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Posts
2007 -
Joined
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Thanks for all the insight.. Being a defense cap player I end up pushing in this direction, granted this time it's probably not the smarted direction.
The toon is 4 years old and was a struggle to level with limited attacks. I group when I can but solo when I needed. The thing is with my other toons being at defense cap I can run missions on 0/8 solo and not sweat it. So switching over to this toon is sort of a play style shock.
But I will rework all that stuff and repost for inspection. -
I think I read somewhere that you need to zone to see the changes. My problem was I wasn't noticing any changes in the combat window or while looking under the powers when I equipped and unequipped.
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Basically I have been trying to figure out how these alpha slots numbers are helping out. I am failing to see the changing in game number wise in the combat window.
I will use the recharge alpha for example. I placed it and looked at the numbers for Triage Beacon and didn't notice a difference with it on or off.
I attempted to do a visual inspection and really didn't notice much. Nutshell I have a 8 second gap between placement and recharge. It might have shorten up by a second or 2, but that is about it. If it did anything. Again I'm not sure.
So anyone mind sharing how to do the math to determine some of this stuff ? Is it 33% or is it 33% minus 1/6 which is not reduced by ED so its 27.5% and the other 5.5% is not ED affected ? Anyone know the numbers that ED would reduce something by ?
I'm just a bit lost and would like to have a leg up on this just to figure out what is really worth for a toon instead of just going with Damage or Recharge based on what I think I might need. -
I have Accelerated Metabolism at perma with the build. In theory Radiation Infection will put me at positional defense cap. Earthquake will give me another 15% hit debuff which of course will help.
I think Choking Cloud with Lockdown slotted should make some very interesting situation. I have that Set slotted in Poison Traps in another build and the hold is pretty great addition to just about any hold.
I did pickup Hover for concept and utility, with Hover I can make myself at range defense just by hovering above the mobs head which is my highest and the easiest defense for me to obtain while keep the recharge.
There isn't really much else I can think of with this type of AT as its debuffs and holds. Just slotting up the sets is going to make them useful.
But just looking to see if someone sees something glaring at them that I might be missing.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Earth Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Flight
Power Pool: Fighting
Power Pool: Teleportation
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Fossilize- (A) Basilisk's Gaze - Accuracy/Hold
- (17) Basilisk's Gaze - Accuracy/Recharge
- (19) Basilisk's Gaze - Recharge/Hold
- (19) Basilisk's Gaze - Endurance/Recharge/Hold
- (A) Doctored Wounds - Heal/Endurance
- (7) Doctored Wounds - Endurance/Recharge
- (7) Doctored Wounds - Heal/Recharge
- (13) Doctored Wounds - Heal/Endurance/Recharge
- (17) Doctored Wounds - Heal
- (A) Trap of the Hunter - Accuracy/Recharge
- (21) Trap of the Hunter - Endurance/Immobilize
- (21) Trap of the Hunter - Accuracy/Endurance
- (23) Trap of the Hunter - Immobilize/Accuracy
- (23) Trap of the Hunter - Accuracy/Immobilize/Recharge
- (25) Trap of the Hunter - Chance of Damage(Lethal)
- (A) Dark Watcher's Despair - To Hit Debuff
- (37) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (40) Dark Watcher's Despair - To Hit Debuff/Endurance
- (40) Dark Watcher's Despair - Chance for Recharge Slow
- (A) Tempered Readiness - Accuracy/Slow
- (40) Tempered Readiness - Damage/Slow
- (42) Tempered Readiness - Accuracy/Endurance
- (42) Tempered Readiness - Range/Slow
- (43) Tempered Readiness - Endurance/Recharge/Slow
- (A) Recharge Reduction IO
- (9) Efficacy Adaptor - Accuracy/Recharge
- (9) Efficacy Adaptor - EndMod
- (11) Efficacy Adaptor - EndMod/Recharge
- (11) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (A) Recharge Reduction IO
- (13) Recharge Reduction IO
- (36) Recharge Reduction IO
- (A) Stupefy - Accuracy/Recharge
- (36) Stupefy - Accuracy/Endurance
- (48) Stupefy - Endurance/Stun
- (48) Stupefy - Stun/Range
- (48) Stupefy - Accuracy/Stun/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (15) Luck of the Gambler - Defense
- (15) Luck of the Gambler - Defense/Endurance
- (A) Recharge Reduction IO
- (A) Dark Watcher's Despair - To Hit Debuff
- (46) Dark Watcher's Despair - To Hit Debuff/Recharge
- (46) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (46) Dark Watcher's Despair - To Hit Debuff/Endurance
- (A) Accuracy IO
- (42) Accuracy IO
- (A) Accuracy IO
- (A) Steadfast Protection - Resistance/+Def 3%
- (25) Steadfast Protection - Knockback Protection
- (A) Lockdown - Accuracy/Hold
- (27) Lockdown - Accuracy/Recharge
- (27) Lockdown - Recharge/Hold
- (36) Lockdown - Endurance/Recharge/Hold
- (37) Lockdown - Accuracy/Endurance/Recharge/Hold
- (37) Lockdown - Chance for +2 Mag Hold
- (A) Lockdown - Accuracy/Endurance/Recharge/Hold
- (29) Lockdown - Endurance/Recharge/Hold
- (29) Lockdown - Recharge/Hold
- (31) Lockdown - Accuracy/Recharge
- (31) Lockdown - Accuracy/Hold
- (34) Lockdown - Chance for +2 Mag Hold
- (A) Luck of the Gambler - Recharge Speed
- (31) Luck of the Gambler - Defense
- (A) Blood Mandate - Accuracy/Damage
- (33) Blood Mandate - Damage/Endurance
- (33) Blood Mandate - Accuracy/Endurance
- (33) Blood Mandate - Accuracy/Damage/Endurance
- (34) Blood Mandate - Accuracy
- (34) Blood Mandate - Damage
- (A) Range IO
- (A) Basilisk's Gaze - Accuracy/Hold
- (39) Basilisk's Gaze - Accuracy/Recharge
- (39) Basilisk's Gaze - Recharge/Hold
- (39) Basilisk's Gaze - Endurance/Recharge/Hold
- (A) Positron's Blast - Damage/Endurance
- (43) Positron's Blast - Accuracy/Damage
- (43) Positron's Blast - Damage/Recharge
- (45) Positron's Blast - Accuracy/Damage/Endurance
- (50) Positron's Blast - Damage/Range
- (A) Reactive Armor - Resistance/Endurance
- (45) Reactive Armor - Resistance/Recharge
- (45) Reactive Armor - Endurance/Recharge
- (A) Recharge Reduction IO
- (A) Efficacy Adaptor - EndMod
- (50) Efficacy Adaptor - EndMod/Recharge
- (50) Efficacy Adaptor - EndMod/Accuracy/Recharge
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
Level 2: Swift- (A) Flight Speed IO
- (A) Jumping IO
- (A) Healing IO
- (5) Healing IO
- (5) Healing IO
- (A) Endurance Modification IO
- (3) Endurance Modification IO
- (3) Endurance Modification IO
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Quote:Sorry I have a habit of being in Dynamic Mode when creating a build. So instead of going level by level I cherry pick the powers I want and then start slotting. Then if necessary for slotting reason I start moving powers around. But I do pick key powers when they pop, as in your example the upgrades.I would tend to reorder things to have the various bot powers and upgrades taken the moment they're available. Waiting until 38 for upgrade robot seems a bit weird, as does waiting until 26 for equip robot. I don't think that ends up changing how many slots you have, it just means that your core powers are there more often when exemped.
Unfortunately I forget to mention this when posting the builds. Mia Culpa... -
Quote:Going to review what your saying with the IOs. But I will address hover for the moment. I have pretty much all the temp travel powers and Ninja run so I don't find traveling around an issue.First, you want to put the resist/defense pet set auras in that build. They will make a huge difference (+20% resistance to all, +10% defense to all with all 4).
Second, your hover will be painfully slow with no speed enhancers.
I have a DS/Pain that I am levelling, and another problem I see with your hover route is its inability to keep your pets in range of Suppress Pain and Nullify Pain. When you are in full body guard mode, Suppress Pain is granting 400% regeneration to a pool of up to 5000+ hit points. Hover and ranged defense is nice, but it's pretty superfluous with a sack of 5000 HP at 400% regeneration, +37% resistance to all (pet auras + World of Pain), +10% defense to all, and a 180 point heal spamming every 4 seconds. Then you also have Absorb Pain, Heal Other, a healing Lt. class pet, and Pain Bringer boosting one of the pets to 1400% regeneration when layered with Suppress Pain. So, why hover?
I would find the hover route annoying and actually a hindrance to my overall survivability and damage dealing capabilities with the pain set. Force Field, however, would benefit immensely.
The point around hover is to force mobs into a Ranged attack mode. I can hover right above mobs heads and still be in range to offer the pets the regen benefit. Otherwise with Provoke and no Hover I would be forcing mobs into melee range which I am much weaker in. Or I would have to rework the build for Melee defense which seem much tougher to obtain with these particular power sets.
As for the IOs your mentioning those bonuses only affect the pets not me, so they offer no benefit to my survivability. I can see for the pets being good. But being a tankermind I am going to be pulling aggro onto myself and have the pets used as weapons. -
I think its a decent build. But if your gonna go, then go all the way. Get the Defense Cap without relying on your pets and be sure less hits are gonna get through.
Here is a build I am respecing to. No purples, you can switch out anything you want as long as it does not effect your Defense rating. Well you can swap out what you want regardless. I just think the Defense Cap is that big of a deal.
1. I could have went LOTG + Recharge in my defense powers to get trip mine up a bit more, but if you notice switching will only talk 10ths of a second off the recharge time. It just didn't warrant the 400k it would cost for 4 of them. But 1 LOTG +Recharge would give your Triage Beacon a recharge rate of 90 seconds, with a duration of 90 seconds. So you would have perma Triage beacon.
2. IF the +recharge in Bonfire goes off, then Triage Beacon drops down to 60 seconds, which now allows you to drop another Beacon, having double beacons for 30 seconds. Again nothing to complain about. Further it would drop Trip mine down to 6 seconds which is not bad also. and Poison Traps down to 28 seconds from 41 seconds. Again this is nothing to rely upon, but a nice gift when it happens.
3. You could go for Spiritual incarnate for more recharge or cardiac for additional endurance redux.
4. I picked up fireball for additional aggro to go along with Provoke.
5. Picked up SJ for a travel because at this point there were not that many choices left.
6. And finally even with all of this things go wrong and stuff just happens. So Rise of the Phoenix.
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: Leaping
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
- (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
- (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
- (A) Doctored Wounds - Heal/Recharge
- (9) Miracle - Heal/Recharge
- (11) Harmonized Healing - Heal/Recharge
- (27) Regenerative Tissue - Heal/Recharge
- (A) Accuracy IO
- (A) Luck of the Gambler - Recharge Speed
- (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
- (A) Red Fortune - Defense/Endurance
- (27) Red Fortune - Defense
- (33) Red Fortune - Defense/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (45) Steadfast Protection - Knockback Protection
- (A) Red Fortune - Defense/Endurance
- (17) Red Fortune - Defense
- (17) Red Fortune - Defense/Recharge
- (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
- (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
- (A) Luck of the Gambler - Defense
- (48) Luck of the Gambler - Recharge Speed
- (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
- (A) Endurance Reduction IO
- (A) Cloud Senses - ToHit Debuff
- (29) Cloud Senses - Accuracy/ToHitDebuff
- (29) Cloud Senses - Accuracy/Recharge
- (31) Cloud Senses - ToHit Debuff/Endurance/Recharge
- (31) Cloud Senses - Accuracy/Endurance/Recharge
- (31) Cloud Senses - Chance for Negative Energy Damage
- (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
- (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
- (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
- (A) Endurance Reduction IO
- (A) Force Feedback - Chance for +Recharge
- (A) Positron's Blast - Accuracy/Damage
- (50) Positron's Blast - Accuracy/Damage/Endurance
- (50) Detonation - Accuracy/Damage
- (A) Unbounded Leap - +Stealth
- (A) Performance Shifter - EndMod
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
Level 2: Swift- (A) Empty
- (A) Empty
- (A) Healing IO
- (50) Healing IO
- (A) Performance Shifter - Chance for +End
- (40) Performance Shifter - EndMod
- (46) Endurance Modification IO
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I public will admit I was getting lvl 50 damage IOs from missions and creating them and selling them for a loss without even thinking of the creation cost. So I was selling an IO for 350k to 450k when it cost me 459k to make plus the Material which I bought sometimes..
I just never took the cost to create into consideration, I just never looked at it.
So for about 8 to 10 months I was selling at a loss. No wonder I wasn't making any money.
So don't be me..
Take the time to read and understand what is involved in making these things.
I would also like to thank Nethergoat for putting the seed in my head when he posted in the blasters forum. It just made me start thinking a bit more about the market. Regardless how much it annoys me I clearly see you have no choice but to embrace it if you want to create some spectacular builds. Which deep down I really do.
Lesson learned, your never too old to learn something new. -
Quote:Thanks for the offer. I don't want to derail the thread. BUT ( You know a but was coming ) I went off to read some of the stuff you and the rest of the crew have been posting on the market forum trying to get the concepts down. I think right now I might have 30k to 50k in tickets throughout my toons. So I should give some of that info a shot and see.If you need any help, let me know.
I actually 'earned' most of this build doing nothing more than running one MA farm map a session when I had the time. It took him 20-30 minutes to cap the tickets at 1500, I rolled 'em all bronze at 35-39, deleted the junk and crafted the good stuff. I bought the sets I knew I'd need as I went along and stuck 'em in base storage. The only marketeering involved was when I found a particularly good score (cheap recipe, expensive crafted IO) I would grab 10 or 20, craft them up and sell 'em off.
One thing is sure no matter how much we hate the AR Device combo, we still love the toons and the theme behind them. I hope they take a stab at improving Device some day.
I do have some questions.. Your running frankenslot build atm you said. How you doing 0/8 missions ? I honestly can't do that with my current build, it is an OLD build and might be lacking. I am hoping the new build will bring me some better odds.
So is it the mission your running. Is it design of your own or your just looking for weak or less resistant to Smash Lethal mobs ?
Another off note.. Your location, in your base eatin your shinnies. Shinnies ? Just wondering where you got that from ? -
If your going to slot IOs then everything matters build wise. If your going to go with SOs then pick whatever you want because it really doesn't matter. As long as the SOs are reasonable, as an example not slotting 5 damage in a pet with 1 accuracy then it should be all fine.
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Robot because of the damage type they do is less resisted.
You can soft cap your defenses with Traps and a proper IO build. Pets buffs are not needed.
If your gonna go Defense cap, you just might as well go tankermind build. There are plenty of posts and builds on the forums. These pages don't switch too much and its pretty much the same questions. So it's not hard to scroll back 3 or 4 pages and pickup a bunch of decent builds and tactics related to a pet type. -
I have been trying to do the same, unfortunately I do not have the passion you do for the market. But I see I will have to try and work a bit harder at the market as it is an inevitable necessity to create some great builds.
I think I might have a bit of a better build that you can just switch your purple IOs into. I posted it up on the forums and Adeon gave some insight. I played around with it a bit more.
It does give you a pseudo range defense cap and some others if you use smoke grenade with offers a -10% to hit. With Cloaking device suppressed you at 38 % in range defense.
It uses hover instead of combat jump. My thoughts about this is simply excluding caves mission issues. There are mobs that can run through caltrops with on effect ( ex werewolves ) which would then require me to keep back peddling. But now with hover I can disregard caltrops if needed and just hover just above the mobs head forcing them to switch to ranged attacks. I have experimented with this on a Dark Electric Defender to make sure the theory is correct and working.
The build also gives you some other defense caps as well. So if you do get stuck in melee range for some reason, at least you have some sort of protection as you attempt to escape.
I will admit that hover can be troublesome sometimes. I think with your purple IOs and a higher defense cap it would be very kickassish -
Just don't use those KB powers, only reasonable advice I can think of. Unless they are in a corner and your just repushing them into it. Storm regardless is a tough build to work with in teams..
Many players do not take the time to learn how the powers work or how far they can push a mobs before it spins them out of the hurricane hold for example. So you get subpar hurricane players that run around with hurricane on 24x7 just being annoying.
If I were playing a brute or a tank or even a scrapper filling in to tank and I was with you, as long as I can see you had control I would always pull mobs into corners so you can hold them in place with Freezing rain and hurricane. But you need players who get that, which again is another issue.
I would say your gonna have to play it smart and just be in the back of the team. This way lets assume your in a cave. If it gets bad for someone they can run past your hurricane so mobs will get kicked back. Its good protection for range blasters and controllers when they get aggro.
I would use gale on a mob that might be hurting a team mate. When I get a complaint I would just say just trying to save a team mate. 3/4 to 1/2 health is a safe reaction time. By the time you react he might be a bit lower in health but not dead.
Lighting Storm your not gonna get too many complaints from. Its a cool power and does some decent damage. But when you start combining them with others I can see the issues as its too much KB. I used to recall if you dropped LS a bit higher using hover its a Knock down because its coming from above were as at normal level its a Knock back.. I would test this out to see if its still the same.
Personally I don't what happens as long as the mobs are getting killed and the team is alive.. But without a doubt many want it perfect and easy as possible. -
Concept is hover out of range.
I do this with my Dark Electric Defender, I just hover just above the mobs heads which causes them to attempt to range me. I have been testing this out with werewolves in the portal corps missions and it seems to be working..
I went with Presence pool
- Provoke mobs onto me and use the combination of my ranged defense cap and bodyguard mode in conjunction with my Regen. Also World of Pain also gives a Damage resistance increase which further boost my body guard mode.
- Intimidate I had to pick to get Invoke Panic - Intimidate is a mag 2 fear single target
- Invoke panic is a AOE mag 2 fear.
Quote:My attempt is somewhat of controlled chaos. Basically Provoking and invoking panic and killing off what I can that isn't cowering or running.Fear - A mob or player under the affects of a Fear power will cower in terror for the duration of the power. NPC enemies have a chance to run a short distance or stand still and cower. Most importantly, while Fear is in effect, the target cannot attack unless it is attacked first. Then the target can either perform one counter-attack, or run away for 10 seconds, after which it will go back to cowering until the Fear effect wears off.
Minions have a Protection of 1. Lts are 2. Bosses are 3. Elite Bosses are 6.
Copied from Wiki
I have done some testing against some purple con mobs and noticed my regen is good enough to withstand the attacks of 1 or 2 mobs and I am only in SOs atm. No pets, just hovering and taking the beating. My defenses are close to cap numbers but not capped atm. Basically high enough to get some misses that allow my regen to work. I think the IO build will dramatically improve this.
So enough babbling.. here is the build. Tell me what you think or don't.
Any ideas where I can improve ? or swap around for some better numbers ?
As a side note when I can I will use lash to get the proc to work which can put some powers into perma states while active.
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- (A) Blood Mandate - Accuracy/Damage
- (3) Blood Mandate - Damage/Endurance
- (3) Blood Mandate - Accuracy/Endurance
- (7) Blood Mandate - Damage
- (11) Blood Mandate - Accuracy/Damage/Endurance
- (21) Blood Mandate - Accuracy
- (A) Numina's Convalescence - Heal/Endurance
- (5) Numina's Convalescence - Heal/Endurance/Recharge
- (7) Numina's Convalescence - Heal/Recharge
- (A) Force Feedback - Chance for +Recharge
- (A) Doctored Wounds - Heal/Recharge
- (5) Regenerative Tissue - Heal/Recharge
- (11) Harmonized Healing - Heal/Recharge
- (A) Endurance Reduction IO
- (A) Kinetic Combat - Accuracy/Damage
- (9) Kinetic Combat - Damage/Endurance
- (9) Kinetic Combat - Damage/Recharge
- (17) Kinetic Combat - Knockdown Bonus
- (A) 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) Mocking Beratement - Taunt
- (25) Mocking Beratement - Taunt/Recharge
- (34) Mocking Beratement - Taunt/Recharge/Range
- (39) Mocking Beratement - Accuracy/Recharge
- (42) Mocking Beratement - Taunt/Range
- (46) Mocking Beratement - Recharge
- (A) Glimpse of the Abyss - Accuracy/Recharge
- (A) Blood Mandate - Accuracy/Damage
- (19) Blood Mandate - Damage/Endurance
- (19) Blood Mandate - Accuracy/Endurance
- (23) Blood Mandate - Damage
- (31) Blood Mandate - Accuracy/Damage/Endurance
- (31) Blood Mandate - Accuracy
- (A) Numina's Convalescence - Heal/Endurance
- (21) Numina's Convalescence - Heal
- (33) Numina's Convalescence - Endurance/Recharge
- (33) Numina's Convalescence - Heal/Recharge
- (33) Numina's Convalescence - Heal/Endurance/Recharge
- (40) Numina's Convalescence - +Regeneration/+Recovery
- (A) Red Fortune - Defense
- (37) Red Fortune - Defense/Endurance
- (48) Red Fortune - Defense/Recharge
- (A) Nightmare - Accuracy/Recharge
- (48) Nightmare - Endurance/Fear
- (48) Nightmare - Accuracy/Endurance
- (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) Steadfast Protection - Resistance/+Def 3%
- (40) Recharge Reduction IO
- (42) Recharge Reduction IO
- (A) Red Fortune - Defense/Endurance
- (34) Red Fortune - Endurance
- (36) Red Fortune - Defense/Recharge
- (37) Red Fortune - Endurance/Recharge
- (37) Red Fortune - Defense
- (39) Red Fortune - Defense/Endurance/Recharge
- (A) Endurance Reduction IO
- (A) Reactive Armor - Resistance/Endurance
- (36) Reactive Armor - Resistance/Recharge
- (36) Reactive Armor - Resistance/Endurance/Recharge
- (50) Reactive Armor - Endurance
- (50) Reactive Armor - Resistance
- (A) Luck of the Gambler - Recharge Speed
- (39) Luck of the Gambler - Defense
- (40) Luck of the Gambler - Defense/Endurance
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (43) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (43) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (A) Red Fortune - Defense/Endurance
- (45) Red Fortune - Defense/Recharge
- (45) Red Fortune - Endurance
- (45) Red Fortune - Defense
- (46) Red Fortune - Endurance/Recharge
- (50) Red Fortune - Defense/Endurance/Recharge
- (A) Recharge Reduction IO
- (A) Recharge Reduction IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 6: Ninja Run
Level 2: Swift- (A) Empty
- (A) Empty
- (A) Healing IO
- (34) Healing IO
- (A) Performance Shifter - Chance for +End
- (17) Performance Shifter - EndMod
- (23) Endurance Modification IO
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Is it the current state of the pet AI ? or is it how the TF is set up that is not MM friendly ?
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When someone decided to pick up a set like Trick Arrow and Dual Pistols allow them the ability to choose which set they want to their animation to come from. This would cut down on the redraw factor.
Granted DP coming from Trick Arrow might be a bit odd. So for ease factor just make one the Primary. I can not imagine some of those crazy animations from DP being emulated by a Trick Arrow set.
Further it would nice if they offered supersoaker pistols for all those trick arrow effects. -
wow pick up mace mastery and you will have some fun redrawing..
They could fix this if they allowed your DP to just create your TA attacks instead of switching weapons.. -
Quote:I'm working my AR Device myself to attempt Ranged Cap. I need to understand the Incarnate numbers a bit more to be able to work them into a build. I'm not gonna pay for that PvP IO its just too,too rich for me. I'm not gonna lie and be heart breaking honest. If it were not for my pride, I would buy the Infulence from some farmer and get whatever I want. I can buy billions with 1 hour of OT and still have money in my pocket and just call it a day. But I won't..With top-line IO'ing I think the balance shifts slightly in favor the Blaster. The Traps Defender can soft-cap all positions (and in fact all positions and all types if you use Weave and both +3% IOs) but the Blaster can softcap Ranged (with some sacrifices). Since the Blaster can use Caltrops and an AoE immobilize from a PPP to keep most enemies away his effective survivability is almost as good as the Defenders and his damage is MUCH higher. Admittedly there are some groups he will have a lot more trouble than the Defender with (Carnies and Malta in particular) but against the softer groups (such as Council) I think he can solo as quickly or slightly faster. I've just finished respeccing both, so I'll try and run some tests when Ive got a chance.
I agree with you in the abstract though, the Defender's overall suvivability is a lot higher.
But Right now my Traps AR Defender is Incarnate slotted ( damage defense debuff ) and is a beast. I run 0 +8 just for ease factor. But he is really cool toon to play. I put him up there with my Bots Trap MM. No purple IOs.
I'm in the mind set that maybe they need to add some sort of combo bonuses to Device so as not to affect the cottage rule issue. So yes your lacking in Build up and Aim combo, but your getting a higher steady hit value and some sort of Defense bonus increase as well. You will do less damage but your survivability is a bit more increased. Again make it in conjunction with Assault Rifle so as not to over power the other sets now. -
I was trying to get some Defense cap out of my AR Device. So I came up with this build. I calculated the half value Cloaking Device will give me after suppression and the - Hit Value Smoke Grenade will offer. Adding both of them up I figured it would put my Range Defense at 47%. I'm getting a little over 10% in Defenses with Smoke Grenade and Cloaking Device suppressed in case someone wanted to see the numbers with cloaking device off.
I figured I would use Alpha to shore where I might be lacking.
My damage for each power is in the 90 percentile and Target Drone is giving me a steady Hit buff.
A small purple inspiration ( Luck ) would add another 12.5% defense which would bring many defenses to cap or very close to it.
Anyone have a better Idea for getting Ranged cap ? Or Any defense caps for that matter.
I am a bit concerned about the Endurance recovery to use ratio though.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Fighting
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Slug- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Endurance
- (3) Thunderstrike - Damage/Recharge
- (5) Thunderstrike - Accuracy/Damage/Recharge
- (5) Thunderstrike - Accuracy/Damage/Endurance
- (7) Thunderstrike - Damage/Endurance/Recharge
- (A) Trap of the Hunter - Accuracy/Recharge
- (40) Trap of the Hunter - Endurance/Immobilize
- (40) Trap of the Hunter - Accuracy/Endurance
- (42) Trap of the Hunter - Immobilize/Accuracy
- (43) Trap of the Hunter - Accuracy/Immobilize/Recharge
- (43) Trap of the Hunter - Chance of Damage(Lethal)
- (A) Positron's Blast - Damage/Recharge
- (7) Air Burst - Damage/Recharge
- (15) Detonation - Damage/Range
- (39) Detonation - Damage/Recharge
- (A) Pacing of the Turtle - Chance of -Recharge
- (A) Accuracy IO
- (A) Detonation - Damage/Recharge
- (9) Positron's Blast - Damage/Endurance
- (9) Positron's Blast - Damage/Recharge
- (17) Air Burst - Damage/Recharge
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (11) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (11) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (13) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (13) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (17) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Decimation - Chance of Build Up
- (A) Steadfast Protection - Resistance/+Def 3%
- (15) Steadfast Protection - Knockback Protection
- (A) Dark Watcher's Despair - To Hit Debuff
- (25) Dark Watcher's Despair - To Hit Debuff/Recharge
- (34) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (40) Dark Watcher's Despair - Recharge/Endurance
- (A) Positron's Blast - Accuracy/Damage
- (19) Positron's Blast - Damage/Endurance
- (19) Positron's Blast - Damage/Recharge
- (25) Positron's Blast - Damage/Range
- (A) Gift of the Ancients - Defense/Endurance
- (21) Gift of the Ancients - Defense
- (21) Gift of the Ancients - Defense/Recharge
- (A) Red Fortune - Defense/Endurance
- (23) Red Fortune - Defense
- (23) Red Fortune - Defense/Endurance/Recharge
- (A) Stupefy - Accuracy/Recharge
- (33) Stupefy - Stun/Range
- (33) Stupefy - Accuracy/Stun/Recharge
- (43) Stupefy - Chance of Knockback
- (45) Stupefy - Endurance/Stun
- (45) Stupefy - Accuracy/Endurance
- (A) Detonation - Damage/Endurance
- (27) Positron's Blast - Damage/Recharge
- (27) Air Burst - Damage/Recharge
- (37) Detonation - Damage/Recharge
- (A) Executioner's Contract - Accuracy/Damage
- (29) Executioner's Contract - Damage/Endurance
- (29) Executioner's Contract - Damage/Interrupt
- (31) Executioner's Contract - Damage/Range
- (31) Executioner's Contract - Damage/Recharge
- (31) Executioner's Contract - Disorient Bonus
- (A) Recharge Reduction IO
- (A) Positron's Blast - Damage/Recharge
- (33) Detonation - Damage/Endurance
- (34) Detonation - Damage/Recharge
- (34) Detonation - Damage/Range
- (A) Red Fortune - Defense
- (36) Red Fortune - Defense/Endurance
- (36) Red Fortune - Defense/Endurance/Recharge
- (A) Gift of the Ancients - Defense
- (39) Gift of the Ancients - Defense/Endurance
- (39) Gift of the Ancients - Defense/Recharge
- (A) Gift of the Ancients - Defense
- (42) Gift of the Ancients - Defense/Endurance
- (42) Gift of the Ancients - Defense/Recharge
- (A) Blood Mandate - Accuracy/Damage
- (45) Blood Mandate - Damage/Endurance
- (46) Blood Mandate - Accuracy/Endurance
- (46) Blood Mandate - Accuracy/Damage/Endurance
- (46) Blood Mandate - Accuracy
- (50) Blood Mandate - Damage
- (A) Expedient Reinforcement - Accuracy/Recharge
- (48) Expedient Reinforcement - Accuracy/Damage
- (48) Expedient Reinforcement - Damage/Endurance
- (48) Expedient Reinforcement - Accuracy/Damage/Recharge
- (50) Expedient Reinforcement - Endurance/Damage/Recharge
- (50) Expedient Reinforcement - Resist Bonus Aura for Pets
- (A) Razzle Dazzle - Chance of Immobilize
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
Level 2: Swift- (A) Empty
- (A) Empty
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (37) Numina's Convalescence - Heal
- (A) Performance Shifter - Chance for +End
- (36) Performance Shifter - EndMod
- (37) Endurance Modification IO
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Quote:I disagree.That's what bodyguard mode is there for. A mastermind just standing there with their pets out has an effective 75% resistance, and with the proper build, can actually be more durable than a Granite tank.
If you think your resistance build can withstand a 8/1 setting or a 8/0 mission. I would like to see it -
Quote:Sadly Device shares those same powers with Traps and Traps on top of all of that has other powers that outshines those other in Device.AR is actually a pretty sweet set - it has FOUR solid AoE attacks, and can really pump out the hurt on crowds. I still prefer Archery on general principle, but AR can be right up there. However, it pairs best with either /EM or /Ice, not /Dev (IMO).
It would be nice if they somehow made Device unique in the sense of creating some options for it that would make it desirable.
For example If you took only 3 powers out of the set it would make them extra good. As an example taking Target Drone, Cloaking Device and Smoke Grenade would give some sort of higher Defense boost. This way if someone was looking to get some extra defense as a blaster they might move to picking up the set for that reason.
If you picked Caltrops, Trip Mine and Time bomb you would get some sort of AOE Damage bonus.
I am just trying to think of ways that would not break this holy trinity they have about straying away from the basic concepts of the powers. I know there are many that regardless of how device works they still would not want it changed. Which is fair and understandable.
Or modify them to have extra utility but still keep the original concept in mind as well. Example Trip mine have 2 settings. Basically how it would work is you place time bomb down and get a green ring around the power after several seconds. This would be the short setting which would make it identical to Trip mine. Or you can continue to place the bomb and get a Yellow ring which now it set as a time bomb, except you can decide when to make it go off by clicking the button once again.
Cloaking Device should just have some sort of higher unmitigated defense value then it currently has.
Give players a reason to pick it up. You already gave Device away by giving powers to Traps. You need reason to look back at Device when comparing it to another power set. All Device has currently is that cool look to it. Like having a fast looking cool car but only having a 2 cylinder engine under the hood.
Regardless of the difference in DPS even on a team a Traps AR can out dps a AR Device. Here is the simple reason why, because a Traps player can obtain defense cap and just kill more mobs then a AR Device player can. While a Your running missions at +2 +1 maybe, I'm running +8 +1 on my Traps AR defender.
I don't know what would cause the Devs to drag their feet at trying to update this set to something a bit more reasonable and up to date. -
I have to say crab for the aoe damage. Once you get Defenses soft capped you can solo +1 +8 missions and get some nice rewards or do some AE ticket missions.
Then you can use your second build for a bane when needed. -
Device is subpar when compared to the other sets and Traps BLOWS Device away. A Traps AR is TONS better then any AR Device and I have both at 50. With the new respec my Traps AR Defender is even that much better now.
I think creating a guide for this set is a disservice and will give the impression to new players that Device is good, when it really isn't. Any of the powers that were good in Device are already in Traps followed by even better powers in Traps.
Device As much as it was my first 50 should be scorned and put in a corner until the Devs wake up and catch the hint that Device needs improvement.
If they charged me 9 bucks to be able to swap out Device for another set I would probably pay it.
Its a great concept but just very weak. -
It's Device which is weak when pairing with AR. I always said Traps is what Device should be. Sadly they really did attempt to do some thing with Device, but ultimately they dropped several of the changes due to imbalance issues. I think though today they should take a re look at some of those ideas as the game has really moved along way beyond what imbalance issues they felt Device changes were going to make back then.
The one thing that maybe Device could help do is allow blasters a bit more defense. Blasters have an issue getting towards defense cap at times. Maybe this could be the set that can allow players to build up towards 1 type of defense cap ? Maybe increase Cloaking Device to give better numbers as compared to SOA Cloaking Device ? Regardless it needs some Umph to get it up to par. It was great in the old days of SOs being king, but today it just isn't cutting it as it should be.
I also have a AR Traps defender that is super great at 50, Running 8/1 missions without any problems. I have power sink ( I think its that power ) that I can use to replenish my endurance when low, which makes it even that much greater.