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Posts
2007 -
Joined
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Thanks for the responses and explanations. I might have to give it a try to see where I can slot a few of these to benefit from this "reverse effect"
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There are very limited ways with this build to obtain Range Def Cap. But this thread pretty much covers all the angles to obtain that cap..
http://boards.cityofheroes.com/showthread.php?t=187775 -
Would you consider Archery Traps ?
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I think your better off deciding what your looking to do and then ask members.
Are you looking to PvP ? Are you looking to solo ? AOE monster ? Etc..
Are you torn between certain builds ? -
Oh boy I'm going to have a tough time explaining this, so here it goes.
A while back I read ( or misunderstood ) something along the line that if you put a hami with a hit debuff in a power that offers a hit buff it work as a hit buff instead. Basically the hami is doing the opposite of what it says when placed in certain powers..
Can someone clarify that for me please. Assuming I'm making sense or get what I am trying to say though I might be a bit off base. -
@ the OP I feel the same way. I get many things in the game but I will admit I'm a simpleton when it comes to this AT.
I read up on Dech's thread which I will also complement how good it is. But even that I will probably have printed out and next to me to run through the motions and powers on green con mobs. I have a Warshade at 36 from years ago I just would not have a clue what to do with at this time. -
I would just love if they would come out and say it would cost X amount of real life dollars in OT to pay the Devs to get this fixed. I would contribute real life money to get this rolling. The power has so much potential that anything different then they currently have would probably be an improvement. That is of course unless they decided to up the accuracy debuff to 50%.
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same here on freedom doing ITF and Cimora zone.. I had to log out it was unbearable.
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I will be the negative nancy.
AR Device is a great thematically but so is Traps AR Defender or AR Traps Corruptor. Remember you do not have to be a villain anymore and be a Corruptor.
I will simply say please take the time and read the last few pages of the blaster forum or do a search for Dev / Device or AR Device. Take the time to read the Device threads that are posted up. Granted some of them a bit heated, but still give you some decent insight. Then look up Traps or any other AT you might be considering and make your choices from there.
Personally I would have like to have known the ups and downs of a set. Device is a set I consider nice once you have done a bunch of other sets and have the money to properly slot this type of build. With SOs alone you can get some decent numbers out of other builds that you can not obtain with Device.
Personally AR Energy Manipulation is nice, as I mentioned Traps AR Defender is MASSIVE kick butt action. AR Traps Corruptor is also a nice build. I have a AR Device which pretty much is just missing some purple inventions to replace what I have now. Its a good set but I think there are many other sets out there that you can incorporate with AR that are much better. Again not going to go into much detail it is all here on the forums within the last 2 to 5 pages at the most. Read it and make your own decisions.
About Super Groups. Honestly I do not see any reason to be in one at this time. I am a solo player running 2 groups, one on each side. I have done everything in this game with a pick up group. This game unlike other games does not put you in a position where having a SG / VG offers you some benefit for getting a raid done of some sort.
Personally when you start to learn, you will see that all groups regardless of base size all hold the same amount of items. So my little base hold the same amount of salvage and IOs that another large base can hold. Between the unification of all Transport systems and the use of OB portal and some minor temp powers you really do not need that many teleporters in a base. At most you might need one close to a transport system that can get you going where you need. Further all that prestige your creating for the group while your in Super Group Mode does not come with you when you leave a group. I see no reason to give someone a reward for my work and effort. I would rather give it to myself.
Further what happens when the group leader quits and the 2nd in command or even if the Group leader quits but the 2nd in command quit long ago. Then some other group member gets it. It could be someone who either does not care to be leader or knows how to be leader. But the reality is this person now for all intent and purposes due to poor planning now owns this super group. So if he decides to keep the group and make everything as a personal storage base for him, there is nothing you or anyone can do about it. Has this happen before ? It sure has. It happen to me when I first came on the game and was on Guardian. 10 months into the game myself and everyone were bounced from a group and the guy sold the account and the SG. Yea we complained to GM but didn't solve anything.
End result I just don't see the use for them beyond a place to hold more stuff for my toons. -
I tell ya, to me after player close to 6 years if you just happen to read some good threads you learn a lot.
Goes to show you how some info about anything let alone info about a game or game mechanics can be either really useless stuff or really insightful.
I was fortunate to read the Force Field debate over in the Mastermind forums and had my eyes opened up to this similar question just from another angle.
Sadly as in many MMO games the core ideas fall to the way side as the game evolves. Back in the day Empaths were a must you just could not rely on the dark heal to work all the time and you couldn't afford to have them fail when you needed. Empath was the must have goto healer. Stone Tank was the must have. Kinetic with increase density was next on the list. Of course every kin had speed boost but teams with a stone tank would take a kin with ID over another that didn't have it.
Today Inventions along with sets that have been ported over from either side has changed all of that. Before where a stone tank was the only tank just about defense capped. Today the defender is defense capped let alone EVERY Tank and Scrapper.
Today set bonuses now give that dark defender tons more accuracy that really limits the heal from missing even against AVs. Even if it does miss the protection players are afforded today allow the ability to miss one or two heals. Let alone all the recharge, endurance increase, defense, heal, etc that set bonuses offer.
I know something is askew when a retard like me can tank an AV with my defender while the moving away to give the actual Tank player a chance to ress and set back up after a death.
Personally I would take something other then an empath. I feel there is enough for everyone to go around and fix themselves up that I don't need to be holding their hands. Further you do not need 8 players for much of the TF / SF content. How many times have you had a scrapper, blaster, tank or a brute who talks so much trash talk just to play half the TF on his or her back. -
First off let me make it clear, if I am talking about something it is because I personally experienced it. I do not post about a build I never did or that because the numbers look good on paper it should work out okay, so that's good enough for me to post about something. I learned this by thinking that if I obtained Defense Cap with my Robot Force Field it would be as good as my Robot Traps. Sadly it is not the case and play style between the 2 is clearly different. Lesson learned.
If I don't know something about a build I will tell you. I'm not gonna talk out of my backside just to make you feel like I'm some smart player when I'm not. The simple reality is I read up on all the good stuff other players like Dech and Silas to name a few post up about the game and the mechanics. Things I would not figure out by myself or honestly wouldn't care to figure out. But I can read and understand. That being all said this is my build in the link
http://boards.cityofheroes.com/showthread.php?t=252688
I put it up because I see so many players ask about traps and to me this is one of the cheapest you can get away with which cost about 200 million with Hero merit purchases as well. Granted it might cost more today. But with this build if it is not improving your defenses it really isn't needed. What those other bonuses do though is improve other stats of your character.
Perfect example you mentioned specifically healing pets.
What I do is put Triage Beacon between me and the pets. I then provoke mobs to turn to me. This way pets are a bit out of the cone of some mobs but get the benefit of the regen Triage Beacon offers. Now my Triage Beacon is at over 500% regeneration and the other bonuses give me enough recharge that I can get 2 out for some time. If a fight is a bit tough I make sure I keep my eye open for Triage Beacon to pop so I can immediately place a 2nd Triage Beacon.
What I do then is make sure the pets stay to the back of the beacon to make sure they are out of combat. So I would be spamming Provoke and have my pets stay.
One thing I did not see anyone mention is the Numkey pad bind commands. Basically it make your number keypad on your keyboard short cuts to control pets. I would consider it a must. I added to that numkey pad command list a command to the (.) period button which tells the pets to stay. Since the pet AI is a bit screwy right now I use that command to keep the pets in place. Even when spamming that command they still fight which is good.
As I mentioned I would not worry about the Luck of the Gambler IO sets. You can put in there place some other defense IO set for now. Just get the cheapest you can get. This is where you put a low bid in and wait a week or more getting those IOs. I'm a bit in the middle of buy it now and wait a bit. I will place bids and wait to buy them. But if something doesn't come through and I am ready to go I will bite the bullet and go with buy it now if it not crazy expensive. I did Tip missions to buy the Luck of the Gambler +recharge IO as I wasn't going to spend the 100 million for one of these.
Again as I mentioned overall the sets placed are cheap. When I mean cheap I am saying anywhere for 10k to 1 million. Of course excluding some individual Inventions that can cost 30 million to 100 million.
But what you can do beyond Tip mission to get merit rewards. You can run AE missions. What you can do is run AE missions and with the Ticket rewards you can buy the salvage you want. So you can save yourself 2 to 3 million on the expensive salvage by purchasing that stuff with AE tickets. Players mentioned this to me at one time but I always thought it was all random rewards. Which of course I was mistaken.
So my game plan would be use mailbox, black market slots and alt characters to hold inventions for your toon. Just do not make alt toons to hold stuff because they have to be over level 10 to use the mail system. So once they take IOs out of the mail you will be screwed trying to mail them back. But between 1 or 2 alt toons and the market and the mail system you should be fine to make inventions in Batches.
Learn the Numkey pad bind system. This info is posted up in the stick at the top of the forums. Once you get it down you will wonder how you lived without it.
I think you made good sense with using your 2nd build instead of using the respec. I would do that but just keep the slots empty. Basically build the level 50 build you want and slot it up slowly as you get money to build it up. Just keep your SO until your IO build exceeds your SO build then switch over.
Once you get incarnate, I went with Musculature ( Damage ) and get the level shift to 50+1 you will be very well off. If I had any issues this really, really lifted any weight off my shoulders. -
Anything TRAPS.
Cost around 200 million
You can obtain defense cap
Assuming endurance is good you can slot for damage incarnate for extra dps.
Either way before incarnate you can solo 0/8 or 1/8 with no issues. You could run 2/8 but you would have to be very careful and not get sloppy or fall asleep. Once your incarnate slotted you can run 4/8 with no issues, that is pretty much the highest setting in the game and your solo. It's like having speakers on 11 ( Spinal Tap reference ) -
I ran RSF yesterday with a player running a Dark DP. I don't know if he was a corruptor or defender. He had some decent defenses, might have been defense capped and I have to say had a pretty cool looking toon as well. Shadow cult or something like that was his name.
Might not be the big DPS but seemed effective to me. -
Your defense capped which is really nice.
I will tell you this from my personal experience with my Sonic Traps Corruptor which is also defense capped. I have Time Bomb and when it goes off its pretty darn nice. I can place it down more then persay a blaster with devices because the defense cap just about lets me drop the bomb at will. The issue is the length of the placement. If I have too many mobs on me it can really be difficult to place the time bomb because something usually squeaks in and interrupts placement. If that was the only issue it would be great, but the endurance loss is a pain. If you fail several times your just wasting time and endurance.
I would consider switching Time bomb with Neutron bomb which is another AOE attack which of course is more reliable.
The Kaboom from Time bomb is great but if I had some other AOE attack to replace it with I probably would. But as Sonic Traps Corruptor there was not much from me to go with and I am not going with Dreadful Wail because it will drop my toggles. It is just a risk I am not willing to take -
Quote:Just backing what moose said.Yeah everyone hates those Mu guys, buy extra blues before you tackle them.
Grandville is an epic practical joke on all SuperSpeeders. Buy a jetpack like everyone else
I guess what I'm saying is that some bits of the game are challenging/annoying for everyone, sometimes it isn't your build or the way you play, it's the design.
Hasten is very important, I'd say you can never have too many pgt and acid mortars out.
Everyone has had those problems.
Trust me when you end up doing BSF and its a speed run you will feel just about useless without super speed. Further once you start slotting IOs and get some money flowing you will be able to have Pseudo stealth with Super speed and a stealth Proc slotted in it. So basically everything but special mobs will not be able to see you. Snipers, Rikti Drones and mobs of those types will spot you but being defense capped and zipping by them you will not get many hits on you. But if no high perception mobs are around then you could just walk up to a bad guy and drop a trip mine at his feet and he won't even notice you.
Personally I would say try to get used to it as it really is a good way to get around on some missions and task forces.
You can hold up to 3 respecs. There is 1 for each certain level range. I would get a group together do the speed run version and get all 3 or at least the highest 2. If you get a group that knows where to go and what to do it can literally take 30 minutes. Again this just a standard PUG, you just need a few guys who know where the mobs are. And you get merits out of it as well. -
Quote:Everyone has a an ideaI just want to mention, to anyone that is using this as a template, that the bots buff you with one shield, which isn't reflected in Mids (though I think it can be configured to do so, I don't know).
So all those Defense numbers shown in Mids are shy 7.5% (since Prot Bots didn't have their def enhanced). Personally I think a bots/trapper is well served by 1-2 Def IOs in Prot Bots and 5% def pet IO. The resistance IO is nice too. Slotting up the prot bots would give the opportunity to redirect ~10% Def bonuses to other attributes, such as recharge (primarily) and HP (secondarily).
To me I like having the extra cushion.
Being defense capped without the pets allows me to do things when I cannot get the pets out. Example BSF last mish where the ambush just makes summoning pets impossible or just general speed runs with other missions. Another example would be LGTF, last mission stealthing and speeding to the end. Popping one purple and SS with Stealth IO allows me make it to the end of the mission without the need to worry about FFG.
Nutshell I want to be able to survive if I can't get the pets out. Even if its a slower fight I want to be able to survive until I can find the opportunity to resummon my pets.
But I agree with your comment. You could squeak out a bit more in other areas if you relied on pets bubbles to get you to the cap along with FFG.
It's all about play style. -
This is what I am talking about where you should be looking to do.
If you add 7.5% from pet bubbles you will see all but melee and psionic at beyond defense cap.
Some will say your over the defense cap and wasting slots and such. Here is what I think.
You cannot have your pets out all the time, stuff happens. You get those set bonuses even if your pets are not out. So without the pets you will have some defense cap. At a minimum one purple inspiration will cap you out. This way if you have no pets you pop a purple inspiration and slowly dropping down traps to give you some breathing room. EG Poison trap followed by Triage Beacon, followed by Caltrops, followed by acid mortar. Poison Traps again followed by Trip mine.
The simple reality the less your pets get hit the better.
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Mastermind
Primary Power Set: Robotics
Secondary Power Set: Traps
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Power Pool: Presence
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Battle Drones- (A) Blood Mandate - Accuracy/Damage
- (3) Blood Mandate - Damage/Endurance
- (3) Blood Mandate - Accuracy/Endurance
- (7) Blood Mandate - Accuracy/Damage/Endurance
- (9) Blood Mandate - Accuracy
- (9) Blood Mandate - Damage
- (A) Immobilisation Duration IO
- (50) Immobilisation Duration IO
- (50) Accuracy IO
- (A) Slow IO
- (39) Slow IO
- (46) Range IO
- (46) Recharge Reduction IO
- (A) Healing IO
- (5) Healing IO
- (5) Healing IO
- (7) Recharge Reduction IO
- (40) Recharge Reduction IO
- (A) Endurance Reduction IO
- (A) Accuracy IO
- (A) Defense Debuff IO
- (11) Defense Debuff IO
- (11) Accuracy IO
- (39) Recharge Reduction IO
- (43) Recharge Reduction IO
- (A) Blood Mandate - Accuracy/Damage
- (13) Blood Mandate - Damage/Endurance
- (13) Blood Mandate - Accuracy/Endurance
- (15) Blood Mandate - Accuracy/Damage/Endurance
- (15) Blood Mandate - Accuracy
- (25) Blood Mandate - Damage
- (A) Endurance Reduction IO
- (34) Resist Damage IO
- (40) Resist Damage IO
- (40) Steadfast Protection - Resistance/+Def 3%
- (A) Defense Buff IO
- (17) Defense Buff IO
- (17) Defense Buff IO
- (19) Recharge Reduction IO
- (A) Defense Buff IO
- (19) Defense Buff IO
- (21) Defense Buff IO
- (21) Endurance Reduction IO
- (A) Hold Duration IO
- (25) Hold Duration IO
- (33) Recharge Reduction IO
- (33) Recharge Reduction IO
- (43) Recharge Reduction IO
- (43) Hold Duration IO
- (A) Defense Buff IO
- (23) Defense Buff IO
- (23) Defense Buff IO
- (34) Endurance Reduction IO
- (A) Endurance Reduction IO
- (33) To Hit Buff IO
- (42) To Hit Buff IO
- (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) To Hit Debuff IO
- (37) Disorient Duration IO
- (39) Range IO
- (48) Recharge Reduction IO
- (A) Recharge Reduction IO
- (31) Recharge Reduction IO
- (31) Recharge Reduction IO
- (A) Endurance Reduction IO
- (A) Damage Increase IO
- (36) Damage Increase IO
- (36) Damage Increase IO
- (36) Recharge Reduction IO
- (37) Recharge Reduction IO
- (37) Damage Increase IO
- (A) Run Speed IO
- (A) Defense Buff IO
- (42) Defense Buff IO
- (42) Endurance Reduction IO
- (A) Immobilisation Duration IO
- (45) Immobilisation Duration IO
- (45) Accuracy IO
- (46) Range IO
- (A) Taunt Duration IO
- (48) Accuracy IO
- (A) Recharge Reduction IO
- (50) Endurance Modification IO
Level 1: Brawl- (A) Empty
- (A) Empty
Level 2: Rest- (A) Empty
Level 2: Swift- (A) Empty
- (A) Healing IO
- (45) Healing IO
- (A) Empty
- (A) Endurance Modification IO
- (34) Endurance Modification IO
- (48) Endurance Modification IO
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I could not click on your build to export and there was no data chunk so I just redid a build quickly.
You will be Smash Lethal and Energy Defense capped. With 2 defense in protector bot I think you will get 10 % added to your defenses. So you will be at 40% in everything else. Basically your 5% off cap. What you could do is buy one Steadfast protection and replace one of the tough resistance SOs with that IO. That will give you another 3% more defense. So you will be only 2% off the defense cap all around. Honestly its not bad you will really notice not getting hit that much at that level.
What you could be doing is do the Tip missions with your friends and get 2 Hero merits which is 4 days wait time. Buy a Luck of the Gambler +recharge with the merits and sell it on the market for 100 million range. You can now buy that steadfast protection IO I was talking about.
You could move 1 slot out of scorpion shield and place it somewhere else if you want. I am sure you could move some others around as well.
BUT these are some important thing to remember. You want to make sure your defenses are high. You want to make sure things like Triage Beacon recharge before it expires. This way you can have a steady stream of regen going.
I'm a bit torn in the sense I would consider maybe getting rid of Combat Jump and picking up Provoke. I would then make my inspiration tray half purples and half blue inspirations. Popping one purple will give you defense cap and a bit more. So you would be at 27% in defenses minus combat jump and the steadfast IO would put you at 30% again. Bubbles from pets would again bring you to 40%.
There is also a temp power you can buy and make off the market that will give you defense also. So between that and purples you can for now get to defense cap.
The next set of IOs I would buy is the Pet IOs, blood mandate for all your pets. Its cheap.
So now you will have steadfast protection Unique +3% to all defenses and blood mandate in your pets. You will be defense cap in just about everything. You will be shy by a few points in some of the types and a bit short in Melee positional defense which looks like it will be at 41%.
Since you only have 1 respec left I would either work with out combat jump and get provoke using purple inspirations to boost your defenses. Or keep combat jump slot the steadfast protection and buy the blood mandates and then do a respec mission to get another respec under your belt.
The reason for provoke to make the mobs attack you instead. Basically you would spam it on the mobs. In between you would drop a poison trap followed by a trip mine. The hold from poison trap will give you that extra time you need to place a trip mine. With Provoke your pets are free to attack while your getting the attention of the bad / good guys. With your high defenses you will not get hit much and with learning how to use bodyguard mode, which is a MUST you can survive very well until you can buy the IOs you need.
My issue is without Provoke you will be running around trying to keep your pets alive which I don't think will be at defense cap. And if you look at your endurance ratio it is very low. Meaning the amount of endurance spent vs how much you get back is low. It is about 1.2, where you want to have at least 2 point difference in these numbers.
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Mastermind
Primary Power Set: Robotics
Secondary Power Set: Traps
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Battle Drones- (A) Accuracy IO
- (3) Accuracy IO
- (3) Accuracy IO
- (7) Damage Increase IO
- (9) Damage Increase IO
- (9) Damage Increase IO
- (A) Immobilisation Duration IO
- (50) Immobilisation Duration IO
- (50) Accuracy IO
- (A) Slow IO
- (39) Slow IO
- (46) Range IO
- (46) Recharge Reduction IO
- (A) Healing IO
- (5) Healing IO
- (5) Healing IO
- (7) Recharge Reduction IO
- (40) Recharge Reduction IO
- (A) Endurance Reduction IO
- (A) Accuracy IO
- (A) Defense Debuff IO
- (11) Defense Debuff IO
- (11) Accuracy IO
- (39) Recharge Reduction IO
- (43) Recharge Reduction IO
- (A) Defense Buff IO
- (13) Defense Buff IO
- (13) Accuracy IO
- (15) Damage Increase IO
- (15) Damage Increase IO
- (25) Damage Increase IO
- (A) Endurance Reduction IO
- (34) Resist Damage IO
- (40) Resist Damage IO
- (40) Resist Damage IO
- (A) Defense Buff IO
- (17) Defense Buff IO
- (17) Defense Buff IO
- (19) Recharge Reduction IO
- (A) Defense Buff IO
- (19) Defense Buff IO
- (21) Defense Buff IO
- (21) Endurance Reduction IO
- (A) Hold Duration IO
- (25) Hold Duration IO
- (33) Recharge Reduction IO
- (33) Recharge Reduction IO
- (43) Recharge Reduction IO
- (43) Hold Duration IO
- (A) Defense Buff IO
- (23) Defense Buff IO
- (23) Defense Buff IO
- (34) Endurance Reduction IO
- (A) Endurance Reduction IO
- (33) To Hit Buff IO
- (42) To Hit Buff IO
- (A) Accuracy IO
- (27) Accuracy IO
- (27) Accuracy IO
- (29) Damage Increase IO
- (29) Damage Increase IO
- (31) Damage Increase IO
- (A) To Hit Debuff IO
- (37) Disorient Duration IO
- (39) Range IO
- (48) Recharge Reduction IO
- (A) Recharge Reduction IO
- (31) Recharge Reduction IO
- (31) Recharge Reduction IO
- (A) Endurance Reduction IO
- (A) Damage Increase IO
- (36) Damage Increase IO
- (36) Damage Increase IO
- (36) Recharge Reduction IO
- (37) Recharge Reduction IO
- (37) Damage Increase IO
- (A) Run Speed IO
- (A) Defense Buff IO
- (42) Defense Buff IO
- (42) Endurance Reduction IO
- (A) Immobilisation Duration IO
- (45) Immobilisation Duration IO
- (45) Accuracy IO
- (46) Range IO
- (A) Defense Buff IO
- (48) Defense Buff IO
- (A) Recharge Reduction IO
- (50) Endurance Modification IO
Level 1: Brawl- (A) Empty
- (A) Empty
Level 2: Rest- (A) Empty
Level 2: Swift- (A) Empty
- (A) Healing IO
- (45) Healing IO
- (A) Empty
- (A) Endurance Modification IO
- (34) Endurance Modification IO
- (48) Endurance Modification IO
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Quote:Your correct I misunderstood / misread that statement.
therefore /dark user should not rely on it and even don't bother to think about it. -
It is not an out of the wazoo build, but some of the IO's are expensive. Some Gaussian are harder to get thus more expensive. The Luck of the Gambler recharge bonus IO is another one as is one or two of the Shield Breaker IO's.
What I would do is for now replace the Luck of the Gambler IOs with whatever IO can fit in as long as it is providing Defense Bonuses.
As you level once Tip missions become available I would suggest doing them ASAP each day.
Here is how Tip Missions work. You can only hold 3 Tip Missions on you at the time of this posting. You can only do 5 Tip Missions every 20 hours. You get them randomly as you do other missions until you obtained 3 missions. To me I notice the higher the difficulty setting the quicker you get them or chance of getting them.
What I do is once I have my 3 missions I run the missions on the lowest setting but the highest possible number of mobs so I will run with the missions on a difficulty setting of -1/4 to 0/6 or anything in between. I will clear each mission until I get another tip mission. Usually if you run on some higher settings you will get other Tip Missions to pop as your doing one. Once I have done 3 Tip missions and I am able to back fill the last 2 missions I need for my 5 a day allotment I then kick the setting all the way down to -1/1 and get them done quick.
I usually keep a radio mission that I can do and kick it up to 1/8 to pick up new Tip Missions the next day.
Of course you can save your Tip missions if you get a group and alternate missions so you can have a few available to you for the next day.
End result once you have done 10 of these missions which should take 2 days because of timer. You will get a morality mission. Run this mission on low setting. Once your done you will see a purple flash and get a hero / villain merit. With these merits you accumulate you can buy Inventions. But be smart it cost 2 of these merits to buy a luck of the gambler +recharge that goes for 100 million on the market and it cost 2 of these merits to buy a particular shield breaker invention that cost 30 million on the market. Common sense says buy the recharge IO sell it and buy the 2 less expensive IOs you need.
Nutshell your gonna need 2 Morality Merits for anything expensive.
I would buy cheap stuff when you can. Example the Pet Inventions I listed are always cheap, not many use them for anything. So you can get 3 sets anytime you want for the most part.
Side Note: You might want to keep the setting high for the next day as you need to try to get a Morality mission. The Morality mission usually drops on the last Tip mission, but I in the past I had low setting and it didn't drop I had to run a radio mission and it dropped. I don't know if the Morality mission is suppose to drop automatically or its a random drop.
As your leveling until you reach defense cap your game play is pretty much the same as all other masterminds regardless of what they pick. You will either be sending in your pets in against tough targets that cause you problems. Example Longbow nullifier shoots an AOE Defense Debuff which will crush your defenses. You will notice instantly how fast you die or how much damage you will take causing to run off and regrp. So playing against Longbow as I leveled I would quickly target the Longbow Nullifiers first and send the pets in against them. Some times what I would do is make the pets say to the left side and then move to the right side of a hallway. I would then aggro the Longbow nullifier to force him to shoot this debuff and then move back to the other side out of the AOE. Otherwise what your going to do is move in close enough to force the bad guys to attack you after popping a purple inspiration and eating a green to help heal up the damage while your pets respond to the attack. This way you save your pets from getting killed and hope your defenses and body guard mode are enough to keep you alive.
I have a Robot FF at 50 and you would think having Force Field it offers better protection and such. Sadly it does not even with myself at defense cap and my Robots at Defense cap. My Robot Traps can run circles around the Force Field toon because it has so much more to offer beyond defenses. I am starting to learn that the Force Field toon is more about really standing in the back and keeping tabs on your pets. It really is more controlling the pets and reacting to the fight.
If you wanted you could move this over to a Defender and do this all yourself without the pets. I have a Traps Assault Rifle Defender which is GREAT. In many senses it much better because I don't have to deal with the pets. I might have gone with something other then AR but I just wanted the look of the gun. I also have a Sonic Traps Corruptor as well and I am working on a Archery Traps Corruptor atm.
Traps is just that good.
Once you get one toon to 50 at defense cap you can now do whatever you want. You can pretend your a team of 8 and solo as a full team. You can run AE mission for tickets. It really, really does make this game totally different and much more fun, at least to me. -
Quote:Whoa...exactly. therefore /dark user should not rely on it and even don't bother to think about it. /dark is not a protector like FF, its more a controller.
you can't control everything till they don't attack you, but you can greatly cancel incoming dps, like by 90%
you can't debuff everything till they don't hit you, but you can greatly reduce incoming dps, also like by another 90%.
for that dps that incomes from not controlled and not debuffed mobs you have probably the strongest heal in game.
so its not about defense, its about whole synergy of all skills.
Don't take it ? I would not say that either.
It's a very strong AOE -ToHit Debuff. It can be resisted, but It's not like it's resisted all the time. I'm just saying it has a chance to be by AVs, most other mobs do not though.
Out of the dark set its the only power that offers an AOE Hit debuff which goes towards your defenses that you don't need to cast constantly.
Darkest Night along with Shadow fall and some set bonuses bring you to defense cap. Defense cap with Bodyguard mode give you great protection.
We are only talking about 2 powers here out of a full set. That is not something you should dismiss so quickly.
I am just expressing the possible down falls of it and when running against such high end mobs if it fails you will crash hard and fast. -
Quote:I truly believe it is because they have other sets working as intended or better, that lesser used sets such as gravity are really not addressed. Their mentality is we know this set and others lesser used sets from other AT stink, but you have SO MANY character slots and so many ways to PL a character that if you need to get "X" AT up you can do that. So they will only address the more played AT types which will give them larger complaints.I had no idea Gravity was even worse than it is now once (and I say this as a big fan of Grav). How did anyone play the set back then without rerolling or /wristing?
Nutshell we know gravity has issues go play a mind or earth. Newer players do not know this so once they get to some point they will either reroll or just say heck with it I'm this far in I might as well finish him and have something at 50. A smarter newer player will just come to the forums and ask how to fix or make their grav toon playable. Which regardless of the Set or AT there is always some fix or work around that can be done to make the play bearable. Existing players know what they are getting into and are doing it for the fun factor or just for a change of pace because they can afford to funnel money into the toon to make it playable at any level.
With a game that is 7 years old and with a somewhat limited player base you need to keep the majority happy not the minority. Just standing at a market area gives you a small idea of what players are playing now a days.
I have an AR Device and I really just don't see that many around. I play just about every day or 5x a week now a days and I just don't see any Device players. Heck I hardly see AR players around. -
I always say and will keep saying the following. For certain powers like Dimension Shift and its ilk they should create an alternate power players can choose from. Sort of a choice from Column A or Column B like you get with a lunch special sometimes.
So this way your not messing with the "cottage rule" and players have something that might be considered more useful for today's gaming. If they never introduced IO's and set bonuses I could see where powers like Dimension Shift might become more important, but luckily that is not the case.
I would introduce 2nd power choices for all questionable powers. Then slowly introduce other choices for more enjoyable powers. At the end you have a New AT within an existing AT and it's a win/win for everyone.
It would also introduce some spice into PvP because it would add some more guessing into which power someone took from a particular set. Is it the old Darkest Night or is it that new power which I am not setup to defend against that well ?
Propel is one of the coolest powers in the game. I love when I see someone get hit by a car or some light pole. But the cast time is darn long and should be changed / fixed. -
Okay I didn't see your 2nd build. I was commenting on the first build.
Your 2nd build is much better and make much more sense.
Where did you get the build from ? You really went from one extreme to another.. -
This is a build I am considering.. Its demon Pain
Regen is at 636% which is modest scrapper / brute regeneration numbers.
Then I have Provoke to bring mobs onto me. Then I have Invoke panic which is an AOE Fear.
My defenses are 41% to AOE, 45% to Range, and 23% to Melee. I am hoping that between my defenses, my regen and the ability to cause Panic I will be able to control to some extent the amount of attacks coming. At least enough to have Regen work.
Villain Plan by Mids' Villain Designer 1.90
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: Mace 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/Dmg/EndRdx(11), BldM'dt-Acc(21)
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 -- Dct'dW-Heal/Rchg(A), RgnTis-Heal/Rchg(5), H'zdH-Heal/Rchg(11)
Level 6: Enchant Demon -- EndRdx-I(A)
Level 8: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Knock%(17)
Level 10: Conduit of Pain -- RechRdx-I(A)
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(25)
Level 14: Provoke -- Mocking-Taunt(A), Mocking-Taunt/Rchg(25), Mocking-Taunt/Rchg/Rng(34), Mocking-Acc/Rchg(39), Mocking-Taunt/Rng(42), Mocking-Rchg(46)
Level 16: Intimidate -- Abys-Acc/Rchg(A)
Level 18: Hell on Earth -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(19), BldM'dt-Acc/EndRdx(19), BldM'dt-Dmg(23), BldM'dt-Acc/Dmg/EndRdx(31), BldM'dt-Acc(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: Invoke Panic -- N'mare-Acc/Rchg(A), N'mare-EndRdx/Fear(48), N'mare-Acc/EndRdx(48)
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 -- S'fstPrt-ResDam/Def+(A), RechRdx-I(40), RechRdx-I(42)
Level 30: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx(34), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(37), RedFtn-Def(37), RedFtn-Def/EndRdx/Rchg(39)
Level 32: Abyssal Empowerment -- EndRdx-I(A)
Level 35: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-EndRdx(50), RctvArm-ResDam(50)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(40)
Level 41: 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 44: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx(45), RedFtn-Def(45), RedFtn-EndRdx/Rchg(46), RedFtn-Def/EndRdx/Rchg(50)
Level 47: Anguishing Cry -- RechRdx-I(A)
Level 49: Painbringer -- RechRdx-I(A)
------------
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), Numna-Heal/Rchg(34)
Level 2: Stamina -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod(17), Efficacy-EndMod/Rchg(23)
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