-
Posts
54 -
Joined
-
Title says it all really, got a spine/regen and thinking about dropping armageddon change for fire damage and obliteration chance for smashing into quills on latest build and wondering what the view was on this.
Assuming I'm not bothered about the cost of the purp proc, is it worth the extra slot it in the general consensus? The obliteration proc is pretty much going in regardless for the set bonus recharge as the acc/recharge is worthless on current build so not too bothered about that but I'm unsure on the extra slot for the purp proc.
Any opinions?
Thanks in advance. -
Yeah, I'll join the club, good pointer for some decent arcs to try.
So, in the spirit of the club, I've had a run through Spawning Chaos.
Played through on lvl 31 mind/psi dom slotted almost exclusively for team control. 2 deaths (both on fusionette with her mezz/confuse resists)
Mission 1
Ghost to baddie, slap him down. Very simple and simplistic mission, possibly could have done with a couple of minor objectives to flesh it out a bit but that's nit picking. Might suggest increasing map size slightly as it was tiny. Not much more to say.
Mission 2
Liked the theme, made sense thematically. Again, quick and simple for ghost / mezzer but possibly could have done with feeling a bit more chaotic (maybe an ambush or two?). Map size spot on, quick and easy mission to get through.
Mission 3
Probably my least fave mission in the set (although I really liked the set so not grumbling) - and not just because fusionette killed me twiceTook a bit of hunting round for ally and also for the spawned bosses, would suggest some kind of dialogue to announce themselves as running on larger mob settings was a pain finding them in such a wide area when lots of mobs about. Also, the tank boss couldn't keep up (scouting with SS) which meant either waiting for ages on his support or taking bosses without him (I went for the latter) which made him a tad wasted really. Maybe worth spawning the enemy bosses at the start and making the ally rescue optional? Realise this stops folk potentially seeing some of the text but they'd still have option of finding him if required (on a defender for example). Saves having to scout map twice if you don't want to. However, the general premise was good, it felt in tune with the story and I didn't miss the extra damage of the ally so not much to moan about.
Mission 4
Slight aside - you're missing a space at start of third paragraph on the mission intro. Liked this mission, once again felt suitably chaotic. Was slightly confused by the destructible computer terminals that don't seem to do anything (?) but felt that was in keeping with the general chaotic freakiness of the arc so didn't jar. Didn't like the fact that I couldn't place the bombs until the terminal was down, meant backtracking a couple of floors when I'd spotted the glowie on the way up but that's personal preference. Generally a good mission and blowing the place up felt totally in line with the theme.
Mission 5
Great final mission. Sadly Lockdown spawned behind the ballista making him less than useful however that didn't matter as the EB was perma confused anyway and the damage from the first tank boss (organiser) helped me take him down quick enough. Nice touch adding in Longbow coming to stop the event and rounded out a good mix of enemy groups for the arc. Mission felt suitably chaotic throughout and choosing the map from the original arc's final mission tied it up well. Last glowie gave a suitable end to the arc and just felt right to me.
Conclusion
Thought that the premise was well thought out and well written throughout. Mission contact was excellent with some good (and at times that rarest of things, funny) dialogue and the clues, chat between mobs, etc was of a high standard with good ideas. Missions were about the right length, maps were of a sensible size and mix of enemy groups kept it interesting. Please get rid of the purple text on the mission intros though, it's a nightmare to read
Final souvenier was a good summary of the arc except that it references a mission that has either been changed or wasn't at all what I thought I was doing - talks about rescuing Doctor Zapster in the souvenier. Personal nit pick preference also - prefer it when folk put the arc ID on the souvenier as I'm lazy when finding them again.
Overall I'd say a five star (certainly in comparison to a lot of other missions I've played) and have marked it so. Realise that's a personal opinion and I've put quite a few nitpicks down but each to their own, I thought it was very enjoyable and of a high standard therefore it's a five star in my book. Others will have different opinions no doubt but to me I don't see any of the above points as flaws that would stop my enjoyment. Given the support you're optionally given as well, it should be easy enough to do on any AT which is also important.
I'll throw an arc into the mix when I've finished writing it, in the middle of tidying it up just now. I like the idea of a MA club, it's easier to fit into my lifestyle than a book club is! Good idea to set up, hope it continues to catch on. -
Howdy, would appreciate any feedback / comments on the following build. Currently toon is 31 and excellent fun so planning out his lvl 50 build. Should probably point out that I've gone for comfortable permadom using hasten and just scraping the S/L softcap. I'm relying on the hefty +acc global bonuses quite a bit and am likely to go down the Recharge alpha route (although not sold on that yet, just feel it's likely to be most useful).
It's my first real go at a dominator so any feedback would be welcome. Thanks in advance.
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Hypno Goat: Level 50 Magic Dominator
Primary Power Set: Mind Control
Secondary Power Set: Psionic Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Mesmerize- (A) Lethargic Repose - Accuracy/Recharge: Level 50
- (48) Lethargic Repose - Accuracy/Sleep/Recharge: Level 50
- (50) Lethargic Repose - Accuracy/Sleep: Level 50
- (A) Devastation - Chance of Hold: Level 50
- (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
- (3) Basilisk's Gaze - Recharge/Hold: Level 30
- (9) Basilisk's Gaze - Accuracy/Hold: Level 30
- (9) Basilisk's Gaze - Accuracy/Recharge: Level 30
- (13) Lockdown - Recharge/Hold: Level 50
- (31) Lockdown - Endurance/Recharge/Hold: Level 50
- (A) Kinetic Combat - Accuracy/Damage: Level 35
- (5) Kinetic Combat - Damage/Endurance: Level 35
- (7) Kinetic Combat - Damage/Recharge: Level 35
- (13) Kinetic Combat - Damage/Endurance/Recharge: Level 35
- (A) Perplex - Accuracy/Recharge: Level 50
- (11) Perplex - Accuracy/Confused/Recharge: Level 50
- (11) Perplex - Recharge/Confused: Level 50
- (15) Perplex - Endurance/Confused: Level 50
- (31) Malaise's Illusions - Accuracy/Confused/Recharge: Level 50
- (A) Recharge Reduction IO: Level 50
- (25) Recharge Reduction IO: Level 50
- (27) Recharge Reduction IO: Level 50
- (A) Decimation - Accuracy/Damage: Level 40
- (15) Decimation - Damage/Endurance: Level 40
- (17) Decimation - Damage/Recharge: Level 40
- (17) Decimation - Accuracy/Endurance/Recharge: Level 40
- (48) Decimation - Accuracy/Damage/Recharge: Level 40
- (A) Fortunata Hypnosis - Chance for Placate: Level 50
- (21) Fortunata Hypnosis - Sleep/Recharge: Level 50
- (23) Fortunata Hypnosis - Accuracy/Sleep/Recharge: Level 50
- (23) Fortunata Hypnosis - Accuracy/Recharge: Level 50
- (25) Fortunata Hypnosis - Sleep/Endurance: Level 50
- (A) Winter's Gift - Slow Resistance (20%): Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (A) Positron's Blast - Accuracy/Damage: Level 50
- (19) Positron's Blast - Accuracy/Damage/Endurance: Level 50
- (19) Positron's Blast - Damage/Range: Level 50
- (33) Positron's Blast - Damage/Endurance: Level 50
- (34) Positron's Blast - Damage/Recharge: Level 50
- (A) Unbreakable Constraint - Accuracy/Hold/Recharge: Level 50
- (21) Unbreakable Constraint - Chance for Smashing Damage: Level 50
- (36) Unbreakable Constraint - Hold/Recharge: Level 50
- (36) Unbreakable Constraint - Accuracy/Recharge: Level 50
- (36) Unbreakable Constraint - Endurance/Hold: Level 50
- (A) Doctored Wounds - Heal: Level 50
- (27) Doctored Wounds - Recharge: Level 50
- (29) Doctored Wounds - Heal/Recharge: Level 50
- (29) Doctored Wounds - Heal/Endurance/Recharge: Level 50
- (42) Endurance Modification IO: Level 50
- (45) Doctored Wounds - Endurance/Recharge: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (A) Glimpse of the Abyss - Endurance/Fear: Level 50
- (37) Glimpse of the Abyss - Fear/Range: Level 50
- (46) Glimpse of the Abyss - Accuracy/Endurance: Level 50
- (46) Glimpse of the Abyss - Accuracy/Fear/Recharge: Level 50
- (46) Glimpse of the Abyss - Accuracy/Recharge: Level 50
- (A) Enfeebled Operation - Endurance/Immobilize: Level 50
- (31) Enfeebled Operation - Immobilize/Range: Level 50
- (34) Enfeebled Operation - Accuracy/Immobilize/Recharge: Level 50
- (39) Enfeebled Operation - Accuracy/Immobilize: Level 50
- (A) Kinetic Combat - Accuracy/Damage: Level 35
- (37) Kinetic Combat - Damage/Endurance: Level 35
- (40) Kinetic Combat - Damage/Recharge: Level 35
- (43) Kinetic Combat - Damage/Endurance/Recharge: Level 35
- (A) Coercive Persuasion - Confused/Recharge: Level 50
- (33) Coercive Persuasion - Accuracy/Confused/Recharge: Level 50
- (33) Coercive Persuasion - Accuracy/Recharge: Level 50
- (34) Coercive Persuasion - Contagious Confusion: Level 50
- (37) Coercive Persuasion - Confused/Endurance: Level 50
- (A) Endurance Reduction IO: Level 50
- (A) Obliteration - Damage: Level 50
- (39) Obliteration - Accuracy/Recharge: Level 50
- (39) Obliteration - Accuracy/Damage/Recharge: Level 50
- (40) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
- (40) Obliteration - Damage/Recharge: Level 50
- (50) Obliteration - Chance for Smashing Damage: Level 50
- (A) Positron's Blast - Accuracy/Damage: Level 50
- (42) Positron's Blast - Damage/Endurance: Level 50
- (42) Positron's Blast - Damage/Recharge: Level 50
- (43) Positron's Blast - Damage/Range: Level 50
- (43) Positron's Blast - Accuracy/Damage/Endurance: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (45) Luck of the Gambler - Defense: Level 50
- (45) Steadfast Protection - Resistance/+Def 3%: Level 30
- (48) Steadfast Protection - Knockback Protection: Level 30
- (50) Luck of the Gambler - Defense/Endurance: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (A) Endurance Reduction IO: Level 50
Level 1: Brawl- (A) Empty
Level 1: Sprint- (A) Empty
- (A) Empty
- (A) Run Speed IO: Level 50
- (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (3) Miracle - +Recovery: Level 40
- (A) Jumping IO: Level 50
- (A) Performance Shifter - Chance for +End: Level 50
- (5) Performance Shifter - EndMod: Level 50
- (7) Endurance Modification IO: Level 50
------------
Set Bonus Totals:- 10% DamageBuff(Smashing)
- 10% DamageBuff(Lethal)
- 10% DamageBuff(Fire)
- 10% DamageBuff(Cold)
- 10% DamageBuff(Energy)
- 10% DamageBuff(Negative)
- 10% DamageBuff(Toxic)
- 10% DamageBuff(Psionic)
- 14.88% Defense(Smashing)
- 14.88% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 7.375% Defense(Energy)
- 7.375% Defense(Negative)
- 3% Defense(Psionic)
- 11.75% Defense(Melee)
- 5.188% Defense(Ranged)
- 3% Defense(AoE)
- 2.25% Max End
- 4% Enhancement(Heal)
- 2.75% Enhancement(Terrorized)
- 3% Enhancement(Immobilize)
- 102.5% Enhancement(RechargeTime)
- 4% Enhancement(Sleep)
- 71% Enhancement(Accuracy)
- 5.5% Enhancement(Confused)
- 5% FlySpeed
- 72.49 HP (7.127%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 8.25%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 2.2%
- 20.5% (0.342 End/sec) Recovery
- 16% (0.679 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 9.45% Resistance(Fire)
- 9.45% Resistance(Cold)
- 1.875% Resistance(Negative)
- 5% RunSpeed
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1392;699;1398;HEX;| |78DA6594DB4E13511486F7B4534A4BA1948314CAA1AD1C0B141ABD3588805043B54| |AE2315AC7328149EA4CD3198DDCF90A9E828717F0DED39D17FA0A6A4C447D0151BC| |51130F75F55FBB94A493345FF7BFFFEEF5EFBDF63473633E20C4CD19A104E70A9A6| |DE7E6ADAB86A93956C993D1D68CBC7F69A3685AD1454B73BC4288FEDDE9DC9C653A| |25AB90CC18E66A7510AB4DCFDAB676ADE024B3B6619946BE3A0EA5CD75BDA49B4EB| |2FAC59FB5689595A2AEAF06F07559D78A86B916AC0E56F592BD6E144318A7CDEB86| |6D5C310A86B3D1B35034F2C9745ECF6534DBD14B1BB5F061CA3A449F436E219FB24| |BBC54844889A95740EA35E0AD1984782C2AD20C490A4B1EE5BD4B883EE17A0734BE| |61BC05023F5D157BFF2FA0917EC56B95DDEE2C212ED49340C32920B0021C2693877| |DAAE70B32F87718DF81966DA0FF0710A753F72ABC01EF38F285193D0C3FADE793EB| |F9360923A2E53ED0FA80F110987A04CC92BD49DA9B2E2079C71960DF59C639207C1| |ED84FE59BE5F13447DC309014E44422D889904D3411928B869E2056DB0BC67320FA| |14883D03E6C8DE2EEDED4739439ACB2D3016194B4080EC9D42453F3A4FA0604F16E| |8CD308E036351AC3EB18C51886276C9985D1C739E16EA9675BBB7200D7E02263F32| |3E333E00CD648FC88E466E7153EE00B1BBC0F03DC0E7AEDC06F6F571E707B9F323D| |CF904777E817C03B2FCC0456C2D7A899103621A30781968A30DC4E506E2316C2DE8| |E65B5D3989A1DF700DFF61FC0346CA8CBF404AA061616ACDA8AC3BCADD19E37E8C7| |13F12DCA404B72C42F671AEAB8EF3C14D74302AE7D927A6C240AA954F89622665CC| |24DB8F50D9697969A63979AFBAE7352BD323E235A59CA89B9DAE535275CA813AE56| |09DB25CA764D5DDB75B2850B6FDA4C81D289388FBAD2629CA696CCA754CA9BC3F5F| |F79A4761DEA9492E651327AFDE061AF846FA5A77FF1ACAFF0176CAEB04| |-------------------------------------------------------------------|
-
Was wondering if anyone had any pointers on the build below. On 41 now and looking at the lvl 50 build.
For ref, I've built with the following in mind -
Not bothered about exemping
Not bothered about ST damage
Can survive a reasonable amount of aggro through soft cap def and serious knock-up but not overly bothered about tanking for long periods or STF / LRSF type tanking
Huge amounts of AOE
AOE immob just for a filler really although may come in handy (very) occasionally
Got a little range for pulling through the vet temps so no need for ranged.
Reasonable amounts of regen and recovery (aoe should be providing enough insps to combine for emergency purposes)
No purples / PvP IO
Feel the extra def from CJ / Man to get to soft cap levels permanenly is more beneficial than One with the Shield occasionally
Realise there's a wasted 3% damage buff but I can live with that
Planning on going down recharge/healing alpha route
Having said that, this is the build, would be grateful for any feedback -
Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/
Elec SD Brute: Level 50 Science Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
------------
Level 1: Havoc Punch Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dam%(46)
Level 1: Deflection LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(7)
Level 2: Jacobs Ladder Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-%Dam(46)
Level 4: Battle Agility LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx(15)
Level 6: Hasten RechRdx-I(A), RechRdx-I(17)
Level 8: Thunder Strike Oblit-Dmg(A), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(50)
Level 10: Active Defense RechRdx-I(A), RechRdx-I(15)
Level 12: True Grit S'fstPrt-ResDam/Def+(A), Heal-I(17), Heal-I(37)
Level 14: Super Jump Jump-I(A)
Level 16: Against All Odds EndRdx-I(A)
Level 18: Chain Induction Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(29), Mako-Dmg/Rchg(31), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Dam%(43)
Level 20: Phalanx Fighting LkGmblr-Rchg+(A)
Level 22: Build Up RechRdx-I(A), RechRdx-I(33)
Level 24: Boxing Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(34)
Level 26: Tough Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(36), Aegis-EndRdx/Rchg(36), Aegis-ResDam/EndRdx/Rchg(36), Aegis-ResDam(43)
Level 28: Weave LkGmblr-Def(A), LkGmblr-Def/EndRdx(37), LkGmblr-Rchg+(37)
Level 30: Combat Jumping LkGmblr-Rchg+(A)
Level 32: Lightning Rod Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), RechRdx-I(40)
Level 35: Shield Charge Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(43)
Level 38: Maneuvers EndRdx-I(A)
Level 41: Electrifying Fences Acc-I(A)
Level 44: Ball Lightning Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/Rng(46), RechRdx-I(50)
Level 47: Taunt Mocking-Taunt(A), Mocking-Taunt/Rchg(48), Mocking-Taunt/Rchg/Rng(48), Mocking-Acc/Rchg(48), Mocking-Rchg(50)
Level 49: Grant Cover DefBuff-I(A)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Run-I(A)
Level 2: Rest IntRdx-I(A)
Level 1: Fury
Level 4: Ninja Run
Level 2: Swift Run-I(A)
Level 2: Hurdle Jump-I(A)
Level 2: Health Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(9), Numna-Heal(19), Mrcl-Rcvry+(19), RgnTis-Regen+(21), Mrcl-Heal(21)
Level 2: Stamina P'Shift-End%(A), P'Shift-EndMod(23), EndMod-I(23), EndMod-I(25)
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1603;743;1486;HEX;|
|78DAA553DB4E535110DDA717A1B4A5AD500A054AC12250A4B 6828997441305120C2|
|49006356AAC4DD9D003B5346D51F0C90FF0C9179FFC0A6F89 FE81773FC4CBBB4A9D|
|99B50B247DF4A45DEB9CB5CFCC9A3D73F6D2EEAC4FA9C7979 5E5BD5ACAD76AB92BD|
|59DBA6ECB166C5D2E68FF5C4917E2D9D93854A5D480DCE596 7449EB14AFD6AB7621|
|5F82601667F5BA2ED7742A5BB47569ADF9185A2817755597E BA9E64DC7F2F676299|
|5AD68BDE693DB459DAFD8E50DBF3CCCDB1BC53A3D059A4B6B BA5A2BDA95F05CC52E|
|A44C193BB9A57CADAEAB7BBD54DB59FAEFABE6D570AB75A28 C726C808A422E1BB42|
|934B525F49E7AA02C8972A8B0C5D2B16E5050A8D15CA7B4D6 6F074BED7F843AFE82|
|F6857C0DA129E564FA40699D26AD13697D48DB89B423D4523 75EB0DC93524A10649|
|1DA660CDB60D80BC3280CA3301C806106869FC8D08328CB83 449DA08FB4E235A578|
|237433A8820959498022E4E647A8F28F8BF49962025C08498 16191783721535608E|
|D1D407B63686F0CED8DA1BD49B4F70B25EA82B9EA421FB89B 6153691825C6CDCEA9|
|9088B188C0220E8B382C8661310C8B61583829AA0F16AEBEB 4589CC880CE80A6859|
|233422E7ABDDFB4A31F2349602409D4D7432F0C9A920721F1 A0864C61430FC4F5E4|
|43D02E684F68EC1108DBF9467B1F31512318E418063981414 E609013186412830C9|
|1FDA8B11F45EBEFD1C2B819D07854A43C499326F7E40B914E BD04BD02BDC157FE5A|
|28838A1C9437852857AA28AEA76DD026680BDFD47DA1AFB48 1B429251DC3C85D078|
|78C7E74A9C5A3CA94BCB4EC3A3832CAEA1769DE7570CCFEEB 7AEB6BBA79563A08B3|
|0CAB0C37186E32DC62B8CD7087E12E438EA1F1EE203A708E0 B3ACF7081E12243384|
|8F084DF6CF31278197C0C7E864E86004390A18B21CAF09CA1 E1A1602736DDF84E39|
|2CD3380B3DF97154C221FB7928B9ADEBF2A1B5AF081D5F055 D231A53DD97E4D0762|
|FC8D3AFC328A7F54CE6D4F3141497B4BDA074CBA4922D4AA6 45996951A65B94C369|
|FC03DEBF2AAA|
|-------------------------------------------------------------------|
Thanks in advance -
Thanks for the feedback. Yes, the extra 12% regen was indeed the kind of obvious flaw feedback I was looking for.
In terms of other feedback, to be fair I probably should have pointed out in the original post but I am well aware of the general theme of any /regen going for recharge. I have in fact respec'd out of a recharge heavy build as I was more interested in a heavy base regen / def build than constantly clicking heals.
"I apologize for my rudeness. Seemed that the OP thought that this was the be all, end all best build (built for war)."
That's a pretty big assumption to make - nowhere did I suggest anything along those lines. "Built for War" is because I was sharing it with @Warengine who was also looking at a heavy base regen build. I had mentioned that I'd managed to get pretty much soft cap def 40%(ish) of the time with 760% base regen and around 15% base def the rest of the time without purples and he had asked to see the build. Hence the post.
For ref, with the alpha slot for recharge/healing, I'm finding the build really good fun to play and certainly more survivable than the build I came out of (169% global recharge bonuses). Also covered the cost of the build and made a reasonable amount of inf selling on my main +recharge IO's as a bonus. Lack of def debuff resistance however does bite into the def quickly on large mob sizes with def debuffs.
And btw, please don't "make bullet points of problems, because there were a lot" - I've respec'd now, find it fun and would probably disagree with you as I'm not going for min/max build, I'm going for something fun to play.
As an example, even though I'm now locked in to the slots, I know I could without changing slotting put a +recharge LOTG into Shadow Meld but I'm happier with the extra 2% def than 7.5% recharge, etc. I'm also happier to save myself around 200M inf doing so :P -
Build to show friend - if anyone's got any comments in obvious flaws, happy for feedback. Going non purple.
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Level 50 Technology Scrapper
Primary Power Set: Spines
Secondary Power Set: Regeneration
Power Pool: Flight
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Hero Profile:
------------
Level 1: Lunge P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(25), C'ngImp-Acc/Dmg/Rchg(46), C'ngImp-Acc/Dmg/EndRdx(46), C'ngImp-Dmg/EndRdx/Rchg(50)
Level 1: Fast Healing Numna-Regen/Rcvry+(A), Numna-Heal(3), RgnTis-Regen+(3), Heal-I(5), Heal-I(5)
Level 2: Spine Burst Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(15), Sciroc-Dmg/EndRdx(17), Sciroc-Acc/Rchg(17), Sciroc-Acc/Dmg/EndRdx(31)
Level 4: Reconstruction Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(11), Dct'dW-Rchg(15), Dct'dW-Heal/Rchg(46)
Level 6: Fly Frbd-Fly(A), Frbd-Stlth(13)
Level 8: Quick Recovery EndMod-I(A), EndMod-I(9)
Level 10: Dull Pain Numna-Heal/Rchg(A), Numna-Heal(13), Dct'dW-Heal/Rchg(21), Dct'dW-Rchg(43)
Level 12: Build Up RechRdx-I(A), RechRdx-I(34), AdjTgt-ToHit/Rchg(34)
Level 14: Impale Thundr-Acc/Dmg/Rchg(A), Thundr-Dmg/EndRdx/Rchg(19), Thundr-Dmg/Rchg(21), Thundr-Acc/Dmg/EndRdx(37)
Level 16: Integration Heal-I(A), Numna-Heal/EndRdx(23), Numna-Heal(23)
Level 18: Quills Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(19), M'Strk-Dmg/EndRdx(34), M'Strk-Acc/Dmg/EndRdx(37)
Level 20: Combat Jumping LkGmblr-Rchg+(A)
Level 22: Hasten RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 24: Boxing P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(25), Rope-Acc/EndRdx(27), Rope-Acc/Rchg(29)
Level 26: Ripper Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(40), Sciroc-Acc/Rchg(43), Sciroc-Acc/Dmg/EndRdx(43)
Level 28: Instant Healing Numna-Heal(A), Numna-Heal/Rchg(29), Dct'dW-Heal/Rchg(42), Dct'dW-Rchg(42)
Level 30: Tough RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(31), RctvArm-EndRdx(31), S'fstPrt-ResDam/Def+(33)
Level 32: Throw Spines Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(39), Posi-Dam%(40), Posi-Acc/Dmg/EndRdx(40)
Level 35: Weave S'dpty-Def/EndRdx(A), S'dpty-Def(36), LkGmblr-Rchg+(36), LkGmblr-Def/EndRdx(36)
Level 38: Moment of Glory RechRdx-I(A), S'dpty-Def/Rchg(39), S'dpty-EndRdx/Rchg(39)
Level 41: Moonbeam Mantic-Acc/ActRdx/Rng(A), Mantic-Acc/Dmg(42)
Level 44: Shadow Meld S'dpty-Def/Rchg(A), S'dpty-Def/EndRdx/Rchg(45), DefBuff-I(45), RechRdx-I(45)
Level 47: Summon Widow SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(48), SvgnRt-Acc/EndRdx(48), SvgnRt-Acc/Dmg/EndRdx(48), SvgnRt-Acc(50), SvgnRt-PetResDam(50)
Level 49: Revive RechRdx-I(A)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest IntRdx-I(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 2: Swift Flight-I(A)
Level 2: Hurdle Jump-I(A)
Level 2: Health Heal-I(A), Heal-I(7), Heal-I(7)
Level 2: Stamina EndMod-I(A), P'Shift-End%(9), P'Shift-EndMod(11)
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1589;762;1524;HEX;|
|78DAA5945B6F124114C767818AC072E985DEA12DF44A5B6CA 3265E127DB0ADAD968|
|496DA27B559E948899B05816AD1173F804FBEF8647A89FA05 D4A8F14318BF4563A2|
|D65BE2838AE732D0363CBA81F39B3DF39F3367CFECD9C4C69 42EC483F342F35D308|
|D627125952E18F9BC2CB897647ACDCA99B94C59388510C1EA C44A429A52C617D6B3|
|A6590CD5BC53F2A6B48A32BE2833D29205A394CD598D73D69 A2C48AB14AF0E3CC95|
|CCE8CCF98D9CC5A49A7F1BC34F2592BE3A69B545ECA552F6B 5002131DD3F96C3A9E|
|2A19E62DD825955B37571246B1240BE576C8EA24FC37313DB A2A0E310B0889F639C|
|2781A3029C6570993923085724DC9973574D9AE30CE69B8CA D14F3A852DA752835C|
|BB432EDF06217097512684EF11A6416E67B9DD9EA2B0EE258 22F49184F103CA06BE|
|02CB486DFE4D2FF106660C6A9669CBD14F428E322CCB8546C 17C7D639F3160E1AE3|
|2DB641E7619DCD334A4BFB14366D881D10785520EF16CD34E D105A3609FDDB8459D|
|0F939159B9FCBD1BA405BB4F2BE4F41D0C8027B2397A389EB D0779B03957815E89A|
|59279A83B43402AEA08A1DE4EC7A0F4103419B4AB2EDD0B17 6DEA708DD65C233D07|
|5A803EAE003EAE45486F89C627C40314EEC12C8BB54D82E7E 8A6EAEE5081771848B|
|68075D483D5A280C8321118E30A284DE367A5B9E83AE476DD FF3821FFA2561F0156|
|7F186F19ADF2A904754D8C85F8181A2368A17E5BA44038479 D00DA8331CE0820C56|
|483E2848BE0B6FD9300BB4E10F2418794FF8050D3DAA9E709 4D78C69B4662C4C823|
|18EF71122C459D710DF23D7B1AF8C6F8CEFDC373F183F0997 21B1095E25263850B7|
|A3D680F0834BCCD779928E5A1B09AD8B96F5386A8DF85FD75 BBD1AC7B5E886D1121|
|891C4D1328EAEA2B986B7D77164E0E8069A34DE56DEE9D554 FDA730A1D368CEA039|
|8B261800F310954E6C290F1A1D8D178D0F8D1F4D004D339A4 E344FD0545C81DAC7A|
|0F209B7542DA045A9009F0FBA86C9F565DF65D3B8E38E1CC2 DE4181FA3A3CA6A676|
|3F224CD4953E56E799ACF39CA8F31CAFF3EC57FC1FBDF82B4 0|
|-------------------------------------------------------------------|
Hope that worked. -
Looking at the changes to epics for scrappers (finally) and wondered if anyone had an opinion on the two options I see for my Spine/Regen.
Either a) go for physical perfection and try dropping fitness pool to free up power or b) go blaze for melt armour as aoe debuff on an aoe machine has got to be a good thing.
Any opinions? Not bothered by dropping 1st power in fitness btw. -
Well that's a hell of a lot of replies
Just a few points I'd make -
[ QUOTE ]
I tended to find 4 star arcs w/higher numbers (30-50) to be worlds better than 5 star arcs w/10 votes, for example
[/ QUOTE ]
Yup, agree with you Xem, trying to give other arcs a chance that have less run throughs though.
[ QUOTE ]
Also, SFMA is not an indicative of quality.
[/ QUOTE ]
In my opinion it damn well should be to an extent. If you're claiming your arc is story focused, you've gone to the bother of marking it as such, etc then you should at least have gotten most of they typo's out and tested it a bit. It doesn't feel very story focused to have (for example) an objective saying "Destroy 4 x" which then completes when you kill one x or where the contact says "Hi target" to you as the very first thing you see - unbelievably immersion breaking and easy to pick up from rudimentary testing - surely refine your arc before using the tag makes sense.
[ QUOTE ]
the author tries to make a Story Focused Mission Arc. If he succeeds or not is is another thing. There is no guarantee that you will like arcs, even ones with a lot of votes.
[/ QUOTE ]
Yep, fine with that. Don't mind a story / arc I'm not fond of, it's the broken ones I've got an issue with.
[ QUOTE ]
Low ID means an arc was in beta. Which means it has been around longer, which hopefully means author had time to both make a decent story and throughly test it.
[/ QUOTE ]
Although picked up later in the thread, this just isn't true for two reasons -
1) A large proportion of beta arcs have lain untouched since beta including the ones that had to be stripped down after the 10% size bloat when I14 went live which caused lots of bugs.
2) Saving an arc locally, unpublishing and republishing an arc gives it a new ID. The reason I know this is because I did it. The arc in my sig was around in beta, has been refined by over 40 playthroughs over the time since beta and has had numerous bugs identified and removed however you won't be able to tell that by arc ID. The reason I've unpublished and republished the arc is simple - it's now in what I consider to be polished enough state to be judged from a clean slate as a finished product rather than a changing arc under constant refinement which is why I've now added the SFMA tag to it. I also didn't realise it would be looked down at for having a high ID number
[ QUOTE ]
My advice at the moment would be to use the City Of Guides missions as a reasonable list to play.
[/ QUOTE ]
Yes, I wholeheartedly agree - have been working my way through them and there's quite a few gems on there. -
Wading through the piles of farm/broken arcs, I've been searching through the arcs marked SFMA hoping to get some nice, well written arcs.
In reality, what I've found is that seven out of the seven I've played with 8 - 9 playthroughs at 5 stars are just shoddy with a total lack of testing/refining - lots of typos, plain wrongly labelled objectives, random maps that don't accomodate the number of objectives and thus simply don't work and have to be restarted till a map that can accomodate is randomly picked, Extreme/Extreme MM/Kin or Ill/Mind mobs for the hell of it, etc. Have stayed away so far from the ones with 30+ playthroughs as I'm trying to be nice and play the ones that haven't been seen as much.
Most of the SFMA tags are Long / Very Long so it's pretty time consuming playing through lemons. Creative story telling from the user base is what MA should be about, not the gratuitous farming that's taking place and I hoped this tag would be the way of cutting through the majority of farm/test arcs. I can take bad story telling but I'm disheartened by just plain broken arcs with no testing.
So, the question is, have I just been desperately unlucky and picked the 7 lemons where someone's got half a dozen of their mates to 5 star it or is that the findings of anyone else that's using the SFMA tag? And if I am unlucky, any recommendations of some decent arcs in the category?
TIA -
Col, have pm'd you ingame but putting post also for the sake of completeness. Following comments of testers, I've taken down and republished 79300 as 92781 (Praetorian Earth Invasion).
Could you change in your list to replace 79300 with 92871 please. Looking forward to the review, all been very indepth and objective so far
TIA -
I suspect it's broken because the spawn is set as "back" and you've probably got a few "Any" position patrols spawning on the map. When they spawn at the back, it seems to take up the space accomodatable for ambushes and patrols from the map selection screen and doesn't spawn the boss.
Took me a while to figure this out myself on my own arc - had 3 spawns in the final room including an ambush from one of those spawns which took up the 4 available "back" positions. Worked fine sometimes, failed to create a spawn at other times making arc unfinishable. Once I went through the patrols and set them for the middle rather than back, not had any problems at all with it.
Might not be what's causing your problem but would suggest looking at it - took me a while to figure out that's what the problem was. Since by their nature patrols move from their starting position, wasn't obvious to me at first. -
Sounds like your going to be very busy but if you get time, I'd like some feedback on the following serious arc if possible -
79300
Heroic morality
4 missions:-
Mission 1 - EB no allies
Mission 2 - glowie pickup
Mission 3 - EB with numina ally
Mission 4 - 5 EB's but 3 buff/debuff EB allies
Soloable easy enough from the testing I've done so far.
TIA -
Goal is general meatshield build aiming for soft cap def where it matters and (importantly) a reasonably cheap build.
Got a perma-DP Inv/Stone and very rarely need to have it up perma and that's with much lower def so not too concerned about the lack of +recharge tbh. -
Have got the following build and looking for some advice on any changes. Highlights is capped res to S/L coupled with 38% def to S/L (which doesn't worry me due to my stupidly high res), 44% def to N/E and 46% def to Fire/Cold (all with only one enemy in aura). Typed defense pretty decent also for help with psi damage.
However I'm sure it can be improved - any suggestions?
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Wee Rab: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Dark Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Hero Profile:
Level 1: Temp Invulnerability -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(3), Aegis-ResDam/EndRdx/Rchg(3), TtmC'tng-ResDam/EndRdx(5)
Level 1: Shadow Punch -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(23), Cloud-Acc/Rchg(31), Cloud-ToHitDeb/EndRdx/Rchg(31), Cloud-Acc/EndRdx/Rchg(33), Cloud-%Dam(33)
Level 2: Dull Pain -- RechRdx-I(A), RechRdx-I(5), Heal-I(7), Heal-I(7), Dct'dW-Heal/Rchg(9)
Level 4: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A)
Level 6: Hurdle -- Jump-I(A)
Level 8: Unyielding -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(9), Aegis-ResDam/EndRdx/Rchg(11), TtmC'tng-ResDam/EndRdx(11)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(13), Mocking-Taunt/Rchg/Rng(13), Mocking-Taunt/Rng(15), Mocking-Rchg(15), Mocking-Acc/Rchg(50)
Level 12: Combat Jumping -- DefBuff-I(A), Zephyr-Travel(42), DefBuff-I(48), Zephyr-Travel/EndRdx(50)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- Heal-I(A), Heal-I(17), Heal-I(17), Numna-Regen/Rcvry+(19), Mrcl-Rcvry+(19)
Level 18: Invincibility -- RedFtn-EndRdx(A), RedFtn-Def(21), RedFtn-Def/EndRdx/Rchg(21), RedFtn-Def/Rchg(23), RedFtn-Def/EndRdx(46)
Level 20: Stamina -- EndMod-I(A), EndMod-I(25), P'Shift-End%(25), P'Shift-EndMod(27)
Level 22: Siphon Life -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(27), P'ngS'Fest-Dmg/Rchg(29), Nictus-Acc/Heal(29), Nictus-Heal(31), Nictus-Acc/EndRdx/Rchg(48)
Level 24: Boxing -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(37), P'ngS'Fest-Dmg/Rchg(37), Rope-Acc/EndRdx(39), Rope-EndRdx/Stun(39)
Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(33), DefBuff-I(34)
Level 28: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(34), Aegis-ResDam/EndRdx/Rchg(34), TtmC'tng-ResDam/EndRdx(36)
Level 30: Weave -- RedFtn-Def(A), RedFtn-Def/EndRdx(36), RedFtn-EndRdx(36), DefBuff-I(37)
Level 32: Unstoppable -- RechRdx-I(A)
Level 35: Soul Drain -- Erad-Acc/Rchg(A), Erad-Dmg(40), Erad-Dmg/Rchg(42), Erad-Acc/Dmg/EndRdx/Rchg(43), Erad-%Dam(43), Erad-Acc/Dmg/Rchg(48)
Level 38: Dark Consumption -- Mocking-Taunt/Rng(A), Mocking-Taunt(39), Erad-Dmg/Rchg(40), Erad-Acc/Rchg(40), Erad-Acc/Dmg/Rchg(43), Erad-Acc/Dmg/EndRdx/Rchg(50)
Level 41: Hasten -- RechRdx-I(A), RechRdx-I(42)
Level 44: Midnight Grasp -- Mocking-Acc/Rchg(A), Mocking-Rchg(45), Mocking-Taunt/Rchg(45), Mocking-Taunt(45), Dmg-I(46), Dmg-I(46)
Level 47: Resist Elements -- ResDam-I(A)
Level 49: Resist Energies -- ResDam-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]2% DamageBuff(Smashing)[*]2% DamageBuff(Lethal)[*]2% DamageBuff(Fire)[*]2% DamageBuff(Cold)[*]2% DamageBuff(Energy)[*]2% DamageBuff(Negative)[*]2% DamageBuff(Toxic)[*]2% DamageBuff(Psionic)[*]8% Defense(Smashing)[*]8% Defense(Lethal)[*]17.1% Defense(Fire)[*]17.1% Defense(Cold)[*]15.2% Defense(Energy)[*]15.2% Defense(Negative)[*]3% Defense(Psionic)[*]5.5% Defense(Melee)[*]14.3% Defense(Ranged)[*]12.4% Defense(AoE)[*]11.3% Max End[*]9% Enhancement(Accuracy)[*]18.8% Enhancement(RechargeTime)[*]10% FlySpeed[*]119.5 HP (6.38%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]MezResist(Confused) 2.5%[*]MezResist(Held) 8%[*]MezResist(Immobilize) 6.9%[*]MezResist(Sleep) 2.5%[*]MezResist(Stun) 2.5%[*]MezResist(Terrorized) 2.5%[*]22% (1.72 HP/sec) Regeneration[*]2.52% Resistance(Fire)[*]2.52% Resistance(Cold)[*]25% RunSpeed[*]2% XPDebtProtection[/list]
TIA -
Thanks all those who participated in the TF's, I've got a shiny new TF Commander accolade and both posi and synapse done in a combined time of under 5.5 hours - not bad at all.
Special thanks to Fog of the Senses who tortured himself by doing both and to Sargatanas who provided hilarity in his ability to spend more time dc'd than on the TF
Thanks all. -
Hmm, thx.
Got 76.25% global recharge from bonuses on my ill/stormie with a couple of FF Recharges on top which gives me down time of between 9 and 5 seconds depending on how often the procs fire and I just can't see where I can squeeze further recharge in without gimping the build. A cheeky wee purple fear set with recharge would help but I just can't see it in I13
I'm looking at my ill/rad instead now to see what IO global recharge I need to aim for on that. Cheers for the info. -
Indeed - hope you get better soon, flu is unpleasant. You truly have shown your true colours as a hero by going to work ill though
Anyroad, updated looks like this -
1) Big Rab - Inv/Stone Tank
2) Ultimate Solution - AR/Dev Blaster
3) Doc Anton Freeze - Emp/Ice Def
4) @Clawed - Dark/Dark Def
5) Fog of Senses - Ill/Storm Troller
6) @Bogs - Claws/Regen Scrapper
7) Cybertronic Fury - MA/Regen Scrapper
8/Reserve) @Nightmarer - random toon
See you all at 8 by posi -
Assuming hasten auto-fires 3 slotted with lvl 50 recharge IO's and there's 3 lvl 50 recharge IO's in PA itself, can anyone tell me what is the global recharge required for perma-PA?
TIA -
According to the "Show Detailed Info", this is supposed to be AoE with a small range (8.2ft, 5 max targets) but I've completely failed to hit anything other than the targetted mob with it no matter how tightly knit the mobs are. Granted I've not slotted it up yet but even against greys it only seems to hit one mob.
Is this right? It's on a Inv/Dark build and Inv/anything is a tight build so for a single target fear it's just not worth it but I'm feeling like I'm missing what should be a defining power in the /Dark set.
Does anyone get any usage out of it except a Dark/Dark? -
Wondered what happened to you Wilf - was gutted you disappeared on final mission.
Still, we gave you 20 mins and still managed TF in 3:15 so thanks everyone who joined, was fun. -
So updated looks like -
1) Big Rab - Inv/Stone Tank
2) Ultimate Solution - AR/Dev Blaster
3) Doc Anton Freeze - Emp/Ice Def
4) @Clawed - Dark/Dark Def
5) Fog of Senses - Ill/Storm Troller
6) @Bogs - Claws/Regen Scrapper
7)
8)
With Terremoto Express on reserve if folk are late turning up/Defcon can make it early.
Any more interest? -
Updated list -
1) Big Rab (Inv/Stone tank)
2) Mrs Sparrow (Fire/Rad Troller)
3) Bog Monster (BS/WP scrapper)
4) Leos (Nrg/Nrg Blaster)
5)
6)
7)
8) -
Well, it's definately going ahead cause I've got at least 3 now
Any others more than welcome to join. So far -
1) Big Rab (Inv/Stone tank)
2) Mrs Sparrow (Fire/Rad troller)
3) Bog Monster (?/? scrapper)
4)
5)
6)
7)
8)
Anyone else want to join? It's a nightmare of a badge to get for TF Commander and I'm intending on bashing through this at a fair old rate.
Ideally (but not necessary), would like it if anyone joining could bring some fresh shivans with them - purely for aoe damage to speed up TF please. -
Nice one.
So far, it's as follows -
1) Big Rab - Inv/Stone Tank
2) Ultimate Solution - AR/Dev Blaster
3) @Uther Dracus - Emp(?)/? Def
4) @Clawed - Dark/Dark Def
5)
6)
7)
8)
Happy to change out for a blaster Uther depending on which you'd rather play and what other members come on board. -
....and this is the other badge I need for TF Commander.
TF is 15 - 20, any AT welcome!
1) Big Rab - Inv/Stone Tank
And as per other thread, please remember that clocks go back this weekend