plainguy

Legend
  • Posts

    2007
  • Joined

  1. To the OP.

    Look you have 2 choices.. Either you need to learn about the game mechanics or you stick with the build Draggyn gave you..

    Your original build was bad and all you did was rework your original build into more junk..

    You need to learn what Defense cap is, what resistance does, what the max numbers are for things, EG slow and such. It is the only way your effectively going to be able to use MIDs, all its options and IOs to max out your build or make it effective.. Otherwise save your money and stick with SOs or Generic IOs. IOs open a new level of playing but you need to take the time to understand them and how to use them..

    I know I sound like a jerk.. But its a reality.. Your gonna waste your money and be no better off then you probably are today with your SOs.

    Perfect example you can put a few Heal/Recharge IOs from different sets ( called Frankenslotting ) in O2 and be better off then what you might have SO wise. So if you have 5 SO heals in O2 if you slotted 3 Heal Recharge IOs you might have better numbers and O2 will recharge faster for more use.

    6 slotting O2 with Num is waste.. The Num Proc will only go off when you use O2. It would better putting that proc in your health where you get a better benefit out of it..

    But you failed to see that and redid your build still slotting that.. The good thing is Draggyn noticed and fixed it..
  2. Pretty much like the title says.. I read the thread where players where just about equating 2% resistance to 1% defense. So my question is how do you determine how much regeneration is equal to 1% defense ?
  3. Playing around with the build I see you would have to give up some of the recharge for frankenslotting some purple IO sets.. Example, slotting 2 Apocalypse in Ice Blot and Ice Blast. Maybe even slotting 2 more Apocalypse in Bitter Ice Blast.

    Just doing some quick changes to see, I was able to get your regen up to 345%... Is that good ? I don't know.. How much Regeneration do you need to make up for missing or limited defenses ? I know some have been passing around that 2% Resistance is equal to 1% Defense. How much Regeneration is equal to 1% Defense ?
  4. I think the newer sets are better. I think they might have been written in such a way where there is more room to adjust them today. Where as older sets might have been written a bit more ridged. I know it sound ridiculous seeing that they need to change them up also. But it is clear they had sets in mind to go together.. EG AR Device..

    But today Device is just an old horse with no updates in a LONG time.. And it is very clear that many feel it does need updating for today's i19 game..

    I think what they started doing is creating categories for power types.. This is a hold so it should work this way. We will make this hold last longer but have a longer recharge. This hold will be shorter but have a quicker recharge.. Basically they are now weighing the powers out as if on a point system to make them the equal. So in that sense you can see how some "Classic" sets are having troubles when they try to restructure them to fit in with the newer sets.. Look how long it took to have them suppress powers when hidden for dark melee set and such.. People had been asking for this for a LONG TIME.. But at i19 its done..

    Personally I can't wait till i25 for Mastermind Pet AI to be up to snuff finally ..
  5. plainguy

    Good Builds

    Quote:
    Originally Posted by RaikenX View Post
    Just to clarify the intent of the OP (as some seem to have missed it), he wasn't posting a build for critiquing as much as "hey...why don't we start a thread that showcases builds we'd like to have, even if it's something outlandish or mostly out of our reach", and he started it with a Dommie Build.
    I has to disagree with you

    Quote:
    I would like to start a thread to showcase those builds that maybe you cant afford or just have made and pushed to the side but are still pretty good builds. This thread can be use to look up uncommon builds to help spice up your game play.

    I'll start it off with a build that i can't afford but think it is pretty good. I made this build after reading up on a ele/ele/ele blaster. its so close to perma-haste and perma drain psy (which gives this build more regen then a regen secondary) it drives me nuts... CHECK IT OUT
    Yes I read can't afford part before the highlighted part. The title reads good builds.. If it read Fantasy Builds it would fit more what your trying to point and defend him against..

    Look if we are just going to post whatever we want anywhere then no need to have different forums for each arch type.. Might as well mix PvP talk in with Development. The search for the forums / Site is already limited. I use Google to search this site to get better results. Why we trying to complicate it by posting all different builds in all different forums ? Are you going go to the blaster forum and post a Mastermind build next ? Of course not.. Or hope not..

    OP had good intentions..
    I agree every AT forum should have a thread that players can look at good Vetted builds for reference
    .

    As some mentioned his build is lacking in some areas.. BUT the simple review quickly showed he failed the rule of 5. Beyond other errors or inefficiencies.

    But you saying some didn't get what he is saying when we did or maybe he fell off the track when trying to post and we need to figure out what the OP really meant is just getting him beat up a bit more for no reason..

    IF the OP was really concerned he should come back and fixed or reposted the build.. But I think he understands his intentions were good but just in the wrong place.. I would check the appropriate forum for his thread as he might have moved it there hopefully as its a good idea..

    Nonetheless you should follow the OP and post in the correct forums so everyone looking for a Dom build can enjoy what you posted.. Further stealth does not work the way you might be expecting ( I' m now extrapolating what your thinking ) so your defenses are not going to be that high even though your resistances are decent you might be falling a bit short defense wise. Focus Accuracy ? Many will tell you not worth the end cost.

    But again wrong place to discuss this build.. Again its not a slight its just pointing out you put a drinking cup where the dinner dishes belong..




  6. Quote:
    Originally Posted by Valdiath View Post
    Are there any Defender specs that can both solo and do groups?
    Traps AR Defender

    Honestly anything Traps which will help you obtain defense cap is a good build..

    Defense cap is one of the keys. Imagine if you can solo 0/8 safely with your defense cap build, think what a full team of players set up this way can do.

    Granted not everyone can be Defense capped. Simply put the AT type just does not allow for slotting in this direction. But if many are built in this direction when feasibly possible and the few that cannot built in another direction related to what AT type they have grouping would be massive and TF / SF would be quick and easy ( not that many are tough now ).

    You can clearly see something like this occur on occasion when your running an ITF. There are times that you get into that team where key players are capped out and just zip ahead killing everything needed. Usually some players are resolved to just door sitting on these missions as they do not have the defenses to keep up.

    There was a time in this game if you asked for a healer you meant someone with empathy in their build.. Today Transfusion, Twilight Grasp, Radiation aura if slotted for max and even Triage Beacon will suffice. So not having an Empathy player in today's game is not an issue.

    How did this occur ? Simple people have learned that not getting hit means I do not need to be healed.. If I have other protections slotted for holds and such I am not worried about that either.

    Some have mentioned that 2 resist equal 1 defense point.. I do not know how much regeneration is needed to equate to one defense point.. But if you follow this model if you can have 22.5% defense and 45% in resistance your at defense cap. If your able to incorporate a higher then average Regeneration rate ( I wish I knew the number ) then your resistances could be that much lower. The issue is that many builds are not based around resistances. I think Willpower is one of the few sets that deals with resistance instead of defense.

    This is why also a defense cap Mastermind is good as well. Because bodyguard mode provides that 75% resistance on top of defense cap..

    So will all that babbling being said..

    Anything Traps
    Dark is good because it provided defense cap through the use of darkest night. Though I am not crazy about having to use a toggle to gain defense cap. If it drops so does your defenses.

    Any type of power set that might not get you defense cap.. But allows something else to get the alpha strike.. Or prevent the alpha strike..

    Earth seems to fit this since you can place powers around corners. So you can lay powers down without the worry of alpha strikes.

    Perfect example of how this is not done is when you see that Blaster run in thinking he can handle the group and fires off his attacks but does not have the defenses to handle the alpha strike back. So he kills a bunch but ends up dead himself.

    High Resistance with High Regen scrappers. WP DB types. Again I do not know how much X regen is equal to 1 point of Defense.

    If you wanted to go blaster you would have to try to get Range Defense cap at least. Again some builds make this possible, some others do not.. MIDs is your friend for testing before building.

    Veat wise I will say Crab. Has a bunch of Team friendly buffs and a bunch of AOE powers..

    As a side note.. Running solo it would be much faster using AOE powers. Assuming your running more then the standard setting.

    So AOE and Defense Cap is what your looking to obtain with your builds to make it solo and team friendly.. Also Super Speed and a Stealth IO.

    I would suggest as an example Traps AR Defender over a Robot Traps MM. I have both.. Both at defense cap. The great thing about the defender is I do not have to worry about the pets.. The Pet AI for Masterminds is just not up to par with today's game.. With my Defender I can dismiss all my pets and run through to the end of a mission or whatever point and just lay down some pain regardless of how close the quarters are. With my Mastermind I need a safe area to resummon the pets without getting aggro.
  7. MT in your instance of Bots Dark I would go with Mace Mastery Shield. Since it offers defense against Smash and Lethal which are the most common type of damage types.

    Now with the debuffs and bonuses from Invention sets it might be over kill, I don't know your build. You might consider creating a new thread and posting your intended 50 build or a build with lvl 35 IOs as some are starting to do.

    Nonetheless between Darkest Night and the Shield your S and L defense might be in the 60s or 70s which again is over kill. But as I commented your relying in Darkest Night which has a big hit debuff number attached to it to be around to effect the other mobs near your anchor. If your anchor runs off so does your defense cap. Your pretty much screwed. This is sort of hedging the bets and hoping when that happens that your dealing with mobs that deal smash and lethal damage and that your MM shield value is high enough to block some hits until you can reanchor darkest night or try to place a hold on your anchor from running off again when he returns.

    The game plan with Dark is you try to get either the 7 damage types defenses to mid 20s or the 3 positional type defense ( ranged, melee, aoe ) in the mid 20s. Then with darkest night slot that up enough that it will add its hit debuff value which is pretty much equal to defense number wise to your total defense numbers to obtain the soft cap of 45%..

    So if you have Ranged defense of 25% and you slot Darkest Night to a - HIT value of 25% your total Range Defense is 50%.. 5% over the defense cap. So your pretty good as far as any and all range attacks go. But if your melee defense is only 5% then your melee defense is 30%. Not bad really, better then nothing. But some hits will come in.

    Of course the damage type defenses come into play.. The game automatically picks the highest number in your favor. So though your melee is 30% defense. If your energy defense was 25% added to darkest night -hit 25% and you got hit with an energy melee attack. You would have 50% defenses vs that energy attack.

    I have a Dark Electric Defender that rides the wave this way.. Sometimes its great.. And sometimes the anchor runs off or dies and I instantly get slammed with a bunch of hits. Sometimes I can pull off a heal and reanchor other times I face plant.

    With Traps my FFG has to die before I have this issue. And FFG is really one tough beast.. Further the recharge is so fast for FFG that it does not matter. You can kill my FFG all you want I think my recharge on it is 10 seconds. Nothing really ever kills it that fast but some big AV attack. So I am pretty much summoning it before it dies or if I feel its been out too long and it should be expiring soon.
  8. The AI for melee pets has been fixed.. Sadly it makes the Range pets do the same.

    There are some AI bugs around now that make your pets not move when you zone. So you need to try to dismiss or go back to the other zone and dismiss and resummon.

    Your Upgrade now effects all the pets. So you just need to cast it each upgrade once now instead of 6x.. But they have to all be in range.
  9. plainguy

    Good Builds

    I have to agree with gameboy. Specific builds or comments about a specific Arch type should be in that specific arch type forum and not in general discussion. It also makes it easier to find information about a particular arch type build. I know if I want to find a Mastermind build I should be looking in the Mastermind forums and not the blasters forums. Nice idea just wrong place.

    Believe you me I would like a thread in every forum where players can nominate good builds to keep in one central thread on each arch type forum as a reference. Mastermind forum maybe moves one page a month and still you get players too lazy to look back one page to find a dozens of threads on Bot Traps builds.

    I would also instead of creating builds only 10% of the gaming population can afford how about builds that the average player can aspire to.. As others have mentioned purple does not particularly mean better.
  10. I say Traps.. Its fire and forget..

    Where as Dark has toggles that can get knocked off for various reasons..

    With Traps your getting defense cap through your powers which directly affect you, EG FFG .. Where as with Dark your getting defense cap from Darkest Night and other debuffs. If your anchor runs away so does your defense cap. Some will say that is what the hold is for.. But again if you want to rely on a hold to keep a Anchor in place by all mean.. And make sure it sticks every time you use it. Further it can be hard to hold an AV.

    Dark is good I just personally feel Traps is better. As I always boast I can solo without my pets with traps, because of Trip Mine. There is not much you can do solo without your pets with dark.

    But look there is no DOOOOM if you go dark.. I just think Traps has a bit of an edge and it certainly fits in with Robot Thematically.
  11. Well since your going with IOs here is a build I suggest.. Or something within this frame work..

    1. Your build its not defense capped when it could be.

    2. Don't take super jump, simple reason why. If your playing with competent players doing some sort of TF. The amount of running around at high speeds will make your pets useless except for big fights.. They more then likely want you for the debuff traps offers.. They could probably do the missions without the debuffs but it just speeds up the kill process. In small places like caves and building in which 80% of the missions are make SJ useless.

    3. Super speed and a single stealth proc allow you to run around and not get hit. So you can zip to the end with everyone else or when solo and finish off a mission.

    4. If your at defense cap then you will not need power boost. It really, really is only useful for several powers. I do not think it will effect FFG, I believe it does not effect Pseudo pets which many of your traps powers are.

    5. You an pick whatever epics you want. I went with fire because it offers a really great cheap power like Bonfire which keeps mobs at bay and for every mob that hits it offers me a chance of getting a free recharge bonus and adds some aggro. Fireball really not for killing but for building up aggro along with Provoke add that along with Trip Mine and you have a decent aggro building tool to keep the bad guys from looking at your pets.. Great during AV fights.. Imagine the Fantastic 4 movie when blaze hits thing in the head with a fireball. He didn't hurt him but really got the thing mad at him.. Aggro.... Rise of the Phoenix well honestly its a reality check.. Stuff happens. I can't survive everything.. But you can swap out Fire for another set and end up with some nice resistance bonuses.. All up to you..

    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: Robotics
    Secondary Power Set: Traps
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Presence
    Ancillary Pool: Heat Mastery

    Villain Profile:
    Level 1: Battle Drones
    • (A) Blood Mandate - Accuracy/Damage
    • (15) Blood Mandate - Damage/Endurance
    • (15) Blood Mandate - Accuracy/Endurance
    • (19) Blood Mandate - Accuracy/Damage/Endurance
    • (19) Blood Mandate - Accuracy
    • (25) Blood Mandate - Damage
    Level 1: Web Grenade
    • (A) Enfeebled Operation - Accuracy/Recharge
    • (3) Enfeebled Operation - Accuracy/Endurance
    • (3) Enfeebled Operation - Endurance/Immobilize
    • (5) Enfeebled Operation - Immobilize/Range
    • (5) Enfeebled Operation - Accuracy/Immobilize
    • (7) Enfeebled Operation - Accuracy/Immobilize/Recharge
    Level 2: Caltrops
    • (A) Pacing of the Turtle - Chance of -Recharge
    • (7) Impeded Swiftness - Chance of Damage(Smashing)
    • (9) Positron's Blast - Chance of Damage(Energy)
    • (45) Positron's Blast - Damage/Recharge
    Level 4: Triage Beacon
    • (A) Doctored Wounds - Heal/Recharge
    • (9) Miracle - Heal/Recharge
    • (11) Harmonized Healing - Heal/Recharge
    • (27) Regenerative Tissue - Heal/Recharge
    Level 6: Boxing
    • (A) Accuracy IO
    Level 8: Hasten
    • (A) Recharge Reduction IO
    Level 10: Acid Mortar
    • (A) Shield Breaker - Defense Debuff
    • (11) Shield Breaker - Accuracy/Defense Debuff
    • (13) Shield Breaker - Accuracy/Recharge
    • (13) Shield Breaker - Defense Debuff/Endurance/Recharge
    • (46) Shield Breaker - Accuracy/Endurance/Recharge
    • (46) Shield Breaker - Chance for Lethal Damage
    Level 12: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (27) Luck of the Gambler - Defense
    • (33) Luck of the Gambler - Defense/Endurance
    Level 14: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (45) Steadfast Protection - Knockback Protection
    Level 16: Force Field Generator
    • (A) Luck of the Gambler - Recharge Speed
    • (17) Luck of the Gambler - Defense
    • (17) Luck of the Gambler - Defense/Endurance
    Level 18: Tactics
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (42) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (43) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 20: Poison Trap
    • (A) Lockdown - Accuracy/Hold
    • (21) Lockdown - Accuracy/Recharge
    • (21) Lockdown - Recharge/Hold
    • (23) Lockdown - Endurance/Recharge/Hold
    • (23) Lockdown - Accuracy/Endurance/Recharge/Hold
    • (25) Lockdown - Chance for +2 Mag Hold
    Level 22: Weave
    • (A) Luck of the Gambler - Defense
    • (48) Luck of the Gambler - Recharge Speed
    Level 24: Provoke
    • (A) Perfect Zinger - Taunt
    • (43) Perfect Zinger - Taunt/Recharge
    • (43) Perfect Zinger - Taunt/Recharge/Range
    • (45) Perfect Zinger - Accuracy/Recharge
    • (48) Perfect Zinger - Taunt/Range
    • (48) Perfect Zinger - Chance for Psi Damage
    Level 26: Equip Robot
    • (A) Endurance Reduction IO
    Level 28: Seeker Drones
    • (A) Stupefy - Accuracy/Recharge
    • (29) Stupefy - Endurance/Stun
    • (29) Stupefy - Accuracy/Endurance
    • (31) Stupefy - Stun/Range
    • (31) Stupefy - Accuracy/Stun/Recharge
    • (31) Stupefy - Chance of Knockback
    Level 30: Protector Bots
    • (A) Sovereign Right - Accuracy/Damage
    • (37) Sovereign Right - Damage/Endurance
    • (39) Sovereign Right - Accuracy/Endurance
    • (39) Sovereign Right - Accuracy/Damage/Endurance
    • (39) Sovereign Right - Accuracy
    • (40) Sovereign Right - Resistance Bonus
    Level 32: Assault Bot
    • (A) Blood Mandate - Accuracy
    • (33) Blood Mandate - Accuracy/Damage
    • (33) Blood Mandate - Damage/Endurance
    • (34) Blood Mandate - Accuracy/Endurance
    • (34) Blood Mandate - Accuracy/Damage/Endurance
    • (34) Blood Mandate - Damage
    Level 35: Trip Mine
    • (A) Obliteration - Damage
    • (36) Obliteration - Accuracy/Recharge
    • (36) Obliteration - Damage/Recharge
    • (36) Obliteration - Accuracy/Damage/Recharge
    • (37) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (37) Obliteration - Chance for Smashing Damage
    Level 38: Upgrade Robot
    • (A) Endurance Reduction IO
    Level 41: Bonfire
    • (A) Force Feedback - Chance for +Recharge
    Level 44: Fire Ball
    • (A) Positron's Blast - Accuracy/Damage
    • (50) Positron's Blast - Accuracy/Damage/Endurance
    • (50) Detonation - Accuracy/Damage
    Level 47: Super Speed
    • (A) Celerity - +Stealth
    Level 49: Rise of the Phoenix
    • (A) Performance Shifter - EndMod
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Supremacy
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Empty
    Level 2: Hurdle
    • (A) Empty
    Level 2: Health
    • (A) Healing IO
    • (50) Healing IO
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End
    • (40) Performance Shifter - EndMod
    • (46) Endurance Modification IO



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  12. Quote:
    Originally Posted by Gorgar View Post
    Can't speak for most people, but my main (also en/en) is built around those powers to some extent. I three-slot Boost Range for recharge, and leave it on autofire, but my style is built around Bonfire, energy's inherent knockback, ranged defense (not softcapped, just 30) and keeping things at a range where I have more attacks than they do, so I don't want any downtime.

    I slot Aid Self with two interrupts and four frankenslotted heal/rech to max both heal and recharge. I also have two recharge in Power Boost, which I have a hotkey for and fire off before healing. No set bonuses for this slotting, but between range, kb, bonfire, significant movement speed bonuses, and the interrupt slotting, I have a fairly reliable way to regain half my life. To me, this is far more important than the set bonuses in any heal set.
    I have become a big Bonfire fan, especially with force feedback +recharge. If you can have that perma on its own and then getting the recharge bonus from force feedback.. It is a decent way to keep mobs at bay.. Plus since so many mobs hit it, it has so many chances of going off. Granted it does not stack but because mobs are dumb and keep coming it just about goes off every time I drop it..
  13. I think if you take into account picking up the incarnate alpha slot, you should be able to cover which area your short in. I picked up the tier 2 endurance for a AR Dev Blaster I was working on.

    It literally made an extremely unbearable build, extremely playable now.

    My suggestion..

    Go to this link http://boards.cityofheroes.com/showthread.php?t=187775&page=3

    Look at my build for endurance reasons and compare your build to mine in that sense. For example If LS cost 100 end to use and last 1 minute and I can fire Full Auto that cost 50 end and I can use it every 32 seconds.. It pretty much is on par with LS end use.

    So if you can find comparable endurance usage between the builds then you know Cardiac Alpha will help you out.

    As I mentioned I was so annoyed that I was going to have to respec the toon because I just had no endurance.. Now I am looking to respec because I have too much endurance.. I don't even know that line makes sense..
  14. Might go to Test and just play around with it and get some current numbers. Also play around with the sets to see if matters.
  15. Jumping in late, but has anyone else not noticed that the person who is trying to grab aggro from his pet is not defense capped. I get the whole regen idea. I'm not going to speak on how effective his regen of 380% is going to be when coupled with only half Defenses. I'm honestly not familiar with regeneration numbers to say ahh okay, 380% is equal to 20% defenses.

    My thoughts are how susceptible is that build to a damage spike.. Similar to what an AV hands out.. With the number of hits getting through I can see bodyguard mode being done with in 2 hits from an AV. Or multiple bosses, either LTs or an EB and several LTs. Which similarly with low defenses would be seeping in through about 50% of the time..

    I also wanted to comment on that link JuliusSeizure pointed out. Which is very true.. Someone pointed it out to me a while back when I asked about tankerminds and its one of the big reasons why I have Trip mine and fire ball in my build, to help build up the aggro.

    With all that being said.. I have also have a robot traps mm looking to go that route. I was looking at something along this route.

    Here is the break down..

    Your at Ranged Defense Cap from the start.. Once bubbled up by the protector bots your now at AOE and Melee Defense Cap.

    I am not crazy about the endurance Ratio so I think this is where the Cardiac Alpha slot would definitely come in handy.. I had Scorpion Shield slotted which for certain put you in Smash Lethal Cap but it was a killer on endurance. I swapped it out for Repulsion Bomb for an additional AOE attack to help reinforce Provoke. It Lowered endurance but still its not within the 2 point cushion I am used to.

    If you had the money I would say swap out the kb protection in tough for the PvP IO which offers +3 Def. Which now would bring your AOE up to Defense cap. The only thing you would be relying on the bots for is the Melee Defense Cap. If your have the Vet pet for Defense, then I think with the rounding up the system does you would be close to Melee Defense cap. Otherwise your stuck waiting for the pet buff for cap..

    I placed in Photon Grenade a Absolute Amazement proc for - 7.5% ToHit. out of many Purple IO's it is one of the cheapest. It's a Kluge but for now it is the best I can think of. It's that power that you hope goes off when your trying to resummon your pets during a fight that might have went bad.. Your hoping the Proc goes off to give you the Defense Cap you need for that moment. At 33%% its much higher then other procs going off.

    The one good thing about Repulsion Bomb is now with the KB IO's I believe it changes it to a Knock back instead of Knock Down. Since it is AOE if your have Repulsion Field going and mobs sneak in you now have 2 powers to knock back enemies with.

    If LOTG are not your style then I would swap out the LOTG for Kismet IOs. Gift of the Ancients set bonus is maxed out.

    You also have Repair.

    Overall I think it covers pretty much what everyone wanted. I feel if I play around with it a bit more I might be able to fine tune it a bit more..

    My final issue is with all honesty I have not played the build. I do not usually post builds I do not play for myself. I am generally more comfortable posting something I use and play so I can clearly say what it can and cannot do. But it is what it is.. If you respeced to it and the endurance drain is impossible then you should immediately try to get Alpha slotted. I know from experience that it saved my AR Device toon.

    No more babbling.. Here is the build

    Villain Plan by Mids' Villain Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Mastermind
    Primary Power Set: Robotics
    Secondary Power Set: Force Field
    Power Pool: Medicine
    Power Pool: Fighting
    Power Pool: Presence
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Battle Drones
    • (A) Blood Mandate - Accuracy/Damage
    • (7) Blood Mandate - Damage/Endurance
    • (11) Blood Mandate - Accuracy/Endurance
    • (11) Blood Mandate - Accuracy/Damage/Endurance
    • (29) Blood Mandate - Accuracy
    • (29) Blood Mandate - Damage
    Level 1: Force Bolt
    • (A) Thunderstrike - Accuracy/Damage
    • (3) Thunderstrike - Damage/Recharge
    • (5) Thunderstrike - Damage/Endurance/Recharge
    • (7) Thunderstrike - Accuracy/Damage/Endurance
    • (19) Thunderstrike - Accuracy/Damage/Recharge
    • (19) Thunderstrike - Damage/Endurance
    Level 2: Deflection Shield
    • (A) Gift of the Ancients - Defense
    • (3) Gift of the Ancients - Defense/Endurance
    Level 4: Insulation Shield
    • (A) Gift of the Ancients - Defense
    • (5) Gift of the Ancients - Defense/Endurance
    Level 6: Equip Robot
    • (A) Endurance Reduction IO
    Level 8: Aid Other
    • (A) Miracle - Heal/Recharge
    • (9) Miracle - Heal/Endurance/Recharge
    • (9) Miracle - Heal
    • (48) Interrupt Reduction IO
    Level 10: Kick
    • (A) Empty
    Level 12: Protector Bots
    • (A) Blood Mandate - Accuracy/Damage
    • (13) Blood Mandate - Damage/Endurance
    • (13) Blood Mandate - Accuracy/Endurance
    • (25) Blood Mandate - Accuracy
    • (27) Blood Mandate - Accuracy/Damage/Endurance
    • (27) Blood Mandate - Damage
    Level 14: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (40) Steadfast Protection - Knockback Protection
    Level 16: Aid Self
    • (A) Miracle - Heal/Recharge
    • (17) Miracle - Heal/Endurance/Recharge
    • (17) Miracle - Heal
    • (23) Interrupt Reduction IO
    Level 18: Photon Grenade
    • (A) Razzle Dazzle - Accuracy/Recharge
    • (25) Razzle Dazzle - Endurance/Stun
    • (31) Razzle Dazzle - Accuracy/Endurance
    • (33) Razzle Dazzle - Stun/Range
    • (42) Razzle Dazzle - Accuracy/Stun/Recharge
    • (42) Absolute Amazement - Chance for ToHit Debuff
    Level 20: Dispersion Bubble
    • (A) Gift of the Ancients - Defense/Endurance
    • (21) Gift of the Ancients - Defense
    • (21) Gift of the Ancients - Defense/Recharge
    • (48) Gift of the Ancients - Endurance/Recharge
    • (50) Gift of the Ancients - Defense/Endurance/Recharge
    • (50) Gift of the Ancients - Run Speed +7.5%
    Level 22: Personal Force Field
    • (A) Luck of the Gambler - Recharge Speed
    Level 24: Provoke
    • (A) Perfect Zinger - Taunt/Range
    • (33) Perfect Zinger - Chance for Psi Damage
    • (36) Perfect Zinger - Taunt/Recharge/Range
    • (37) Perfect Zinger - Taunt
    • (39) Perfect Zinger - Taunt/Recharge
    • (50) Perfect Zinger - Accuracy/Recharge
    Level 26: Assault Bot
    • (A) Blood Mandate - Accuracy/Damage
    • (34) Blood Mandate - Damage/Endurance
    • (34) Blood Mandate - Accuracy/Endurance
    • (34) Blood Mandate - Accuracy/Damage/Endurance
    • (36) Blood Mandate - Accuracy
    • (36) Blood Mandate - Damage
    Level 28: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (33) Luck of the Gambler - Defense
    • (37) Luck of the Gambler - Defense/Endurance
    Level 30: Maneuvers
    • (A) Luck of the Gambler - Defense
    • (31) Luck of the Gambler - Defense/Endurance
    • (31) Luck of the Gambler - Recharge Speed
    Level 32: Upgrade Robot
    • (A) Endurance Reduction IO
    Level 35: Repulsion Bomb
    • (A) Explosive Strike - Damage/Knockback
    • (37) Explosive Strike - Accuracy/Knockback
    • (39) Explosive Strike - Chance for Smashing Damage
    • (40) Positron's Blast - Damage/Recharge
    • (48) Positron's Blast - Accuracy/Damage
    Level 38: Force Bubble
    • (A) Endurance Reduction IO
    • (39) Endurance Reduction IO
    Level 41: Web Envelope
    • (A) Enfeebled Operation - Accuracy/Recharge
    • (42) Enfeebled Operation - Immobilize/Range
    • (43) Enfeebled Operation - Accuracy/Endurance
    • (43) Enfeebled Operation - Endurance/Immobilize
    • (43) Enfeebled Operation - Accuracy/Immobilize/Recharge
    • (46) Enfeebled Operation - Accuracy/Immobilize
    Level 44: Tactics
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (46) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 47: Repair
    • (A) Recharge Reduction IO
    Level 49: Power Boost
    • (A) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Supremacy
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Empty
    Level 2: Hurdle
    • (A) Empty
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (15) Miracle - Heal/Recharge
    • (15) Miracle - Heal
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End
    • (23) Performance Shifter - EndMod
    • (40) Endurance Modification IO



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  16. Quote:
    Originally Posted by seebs View Post
    Huh. I just got my bots/traps to 38. Was planning to ignore this, but... if it uses the pet's acc/dam, that makes it a lot more viable to use, because my pets have plenty of acc/dam already. And I often have one nearly-dead battle drone that's wandered into melee.

    How quickly does it activate? If I click on it, will the bot usually blow up, or will it die before it blows up?
    I completely agree with you regarding the one pet wandering off.. I have no rats backside clue why but it's always one tier one pet.. After he dies it appears as if the rest fall in line fearing his fate.. If one pet is going to always run off and die, I would rather control his fate.
  17. Was thinking Guassian is a bit expensive as well. At least some parts, so I can see a bit more then 10 Hero merits going into this build to save money..

    Here is a Range Defense Cap build with Aid Self. I have to say something like this might not be so bad.. I sort of have a weaker version of this.. And when you don't have any more Green inspirations.. That Aid Self is great.. I know on my AR Device I am jockeying around when low on greens just trying to stay away from some mobs..

    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Booster Red: Level 50 Magic Blaster
    Primary Power Set: Archery
    Secondary Power Set: Energy Manipulation
    Power Pool: Fighting
    Power Pool: Flight
    Power Pool: Medicine
    Power Pool: Speed

    Hero Profile:
    Level 1: Snap Shot
    • (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
    Level 1: Power Thrust
    • (A) Accuracy IO
    Level 2: Aimed Shot
    • (A) Thunderstrike - Accuracy/Damage
    • (7) Thunderstrike - Damage/Endurance
    • (9) Thunderstrike - Damage/Recharge
    • (9) Thunderstrike - Accuracy/Damage/Recharge
    • (11) Thunderstrike - Accuracy/Damage/Endurance
    • (11) Thunderstrike - Damage/Endurance/Recharge
    Level 4: Fistful of Arrows
    • (A) Positron's Blast - Accuracy/Damage
    • (34) Positron's Blast - Damage/Range
    • (43) Positron's Blast - Damage/Endurance
    • (43) Positron's Blast - Damage/Recharge
    Level 6: Blazing Arrow
    • (A) Thunderstrike - Accuracy/Damage
    • (13) Thunderstrike - Damage/Endurance
    • (13) Thunderstrike - Damage/Recharge
    • (15) Thunderstrike - Accuracy/Damage/Recharge
    • (15) Thunderstrike - Accuracy/Damage/Endurance
    • (17) Thunderstrike - Damage/Endurance/Recharge
    Level 8: Boxing
    • (A) Accuracy IO
    Level 10: Bone Smasher
    • (A) Mako's Bite - Accuracy/Damage
    • (17) Mako's Bite - Damage/Endurance
    • (19) Mako's Bite - Damage/Recharge
    • (19) Mako's Bite - Accuracy/Endurance/Recharge
    • (21) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (21) Mako's Bite - Chance of Damage(Lethal)
    Level 12: Explosive Arrow
    • (A) Positron's Blast - Accuracy/Damage
    • (39) Positron's Blast - Damage/Range
    • (40) Positron's Blast - Damage/Endurance
    • (40) Positron's Blast - Damage/Recharge
    Level 14: Fly
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (23) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 16: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 18: Hover
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (23) Blessing of the Zephyr - Knockback Reduction (4 points)
    • (42) Luck of the Gambler - Recharge Speed
    Level 20: Weave
    • (A) Luck of the Gambler - Recharge Speed
    Level 22: Energy Punch
    • (A) Mako's Bite - Accuracy/Damage
    • (31) Mako's Bite - Damage/Endurance
    • (31) Mako's Bite - Damage/Recharge
    • (33) Mako's Bite - Accuracy/Endurance/Recharge
    • (33) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (33) Mako's Bite - Chance of Damage(Lethal)
    Level 24: Aim
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (34) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (50) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 26: Stunning Shot
    • (A) Stupefy - Accuracy/Recharge
    • (31) Stupefy - Chance of Knockback
    • (36) Stupefy - Endurance/Stun
    • (36) Stupefy - Accuracy/Endurance
    • (36) Stupefy - Stun/Range
    • (37) Stupefy - Accuracy/Stun/Recharge
    Level 28: Build Up
    • (A) Recharge Reduction IO
    Level 30: Aid Other
    • (A) Healing IO
    Level 32: Rain of Arrows
    • (A) Positron's Blast - Accuracy/Damage
    • (34) Positron's Blast - Damage/Endurance
    • (37) Positron's Blast - Damage/Recharge
    • (39) Positron's Blast - Damage/Range
    Level 35: Aid Self
    • (A) Numina's Convalescence - Heal/Endurance
    • (37) Numina's Convalescence - Endurance/Recharge
    • (39) Numina's Convalescence - Heal/Recharge
    • (40) Numina's Convalescence - Heal/Endurance/Recharge
    • (46) Numina's Convalescence - Heal
    • (46) Numina's Convalescence - +Regeneration/+Recovery
    Level 38: Power Boost
    • (A) Recharge Reduction IO
    Level 41: Ranged Shot
    • (A) Executioner's Contract - Accuracy/Damage
    • (42) Executioner's Contract - Damage/Endurance
    • (42) Executioner's Contract - Damage/Interrupt
    • (43) Executioner's Contract - Damage/Range
    • (45) Executioner's Contract - Damage/Recharge
    • (46) Executioner's Contract - Disorient Bonus
    Level 44: Total Focus
    • (A) Mako's Bite - Accuracy/Damage
    • (45) Mako's Bite - Damage/Endurance
    • (45) Mako's Bite - Damage/Recharge
    • (48) Mako's Bite - Accuracy/Endurance/Recharge
    • (48) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (50) Mako's Bite - Chance of Damage(Lethal)
    Level 47: Boost Range
    • (A) Recharge Reduction IO
    Level 49: Hasten
    • (A) Recharge Reduction IO
    • (50) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Defiance
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Empty
    Level 2: Hurdle
    • (A) Empty
    Level 2: Health
    • (A) Numina's Convalescence - Heal/Endurance
    • (25) Numina's Convalescence - Heal
    • (25) Numina's Convalescence - Heal/Recharge
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End
    • (27) Performance Shifter - EndMod
    • (27) Endurance Modification IO



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  18. I cheaped out your build for the poor folk. Of course your numbers are going to be better. But its doable for someone on a lower end budget like myself. The 5 slots can be replaced with Purple IOs eventually for those working towards that direction.

    You need 10 hero merits to buy up the expensive IOs listed. 2 (3) for each LOTG +Recharge and 2 for Num +regen +recharge in Health and 2 for the Zephyr KB Protection.

    Ideally a Range Cap Blaster with Aid Self would be nice.. Need to see if that type of build is possible..

    From playing my AR Device which had big endurance issues.. I found that getting the Endurance Alpha changed everything around.

    Also if you have the Vet reward for the Defense pet that is also something that will add another couple of points to your defenses. Being that its a range build and your hovering you shouldn't be in the way of melee PBAOE attacks which usually what end up destroying my defense drones on other toons. I notice when I'm out of the way and ranged it last a bit longer..

    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Booster Red: Level 50 Magic Blaster
    Primary Power Set: Archery
    Secondary Power Set: Energy Manipulation
    Power Pool: Fighting
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Speed

    Hero Profile:
    Level 1: Snap Shot
    • (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
    Level 1: Power Thrust
    • (A) Accuracy IO
    Level 2: Aimed Shot
    • (A) Thunderstrike - Accuracy/Damage
    • (7) Thunderstrike - Damage/Endurance
    • (9) Thunderstrike - Damage/Recharge
    • (9) Thunderstrike - Accuracy/Damage/Recharge
    • (11) Thunderstrike - Accuracy/Damage/Endurance
    • (11) Thunderstrike - Damage/Endurance/Recharge
    Level 4: Fistful of Arrows
    • (A) Positron's Blast - Accuracy/Damage
    • (43) Positron's Blast - Damage/Endurance
    • (43) Positron's Blast - Damage/Recharge
    • (46) Positron's Blast - Damage/Range
    • (46) Positron's Blast - Accuracy/Damage/Endurance
    Level 6: Blazing Arrow
    • (A) Thunderstrike - Accuracy/Damage
    • (13) Thunderstrike - Damage/Endurance
    • (13) Thunderstrike - Damage/Recharge
    • (15) Thunderstrike - Accuracy/Damage/Recharge
    • (15) Thunderstrike - Accuracy/Damage/Endurance
    • (17) Thunderstrike - Damage/Endurance/Recharge
    Level 8: Boxing
    • (A) Accuracy IO
    Level 10: Bone Smasher
    • (A) Mako's Bite - Accuracy/Damage
    • (17) Mako's Bite - Damage/Endurance
    • (19) Mako's Bite - Damage/Recharge
    • (19) Mako's Bite - Accuracy/Endurance/Recharge
    • (21) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (21) Mako's Bite - Chance of Damage(Lethal)
    Level 12: Explosive Arrow
    • (A) Positron's Blast - Accuracy/Damage
    • (39) Positron's Blast - Accuracy/Damage/Endurance
    • (40) Positron's Blast - Damage/Endurance
    • (40) Positron's Blast - Damage/Recharge
    • (40) Positron's Blast - Damage/Range
    Level 14: Fly
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (23) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 16: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 18: Hover
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (23) Blessing of the Zephyr - Knockback Reduction (4 points)
    • (42) Luck of the Gambler - Recharge Speed
    Level 20: Weave
    • (A) Luck of the Gambler - Recharge Speed
    Level 22: Energy Punch
    • (A) Mako's Bite - Accuracy/Damage
    • (31) Mako's Bite - Damage/Endurance
    • (31) Mako's Bite - Damage/Recharge
    • (33) Mako's Bite - Accuracy/Endurance/Recharge
    • (33) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (33) Mako's Bite - Chance of Damage(Lethal)
    Level 24: Aim
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (34) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (50) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 26: Stunning Shot
    • (A) Stupefy - Accuracy/Recharge
    • (36) Stupefy - Endurance/Stun
    • (36) Stupefy - Accuracy/Endurance
    • (36) Stupefy - Stun/Range
    • (37) Stupefy - Accuracy/Stun/Recharge
    • (37) Stupefy - Chance of Knockback
    Level 28: Build Up
    • (A) Recharge Reduction IO
    • (34) Recharge Reduction IO
    Level 30: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (31) Luck of the Gambler - Defense
    Level 32: Rain of Arrows
    • (A) Positron's Blast - Accuracy/Damage
    • (34) Positron's Blast - Damage/Endurance
    • (37) Positron's Blast - Damage/Recharge
    • (39) Positron's Blast - Damage/Range
    • (39) Positron's Blast - Accuracy/Damage/Endurance
    Level 35: Boost Range
    • (A) Recharge Reduction IO
    Level 38: Conserve Power
    • (A) Recharge Reduction IO
    Level 41: Ranged Shot
    • (A) Executioner's Contract - Accuracy/Damage
    • (42) Executioner's Contract - Damage/Endurance
    • (42) Executioner's Contract - Damage/Interrupt
    • (43) Executioner's Contract - Damage/Range
    • (45) Executioner's Contract - Damage/Recharge
    • (46) Executioner's Contract - Disorient Bonus
    Level 44: Total Focus
    • (A) Mako's Bite - Accuracy/Damage
    • (45) Mako's Bite - Damage/Endurance
    • (45) Mako's Bite - Damage/Recharge
    • (48) Mako's Bite - Accuracy/Endurance/Recharge
    • (48) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (50) Mako's Bite - Chance of Damage(Lethal)
    Level 47: Power Boost
    • (A) Recharge Reduction IO
    Level 49: Hasten
    • (A) Recharge Reduction IO
    • (50) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Defiance
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Empty
    Level 2: Hurdle
    • (A) Empty
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (25) Numina's Convalescence - Heal
    • (25) Numina's Convalescence - Heal/Recharge
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End
    • (27) Performance Shifter - EndMod
    • (27) Endurance Modification IO



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  19. Now at Cardiac Tier 2 and endurance is no longer an issue.

    I am considering going back to 2 slotting endurance and 5 slotting Full Auto. Along with the Gun Drone idea I should be able clear out minions with a hit of Full Auto.

    I am wondering if the proc in performance shifter would be better then just 2 Endurance Modification IOs. The difference is 2.81 to 2.98, the lower one being the Performance shifter IO. I understand that MIDs does not take into account the Proc. I'm thinking the Proc might be better.

    I just tried a radio mission with CoTs 0/8. It was iffy. the first big group not many hits got through at range. But the 2nd group I happen to get a bunch of hits on me.

    I have to say that the Bonfire with the Force Feedback Proc is VERY GOOD. 1 power.. 1 slotted and it keeps many of the mobs at bay.. Plus the proc goes off because so many mobs are trying to get at me.

    Here is the build I am considering respecing to atm

    I think Purple IOs in Full Auto as Nethergoat has would make it much better for the added Recharge for all the powers.. The more I can get Bonfire up the better it is safety wise..

    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Blaster
    Primary Power Set: Assault Rifle
    Secondary Power Set: Devices
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Flame Mastery

    Hero Profile:
    Level 1: Burst
    • (A) Thunderstrike - Accuracy/Damage
    • (3) Thunderstrike - Damage/Recharge
    • (7) Thunderstrike - Accuracy/Damage/Recharge
    • (9) Thunderstrike - Damage/Endurance
    • (27) Thunderstrike - Accuracy/Damage/Endurance
    • (29) Thunderstrike - Damage/Endurance/Recharge
    Level 1: Web Grenade
    • (A) Trap of the Hunter - Accuracy/Recharge
    • (3) Trap of the Hunter - Immobilize/Accuracy
    • (11) Trap of the Hunter - Accuracy/Immobilize/Recharge
    • (33) Trap of the Hunter - Chance of Damage(Lethal)
    • (48) Trap of the Hunter - Accuracy/Endurance
    • (48) Trap of the Hunter - Endurance/Immobilize
    Level 2: Slug
    • (A) Thunderstrike - Accuracy/Damage
    • (5) Thunderstrike - Damage/Recharge
    • (5) Thunderstrike - Damage/Endurance
    • (7) Thunderstrike - Accuracy/Damage/Recharge
    • (29) Thunderstrike - Accuracy/Damage/Endurance
    • (31) Thunderstrike - Damage/Endurance/Recharge
    Level 4: Buckshot
    • (A) Positron's Blast - Accuracy/Damage
    • (9) Positron's Blast - Damage/Recharge
    • (11) Positron's Blast - Damage/Range
    • (31) Positron's Blast - Accuracy/Damage/Endurance
    • (31) Positron's Blast - Damage/Endurance
    Level 6: Kick
    • (A) Accuracy IO
    Level 8: Taser
    • (A) Stupefy - Accuracy/Recharge
    • (21) Stupefy - Endurance/Stun
    • (23) Stupefy - Accuracy/Endurance
    • (36) Stupefy - Stun/Range
    • (40) Stupefy - Chance of Knockback
    • (46) Stupefy - Accuracy/Stun/Recharge
    Level 10: Targeting Drone
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (13) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (13) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (15) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (15) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (17) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 12: Beanbag
    • (A) Stupefy - Accuracy/Recharge
    • (17) Stupefy - Endurance/Stun
    • (19) Stupefy - Accuracy/Endurance
    • (19) Stupefy - Stun/Range
    • (21) Stupefy - Accuracy/Stun/Recharge
    • (33) Stupefy - Chance of Knockback
    Level 14: Caltrops
    • (A) Pacing of the Turtle - Chance of -Recharge
    Level 16: Tough
    • (A) Steadfast Protection - Knockback Protection
    Level 18: Flamethrower
    • (A) Positron's Blast - Accuracy/Damage
    • (25) Positron's Blast - Damage/Recharge
    • (25) Positron's Blast - Damage/Endurance
    • (27) Positron's Blast - Damage/Range
    • (43) Positron's Blast - Accuracy/Damage/Endurance
    Level 20: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    Level 22: Hasten
    • (A) Recharge Reduction IO
    • (33) Recharge Reduction IO
    Level 24: Cloaking Device
    • (A) Red Fortune - Defense/Endurance
    • (34) Red Fortune - Defense
    • (34) Red Fortune - Defense/Endurance/Recharge
    • (36) Red Fortune - Defense/Recharge
    • (36) Red Fortune - Endurance
    • (39) Red Fortune - Endurance/Recharge
    Level 26: Super Speed
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (50) Celerity - +Stealth
    Level 28: Sniper Rifle
    • (A) Executioner's Contract - Accuracy/Damage
    • (34) Executioner's Contract - Damage/Endurance
    • (37) Executioner's Contract - Damage/Interrupt
    • (37) Executioner's Contract - Damage/Range
    • (37) Executioner's Contract - Damage/Recharge
    • (43) Executioner's Contract - Disorient Bonus
    Level 30: Smoke Grenade
    • (A) Dark Watcher's Despair - To Hit Debuff/Recharge
    Level 32: Full Auto
    • (A) Detonation - Damage/Endurance
    • (39) Positron's Blast - Damage/Recharge
    • (40) Air Burst - Damage/Recharge
    • (40) Detonation - Damage/Range
    • (48) Detonation - Damage/Recharge
    Level 35: Weave
    • (A) Luck of the Gambler - Recharge Speed
    Level 38: Gun Drone
    • (A) Expedient Reinforcement - Accuracy/Recharge
    • (39) Expedient Reinforcement - Accuracy/Damage
    • (42) Expedient Reinforcement - Damage/Endurance
    • (42) Expedient Reinforcement - Accuracy/Damage/Recharge
    • (42) Expedient Reinforcement - Endurance/Damage/Recharge
    • (43) Expedient Reinforcement - Resist Bonus Aura for Pets
    Level 41: Bonfire
    • (A) Force Feedback - Chance for +Recharge
    Level 44: Trip Mine
    • (A) Eradication - Damage
    • (45) Eradication - Accuracy/Recharge
    • (45) Eradication - Damage/Recharge
    • (45) Cleaving Blow - Accuracy/Damage
    • (46) Cleaving Blow - Damage/Endurance
    • (46) Cleaving Blow - Damage/Recharge
    Level 47: Fire Shield
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 49: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Defiance
    Level 6: Ninja Run
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (50) Numina's Convalescence - Heal
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End
    • (23) Performance Shifter - EndMod



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  20. Arbegla

    I simply only brought up the Proc issue because twice you found it necessary to remind readers about how what happens when your procs go off.

    Myself on the other never mentioned anything about procs because as I already stated they are luck shining its grace on you.. That is all.

    But I felt after your 2nd posting mentioning your procs. I figured I would show you how a simple proc which has a chance to go off many times completely exceeds any recharge rate you have. Whereas compared to some of your procs that only have a chance of going off on power activation.

    Is your build expensive.. Yes.. But its not efficient, could be done better for probably cheaper.

    As I mentioned I know I can swap things around, increase my resistances. But I'm realistic, I know I'm going to die sometime. Things do go wrong no matter how hard you try. I only have so many slots. So picking a aoe power that knocks everyone back but AVs and GMs seemed very useful, especially with the proc ( yes I said it ) I placed in it. I just need it to go off once and honestly with a bunch of mobs hitting it repeatedly it does.

    I have fought and defeated AV's with my build. So for the 180 million how much more does it need to do really.

    BTW fireball is not for damage it's for aggro. Nothing more. Between Provoke and Fireball Its my attempt to gain all the AOE aggro I can get.. This way whatever Provoke misses I am hoping Fireball picks it up.

    The ress is for what I mentioned above.. It saves me a run back. I'm Tier 2 Alpha for damage and have Tier 2 Alpha for recharge depending on what I am doing at the time.

    nonetheless the price tag for that build does not match the performance.
  21. The numpad key thread in the sticky is very helpful in explaining how binds work and such.. Plus everything listed out so you can cut and paste the commands as well.
  22. Adeon thanks for the GD / TM defiance info. I just didn't think about that. I'm going to look at the numbers and see what I get.
  23. I didn't pick it up for my AR Dev and opted for Range Defense cap.. But I am going to try and test it with my 2nd build or on Test just to see what I can do with it.
  24. Arbegla I clearly understand what your trying to get across. I also happen to read the the thread you sent me in a PM, before your PM.

    Simply in response to your numbers.

    You spent Billions to be able to have a regeneration rate of 3 more points then me without Triage Beacon and 5 more with Triage Beacon.

    You spent Billions to be able to have a Recharge Rate that just about allows you to have Acid Mortar up every 27 seconds compared to my 33 seconds.

    You mentioned your Procs but you either failed to look or decided not to mention that my Force Feedback +recharge proc has a chance to go off every time a mobs hits my Bonfire. And when it goes off my Proc that I spent 5k on and single slotted in a silly power like Bonfire just beat all that recharge you spent BILLIONS to obtain..

    And since I run on a setting of 8 I have many mobs hitting my Bonfire at any given time. End result my 10% chance proc goes off A LOT.

    Finally Arbegla you have no attacks.. So there is nothing you can do without your pets solo in a mission. As I mentioned you are completely dependent on your pets for damage.

    One simple TF comes to mind Apex TF. I'm sure you read the thread or might have done the TF so no need to explain the situation.
  25. @ Totino

    I had a similar build, basic frankinslotting with Aid Self. While it was effective and Toe Bombing was the common method of starting attack. Once I picked up a bunch of aggro it became difficult to heal myself at times. Further I would run into situations in which I would end up in a cycle of just trying to heal myself because I was getting too much damage repeatedly.

    25 Range Defense is nice, but I will side with many of Adeon thoughts about getting into Range Defense of 30s.

    I think the issue is to find the right number to obtain in which you will have enough defense to get some misses from the mobs and enough heal to fix what got through.

    Personally now that I have Cardiac Alpha slotted I might look to pick up a respec and possibly remove one slot from stamina and back to Full Auto. Basically I am seeing I am almost killing the mobs But just not enough. I would like if Full Auto can take out the minions. ATM I am firing Full Auto and then Flame Thrower to finish off mobs. Or eating a red inspiration to do the damage needed. So 5 slotting Full Auto might be the trick.