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Posts
2007 -
Joined
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This build just about beats your build and still has 19 slots available and one power yet to pick.
Good Luck.
Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 49 Magic Corruptor
Primary Power Set: Archery
Secondary Power Set: Trick Arrow
Power Pool: Teleportation
Power Pool: Concealment
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Snap Shot -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(5), Decim-Dmg/Rchg:40(7), Decim-Acc/EndRdx/Rchg:40(7), Decim-Acc/Dmg/Rchg:40(13)
Level 1: Entangling Arrow -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(36), Enf'dOp-Acc/EndRdx:50(37), Enf'dOp-Immob/Rng:50(37), Enf'dOp-Acc/Immob/Rchg:50(37), Enf'dOp-Acc/Immob:50(40)
Level 2: Aimed Shot -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(13), Decim-Dmg/Rchg:40(15), Decim-Acc/EndRdx/Rchg:40(15), Decim-Acc/Dmg/Rchg:40(19)
Level 4: Recall Friend -- Empty(A)
Level 6: Stealth -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(19), LkGmblr-Def/EndRdx:50(21)
Level 8: Kick -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(11)
Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(11)
Level 12: Flash Arrow -- DisWord-ToHitDeb:20(A), DisWord-ToHitDeb/Rchg:20(21), DisWord-ToHitDeb/Rchg/EndRdx:20(23)
Level 14: Tough -- S'fstPrt-ResDam/Def+:30(A)
Level 16: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(17), LkGmblr-Def/EndRdx:50(17)
Level 18: Glue Arrow -- Slow-I:50(A)
Level 20: Ice Arrow -- Empty(A)
Level 22: Poison Gas Arrow -- Empty(A)
Level 24: Acid Arrow -- Empty(A)
Level 26: Fistful of Arrows -- Empty(A), Empty(27), Empty(29), Empty(29), Empty(34)
Level 28: Disruption Arrow -- Empty(A)
Level 30: Blazing Arrow -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(31), Decim-Dmg/Rchg:40(31), Decim-Acc/EndRdx/Rchg:40(31), Decim-Acc/Dmg/Rchg:40(34)
Level 32: Rain of Arrows -- Empty(A), Empty(33), Empty(33), Empty(33), Empty(34)
Level 35: Scorpion Shield -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(36), LkGmblr-Def/EndRdx:50(36)
Level 38: Oil Slick Arrow -- Empty(A), Empty(39), Empty(39), Empty(39), Empty(40), Empty(40)
Level 41: EMP Arrow -- Empty(A)
Level 44: Aim -- Empty(A)
Level 47: Explosive Arrow -- Empty(A)
Level 49: [Empty]
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A), Empty(27)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A), Empty(25), Empty(25)
Level 1: Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(5)
Level 1: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Quote:I wouldn't say people are lying, just the perspective of what is good might be different.Everyone who says Duel Pistols is good........they lie.
I just got mine to 51 and I was doin lvl 50 missions and to kill a lvl 50 CoT Lieutenant it took me about 8 hits, evan using Executioner's Shot.
Long animation + low damage = bad
Only thing that is a big good is the AoE nuke Hail of Bullets
I do agree that DP needs more attacks to kill something off though. Maybe not 8, but more. -
Can you afford the build you posted ?
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Here you go, have a nice day.
You can remove the 2 purples IOs from PGA if you want. I think those are cheap as purples go.
Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Corruptor
Primary Power Set: Archery
Secondary Power Set: Trick Arrow
Power Pool: Fighting
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Power Mastery
Villain Profile:
Level 1: Snap Shot -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(7), Thundr-Dmg/Rchg:50(9), Thundr-Acc/Dmg/Rchg:50(9), Thundr-Acc/Dmg/EndRdx:50(11), Thundr-Dmg/EndRdx/Rchg:50(11)
Level 1: Entangling Arrow -- TotHntr-Acc/Rchg:50(A), TotHntr-EndRdx/Immob:50(3), TotHntr-Acc/EndRdx:50(3), TotHntr-Immob/Acc:50(5), TotHntr-Acc/Immob/Rchg:50(5), TotHntr-Dam%:50(7)
Level 2: Fistful of Arrows -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(13), Posi-Dmg/Rchg:50(15), Posi-Dmg/Rng:50(15), Posi-Acc/Dmg/EndRdx:50(17)
Level 4: Flash Arrow -- DarkWD-ToHitDeb:50(A), DarkWD-ToHitDeb/Rchg:50(13)
Level 6: Blazing Arrow -- Thundr-Acc/Dmg/EndRdx:50(A), Thundr-Acc/Dmg:50(17), Thundr-Dmg/EndRdx:50(19), Thundr-Dmg/Rchg:50(19), Thundr-Acc/Dmg/Rchg:50(21), Thundr-Dmg/EndRdx/Rchg:50(21)
Level 8: Aim -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/Rchg:50(23)
Level 10: Glue Arrow -- Slow-I:50(A)
Level 12: Explosive Arrow -- Posi-Acc/Dmg/EndRdx:50(A), Posi-Acc/Dmg:50(23), Posi-Dmg/EndRdx:50(25), Posi-Dmg/Rchg:50(25), Posi-Dmg/Rng:50(27)
Level 14: Ice Arrow -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(27), BasGaze-Rchg/Hold:30(29), BasGaze-EndRdx/Rchg/Hold:30(29)
Level 16: Poison Gas Arrow -- FtnHyp-Plct%:50(A), FtnHyp-Sleep/Rchg:50(31)
Level 18: Ranged Shot -- Thundr-Dmg/EndRdx/Rchg:50(A), Thundr-Acc/Dmg:50(31), Thundr-Dmg/EndRdx:50(31), Thundr-Dmg/Rchg:50(33), Thundr-Acc/Dmg/Rchg:50(33), Thundr-Acc/Dmg/EndRdx:50(33)
Level 20: Acid Arrow -- Achilles-ResDeb%:20(A)
Level 22: Kick -- Empty(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+:30(A)
Level 26: Weave -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(34), RedFtn-EndRdx/Rchg:50(34), RedFtn-Def/EndRdx/Rchg:50(34), RedFtn-Def:50(36), RedFtn-EndRdx:50(37)
Level 28: Disruption Arrow -- RechRdx-I:50(A)
Level 30: Hover -- Zephyr-Travel:50(A), Zephyr-ResKB:50(36), LkGmblr-Rchg+:50(36), LkGmblr-Def:50(45)
Level 32: Rain of Arrows -- Posi-Acc/Dmg/EndRdx:50(A), Posi-Acc/Dmg:50(37), Posi-Dmg/EndRdx:50(37), Posi-Dmg/Rchg:50(39), Posi-Dmg/Rng:50(39)
Level 35: Oil Slick Arrow -- Posi-Dmg/Rng:50(A), Posi-Acc/Dmg:50(39), Posi-Dmg/EndRdx:50(40), Posi-Dmg/Rchg:50(40), Posi-Acc/Dmg/EndRdx:50(40), RechRdx-I:50(42)
Level 38: EMP Arrow -- BasGaze-EndRdx/Rchg/Hold:30(A), BasGaze-Acc/Hold:30(42), BasGaze-Acc/Rchg:30(42), BasGaze-Rchg/Hold:30(43)
Level 41: Hasten -- RechRdx-I:50(A), RechRdx-I:50(43), RechRdx-I:50(43)
Level 44: Super Speed -- Zephyr-Travel/EndRdx:50(A), Zephyr-ResKB:50(45)
Level 47: Maneuvers -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(48), RedFtn-EndRdx/Rchg:50(48), RedFtn-Def/EndRdx/Rchg:50(48), RedFtn-Def:50(50), RedFtn-EndRdx:50(50)
Level 49: Power Build Up -- RechRdx-I:50(A)
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Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Heal/EndRdx:50(A), Numna-EndRdx/Rchg:50(45), Numna-Heal/Rchg:50(46), Numna-Heal/EndRdx/Rchg:50(46), Numna-Heal:50(46), Numna-Regen/Rcvry+:50(50)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%:50(A)
Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Quote:Unfortunately they will suffer from the same issues that all melee mastermind pets suffer during boss fights. Not enough protection, causing them to get wiped from a big AOE hit or torn apart with a combination of successive big hits.I would also vote for the Bear as the T3 pet, but if it has to be a Dire Wolf for time/budget reasons, I'm cool with it. So long as it's a big, scary looking beast.
I think the all melee aspect of this set, however, is gonna kick butt. I mean now you don't need to worry about a Merc running up to smash things with his gun or a Ninja throwing things instead of running up and slicing and dicing. All melee all the time means you KNOW what they'll do.
I don't know who or where someone got the comment that making a bear would take longer then making 4 other sets. If that is true, regardless of AT I would rather see 4 new sets instead of one. I think that would definitely be worth my money. If that is true then it further shows you how difficult it is for them to work with this game engine that is 7 ( or is it 8 soon ) years old. -
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Will try to make this short and sweet. I looked over your build and from what your trying to do Nrg might not be the best secondary for your build. As much as I am against this secondary set I am about to mention, I want to keep this in the realm of blasters so I would suggest going with Device.
To me your build just seems a bit scattered.
Bit confused about the purple set comment when you have Gladiator and Panacea both valued at 2 billion each in the build.
This is rough draft to point you in the direction.
AR Device.
Range capped with Cloaking Device suppressed.
Full auto at 20 seconds and 18 seconds with Alpha incarnate.
Double Gun Drone for about 27 seconds and 33 with Alpha incarnate.
Spiderling 60 seconds off perma and 35 seconds off perma with Alpha incarnate.
I gave you burnout so you could actually have up 2 gun drones and then of course a third 60 seconds later. Its a gimmick but pretty cool tool to have during boss fights. Nice way to start a fight with 3 gun drones. If you summoned everything and then used burnout you would have 3 gun drones and 2 spiderlings for a total of 5 pets and have spiderlings on standby from activating burnout.
Once you have alpha incarnate I would change sniper IO to sting of manticore for even quicker recharge.
Your shy of the 2 points for endurance so you should have blues in your tray. You could move some stuff around to get some better endurance numbers.
Turn off incarnates to get an idea of what it will look like endurance wise pre-incarnate. Range is 49 but suppressed it will be lower.
Again just an idea for a direction.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Burst -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(3), Thundr-Acc/Dmg/Rchg:50(5), Thundr-Acc/Dmg/EndRdx:50(5), Thundr-Dmg/EndRdx/Rchg:50(7)
Level 1: Web Grenade -- TotHntr-Acc/Rchg:50(A), TotHntr-EndRdx/Immob:50(7), TotHntr-Acc/EndRdx:50(9), TotHntr-Immob/Acc:50(9), TotHntr-Acc/Immob/Rchg:50(15), TotHntr-Dam%:50(17)
Level 2: Slug -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(17), Thundr-Dmg/Rchg:50(19), Thundr-Acc/Dmg/Rchg:50(19), Thundr-Acc/Dmg/EndRdx:50(23), Thundr-Dmg/EndRdx/Rchg:50(23)
Level 4: Buckshot -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(25), Posi-Dmg/Rchg:50(25), Posi-Dmg/Rng:50(31), Posi-Acc/Dmg/EndRdx:50(31)
Level 6: M30 Grenade -- Posi-Acc/Dmg:50(A)
Level 8: Beanbag -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(31), Stpfy-Acc/EndRdx:50(34), Stpfy-Stun/Rng:50(34), Stpfy-Acc/Stun/Rchg:50(36), Stpfy-KB%:50(37)
Level 10: Targeting Drone -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(11), GSFC-ToHit/Rchg/EndRdx:50(11), GSFC-ToHit/EndRdx:50(13), GSFC-Rchg/EndRdx:50(13), GSFC-Build%:50(15)
Level 12: Sniper Rifle -- ExecCtrt-Acc/Dmg:50(A), ExecCtrt-Dmg/EndRdx:50(37), ExecCtrt-Dmg/ActRdx:50(37), ExecCtrt-Dmg/Rng:50(40), ExecCtrt-Dmg/Rchg:50(29), ExecCtrt-Stun%:50(29)
Level 14: Caltrops -- TmpRdns-Acc/Slow:50(A), TmpRdns-Dmg/Slow:50(21)
Level 16: Smoke Grenade -- Empty(A)
Level 18: Hasten -- RechRdx-I:50(A)
Level 20: Cloaking Device -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(21)
Level 22: Kick -- Empty(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+:30(A)
Level 26: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(27), LkGmblr-Def/EndRdx:50(27)
Level 28: Combat Jumping -- LkGmblr-Rchg+:50(A), Zephyr-Travel:50(43), Zephyr-Travel/EndRdx:50(45)
Level 30: Super Speed -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(50)
Level 32: Full Auto -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(33), Posi-Dmg/Rchg:50(33), Posi-Acc/Dmg/EndRdx:50(33), Posi-Dmg/Rng:50(34), RechRdx-I:50(50)
Level 35: Scorpion Shield -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(36), LkGmblr-Def/EndRdx:50(36)
Level 38: Gun Drone -- Thundr-Acc/Dmg:30(A), Thundr-Dmg/EndRdx:30(39), Thundr-Dmg/Rchg:30(39), Thundr-Acc/Dmg/Rchg:30(39), Thundr-Acc/Dmg/EndRdx:30(40), Thundr-Dmg/EndRdx/Rchg:30(40)
Level 41: Summon Spiderlings -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(42), ExRmnt-Dmg/EndRdx:50(42), ExRmnt-Acc/Dmg/Rchg:50(42), ExRmnt-EndRdx/Dmg/Rchg:50(43), ExRmnt-+Res(Pets):50(43)
Level 44: Burnout -- RechRdx-I:50(A)
Level 47: Trip Mine -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(50)
Level 49: [Empty] -- EndRdx-I:50(A)
Level 50: Agility Radial Paragon
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Heal/EndRdx:50(A), Numna-EndRdx/Rchg:50(45), Numna-Heal/Rchg:50(45), Numna-Heal/EndRdx/Rchg:50(46), Numna-Heal:50(46), Numna-Regen/Rcvry+:50(46)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/EndRdx:50(48), Efficacy-EndMod/Acc:50(48), Efficacy-EndMod/Rchg:50(48)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Quote:Yea but a Traps player does not need a team.Herding is boring for teams unless you have, lets say a Traps toon in with you. Then they can get some use out of their core powers.
But I agree with Mr. DJ, steam rolling > herding...
Unless you're on a Traps toon then by the time you put out your core Trap powers the team is two mobs ahead...
If I could do solo TF and SF I would be a looser doing them by myself because I'm that greedy.
I only need a team for Incarnate and SF / TF missions. Otherwise on all my traps toons I can solo 4/8.
Anyone remember dumpster diving in Perez Park ? That was some funny stuff. One of the first few low level farming moments. -
This is a work off my DP Dark Build. Its S/L capped with high recharge. If you have the cash you can swap out 1 positron set for purple IO set to get higher recharge.
It maximizes AOE and Cone attacks.
The concept I have here is you spring attack in and drop a bunch of cones and AOEs. Or you spring attack into a group followed by soul drain and then use inferno. Mids is giving me 1500 points of damage with that combo.
Basically Soul Drain is the first attack to give you the DPS and hit boost followed up by your other attacks.
1 purple inspiration will cap out your melee as well.
You could take out one IO from Spring attack and place it in aim and 5 slot aim with adjusted target for more recharge.
I would keep the range IO in spring attack as I find it a bit short in range normally. I want to be out of aggro range when I want to use it. Otherwise it can get screwy with aggroing mobs and having some of them charging you when your using spring attack. I'm a bit torn between the force feedback +recharge and just a regular recharge IO in it to get up faster. I think the +recharge IO will be a bonus when it goes off though. Personally I would take the chance on the proc then the sure thing with spring attack.
You can start off at range as well with fire when Spring attack is recharging.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Darkness Manipulation
Power Pool: Medicine
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Fire Blast -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(3), Decim-Dmg/Rchg:40(3), Decim-Acc/EndRdx/Rchg:40(5), Decim-Acc/Dmg/Rchg:40(5)
Level 1: Penumbral Grasp -- Enf'dOp-Acc/Rchg:20(A), Enf'dOp-EndRdx/Immob:20(7), Enf'dOp-Acc/EndRdx:20(7), Enf'dOp-Immob/Rng:20(23), Enf'dOp-Acc/Immob/Rchg:20(27), Enf'dOp-Acc/Immob:50(42)
Level 2: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(9), Posi-Dmg/Rchg:50(9), Posi-Dmg/Rng:50(34), Posi-Acc/Dmg/EndRdx:50(39)
Level 4: Aid Other -- Dct'dW-Heal/Rchg:50(A)
Level 6: Rain of Fire -- Empty(A)
Level 8: Death Shroud -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(21), Oblit-Dmg/Rchg:50(31), Oblit-Acc/Dmg/Rchg:50(11), Oblit-Acc/Dmg/EndRdx/Rchg:50(11), Oblit-%Dam:50(21)
Level 10: Shadow Maul -- SipInsght-ToHitDeb:50(A), SipInsght-Acc/ToHitDeb:50(40), SipInsght-Acc/Rchg:50(40), SipInsght-ToHitDeb/EndRdx/Rchg:50(37), SipInsght-Acc/EndRdx/Rchg:50(46)
Level 12: Fire Breath -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(13), Posi-Dmg/Rchg:50(13), Posi-Dmg/Rng:50(15), Posi-Acc/Dmg/EndRdx:50(15)
Level 14: Aim -- Empty(A), Empty(46), Empty(46), Empty(40)
Level 16: Soul Drain -- Oblit-Dmg:30(A), Oblit-Acc/Rchg:30(17), Oblit-Dmg/Rchg:30(17), Oblit-Acc/Dmg/Rchg:30(19), Oblit-Acc/Dmg/EndRdx/Rchg:30(19), Oblit-%Dam:50(50)
Level 18: Aid Self -- Numna-Heal/Rchg:50(A), Numna-Heal/EndRdx/Rchg:50(39), Numna-Heal:50(39)
Level 20: Kick -- Acc-I:50(A)
Level 22: Tough -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResDam/EndRdx:30(23)
Level 24: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(25), LkGmblr-Def/EndRdx:50(25)
Level 26: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(31), LkGmblr-Def/EndRdx:50(31)
Level 28: Dark Consumption -- Efficacy-EndMod/Acc/Rchg:50(A), Efficacy-EndMod/Acc:50(29), Efficacy-Acc/Rchg:50(29)
Level 30: Super Jump -- Winter-ResSlow:50(A)
Level 32: Inferno -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(34)
Level 35: Dark Pit -- RzDz-Acc/Rchg:30(A), RzDz-EndRdx/Stun:30(36), RzDz-Acc/EndRdx:30(36), RzDz-Stun/Rng:30(36), RzDz-Acc/Stun/Rchg:30(37)
Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(43), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(43)
Level 41: Scorpion Shield -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(42), LkGmblr-Def/EndRdx:50(42)
Level 44: Spring Attack -- Range-I:50(A), Erad-%Dam:20(45), FrcFbk-Rechg%:50(45)
Level 47: Summon Spiderlings -- C'Arms-Acc/Rchg:30(A), C'Arms-Acc/Dmg:30(48), C'Arms-Acc/Dmg/Rchg:30(48), C'Arms-EndRdx/Dmg/Rchg:30(48), RechRdx-I:50(50)
Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
Level 50: Musculature Core Paragon
------------
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(45)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(27), P'Shift-EndMod/Rchg:50(37)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Both of the guys above CE and RM me pretty much covered the defense issues. I don't think you can get S/L without Scorpion Shield on Fire/Dark. Or you might be able to get high enough that you could use 1 purple inspiration to cap out both S/L and Range. But you would probably still need Scorpion Shield. Unless you have the funds to purchase a bunch of purple IOs like Gladiators +3 Defense. That if anything might make a difference.
I have a DP Dark I am working on after posting up some ideas in another thread in here. I know its S/L capped but don't recall the range atm. DP is pretty much like fire IO set wise with a mix of AOE and range attacks. So you could pull up that build just to test the waters to see. -
Was gonna say do a Check Disk as well. There might be a bad spot on the disk.
Looking at the logs it does seem like a barren machine and not much stuff running on it. You also mentioned cleaning that up as well. So it should be even less now.
I will say just because those logs do not show malware it does not mean there isn't malware on the machine. It is just your machine is not showing it. If there was malware and it was running it can fool AV since it is in control of the OS. If you wanted to make sure you would have to pull the drive out and make it a slave on another machine with up to date signatures and run AV against that drive while it is a slave. This way the Malware can't hide since it does not have control over the OS.
Though I agree that its probably not malware.
Have you had the game running on this machine before ? Has it been on the machine for years and all of a sudden its crashing ? Or is this a first time install on the machine.
What if anything have you added to the machine parts wise if anything. Assuming its a Tower.
Is it a laptop or a tower ? Does the video card have a fan ? Is it running ?
I have had video cards over heat cause crazy issues. I have seen bad RAM cause some crazy issues as well.
I would tell you to run spinrite against the drive. Its a good tool to tell you if a drive is going or to recover data from a bad spot. But if the drive is going spinrite for sure will finish the job as it attacks bad sectors from every angle. So it puts the drive through a lot of work. Its 80 bucks. But its a good tool to have for hard drives. I used it a few times with some great success.
Where are you getting the download from ? Are you free to play ? I don't know if free to play have ncsoft account.
If you have a ncsoft account I would download the client from the ncsoft site while logged into your account. -
My personal thoughts on CoH2
I would have no gripes if CoH2 was just an updated game engine to this CoH. So same mobs, same story lines, etc. That would be fine. They have so much history that I have no issues.
What I would like from CoH2 is more costume anchor points. The ability to mix shoulders, To have upper leg slots, etc. Like their competitors game does.
I have no issue with the power sets and that you cannot mix and match powers like the competitor. But I would like if CoH2 had the ability not only to change the color of a power but the effect look. I like Energy set, but I want it to look like water or chunk of rocks flying at someone. I would like to make a wizard that shoots fire from a staff and from my hands. But I want to have my Traps look like Arcane items instead of futuristic items.
I would like to be able to fly with a jet pack and not some temp power. I would like that I have the choice of having my wings fold up or disappear when I am not flying so as not to block others views.
I would like CoH2 to have a more fluid combat and that I was not rooted every time I used a power.
I would hope that CoH2 would allow them more freedom to create things a bit faster then it appears now. My impression is to make costumes parts seems very time consuming because of what they have to work with game engine wise. It seems to me the competitor can pump things out a bit faster because their software seems a bit more current and allows them to design stuff a bit faster.
I further would further strongly consider buying a life time sub for 200 or 250.
I would also would consider paying a fee to transfer over toons from CoH to CoH2 after a certain time has past in the game. I get that allowing a transfer the first week the game is open is a bit unfair since a majority of players will not be at the top level assuming its lvl 50. But allowing character transfer over at the rate of one character a month lets say after 6 months has past is super reasonable. End result after 1 year you can have 6 level 50 transferred over. I am sure some players will have more then that in a 12 month period.
Basically Champions Online costumes and power / weapon choices with CoH content. -
Okay This is what I came up with, but before I start I want to simply comment on your last build.
Simply put your last build is totally and completely impossible even with cardiac. So regardless of how nice numerically it might be, it is completely useless. You have zero endurance and you don't have enough blue inspirations in your tray to maintain this build. I guess you would have to buy that extra large tray but even then it will not work.
This is a rough build of the direction I am thinking based on your funding and I will go over the concept.
Resistance wise for your pets between the 2 bubbles and the 1 AOE bubble your at 43% resistance to all but psi. Your Pet Unique IOs give you another 20% to all for your pets. So your at 63% resistance to all but psi which is only 20%. Your pet buffs to resistance will cap everything out for you pets except for Energy and Negative which the pets do not give out buffs for. So your pets will be at 60% for those 2. Again nothing to complain about.
Resistance for you..
Smash, Lethal and Cold are way over the cap.
Fire 68%, Cold 55%, Energy 29%, Neg 61%.
Remember your weakness was that the pets were not giving you any Energy and Negative resistance numbers.
What I did was increased your Range Defense which in turn increases your Energy defense. So now with a purple inspiration you will be at a better standing then before.
Oppressive Gloom is pretty much going to lock down all the minions so it gives you some room to contend with the bosses. If you have never used Oppressive Gloom I would use your second or third build to just test it out. But be aware going up against level 1 mobs with OG on will give you massive damage, like 15 a tick. Again even con mobs I am noticing 1 point of damage with all the pets out and a bit more without the pets.
I would try to get range cap or a bit higher If I could.
Your biggest issue over all is endurance. As I mentioned you could have the greatest build but if you can't even get it off the ground its worthless to you.
You will definitely need cardiac.
Game play.
Basic Provoke, Soul Tentacle, walk in to get OG working. Mix your attack and hold to keep bosses on you. Just attack the bosses and have the splash damage kill the minions.
Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Sonic Resonance
Power Pool: Speed
Power Pool: Leadership
Power Pool: Presence
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Summon Demonlings -- BldM'dt-Acc:40(A), BldM'dt-Dmg:50(7), BldM'dt-Acc/Dmg:50(7), BldM'dt-Acc/Dmg/EndRdx:50(9), BldM'dt-Dmg/EndRdx:50(9), BldM'dt-Acc/EndRdx:50(11)
Level 1: Sonic Siphon -- Acc-I:50(A)
Level 2: Sonic Barrier -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(3)
Level 4: Sonic Haven -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(11), RctvArm-ResDam/EndRdx/Rchg:40(13)
Level 6: Enchant Demon -- RechRdx-I:50(A)
Level 8: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
Level 10: Maneuvers -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/EndRdx/Rchg:50(13), RedFtn-Def:50(25), RedFtn-Def/Rchg:50(37), RedFtn-EndRdx/Rchg:50(37), RedFtn-EndRdx:50(40)
Level 12: Summon Demons -- ResDam-I:50(A), ResDam-I:50(15), Heal-I:50(17), Heal-I:50(17), BldM'dt-Acc:50(19), BldM'dt-Dmg:50(21)
Level 14: Super Speed -- Winter-ResSlow:50(A), Zephyr-Travel/EndRdx:50(15), Zephyr-ResKB:50(19)
Level 16: Disruption Field -- EndRdx-I:50(A)
Level 18: Hell on Earth -- ExRmnt-+Res(Pets):50(A), EdctM'r-PetDef:40(36), SvgnRt-PetResDam:50(36)
Level 20: Sonic Dispersion -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam:40(21), ImpArm-ResDam/EndRdx/Rchg:40(23), ImpArm-ResDam/Rchg:40(23)
Level 22: Provoke -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(40), Mocking-Taunt/Rchg/Rng:50(25)
Level 24: Crack Whip -- FrcFbk-Rechg%:50(A)
Level 26: Summon Demon Prince -- BldM'dt-Acc/Dmg:50(A), BldM'dt-Dmg/EndRdx:50(27), BldM'dt-Acc/EndRdx:50(27), S'bndAl-Build%:50(29), BldM'dt-Acc:50(29), BldM'dt-Dmg:50(31)
Level 28: Tactics -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(31), GSFC-ToHit/Rchg/EndRdx:50(31), GSFC-Rchg/EndRdx:50(33), GSFC-ToHit/EndRdx:50(33), GSFC-Build%:50(45)
Level 30: Combat Jumping -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(36), RedFtn-EndRdx/Rchg:50(37), RedFtn-Def/EndRdx/Rchg:50(39), RedFtn-Def:50(33), RedFtn-EndRdx:50(43)
Level 32: Abyssal Empowerment -- RechRdx-I:50(A)
Level 35: Dark Embrace -- ImpArm-ResPsi:40(A), ImpArm-ResDam/EndRdx:40(39), GA-3defTpProc:50(40), S'fstPrt-ResDam/Def+:30(43)
Level 38: Liquefy -- Cloud-ToHitDeb:30(A), Cloud-Acc/ToHitDeb:30(46), Cloud-Acc/Rchg:30(46), Cloud-ToHitDeb/EndRdx/Rchg:30(46), Cloud-Acc/EndRdx/Rchg:30(48), Cloud-%Dam:30(39)
Level 41: Oppressive Gloom -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(42), Stpfy-Acc/EndRdx:50(42), Stpfy-Stun/Rng:50(42), Stpfy-Acc/Stun/Rchg:50(43), Stpfy-KB%:50(48)
Level 44: Soul Tentacles -- TotHntr-Acc/Rchg:50(A), TotHntr-EndRdx/Immob:50(45), TotHntr-Acc/EndRdx:50(45), TotHntr-Immob/Acc:50(48), TotHntr-Acc/Immob/Rchg:50(50), TotHntr-Dam%:50(50)
Level 47: Night Fall -- Posi-Dam%:50(A)
Level 49: Soul Storm -- G'Wdw-Dam%:50(A)
Level 50: Cardiac Core Paragon
------------
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Panac-Heal/+End:50(A), Mrcl-Rcvry+:40(5), Numna-Regen/Rcvry+:50(34)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod/Rchg:50(5), P'Shift-EndMod:50(34), P'Shift-EndMod/Acc:50(34)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Supremacy
Level 2: Rest -- RechRdx-I:50(A)
Level 4: Ninja Run
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Well Repent if money is not an issue then I think I can possibly do it better.
I will mess around with this a bit more and post up my idea for the build. -
Quote:Your welcomeI know where you're thinking of, and I doubt they're doing it from scratch in 30 days, either. They didn't let players write in the travel power they wanted, it was just a multiple-choice poll - they gave options they already knew how to do, they don't need to jump huge unexpected technical hurdles in the next month.
Your whole "suggestion" is done in pretty bad faith, anyway.
So, since even the actual suggester apparently doesn't want the feature except to show the devs up, /unsigned I guess.
http://boards.cityofheroes.com/forumdisplay.php?f=600 -
Been messing around with the build, but then it just dawned on me. Just asking can you afford this build ? With about 3 of the IOs you have slotted its at about 6 billion.
My second thought is the recharge you have going what is the need for it ? I don't think you need all that recharge.
Your pets should be slotted. Hell on earth I am thinking should be 4 slotted with all the pet unique IOs. At least the resistance.
Unfortunately Mids does not show the pet buff numbers your getting. But after looking at the resistance numbers adding in the pet bonuses your over the smash and lethal resistance cap so I think you can lower those numbers by 10% and free up a slot or two.
Here is a link of the numbers I worked up:http://boards.cityofheroes.com/showp...93&postcount=5
Roughly if you start looking Energy and Negative will be your issues along with the pets since your pets get no buffs and neither do you for those 2 damage types but just about everything else is 50 or above. Of course slotting those resistance IOs for the pets will put them in about the same ball park as you resistance wise for Energy and Negative.
I think Challenge is over kill with Provoke.
I would maybe consider getting higher range defense since most fights start off at range. I believe Range defense also increases your energy defense. So now your only issue will be Negative energy.
I would consider maybe If you could get oppressive gloom to tie up the minions. Of course the Dark Mastery resistance shield also have negative resistance buff which will help out as well.
And I would consider Cardiac for Alpha.
Of course if you cannot afford the billions the numbers will change. -
Quote:Great idea
But your suggestion brings up another idea: an enchanter or mind control MM. Instead of having a fixed set of pets derived from the game, how about an MM that starts out with no pets, but instead has three semi-permanent Confuse-like powers. The first lets you bind up to three minions, the second lets you bind two LTs and the third lets you bind a boss.
Details about how long they stay with you and how their powers might work differently when they're controlled would have to be worked out (to prevent people from constantly controlling Nemesis LTs and intentionally getting them killed for the Vengeance buff, for example).
It would work for Controllers and Masterminds. Just that controllers would be limited to not actually giving the pets commands as masterminds do.
I think you should work this up and post it in the suggestions forum. I've seen controllers for example use confuse on Malta FFG.
It would open up every mob in the game as potential pets. This would cover every mastermind issue or complaint I think.
The problem I see is trying to get a pet during a fight. You want to get the Longbow Nullifier as a pet and either you get him half dead from the team attacks until he turns over to your side or gets instant aggro from turning to your side. Basically you end up charming a pet that instantly dies.
If the power allowed for a stealth teleport to your location and then have the npc bound as you charmed him. Similar to those effects you see when some NPC are being used for some worship. They are floating in mid air in glowing light.
I would like it to be able to have some sort of capability to have the ability to summon a key set of pets. Trust me I hate bringing this up, but it is the only way I can think of explaining. Basically like a Hunters Stable from WoW. You can't have everything. But it would allow for example someone who wants monsters to for example not keep running to the shadow shard to pick up pets or to the new Dark Astoria when it comes out.
You know those 3 attacks you get along with the pets. Maybe have them be mimic powers. 1 for each tier pet. This would now allow you to play out any NPC mob you like. So if you picked up 3 Hellion you would get one of their attacks. You picked up 2 Rularuu you would get one of their attacks and so on.
Eventually players would start to know what mobs will give you what attacks. But if the devs where smart they would give you different powers for each similar pet you got. So someone picking up all Hellion would have different attack powers from someone who only picked up 3 Hellion and 2 Rularuu. Again just to keep players on their toes and to really mix up the flavor. Of course you can also add in randomness into the mix.
Regardless I have to say very excellent idea.. -
I don't have burnout on my thugs but I would hope they didn't actually do that. I just don't see having double gangwar every 5 minutes as game breaking.
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Just some general statements for anyone reading. Any time your are going to use Traps you should always be thinking defense cap. If not your truly short changing yourself in that department.
If your going to use Traps on a Corruptor you need to remember that you will have endurance issues and you need to build for that so six slotting endurance is not far fetched. Also picking some endurance recovery power from the epic pools is not out of the question as well.
Finally even with a recovery tool you still might have to consider an Alpha that might help you curb the endurance drains.
Of course along with this issue you will be looking to get as much recharge as you can get because Traps is very recharge friendly because everything is a pet. So you can have multiple of these pets out and gain the benefits they offer.
This is why you should take Triage beacon, because if you slot correctly with Triage beacon running you can get over 500% regeneration on average. Because of the high recharge you usually can get another out for about 30 seconds. Which means over 1000% regeneration for 30 seconds. That of course is for you. Team mates will see about 300% regeneration for 1 and of course 600% regeneration for 2 on average.
So here is the build.
Traps would benefit from Gladiator +3 Defense IO as well. You will not be able to use Apoc unless your okay with the defense drop. You could use Apoc and then pick up Agility to compensate for the defense drop.
Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Corruptor
Primary Power Set: Beam Rifle
Secondary Power Set: Traps
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Single Shot -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(3), Thundr-Acc/Dmg/Rchg:50(5), Thundr-Acc/Dmg/EndRdx:50(5), Thundr-Dmg/EndRdx/Rchg:50(7)
Level 1: Web Grenade -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(7), Enf'dOp-Acc/EndRdx:50(9), Enf'dOp-Immob/Rng:50(9), Enf'dOp-Acc/Immob/Rchg:50(11), Enf'dOp-Acc/Immob:50(11)
Level 2: Caltrops -- Ragnrk-Knock%:50(A)
Level 4: Triage Beacon -- Numna-Heal:50(A), Numna-Heal/Rchg:50(13), Numna-Heal/EndRdx/Rchg:50(13), Dct'dW-Heal/Rchg:50(15)
Level 6: Cutting Beam -- Posi-Acc/Dmg:50(A), Posi-Dmg/Rchg:50(15)
Level 8: Disintegrate -- Thundr-Acc/Dmg/EndRdx:50(A), Thundr-Acc/Dmg:50(19), Thundr-Dmg/Rchg:50(21)
Level 10: Acid Mortar -- ShldBrk-DefDeb:30(A), ShldBrk-Acc/DefDeb:30(23), ShldBrk-Acc/Rchg:30(25), ShldBrk-DefDeb/EndRdx/Rchg:30(25), ShldBrk-Acc/EndRdx/Rchg:30(27), ShldBrk-%Dam:30(27)
Level 12: Lancer Shot -- RzDz-Acc/Rchg:30(A), RzDz-Acc/EndRdx:30(21), RzDz-EndRdx/Stun:30(23), RzDz-Stun/Rng:30(17), RzDz-Acc/Stun/Rchg:30(17), RzDz-Immob%:30(19)
Level 14: Kick -- Acc-I:50(A)
Level 16: Force Field Generator -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(29), LkGmblr-Def/Rchg:50(29)
Level 18: Tough -- S'fstPrt-ResDam/Def+:30(A)
Level 20: Poison Trap -- Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(31), Lock-Rchg/Hold:50(31), Lock-EndRdx/Rchg/Hold:50(31), Lock-Acc/EndRdx/Rchg/Hold:50(33), Lock-%Hold:50(33)
Level 22: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(36), LkGmblr-Def/EndRdx:50(36)
Level 24: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(37), LkGmblr-Def/EndRdx:50(37)
Level 26: Piercing Beam -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(40), Posi-Dmg/Rchg:50(40), Posi-Dmg/Rng:50(42), Posi-Acc/Dmg/EndRdx:50(42)
Level 28: Seeker Drones -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(33), Stpfy-Acc/EndRdx:50(34), Stpfy-Stun/Rng:50(34), Stpfy-Acc/Stun/Rchg:50(34), Stpfy-KB%:50(36)
Level 30: Hasten -- RechRdx-I:50(A)
Level 32: Overcharge -- Posi-Dmg/Rchg:50(A), Posi-Acc/Dmg:50(48), Posi-Dmg/EndRdx:50(50), Posi-Dmg/Rng:50(50), Posi-Acc/Dmg/EndRdx:50(50)
Level 35: Trip Mine -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(37), M'Strk-Dmg/Rchg:50(39), M'Strk-Acc/EndRdx:50(39), M'Strk-Acc/Dmg/EndRdx:50(39), M'Strk-Dmg/EndRdx/Rchg:50(40)
Level 38: Super Speed -- Clrty-Stlth:50(A)
Level 41: Aim -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(46), GSFC-ToHit/Rchg/EndRdx:50(46), GSFC-Rchg/EndRdx:50(46), GSFC-ToHit/EndRdx:50(48), GSFC-Build%:50(43)
Level 44: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 47: Power Sink -- RechRdx-I:50(A)
Level 49: Charged Armor -- Aegis-Psi/Status:50(A)
Level 50: Musculature Radial Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(45), Mrcl-Rcvry+:40(45)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(42), P'Shift-EndMod/Acc/Rchg:50(43), P'Shift-Acc/Rchg:50(43), P'Shift-End%:50(45), P'Shift-EndMod/Acc:50(48)
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Quote:Yea but my DS Traps proves your statement wrong.Good for you. However, that is not my point. My point is, MMs need to have pets. Not having pets on an MM is like wearing pants to a Hami Raid. You just don't do it.
If I can do 4/8 without pets, what more do you want me to do ?
You have some magic button that can change the settings to 5/9 or make all the mobs AV's ?
Look the reality is if I can do 4/8 at a nominal pace solo and a majority of the players can't handle 2/3 what more do I need to do ?
Fight a Rikti Pylon ? Did that, have screen shots.
Do I need to fight a AV ? I guess I will have to.
But after I fight an AV and by chance defeat it ( yea I have no issue admitting I might not be able to ) then what ?
Lets say I can't defeat an AV then I'm a failure ? Again there are fully slotted masterminds that cannot defeat AVs solo.
Look for the fun I'm willing to put up my DS Traps semi petless mastermind up against your mastermind mission for mission. Of course I will not use my DS pet to keep it truly petless. Honestly he does not survive much anyways and I waste more endurance resummoning him. He more for thematic purposes.
But everything else goes beyond some warbug nuke or something crazy. So you can use inspirations or temps you would normally use to keep yourself alive. My only point is popping 3 oranges and 2 purples and then herding the whole room to drop a nuke just does not seem much of a challenge.
Basically what we do grab radio missions set them to 4/8. Then we agree what the stop point is. Then we time the fights minus some penalty for the deaths. Common sense says you should beat me because of more fire power. You will be putting out more DPS. But I'm willing to show you that the build is not a bag of crap.
I'm willing to have 6 others come alone as long as they can stay out of the way not aggro and be hidden, again not impossible. We could get people that just want to watch to make Stalkers and stay hidden.
But just telling me its wrong and it does not work isn't going to cut it for me.
The reality is I have nothing to loose. I go into a 4/8 mission and kill a bunch of mobs its gonna make an impression. It gonna show people it can be done. If I loose and I should, then I still was able to show it can be done just at a slower pace then a full slotted mastermind, but probably as fast an other Arch Types.
But if I win or even if I loose by a nominal amount of seconds. You know people are gonna be talking.
End result your gonna have to beat me big.
Weekends are best for me and I'm on eastern time. -
What they should do is hold off as intended but instead this would be a great place to test out alternate pets. Some want a wolf as the last pet, some want a bear, some want a rhino.
Personally to me its too average. I get we already have some crazy stuff to pick from, but to me it just seems to plain.
From what I read and understood it seems that the attacks also have some influence on the pets which I do not like. It sort of seems to force you to take the attacks now which means if the IOs sets do not coincide with the rest of the build it could mess up a build. Or force you not to take the attacks to keep the overall build on track.
I get every set isn't for everyone, I just would have really liked to see a bit more fantasy pets or something that you normally would not see in a circus. -
Group Fly is a very nice power, but very unusable in a group the way it is ATM.
Here are a few suggestions:
1. Allow players to click the buff off
2. Allow for a option in the interface right below the teleport option to disable group fly.
Gripe: I have zero clue why they could make an option in the interface for Teleport ( Single or Group ) but not for Group Fly.
Understanding that making changes to the interface seem to be a big deal. So I think suggestion number 3 would be a decent temp fix for at least the next 3 to 5 years until you guys figure out how to do it in the interface.
3. Have Null the Gull hanging around EVERY TRAINER in EVERY ZONE. At least with this if someone decided to use Group Fly now they would have some leg to stand on telling the person you can go to any trainer in any zone and look for the sea gull near him or her to fix your issue. Instead of telling someone go to Pocket D and look for a sea gull on a truck. Especially when they might not have the power to get there and have no clue what in the world Pocket D is.
Now of course that is not a fix compared to having it in a interface because you cannot reach Null the Gull inside a mission or doing an incarnate mission like you can your interface. But least its something. Its a start in the right direction. -
Take a poll and let players suggest what the next travel power should be. Show the results. Then in 30 to 40 days pump it out on the market to be purchased.
Actually its more of a test to see if you guys could do it. But I'm making pretend its a suggestion.
P.S. I just didn't pull this out of a hat as it is being done someplace else.
Honestly I don't think you guys could do this in 5 months, let alone 30 days.