plainguy

Legend
  • Posts

    2007
  • Joined

  1. In general many Mastermind players do not take personal attacks purposefully because we are too concerned in closing the level gap with the pets. Though I could see taking a attack if you need to slot it with a certain set for a needed set bonus. EG Defense cap reasons or recharge reasons.

    I have a Demon Pain that I has the customary whip attack but it is not slotted. I have the range one for pulling assistance sometimes.
  2. Quote:
    Originally Posted by Crysys View Post
    ^ I was about to say the same thing. In which case you may as well go Traps/anything Defender, get the higher values on Traps and a better set of weapons. However, that does defeat the "whip weapon" character concept.

    Although I would assume with capped defense almost anything can survive just fine. Killing speed and DPS would be of interest to me in this scenario. Especially for a Fire Farm.
    I'm not going to even debate the value of traps as I am on the same page with your thoughts on this. But it is a whips Trap mastermind nonetheless. The demon does help out a bit but not much against a 2/8 setting. He does die pretty fast with the aggro of 2 groups. Semantics aside I agree that traps is that good. The only reason why I even ventured into the endeavor was because I have a robot traps I could test the concept out with. I guess it was a cheat in that respects as I knew it was doable.

    I did get a few team invites even with me saying in my LFG comments what the build was about. Some players just wanted to see what I could do.

    I will find it humorous when I get all the incarnates just to mess around with people making them think I actually picked up the incarnates as a petless mastermind. You know they will be asking who picked up an petless mastermind for incarnate missions.

    The whip attacks really are not that bad with all the debuffs going. The cone one does some decent damage and the knock down is good. I can knock down and place a trip mine. By the time they get up they blow up.

    Another big secret is Oppressive Gloom. I think with OG running you could probably do Pain. It really is that goood
  3. I refuse to rely on Farsight to gain defense cap and having to cast it every 2 minutes or 30 times an hour, that is just a bit silly and its not gonna happen realistically. Juncture will get you aoe and melee capped just through set slotting your powers.

    This build is giving you near range cap at 44.8. Your aoe and melee are 20% and 22% defense and Juncture gives you a -ToHit debuff of 25.21%. Though I am not a big fan of getting defenses through -ToHit debuffs, it is what it is. I think between the defenses and the healing and debuffs you should be very good.

    I would probably use super speed with the stealth to zip into the middle of mobs. Juncture would probably aggro them but you would be capped out. Then opening up with HOB and then dropping your target aoe powers. I would then drop super speed IO during HOB attack for endurance reasons. At this point other groups of mobs would aggro but between the aoe holds slow and proc of lockdown along with the range cap you would be able to endure the incoming attacks until they come into melee range. I don't think you would have an issue at least running 3/8 setting before picking up your alpha.

    Hero Plan by Mids' Hero Designer 1.951
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Defender
    Primary Power Set: Time Manipulation
    Secondary Power Set: Dual Pistols
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed

    Hero Profile:
    Level 1: Time Crawl -- TmpRdns-Acc/Slow(A), TmpRdns-Dmg/Slow(13), TmpRdns-Acc/EndRdx(13), TmpRdns-Rng/Slow(15)
    Level 1: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(3), Thundr-Acc/Dmg/Rchg(3), Thundr-Dmg/Rchg(5), Thundr-Dmg/EndRdx(5), Thundr-Acc/Dmg/EndRdx(11)
    Level 2: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(7), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11)
    Level 4: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(48)
    Level 6: Temporal Mending -- Numna-Heal(A), Numna-Heal/Rchg(15), Numna-Heal/EndRdx/Rchg(17), Numna-Heal/EndRdx(17)
    Level 8: Time's Juncture -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(19), DarkWD-Rchg/EndRdx(19), DarkWD-ToHitdeb/Rchg/EndRdx(25), DarkWD-ToHitDeb/EndRdx(27), ToHitDeb-I(27)
    Level 10: Swap Ammo
    Level 12: Temporal Selection -- Heal-I(A)
    Level 14: Distortion Field -- Lock-Acc/Hold(A), Lock-Acc/Rchg(33), Lock-Rchg/Hold(33), Lock-EndRdx/Rchg/Hold(33), Lock-Acc/EndRdx/Rchg/Hold(34), Lock-%Hold(34)
    Level 16: Bullet Rain -- Posi-Acc/Dmg(A)
    Level 18: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(34), BasGaze-Rchg/Hold(36), BasGaze-EndRdx/Rchg/Hold(37)
    Level 20: Suppressive Fire -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(21), Thundr-Dmg/EndRdx(21), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(23), Thundr-Dmg/EndRdx/Rchg(25)
    Level 22: Farsight -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43)
    Level 24: Kick -- Empty(A)
    Level 26: Slowed Response -- UndDef-DefDeb/Rchg(A), LdyGrey-DefDeb/Rchg(42)
    Level 28: Executioner's Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(29), Thundr-Dmg/Rchg(29), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(31)
    Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 32: Chrono Shift -- Empty(A), Empty(48), Empty(48)
    Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
    Level 38: Hail of Bullets -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(39), C'ngBlow-Dmg/Rchg(39), Erad-Dmg(39), Erad-Acc/Rchg(40), Erad-Dmg/Rchg(40)
    Level 41: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
    Level 44: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46), RedFtn-EndRdx(46)
    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    Level 49: Super Speed -- Clrty-Stlth(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Vigilance
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(40)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(37), Efficacy-EndMod/EndRdx(37), Efficacy-EndMod/Acc(50)
    Level 10: Chemical Ammunition
    Level 10: Cryo Ammunition
    Level 10: Incendiary Ammunition
  4. At first I thought it was membership status. But it isn't. Then I thought it was post count. Wrong again.

    So now I have to ask, What is it ?
  5. plainguy

    Beam Rifle/what?

    Quote:
    Originally Posted by Doctor_Bob View Post
    I did mm for my beam rifle, mostly looking what I can get , like build up. I did traps for my dual pistols and I regret it now. Now I look to see what I can get most from my sec to help my primary
    I know not the correct board but maybe post your build in either the defender or corruptor forums. I happen to have a DP Traps corruptor and its defense capped and pretty darn great. Can solo 4/8 setting.
  6. I just finished up my Huntsman.

    I went Range Cap Hover blaster with Perma Pets and the PPP pet as well. Before getting the Incarnates I was a bit apprehensive because I just wasn't sure how the pets were going to fair against some mobs. As time went on I really seen the pets were very sturdy. I then went Musculature Alpha which helped out some more. I of course went with the Arachnos for lore just too keep with the theme. I then decided on Barrier to keep the pets capped and my resistances also capped. End result now I'm soloing 4/8 against Malta with my basic pets and barrier. I mean seriously Malta on 4/8 solo.

    What I noticed though your limited to 3 aoe attacks and 2 singles from your primary they do a lot of damage compare to say a AR blaster. Having Double maneuvers and assault is nothing to complain about as well.

    Further if you wanted you could have a Fully positional defense cap Hunstman as well without the pets. Again another good set up.

    I of course have a crab full defense cap with no pets and I have a build based off the huntsman for the crab which is hover crab range cap with perma pets. The cool thing there is Crabs get one more pet then Hunstman so you can end up with tons of pets with the crab. Further something about crabs hovering they look a bit spooky with the claws shaking back and forth.
  7. Let me start off by saying a pet-less mastermind is more of an endeavor of love and experimentation. Its like the rich guy that wants to spend half a million on stereo system for his home because he can. It isn't for the player who doesn't have 2 INF to rub together.

    That being said..

    I have to say I disagree with just about everyone here posting. Since you did say the like meaning something like this, that is pretty open ended.

    I happen to have a Semi pet-less mastermind DS / Trap which has the last pet only and only the 2nd upgrade because I liked the look of the ice sword on the demon pet.

    My build is completely defense capped and I currently have T3 Cardiac on him as well since on any Petless MM endurance is a tremendous issue.

    I can and have soloed Crey Fire farm on a 2/8 setting comfortably and a 3/8 setting with a bit of work and closer attention.

    I have seen players with a full set of powers to choose from that could not solo 1/5 setting let alone 2/8 setting. Heck I have seen lvl 50 tanks and brutes that couldn't solo Crey Fire on a 4/8 setting without having players feed them inspirations. So I think this whole notion of gimping one self irrelevant. I think if you understand some of the math, game mechanics and of course the money you can do anything in this game. I have no purple sets in the build as well.

    I am not sure how pain would work. I do have a Pain DS MM that has around 660% personal regeneration. I don't know how well that would work when your taking a beating. I can say I survive much more then the pets do. I guess I could test it out with the one whip attack and a few vet powers just to see how I fair against some settings solo without pets.

    My next plan is to use the 2nd build to create a SO pet build and run incarnate missions to unlock the rest of the alphas. I think just getting the T3s would be very interesting. Sadly the SO build is not defense capped but I will admit has more pets to produce greater dps output.

    But again I have seen several lousy builds on these forums by players purporting to solo AVs with caltrops, so I think you need to see the build or know the source sometimes. Which I know clearly well works the other way as well.
  8. I would put a proc only if it didn't interfere with obtaining defense cap. Defense cap, not procs is what is going to keep you alive. How much is a proc worth if can't stay alive to see its use.
  9. plainguy

    Beam Rifle/what?

    Once the new Mids came out I messed around with a bunch of different builds based around beam. I worked out a Def Capped Beam Traps and a Beam Time based on using Juncture -ToHit debuff for capping out melee and AOE. Both builds were extremely endurance heavy. They were so heavy I posted on the Mids forums just asking if they might think the endurance numbers might be off because it was just so high compared to so many other builds I have created in the past. After several post readings on these forums it just seems these sets are high on endurance. It does seem that Beam Trap works well on defenders though with no endurance issues.

    I created standard Beam Nrg, range cap, hover blaster build which included Aid Self. Having a Archer Nrg of similar build I am familiar on what how good the build is. I also figured I wanted to be able to mess around with Disintegrate since its the key thing this primary is based around.

    If I was gonna go device I would just swap out my AR Device build with Beam. I think that energy offers a bit more then Device on top of this energy offers the chance to pick up Aid self which is pretty great.

    Beam Nrg

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  10. Quote:
    Originally Posted by Redlynne View Post
    Base Rent has been a completely obsolete concept for YEARS now. Simplest solution would be to just get rid of it entirely.
    Agreed.

    Years ago I could understand with base raids because the more members the more stuff you could get for base raid defenses and the like.

    Just looking at the worktables you can see a large percentage of the items are PvP items.
  11. Quote:
    Originally Posted by Arbegla View Post
    Can't you turn group fly off via null the gull?
    Your looking to be reasonable and understanding. That does not work when I want to have my pets flying above the fight in a BAF and turn on group fly causing many to begin hovering off the ground.

    Not only does this affect a players conceptual theme for their own character since now there super speeding acrobatic martial artist has become the flying martial artist.

    But the big concerns are having flight break those powers that require to you to be on the ground to even work.

    If I decide to "stand my ground" and say no fix your issue at the sea gull in Pocket D, what do you think will happen next ? I will suddenly find myself voted off a team. Or kicked from a regular team.

    But if I could tell the player Oh sorry, listen go into options and general setting and right below accept teleport there is an option for disabling group fly. 3 clicks and the player is done. At least then I might have some player backing because it's right there in your interface. Instead people thinking I'm rude for not being a team player.

    I would like to add that I currently do NOT have Group fly, but would like to have it for several reason. But again because I would like to be considered a considerate player in game I do not pick it up and annoy players and further unintentionally screw up their build because I am making some of their powers inoperable.
  12. 1. Purple does not mean better..

    2. You will want to understand the game mechanics so you can understand how to create a build in mids. Also understanding the game mechanics will help you understand why player picked the powers they did when posting up builds. Also it will help you understand when a person fails with a build.

    3. Those are the reasons my Sig has that info.
  13. Quote:
    Originally Posted by Madadh View Post
    You can lay mines while Phase Shifted?! Really?! Awesome. Now I gotta work it in on my Trapper.
    I don't think you can do anything while phase shifted except heal yourself with aid other. If he is dropping trip mines while phased it has to be a bug. It just does not make sense. Or the OP might have misspoke.
  14. Quote:
    Originally Posted by NYCPulpWriter View Post
    Hm. Okay. What about detection by the enemy? Which is better suited?
    Missed this part.

    As far as detection by enemies I can tell you that Sniper type mobs and high perception mobs like Rikti Drones will see through super speed and cloaking device combo if you get in close enough. If your using Device secondary set then smoke grenade will help defeat their perception bonus.

    But beyond that issue you can stand next to a mob with Super speed on and a cloaking power and not be seen.

    If you are seen by a mob it will now alert all the mobs around them. Once your attacked you will notice your stealth is suppressed, you will be come less transparent. If you do not attack back and run away it will eventually reset. But as long as your visible you will seen by ever other mob you encounter. So if your running a 4/8 setting with a bunch of mobs and your spotted it could be some time before you find a safe spot to reset your aggro. I know being lazy sometimes I failed to eat a purple inspiration and tried zipping around a Rikti map and just ended up getting seen, attacked and died trying to find a safe spot to reset cloaking device.

    The issue with not attacking back is once you attack the mobs will follow you around if you don't go far enough away. So that "safe spot" might have been around the corner but now your screwed because you attacked and the mobs are chasing you down and keep breaking your stealth.

    This is why I mentioned in my previous post about being set up properly.

    Just about all my builds have super speed with the stealth IO proc in it. As I mentioned depending on the build I just eat a Purple inspiration and zip around the map to get to the end I use the elevator areas to reset the stealth. I use this technique a lot during TIP missions.
  15. Quote:
    Originally Posted by Zombie Man View Post
    When you join a group, tell them, "I have Group Fly for my pets. If you don't want Group Fly applied to you, don't forget to turn it off by visiting Null the Gull in Pocket D."
    To ME, I would thank the player and run out and do it, but that's me. I know for a fact that will not sit well with many others. No matter how reasonable it sounds.
  16. Group Fly - Great power and fun. But shame its forced upon others that don't want it.
  17. Quote:
    Originally Posted by NYCPulpWriter View Post
    Concealment or Cloaking Device?
    Depends on which AT your talking about

    Device Cloaking Device offers you 2.5% suppressed defense

    VEAT Cloaking Device offers you 5% suppressed defense

    Concealment Stealth offers you 2.5% suppressed defense

    Perception bonus is not important in PvE because either your built for it or not. In PvP has minimal use unless your a Stalker that benefits from the stealth EG Assassin Strike.
  18. Quote:
    Originally Posted by streetlight View Post
    I plan on going the tips route for the Glad Armor and have a nest egg for the rest of the build, so I should be able to afford it. This will end up one of my most expensive characters, but I figure that a Crab build would be worth the investment. I'm still going cheap where I think I can get away with it (e.g. no Panaceas), but I'm not afraid to pull the trigger on a good IO set.

    Had been thinking about two things that were missing: Patron pets and Aim. You snuck in the pet, so I'll have a look at this and see what I can do about fitting in the rest while maintaining my goal. I kind of liked 32.5%+ to Melee & AOE, which put me one small purp from softcap to those, but maybe that's not so necessary, especially if I go to Hover.
    I have a Huntsman which is Ranged Cap and Perma Pets. I can tell you that at first I thought it was going to be a crappy experience because the pets limited defenses.

    What I started doing is I would summon the pets hover up and then start my attack. The pets pretty much kill anything that comes at me.

    Eventually I went Musculature, ION, Barrier and of course Arachnos incarnate pet. I have the T3 pet currently and I'm working on the T4. The barrier wasn't for me but for the pets. It helps out a lot all around. Now I am doing 4/8 settings with the pets.. Very good.

    My point is the Crab gets more pets and has more AOE attacks then Huntsman. Plus a hovering crab is really spooky.

    The only benefit is the Huntsman can obtain a few numbers easier then the crab build can. Meaning perma pets and defenses. Having double maneuvers and Tactics or assault ( forget atm ) is not bad. The DPS output is very high for the Huntsman. What they lack in attacks they surely make up with DPS.

    I think the Crab will do very well also.

    Personally looking back I think dropping venom for super speed will be helpful because it will allow you to hover stealth with super speed on or speed around missions to the end. Just 6 slot one of the positron IO attacks. And slot Serum the way you do instead of fortification. Serum is perma so it helps out there as well.

    I'm going to mess around with the build but with non purples. I'm okay having a 14 second delay for one pet. I think it would be a pretty crazy build with all those pets..

    Give a mastermind a run for his money.
  19. plainguy

    Beam Rifle/what?

    After getting hold of the new Mids.

    I have to say I am not excited about the numbers in Mids concerning time and traps. I built a defense cap build and a Range S/L cap build with Beam Traps and Beam Time defense cap build utilizing Time Junctures. But endurance wise with Cardiac were just way too high. I was barely getting a 2 point ratio on endurance which is usually the comfortable minimum on a build.

    With the Time build you are relying on being Range capped and then having the PBAOE debuff of time juncture slotted for -ToHit to help you achieve your Melee and AOE caps numbers, pretty much similar to some storm builds using hurricane to obtain positional defense cap.

    End result the endurance drain kills the build atm.
  20. Group Fly as it is currently is just not very group friendly in any setting and ESPECIALLY in incarnate missions. I hear nothing but complaints when a player ( usually a Robot Traps MM ) activates this power.

    So I would suggest after 7 years that we simply try something new with Group Fly. What if we changed Group Fly to Grant Flight and the user could buff the person or group as is done with Speed boost.

    Now there are 2 options here.

    1. It could be made in which the user being granted flight pays for the endurance cost himself and his pets or have the pets pay for the endurance out of their own endurance pool. It last until zoning or dieing.

    2. It's on a long timer 10 to 15 minutes and has to be reapplied like any other buff.

    This way if you want it on you can leave it. If you don't with the new update you can click it off.

    I know you can go to the sea gull in Pocket D to make your choices of not having it work. But how many do that and how many are going to do it in the middle of a mission or Trial / TF or Incarnate.

    Who do you think will win in the debate between the one player with group fly and the rest of the team members complaining for numerous understandable reasons why they don't want flight imposed on them. I can see a short lived moment on that team for the group fly player before being kicked or voted off. On top of that being one stared with some favorite comment to identify him for the rest of his playing days because of some ill thought out power from 7 years ago when the game first came out.

    OR

    At a minimum..
    An absolute minimum place the option in the user control right under the option to not be affected by group teleport. Group teleport is there, why not Group fly..

    Look I get the whole lets make a neat and cute talking sea gull idea but it really does fail to do the job where buffs are concerned. Keep the AV info on the sea gull but for players sake adjust the group fly option.

    It is just very frustrating as a player when you see such silly things like this among other things linger around for 7 years and it literally completely limit or destroy the use / functionality of a power which otherwise could be extremely fun and useful at times. This is one power that literally is limited to solo play or playing with friends.
  21. Bah I figured that much. Then I can't do the build, the complaints would just be too much and understandable.
  22. This is what I came up with.

    Now I do not know if your aware those IOs are very, very expensive. But I am assuming you do.

    I have a similar build range cap, Hover, no purple IOs and call reinforcement pets are 14 seconds off perma. But it does have the PPP pet also which is something you don't have. I reworked that build your IO price range. You get Perma pets including PPP pet.

    You can swap out 4 IOs from Fortification and place them in Serum like you have in your build. Both offer that 5% recharge bonus.

    Your over the rule of 5 for 10% Regeneration, but not a bad loss for what you gain.

    I went with hover because your pretty much relegating yourself to staying away from mobs. Just does not make sense spending all this money on a build and they trying to dance around mobs and trying to keep them away from you.

    If you want super speed swap out venom grenade put a stealth IO proc in it 2 slots of zephyr and remove the PvP Gladiator Armor IO saving yourself 2 billion. You have 1 slot left over. You loose 1 attack. 2 billion or 1 attack your choice.


    Villain Plan by Mids' Villain Designer 1.95
    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
    • (A) Thunderstrike - Accuracy/Damage
    • (3) Thunderstrike - Damage/Endurance
    • (5) Thunderstrike - Damage/Recharge
    • (5) Thunderstrike - Accuracy/Damage/Recharge
    • (9) Thunderstrike - Accuracy/Damage/Endurance
    • (13) Thunderstrike - Damage/Endurance/Recharge
    Level 1: Crab Spider Armor Upgrade
    • (A) Gladiator's Armor - TP Protection +3% Def (All)
    Level 2: Combat Training: Defensive
    • (A) Luck of the Gambler - Recharge Speed
    • (3) Luck of the Gambler - Defense/Endurance
    Level 4: Longfang
    • (A) Apocalypse - Damage
    • (13) Apocalypse - Damage/Endurance
    • (17) Apocalypse - Accuracy/Recharge
    • (17) Apocalypse - Accuracy/Damage/Recharge
    • (25) Apocalypse - Damage/Recharge
    Level 6: Hover
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    • (7) Luck of the Gambler - Recharge Speed
    • (9) Luck of the Gambler - Defense/Endurance
    Level 8: Assault
    • (A) Endurance Reduction IO
    Level 10: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (11) Luck of the Gambler - Defense
    • (11) Luck of the Gambler - Defense/Endurance
    Level 12: Wolf Spider Armor
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 14: Tactical Training: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (15) Luck of the Gambler - Defense
    • (15) Luck of the Gambler - Defense/Endurance
    Level 16: Tactical Training: Assault
    • (A) Endurance Reduction IO
    Level 18: Hasten
    • (A) Recharge Reduction IO
    • (19) Recharge Reduction IO
    • (19) Recharge Reduction IO
    Level 20: Tactical Training: Leadership
    • (A) Adjusted Targeting - To Hit Buff
    • (21) Adjusted Targeting - To Hit Buff/Recharge
    • (21) Adjusted Targeting - To Hit Buff/Endurance/Recharge
    • (23) Adjusted Targeting - Endurance/Recharge
    • (23) Adjusted Targeting - To Hit Buff/Endurance
    Level 22: Mental Training
    • (A) Flight Speed IO
    Level 24: Suppression
    • (A) Positron's Blast - Accuracy/Damage
    • (25) Positron's Blast - Damage/Endurance
    • (29) Positron's Blast - Accuracy/Damage/Endurance
    • (46) Positron's Blast - Damage/Range
    • (50) Positron's Blast - Damage/Recharge
    Level 26: Venom Grenade
    • (A) Positron's Blast - Accuracy/Damage
    • (27) Positron's Blast - Accuracy/Damage/Endurance
    • (34) Positron's Blast - Damage/Endurance
    • (43) Positron's Blast - Damage/Recharge
    Level 28: Frag Grenade
    • (A) Ragnarok - Damage
    • (29) Ragnarok - Damage/Recharge
    • (33) Ragnarok - Accuracy/Damage/Recharge
    • (33) Ragnarok - Accuracy/Recharge
    • (34) Ragnarok - Damage/Endurance
    Level 30: Fortification
    • (A) Impervious Skin - Resistance/Endurance
    • (31) Impervious Skin - Resistance/Recharge
    • (31) Impervious Skin - Endurance/Recharge
    • (31) Impervious Skin - Resistance/Endurance/Recharge
    • (33) Impervious Skin - Status Resistance
    Level 32: Vengeance
    • (A) Luck of the Gambler - Recharge Speed
    Level 35: Summon Spiderlings
    • (A) Call to Arms - Accuracy/Recharge
    • (36) Call to Arms - Accuracy/Damage
    • (36) Soulbound Allegiance - Chance for Build Up
    • (36) Call to Arms - Accuracy/Damage/Recharge
    • (37) Call to Arms - Endurance/Damage/Recharge
    • (37) Call to Arms - Defense Bonus Aura for Pets
    Level 38: Call Reinforcements
    • (A) Expedient Reinforcement - Accuracy/Recharge
    • (39) Expedient Reinforcement - Accuracy/Damage
    • (39) Expedient Reinforcement - Damage/Endurance
    • (39) Expedient Reinforcement - Accuracy/Damage/Recharge
    • (40) Expedient Reinforcement - Endurance/Damage/Recharge
    • (40) Expedient Reinforcement - Resist Bonus Aura for Pets
    Level 41: Web Envelope
    • (A) Gravitational Anchor - Immobilize
    • (42) Gravitational Anchor - Immobilize/Recharge
    • (42) Gravitational Anchor - Accuracy/Immobilize/Recharge
    • (42) Gravitational Anchor - Accuracy/Recharge
    • (43) Gravitational Anchor - Immobilize/Endurance
    Level 44: Disruptor Blast
    • (A) Positron's Blast - Accuracy/Damage
    • (45) Positron's Blast - Damage/Endurance
    • (45) Positron's Blast - Damage/Recharge
    • (45) Positron's Blast - Damage/Range
    • (46) Positron's Blast - Accuracy/Damage/Endurance
    Level 47: Summon Blaster
    • (A) Sovereign Right - Resistance Bonus
    • (48) Expedient Reinforcement - Accuracy/Recharge
    • (48) Expedient Reinforcement - Endurance/Damage/Recharge
    • (48) Expedient Reinforcement - Accuracy/Damage/Recharge
    • (50) Expedient Reinforcement - Accuracy/Damage
    • (50) Call to Arms - Accuracy/Recharge
    Level 49: Serum
    • (A) Numina's Convalescence - Heal
    Level 50: Spiritual Core Paragon
    Level 50: Barrier Core Epiphany
    Level 50: Reactive Radial Flawless Interface
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Conditioning
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (7) Numina's Convalescence - Heal/Recharge
    • (34) Numina's Convalescence - Heal
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Efficacy Adaptor - EndMod
    • (27) Efficacy Adaptor - EndMod/Endurance
    • (37) Efficacy Adaptor - EndMod/Recharge
    • (40) Efficacy Adaptor - EndMod/Accuracy/Recharge
    • (43) Efficacy Adaptor - Accuracy/Recharge
    • (46) Efficacy Adaptor - EndMod/Accuracy
    ------------



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  23. I thought that long range teleport allowed you to port to any zone ?
  24. From what I understand the patch notes say you can turn off buffs you didn't want on you.

    So could you turn off group fly now without going to that bird in Pocket D.

    Reason I ask is I am thinking of making a group fly type of build for my Robot Traps and Robot FF but I don't want to have the issue of getting people annoyed.

    So if the issue is simply just clicking it off, then it really isn't an issue.

    Just looking for some confirmation
  25. Quote:
    Originally Posted by GavinRuneblade View Post
    Quick question on World of Pain. Do those extra common recharge IOs really make a difference? In actual seconds, what is the difference between your slotting and removing one and swapping the other two for Aegis end/rech and Aegis res/end/rech? Because I'm guessing the difference is less than 2-5 seconds, but that extra defense from the set bonus might be handy and I'm guessing you can do good things with 1 extra slot somewhere.

    Dunno, I'm not a build expert, but it was a thought.
    Funny you should ask.

    I don't think Mids exports the 2nd slotting choice for powers. BUT if it does you will see that I actually had a bunch of IOs which were exactly resist/recharge as you mentioned

    I think slotting it that way I was 10 seconds off perma. ( not at my machine atm ). But here is the kicker slotting with the 3 recharge IOs made minimal difference between the 2 choices. I think resistance numbers where 1 % or 2 % higher without the recharge.