Vilephire

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  1. OK thanks for those ideas. I went back and rearranged a few skills and played around with the build overall. I have never been a big fan of hover though, so I put in combat jumping instead which I believe accomplishes the same thing. Tactics was more of an idea for how much I wanted this char. to be a group character but that was an easy drop decision.

    The totals and much better, although they are still rather low (23.8% listed for S/L defense but I think may still be ok and range jumped to 30) I left Vines blank as the ATO sets are not in mids yet, so that will put ranged up to 35% if what I read was correct.

    Also.. I was not sure what to do with Indomitable Will, so what is listed was just me messing around with HO's to see if they would be worth anything.

    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Plant Control
    Secondary Power Set: Empathy
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Strangler
    • (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    • (5) Basilisk's Gaze - Endurance/Recharge/Hold
    • (7) Basilisk's Gaze - Accuracy/Hold
    • (7) Lockdown - Chance for +2 Mag Hold
    Level 1: Healing Aura
    • (A) Numina's Convalescence - Heal/Endurance
    • (3) Numina's Convalescence - Endurance/Recharge
    • (3) Numina's Convalescence - Heal/Recharge
    • (5) Numina's Convalescence - Heal/Endurance/Recharge
    • (34) Numina's Convalescence - Heal
    • (50) Numina's Convalescence - +Regeneration/+Recovery
    Level 2: Roots
    • (A) HamiO:Nucleolus Exposure
    • (9) HamiO:Nucleolus Exposure
    • (9) Positron's Blast - Damage/Recharge
    • (11) Positron's Blast - Chance of Damage(Energy)
    • (11) Recharge Reduction IO
    • (13) Trap of the Hunter - Chance of Damage(Lethal)
    Level 4: Heal Other
    • (A) Harmonized Healing - Heal/Endurance
    • (13) Harmonized Healing - Endurance/Recharge
    • (15) Harmonized Healing - Heal/Recharge
    • (15) Harmonized Healing - Heal/Endurance/Recharge
    • (34) Harmonized Healing - Heal
    Level 6: Spore Burst
    • (A) Lethargic Repose - Accuracy/Sleep
    • (36) Lethargic Repose - Accuracy/Sleep/Recharge
    • (36) Lethargic Repose - Accuracy/Recharge
    Level 8: Seeds of Confusion
    • (A) Coercive Persuasion - Confused
    • (17) Coercive Persuasion - Confused/Recharge
    • (17) Coercive Persuasion - Accuracy/Confused/Recharge
    • (19) Coercive Persuasion - Accuracy/Recharge
    • (19) Coercive Persuasion - Confused/Endurance
    • (21) Coercive Persuasion - Contagious Confusion
    Level 10: Resurrect
    • (A) Recharge Reduction IO
    Level 12: Hasten
    • (A) Recharge Reduction IO
    • (21) Recharge Reduction IO
    • (34) Recharge Reduction IO
    Level 14: Boxing
    • (A) Kinetic Combat - Accuracy/Damage
    • (23) Kinetic Combat - Damage/Endurance
    • (23) Kinetic Combat - Damage/Recharge
    • (25) Kinetic Combat - Damage/Endurance/Recharge
    Level 16: Clear Mind
    • (A) Recharge Reduction IO
    Level 18: Vines
    • (A) Empty
    • (25) Empty
    • (27) Empty
    • (27) Empty
    • (29) Empty
    • (29) Empty
    Level 20: Fortitude
    • (A) Luck of the Gambler - Defense/Endurance/Recharge
    • (33) Luck of the Gambler - Recharge Speed
    • (37) Luck of the Gambler - Defense/Recharge
    • (37) Luck of the Gambler - Defense/Endurance
    Level 22: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 24: Weave
    • (A) Gift of the Ancients - Defense
    • (39) Gift of the Ancients - Defense/Endurance/Recharge
    • (40) Luck of the Gambler - Recharge Speed
    Level 26: Carrion Creepers
    • (A) Enfeebled Operation - Accuracy/Recharge
    • (31) Enfeebled Operation - Endurance/Immobilize
    • (31) Enfeebled Operation - Accuracy/Endurance
    • (31) Enfeebled Operation - Immobilize/Range
    • (33) Enfeebled Operation - Accuracy/Immobilize/Recharge
    • (33) Enfeebled Operation - Accuracy/Immobilize
    Level 28: Recovery Aura
    • (A) Recharge Reduction IO
    • (39) Recharge Reduction IO
    • (39) Performance Shifter - EndMod/Recharge
    Level 30: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    Level 32: Fly Trap
    • (A) Expedient Reinforcement - Accuracy/Recharge
    • (40) Expedient Reinforcement - Accuracy/Damage
    • (40) Expedient Reinforcement - Damage/Endurance
    • (42) Expedient Reinforcement - Accuracy/Damage/Recharge
    • (42) Expedient Reinforcement - Endurance/Damage/Recharge
    • (42) Expedient Reinforcement - Resist Bonus Aura for Pets
    Level 35: Regeneration Aura
    • (A) Miracle - Heal/Endurance
    • (36) Miracle - Endurance/Recharge
    • (37) Miracle - Heal/Recharge
    • (43) Miracle - Heal/Endurance/Recharge
    • (43) Miracle - Heal
    Level 38: Adrenalin Boost
    • (A) Performance Shifter - EndMod
    • (46) Performance Shifter - EndMod/Recharge
    • (48) Performance Shifter - Chance for +End
    • (48) Performance Shifter - EndMod/Accuracy/Recharge
    • (50) Recharge Reduction IO
    Level 41: Mental Blast
    • (A) Ruin - Accuracy/Damage
    • (43) Ruin - Damage/Endurance
    • (45) Ruin - Damage/Recharge
    • (45) Ruin - Accuracy/Endurance/Recharge
    • (45) Ruin - Accuracy/Damage/Recharge
    Level 44: Indomitable Will
    • (A) HamiO:Ribosome Exposure
    • (46) HamiO:Ribosome Exposure
    • (46) Hydra:Electron Particles
    Level 47: Mind Over Body
    • (A) Resist Damage IO
    • (48) Resist Damage IO
    Level 49: Combat Jumping
    • (A) Defense Buff IO
    • (50) Luck of the Gambler - Recharge Speed
    Level 50: Spiritual Partial Radial Revamp
    ------------
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Health
    • (A) Miracle - +Recovery
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Endurance Modification IO
    Level 1: Brawl
    • (A) Empty
    Level 1: Containment
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 7% DamageBuff(Smashing)
    • 7% DamageBuff(Lethal)
    • 7% DamageBuff(Fire)
    • 7% DamageBuff(Cold)
    • 7% DamageBuff(Energy)
    • 7% DamageBuff(Negative)
    • 7% DamageBuff(Toxic)
    • 7% DamageBuff(Psionic)
    • 10.81% Defense(Smashing)
    • 10.81% Defense(Lethal)
    • 5.81% Defense(Fire)
    • 5.81% Defense(Cold)
    • 13.31% Defense(Energy)
    • 13.31% Defense(Negative)
    • 3% Defense(Psionic)
    • 9.25% Defense(Melee)
    • 17.06% Defense(Ranged)
    • 8.62% Defense(AoE)
    • 3% Enhancement(Immobilize)
    • 50% Enhancement(RechargeTime)
    • 9% Enhancement(Accuracy)
    • 4% Enhancement(Confused)
    • 4% Enhancement(Sleep)
    • 14% Enhancement(Heal)
    • 5% FlySpeed
    • 95.38 HP (9.38%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Confused) 4.15%
    • MezResist(Held) 5.8%
    • MezResist(Immobilize) 5.25%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 2.5%
    • MezResist(Terrorized) 4.15%
    • 17% (0.28 End/sec) Recovery
    • 32% (1.36 HP/sec) Regeneration
    • 10% Resistance(Smashing)
    • 10% Resistance(Lethal)
    • 10% Resistance(Fire)
    • 10% Resistance(Cold)
    • 10% Resistance(Energy)
    • 11.88% Resistance(Negative)
    • 10% Resistance(Toxic)
    • 10% Resistance(Psionic)
    • 5% RunSpeed
    • 1% XPDebtProtection
    ------------
    Set Bonuses:
    Basilisk's Gaze
    (Strangler)
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 2% (0.03 End/sec) Recovery
    Numina's Convalescence
    (Healing Aura)
    • 12% (0.51 HP/sec) Regeneration
    • 19.08 HP (1.88%) HitPoints
    • 6% Enhancement(Heal)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Positron's Blast
    (Roots)
    • 2.5% (0.04 End/sec) Recovery
    Harmonized Healing
    (Heal Other)
    • 1.5% (0.03 End/sec) Recovery
    • MezResist(Confused) 1.65%
    • 3% Enhancement(Heal)
    • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
    Lethargic Repose
    (Spore Burst)
    • 4% Enhancement(Sleep)
    • 1.88% Defense(Energy,Negative), 0.94% Defense(Ranged)
    Coercive Persuasion
    (Seeds of Confusion)
    • 4% (0.07 End/sec) Recovery
    • 4% Enhancement(Confused)
    • 4% DamageBuff(All)
    • 10% Enhancement(RechargeTime)
    • 5% Defense(Ranged), 2.5% Defense(Energy), 2.5% Defense(Negative)
    Kinetic Combat
    (Boxing)
    • MezResist(Immobilize) 2.75%
    • 15.26 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Luck of the Gambler
    (Fortitude)
    • 10% (0.42 HP/sec) Regeneration
    • 11.45 HP (1.13%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Steadfast Protection
    (Tough)
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    Gift of the Ancients
    (Weave)
    • 2% (0.03 End/sec) Recovery
    Luck of the Gambler
    (Weave)
    • 7.5% Enhancement(RechargeTime)
    Enfeebled Operation
    (Carrion Creepers)
    • 3% Enhancement(Immobilize)
    • 1.88% Resistance(Negative)
    • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
    • 3.75% Enhancement(RechargeTime)
    • 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
    Luck of the Gambler
    (Maneuvers)
    • 7.5% Enhancement(RechargeTime)
    Expedient Reinforcement
    (Fly Trap)
    • Status Resistance 2.5%
    • 3% DamageBuff(All)
    • 6.25% Enhancement(RechargeTime)
    • 10% (0.42 HP/sec) Regeneration
    • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
    • 10% Resistance(All)
    Miracle
    (Regeneration Aura)
    • 2.5% (0.04 End/sec) Recovery
    • 19.08 HP (1.88%) HitPoints
    • 5% Enhancement(Heal)
    • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
    Performance Shifter
    (Adrenalin Boost)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 19.08 HP (1.88%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    Ruin
    (Mental Blast)
    • MezResist(Terrorized) 1.65%
    • 11.45 HP (1.13%) HitPoints
    • 1% XPDebtProtection
    • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
    Luck of the Gambler
    (Combat Jumping)
    • 7.5% Enhancement(RechargeTime)
  2. I have been playing a couple of characters now almost exclusively and have been looking at making a third. As I have been grouping up, I started leaning toward a plant/emp controller just from a playability standpoint of wanting a char. that was great for grouping.

    The problem I ran into with this character set was one of defense. I know some people believe that a controller (especially in a group situation) does not need to be maxed out on defense like say a melee or blaster might, and I tend to agree. (at least to a point)

    Below is the build I had as a 'target' build. It was expensive and had the tools to bring a lot of good things to a group. With ATO's, I can safely replace the slotting of seeds of confusion and save a bunch there. I already have four of the unbreakable for strangler, so am on my way to making this a reality and have since leveled her to 29.

    My question is this: will the basement values of defense be a showstopper for this AT? If so, what changes would you make to alleviate some of the pain I forsee in the future? I would really like to not get to the point where I am just spamming heal aura to keep up with the incoming damage since I do not have a self single target heal and cannot fort myself.

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  3. Quote:
    Originally Posted by plainguy View Post
    Personally I think your short changing yourself if your not defense capped with Traps. Being capped to Ranged, Melee and AOE really makes Traps a super set to be playing. It pretty much is incarnate slotting before incarnates came out.
    Well after playing around with my build some I can get close, but have not really been able to get much better than what I have here below. The only change I have made is getting rid of the ridiculously overpriced Ragnarok and have my ATO upgraded set planned for full auto. (only 4 of 6 so far.. just need two more catalysts) I am also about 70% done with the other sets (also may switch out web grenade with trap of the hunter as I only have 1 grav anchor so far):

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    p.s. Also.. does anyone know what the effective recharge is if you have 2 slots of recharge IO's upgraded 5 levels? I was wondering if it was possible to get rid of one of the 3 slots on Hasten but did not know how close two slots could get to matching three at level 50.
  4. Ok there you go again with the -60% and I do not see how you are coming up with that number. The AH tooltip only says -20, so where are you getting an extra -40 (I was thinking from the other post that if they DID stack then it would add up to a total of -40% but since you said it is not cumulative then it should only be -20)
  5. Ya, if I switch it out, my melee defense goes to 35% and S/L is at 45.9% I do like the achilles idea (although I thought it would be -20% per mortar..still nice though)
  6. I currently have an AR/Trap corruptor that I have Acid Mortar 6 slotted with shield breaker. I was wondering how effective removing that 6th slot and replacing it with the Devastation: Chance of Hold IO would be. Granted I lose a little smash/lethal defense, but was wondering since it was a mag 2 hold if it would even be worth it on incarnate and other upper level content.
  7. Here is what I had saved for future goals for an Ill/Cold The totals are very very similar across the board to that one, and I would be curious what you had to say regarding it. The biggest difference is the recovery %


    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Superman V4: Level 50 Magic Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Cold Domination
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Ice Mastery

    Hero Profile:
    Level 1: Spectral Wounds
    • (A) Apocalypse - Chance of Damage(Negative)
    • (3) Apocalypse - Damage/Endurance
    • (3) Apocalypse - Damage/Recharge
    • (5) Apocalypse - Accuracy/Damage/Recharge
    • (5) Apocalypse - Accuracy/Recharge
    • (13) Gladiator's Javelin - Chance of Damage(Toxic)
    Level 1: Infrigidate
    • (A) Achilles' Heel - Chance for Res Debuff
    Level 2: Blind
    • (A) Basilisk's Gaze - Accuracy/Hold
    • (7) Basilisk's Gaze - Accuracy/Recharge
    • (7) Basilisk's Gaze - Endurance/Recharge/Hold
    • (9) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    • (11) Unbreakable Constraint - Chance for Smashing Damage
    • (43) Apocalypse - Damage
    Level 4: Deceive
    • (A) Coercive Persuasion - Contagious Confusion
    • (11) Coercive Persuasion - Accuracy/Recharge
    • (27) Coercive Persuasion - Confused/Endurance
    • (27) Coercive Persuasion - Confused
    • (29) Coercive Persuasion - Confused/Recharge
    • (29) Coercive Persuasion - Accuracy/Confused/Recharge
    Level 6: Ice Shield
    • (A) Luck of the Gambler - Recharge Speed
    Level 8: Hasten
    • (A) Recharge Reduction IO
    • (9) Recharge Reduction IO
    Level 10: Glacial Shield
    • (A) Luck of the Gambler - Recharge Speed
    Level 12: Hover
    • (A) Luck of the Gambler - Recharge Speed
    • (13) Blessing of the Zephyr - Knockback Reduction (4 points)
    • (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (31) Kismet - Accuracy +6%
    Level 14: Boxing
    • (A) Stupefy - Chance of Knockback
    • (15) Stupefy - Accuracy/Stun/Recharge
    • (17) Stupefy - Accuracy/Recharge
    • (17) Stupefy - Endurance/Stun
    • (23) Stupefy - Accuracy/Endurance
    • (25) Stupefy - Stun/Range
    Level 16: Tough
    • (A) Gladiator's Armor - TP Protection +3% Def (All)
    • (31) Gladiator's Armor - Resistance
    • (31) Gladiator's Armor - End/Resist
    • (33) Steadfast Protection - Resistance/+Def 3%
    Level 18: Phantom Army
    • (A) Expedient Reinforcement - Endurance/Damage/Recharge
    • (19) Expedient Reinforcement - Accuracy/Damage/Recharge
    • (19) Expedient Reinforcement - Accuracy/Damage
    • (21) Expedient Reinforcement - Accuracy/Recharge
    • (21) Soulbound Allegiance - Chance for Build Up
    • (23) Soulbound Allegiance - Damage/Recharge
    Level 20: Arctic Fog
    • (A) Red Fortune - Endurance
    • (37) Red Fortune - Defense
    • (37) Red Fortune - Defense/Endurance
    • (39) Red Fortune - Defense/Recharge
    • (39) Red Fortune - Endurance/Recharge
    • (39) Red Fortune - Defense/Endurance/Recharge
    Level 22: Weave
    • (A) Red Fortune - Endurance
    • (33) Red Fortune - Defense
    • (33) Red Fortune - Defense/Endurance
    • (34) Red Fortune - Defense/Recharge
    • (34) Red Fortune - Endurance/Recharge
    • (34) Red Fortune - Defense/Endurance/Recharge
    Level 24: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (25) HamiO:Enzyme Exposure
    Level 26: Spectral Terror
    • (A) HamiO:Lysosome Exposure
    Level 28: Benumb
    • (A) Accuracy IO
    • (43) Recharge Reduction IO
    • (45) Recharge Reduction IO
    Level 30: Snow Storm
    • (A) Pacing of the Turtle - Endurance/Recharge/Slow
    Level 32: Phantasm
    • (A) Expedient Reinforcement - Accuracy/Damage
    • (40) Expedient Reinforcement - Accuracy/Damage/Recharge
    • (40) Expedient Reinforcement - Endurance/Damage/Recharge
    • (40) Expedient Reinforcement - Damage/Endurance
    • (45) Expedient Reinforcement - Accuracy/Recharge
    • (46) Expedient Reinforcement - Resist Bonus Aura for Pets
    Level 35: Sleet
    • (A) Ragnarok - Chance for Knockdown
    • (36) Ragnarok - Damage/Endurance
    • (36) Ragnarok - Damage/Recharge
    • (36) Ragnarok - Accuracy/Damage/Recharge
    • (37) Ragnarok - Accuracy/Recharge
    • (50) Achilles' Heel - Chance for Res Debuff
    Level 38: Heat Loss
    • (A) Performance Shifter - EndMod/Accuracy/Recharge
    • (46) Performance Shifter - EndMod/Recharge
    • (46) Efficacy Adaptor - EndMod/Accuracy/Recharge
    Level 41: Ice Blast
    • (A) Thunderstrike - Accuracy/Damage
    • (42) Thunderstrike - Accuracy/Damage/Endurance
    • (42) Thunderstrike - Damage/Endurance/Recharge
    • (42) HamiO:Nucleolus Exposure
    • (43) Gladiator's Javelin - Chance of Damage(Toxic)
    Level 44: Frozen Armor
    • (A) Luck of the Gambler - Recharge Speed
    • (45) HamiO:Enzyme Exposure
    Level 47: Ice Storm
    • (A) Positron's Blast - Chance of Damage(Energy)
    • (48) Positron's Blast - Accuracy/Damage/Endurance
    • (48) Positron's Blast - Damage/Endurance
    • (48) Positron's Blast - Damage/Recharge
    • (50) Positron's Blast - Damage/Range
    • (50) Recharge Reduction IO
    Level 49: Hibernate
    • (A) Recharge Reduction IO
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Unbounded Leap - +Stealth
    Level 2: Rest
    • (A) Empty
    Level 1: Containment
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Flight Speed IO
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End
  8. OK it took a bit of playing around but I figured out what happened.

    First off, I clicked the + button to create a 2nd and 3rd ability bar so I could drag then to the location on my screen that I wanted. I then changed each of them to subsequently be tray 2 and 3 respectively. However when I used the key binds to try and map keys to them it just mapped those buttons to the abilities on the first bar.

    I had to hold down the control key to make the first bar 'rise a 2nd bar above it' and then while holding down the control button, change that temporary bar to the #2. Then, do the same thing with the Alt key depressed.

    Now once I map buttons to the abilities in tray 2 and 3, they work fine. It just should not have been that complicated. If you make a bar the 2nd or 3rd bar, it should .. well just BE the 2nd or 3rd bar. That was way more complicated than it had to be.

    Anyway.. thank you Master-Blade. Your help actually helped me figure out what was going on.
  9. What I mean is that under the key bind tab in the Options section, you can not bind keys to those 2nd and 3rd tray slots. It just maps a second and third button to the corresponding abilities in that first tray.

    Example:Alt 2 Tray Slot 1 if I map Mouse Button 5 to that, all it does is exactly the same thing as pressing the 1 button on the keyboard instead of pushing the first ability on the 2nd tray slot (which imho it SHOULD do)

    So.. in essence I am going to have to map 20 /bind keys in order to press the abilities in tray 2 and 3.

    I am also trying to map mouse buttons but that is a bit trickier since there are spaces such as Mouse Button 5 (still messing with that)
  10. wow ok thanks. (cant believe you gotta use a bind though) Is there any bind window to see what has been saved as key binds, or you just gotta remember what you have done?
  11. OK this is driving me crazy. I have 3 bars on the bottom of my screen: tray 1, 2 and 3.

    I can map keys just fine to any of the 10 buttons on tray 1. HOWEVER, the key binds in game that I thought bind keys to tray 2 and 3 instead just bind a second and third button to those same abilities on tray 1.

    How the heck can I bind the Q key to activate ability 1 in tray #2? and so on?
  12. I have been thinking of dusting off my original character from release which was an emp/elec defender and starting playing around with mids some to see what I could do with him. I had some problems getting defense up very high and was wondering if anyone else had similar issues.

    I was able to squeeze out about a 35% to AE and only a 21 to 29% to ranged. S/L I could only get around 16% or so but S/L resistances were no problem (usually over 50%)

    So.. I started working on effect resistances instead figuring that I had heals anyway so it should not be as much of an issue. I just thought I would ask is what most others found to be the case?
  13. OK I have been playing around with this a bit more today. I took the above advice and worked a few things in. I had to make one concession though that is going to make the early levels a bit rough though. I was coming up short on enhancement slots, so this is a little different as I left burst with just its basic single enhance slot. Of course you can switch out burst in place of slug. I also am not sure about a couple slots as I really wish mids had a way to tell you if you were running into stacking issues with set bonuses. (so if you see any, let me know)

    Besides the slug vs burst question, I did see that ranged defense is not quite at soft cap but very close. I think it is enough though. Endurance drain is a little on the heavy side too but not too much more I could do with that build I do not think. (I even tried to help with the 2 health slots)

    Again, let me know what ya think..Thanks


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

    Click this DataLink to open the build!

    Level 50 Magic Corruptor
    Primary Power Set: Assault Rifle
    Secondary Power Set: Traps
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Slug
    • (A) Thunderstrike - Accuracy/Damage
    • (3) Thunderstrike - Damage/Endurance
    • (3) Thunderstrike - Damage/Recharge
    • (5) Thunderstrike - Accuracy/Damage/Recharge
    • (5) Thunderstrike - Accuracy/Damage/Endurance
    • (50) Thunderstrike - Damage/Endurance/Recharge
    Level 1: Web Grenade
    • (A) Gravitational Anchor - Immobilize
    • (7) Gravitational Anchor - Immobilize/Recharge
    • (7) Gravitational Anchor - Accuracy/Immobilize/Recharge
    • (9) Gravitational Anchor - Accuracy/Recharge
    • (9) Gravitational Anchor - Immobilize/Endurance
    • (11) Gravitational Anchor - Chance for Hold
    Level 2: Burst
    • (A) Empty
    Level 4: Buckshot
    • (A) Kinetic Crash - Recharge/Endurance
    • (15) Kinetic Crash - Damage/Knockback
    • (17) Kinetic Crash - Damage/Endurance/Knockback
    • (17) Kinetic Crash - Accuracy/Damage/Knockback
    Level 6: Triage Beacon
    • (A) Healing IO
    Level 8: Kick
    • (A) Empty
    Level 10: Acid Mortar
    • (A) Shield Breaker - Defense Debuff
    • (11) Shield Breaker - Accuracy/Defense Debuff
    • (19) Shield Breaker - Accuracy/Recharge
    • (19) Shield Breaker - Defense Debuff/Endurance/Recharge
    • (21) Shield Breaker - Accuracy/Endurance/Recharge
    • (21) Shield Breaker - Chance for Lethal Damage
    Level 12: Hasten
    • (A) Recharge Reduction IO
    • (23) Recharge Reduction IO
    • (25) Recharge Reduction IO
    Level 14: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 16: Force Field Generator
    • (A) Luck of the Gambler - Recharge Speed
    • (25) Gift of the Ancients - Defense/Endurance/Recharge
    • (27) Gift of the Ancients - Defense
    • (27) Defense Buff IO
    Level 18: Flamethrower
    • (A) Positron's Blast - Accuracy/Damage
    • (29) Positron's Blast - Damage/Endurance
    • (29) Positron's Blast - Damage/Recharge
    • (31) Positron's Blast - Damage/Range
    • (31) Positron's Blast - Accuracy/Damage/Endurance
    • (31) Positron's Blast - Chance of Damage(Energy)
    Level 20: Poison Trap
    • (A) Lockdown - Accuracy/Hold
    • (33) Lockdown - Accuracy/Recharge
    • (33) Lockdown - Recharge/Hold
    • (33) Lockdown - Endurance/Recharge/Hold
    • (34) Lockdown - Accuracy/Endurance/Recharge/Hold
    • (34) Lockdown - Chance for +2 Mag Hold
    Level 22: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (23) Gift of the Ancients - Defense/Endurance/Recharge
    • (46) Gift of the Ancients - Defense
    Level 24: Maneuvers
    • (A) Gift of the Ancients - Defense
    • (42) Gift of the Ancients - Defense/Endurance/Recharge
    • (43) Luck of the Gambler - Recharge Speed
    • (43) Endurance Reduction IO
    Level 26: Ignite
    • (A) Positron's Blast - Accuracy/Damage
    • (34) Positron's Blast - Damage/Endurance
    • (36) Positron's Blast - Damage/Recharge
    • (36) Positron's Blast - Damage/Range
    • (36) Positron's Blast - Accuracy/Damage/Endurance
    • (37) Positron's Blast - Chance of Damage(Energy)
    Level 28: Seeker Drones
    • (A) Stupefy - Accuracy/Stun/Recharge
    Level 30: Combat Jumping
    • (A) Shield Wall - +Res (Teleportation), +3% Res (All)
    Level 32: Full Auto
    • (A) Ragnarok - Damage
    • (37) Ragnarok - Damage/Recharge
    • (37) Ragnarok - Accuracy/Damage/Recharge
    • (39) Ragnarok - Accuracy/Recharge
    • (39) Ragnarok - Damage/Endurance
    • (39) Positron's Blast - Chance of Damage(Energy)
    Level 35: Trip Mine
    • (A) Obliteration - Damage
    • (40) Obliteration - Accuracy/Recharge
    • (40) Obliteration - Damage/Recharge
    • (40) Obliteration - Accuracy/Damage/Recharge
    • (42) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (42) Obliteration - Chance for Smashing Damage
    Level 38: Sniper Rifle
    • (A) Sting of the Manticore - Accuracy/Damage
    • (43) Sting of the Manticore - Damage/Endurance
    • (46) Sting of the Manticore - Accuracy/Interrupt/Range
    • (48) Sting of the Manticore - Damage/Interrupt/Recharge
    • (48) Sting of the Manticore - Damage/Endurance/Recharge
    Level 41: Scorpion Shield
    • (A) HamiO:Ribosome Exposure
    • (50) HamiO:Ribosome Exposure
    Level 44: Web Cocoon
    • (A) Basilisk's Gaze - Accuracy/Hold
    • (45) Basilisk's Gaze - Accuracy/Recharge
    • (45) Basilisk's Gaze - Recharge/Hold
    • (45) Basilisk's Gaze - Endurance/Recharge/Hold
    • (46) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    Level 47: Assault
    • (A) Endurance Reduction IO
    • (48) Endurance Reduction IO
    Level 49: Caltrops
    • (A) Ragnarok - Chance for Knockdown
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Scourge
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (13) Miracle - +Recovery
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End
    • (13) Performance Shifter - EndMod/Recharge
    • (15) Performance Shifter - EndMod/Accuracy/Recharge
    • (50) Performance Shifter - EndMod


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  14. I had looked at that patron power, but if I took it I am still not sure what else I would drop. I could drop combat jumping, but that would only be one power spot and zero enhancement slots to use.
  15. I am working on a build for an AR/Trap that I am starting in an effort to finally replace an old toon. After doing a lot of reading and forum browsing on the subject, I finally stole.. erm I mean borrowed this following basic build from someone here (although the individual's name escapes me off the top of my head so I apologize up front)

    In the build I imported to use I did notice a couple things I decided to change (hence the post asking for input on the decision) First off, I replaced M30 Grenade with Buckshot. The reason here being two fold: Buckshot does equivalent damage but is more a defensive oriented ability which I think really compliments the build and how the rest of the powers were slotted to begin with. Second, it allowed me to keep the set bonuses for the slotting

    The second change I made was switching out flamethrower with beanbag. This is the biggest question I had. I really like having an ability to aid more directly with primary targets although I have no first hand experience with it at a higher level and how effective it can be. I know flamethrower is more designed for crowds and I was thinking that this build already had enough abilities you could use in those situations without being overly redundant there (aka you already have enough toys to be using for crowds without having to worry about not having something to do) I also was not sure if the slotting choice I picked was the best combo or not as I just threw something on there.

    Let me know what you think.

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

    Click this DataLink to open the build!

    Level 50 Technology Corruptor
    Primary Power Set: Assault Rifle
    Secondary Power Set: Traps
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership

    Villain Profile:
    Level 1: Burst -- 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: Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(40), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Immob/Rng(46), Enf'dOp-Acc/Immob/Rchg(46), Enf'dOp-Acc/Immob(50)
    Level 2: Slug -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(37)
    Level 4: Triage Beacon -- Heal-I(A)
    Level 6: Buckshot -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(11), Posi-Dam%(15)
    Level 8: Super Jump -- Zephyr-ResKB(A)
    Level 10: Acid Mortar -- ShldBrk-DefDeb(A), ShldBrk-%Dam(19), ShldBrk-Acc/DefDeb(25), ShldBrk-Acc/Rchg(27), ShldBrk-Acc/EndRdx/Rchg(39), ShldBrk-DefDeb/EndRdx/Rchg(43)
    Level 12: Caltrops -- Ragnrk-Knock%(A)
    Level 14: Kick -- Empty(A)
    Level 16: Force Field Generator -- LkGmblr-Rchg+(A), GftotA-Def/EndRdx(17), GftotA-Def(17), DefBuff-I(25)
    Level 18: Beanbag -- Amaze-Stun(A), Amaze-Stun/Rchg(19), Amaze-Acc/Stun/Rchg(21), Amaze-Acc/Rchg(21), Amaze-EndRdx/Stun(23), RzDz-Immob%(23)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(40)
    Level 22: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(33), Lock-Rchg/Hold(33), Lock-EndRdx/Rchg/Hold(33), Lock-Acc/EndRdx/Rchg/Hold(34), Lock-%Hold(34)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 26: Ignite -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(29), Posi-Dmg/Rng(29), Posi-Acc/Dmg/EndRdx(31)
    Level 28: Super Speed -- Clrty-Stlth(A)
    Level 30: Seeker Drones -- EndRdx-I(A)
    Level 32: Full Auto -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(36), EndRdx-I(37)
    Level 35: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 38: Weave -- GftotA-Def(A), GftotA-Def/EndRdx(39), LkGmblr-Rchg+(40)
    Level 41: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
    Level 44: Maneuvers -- GftotA-Def(A), EndRdx-I(45), LkGmblr-Rchg+(45), GftotA-Def/EndRdx(46)
    Level 47: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Build%(48), GSFC-Rchg/EndRdx(50), GSFC-ToHit/EndRdx(50)
    Level 49: Sniper Rifle -- Acc-I(A)
    Level 50: Musculature Radial Boost
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Scourge
    Level 6: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Stamina -- P'Shift-End%(A), EndMod-I(31), EndMod-I(31), EndMod-I(39)



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  16. Vilephire

    Fire/Kin/Fire

    Im sorry.. I think I had the wrong build up there. I did have a question though: Was this for a farmer character or for a group character? I can understand if its for grouping.


    I made a build that ran around 40-41% on s/l defense but I focused a lot more on damage on things such as fire cages and hot feet due to it being a farmer mainly.
  17. I guess I may as well give this a go here and ask. (Although I am currently at work. If I need to utilize the tools mentioned in the above sticky, I will when I get home but thought I would go ahead and toss this out while I was thinking about it and had a few minutes)

    I currently have 2 pc's and my TV for netflix viewing via an xbox going through a router.

    I have have played EQ, DCU Online, WoW, and few other online games with no problems at all. City of Heroes though has intermittent Map Server Disconnects which cause all 3 devices connected through the router to lose network connectivity for about 2 minutes. Then everything works fine.

    I have set the port forwarding on the router for the ports listed and that did not fix anything. I put the network cable straight to the PC, reset the modem so the main PC gets the IP address and then I can stay on CoH for hours with no problem. So.. I know its the router and CoH not being happy working together. If it was not for the fact that just about any other mmo works like a charm I would have thought it was the router.

    What else could I possibly be missing besides forwarding ports 2104, 2106, 6994 and 7000-7100?
  18. I guess I may as well give this a go here and ask. I currently have 2 pc's and my TV for netflix viewing via an xbox going through a router.

    I have have played EQ, DCU Online, WoW, and few other online games with no problems at all. City of Heroes though has intermittent Map Server Disconnects which cause all 3 devices connected through the router to lose network connectivity for about 2 minutes. Then everything works fine.

    I have set the port forwarding on the router for the ports listed and that did not fix anything. I put the network cable straight to the PC, reset the modem so the main PC gets the IP address and then I can stay on CoH for hours with no problem. So.. I know its the router and CoH not being happy working together. If it was not for the fact that just about any other mmo works like a charm I would have thought it was the router.

    What else could I possibly be missing besides forwarding ports 2104, 2106, 6994 and 7000-7100?
  19. Vilephire

    Fire/Kin/Fire

    I played around with the slotting and a few powers based on some of the comments as well as a few other ideas I have seen in a few other posts. I have to run do some stuff so this is a very quick and dirty rehash of the build. I am sure others will need to take a look and see if I borked anything really bad.

    http://www.cohplanner.com/mids/downl...2D96BF3D21D82D



    It is pretty close to some of the things I was doing with my own build and the defense is slightly higher (although the +3 global defense aug is ungodly expensive the last time I looked .. going for around 2bil for one aug alone makes me pucker)

    *edit* hmm maybe I dont quite know what I am doing with the paste of the mids export function as I did not realizse it would make a url link
  20. After getting my accounted reactivated from about a 5 year hiatus, I am starting up again and have a few questions to throw out.

    I thought I would polish off my old controller but I kinda feel a little dirty about asking too much. I perused all the way back in the forums to posts which were discussing i18 stuff and the few posts I found releating to the fire kins I wanted to dust off still make it seem like most people are still tired of rehashing some of same old questions that inevitably creep up.

    Im not going to post a build and ask to critique it as I feel comfortable enough to play around with that on my own for the most part. I still need to visit the auction house and see how expensive the different sets can be. (apparently my 4 mil influence is rather paltry and I am going to have some work to do)


    My first question is about Smoke. It was always an ability I really liked and with the incorporation of some fitness into inherant abilities, I think I can grab it now where I did not have it before. yes shoot me I actually enjoy farming some so I never really used it before, but now I was thinking about getting it to help out in group situations and I was curious what other people's thoughts on slotting it with Dark Watcher's chance for recharge slow and maybe a a hit debuff?

    Also, with the new issue out I seem to have a free respec and I had a couple questions about that too:

    1) I used to use fire mastery (kinda fit with my character) but even with fire shield I am having a hard time getting some defense at good levels and I read about earth? mastery having some really high smashing/lethal defense values although its ugly as sin. Is that what everyone pretty much advocates these days or can I get by with fire and still eventually pull some pretty nice speed out of the fighting?

    2) Depending on the answer above will that have much affect on the alpha slot choice? (which I have not quite read up on yet as I just have not had the time to get to it. So this may be a dumb question)
  21. Quick question. Maybe I am missing something obvious, but why would you add a Luck of the Gambler recharge enhancement to one of your Maneuvers slots? It only adds like 15ish % to recharge by itself if I read it right. Would it not be more beneficial to just add a recharge IO which would add around 40ish?

    (aka what am I missing?)