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Posts
2007 -
Joined
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Hover Crab, Range cap. 19 seconds off on Call reinforcements and 5 seconds off on on Summon Blaster.
As a side note I am thinking if you can use the enhancement boosters on defense sets you might get away with not picking up one defensive power. Which might free up something to help you.
Edit - I took another look and you can add 5 enhancement boosters to some defense powers and free up a few slots. You will loose your 12 hit point bonus ( 24 total ) but you now have 2 slots to mess around with. If you do that with stamina as well you might have 3. What if boosted hasten IOs with 5 each as well. You would be over kill on the ED cap but nutshell messing around with those boosters might at last free up some slots to increase your dps in some powers.
Here is the link someone provided to me regarding boosters. http://paragonwiki.com/wiki/Enhancement_Booster
Suppression and Venom are 3 slotted because I capped out on my 6.25 recharge rate.
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Channelgun -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(13)
Level 1: Crab Spider Armor Upgrade -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(13), ImpSkn-EndRdx/Rchg(17), ImpSkn-ResDam/EndRdx/Rchg(17), ImpSkn-Status(25)
Level 2: Combat Training: Defensive -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(3)
Level 4: Longfang -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(25), Decim-Dmg/Rchg(27), Decim-Acc/EndRdx/Rchg(27), Decim-Acc/Dmg/Rchg(29)
Level 6: Hover -- Zephyr-Travel(A), Zephyr-ResKB(7), LkGmblr-Rchg+(7), LkGmblr-Def/EndRdx(9)
Level 8: Assault -- EndRdx-I(A)
Level 10: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(11)
Level 12: Wolf Spider Armor -- S'fstPrt-ResDam/Def+(A)
Level 14: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(15), LkGmblr-Def/EndRdx(15)
Level 16: Tactical Training: Assault -- EndRdx-I(A)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Tactical Training: Leadership -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(21), AdjTgt-ToHit/EndRdx/Rchg(21), AdjTgt-EndRdx/Rchg(23), AdjTgt-ToHit/EndRdx(23)
Level 22: Mental Training -- Flight-I(A)
Level 24: Suppression -- Posi-Acc/Dmg(A), Posi-Dmg/Rng(46), Posi-Dmg/Rchg(50)
Level 26: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(46)
Level 28: Frag Grenade -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(29), KinCrsh-Rchg/KB(33), KinCrsh-Rechg/EndRdx(33), KinCrsh-Dmg/EndRdx/KB(34), KinCrsh-Acc/Dmg/KB(34)
Level 30: Fortification -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(31), ImpSkn-EndRdx/Rchg(31), ImpSkn-ResDam/EndRdx/Rchg(31), ImpSkn-Status(33)
Level 32: Omega Maneuver -- RzDz-Immob%(A)
Level 35: Summon Spiderlings -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(36), S'bndAl-Build%(36), C'Arms-Acc/Dmg/Rchg(36), C'Arms-EndRdx/Dmg/Rchg(37), C'Arms-+Def(Pets)(37)
Level 38: Call Reinforcements -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(40), ExRmnt-+Res(Pets)(40)
Level 41: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43)
Level 44: Disruptor Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
Level 47: Summon Blaster -- SvgnRt-PetResDam(A), ExRmnt-Acc/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-Acc/Dmg(50), C'Arms-Acc/Rchg(50)
Level 49: Serum -- Numna-Heal(A)
Level 50: Spiritual Core Paragon
Level 50: Barrier Core Epiphany
Level 50: Reactive Radial Flawless Interface
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Level 1: Brawl -- Empty(A)
Level 1: Conditioning
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+(A), Numna-Heal(34)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(37), P'Shift-EndMod/Rchg(40), P'Shift-EndMod/Acc(43)
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Quote:Hey thanks, I went to the wiki at first but didn't find that chart. I seen some info but that chart is great.Complete info here: http://paragonwiki.com/wiki/Enhancement_Booster
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Quote:I'm a bit confused on your first comment where you said if you don't mind going without set bonuses. Are you saying that if 5 slot a LOTG Defense endurance I will the set bonuses that LOTG offer ? And I guess I would ask why ?. Is that the whole point of them ? You get the higher numbers but loose set bonuses ?Each increases the enhancement's value by a flat 5%. 5 boosters gets you 1.25x the enhancement's value, which means you can make purples out of level 50 IOs if you don't mind going without the set bonuses. It is affected by ED, though.
I was looking at these last night trying to figure out if they were worth buying a stack of 90. My conclusion at the time was that for a tight IO build where every slot is filled by a dual aspect or more and most values hit ED, they're not that great, but for an SO build (such as a freemium without an IO license might have) or a common IO build, they're fantastic for pushing more value out of each enhancement. It'll make 6 SOs do the work of 7.5.
They can be useful for an IO build in eking out just a few more percent to get over a hump, or if you have some powers you had to skimp on for slotting to beef up others, you can make those slots go further. -
Just wondering if anyone has done the math for those enhancement boosters that you can put on your powers that are not procs.
5 is the max.
Is it a steady percentage or is it affected by ED ?
I just have no clue. -
The wording in Mids leads me to believe that Energy Cloak does NOT suffer from suppression normally listed for other stealth powers. But I also can't imagine why it wouldn't.
So I ask. -
Quote:Aye but OG does linger and TC was honestly a filler. I picked the powers for the build and just filled up the rest.Hurricane repels enemies, so oppressive gloom and thunderclap won't be effective while you have it on.
EDIT: After posting the above comment I went back and just removed Thunder Clap and Oppressive Gloom. I 3 slotted Dark Consumption for range defense and picked up aid other and aid self. I went with Cardiac instead as it now allows me to run everything and not have endurance issues. Before I couldn't run snow storm without limiting my other toggles, which is what I am doing now as I level up. Sadly I'm at 44.8 range defense now, not the end of the world but I would have liked to hit that 45% mark.
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Been working on this build.
It has Range Defense cap and then leverages the Hit Debuff of Hurricane to obtain Melee and AOE defense cap.
After working on the defenses I went for recharge.
I would like to incorporate Aid self into the build. I have the toon at 34 in SOs atm and I have to say I find Aid Self very handy once the mobs are debuffed.
I can have double Lighting Storm up as it recharges in 31 seconds.
I can go Musculature instead of Cardiac and that will give me the 2 point endurance ratio that many consider minimal numbers to make a build playable. Plus Musculature increases the DPS output.
I can run Hurricane, Steam mist, Combat Jump, Dark Embrace and Oppressive gloom all at the same time.
I think the OG and Hurricane combo will work well. I can add in thunder clap to stun more.
With the -resist from Sonics and some of the resistance debuffs from Hurricane it will be a decent AV killer.
I was considering taking Burnout and using it to summon 2 lighting storm right off the bat and then a 3rd 30 seconds later. But Burnout would be on a 700 second recharge ( 11 minutes ) it does limit its cool use.
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
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: O2 Boost- (A) Healing IO
- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Endurance
- (3) Thunderstrike - Damage/Recharge
- (5) Thunderstrike - Accuracy/Damage/Recharge
- (5) Thunderstrike - Accuracy/Damage/Endurance
- (7) Thunderstrike - Damage/Endurance/Recharge
- (A) Pacing of the Turtle - Accuracy/Slow
- (11) Pacing of the Turtle - Damage/Slow
- (19) Pacing of the Turtle - Accuracy/Endurance
- (19) Pacing of the Turtle - Range/Slow
- (21) Pacing of the Turtle - Endurance/Recharge/Slow
- (21) Pacing of the Turtle - Chance of -Recharge
- (A) Positron's Blast - Accuracy/Damage
- (23) Positron's Blast - Damage/Endurance
- (23) Positron's Blast - Damage/Recharge
- (27) Positron's Blast - Damage/Range
- (27) Positron's Blast - Accuracy/Damage/Endurance
- (A) Steadfast Protection - Resistance/+Def 3%
- (7) Red Fortune - Defense/Endurance
- (9) Red Fortune - Defense/Recharge
- (9) Red Fortune - Endurance/Recharge
- (11) Red Fortune - Defense/Endurance/Recharge
- (29) Red Fortune - Defense
- (A) Achilles' Heel - Chance for Res Debuff
- (29) Tempered Readiness - Accuracy/Slow
- (31) Tempered Readiness - Damage/Slow
- (31) Tempered Readiness - Accuracy/Endurance
- (A) Positron's Blast - Accuracy/Damage/Endurance
- (31) Positron's Blast - Accuracy/Damage
- (34) Positron's Blast - Damage/Endurance
- (36) Positron's Blast - Damage/Recharge
- (36) Positron's Blast - Damage/Range
- (A) Dark Watcher's Despair - To Hit Debuff
- (13) Dark Watcher's Despair - To Hit Debuff/Recharge
- (13) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (15) Dark Watcher's Despair - Recharge/Endurance
- (15) Dark Watcher's Despair - To Hit Debuff/Endurance
- (A) Recharge Reduction IO
- (17) Recharge Reduction IO
- (17) Recharge Reduction IO
- (A) Thunderstrike - Accuracy/Damage
- (39) Thunderstrike - Damage/Endurance
- (39) Thunderstrike - Damage/Recharge
- (40) Thunderstrike - Accuracy/Damage/Recharge
- (40) Thunderstrike - Accuracy/Damage/Endurance
- (40) Thunderstrike - Damage/Endurance/Recharge
- (A) Celerity - +Stealth
- (36) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (37) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (37) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (37) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (25) Luck of the Gambler - Defense
- (25) Luck of the Gambler - Defense/Endurance
- (A) Razzle Dazzle - Chance of Immobilize
- (A) Achilles' Heel - Chance for Res Debuff
- (A) Thunderstrike - Accuracy/Damage
- (45) Thunderstrike - Damage/Endurance
- (46) Thunderstrike - Damage/Recharge
- (46) Thunderstrike - Accuracy/Damage/Recharge
- (46) Thunderstrike - Accuracy/Damage/Endurance
- (48) Thunderstrike - Damage/Endurance/Recharge
- (A) Thunderstrike - Accuracy/Damage
- (33) Thunderstrike - Damage/Endurance
- (33) Thunderstrike - Damage/Recharge
- (33) Thunderstrike - Accuracy/Damage/Recharge
- (34) Thunderstrike - Accuracy/Damage/Endurance
- (34) Thunderstrike - Damage/Endurance/Recharge
- (A) Thunderstrike - Accuracy/Damage
- (48) Thunderstrike - Accuracy/Damage/Recharge
- (48) Thunderstrike - Accuracy/Damage/Endurance
- (50) Thunderstrike - Damage/Endurance
- (50) Thunderstrike - Damage/Recharge
- (50) Thunderstrike - Damage/Endurance/Recharge
- (A) Stupefy - Accuracy/Recharge
- (43) Stupefy - Endurance/Stun
- (43) Stupefy - Accuracy/Endurance
- (43) Stupefy - Stun/Range
- (45) Stupefy - Accuracy/Stun/Recharge
- (39) Stupefy - Chance of Knockback
- (A) Recharge Reduction IO
- (A) Aegis - Psionic/Status Resistance
- (A) Winter's Gift - Slow Resistance (20%)
- (A) Luck of the Gambler - Recharge Speed
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Level 2: Swift- (A) Empty
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (42) Numina's Convalescence - Heal
- (45) Miracle - +Recovery
- (A) Empty
- (A) Efficacy Adaptor - EndMod/Endurance
- (42) Efficacy Adaptor - EndMod
- (42) Efficacy Adaptor - EndMod/Recharge
- (A) Empty
- (A) Empty
Level 2: Rest- (A) Empty
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You can put a virtual machine ( VM ) on your mac. You can use Virtualbox software to help you create the VM. The only thing you need is a windows key. Its similar to installing windows thought some less clicking and a bit faster to do once you you have the VM software running.
You probably will not need the license key if you save the VM after the windows install is complete since it will always be counting down to 30 but you can revert it back. The pain is once you install your software in the beginning you will not be able to install anything else. Because you revert it back to its original state to keep the license from expiring any new stuff will be gone. But if your only using the VM for mids. Just install windows and then install Mids and save the session. you will have to save your mids builds on the mac side but you will be able to drag them into the windows VM environment when needed. Again a pain but doable. Your best bet is to get a windows license key and not go nuts doing all of that. -
I mentioned this a while back and slowly worked on him over the year. I then went and created a SO only build with a pinch of IOs, the proc from lockdown in poison trap for example.
I then used this much weaker build to get incarnate teams. I knew playing my petless / semi petless build would eventually cause me issues and really trying to explain to someone on a iTrial was just not going to work out. Knowing the perception alone of people seeing me with 6 pets was good enough. I was able to pick up everything beyond my initial Alpha. My Alpha unlocked was done by converting bunch of threads via the vendor in OB and money and slotted out to Tier 3. I then eventually picked up a VR and slotted it to make it T4 Alpha. In my mind I tossed around the idea of just sucking it up and doing it with my IO build but I punked out and didn't want to deal with the fight. Even now almost at 50 +3 and knowing my build is better then a bunch of other players on a team I still run around with the SO build.
Ion is T3, Reactive is T3, I picked up the T3 drone pet which I really don't use, I figured if I was going to pick up a pet I would go with drones to match traps and it was a small pet at least and finally Destiny - the heal ( forget the name ) is T2. I tossed around the idea of getting Barrier and might to see the difference but as of now my incarnates are unlocked and I have the level bump for regular game play.
As far as game play goes. Prior to the the incarnate heal the pet died really fast. He pretty much was nothing more then a show piece. What I also learned was to keep him out of body guard mode, which probably was another reason why he was dying so fast.
What I did today was do a bunch of different AE missions on 4/8 and then decided to do random radio missions on 4/8 just to see how I would do.
Oppressive Gloom is very helpful, I've always said it was good. Poison traps ( with lockdown proc ) followed up by Trip mine is a great combo for softening up a bunch of mobs.
I have a choice of either super speeding in with stealth IO and having OG take effect followed up by Trip mine or some combo. Or I can have my seeker drones take the aggro as I zip in.
With the incarnate heal now the pet last much longer and I can take out runners and smaller groups a bit faster.
I also fought a bunch of mobs with just attacks and without using trip mine. It was viable and endurance was not an issue. There are just so many things to do beyond Trip mine that it's not an issue. Though Trip mine does of course help clear out a bunch of mobs a bit faster.
The build feels very comfortable and at no time did I worry I was going to die. Not worrying about pets was a bit fun as well and seeing the whip attacks go off is pretty cool. Especially with the cool colors it has.
The purpose of this build - I was bored and wanted to see if it was possible. I tested this out a bit on robot traps by just doing missions with no pets, but wanted to incorporate whips attacks. They seemed cool to me.
I then toyed with just going tier 1 pets in the beginning because of how useless the tier 3 was or just the tier 2 pets. But in the end a giant demon with a ice sword looks great.
The only incarnate that I have to say I MUST HAVE is Alpha Cardiac incarnate. Some sort of judgement is nice for faster killing. Destiny barrier is good for the pet and getting you resistance caps, but otherwise your defense capped. I think the Destiny heal is good for everyone. It's that "Oh shoot button". But beyond Cardiac they are just quality of life improvements.
What does this mean for you ? Absolutely nothing... Just kidding.
I would guess its a good guide number wise and concept wise if someone wants to make their own petless mastermind at least to see what numbers they need game wise to make it a doable build.
I am considering maybe a Ninja Traps as my next build and maybe creating a 2nd similar build for my robot traps.
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: Traps
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Corruption- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Endurance
- (3) Thunderstrike - Damage/Recharge
- (5) Thunderstrike - Accuracy/Damage/Recharge
- (15) Thunderstrike - Accuracy/Damage/Endurance
- (A) Enfeebled Operation - Accuracy/Recharge
- (37) Enfeebled Operation - Accuracy/Immobilize
- (45) Enfeebled Operation - Endurance/Immobilize
- (45) Enfeebled Operation - Accuracy/Endurance
- (45) Enfeebled Operation - Immobilize/Range
- (A) Mako's Bite - Accuracy/Damage
- (5) Mako's Bite - Damage/Endurance
- (15) Mako's Bite - Damage/Recharge
- (21) Mako's Bite - Accuracy/Endurance/Recharge
- (25) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (40) Mako's Bite - Chance of Damage(Lethal)
- (A) Tempered Readiness - Accuracy/Slow
- (A) Numina's Convalescence - Heal
- (7) Numina's Convalescence - Heal/Recharge
- (7) Numina's Convalescence - Heal/Endurance/Recharge
- (21) Miracle - Heal/Recharge
- (50) Miracle - Heal/Endurance/Recharge
- (A) Positron's Blast - Accuracy/Damage
- (9) Positron's Blast - Damage/Endurance
- (9) Positron's Blast - Damage/Recharge
- (46) Positron's Blast - Damage/Range
- (46) Positron's Blast - Accuracy/Damage/Endurance
- (A) Shield Breaker - Defense Debuff
- (25) Shield Breaker - Accuracy/Defense Debuff
- (31) Shield Breaker - Accuracy/Recharge
- (31) Shield Breaker - Defense Debuff/Endurance/Recharge
- (33) Shield Breaker - Accuracy/Endurance/Recharge
- (33) Shield Breaker - Chance for Lethal Damage
- (A) Empty
- (A) Steadfast Protection - Resistance/+Def 3%
- (48) Steadfast Protection - Knockback Protection
- (A) Luck of the Gambler - Recharge Speed
- (17) Luck of the Gambler - Defense
- (17) Luck of the Gambler - Defense/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (19) Luck of the Gambler - Defense
- (19) Luck of the Gambler - Defense/Endurance
- (A) Lockdown - Chance for +2 Mag Hold
- (42) Basilisk's Gaze - Accuracy/Hold
- (42) Basilisk's Gaze - Accuracy/Recharge
- (42) Basilisk's Gaze - Recharge/Hold
- (43) Basilisk's Gaze - Endurance/Recharge/Hold
- (A) Luck of the Gambler - Recharge Speed
- (23) Luck of the Gambler - Defense
- (23) Luck of the Gambler - Defense/Endurance
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (34) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (36) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Blood Mandate - Accuracy/Damage
- (27) Blood Mandate - Damage/Endurance
- (27) Blood Mandate - Accuracy/Endurance
- (29) Blood Mandate - Accuracy/Damage/Endurance
- (29) Blood Mandate - Accuracy
- (31) Blood Mandate - Damage
- (A) Razzle Dazzle - Accuracy/Recharge
- (39) Razzle Dazzle - Endurance/Stun
- (39) Razzle Dazzle - Accuracy/Endurance
- (39) Razzle Dazzle - Accuracy/Stun/Recharge
- (40) Razzle Dazzle - Stun/Range
- (40) Razzle Dazzle - Chance of Immobilize
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
- (A) Endurance Reduction IO
- (A) Obliteration - Damage
- (36) Obliteration - Accuracy/Recharge
- (36) Obliteration - Damage/Recharge
- (37) Obliteration - Accuracy/Damage/Recharge
- (37) Obliteration - Accuracy/Damage/Endurance/Recharge
- (46) Obliteration - Chance for Smashing Damage
- (A) Luck of the Gambler - Recharge Speed
- (43) Luck of the Gambler - Defense
- (43) Luck of the Gambler - Defense/Endurance
- (A) Celerity - +Stealth
- (A) Aegis - Psionic/Status Resistance
- (A) Razzle Dazzle - Endurance/Stun
- (48) Razzle Dazzle - Chance of Immobilize
- (A) Gravitational Anchor - Chance for Hold
- (50) Gravitational Anchor - Immobilize/Recharge
Level 50: Ion Partial Radial Judgement
Level 50: Reactive Total Core Conversion
Level 50: Robotic Drones Partial Radial Improved Ally
------------
Level 1: Brawl- (A) Empty
- (A) Empty
Level 2: Rest- (A) Empty
- (A) Empty
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (13) Numina's Convalescence - Heal
- (A) Empty
- (A) Efficacy Adaptor - EndMod
- (11) Efficacy Adaptor - EndMod/Endurance
- (11) Efficacy Adaptor - EndMod/Recharge
- (13) Efficacy Adaptor - EndMod/Accuracy
- (48) Performance Shifter - Chance for +End
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Just remember that Controls and Masterminds ( LOL* ) are VIP only. I would imagine they need something to entice people to be a VIP. Having untouchable perma pets that can tank a AV or GM is a good thing.
* I lol'ed at Masterminds because beyond looks many non VIP AT's can do what MM can do with less hassle and bugs. EG Traps Defender can do what a Robot Traps MM can do. -
Just wondering would anyone object if you had just one Assault Bot type pet that was equal to all your pets combined ? Would that per say be more acceptable knowing its just one pet instead of 5 other pets and then one big one.
I know just having the Assault Bot out is not as bad when having all of them out in caves. -
Playing devils advocate here.
What are the repercussions when a player named Pimpdaddy or Pimpsalot which would be okay for a single toon player as I have seen in the past, now makes one for a female based Mastermind. Or picks a adult entertainment type name and then names the pets similarly.
As a side note I took on a slight offense to denoting that bad behavior is only seen on freedom server.
I'm no fool and I know at the end of the day it is going to be hard for a player to fight against Devs or this game if they decided to change his name or his pets names even if he had a similar name on a non mastermind toon if they or someone else found it offensive. I don't see someone getting a lawyer or something, but I do think it would be a form of double standard allowing a blaster named Macdaddy but DaddyMac mastermind with female toons is not allowed.
P.S. while posting this I logged in and reserved 2 names. Peter South and Peter of da North. Again just making a point.
I find it great and dandy and have no issues with your request, but I do think you need to give valid way that might be acceptable to resolve these possible issues. You want them to give you something and then have them deal with the issues of what they gave you might cause. As much as I don't care about the Dev's I do agree this would be more work for them in what is now a F2P game. -
Gonna try to make this simple ( Try being the keyword ).
You defenses are pitiful so no need to pick up the defenses. I understand that you might be not going the defense route but the status defense route. But hear me out.
This is how my build is going to work for you.
Since your running SO's only your going to basically go as much fire power as you can. You really have nothing to loose at this point. As I mentioned your not going to do anything with the defense powers for defense reasons and anything else status protection wise you can just get a tray of Break Free inspirations.
Assuming your Hero you go to shadow shard and pick up a jet pack for flight reasons.
Cloaking device and Super speed ( Super Speed has a minor stealth component that stacks with cloaking device ) are going to give you stealth to everything except snipers and Rikti Drones. So now you can zip around missions unseen by many mobs. What you can do is now toss a smoke grenade at Rikti drones to blind them as you zip by or to "Toe Bomb" ( we will get to that ). Now with cloaking device on and super speed active you can turn on your jet pack and fly around and still be afforded the same stealth ability even though your moving slower per say.
Hasten, You will not be perma. But I would just to put this on auto fire ( I THINK its holding down shift key and clicking on the power to get a green ring around the power ). If I am wrong someone correct me here on the auto fire option. What is going to happen though is as you play, you will have faux perma hasten. Basically what is going to happen is time to time you fire off a power and have a chance to drop the same power again because it recharged up faster then the duration. Think something along Caltrops and Trip mine and being able to fire off Cryo Freeze ray to hold 2 mobs.
Toe Bombing - This is described as someone who runs up to a group of mobs in stealth mode as described above and drops a time bomb at the groups feet. The player then zip back or even backwards and then quickly fires off Full auto on the group as the time bomb goes off, thus killing the group or just about all of them. If that does not work Flame Thrower is the next usually up in the attack chain to finish off the survivors.
In a group setting where toe bombing might not be that effective you can bring up gun drone to help out with your dps.
Finally if for some reason you can't toe bomb yet again or you on a team and a bunch of mobs from several groups are coming in. You can fire off Auto fire and LRM.
Caltrops is pretty much the tool you use to drop NOT ON TOP OF YOU but in front of you. So the mobs will keep away from you. Dropping Ignite on top yourself also works. At least if they want to get in close they will get some damage.
Finally you have a heal.
Of course you do not have any endurance issues.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Fighting
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Munitions Mastery
Hero Profile:
Level 1: Burst -- Dmg(A), Dmg(7), Dmg(7), Acc(9), Acc(13)
Level 1: Web Grenade -- Slow(A), Acc(13)
Level 2: Slug -- Dmg(A), Dmg(17), Dmg(17), Acc(19), Acc(19)
Level 4: Buckshot -- Dmg(A), Dmg(21), Dmg(21), Acc(25), Acc(46)
Level 6: M30 Grenade -- Dmg(A), Dmg(25), Dmg(31), Acc(34), Acc(46)
Level 8: Caltrops -- Slow(A), Slow(9), RechRdx(40)
Level 10: Targeting Drone -- ToHit(A), ToHit(11), EndRdx(11), ToHit(45)
Level 12: Boxing -- Empty(A)
Level 14: Hasten -- RechRdx(A), RechRdx(15), RechRdx(15)
Level 16: Smoke Grenade -- ToHitDeb(A), ToHitDeb(36), ToHitDeb(36)
Level 18: Flamethrower -- Dmg(A), Dmg(36), Dmg(37), Acc(37), Acc(37)
Level 20: Cloaking Device -- EndRdx-I(A)
Level 22: Tough -- ResDam(A), ResDam(23), ResDam(23)
Level 24: Sniper Rifle -- Dmg(A), Dmg(42), Dmg(43), Acc(43)
Level 26: Ignite -- Dmg(A), Dmg(27), Dmg(27), Acc(43)
Level 28: Trip Mine -- Dmg(A), Dmg(29), Dmg(29), Acc(31), Acc(31), RechRdx(46)
Level 30: Super Speed -- Run(A)
Level 32: Full Auto -- Dmg(A), Dmg(33), Dmg(33), Acc(33), Acc(34), RechRdx(34)
Level 35: Aid Other -- Heal(A)
Level 38: Gun Drone -- Dmg(A), Dmg(39), Dmg(39), Acc(39), Acc(40), RechRdx(40)
Level 41: Aid Self -- IntRdx(A), Heal(42), Heal(42), Heal(48)
Level 44: Body Armor -- ResDam(A), ResDam(45), ResDam(45)
Level 47: Cryo Freeze Ray -- Hold(A), Hold(48), Acc(48)
Level 49: LRM Rocket -- Dmg(A), Dmg(50), Acc(50), RechRdx(50)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Heal(A), Heal(5), Heal(5)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod(A), EndMod(3), EndMod(3)
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:When I solo I start with Aim, Build up, Boost Range and then I fire off Overcharge and Cutting beam. That usually will kill off a big chunk. I might eat a red inspiration to make sure. Then I use Piercing beam as I back up my toon to get mobs in a line as they run towards me. After that I just mix it up. If I do good and wipe out a group I then start off with Aim, Build up, Boost Range, Disintegrate followed up by Penetrating Ray hoping to get the spread. Then I follow up by Cutting beam to get hits on as many as I can on those effected with Disintegrate. That usually works well.What I've been doing is to start the battle (when I solo) with Aim or Build Up + Piercing Beam. Most of the time I can hit 2 targets and then I quickly finish off with tier 1 and tier 2 and then stun the 3rd.
I used to start the battle with Disintegration and then Lancer but by the time Disintegration ends, I am already taking a lot of alpha damage.
But on a team all that stuff is useless many times because of the build and speed of the team. -
Just gonna say on a 8/4 setting your probably going to meet up with more then 1 mezzer. Dark is somewhat comparable in the sense they both work hit debuffs to obtain defense cap. I can clearly say that I when the hit debuffs work they are great..
But..
When the hit debuff fails and it does more then I like it to. I face plant super fast.
I picked up Clarion to cover this weakness. The problem I fall into is when I am winding down from the initial buff of Clarion and once again I am getting hit by a mezz.
I will say that the combine 3 inspirations macro works sometimes. But is lacking because you simply get difference variances of the same type of inspiration sometime it makes it impossible to do a combine. I am more then positive many have laid there dead with a full inspiration tray and not being able to make a combine for a wake inspiration. It would be nice if they just allowed you to combine 3 same inspirations regardless of level and give you the lowest setting for the combine, which is better then nothing.
So I can agree that shoring up this weakness of the Time set will help most of the time ( no pun intended ). I think the one big, big issue is clearly going to be the debuff limit because once again with dark that is the issue I fall into when trying to do 4/8 on that toon.
So between those 2 issues your trying to shore up and work around I think that is where Traps and specifically Robot Traps is a much better set if I were going to make a choice for the BEST Tankermind choice.
I agree that Time is a good Tankermind choice concept understanding its issues.
I think the advantage that Traps has is that before incarnates your already set up with no need of anything beyond the build. So everything else you choose just boost a Traps build up even more.
I have a DS Pain tankermind build that works, but it is nothing compared to my Robot Traps. Again I do feel that Incarnate slotting will make it much better and bring it up to Robot Traps level Tankermind. But again my Robot Traps will be past that level with the incarnates.
As a simple example while a Time player is making break free inspirations for that just in case moment. I can do the same macro and make Damage inspirations that I can feed to the pets to increase their DPS not fearing that just in case moment.
So I will go along to agree that Time along with Traps and Force Field and even other particular builds can be in the Tankermind Category. But Traps is King of the hill when all the cards are laid out on the table. -
Cool
I was more leaning towards zone, specifically RV.
I was reading up and thinking Archery EM might be best to start working towards. -
Not gonna waste anyone's time asking about builds ( right now ).
Just wondering what is needed. I would guess max HP for your arch type. I would guess resistance cap is also a must.
Anything else ? I pretty much read people saying get a stalker to start off as its quick and cheap. I get some sets don't do good in PvP as well.
This is what I have at 50 atm.
Hero Side
Archery EM Blaster
AR Device Blaster
Dark Electric Defender
Trick Arrow Archery Defender
DP Traps Defender
Beam EM Blaster
Shield Electric Scrapper
Storm Rad Defender
DB WP Scrapper
BS Regen Scrapper
Storm Sonic Defender
Earth Rad Controller
Claw WP Scrapper
Villain Side
Rad Kin Corruptor
Robot FF Mastermind
Sonic Traps Corruptor
Demon Summoning Pain
Mace Shield Brute
DP Kin Corruptor
SOA Huntsman
Robot Traps Mastermind
SOA Crab
Pretty much many of them are incarnate slotted in some form or another.
Not looking to be a super star, just looking to have some fun and give it as good as I get it. Maybe die 5x to 1 kill instead of 20 to 1 kill. You get the idea.
All my builds are IOed and PvE builds. Can solo 4x8 on many of those builds but can't solo 1vs1 in PvP.
I can of course level up something if those all suck. -
Ahhhhh, Place it first.. Now it works..
Thank you -
I am trying to move the big white floor tile vertically but instead it is appearing below the base. I can see it via the camera angle.
I tried looking up from the ground and from the top but no luck getting this tile to move vertically. I tried zooming out and moving around with no luck either.
So what am I doing wrong to get this tile to move vertically. -
@StrykerX
Here is the thread with my AR Device its the last build I posted in that thread. I don't believe its near a Billion, though it might be 500 million.
http://boards.cityofheroes.com/showthread.php?t=187775
As for the rest I don't know what to tell you. I have about 35 toons and 15 to 18 of them are level 50 IOed toons based around defense caps.
Just about all my 50's can do 4/8. Heck I have a petless mastermind DS Traps that can do 2/8.
But it takes time to do the TIP missions and eventually learning to play the market. I do not make the billions that some do but I make enough to create my toons.
I think the difference is you create builds around concepts. I create concepts around builds. Big difference. If I can't cap a build some way or another I either scrap the build and concept or accept the short comings of the build. EG Petless mastermind.
Positional is always gonna win out against Typed Defense. But you have to create the build based around it otherwise its useless. -
Depends on your build or if your hurting for something. But overall if all is good Musculature is a solid way to go. Damage increase, endurance redux. Or something comparable to Musculature within the new Alpha sets that just came out.
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Is it me or just did no one get that the OP was just trolling for a build. I mean simply if you knew how to create a build you would just create one and post it up for inspection and get some input from other players.
Or you can go the 2 routes. One is just out right ask for a build which might or might not get you results.
Or you can do the whole I don't think this can be done trick and then have some one just do the work for you. Which is the route the OP went for. -
The issue is deeper then Stalkers.
Its all about the all might dollar. What will make us the most money at this point and into the future. -
@ the OP
Gonna be straight and to the point so as not to waste your time.
Your not defense capped and you can be.
Robot Traps has 2 builds one the player is capped without pets and the other the player is capped with the aid of the pets. There are advantages to both.
I like being capped without the pets. Sometimes in crazy missions or Task Forces / Strike Forces the PET AI is not beneficial to the team. So being able to run around for a bit without the pets and being capped to me is helpful. Others will say summon protector bot and get the 4 minute bubble and dismiss. Again that is doable, but not for me. I have summoned pets numerous times just to have them destroyed upon appearing. The delay of the bubble is annoying, especially when I am the last person to be bubbled. But again its a personal preference.
Vengeance for ??
Read this short thread as it might make some sense and clear up some ideas on why Robot Traps ( Tankermind ) approach is so appealing.
http://boards.cityofheroes.com/showthread.php?t=278286 -
Quote:They did fix the Enzyme. It was mentioned by Dechs in his build thread a while back its still within a few pages or just search for Dechs posts or look for my posts and I think I might have linked to that thread. That is why he went with just regular defense inventions on his protector bots. You could use IOs that do the reverse EG -Def debuffs, but again your in the same boat of them one day getting nerfed like Enyzmes or you can buy a 33% defense IO but it will cost about 150 million each, you will need at least 2. Otherwise 2 Defense inventions will suit you much better for a fraction of the cost.Protector Bot bubbles are 7.5% defense base, so I'd definitely slot a level 50 defense IO in the sixth slot rather than the last Blood Mandate. Sure Blood Mandate will give you an extra 3.75% ranged defense, but a level 50 defense IO gives each bubble an extra 1.65% defense to all positions. An Enzyme HO is even better but does run the risk that the devs will some day fix the whole defense debuff HO in defense powers bug and render your very expensive HO useless.
My preferred slotting for Protectors is 2 Acc/Dam IOs, 2 Acc/Dam/End IOs, and 2 defense IOs if I'm on a budget, or 2 Enzymes, 2 Nucleolus, a damage IO (or third Nucleolus if I'm hunting +4s), and a pet unique, proc, or nothing in the 6th slot if I'm willing to spend more. Protectors really need decent accuracy, some endurance, ED capped damage, and good defense slotting so I find HOs or frankenslotting worth losing out on set bonuses.