plainguy

Legend
  • Posts

    2007
  • Joined

  1. Quote:
    Originally Posted by Oedipus_Tex View Post
    If you just cast Dimension Shift, Gale, Tornado, Lightning Storm, and run Hurricane constantly you're guaranteed to cause massive issues. Teleporting enemies behind the Tank while he's moving toward them is a favorite griefer technique too (and one some poorly played characters actually sometimes use).

    Adding Group Fly to that combo of powers would make you almost unbearable to have around.

    Bonus points: Put Snow Storm on enemies and intentionally knock them into unaggroed groups... if you think you can survive the results.
    The bonus points comment really just made me giggle out loud. That was a funny one... I just kept picturing that one in my head and all the comments to follow from the team.
  2. You have to produce enough recharge via IO set bonuses and AM to have Phantom armies recharge faster then its duration. Your only going to accomplish this through slotting IOs and have enough powers and slots needed to get Perma PA. I do not know what the minimum level is for this but I am sure someone on the forums has it, as this is a common question for PA
  3. Quote:
    Originally Posted by beyeajus View Post
    It's awesome. My Bot/DM can solo on +1/x8 at 50 smoothly.

    I like it more than traps because there's less setting up to do, and more of the moves can be applied on the fly without having to get too close.
    I have to disagree that Traps requires setting up. Dark is very dependent on Darkest Night and Shadow Fall working in conjunction with each other to have your defense cap. You then require Petrifying Gaze to keep the anchor in place otherwise you will almost immediately notice the hits getting through. Fight a bunch of werewolves and your pretty much screwed if the anchor runs off.

    Whereas Traps your at defense cap with FFG out it is the one power you have to keep your mind on. Its duration is 240 seconds ( 4 Minutes ).

    I find it much easier to keep on top of one power which has a clear indication that it is active with a giant glowing bubble. Whereas in a large group of mobs it can be tough sometimes to make sure your Darkest Night anchor is still around. I purposely make my Darkest Night bright red to make it obvious to me and keep track of. Let alone keeping Petrifying Gaze going as well. I am not saying OMG its too much. It's obvious it isn't as I have a 50 Dark Electric Defender. But when I loose sight of that Anchor or I end up killing him off, there are times I cannot get Twilight Grasp off fast enough or I just drop the anchor on the first mob available just to get my defenses back up.

    With Traps I have no fear of pulling 2 or 3 groups where again with Dark your only debuffing those mobs near the Darkest Night target. So any other mobs that are at range will only be dealing with possibly half of your defense value. Further Darkest Night has a 16 mob max I think ? Getting that from Red Tomax. FFG has no limit.

    Where you might fear having mobs come into range a Traps player has really no issues. One drop of caltrops causes enough scatter to safely place a trip mine.

    Further FFG does more then just give you defense value it also blocks if placed properly.

    If you look at the base recharge values you will see that FFG is pretty quick recharge when compared to some Dark powers. I never ran into an issue where I lost a FFG and had to wait for it to recharge to resummon.

    Further regardless of how long some say it take to place Trip mine it really does allow you to do some major damage without the pets. That is clearly something you cannot do with many other secondaries especially Dark.

    End result your mob dependent with Dark, whereas Traps you are not. You are own island. You walk up to a bunch of mobs announce you are there with a Trip mine or a Poison Trap, then trip mine followed by Provoke.
  4. Quote:
    Originally Posted by Veslin View Post
    I used to one of these said Masterminds. For whatever reason, I like the melee pets more (just a fan of undead stuff and martial-artist yojimbos, I guess), and it was incredibly frustrating to watch your pets fire off their lone ranged attack and sit and do nothing at range for 8 seconds, waiting for recharge. I actually gave up on Mastermind for a while because of it. With the changes, I find that mastermind is actually a good AT, and melee pets function exactly like they should, firing off their two ranged attacks, closing to melee and then cycling ALL attacks, both ranged and melee. On a recent Ninjas mastermind I made, I was SHOCKED to see this latter function, as I expected them to switch entirely to melee once getting to the enemy, but they continued to use ranged attacks between melee strikes, much to my delight.
    That being said, ranged pets with no melee attacks is just silly to see run into melee. I see little reason they could not do something like allow masterminds to choose which AI they want: the old one or the new one. Surely they have backup copies of the AI script and could let you choose which one you wanted to run.

    The commands can be the same, but there meanings could be different to each range or melee set. As some sets have a mix of melee and range I see no reason why I could not give a different meaning of Stay for a ranged toon compared to a melee toon. Example Stay for range toon would mean Stay by me and don't move, do not pursue fleeing mobs. Whereas for melee it might mean Stay until attacked and then go fight. Only chase a fleeing mob 20 feet and then come back to me.

    You could have a combo of numpad commands and other power bar buttons to help mix and match what you want. If you felt so suited to make it as complex or simple as you wanted.

    Basically allow for standard commands and have the player the option of modifying the original commands by right clicking on them and then clicking radio buttons to activate different elements of the power.
  5. As was mentioned and I have chimed in a few times on other threads.. Provoke really does fix many of these issues. Forget controlling the pets control the mobs. Again You need some sort of defense cap to attempt this. Of course Traps and Force Field do this the best followed by Dark maybe.
  6. Quote:
    Originally Posted by Dechs Kaison View Post
    How are you people having problems with your bots?

    I have an occasional protector bot or drone run into melee range, but it's nothing a goto command can't fix.

    Hell, most of the time I want my bots in melee, because that's where I am and that's where my FFG is. It's just easier that way, and I don't have to "resummon all the time."

    Also, in response to the OP, there are tools to keep your melee pets alive. It's called bodyguard mode. If you can't figure out how to play your ninjas or necro well, I'm sorry.
    I always wondered why its always that one bot. More the Drone then the Protector bot.
  7. plainguy

    Provoke?

    I might be missing something but I did not read anything about your defenses. Are you defense capped ? I know Darkest Night will help in that department, but if you Provoke and miss the anchor, you will surely have issues when the anchor runs off. I can see this a big issue with werewolves.

    I can see you taunting and then falling flat on your face otherwise.
  8. Quote:
    Originally Posted by XkreegorX View Post
    No no never that...i was just wondering why someone does it. I'm running a FM/SD on I19 beta with 41% aoe def and it's been working fine on all the new content.

    @kreegor

    Granted 41% is not cap, but your pretty close to cap. 45% does make the numerical difference in hits, but your forgetting if your capped in Type defense then it will be used instead. So it might make your question a moot point.

    So we would need to see more numbers before we can give you a more accurate answer.

    Further Regeneration plays a part as well. If AOE hits are getting in seldom then your regen might be good enough to compensate for hits that get in.

    I have a DS Pain MM that is not defense capped but I can regen faster then what some purple mob hits me for.

    Put out the rest of your numbers or post the build and so we can get a bit more insight.
  9. Quote:
    Originally Posted by PhroX View Post
    */* with a competant player.
    No truer words have been spoken.
  10. Quote:
    Originally Posted by Offda_Handel View Post
    That's where the hold comes in handy.
    Agreed, but I tend to have be reapplying it often. Dark is good, but to me Traps is much better. The one thing that Traps has that Dark does not have is Trip mine. If built for Defense cap you can solo mobs with no pets and just Traps if needed.

    There are times teams may ask you not to summon pets or a bad moment might kill off your pets and resummoning will just insta-kill them. So you forgo the summon to keep your endurance and drop a Trip Mine or two.

    Again I feel Traps just has a bit more utility. It gives the feeling of being a more polished set. It is as if they recognized some of the mistakes with previous sets and made up by creating a solid set like Traps. I think they can articulate the goodness of it by placing all those timers on it.

    I'm biased to Traps and Defense Cap builds as they really allow me to solo or be in a team, but no rely on any particular AT type.
  11. Traps and Dark, but without a doubt Traps will make you godly without the use of any purple sets. Further Traps has fire and forget powers. Dark though comparably good can be an issue when your Darkest Night Anchor runs off.
  12. plainguy

    A Crab Build

    Sorry your feeling under.

    Let me clarify, I am not saying pets stink, I just do not think they are as good maybe persay as Mastermind mind pets. My first build with my crab had the pets and Omega.. Lots of stuff out there and all the defenses. But the pets died fast enough with the right kind of mobs.. AVs would wipe them out with one AOE blow. Granted you can resummon them, but I don't think they have enough to survive a AV fight. Personally I think you will be spending more endurance just resummoning them.


    But is it about the pets ? Is this the point of the build ? You mentioned recharge intensive I was thinking you were looking to have some tier 9 power up all the time or something, similar to what some shield electric scrappers try to do.

    If your looking for defense cap but no pets I have a build that I play. I messed around with the pets and worked up a odd build. You did mention money was no cost. I got you defense capped but I could not get the pets to perma though.

    I six slotted Rest to represent endurance six slotted with performance shifter for the defense it offers.

    Not the best build as its the first build. Your endurance ratio is a close to a 2 point difference which is what some say is the target range you want to get at. Hopefully this can inspire someone to tweak it up to make it better.

    Villain Plan by Mids' Villain Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Channelgun
    • (A) Apocalypse - Damage
    • (9) Apocalypse - Accuracy/Damage/Recharge
    • (17) Apocalypse - Accuracy/Recharge
    • (19) Apocalypse - Damage/Endurance
    • (23) Apocalypse - Damage/Recharge
    Level 1: Wolf Spider Armor
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 2: Combat Training: Defensive
    • (A) Luck of the Gambler - Recharge Speed
    • (3) Luck of the Gambler - Defense
    • (3) Luck of the Gambler - Defense/Endurance
    Level 4: Crab Spider Armor Upgrade
    • (A) Steadfast Protection - Knockback Protection
    • (5) Reactive Armor - Resistance/Endurance
    • (5) Reactive Armor - Resistance/Recharge
    • (7) Reactive Armor - Endurance/Recharge
    • (7) Reactive Armor - Resistance/Endurance/Recharge
    Level 6: Kick
    • (A) Empty
    Level 8: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (9) Luck of the Gambler - Defense
    Level 10: Tactical Training: Maneuvers
    • (A) Serendipity - Defense/Endurance
    • (11) Serendipity - Defense/Recharge
    • (11) Serendipity - Endurance/Recharge
    • (15) Serendipity - Defense
    • (19) Serendipity - Defense/Endurance/Recharge
    Level 12: Maneuvers
    • (A) Serendipity - Defense/Endurance
    • (13) Serendipity - Defense/Recharge
    • (13) Serendipity - Endurance/Recharge
    • (15) Serendipity - Defense/Endurance/Recharge
    Level 14: Tough
    • (A) Titanium Coating - Resistance/Endurance
    Level 16: Venom Grenade
    • (A) Positron's Blast - Accuracy/Damage
    • (17) Positron's Blast - Damage/Endurance
    • (25) Positron's Blast - Damage/Recharge
    • (25) Positron's Blast - Damage/Range
    • (31) Positron's Blast - Accuracy/Damage/Endurance
    Level 18: Suppression
    • (A) Ragnarok - Damage
    • (23) Ragnarok - Damage/Endurance
    • (33) Ragnarok - Damage/Recharge
    • (34) Ragnarok - Accuracy/Damage/Recharge
    • (34) Ragnarok - Accuracy/Recharge
    Level 20: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (21) Luck of the Gambler - Defense/Endurance
    • (21) Luck of the Gambler - Defense
    Level 22: Mental Training
    • (A) Run Speed IO
    Level 24: Fortification
    • (A) Titanium Coating - Resistance/Endurance
    • (33) Aegis - Resistance/Endurance
    Level 26: Frenzy
    • (A) Obliteration - Damage
    • (27) Obliteration - Accuracy/Recharge
    • (27) Obliteration - Damage/Recharge
    • (29) Obliteration - Accuracy/Damage/Recharge
    • (29) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (31) Obliteration - Chance for Smashing Damage
    Level 28: Serum
    • (A) Empty
    • (31) Empty
    • (33) Empty
    Level 30: Tactical Training: Leadership
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (37) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (42) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 32: Super Jump
    • (A) Unbounded Leap - +Stealth
    • (42) Unbounded Leap - Jumping
    Level 35: Summon Spiderlings
    • (A) Blood Mandate - Accuracy/Damage/Endurance
    • (36) Blood Mandate - Damage/Endurance
    • (36) Blood Mandate - Accuracy/Endurance
    • (36) Blood Mandate - Accuracy
    • (37) Blood Mandate - Accuracy/Damage
    Level 38: Call Reinforcements
    • (A) Sovereign Right - Accuracy/Damage
    • (39) Sovereign Right - Damage/Endurance
    • (39) Sovereign Right - Accuracy/Endurance
    • (39) Sovereign Right - Accuracy/Damage/Endurance
    • (40) Sovereign Right - Accuracy
    • (40) Sovereign Right - Resistance Bonus
    Level 41: Web Envelope
    • (A) Gravitational Anchor - Immobilize
    • (42) Gravitational Anchor - Immobilize/Recharge
    • (43) Gravitational Anchor - Accuracy/Immobilize/Recharge
    • (43) Gravitational Anchor - Accuracy/Recharge
    • (43) Gravitational Anchor - Immobilize/Endurance
    Level 44: Shatter Armor
    • (A) Empty
    • (45) Empty
    • (45) Empty
    • (45) Empty
    Level 47: Summon Blaster
    • (A) Call to Arms - Accuracy/Recharge
    • (48) Call to Arms - Accuracy/Damage
    • (48) Call to Arms - Damage/Endurance
    • (48) Call to Arms - Accuracy/Damage/Recharge
    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
    • (46) Empty
    • (46) Empty
    • (46) Empty
    • (50) Empty
    • (50) Empty
    Level 1: Conditioning
    Level 4: Ninja Run
    ------------



    Code:
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  13. 1. I summon the pets for pylons part because I am traveling fast enough that they auto summon to my spots. But neither am I the first guy to get there either. I just keep the pets on passive until we go on the ship.

    2. The lag can be so difficult at times that I need to key up powers at times just get them working. Clicking on the power with my mouse usually has no effect.

    3. Once the fight is on with the lag and such it is really difficult to keep things running smoothly. The best your gonna be able to do is follow your tank keeping him healed and let the pets do whatever within reason. I would just target through the Tank / Brute.

    4. Even IF you somehow pulled some pet aggro, no one would really have a clue including probably yourself because of the lag and because pretty much everything is aggroing on you anyways.

    5. Being Pain you have the benefit of being a bit more useful or wanted compared other sets. I think the Brute / Tank would just be happen to have you keeping him alive.

    6. End result I just can't see any wrong way to do RWZ assuming the standards are being followed.
  14. Quote:
    Originally Posted by Gimix View Post
    Just coming back onto the scene after a university-reasoned hiatus from the game. I just finished the last 2 levels for my D3 Defender and am looking for a new character to run to 50, a Mastermind. I do, however, have a hitch: I can't use /Dark, as I just had enough of it running my 'fender. Don't get me wrong, it's a great support set, I've just worn it out and would like 'something completely different.'

    I'm leaning towards a poison set, possibly TA, and something rewarding through challenges. Merc/Poison? Zombie/TA? I dunno, help!
    I would have to suggest Bot / Traps. The current Pet AI is bonky and if you take the time to read some of the threads you will see some have even given up playing a Mastermind because of these issues. The only build type I can see working is a Tankermind build. Mind you also the Pet AI has been out of whack for a long while with no sight of it getting fixed anytime soon.

    Further I just have not read anything great about trick arrow. Granted there are some some cool stuff in the set like Oil Slick and then the ability to ignite the slick. But I honestly have not read about someone doing amazing things with Trick Arrow in any Arch Type, let alone Masterminds.

    I think between the lack luster of Trick Arrow and the Pet AI issues you will be a bit beat up trying to get this working in any form of unity.

    Traps is pretty great and you could run Traps without any pets and still solo +8 missions if defense capped. I would suggest anything Traps.

    I am assuming your going to use IO sets, otherwise nothing matters because you will not be leveraging the benefits of IO set bonuses.
  15. Been trying to figure it out, but I just don't have a clue. I really, really, really hope i19 comes with a easier way to respec then what is currently out. I'm not sure if I am going to use Alpha to improve a current set like damage or shore up something I might be lacking in..
  16. plainguy

    A Crab Build

    Ben, what is the point of the recharge intensive ?

    I can see the pets are at perma, but they are not that great that would make it a must to have them out all the time.

    Your endurance ratio is weak so your going to have powers to use at will but your going to run out of endurance fast because your at 1 point value difference between use and recovery.

    Your defenses are middle of the road, which really do nothing for you. You need to get in the high 30s at least to have something useful and noticeable.

    Not the end of the world buy you picked up a few powers which are going to cause a redraw. Again I have no issues persay as I play a AR Traps Defender.

    If money is not an issue why not go defense cap and high DPS by adding in purple damage IOs and such. Or spend that money and have a Defense cap Bane and Crab build.

    What I would suggest is pull up one of the several builds here on the forums and then swap out any IOs that do on contribute to your defenses and replace them with purple IOs. Or cut out those purple IO sets and buy one purple PvP Gladiator +3 to all Defenses IOs to combine with your steadfast protection +3 to defenses IO.

    Purples really don't mean anything with ED present as your only going to get so much damage and such. I mean really what is the difference between 101% stun with a purple IO set and 90% stun from another set or Frankenslotting.

    I am running a non purple IO build ( actually all my builds are non purple IOs ) and can run +1 /+8 on my SOA or just about any of my Defense cap toons. If your gonna spend money just to spend it, then just give it to me
  17. Quote:
    Originally Posted by Lazarillo View Post
    Bane Spider Cloaking Device is a bit nicer than other forms of Cloaking Device (or similar stealth powers). Generally, the portion the suppressed defense from stealth powers is 1/3 the unsuppressed value. Banes get 1/2, however. So if the unsuppressed cloak is giving just under 12% defense (which sounds right if you're bringing it up to the ED cap), then you'll get around 5.85% defense even when its stealth is suppressed. This does not apply to the Cloaking Device that /Devices gets, or Widows' Mask Presence, or most of the various other cloaks you may see with other ATs.
    Thanks

    I did further looking around and discovered that SOA do get higher defense values. So Cloaking Device numbers for SOA I was getting were correct.
  18. As a follow up I did a new build in MIDs for a SOA and only picked up Cloaking Device. Unslotted I am getting 7.5% Defense to all but Psi damage.

    I checked all the different options just to see if something might be on or giving a value higher then what I expected and you guys have mentioned. I did not find anything that I could click on or off or any combination that would produce this 7.5% value.

    So either MIDs is wrong or SOA cloaking device is just higher then Blaster Cloaking Device from Device set.
  19. Quote:
    Originally Posted by DreadShinobi View Post
    The supressed base value is 2.5%. You can see this in mids on the info tab. The effects tab shows the unsuppressed value, which is also what shows up in your defense totals.
    I see what your saying Dread, but if you pull the build down you will see that I am getting 11.5% for Defense value from Cloaking device and not the 5%. ( Actually I am reading 5.781% in the info tab )

    I opened up my AR Device Blaster just to confirm and it does change to 5% with Cloaking Device on. I don't know if it's some sort of glitch with MIDs or it could be an old build that is not reading well in the current MIDs builder. Or You and Jade are explaining it and I am not getting it.

    As I mentioned the 11.5% is throwing me off, since I should only see 5% give or take a few tenths of a point when cloaking device is on. That is why I asked the Cloaking device question in the first place before posting this thread. I just thought Cloaking Device for SOA was different then the Cloaking Device from the Blaster Device set. Or that SOA might have some inherit defense bonus of some kind..
  20. Quote:
    Originally Posted by Jade_Dragon View Post
    You've got two IOs in Cloaking Device which provide Defense, base unsuppressed value is 7.5%, so you must be getting about 53.3% Enhancement from your IOs. A level 50 IO on Schedule B is about 25.5%, and I would calculate the two you have (if they're both 50) are around 41.4%.

    So there's a discrepancy of about 10%, but that's the difference between 11.5 and 10.6, so that's not really that much. It sounds like there's some error there, but maybe it's just rounding or a glitch.
    Jade are you saying that the Defense IOs are increasing the base defense value so the 10% is correct ? So then suppressed the value would be 5% ?

    I know it sounds like I am repeating your answer, but I don't want to misunderstand and mess this up.
  21. I am noticing that Cloaking Device is giving off about 12% value.
    If you click Cloaking Device on then off you will notice AOE Positional is going from 38.9 to 50.4, that is a 11.5 % difference.

    From asking on the forums and doing a bit of research I also seen suppression should be 50% which is 3.75 %. Of course I am getting 2% higher.

    Here is the build for inspection
    Anyone have clue ??

    Villain Plan by Mids' Villain Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Arachnos Soldier
    Primary Power Set: Bane Spider Soldier
    Secondary Power Set: Bane Spider Training
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Bash
    • (A) Touch of Death - Accuracy/Damage
    • (3) Touch of Death - Damage/Endurance
    • (3) Touch of Death - Damage/Recharge
    • (5) Touch of Death - Accuracy/Damage/Endurance
    • (5) Touch of Death - Damage/Endurance/Recharge
    • (7) Touch of Death - Chance of Damage(Negative)
    Level 1: Bane Spider Armor Upgrade
    • (A) Reactive Armor - Resistance/Endurance
    • (11) Reactive Armor - Resistance/Recharge
    • (17) Reactive Armor - Endurance/Recharge
    • (17) Reactive Armor - Resistance/Endurance/Recharge
    • (34) Steadfast Protection - Knockback Protection
    Level 2: Wolf Spider Armor
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 4: Combat Training: Defensive
    • (A) Luck of the Gambler - Recharge Speed
    • (9) Luck of the Gambler - Defense
    • (39) Luck of the Gambler - Defense/Endurance
    Level 6: Build Up
    • (A) Rectified Reticle - To Hit Buff
    • (7) Rectified Reticle - To Hit Buff/Recharge
    Level 8: Hasten
    • (A) Recharge Reduction IO
    • (9) Recharge Reduction IO
    • (23) Recharge Reduction IO
    Level 10: Tactical Training: Maneuvers
    • (A) Luck of the Gambler - Defense
    • (11) Luck of the Gambler - Defense/Endurance
    • (40) Luck of the Gambler - Defense/Endurance/Recharge
    Level 12: Poisonous Ray
    • (A) Shield Breaker - Defense Debuff
    • (13) Shield Breaker - Accuracy/Defense Debuff
    • (13) Shield Breaker - Accuracy/Recharge
    • (15) Shield Breaker - Defense Debuff/Endurance/Recharge
    • (15) Shield Breaker - Accuracy/Endurance/Recharge
    • (33) Achilles' Heel - Chance for Res Debuff
    Level 14: Swift
    • (A) Run Speed IO
    • (34) Run Speed IO
    Level 16: Health
    • (A) Miracle - +Recovery
    • (27) Healing IO
    • (33) Healing IO
    Level 18: Pulverize
    • (A) Mako's Bite - Accuracy/Damage
    • (19) Mako's Bite - Damage/Endurance
    • (19) Mako's Bite - Damage/Recharge
    • (21) Mako's Bite - Accuracy/Endurance/Recharge
    • (21) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (42) Mako's Bite - Chance of Damage(Lethal)
    Level 20: Stamina
    • (A) Performance Shifter - EndMod
    • (23) Performance Shifter - EndMod/Recharge
    • (25) Performance Shifter - EndMod/Accuracy/Recharge
    Level 22: Mental Training
    • (A) Run Speed IO
    Level 24: Cloaking Device
    • (A) Luck of the Gambler - Defense/Endurance
    • (25) Luck of the Gambler - Recharge Speed
    • (34) Luck of the Gambler - Defense
    Level 26: Shatter
    • (A) Crushing Impact - Accuracy/Damage
    • (27) Crushing Impact - Damage/Endurance
    • (33) Crushing Impact - Damage/Recharge
    • (37) Crushing Impact - Accuracy/Damage/Recharge
    • (39) Crushing Impact - Accuracy/Damage/Endurance
    • (46) Crushing Impact - Damage/Endurance/Recharge
    Level 28: Tactical Training: Leadership
    • (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
    • (31) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (31) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 30: Tactical Training: Assault
    • (A) Endurance Reduction IO
    Level 32: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (37) Luck of the Gambler - Defense
    Level 35: Surveillance
    • (A) Shield Breaker - Defense Debuff
    • (36) Shield Breaker - Accuracy/Defense Debuff
    • (36) Shield Breaker - Accuracy/Recharge
    • (36) Shield Breaker - Accuracy/Endurance/Recharge
    • (37) Shield Breaker - Defense Debuff/Endurance/Recharge
    • (39) Shield Breaker - Chance for Lethal Damage
    Level 38: Crowd Control
    • (A) Obliteration - Damage
    • (40) Obliteration - Accuracy/Recharge
    • (40) Obliteration - Damage/Recharge
    • (43) Obliteration - Accuracy/Damage/Recharge
    • (43) Obliteration - Chance for Smashing Damage
    • (46) Obliteration - Accuracy/Damage/Endurance/Recharge
    Level 41: Combat Jumping
    • (A) Luck of the Gambler - Defense
    • (42) Luck of the Gambler - Recharge Speed
    • (42) Luck of the Gambler - Defense/Endurance
    • (43) Unbounded Leap - +Stealth
    Level 44: Bile Spray
    • (A) Detonation - Accuracy/Damage
    • (45) Detonation - Damage/Endurance
    • (45) Detonation - Damage/Range
    • (45) Detonation - Accuracy/Damage/Endurance
    • (46) Detonation - Damage/Endurance/Range
    Level 47: Arctic Breath
    • (A) Shield Breaker - Defense Debuff
    • (48) Shield Breaker - Accuracy/Defense Debuff
    • (48) Shield Breaker - Accuracy/Recharge
    • (48) Shield Breaker - Defense Debuff/Endurance/Recharge
    • (50) Shield Breaker - Accuracy/Endurance/Recharge
    • (50) Shield Breaker - Chance for Lethal Damage
    Level 49: Placate
    • (A) Recharge Reduction IO
    • (50) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Run Speed IO
    Level 2: Rest
    • (A) Empty
    Level 1: Conditioning
    Level 6: Ninja Run
    ------------



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  22. Thanks, I didn't think to look at city of data.

    I figured it was like normal stealth but wanted to make sure.. I am working up a soft cap bane build and didn't want to rely on non suppression numbers and end up with issues
  23. This is what I have right now.. I went through a few builds trying to figure it out myself.. I have no issues with this build atm.. With i19 I might pick up a travel power and add a stealth IO and Omega Maneuver.

    My second build will be a defense cap bane. For a single target build type..

    Villain Plan by Mids' Villain Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Slice
    • (A) Touch of Death - Accuracy/Damage
    • (3) Touch of Death - Damage/Endurance
    • (3) Touch of Death - Damage/Recharge
    • (5) Touch of Death - Accuracy/Damage/Endurance
    • (5) Touch of Death - Damage/Endurance/Recharge
    • (7) Touch of Death - Chance of Damage(Negative)
    Level 1: Crab Spider Armor Upgrade
    • (A) Reactive Armor - Resistance/Endurance
    • (11) Reactive Armor - Resistance/Recharge
    • (17) Reactive Armor - Endurance/Recharge
    • (17) Reactive Armor - Resistance/Endurance/Recharge
    • (34) Steadfast Protection - Knockback Protection
    Level 2: Wolf Spider Armor
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 4: Combat Training: Defensive
    • (A) Luck of the Gambler - Recharge Speed
    • (9) Luck of the Gambler - Defense
    • (39) Luck of the Gambler - Defense/Endurance
    Level 6: Aim
    • (A) Rectified Reticle - To Hit Buff
    • (7) Rectified Reticle - To Hit Buff/Recharge
    Level 8: Hasten
    • (A) Recharge Reduction IO
    • (9) Recharge Reduction IO
    • (23) Recharge Reduction IO
    Level 10: Tactical Training: Maneuvers
    • (A) Luck of the Gambler - Defense
    • (11) Luck of the Gambler - Defense/Endurance
    • (40) Luck of the Gambler - Defense/Endurance/Recharge
    Level 12: Venom Grenade
    • (A) Detonation - Accuracy/Damage
    • (13) Detonation - Damage/Recharge
    • (13) Detonation - Damage/Endurance
    • (15) Detonation - Damage/Range
    • (15) Detonation - Accuracy/Damage/Endurance
    Level 14: Hurdle
    • (A) Jumping IO
    Level 16: Health
    • (A) Miracle - +Recovery
    Level 18: Suppression
    • (A) Detonation - Accuracy/Damage
    • (19) Detonation - Damage/Endurance
    • (19) Detonation - Damage/Recharge
    • (21) Detonation - Accuracy/Damage/Endurance
    • (21) Detonation - Damage/Endurance/Range
    Level 20: Stamina
    • (A) Performance Shifter - EndMod
    • (23) Performance Shifter - EndMod/Recharge
    • (25) Performance Shifter - EndMod/Accuracy/Recharge
    • (27) Performance Shifter - Accuracy/Recharge
    • (33) Performance Shifter - EndMod/Accuracy
    • (33) Performance Shifter - Chance for +End
    Level 22: Mental Training
    • (A) Run Speed IO
    Level 24: Fortification
    • (A) Aegis - Resistance
    • (25) Aegis - Resistance/Endurance
    • (34) Aegis - Resistance/Recharge
    • (34) Aegis - Endurance/Recharge
    • (36) Aegis - Resistance/Endurance/Recharge
    Level 26: Longfang
    • (A) Thunderstrike - Accuracy/Damage
    • (27) Thunderstrike - Damage/Endurance
    • (33) Thunderstrike - Damage/Recharge
    • (37) Thunderstrike - Accuracy/Damage/Recharge
    • (39) Thunderstrike - Accuracy/Damage/Endurance
    • (46) Thunderstrike - Damage/Endurance/Recharge
    Level 28: Tactical Training: Leadership
    • (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
    • (31) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (31) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 30: Tactical Training: Assault
    • (A) Endurance Reduction IO
    Level 32: Maneuvers
    • (A) Defense Buff IO
    • (37) Defense Buff IO
    Level 35: Serum
    • (A) Numina's Convalescence - Heal
    • (36) Numina's Convalescence - Heal/Recharge
    • (36) Miracle - Heal
    • (37) Miracle - Heal/Recharge
    • (39) Recharge Reduction IO
    Level 38: Frenzy
    • (A) Obliteration - Damage
    • (40) Obliteration - Accuracy/Recharge
    • (40) Obliteration - Damage/Recharge
    • (43) Obliteration - Accuracy/Damage/Recharge
    • (46) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (50) Obliteration - Chance for Smashing Damage
    Level 41: School of Sharks
    • (A) Enfeebled Operation - Accuracy/Recharge
    • (42) Enfeebled Operation - Endurance/Immobilize
    • (42) Enfeebled Operation - Accuracy/Endurance
    • (42) Enfeebled Operation - Immobilize/Range
    • (43) Enfeebled Operation - Accuracy/Immobilize/Recharge
    • (43) Enfeebled Operation - Accuracy/Immobilize
    Level 44: Bile Spray
    • (A) Detonation - Accuracy/Damage
    • (45) Detonation - Damage/Endurance
    • (45) Detonation - Damage/Range
    • (45) Detonation - Accuracy/Damage/Endurance
    • (46) Detonation - Damage/Endurance/Range
    Level 47: Arctic Breath
    • (A) Shield Breaker - Defense Debuff
    • (48) Shield Breaker - Accuracy/Defense Debuff
    • (48) Shield Breaker - Accuracy/Recharge
    • (48) Shield Breaker - Defense Debuff/Endurance/Recharge
    • (50) Shield Breaker - Accuracy/Endurance/Recharge
    • (50) Shield Breaker - Chance for Lethal Damage
    Level 49: Combat Jumping
    • (A) Defense Buff IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Conditioning
    Level 6: Ninja Run
    ------------



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  24. How much defense does cloaking device provide when suppressed ?