plainguy

Legend
  • Posts

    2007
  • Joined

  1. They did fix them, it used to be worse.

    Honestly expect never and be happy when you see them fix it the day before they shut down the game servers.
  2. It doesn't really matter if it's either we have absolutely no control over these forums. The Developers and Moderators will do what ever they want.

    The only freedom I have here is where I post. Personally I only respond to build request in the AT forums. I expressed my opinions when this first came out and I exercised my choice of not posting here for my reasons.

    But his thread is going to get ugly.
  3. I'm assuming your a F2P Player since your asking about SO builds. Though you clearly didn't say it since you hinted at Invention IOs.

    My general comment is use Mids to create a build you might be interested and look at the numbers. http://www.cohplanner.com/

    Storm is a Endurance hog but with Cardiac or Musculature based on your build that should not be a problem. Again if your Free to Play then you can run storm but you will not be able probably run snow storm along with other toggles at the same time.

    If your not free to play and looking to learn about the game mechanics then I would suggest reading up on the links in my sig and of course going over to players help section to read up on some other stuff their. EG how mids works to some degree.

    Then create a build and post it up for people to inspect and give you advice. But yet again if you don't know at least what the right advice might be you can end up listening to someone who knows less then you but just makes a convincing argument or is a good writer on these forums.

    Traps is a very good set even with SO because they are all fire and forget. With an SO build you probably can get some decent numbers with defenses and use a purple inspiration to get you the extra defense you might need. So I don't know what the issues are there.

    Again post the build and see what people tell you.
  4. Quote:
    Originally Posted by Draggynn View Post
    I have not played around with Burnout and am skeptical about it for Storm given the endurance hit that you take. However, with both Ageless and Cardiac you could probably overcome that issue, so it could work. I'll be curious to hear how this works out for you if you go this route. I suspect you'll find that burnout isn't up often enough to make it worthwhile, but i could be wrong.
    You know Draggynn I'm in the same boat regarding Burnout, but I couldn't think of anything else that I could put in for 1 slot and I was curious about how Burnout would work with the build myself. I think it will be pretty cool to pull out 3 lighting storms.

    I will update this thread and let you and anyone else who cares how it works out. I'm at 39 atm and I will probably pick up a few more levels this weekend. I should get close by next week to start slotting up and getting this ready. I have about half the IOs made and waiting.
  5. Just wondering do set bonuses in human form carry over to Dwarf form ? I remember a time when certain things did not carry over between forms and just trying to remember the rules when creating a Kheldian.
  6. Quote:
    Originally Posted by JayboH View Post
    I always thought Traps were the worst defender set even though it is great on other ATs.
    I have Traps in Mastermind, Corruptor and Defender. To me Defender is much better then the other two. But all 3 can solo 4/8 setting.

    Which brings me to TA comments and issues. I'm all for balancing out TA when comparing it against other Arch Types that can use it or similar powers. I do agree the Sleep component is silly and completely useless in Poison Gas Arrow.

    Here is another comment and I am not trying to be "that guy" if you get what I'm saying. But again I can solo 4/8 on my TA/Archer Defender.

    I will say EMP arrow is one of my least used powers because of the endurance issue that comes with it.

    I think a part of the over all issues with this game is if you build for concept your punished. I build for min and maxing and create the story after I see the build is good.
  7. @ OP.

    Regarding Traps in general.

    Traps has been done for masterminds, heck its been done for all the ATs that can use it. Personally there is nothing at this point in the game that someone is going to discover that has not been done with Traps. So there is no reinventing the wheel here. With Masterminds and Traps there are about 2 builds that a player can create around with some minor changes that will keep you within the Leet killing boundaries. If your going to deviate from the "norm" build wise your clearly doing it understanding you might hamper your abilities in one way shape or form.

    So that being said you can do mastermind / Traps and still be very successful, but don't expect to be killing AV's or running missions on 4/8 settings. So its your game and if your game says you don't have room for hasten its fine and okay.

    As far as the leap attack. Understand that Traps is a stationary build and your force field generator ( FFG ) along with all your other trap devices will NOT move with you or teleport to your new spot. So doing this leap attack for openers will cause your FFG to move towards you, but not at any lightening speed. So you might have lower defenses while your waiting for this thing to come to you. Once you did your leap attack, you would now have to start placing down acid mortar and what not. End result you could have been doing that in the first place. I could see the leap attack as a power at PBAOE as a follow up for Trip mine placement. So I can see you pulling the mobs, Leap attack, Trip mine, Poison trap ( with lockdown proc ), Trip mine.

    Personally I feel if you don't follow one of those 2 Traps builds that are listed repeated for masterminds I think your gimping yourself. Again I reiterate Personally, thus not gospel or written in stone.

    I could see the leap attack with ninja /dark where you have more flexability with your powers compared to Traps.
  8. You might have an odd issue.

    Mid to low 30s for IOs sets can be very expensive. There are some IOs that you can buy at lvl 50 for 1 million that can cost 20 million in those level ranges. End result a low to mid level build can end up costing much more then the hundred or some millions you have. Especially when your placing high priced bids and hoping it covers when someone places those IOs for sale on the market.
  9. Looked at the build.

    I would go range cap hover blaster and use Repulsion to keep away or knock down any fliers that come near you. Using force bubble as was mentioned is gonna get you absolutely nothing on a team in today's game play, except get you people to yell at you or kick you. Further even if you decided I'm gonna keep this as my "Oh shoot" button you still lack the defenses to fend off all the mobs that will immediately aggro on you. I have a robot FF MM and I learned this the hard way during a TF and I am completely defense capped.

    To be honest and equally harsh at level 50 FF are bit useless when someone pops a Barrier or just simply with all the stacked defenses that teams are running these days. So with that being said I think you have done your duty of giving out bubbles and anything else done to the toon should be for your personal benefit.

    Any defensive powers you slot with LOTG should just have 3 IOs from the set in them. the +recharge, Defense and either Defense / End Redux or Defense / Rechage depending on the power. Use the 1 extra slot somewhere else.

    This is something I would go with.
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  10. Quote:
    Originally Posted by Deacon_NA View Post
    Hopefully I'm misunderstanding, but I get from this you let FFG take the alplha, in a set that has Seeker Drones. I really hope I'm misunderstanding.

    Using Seekers for alpha - Your FFG (and therefore +Def an Mez protection) stays intact and Seekers debuffs damage (substantially) and to-hit, for added safety and has a chance to stun a mob or two.

    Using FFG for alpha - your Def and mez protection are down, period, for the length of time it takes to summon. Even worse, in the time it takes to resummon FFG you could have laid down one of your traps, or caltrops.

    Hey, if it works for you, more power to you.
    No just saying that FFG is that good and durable.
  11. Jumping in to semi defend ( go figure in a defender forum ) traps issues and comment to the OP as well.

    First and foremost I believe the best toon you can bring to a team is your best toon and not your best "team toon". My thought process is like this. If I have a defense cap defender that can solo 4/8 setting, which a full team of 8 players might run on a 4 setting, again might being the keyword here. I join a team of 7 other players now with this toon, what are these 7 other players if nothing more then a DPS increase for me. I could solo this mission before I joined them. Granted mobs like Malta and Carnies might give me a 2nd thought, but Malta and Carnies on a team of 8 on a 4 setting can be a big for some teams as well, let alone me being solo.

    Traps without a questionable doubt will allow you defense cap and allow you to run a 4/8 setting solo regardless of which AT you pick, whether it be Defender, Corruptor or Mastermind. On a team FFG alone is great for the defense buff and the hold debuff protection it offers. The recharge on a level 50 IOed character for FFG is about 5 to 7 seconds. FFG can be used to take an alpha and still survive enough to walk in drop a few attacks and summon another FFG. Just letting FFG take the alpha and resummoning will have done the job of absorbing the initial attack and allowing you to regain aggro, because the minute you resummon aggro will switch to you.

    On some mobs and lower settings I just run around with FFG and using my main attacks. If anything Acid Mortar is very helpful and has a noticeable effect on mob debuff wise. Acid Mortar is also another quick recharge power.

    But regardless I will agree with some others saying FFG is like Device as it is a set of the old days of COH, before Invention sets. There is only 1 buff out of FF that is good for you for defense reasons. As was mentioned Barrier incarnate which is very, very popular along with the heal incarnate ( forgot the name atm ).

    You mentioned Assault Rife. My defender is a Traps AR toon with incarnates. Traps btw will allow you to place trip mines at will. So you will find more use for them on a Traps then you would a Device toon. Maybe this is your time to make a Traps/AR or a Traps Dark fitting the shadow shard theme.

    Coming from a player who has PuG'ed for the past 6 years I have had little issues. But I think if anything my success on teams is because I can handle what the team is doing, because all my toons are built around defense caps. I only have 1 50 scrapper that I just started using and old SD Electric I decided to IO out just a few weeks ago. But beyond that my 18+ level 50 Incarnate toons are anything but Tank, Scrapper, Brute, Dominator, Controller toons. I have a petless mastermind that can solo 4/8 setting ( traps of course ).

    This is the theme I suggest you look at.

    Do not build the toon around the theme but instead build the theme around the build. If you do it your way because of the powers you must have for thematic reasons your going to have to accept your short comings. The other way around pick 2 sets that look well together and roll with that.

    Simple example I have a Storm Sonic I am working on and I also would like to have some story to put in the background. I went Storm Sonic for some PvP ideas and for some debuffing ideas for taking on AVs. So my story to fit my build is a player that naturally had Storm powers ( mutant origin ), but from so many battles against villains he took tech from those defeated and with some help built an armored suit that emits sonic attacks, so part mutant part technology. So all his costumes will have some sort of Tech in it.

    My Traps AR is a soldier from Paetoria wars that was injured during the battles, documented as MIA / Dead but was taken to Neuron for experimentation.

    Nutshell I would not go Force Field, but pick a combo that will make YOU great and join a team for the extra dps.
  12. plainguy

    Dark/Storm Help.

    Not trying to push my builds on anyone.

    But I would suggest getting close to range defense cap and then get low 20s with Melee and AOE and let hurricane do the rest via hit debuff. Hit debuff is a bit iffy because it can be resisted. But for everyday game play it should be fine.

    I would go over to the defender forum and look at my Storm Sonic Build and try to mirror it on this side working in your ideas where needed. But I think it will give you some insight and ideas to work with. Its not the end all be all. But I was given some good advice on changing it up and I think it pointed me in a better direction.
  13. First off post your build. Your Mids will explain everything instead of everyone asking you more follow up questions.

    Second I just posted a follow up on my defender forum thread about my Storm Sonic. The buff and debuff numbers are different but the endurance issues are the same. Maybe that thread might shed some light on your issue and some ideas.
  14. Quote:
    Originally Posted by Draggynn View Post
    Alright, I only have a couple of minutes so just some quick thoughts looking at the most recent build you posted:

    1) Unless you really, really love Snow Storm, it's over slotted. If you're hoping to be an AV killer, take ALL of those slots and stick them in Tornado, and then you can slot Expedient Reinforcements (same defense + recharge) or blood mandates (more defense). That -recharge really is worthless since Snow Storm and FR will pretty much soft cap everything.

    2) Howl: swap in the damage proc to deal more damage

    3) Freezing Rain, underslotted for recharge, accuracy and slow are far less important than recharge in this power. Again, FR and SS can handle slow, you really just want FR up as often as possible.

    4) You can pull a slot from hurricane if you need it somewhere else

    5) You can stick a stealth spot in a sprint power, freeing up a slot if you want. Especially since stealth with super speed and steamy mist is redundant. If you're going to be running SS, you don't need stealth.

    6) Tornado could use more slots as already discussed

    7) wouldn't hurt survivability to get a little resistance in Dark Embrace.

    8) Performance shifters will perform better in Stamina. (end mod, proc, and standard end mod IO)

    I would not try to work burnout into the build. I have not tried it, but suspect the endurance penalty would be too great.

    If you have enough endurance to not need cardiac, I would consider going spiritual before Musculature (more Freezing Rain, more Lightning Storm, more endurance recovery from dark consumption)
    1 and 2 done, swapped.

    3 Went from slow to shield breaker and analyze weakness Accuracy and recharge IO combo. Kept the Achilles heel proc and went for the Shield breaker set bonus in endurance.

    4 Moved it over to endurance. I looked at it with the P.S. Proc and 3 Efficiency Adapters and the P.S. Proc and 3 standard end mod IOs. I notice numerically the numbers change to 99% in favor of the standard IOs. But the view totals tab shows no change endurance wise. I think the Eff Adapters bonus might balancing it out or just something is wrong in MIDs.

    5 & 7 Dumb mistake, I knew it was wrong never fixed it. Thanks. I moved that slot over to the Dark Embrace.

    6 is covered by 1.

    8 look at 4 for comments.

    If you look at the endurance use with snow storm active I am below the suggested 2 ratio of use vs recovery. I have encountered problems like this before with another build and it was painful to work with. I would like to be able to use snow storm on a steady basis instead of having to use it and then turn it off and then turn it back on, etc. Number wise I am fine if I do not have snow storm on.

    Spiritual will decrease Lighting storm by 4 second recharge and FR by 2 seconds. I am tossed between having the reduced times in LS and FR ( which in the grand scheme I will say I don't see the big deal in 4 and 2 seconds ).

    But with Cardiac I can have snow storm up as much as I want and I do also get an increase in resistance numbers which adds into comment 7.

    What I am thinking is maybe Pick up Ageless Core Epiphany which will of course give me a recharge bonus and pick up Burnout instead of Afterburner so I could fire off LS and FR then fire off Burnout, then fire off LS and FR again. Then I would fire off Ageless Core Epiphany which will not only increase my LS recharge and FR but also Burnout which is sadly on a 11 minute timer. But I could actually have 3 LS up and running at one time. Unfortunately Destiny numbers are not working in MIDs and I don't have the brains to do the math to figure out Ageless will offer for burnout recharge.

    So the Endurance slotting I'm easy. The 10 Hit point bonus will not make me or break me. I just didn't grasp the difference between the 2 choices so went with the Eff Adapter set bonus. After relooking it over Performance shifter IOs 4 slotted is better then the Efficiency Adapters so scrap the Eff Adapters as the P.S. set is better.

    What do we think about the the Burnout Ageless concept. With Cardiac alpha..

    Did the grasp the pebble from your hand with that one ?????

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Defender
    Primary Power Set: Storm Summoning
    Secondary Power Set: Sonic Attack
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Medicine
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: O2 Boost -- Heal-I(A)
    Level 1: Shriek -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
    Level 2: Snow Storm -- EndRdx-I(A)
    Level 4: Howl -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(23), Posi-Dmg/Rng(21), Posi-Dam%(21)
    Level 6: Steamy Mist -- S'fstPrt-ResDam/Def+(A), RedFtn-Def/EndRdx(7), RedFtn-Def/Rchg(9), RedFtn-EndRdx/Rchg(9), RedFtn-Def/EndRdx/Rchg(11), RedFtn-Def(29)
    Level 8: Freezing Rain -- Achilles-ResDeb%(A), ShldBrk-Acc/Rchg(29), ShldBrk-Acc/EndRdx/Rchg(31), AnWeak-Acc/Rchg(31)
    Level 10: Shockwave -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(31), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(19)
    Level 12: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(13), DarkWD-ToHitDeb/EndRdx(13), DarkWD-ToHitdeb/Rchg/EndRdx(15)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
    Level 16: Shout -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(40), Thundr-Acc/Dmg/EndRdx(27), Thundr-Dmg/EndRdx/Rchg(27)
    Level 18: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(36)
    Level 20: Amplify -- RechRdx-I(A)
    Level 22: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel(37), Zephyr-Travel/EndRdx(37)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
    Level 26: Aid Other -- Heal-I(A)
    Level 28: Tornado -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(34), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(40), ExRmnt-+Res(Pets)(40)
    Level 30: Scream -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(46), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(37)
    Level 32: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(34)
    Level 35: Screech -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(48), Thundr-Acc/Dmg/EndRdx(48), Thundr-Dmg/EndRdx(50), Thundr-Dmg/Rchg(43), Thundr-Dmg/EndRdx/Rchg(45)
    Level 38: Aid Self -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(39)
    Level 41: Dark Consumption -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Rchg(43), Erad-Dmg/Rchg(43)
    Level 44: Dark Embrace -- Aegis-Psi/Status(A), Aegis-ResDam(50)
    Level 47: Fly -- Winter-ResSlow(A), Zephyr-Travel(50), Zephyr-Travel/EndRdx(48)
    Level 49: Burnout -- RechRdx-I(A)
    Level 50: Cardiac Core Paragon
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(42), Mrcl-Rcvry+(45)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(15), P'Shift-EndMod(42), P'Shift-EndMod/Rchg(42)
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Vigilance
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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  15. Huntsman, Range cap, Hover blaster with perma pets. Pick up Barrier and its pretty fun having 3 pets that just won't die. You have a short number of attacks and will probably pick up another from one of the PPP's. But with the double maneuvers and assault those small number of attacks really pack a big punch.
  16. I would consider getting a flying pet. Even the Storm one for hurricane.

    I added Slot enhancers to my pain build to get 50+5 bonuses where it seemed I would get some value out of them.

    I'm thinking between the hurricane pet and the hit debuff proc instead of reactive you might be really crippling some players in PvP. Oddly enough once fully buffed I last much longer with my DS Pain then some other toons in PvP.
  17. This is what I have atm.

    World of Pain - You have several choices with this one. I went this route to have it up a bit sooner, so I am 5 seconds off perma. Six slotting WOP with Resistance/ Recharge will give you slightly ( about 1 or 2 percent ) better numbers but the recharge will be 11 seconds off perma. If you also notice by hovering over WOP IOs that they are 50+5. I slotted each with 5 enhancement booster. Otherwise the recharge is time is higher.

    The build in general.

    I went with a tankermind approach. I went range cap, along with range cap I picked up AOE defense at 40% just because of how the sets work out and Melee is at 20%.

    My idea was that eating one purple and using provoke would keep mobs on me. As the mobs moved in Oppressive gloom would kick in stunning a bunch of the mobs. I would then have to deal with the bosses that OG does not affect. My regeneration is at 660 ( slotting it with enhancement boosters will give you 670% regeneration ). I was hoping that between OG and my Regeneration and my AOE heals I can keep myself alive. It seems to work out well. Barrier Incarnate should fix any issues related to defense eventually.

    Hopefully it will give you some ideas.

    BTW you would get better results with responses slotting some IOs in the build.

    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Mastermind
    Primary Power Set: Demon Summoning
    Secondary Power Set: Pain Domination
    Power Pool: Fighting
    Power Pool: Presence
    Power Pool: Flight
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Summon Demonlings -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Dmg(7), BldM'dt-Acc(9), BldM'dt-Acc/Dmg/EndRdx(11)
    Level 1: Nullify Pain -- Numna-Heal/EndRdx(A), Numna-Heal/EndRdx/Rchg(5), Numna-Heal/Rchg(7)
    Level 2: Lash -- FrcFbk-Rechg%(A)
    Level 4: Soothe -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(5), Dct'dW-Heal/Rchg(9)
    Level 6: Enchant Demon -- EndRdx-I(A)
    Level 8: Kick -- Acc-I(A)
    Level 10: Provoke -- Mocking-Taunt(A), Mocking-Taunt/Rchg(11), Mocking-Taunt/Rchg/Rng(25), Mocking-Acc/Rchg(25), Mocking-Taunt/Rng(34), Mocking-Rchg(39)
    Level 12: Summon Demons -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(13), BldM'dt-Acc/EndRdx(13), BldM'dt-Acc/Dmg/EndRdx(15), BldM'dt-Acc(15), BldM'dt-Dmg(17)
    Level 14: Conduit of Pain -- RechRdx-I(A)
    Level 16: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(36), S'fstPrt-ResDam/Def+(50)
    Level 18: Hell on Earth -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(19), BldM'dt-Acc/EndRdx(19), BldM'dt-Acc(21), BldM'dt-Dmg(23), BldM'dt-Acc/Dmg/EndRdx(31)
    Level 20: Suppress Pain -- Numna-Heal/EndRdx(A), Numna-Heal(21), Numna-EndRdx/Rchg(33), Numna-Heal/Rchg(33), Numna-Heal/EndRdx/Rchg(33), Numna-Regen/Rcvry+(40)
    Level 22: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(48)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(40)
    Level 26: Summon Demon Prince -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(27), BldM'dt-Acc/EndRdx(27), BldM'dt-Acc/Dmg/EndRdx(29), BldM'dt-Acc(29), BldM'dt-Dmg(31)
    Level 28: World of Pain -- Aegis-ResDam/Rchg(A), TtmC'tng-ResDam/Rchg(31), ImpArm-ResDam/Rchg(40), RechRdx-I(42), RechRdx-I(42), RechRdx-I(46)
    Level 30: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx(34), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(37), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(39)
    Level 32: Abyssal Empowerment -- EndRdx-I(A)
    Level 35: Anguishing Cry -- RechRdx-I(A)
    Level 38: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(43), GSFC-Build%(43), GSFC-ToHit/EndRdx(46)
    Level 41: Dark Embrace -- Aegis-Psi/Status(A)
    Level 44: Oppressive Gloom -- Stpfy-EndRdx/Stun(A), Stpfy-Stun/Rng(45), Stpfy-Acc/EndRdx(45), Stpfy-Acc/Rchg(45), Stpfy-Acc/Stun/Rchg(46), Stpfy-KB%(48)
    Level 47: Soul Tentacles -- Enf'dOp-Acc/Rchg(A)
    Level 49: Painbringer -- RechRdx-I(A)
    Level 50: Cardiac Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Supremacy
    Level 6: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Numna-Heal(A), Mrcl-Rcvry+(34), Mrcl-Heal(48), Numna-Heal/Rchg(50)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(17), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc(50)



    Code:
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  18. plainguy

    Regen vs Max HP

    Quote:
    Originally Posted by _Pine_ View Post
    Also, more HP acts as extra resistance (you can take more hits with more hp). So along with a higher HP/sec regened you also have the ability to take a bigger hit. All in all +HP is almost always better than +regen.
    ok
  19. What about a Range cap Huntsman with Perma pets. Small number of attacks but they are extremely, extremely solid.. They all do high damage. Pick up Barrier and now you and your perma pets are completely defense capped and resistant capped. The pets are good but with Barrier they are that much better. I can tell you my SOA Huntsman was my first toon that could handle Malta on a 4/8 setting with no issues. The Inspiration Tray is just there for whatever you want once you pick up barrier.

    How about a Traps Defender or a Storm toon, Range cap and hurricane will help you cap put via hit debuff melee and aoe. But of course aoe has to take by mobs within your hurricane. I am running a Sonic Storm ATM. Between the resistance debuff of Sonic and the defense / resistance debuff on storm I can take on mobs that are much higher cons solo just by being aggressive and pushing them with hurricane for the debuff.
  20. I think the answer to your question varies based around what type of MM you are running and how you are built.

    BAF should not be an issue for really any build.

    LAM you have to settle with assisting the tank types in the group and not fighting during the warehouse / lab phase. Basically the tank is your pet during the warehouse / lab phase. Dark and Trick arrow for example excel a bit more during this phase then traps because they are much faster. During the AV phase it can be a bit tricky because he moves around so much but not far enough that your pets will run instead of being TPed to his location. What I try to do is if I should loose target on the AV as soon as I can I retarget and direct the pets to attack him even if he is across the screen. This way they are running towards something and keep going even while getting hit by other mobs.

    Keyes is much easier now and even having the AV at 80 the pulse was not bad at all. The only issue you have in keyes is making sure your pets are not attacking the AV. I just stay completely away from him. There is enough to kill that you don't need to be near him.

    Underground is like BAF your just running around killing so no issues. At the end your either set up to kill the AV or your not. So if the group does not have clarion then its doomed if you can't kill it fast enough. I have done UG with again my SO DS Traps and the AV died in moments. But we had 5 players with Clarion. With Underground pretty much the League leader picks up the clarion players and fills in the rest.

    But honestly at this point in the game the only rarely will you have issues as you so many players who are incarnate slotted and IOed out. I recently ran a LAM where the AV didn't even get to move from the first spot. One grenade and he will killed in moments. I was leading the LAM on my SO DS Traps MM. Not one person noticed or cared if they did notice my build. I ran about 5 or 6 other LAM and BAF mix after that one and no one said a word about my build or how I was slotted.
  21. Here is the link to the boosters. I asked in market IO forum was curious myself: http://paragonwiki.com/wiki/Enhancement_Booster


    I keep forgetting that Chrono Shift has a 50% 90 second recharge buff.

    EDIT - Mids info.

    You can increase the IO value in mids on the build so you can see the numbers. My issue is I cannot get it work with Hasten values ( side note changing the number of IOs in build seems not to be doing anything atm. but off topic ).

    What you do is click on the IO your want to change in value and right click on it as if your going to change it. Once you do that put your mouse over the IO you have slotted in there and hit the plus or minus key and you will see either a +( number ) or -( number ) next to the IO value EG. 50+1, 50+2, Etc. Then you have to hit the return key to make it stick. You should notice the power values change.
  22. Quote:
    Originally Posted by Paladiamors View Post
    Yeah I'd object to that. Pretty loudly. Part of the fun of my mastermind is having a whole ARMY behind me. That's what seperates the mastermind from other 'minion' classes.
    I agree. Though I would like the option to making one super pet sometimes.

    It can be hassle sometimes controlling 6 pets with the AI that is broken still.
  23. What about enhancement boosters on top of whatever you might be thinking..

    How do you have perma Chrono shift ?

    EDIT- Ageless I would assume ?
  24. Quote:
    Originally Posted by MasterStryker View Post
    This is the build I use. Not perma pets unless that means by the time they despawn, all I need to do is hit hasten to be able to summon them again.
    Your build is not perma.

    I also notice your build is 4 points short of range defense cap. Not the end of the world, but you could rearrange some of the powers and cap out your range defense at least.