

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  1. Quote:
    Originally Posted by flashrains View Post
    Fly AND Super Speed? o_o
    That's my preference, when I can fit it in.

    Superspeed is my favorite power in the game. I like it more than Lightning Storm, Phantom Army, any Mastermind primary power, whatever. But you know, movement in the rogue isles is a pain without vertical, and I hate the big metal wings of the free power. So, I like to get Fly also. I enjoy Hover for combat flight, especially since I often 3-box 3 masterminds. Having fly on them all is nice. Finally, on some power sets (including thermal) recharge is nice, so Hasten is desired. There you have it.

    Feel free to drop any/all of the movement powers as you prefer and take something else. Its all up to you.

    Lewis
  2. There isn't much to Thermal, really.

    You've got 2 shields that give damage resistance to targets. You have an AOE heal for topping off your allies and minions, plus you have a single target heal for times when a specific minion needs healing. For the resist shields, you'll want to max damage resistance and sneak some endurance reduction in so that your end bar isn't eaten alive when buffing. For the heals, you'll want to max the heal, then sneak in whatever end reduction and recharge you can.

    That's about all you'll really have to worry about with Thermal until level 28.

    Thaw is nice if you need to give mez protection to an ally or a pet, but it is strictly optional. I almost always skip it until MUCH later, if I take it at all. For the most part, your pets won't need it. Power of the Phoenix is a rez that only affects real players. As such, I always skip it. That is why you won't really need to worry about much with Thermal until level 28. You'll have your 2 shield buffs and your 2 heals to take, but you'll have all of that by level 10.

    At level 28, you get Forge. Take it ASAP. I usually don't slot it until level 31 though, because at level 29 I'm still pumping my top tier pet. You'll want 3 recharge in this guy so that it is up as often as possible. Hit buff and endurance reduction is secondary. In a worst case scenario, 3 recharge is all you absolutely have to get here. Anyway, it boosts the power of whatever you cast it on (pet or ally), at least until it wears off.

    Heat Exhaustion and Melt Armor are your 2 foe-weakening powers. You'll want to take them both, as soon as they become available (35, 38).

    Heat Exhaustion is a single target foe debuff. It reduces the foe's damage potential and his regeneration ability (as well as his recovery and endurance). Basically, this is your power for softening up hard single targets. It needs accuracy to hit, and you'll want high recharge so its up more often. End reduction is nice if you have slots, but since this power doesn't take sets, you'll specifically have to devote an end slot to it if you do. Therefore, a lot of people won't bother with endurance reduction in this power.

    Melt Armor is a targeted AOE that needs accuracy and recharge, just like Heat Exhaustion does. The good news is that it takes sets, so its easier to get end reduction and defense debuff in the power. Anyway, foes in an area near your target foe, if hit, have their damage resistance lowered, as well as their defense. This power will really let you put the hurt on the bad guys, since they'll be easier to hit, and they'll take more damage.

    That's a fast overview of Thermal (independent of your primary). I'm sure that figuring out how to use it with mastermind minions (and allies) will be easy enough. It can be a very busy/clicky build, but not as busy and clicky as, say, a Mind/Thermal controller.

    Here is a build I made for Robots/Thermal through level 40 using the latest Mids (1.704, released yesterday May 04 2010). Its just the data chunks. I went ahead and slotted the Thermal stuff only, just to give you an example of a basic straightforward style of slotting. I'll post a version using sets, and one using generics (with the same slot layout in each).

    Lewis



    WITH SETS:
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    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    WITH GENERICS:
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    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  3. UnicyclePeon

    Demon Endurance

    Quote:
    Originally Posted by Dechs Kaison View Post
    This proc works in the pet it's slotted in and has a chance to fire on the MM himself when he summons the pet. It's an incredible damage boost that has a chance to happen for every target that pet hits. It is the single best enhancement I have put in my mastermind, and it's sitting in the Assbot. I put one more enhancer from SA in it for the humongous regen bonus, which again helps bodyguard mode substantially.
    Is the top Demon more of a controller? Or is he a heavy hitter? I was thinking about, eventually, putting the Soulbound proc in my Rank 2 (level 12) demons, since there are 2 of them. I wonder which Demon will be best for it?

    Lewis
  4. Ooh, I'm just hearing about this news. I hope also that we'll have toggle armors avaialble. I'm more pissed about the Masterminds I was bringing over. I would prefer to keep Oppressive Gloom on all of them.

    Oh well, I guess I'll just have to live with it, same as everyone else.

    Lewis
  5. Well, the newest patch that went live hasn't fixed my problem. I wonder when the black screen of death fix will go live.

    It does turn out that deleting the contents of the City of Heroes Preferences DOES fix me for one session after a reboot. I think the reason it didn't work the first few times I tried is because I had saved a copy of the files to another directory. Maybe the OS was finding them there somehow. Tho that feels wrong. Anyway, now I can reliably fully delete everything in the COH Preferences directory, restart, and then play 1 session (tho I have to play on 1024x768 ... yuck). So I am barely getting by.

    I just wish the patch yesterday (May 4) would have fixed me up.

    Maybe I should figure out how to get the test client on my iMac, so I can see for myself if its fixed there. I guess I'll go dig around for a mac test client FAQ.

    Lewis
  6. Quote:
    Originally Posted by Arcanaville View Post
    They could make the damage of SC scale based on the distance of the teleport.
    I dont like this mainly because the effect it would have on Dark Melee / Shield would be too detrimental. That set is already not even remotely an AOE monster, and due to Soul Drain (point blank self damage buff) they are always going to need it to be point blank.

    I'd prefer the numerical solution for this reason.

    (and no, I don't have a DM/Shield, just saying).

    Lewis
  7. UnicyclePeon

    Gravity woo!!

    I'd like a cosmetic change to Singularity. Specifically, I love the way he looks now, but I wish the animation he uses when attacking were more obvious. Maybe a drastic color change in the interior? Or an overall color change during the attack that is obvious.

    Lewis
  8. Quote:
    Originally Posted by Wooden_Replica View Post
    Strangely enough, I'd vote defenders being hurt the worst with GR.
    Reason is this, already blueside. their in competition with controllers as it is( which btw corrupters really don't see redside), now they'll get competition from yet another AT
    I would add MM's. but due to the nature of beast, you don't recruit a MM to a team for their buffing ability, and I don't see that changing anytime soon.
    I think Masterminds may actually be viewed as buffers hero side. There are certain foe types in the endgame that control just doesn't really work against. So, why not have a Mastermind along instead?

    I think Masterminds could be competition for both Controllers and Defenders.

    Lewis
  9. UnicyclePeon

    Demon Endurance

    I'm pretty sure slotting end reduction lowers their useage too. Maybe I'm wrong, tho. It seemed to me that slotting END in them made their blue bar drain slower. Maybe I'm imagining it.

    Lewis
  10. Quote:
    Originally Posted by Chrome_Family View Post
    Aid other and Aid Self are in the build. (level 22 and 24) and I agree power boost + aid self/aid other is a lovely thing
    Wow, I totally missed that. Its because I usually go for Doctored Wounds for the recharge, so the Harmonized Healing didn't even register.

    Also, I'd want more slots in Aid Other before I put them in Aid Self. But that's just me.

    As for Acid Arrow, getting it means you can stack multiple sources of -resist. Plus its got a small AOE effect so it can hit 2 or 3. Of course, you can just cycle your whip. Still, I'd never personally skip Acid Arrow.

    Lewis
  11. UnicyclePeon

    Demon Endurance

    Is this worse than it is for other masterminds?

    Typically, once I get the top upgrade, their endurance bars start getting hit pretty heavily. Usually from level 32+ I start frankenslotting some endurance into them with set IOs.

    Or is this worse than the usual endurance drain after all the pets get both upgrades?

    Lewis
  12. That is a freaky build.

    I see one thing I don't like: you skipped acid arrow. I don't care if your pets and whips do that anyway, its too good to skip. That's just in my opinion. The ranged Defense is nice, but I'd personally try to get aid other and aid self somehow, so that I could just heal up the demons (and myself) between fights.

    Lewis
  13. Chrome,

    Your link to the build doesn't work. Could you try posting the data block, or using a different set of codes that posts the link correctly?

    Lewis
  14. Thanks for the adjustments! Much appreciated!

    Lewis
  15. Quote:
    Originally Posted by Predatoric View Post
    Demon summoning is overpowered as it stands, and just about everyone but the devs seems to know it.
    I don't think they are any more powerful than Thugs or Robots. In fact, I think I like Thugs more. I do think it may be a wee bit better than Necromancy. Ninja and Mercs? Well, they can't all be on top. But they are still good sets that can crush the enemy.

    You get any 2 or more masterminds on a team, and they WILL crush the opposition. If you were on a team with 2 or more Demon Summoners, I wouldn't over-react.

    Lewis
  16. Kitty,

    You won't be achieving perma-hasten cheaply. Also, the whole point of my build is to be a cheap farm build that has capped smashing/lethal defense. You can find places to put in more expensive IOs, but to what end? There may be a build that has perma-hasten (with or without siphon speed) that is also soft-capped to smashing-lethal, but it will probably cost you more than 1 billion. Possibly lots more.

    Your desires are at cross purposes. As I'm sure you know, you can have 2 builds in the game and swap between them. You might want to make one of them a cheap version like mine for farming, and then fill out the other one later with a perma-hasten build that doesn't concern itself at all with smashing/lethal defense.

    About the only place you could spend a bit more money in my build without starting to get into full purple sets (which can cost half a billion to 2 billion per set) is to put 4 basilisks gaze in char. A/H, R/H, E/R/H and A/E/R/H. Then in the 5th slots go with the Lockdown A/E/R/H. That will add 7.5% global recharge to the build. Pick up the miracle recovery and pay for your salvage out of pocket and you'll be to the half-billion point, easily.

    Lewis
  17. Scotty,

    Looks good. Only thing I'd do different is make Flash 2 acc, 2 rech, and 2 hold. Oh, and O2 boost might be better with an end reducer instead of the recharge. Otherwise looks great. As for resist vs defense in Steamy Mist ... either way is fine (I prefer resist, some prefer defense).

    Lewis
  18. Scotty,

    Your recent build is a lot better. The only real issues I see with it are:

    1) Hasten is best with 3 recharge enhancers in it.

    2) Hurricane should really have 3 or 4 slots (1 end, 3 hit debuff) ... at least it should if you are wanting to strongly debuff the enemies' chances of hitting you. Even with just 1 end reducer only, it still has the nice repel effect.

    3) Group Invisibility is not particularly great. Its OK, just not great.

    You might want to consider replacing Group Invisibility with Recall Friend (move recall friend from 49 to 12). Its handy at low levels. You won't need the invisibility at all really, since you'll have both Steamy Mist and Super Speed, which stack to give you full (basic) stealth. Allies won't be visible either (usually) as long as they aren't attacking and are in the steamy mist and are more than 5 feet away from enemies.

    So you might want recall friend at 12 and Hibernate at 49. Hibernate is a great self-intangibility / heal / endurance recovery power.

    Then you could move the 2 slots you save from Group Invisibility over to Hasten. That would solve issues #1 and #3 above.

    As for #2, its hard to come up with 3 slots from your build to put on Hurricane, at least since you are using generics. It is still useful unslotted, just not as safe. Later, when you get Set IOs and can combine Sets to get effective numbers in your powers with less slots, you might be able to shave off a slot here and there and put them on Hurricane. My build didn't have both Flash and Thunder Clap so I had spare slots. I'm not saying to drop one of them. Its great that you have both. I'm just saying.

    Oh, also, Flash doesn't really function well until you are level 22 or higher and have SO enhancements (or better) in it. So, don't judge it too harshly until you've really got it 5 or 6 slotted with SO grade (33%) enhancements in it. So, you could almost consider taking Recall Friend at 6, Steamy Mist at 10 (for full stealth sooner), Hurdle at 12, Flash at 24, and Hibernate at 49.

    But basically, in the end, these little issues about a slot here and a power there are no big deal. Your build is solid enough overall that you can (and should) just jump in and start. Illusion/Storm is a fun combo, and as you play, you'll figure out for yourself which tweaks you want to make.

    Have fun!

    Lewis
  19. You build has a few issues. At least one is a critical issue.

    First ... YOU SKIPPED DECEIVE! Deceive is perhaps THE reason to play an Illusion controller, after Phantom Army. Deceive will give you more safety and effectiveness than you can shake a stick at. Get it at level 4. Don't wait.

    Spectral Wounds and Blind are both going to eat your endurance alive. You WILL be using them over and over, and with no endurance reducers, your blue bar will vanish. I'd lower your expectations or goals on the level of foes for a bit, fight even-level foes, and basically swap out 1 accuracy for an end reducer in each of these powers.

    For O2 boost, its an endurance hog, so I'd replace the recharge with an end reducer.

    Air superiority is decent soft control, but un-slotted its kinda mediocre. I skipped it on my Ill/Storm. But it can be useful.

    Assault doesn't need 2 recharge. Go with 2 end reducers if you must take it. Also, consider skipping assault entirely. It can be helpful, but its not a must-have. Certainly, I'd take Deceive before I took either Air Superiority or Assault.

    Freezing Rain probably doesn't need defense reduction. 3 recharge and 1 endurance reducer is the minimum standard slotting.

    Phantom Army needs 6 slots. Also, its not a permanent pet. It is on a long recharge timer. SO it needs 3 recharge first and foremost. Then go with 1 acc and 2 dam in the other 3 slots. (rech x3, acc x1, Dam x2). Recharge is CRITICAL here.

    Don't bother putting extra slots in health at this point.

    You probably don't need recharge in Spectral Terror, truthfully. A lot of people don't even slot it (I slot mine up for a set recharge bonus).

    You are missing Hurricane. While I wouldn't leave it on all the time, it is invaluable in certain circumstances. 1 end reducer and 3 hit debuffs is the way to go.

    Thunder Clap could probably use a 5th slot. 2 accuracy, 2 stun, 1 recharge.

    Tactics is more or less not needed. I'm not saying it isn't nice, but you'll be de-buffing defense with freezing rain, and you'll probably hit things fine overall. You need to reclaim those slots for deceive (which you want to take at level 4 btw).

    Tornado probably needs endurance reduction more than recharge. You probably don't really want to cast it every time its up. Some people skip it on Illusion/Storm, some only slot it with 1 endurance reducer. If you actually want it for damage for AVs or bosses, go with 3 damage and 1 end reducer. If you want it up more often, throw 1 or 2 recharge in there if you must. But for Illusion/Storm, recharge probably isn't a priority (for reasons I wont get into now).

    Lightning Storm can get by without accuracy, since it has a high base accuracy. Change the acc to an end reducer.

    Mental Blast ... change one of the accuracy enhancements to an endurance reducer.

    Indomitable Will is nice with defense, but I wouldn't worry about it. You have lots of other distraction. I'd go with 3 recharge and 1 end reducer (its got a heavy-ish end cost). Save the other slots.

    Psi Tornado, with generics, deserves 6 slots. 1 acc, 1 end, 1 rech, 3 damage.

    Recall Friend doesn't need recharge or any extra slots. Use them on the powers you skipped (Deceive, Hurricane, Flash, etc).

    OK that's about it for a first pass. Good luck with the character!

    Lewis
  20. Quote:
    Originally Posted by ketch View Post
    Lewis's build is relatively cheap. The Miracle: Recovery, as I said, will run about 100 million. If you are patient with your bids I would say you could have the whole build for less than 500 million easily. Heck, I even want to say 300 million.
    Actually its a lot cheaper. I went with the first (non-Cinders) build I posted, but I didn't actually put the Miracle Recovery in the build. I have a habit of just throwing it in there when I plan a build, but I don't always actually purchase it. I found that since I have transference, I didn't actually need it.

    Anyway, my build (with some patient bidding and NO Miracle Recovery) cost me about 130 million.

    Now, that 130 million was as low as it was because I used AE tickets to buy all my rare salvage. However, the good thing was that I just did a lot of AE stuff with SOs while I was leveling up. In fact, you can farm on a fire/kin even without smashing/lethal defense, it just isnt as safe. So, I did a bunch of AE farming to level myself from 38 to 50. I used my tickets to buy all the salvage I'd need at 50, and just played on SOs until I hit level 47.

    So the build was truly 'on the cheap'.

    Lewis
  21. Ketch,

    I do like your idea about Smashing Haymaker. I'd hate to lose the resistance for Tough tho. I do, on rare occasion, get double whacked by something nasty, so its nice to have. Still, great idea!

    I also meant to say that for people who absolutely must have Cinders in the build, I came up with a (very close to) soft-capped version that includes it. The build does lose 6.25% global recharge from my first build, and you have to rely on a BOTZ knockback in super speed, and move combat jumping to level 50, but again, this is something you'd do ONLY if you absolutely had to have Cinders while being soft-capped and while having tough.

    EDIT: by the way, I'm not using the newest Mids planner (1.703) because it is all kinds of jacked up. Controller and Defender numbers are way out of whack. Also I noticed that it lists the damage from Blind as being like 600 or something nuts. So, I'm still using the previous planner. I mention this because if Mids is showing 48.3% smashing/lethal defense, you have the new (wrong) version. The actual smashing/lethal is 44.7%. Still right at the cap, but I wanted people to be aware.

    Lewis

    Code:
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  22. If this is going to be your main toon, spending "only" 2 billion on it is fine. But if this is a farming/teaming build, you really shouldn't be spending more than 100 to 150 million on it, at most. Why? Because the purpose of a farm build is to MAKE money, not suck it down the drain.

    Again, if this is going to be your main build, fine, be all crazy-go-nuts and spend the cash. Otherwise, try a cheap smashing/lethal soft-capped build. Here is one that doesn't have Cinders, but it has absolutely everything else you'd really need on a team.

    Lewis

    Code:
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  23. I killed the COH process, deleted the contents of my COH Preferences folder (as suggested) and rebooted. I re-started COH and it re-created the contents of the folder and I still have the same black screen. So, it didn't seem to help me. I'll try a few more times I guess.

    Lewis
  24. Quote:
    Originally Posted by CuppaManga View Post
    That said, there is a temporary fix: You're going to have to toss out the preferences in Users > (yourname) > Library > Preferences > City of Heroes. After that, reboot before running CoH again.
    Does that mean I delete the "City of Heroes Preferences" folder? Or do I keep the folder but throw out the contents?

    Thanks,

    Lewis
  25. Quote:
    Originally Posted by Frosticus View Post
    Sort of make it work a bit more like -recharge where even a little bit actually does something and just like -rech as you get the target closer to the limit it becomes more and more potent.
    That's a worthy goal but I don't think your system does that. Basically, unless they are absolutely floored (with your system) and stay there, they'll still have a base attack they can use cheaply, which means you can get full alpha. So, I don't really see how that'd make such a power a reliable main control.

    Now, if they have a regular/reliable main control, such as a stun, but they also have an END drain power (say a toggle like RI that drains end around a foe target) then that'd be cool. Having a blend of hard and soft control is always nice.

    Lewis