icemanstryketh

Apprentice
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  1. Quote:
    Originally Posted by Seldom View Post
    Errr, let's just be friends.

    No, I keed, go crazy. (hence why I posted the build.)

    I'm an odd duck in that I'm a concept player that's also a min/maxer. This one was a lot of fun because the goal (range!!) seems far less common, so half the fun was 'discovering' this approach. (The other being the death from orbit) Most is pretty darned cheap, but get those bids for javelins in early. They are hard to fill. They can be pricey, so bid ahead and stay patient. The medicine pool is just fun with powerboost, it with the range up can actually save a squishy buddy from quite a distance, not just top them off. That said, it's totally discretionary. If you don't want to play doctor, there are other powers/pools to look at.

    I'm also planning on an AR/ variant for another character. Should be fun.

    Oooh, side tip. Those Javelins? They give extra range in PvP zones.
    Awesome keep up to date with build changes, and the AR/ project!
  2. icemanstryketh

    Let's See Them!

    It's not like we're overpowered. We're just really good at pigeon-holing.
  3. Sounds like a great way to sell ice cream.
  4. Seldom, I love you. I hope you don't mind that I'm stealing your build, putting it into a gold-lined chest, placing that into a safe, then depositing it into a safety deposit box.
  5. Quote:
    Originally Posted by TerribleTank View Post
    I was think the exact same thing along with air be an easy one too. Earth be a little tricky but I was hopping maybe some with some feedback I could come up with something a little better or more then what I generally have.
    Easy Earth, Giant Round boulder you roll at enemies menacingly slow, Indiana Jones style.

    Also I want a blaster that's purely Turret based.
  6. Quote:
    Originally Posted by Arbegla View Post
    Read what you just quoted...



    Which is the cardiac boost
    Actually, Musculature Radial Paragon offers End Mod which can be construed as Endurance Reduction when the net endurance loss is in fact reduced. Since it wasn't the question of whether it was Cardiac or Musculature and rather the Question of which tier it is, we can safely assume he meant Tier 4 Musculature. Otherwise why would he have clearly said MUSCULATURE.

    We can get deeper into the reading comprehension aspects of the post, if you like. I enjoy it.
  7. Quote:
    Originally Posted by Arbegla View Post
    i'm pretty sure plain is using Cardiac as he said that its the one that reduces endurance.
    Nope.

    Quote:
    Originally Posted by Plainguy
    EDIT - added in Incarnate info.. I am currently running the Musculature Radial Paragon I think if that is the T4 one. Either way it is the one that offers endurance redux. It is NOT active in the builds below.. You need to add it in MIDs if you want to see those changes.
  8. Quote:
    Originally Posted by plainguy View Post
    EDIT - added in Incarnate info.. I am currently running the Musculature Radial Paragon I think if that is the T4 one. Either way it is the one that offers endurance redux. It is NOT active in the builds below.. You need to add it in MIDs if you want to see those changes.

    Here is the slightly modified new build. I posted about Oppressive Gloom figure I would restate it here.

    1. Oppressive Gloom with Poison Traps and Lockdown Proc is Massive. The best way to explain it is I am not getting hit anymore. They are either puking, Puking in an electric bubble or swaying side to side. I am getting hit more from Range attacks, but if you look at the NPC AI system they eventually come into melee range or just break line of sight and you fixed your range problems. Oppressive Gloom is affected by Bodyguard mode, so you will notice everyone is getting 1 point of damage when a mob comes into melee range. Without the Pets I was taking 15 points of damage. Without any decent amount of regen, like what Triage Beacon provides it is notable.

    2. I took out 1 IO from Caltrops the pacing of turtle -recharge proc and placed it into Triage Beacon and further Upgraded those IOs for some better regen numbers. I believe I lost 3 seconds on the recharge so it went from 62 seconds to 65 seconds. So I have 25 seconds of double Triage Beacon now instead. I never really needed double Triage Beacon, but it is helpful in AV fights. re-looking back at Caltrops I figured out I can take out another IO and move it over to Stamina and get the same regen bonus but even get more regen then the older build. I would be going from 3 slotted Caltrops and a regen rate of 2.78 to 2 slotted caltrops and a regen rate of 2.88.

    I really didn't have much of an issue with endurance but it just does not make sense not to do it. I and wondering if I should replace that energy damage proc with the pacing turtle proc again. I am also considering just 1 slotting Caltrops with the Rag proc and putting yet another Numina or Miracle +recovery IO in Health. I might do the another Numina which will increase my hit points a bit and regen as well.

    First build is my current

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    This build is with the Caltrops changes which I do believe is better overall

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    Thanks Plain I'm going to respec to your oneslot Trops build when I hit 50 today. I can't wait to see how Oppressive Gloom does!

    One question though.

    Musculature and not Spiritual? Explain please?

    P.S. Looking forward to seeing your rebuttal to Arbegla. I've been on the fence as far as recharge-based vs. high defense
  9. Quote:
    Originally Posted by InfamousBrad View Post
    Robotics, balance issue: Protector Bots potentially stack up to mag 14 AoE stun: 2x photon grenade, 8x photon seekers. That's on top of having two single-target heals and granting extremely high +def(all) to every pet and to the mastermind. I can't believe they've been this overpowered all this time without being nerfed, they're the single most overpowered power choice in the whole game.

    Mercenaries, balance issue: Because it seldom lasts long enough to kill an Elite Boss or an Archvillain, Serum actually reduces the effectiveness of the target you cast it on - once the duration runs out, it zeroes out the minion's endurance, dropping that one minion's DPS to zero for the rest of the fight. At a bare minimum, it needs its duration increased by at least 50%, preferably doubled, or else it needs the endurance crash removed.

    Poison, bug: Noxious Gas doesn't display the Real Numbers values for the pseudo-pet it creates, making the Real Numbers info display for the power completely useless.

    Poison, balance issue: Poison relies very heavily on single-target debuffs, Envenom and Weaken, despite the fact that the only times in the entire game that you ever fight a single target for very long, that target has 85% debuff resistance. Some percentage of the Envenom and Weaken debuffs needs to bypass debuff resistance.

    (And yes, I agree that Poison Trap is the single most useless attack in the entire game. The bare minimum suggestion I'd make for it would be to halve the casting and interrupt time, make it auto-hit, eliminate the sleep component, and give it endurance drain values consistent with other long-recharge AoE endurance drain attacks, say around -40% endurance and -100% recovery unenhanced.)
    What kind of MM would call for a Nerf of another MM at? You make me sick.
  10. Is repair worth taking in bot/traps now?
  11. Quote:
    Originally Posted by Nalrok_AthZim View Post
    It would NOT be something to give to Demon/Zombie/Ninja MMs. Unfortunately, that might make it impossible to develop for ALL MM primaries.
    Why not? Just take it off your hotbar for those AT's.
  12. I hear that bots is essentially the meat n' tators /traps build.

    but

    I have always loved the concept of the power "Detonate" and sadly I hear a lot of people crap on it. However with the necromancer's ability to Soul Extract, wouldn't detonate become super viable?

    Are the benefits still outweighed by bots? I have to admit I love the way bots look, swarm missles and loads of seeker drones are just sexy.

    also Does anyone have i19-Compliant builds of either that they use?
  13. Quote:
    Originally Posted by Berzerker_NA View Post
    Suggestion: Give MM's a power or slash command that places an immobilize effect on their own pets. Maybe the AI can't be fixed easily, but it doesn't matter what the AI wants to do if the AI is powerless to do it anyway.


    Imagine if they just gave us a temp power where you just tap the button and all of a sudden each of your pets is struck by a 1000 magnitude immobilize (as if an enemy had cast an AOE immobilize on them, only stronger). I don't know how hard that would be to rig up, but it seems like it would be just the same as any of the other temp powers we've been getting lately. Of course, we'd also need a power that undoes it.
    This! Call it "Hold Ground"
  14. Quote:
    Originally Posted by Local_Man View Post
    That's nice of you . . . frankly, a lot of the credit should go to the many people on the Controller forums who have contributed information over the years, and especially the folks at CoHTitan who maintain the Red Tomax and ParagonWiki sites. I just tried to compile a lot of their info.
    When do we get to see another? What AT would you take on next?
  15. Just you wait, after the Dev's get this Incarnate thing all finished, we'll have a full issue devoted to PvP...and fixing Masterminds!


    *checks date
  16. Quote:
    Originally Posted by Magentrix View Post
    Here, this is one I based loosely on a hybrid of my Grav/Energy Dom and my DP/Rad corrupter, with some evil tricks I learned from @Battlewagon:

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    This is a very expensive build, make no mistake, but it brings home the bacon. 15.5% global damage, perma hasten, perma am, and damage procs in Radiation Infection and Choking Cloud and Crushing Field spread around the AOE hate. With assault, AM, Musculature Radial Paragon and your global damage, you're floating at a +72.5 global damage boost, and about half that gets shared with your team (and Singy). Oh, and don't worry about being able to run Choking Cloud, Enervating Field and Radiation infection, your recovery is an insane 4.56 end/second.

    Damn. Now I want to build one.
    Dude, I fu**ing love you.
  17. I'm not sure how my thread got turned into an intellectual masturbation session.

    How 'bout that grav.
  18. Quote:
    Originally Posted by Remaugen View Post
    I see nothing to complain about, and I see nothing to interest me. My opinion matters little, good luck though!
    Lol best reply ever.
  19. God Local, this guide is a work of art I can only hope you take to publishing more like it. You are a legend in my book.
  20. Quote:
    Originally Posted by Magentrix View Post
    Go Grav/Radiation, imo, heavy on recharge. Get perma-hasten and perma-AM, and you're laughing. Slot 5 Positron's Blast w/ the Energy proc and the Smashing Proc from Impeded Swiftness into Crushing Field and spam it. Standing 20% damage buff, gobs of recharge and extra endurance, enervating field debuffs target resistances.

    PS: You should have no trouble getting perma-hasten/perma-am with just set bonuses, which frees up your alpha slot for Musculature. More debuffs for radiation, more endurance for AM/Stamina, and more sweet, luscious damage.
    Damn, I'm sold. You ought to get into Marketing, sir. Wouldn't happen to have a build lying around would you?
  21. Quote:
    Originally Posted by InfamousBrad View Post
    I stand by what I said on the very first day Demon Summoning went to open beta: demons would be a lot less annoying if they were about 2/3rds their current size.
    I always thought they needed to be bigger and louder.
  22. Quote:
    Originally Posted by Jericho View Post
    If you want recharge as king, yours looked pretty good, although I think you have to make sure you either have a provoke to tank, though I will check on this, or a good heal like O2, so you are either a tank for your pets or a healer for them.

    If you are showing more recharge off my build than yours, I think it means you clicked Gale so it's little green circle is lit up. I tried to make sure I didn't, but I might have accidentally left it on. Putting force feedback in a power gives it a green circle so you have to be sure it's off to get the real numbers, otherwise it gives you numbers as if Force Feedback were permanent, which it can't be.

    Maybe mine still gave you some ideas. Having a hold in Thunderstorm is nice for example.

    Take care,
    Rich
    Dude I really appreciate your feedback. I realized I hate this AT. I'm going to get back on my thugs/dark. Seriously though thanks so much for your help man.
  23. I like gravity, but I like red bars going down too. What do?
  24. I kind of like this build. Seems pretty decent all around, then again I might not know what the hell I'm talking about. What do you think?

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

    Click this DataLink to open the build!

    Level 50 Magic Mastermind
    Primary Power Set: Ninjas
    Secondary Power Set: Force Field
    Power Pool: Medicine
    Power Pool: Leadership
    Power Pool: Presence
    Power Pool: Speed
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Call Genin -- EdctM'r-PetDef(A), BldM'dt-Acc/Dmg(3), BldM'dt-Acc(3), BldM'dt-Dmg(5), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Acc/EndRdx(7)
    Level 1: Force Bolt -- KinCrsh-Acc/KB(A)
    Level 2: Deflection Shield -- RedFtn-Def(A), RedFtn-EndRdx(9), RedFtn-Def/EndRdx(9), RedFtn-Def/Rchg(11), RedFtn-Def/EndRdx/Rchg(11)
    Level 4: Insulation Shield -- RedFtn-Def(A), RedFtn-EndRdx(13), RedFtn-Def/EndRdx(13), RedFtn-Def/EndRdx/Rchg(15), RedFtn-Def/Rchg(15)
    Level 6: Aid Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal(37), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal/Rchg(37)
    Level 8: Train Ninjas -- EndRdx-I(A)
    Level 10: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx/Rchg(17), LkGmblr-EndRdx/Rchg(19), LkGmblr-Rchg+(19)
    Level 12: Call Jounin -- SvgnRt-PetResDam(A), S'bndAl-Build%(21), HO:Nucle(21), HO:Nucle(23), HO:Nucle(23), HO:Enzym(25)
    Level 14: Tactics -- GSFC-ToHit(A), GSFC-ToHit/EndRdx(27), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(29)
    Level 16: Personal Force Field -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Def(31)
    Level 18: Smoke Flash -- RechRdx-I(A), RechRdx-I(34), EndRdx-I(36), EndRdx-I(36)
    Level 20: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(39), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Heal(40)
    Level 22: Dispersion Bubble -- RedFtn-Def(A), RedFtn-EndRdx(40), RedFtn-Def/EndRdx(42), RedFtn-Def/Rchg(42), RedFtn-Def/EndRdx/Rchg(42)
    Level 24: Assault -- EndRdx-I(A), EndRdx-I(25)
    Level 26: Oni -- BldM'dt-Acc(A), BldM'dt-Dmg(43), BldM'dt-Acc/Dmg(43), BldM'dt-Acc/Dmg/EndRdx(43), BldM'dt-Acc/EndRdx(45)
    Level 28: Provoke -- Zinger-Taunt(A), Zinger-Taunt/Rchg(34), Zinger-Taunt/Rchg/Rng(36), Zinger-Acc/Rchg(39), Zinger-Taunt/Rng(50), Zinger-Dam%(50)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(33)
    Level 32: Kuji In Zen -- EndRdx-I(A)
    Level 35: Repulsion Bomb -- Amaze-Acc/Rchg(A), Amaze-Stun/Rchg(45), Amaze-EndRdx/Stun(46), Amaze-Acc/Stun/Rchg(46), Amaze-ToHitDeb%(46)
    Level 38: Force Bubble -- EndRdx-I(A), EndRdx-I(45)
    Level 41: Web Envelope -- RechRdx-I(A)
    Level 44: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def(48), LkGmblr-Def/Rchg(48), LkGmblr-Def/EndRdx/Rchg(50)
    Level 47: Power Boost -- RechRdx-I(A)
    Level 49: Repulsion Field -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Supremacy
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(34)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(33), EndMod-I(33)



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  25. Quote:
    Originally Posted by prae View Post
    I ran my Ninjas/FF to 50 -- she was alternately a lot of fun and a horrible trial. The bubbles do a lot to keep the super-squishy ninjas alive; with the +5 Def aura in place (plus everything else, of course), I had the Jounin and Oni both softcapped on almost everything (the Genin weren't as good, but part of that was just that they're two levels below her). Aid Other, especially once it was slotted decently, has done a pretty good job of keeping them alive as long as they don't get one-shotted (usually the Genin, especially on EBs and AVs). Leveling solo can be rough in patches, particularly when you're waiting for all the slots to pile up; in teams, it's just not an issue.

    I generally do not run her in Tankermind mode. The ninjas wanted too much direction for that, and their boosted Def made them a lot more durable when taking the alpha. I generally sit back in the shadows (yay for stealth IOs) and direct the chaos. Still, I'm usually close by anyway, so if I start taking damage, I can always flip them back to Def/Follow or Def/Goto. While she's a lot more fragile this way, the single-target damage is astounding for a mastermind.

    I now have her set up with two builds -- my solo build is Ninjas/FF/Force Mastery, giving her some more attacks and making the toon the queen of knockback. The other is more team/support-oriented and less "I like watching bodies fly around."
    Can you post builds please.