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Posts
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Quote:Take a check at thisReg should be better that's true. But still it's doesn't seem to make any big impact. In matter of fact I haven't yet bought Miracle +recovery.
During long fights I don't use Darkest Night or Charged Armour. Which helps a lot. In fact I'm considering to remove all slots from CA and use it as a mule for +3def IO. Have to think about it a it more, but it looks like I have almost allways CA detoggled anyway.
My build has 33% end rdx at prot bots. Iirc they have run out of end only while fighting Ghost of Scrapyard. I think I've actually dismissed and resummoned 'em once because of that.
In short: They seem to need small amount of end rdx but most of the time 33% is enough (in my build and my playing style at least).
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And then there's electric fences. This is one area where I felt your build kind of lacked (my opinion)
With my slotting, I've got 10 sec recharge and 35 second duration, which means that I can maintain a triple stack of fences on a single target, which is usually enough to hold an AV immobile. With your 12 second recharge and 32 second duration you're 4 second shy of a triple stack where I have 5 seconds padding. When facing a tougher AV, this can give you some breathing room. When I talked about performance differences, this was an example. 3 seconds duration and 2 of recharge being the difference between immobilizing an AV and not.
Take a look, see what you think. -
Quote:You're right. I didn't notice that hasten wasn't on in Mids and posted mine, thinking yours needed a rebuild to increase recharge. Sorry about that. Honestly then yeah the only thing I don't like about your build is the recovery rate, but I couldn't get mine above 2 eps recovery net either. Honestly the build differences are down to style.Enfeebled Operation is not fully slotted because I'm feeling I'm gaining more with those slots elsewhere. 3,75% global recharge is nothing (to me) compared ~+15rech % in HT. Especially because most of the other powers don't need it at all. 1.25 s/l would interest me but then I had to hurt recharge time in HT and slow/rech in tar path OR actually hurt my defences more than I'd be gaining to s/l. I did consider former option while making the build but the latter is deffinate No Thanks.
Drones don't have Blood Mandate because of +dmg. It's there because of +3,75 aoe and rng defense. I need those bonuses and will deffinately not slot it to either prot bots or A-bot. Otherwise I'd slote 'em with 3 Hami acc/dam, chance for Smash IO from Explosive strike and propably put both of Unique aura IO's also there. This way I'd free one slot from A-bot and prot bot. But I've failed to find a way to gain anything better with those two extra slots than the set bonuses BM is giving.
It's true that prot bots dont have ED capped bubbles, instead of 51% bonus (-diminishing return) they only have 45,5% bonus to bubble. If I recall correctly I lost 0,2-0,3% defence. You did notice that one of the hamis is Cytoskeleton that gives +def and end reduction? That can be easily replaced by common +def IO if you prefer it.
I agree that one can pick HT also later, but on the other hand I really don't need anything else at that lvl that I could have chosen. Autohitting aoe stun also is nothing to spit neither. Anyway IMO this one is more than any other thing matter of taste.
Tactics is there mainly for set bonuses. But while droids are fighting +4 or higher (+2 or higher to me) they do benefit from it. Some of my own powers (at least Taunt) also benefit from accuracy boost.
I know I've made a few "less traditional" choices while slotting but as a whole I have failed to find any way of slotting that would give me better combination fo things that I'm looking for: res/def aura uniques, Perma fluffy, dmg capped henchmen, good dmg slotting for A-bot, Stamina, aoe taunting power, combination of high (ok, mediocre) global recharge (hasten included in this case) and high personal defence. Also >95% speed reduction in rech capped Tar Patch and recharge capped HT is something I'm finding more than useful. These can be achieved with other pool selections that's for sure. But as far as I've seen with Speed pool the build is by far cheapest. I'm sure there are some ways to enhance build even with these pools I've selected and I'd be grateful for those suggestions. Can you show me in mids the changes you would be doing instead of commenting single powers please? Because as far as I see changes you mentioned would either decrease my defenses or slow recharge of the most crucial powers.
Fluffy is permanent with decent margin. You failed to take hasten into consideration.
What comes to fluffy I completely agree with you.
May I ask what are those things you were referring by the quoted phrase that you believe this build can't handle unlike your build??
I'm not saying my build can take anything from game. But so far I've soloed GM 5 times (Eochai x2, Ghost of Scrapyard x2, Deathsure x1). So far they have failed to kill me even once. I've also done RWZ challenge. These all of course without using any insps/temps. Actually I feel the question isn't whether GM/AVs can be soloed by bot/dm. It's more question of how fast they can be taken down. So far killing time's for GM have been from 8:20(Eochai) to 12min(Deathsurge). Tho GoS still took a tad over 20 mins thx to those darn scrapyarders. I have failed to find a spot where I wouldn't get constant adds into fights in form of scrapyarders. My average Pylon killing time is about 4:45 and 4:09 is my personal record (both without insps/temps). (I believe at least bots/traps is even faster than bots/dark hopefully some of you will post these killing times so we could compare different builds and primaries/secondaries at least under some spesific conditions..) I also don't even use Darkest Night anymore during GM/AV/Pylon fights because it's not neccssary. So actually I feel there is even some survivability reserve in my build.
If something, I'd need even better aggro management for situation where I'm attacked from many sectors and in many waves (like in Arcanaville's Scrapper challenge). I'm sure there still are some l2p issues what comes to optimal positioning my self/bots and also how to "train" mobs in narrower "cone". Perhaps I should really give a serious try to scrapper challenge now, because the one time I tried it I failed miserably.
I dont have time to check you build. But I'll do so later. If it seems as much better as you are describing perhaps I'll give it a try. But I have to confess I'm kinda sceptic about it because you seem to have failed to notice so many things in my build
Whats your opinion on end redux in the bots? Never been a problem? -
All blaster secondaries. I know a ton of people love blasters, but I hate the class with a passion because its the only class besides dominators that has two purely offensive powersets. Dominators work because control is the primary aspects, blasters have no control, no survivability, etc.
And empathy. Ohh, empathy.
Empathy is a powerful team set. That said, alone it sucks horribly. Get rid of absorb pain completely (such a ****** concept) and combine both auras. For one thing, a set called "empathy" needs a confusion. Put it where the first aura goes, make it an AoE cone or a fast recharging single target persuade "showing the enemy empathy and making him question his loyalties for a short period"
Absorb pain could be turned into any number of things, personally I'd love to see one of two items
- Team Stealth toggle, effectively enemies "see" you but because of the empathetic aura you exude they aren't sure if they should attack you yet. Add in an unsupressable
- Single target +res shield, 20% resist to all, enhancable. Call it "Understanding Embrace" or something similarly empathy-ish.
And I'd love to see adrenaline boost changed. Increase the regen and recovery on the combined aura described above and add in +50% recharge, and make adrenaline boost a targeted ally toggle. You essentially make one ally unkillable as long as you've got endurance, "Bond of Empathy" or something like that. I mean, for a healing T8 wouldn't it be great to be able to buff someone into a true level of God mode. +20% defense and +40% resistance, +10% tohit, mag 10 protection and 60% resistance to all existing debuffs of any kind. Make it cost 1.2 eps and you've got a great power. -
Quote:Pretty sure this is not true, I don't have a high level farmer, but I've been playing a lowbie MM a ton lately. I put missions on x2 at level 10 and x3 at lvl 26, and I've noticed that a single mission usually just about fills my enhancements compared to two or three enh per mission at x1. My 26 Bots/Traps has around 40 million infamy all self earned because I keep getting decent, sellable drops and he's decked out in lvl 25 set ios that I spent about 10 million on.Your insane if you think farming drops is easier then its ever been, farming drops was "easy" when you could pad for 8 people and run a farm back in i14, you would get drops like there was 8 people in your team and you where the only one in the mission map....that would be why we call it padding.
Now what we call "padding" is set for 8 people is 7 other people in there taking your rewards even though your the only one in there although I would agree that making the level lower then your current does help drop farming somewhat but I'd give that up in a second to have drops rates before when padding for 8 with 52's.... I agree somewhat with XP farming but its been extremely slowed down no were near how it was even before AE came out, I was all for AE getting nerfed, not nearly to the extreme that the devs took it but nerfed somewhat.
The autosk system is a true fail to force everyone to "autosk" or quit the team every single time u team with anyone 1 level above you, we really could've had more options then that and would have been much more pleasing to the majority and may have saved us some poeple who have left recently, although AE is what killed many many more but thats for another post. -
God I miss it. But I guess I can understand why they'd rather me be a Bots/Dark MM than a Bots/Dark/FF MM
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Quote:No offense intended, but I'd never use either of those builds.This is cheap build (<200m) that I've used to solo few GM's/AV's and that's also able to wipe spawns up to 2/8 pretty easily:
200-250m more expensive (and somewhat better) version of the same build:
.
You didn't fully slot out enfeebled operation (worth it for the set bonuses), and considering you've got tactics and you aren't facing +4s you've got way too much accuracy in the protbots and battle drones. You fully slotted blood mandate in the battle drones which is terrible, you should never, ever not put a pet unique in your bottom tier minions. They just don't do enough damage to justify fully slotting, and the pet unique there would have let you fully slot out your protbot for defenses. Its true, you got 29 percent defense, but your protbots have weaker shielding, which affects every one of your bots AND you. You took howling twlight way, way too early in the build gimping you both teams and solo at lower levels, you don't need -regen until the 20s at the earliest and the rez isn't amazing without recall friend.
But the truly damning thing is that fluffy isn't permanent. Perma'ing fluffy isn't really hard, a few more slots and maybe a tiny bit more global recharge could have done it. His massive point blank debuff and his heals (which have the normal radius, not the tiny ******** one they stuck you with) will heal you AND the bots a ton. With enhancement he will fully heal all your bots every time he fires his heal (which is pretty damn often).
Bots/dark is a very powerful combo, but the fact is that you aren't using it to its potential. If you slotted and setted out better you could spend just a bit more and have a build that can handle quite literally anything the game can throw at it.
My build makes one concession to expense, and thats the LOTGs. Simply put, I think they're more than worth it.
My build is centered around a dark tankermind perspective. You stand face to face with your bots parked just out of PBAoE range, you have bodyguard and about 32% defense, enough to stand toe to toe with GMs. Fluffy stands right next to you, and between his heals, his debuffs, your debuffs, and your heals, you are softcapped defensively with massive healing going on. Tar Patch will keep anything not being knocked back or resistant pretty immobile, but if you're high enough for electric fences everythings staying where you tell it to.
The non protector bots have about 30% defenses, you've got more than 30% defenses and 43% resistance to a few types, the pets have decent resists as well. You've got taunt to keep things on you, and enough -tohit to effectively softcap yourself against anything that isn't an AV, AVs sadly will turn your Tohit debuffs into practically nothing, but thats what bodyguard and healing are for.
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Quote:Thats what I'm thinking, the last time I played my Bots/Dark was a few months after the release of CoV (before I just restarted about a month ago). I remembered getting two bubbles and it was the **** at lower levels, I guess that just sucks for me then.I think someone told me that once upon a time the MM got 2 bubbles, but it was far too powerful, and that would have been pre-IO's I think. Having 22% defence given from the bots would mean nobody would play anything else and the softcap would be in easy reach on any budget with any secondary.
Then again, I'm also crying because my Illusion troller can't have perma PA, perma hasten, and two phantasms out at all times with friggin sub 50 single origins anymore. -
Quote:You're insane.I've only ever died, I think twice with my minions alive and I don't think I've ever fought in bodyguard mode, or if I have it was purely by accident. As far as I can tell, the "benefit" of bodyguard mode would be the absolute worst thing I could possibly inflict on myself. Unless it moves damage taken by a pet to me. That would be useful. Moving damage off me to them is exactly what I don't want. The idiots are hard enough to keep alive as it is.
I use aggressive because it lets me tell the idiots to gang up on one enemy. Other than that I have no use for commands except to tell them to run away back to me for a regroup. I tried using the goto, but I'm not coordinated enough to use it effectively while playing. I have the same issue with tar patch and all the other "set it on the ground" powers.
I have six pet macros that do everything I need. Defensive stay, defensive goto, defensive attack my target, defensive follow, passive follow, and aggressive follow.
Passive follow is the quickest way to gather your minions when there's no aggro on you, or to keep them from running off when you're trying to get somewhere fast and intact. Aggressive follow lets you run around looking for mission strays. The rest are bodyguard mode and single attack.
Defensive attack is sometimes neccesary, you let the pets get the aggro and then send all your pets after the sapper or forcefield generator. You lose bodyguard mode for just as long as it takes them to kill it, then when the attack is done they drop back into follow defensive, bodyguard mode is back on automatically.
I find this is the best way to deal with sappers and the like. I bound defensive follow to e and defensive goto to q, I get through 90% of my time on my MM using just those two binds to manage pets quite effectively. On my thugs, I have a seventh macro that puts the bruiser in defensive goto while putting the rest of the pets in defensive follow. Lets me gather all my pets and tell bruiser to go play facetag right next to certain mobs. I'm also considering a specific bind to tell the ******* arsonist to goto because I'm sick of him running into melee. Seriously, they should have him programmed to run in for fire breath and then run back out like the friggin mob hitmen. -
Bots/Traps - Recon Unit Theta
Drones - Argon Ion, Krypton Ion, Nitrogen Ion
Protectors - Helium-Neon, Helium-Cadmium
Assault - Excimer
All are types of lasers.
Thugs/Traps - Radioshack Manager
Thugs - Nerd, Geek, Gamer
Enforcers - Stockboy, Cashier
Bruiser - Assistant Manager
Necro/Dark - Stubbs The Zombie - http://en.wikipedia.org/wiki/Stubbs_...ithout_a_Pulse
Zombies -Police Chief Masters, Cletus Monday, Dr. Wye
Grave Knights - Otis Monday, Andrew Monday
Lich - Maggie Monday -
Depends on the secondary.
Traps can make literally ANY primary capable of killing AVs, but it goes best with thugs and bots. Poison is a boss killing secondary, period, but with thugs its insane because your strongest minion is the best overall tank offered to MMs and is perfect for noxious gas.
Thugs/traps is also insane, the FFG gives you a visible area to keep your thugs in, making it easier to keep all thugs within enforcer leadership range, but until you get that second enforcer the set feels pretty squishy.
Dark is awesome, its got the utility and healing to help keep up all the sets well, but zombies, bots, and thugs really make it shine. Thugs and bots give you defense to stack onto the -tohit from every power in dark, and zombies are awesome because their self heals mesh well with dark's heals (and the lich and fluffy together is like having soft capped defenses on everything on anything that isn't an AV). Dark doesn't always seem it, but it really is a melee oriented set. Fluffy has a massive aura -tohit plus two darkest nights plus fearsome stare with tar pit to keep everything in one place (like in an arsonist's burn patch)
Force fields won't ever solo an AV, but after SOs you probably won't die to one either. I've heard good things about TA, but I have no intention of PVPing, so traps is everything trick arrow is with better debuffs and the ability to lay trip mine fields (which is more fun than anything I've done in this game so far, try putting your pets on passive and laying down a field, then pulling regular spawns. Overlapping KB effects can send npcs hurtling everywhere and a field of 15 mines (very, very easy to accomplish) will slaughter a +0x8 spawn in seconds while you sit back and emote for FRAPS)
If you're going dark, then go thugs or necro. I highly recommend thugs. They're the lease visually appealing of the sets, but incredibly effective. You park fluffy and the bruiser in melee and you park the rest with you just outside of PBAoE range. They'll be within range of fluffy's heal, within range of yours (you can dash in next to the bruiser if he's hurting) and you'll be able to drop all your debuffs to keep everyone where they are. Thugs/dark is strong early, as heals are the best mitigation at low levels. It really picks up at 18 once you get your arsonist and have tar pit, and when you hit 32 things get pretty insane, 30% resistance drop and a heavy slow on top of burn patches and bruiser AoEs hurts entire spawns pretty badly. If you have trouble with a spawn, you can drop gang war on them to break the alpha, then summon fluffy into their midst and drop a tar patch and darkest night on the boss (in that order)
At that point, pretty much everything is completely neutered and busy, and you can go ahead and let your pets have their fun. -
Currently the protector bots double bubble everything except the mastermind. I've tested this several times with a fresh summon, the protector bots will cycle buffs on all the other bots as normal, and will double buff all of the temp pets currently summoned, but when they get to the mastermind only the first bot to cycle his bubble will actually cast it, the other just sits there.
I've logged out and back in with pets desummoned and buffs gone, summoned fresh, and protector bot 1 will always bubble me and 2 won't (as bot 1 gets summoned first and cycles first). If you need rebubbling after combat or something, whichever bot gets to you first casts force shield. -
Add in, Robotics masterminds have a protector bot AI bug. The second protector bot is not bubbling my mastermind, all other bots get the double stacked shields from them, and the acid mortars/FFGs/etc are all getting double bubbled. Haven't tested it on another character yet.
Tested again, the second bot bubbled me and the first did not. Whichever cycles first will buff you in sequence, but the second will not. -
Anyone noticed this? My second protector bot arrived today, but he is not bubbling my mastermind. Everything else gets its two bubbles, I don't.
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Here's mine.
This build is incredibly expensive, but then most perma PA builds are. This is a single target and solo monster, two blinds and a seismic smash on a boss will stop it in its tracks. Both AM and hasten are permanent, meaning you can Ctrl Click on Hasten and just hit AM every time its up, you've got plenty of recovery to manage the losses, 2.38 per second with every toggle you've got running including hover to keep you out of the action.
My two concessions to team play are the easiest and most obvious. Recall friend lets me stealth and summon anywhere I want, and I pushed Stamina to 24 so that if you end up exemplaring you've got a good set of powers for the cavern trial (an illusionist lets you bypass pretty much everything). Mutation at 49 was just a coincidence choice, but for 50 TFs it'll be nice to be able to rez the blapper or defender who keeps ending up in melee getting smacked (or the scrapper who goes off on his own). I like the combo of recall friend/invis/rez. Its nice to be able to zoom somewhere safe to rez people, I'd honestly love to take mutation as soon as its available but I can't think of anything else I could stand to push to 49.
Hey, Local, what are your thoughts on hasten? I took it at 30 to help out with recharging PA, but as I can't perma any of them at that level I'm wondering if it might not be a good idea to put mutation at 26, move spectral and enervating field up, and move hasten to 50.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Teleportation
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Spectral Wounds -- Apoc-Dam%(A), Apoc-Acc/Dmg/Rchg(3), Apoc-Dmg/Rchg(3), Apoc-Dmg/EndRdx(5), Apoc-Acc/Rchg(5)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/EndRdx(7), Dct'dW-Heal(9), Dct'dW-Heal/Rchg(9)
Level 2: Blind -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(29), BasGaze-Acc/Rchg(36), BasGaze-Acc/Hold(37), BasGaze-Rchg/Hold(37), Hold-I(37)
Level 4: Accelerate Metabolism -- Efficacy-EndMod/Rchg(A), P'Shift-EndMod/Rchg(39), P'Shift-EndMod(40)
Level 6: Hover -- LkGmblr-Rchg+(A)
Level 8: Radiation Infection -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-ToHitDeb(17), DarkWD-ToHitDeb/EndRdx(17), DarkWD-Slow%(25)
Level 10: Superior Invisibility -- LkGmblr-Rchg+(A), RedFtn-EndRdx(11), RedFtn-Def(11), RedFtn-Def/EndRdx(13), RedFtn-Def/EndRdx/Rchg(13), RedFtn-EndRdx/Rchg(34)
Level 12: Recall Friend -- Range-I(A)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
Level 16: Deceive -- CoPers-Conf(A), CoPers-Conf/EndRdx(21), CoPers-Conf/Rchg(21), CoPers-Acc/Conf/Rchg(31), CoPers-Acc/Rchg(31)
Level 18: Phantom Army -- S'bndAl-Build%(A), ExRmnt-EndRdx/Dmg/Rchg(19), ExRmnt-Acc/Dmg(19), ExRmnt-Dmg/EndRdx(23), RechRdx-I(23), ExRmnt-Acc/Dmg/Rchg(27)
Level 20: Swift -- Flight-I(A)
Level 22: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(27), RgnTis-Regen+(40)
Level 24: Stamina -- P'Shift-EndMod(A), EndMod-I(25), P'Shift-End%(31)
Level 26: Spectral Terror -- Acc-I(A)
Level 28: Enervating Field -- EndRdx-I(A), EndRdx-I(29)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(43)
Level 32: Phantasm -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Acc/Rchg(33), ExRmnt-Dmg/EndRdx(34), ExRmnt-+Res(Pets)(34)
Level 35: Lingering Radiation -- TmpRdns-EndRdx/Rchg/Slow(A), TmpRdns-Acc/EndRdx(36), EndRdx-I(36)
Level 38: EM Pulse -- UbrkCons-Dam%(A), UbrkCons-EndRdx/Hold(39), UbrkCons-Hold/Rchg(39), UbrkCons-Hold(40), UbrkCons-Acc/Rchg(43), UbrkCons-Acc/Hold/Rchg(46)
Level 41: Fissure -- Ragnrk-Dmg/EndRdx(A), Ragnrk-Dmg/Rchg(42), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Dmg(42), Ragnrk-Acc/Rchg(43)
Level 44: Seismic Smash -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(45), Hectmb-Acc/Dmg/Rchg(45), Hectmb-Dmg/Rchg(45), Hectmb-Dmg(46), Hectmb-Acc/Rchg(46)
Level 47: Rock Armor -- LkGmblr-Rchg+(A), RedFtn-Def(48), RedFtn-EndRdx(48), RedFtn-Def/EndRdx(48), RedFtn-Def/EndRdx/Rchg(50), RedFtn-EndRdx/Rchg(50)
Level 49: Mutation -- EndRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
------------
Set Bonus Totals:- 18% DamageBuff(Smashing)
- 18% DamageBuff(Lethal)
- 18% DamageBuff(Fire)
- 18% DamageBuff(Cold)
- 18% DamageBuff(Energy)
- 18% DamageBuff(Negative)
- 18% DamageBuff(Toxic)
- 18% DamageBuff(Psionic)
- 1.56% Defense(Fire)
- 1.56% Defense(Cold)
- 5.63% Defense(Energy)
- 5.63% Defense(Negative)
- 7.5% Defense(Ranged)
- 3.13% Defense(AoE)
- 45% Enhancement(Accuracy)
- 112.5% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 4% Enhancement(Confused)
- 10% FlySpeed
- 45.8 HP (4.5%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 10%
- MezResist(Held) 10%
- MezResist(Immobilize) 14.4%
- MezResist(Sleep) 10%
- MezResist(Stun) 10%
- MezResist(Terrorized) 12.2%
- 22% (0.37 End/sec) Recovery
- 26% (1.1 HP/sec) Regeneration
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 21.3% Resistance(Fire)
- 21.3% Resistance(Cold)
- 10% Resistance(Energy)
- 10% Resistance(Negative)
- 20% Resistance(Toxic)
- 10% Resistance(Psionic)
- 10% RunSpeed
Code:Edited for changes as the above, also took two slots out of Sup invis and gave them to spectral terror, added a tiny bit of ranged defense and PA is up to 61.5 second recharge, the first Phantom will be out before the third disappears as long as you've got it set to fire as soon as its up. EM pulse makes a great "got aggro" emergency button.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1417;704;1408;HEX;| |78DAA593594F534114C7E776B174A32CB2150A5D2C85566EA95B5C124D6451942A0| |2E189C50A17B8C9B525BD9744DFFC00FAA20F3E1935468DF1DDA87C0D51A37E048D| |EB8B4F75CEF94F81779BF4FF9B3973CE9C3373CF146F8C8684B87546684D2356C9B| |697462A65A75AB12CA3EA2D96D6CC65E11342A476AD75077DC2B2366DB352AE1B92| |7B7CCE6EAEAEEAD3A515B3E490C7D875D326D7E689F2BA5135CA8E5E1F04A72A72A| |B71CB5C5B775A783C6B58C646A5EA706408CBA653366C3BC093990DC3586919DB30| |97F519A75236968A25DB31AA373B659983F2FF5013EA57F388824B888270E9C010C| |3330CE41997F6BAD3A420F64D0217190D978122E3915444D4BCDA47B9434CF47C60| |A4B61907DE01EF81B4A0A82919E2E6B09ACB7D87F3F6DF6364EE32FCF292BD7010D| |E36CE44697D30B97DAFD9ABE915F096D1B9C578227DFCF0F3FA111A88008D8C5000| |08331221465A260CE21C2298E52283D21486C915FEC47B377E06BE301ECBC888BAA| |AC83C9BF65F051618BD8BC012E3A9746F5685358FB0A9E537F083D1FE13C871FAE8| |2F9E796515ADEA265A53BCE293A636757B6D735C7EF4824446644E6B74CB0DD2A14| |33974E0423BE31CDA7B9F67CFE462973A6D579457AE48533762B4EE049B7A80A4DC| |2DA65662A82D0B3C97D63EF5F1FB7094388E1247F1F1EF8C040E96F8C3989151497| |5AFC9975C7EEA05808474A4B4DA363D81EE380F8CA1494619D9738CA171C657B710| |03EA6B0C1C63D3E061E00870085147197FE52BCFA924B91C9B0E6681012083DDFB8| |141C637994457DF504773E5D15579F4581ECD55407315D05CD35287914B1BC6190B| |B8C11ECFCE6B13021F6272AF6908CFC5B3F3C88486C0D8AED77FFDDE84EAFBF8A70| |3526749A6A46873349A2759A0E9228D4A34BA46B24CD3DAD64E74E438157482E424| |C92992DBE4E4A3671524099184491A4922244D24AD24ED2451920724B57FBE86F7E| |3| |-------------------------------------------------------------------|
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1417;702;1404;HEX;| |78DAA593D94F13411CC7677B58DA6E69A19CE5EA4129B4B250AF78249A084551AA1| |5084F40AD65814DD696749744DFFC03F4451F7C326A8C1AE3BB51F937140CFA2768| |3C5F7CAABF630ABCDBA4DFCFCC6F7ED7CCECE46F4DAA42DC392794D08459B2ACE24| |4B562D7AAA6A9D7DCF9D29A51161E214462DFDA70D0A64D73D332AA9586217EC0E7| |FCE6EAAA365B5A314A367AE46E1A16BAB64C57D6F59A5EB1B5C6C05FA842AA29D35| |85BB75B693CAF9BFA46B56653A4CACB865DD12DCB4793B90D5D5F69CD6D18656DCE| |AE56F462BE64D97AED7617B43902FFC78A90BFBA4B641D42648543638C125CE38C3| |1C29583EE38C98A43338CCB84A6AB8C3CE1092847D4DDCA27C8D027D4A4C095DE1D| |9A253E12063F30B6090508715258DDE1BC4775871E1052F7095E3864373B08773B5| |5C2B21E36393D6FC92BF486F19ED0B54578063E5EE9E7E5505F1B234450C3842494| |F073E7C29FA696FD600AB0C911D8A56CCD9F195F084F2132280F27B848A6B6EB8C2| |542FF32A348780EEE2DDC8ABB65824CADBF193F081D3F19192A1FF9453337741196| |7B0F2768C503A676795EED0BD47EE41220255267153CD02670E8940E9D7C845D510| |AED7F48B35958ECE6CE956E2ED71B23BC80951EB9E99E1DCA1DDB260CEE12AE6105| |CEADF4714C9AF112AC03F2F207786351DE5894B712FD4E88F136637F08731015970| |5E3AFA944E21583D3E20693326D729ABF8E8B8C1C7F249384F405C2E814E1AB5388| |617937C327C8347294718C7184A38E13FEC22BCFC822990C990EA719C38C14671F6| |28C10BE41114DDEA8C61FD7583323C8F011B201864A88C3ED8CCB131CE7C3CFCA3B| |70EDBD362122649A39681A2553C1B5F7C884C2817DFB5EFFF57BA736F278677DA0F| |32805106501478B284B385DC65109473750CA38AD6FED45074F6243A7504EA39C41| |B98B4E1E7C647E14152580D28C124409A184513A5022288F50EAFF00A8C7FA48| |-------------------------------------------------------------------|
-
Don't forget, enhancable to above 11% per bubble with two 50 defense IOs.
-
A friend let me borrow his account before it lapsed to try out his Masterminds, I'd put those at top tier farming. He's got a Bots/Traps/Mu and a Thugs/Traps/Mace both at 50, and spawns at +2x8 absolutely melt for both of them. Bots/Traps is especially scary, because most of its damage comes from one bot, making it alot easier to sustain DPS, an unupgraded minion is only costing you 5-10 DPS as opposed to losing an arsonist or genin.
You could farm even level for recipes for 49s or whatever easily, and farming higher for money still goes fast as hell until you start getting into +3 and +4 territory. 20-30 seconds for a +2 8 man spawn, faster if you manage to get enough people immobilized before the knockback missiles hit. -
-
The following is cross posted from the suggestion forums.
Quote:I sent a similar PM to BackAlleyBrawler, I just came back to CoX after a long hiatus. I like the change, but I don't like it at the same time. I'd love some feedback and discussion on the idea, so I reposted it here. I also left out allusions to the fact that you've eventually got 2 upgrades and that it costs a full bar of endurance to resummon and fully upgrade one pet, I talked about one upgrade because post 32 the second upgrade is vital, but the first can wait a bit usually mid battle. Depends on the pet of course.Currently all MM upgrade powers are a targeted AOE. As a single target buff, they were advantageous in battle when replacing a single minion and disadvantageous when starting a mission and having to summon/buff everything in your arsenal.
Now our quality of life change has actually just reversed itself. Because you cannot simply upgrade one minion at a time, you have to fire the whole thing every time. Losing a lowest tier minion means that you will probably sacrifice damage to save the massive end cost. Losing your boss tier minion means you're facing a cost of 42 end unmodified, which can be really tough at lower levels when you don't even have a full stable and you lose a pet which is a significant chunk of your damage.
How to fix?
Make every upgrade a targeted AoE exactly as it is with an initial cost of 7 End. 7 End covers firing it on one minion, and for every friendly minion it upgrades who isn't the target it applies an additional 7 end penalty to the caster.
You could make it smart, upgrading in order of tier, so that if you target a minion and hit it it will upgrade that minion, and then everyone else in the AoE radius starting with the boss, moving to LTs, then the other two minions. It skips anyone who is already upgraded and only upgrades as many times as there is end to support, so if you say fire it at the assault bot and only have 22 end, it will upgrade the assbot and both protectors and then fizzle with a "too tired" message.
Make it uncastable on any pet that already has the upgrade, and you've got quality of life, balance, and intelligence in one power. It would allow us to have back the ability to easily replace a single minion, as a few of the MM sets have fairly squishy individual pets, or the suicidal arsonist, or the Assault bot because he draws all the aggro with his swarm missiles. When MMs were designed, the pets were meant to be fairly replacable, there is a huge difference between about 30 to re summon a bruiser and more than 60.
The other option, is to allow us to select both a single target AND AoE target version and use both, so that the previous balance with regard to mid battle upgrades is kept while allowing us to buff our guys at the start of a mission much more easily.
Also, it would be nice if we could buff and summon all of our bots for less than an endurance bar and a half. 42 x 2 + 20 x 3 for the summons is a pretty hefty cost, you could drop the upgrades to 30 end per cast (5 end to upgrade one pet) and the summons 5 points each and we'd be in the 90s, which is still a high cost but not ridiculously unbalanced. It would be nice to not have to eat an insp at the start of every mission. -
Currently all MM upgrade powers are a targeted AOE. As a single target buff, they were advantageous in battle when replacing a single minion and disadvantageous when starting a mission and having to summon/buff everything in your arsenal.
Now our quality of life change has actually just reversed itself. Because you cannot simply upgrade one minion at a time, you have to fire the whole thing every time. Losing a lowest tier minion means that you will probably sacrifice damage to save the massive end cost. Losing your boss tier minion means you're facing a cost of 42 end unmodified, which can be really tough at lower levels when you don't even have a full stable and you lose a pet which is a significant chunk of your damage.
How to fix?
Make every upgrade a targeted AoE exactly as it is with an initial cost of 7 End. 7 End covers firing it on one minion, and for every friendly minion it upgrades who isn't the target it applies an additional 7 end penalty to the caster.
You could make it smart, upgrading in order of tier, so that if you target a minion and hit it it will upgrade that minion, and then everyone else in the AoE radius starting with the boss, moving to LTs, then the other two minions. It skips anyone who is already upgraded and only upgrades as many times as there is end to support, so if you say fire it at the assault bot and only have 22 end, it will upgrade the assbot and both protectors and then fizzle with a "too tired" message.
Make it uncastable on any pet that already has the upgrade, and you've got quality of life, balance, and intelligence in one power. It would allow us to have back the ability to easily replace a single minion, as a few of the MM sets have fairly squishy individual pets, or the suicidal arsonist, or the Assault bot because he draws all the aggro with his swarm missiles. When MMs were designed, the pets were meant to be fairly replacable, there is a huge difference between about 30 to re summon a bruiser and more than 60.
The other option, is to allow us to select both a single target AND AoE target version and use both, so that the previous balance with regard to mid battle upgrades is kept while allowing us to buff our guys at the start of a mission much more easily.
Also, it would be nice if we could buff and summon all of our bots for less than an endurance bar and a half. 42 x 2 + 20 x 3 for the summons is a pretty hefty cost, you could drop the upgrades to 30 end per cast (5 end to upgrade one pet) and the summons 5 points each and we'd be in the 90s, which is still a high cost but not ridiculously unbalanced. It would be nice to not have to eat an insp at the start of every mission. -
The fewer people who think they're a wolf in this game, the better.
::Edit::
Yeah, I know the username is an irony, but its an anime reference not a "fursona" -
Running away needs to serve a purpose, right now we just seem to have an annoying "hero is X distance away, NPC runs until X = 200 feet" or something. My fire/dark corruptor is having a really hard time solo because I keep having my anchor run off before I've dropped the first mob. Why are lvl 10 Lts running from my level 9 corruptor? Why do they not stop running from me after they get outside of rain of fire?
There need to be limits on and purposes for running, and the higher the rank or con of the npc the less it should be fleeing. Gms, AVs and EBs should be highly disinclined to run from you, and a boss shouldn't run far. Maybe add a function where certain NPCs will call reinforcements, or where a few separated groups will scatter and regroup into boss/lt/minion formation and come back at you. Running for no reason except to make people chase you is not AI, its just a way to make a game less user friendly and take longer. I'd rather efficiency over lack of efficiency if the AI is going to suck no matter what, and trying to justify the running by saying "well they'd run in the real world" doesn't work when its the only friggin thing the NPCs do that they'd do in the real world. -
Quote:I'd kill for plant/dark. Immobilize + carrion creepers + tar pit would be deadly.Dark Miasma as a controller secondary? take out the heal and the rez and add an immobilize and an aoe hold it would be a controller primary.
I already play my dark/dark/dark defender like he's controller, A controller with dark miasma as a secondary would be too crazy. I already play a mind/trick and he can pretty much lock down almost anything in the game... Mind/dark would have similar hold abilities + a nice heal and a awesome rez to boot! -
I got this build from the guy who did the bots/traps video mentioned earlier, and tweaked it a bit to my liking. I've got great recharge for double stacked acid mortar for 25 seconds with a possible 60% defense and 60% resistance debuff. Thats pretty freaking huge. 8 second trip mines means you can lay down a 12-15 mine field with two acid mortars and two poison traps in about 90 seconds.
Destroying an AV is about as simple as web-nading them in place, parking the bots in defensive stay outside of PBAoE range, and using provoke to keep everything in the vacinity focused on you while you do your debuff routine. Choosing to tank yourself or let your ***-bot do it for you is a simple choice between provoke and stealth or aid other. And if you wanted to take stealth or aid other and add a slot or two to it, you can drop a proc out of acid mortar.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Level 50 Magic Mastermind
Primary Power Set: Robotics
Secondary Power Set: Traps
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Presence
Ancillary Pool: Mu Mastery
Villain Profile:
------------
Level 1: Battle Drones
(A) Blood Mandate - Accuracy/Damage/Endurance: Level 50
(3) Blood Mandate - Accuracy/Damage: Level 50
(3) Explosive Strike - Chance for Smashing Damage: Level 20
(5) Blood Mandate - Damage/Endurance: Level 50
(5) Blood Mandate - Damage: Level 50
(7) Sovereign Right - Resistance Bonus: Level 50
Level 1: Web Grenade
(A) Enfeebled Operation - Accuracy/Immobilize: Level 50
(33) Enfeebled Operation - Accuracy/Immobilize/Recharge: Level 50
(33) Enfeebled Operation - Immobilize/Range: Level 50
(34) Enfeebled Operation - Accuracy/Recharge: Level 50
(34) Enfeebled Operation - Endurance/Immobilize: Level 50
(34) Enfeebled Operation - Accuracy/Endurance: Level 50
Level 2: Caltrops
(A) Positron's Blast - Chance of Damage(Energy): Level 50
(11) Armageddon - Chance for Fire Damage: Level 50
(11) Eradication - Chance for Energy Damage: Level 30
Level 4: Triage Beacon
(A) Doctored Wounds - Heal/Endurance/Recharge: Level 50
(7) Doctored Wounds - Endurance/Recharge: Level 50
(9) Doctored Wounds - Heal/Recharge: Level 50
(9) Doctored Wounds - Heal/Endurance: Level 50
(37) Doctored Wounds - Heal: Level 50
Level 6: Equip Robot
(A) Endurance Reduction IO: Level 50
Level 8: Combat Jumping
(A) Luck of the Gambler - Recharge Speed: Level 50
(25) Unbounded Leap - +Stealth: Level 50
Level 10: Hurdle
(A) Jumping IO: Level 50
Level 12: Protector Bots
(A) Blood Mandate - Accuracy/Damage/Endurance: Level 50
(13) Sovereign Right - Accuracy/Damage/Endurance: Level 50
(13) Blood Mandate - Accuracy/Damage: Level 50
(15) Blood Mandate - Damage/Endurance: Level 50
(15) Defense Buff IO: Level 50
(17) Defense Buff IO: Level 50
Level 14: Super Jump
(A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
(37) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
(40) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
Level 16: Force Field Generator
(A) Luck of the Gambler - Recharge Speed: Level 50
(17) Luck of the Gambler - Defense: Level 50
(23) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
(23) Luck of the Gambler - Defense/Endurance: Level 50
Level 18: Health
(A) Regenerative Tissue - +Regeneration: Level 30
(19) Numina's Convalescence - +Regeneration/+Recovery: Level 50
(19) Miracle - +Recovery: Level 40
Level 20: Stamina
(A) Performance Shifter - EndMod: Level 50
(21) Endurance Modification IO: Level 50
(21) Performance Shifter - Chance for +End: Level 50
Level 22: Acid Mortar
(A) Touch of Lady Grey - Chance for Negative Damage: Level 50
(33) Achilles' Heel - Chance for Res Debuff: Level 20
(39) Touch of Lady Grey - Defense Debuff/Recharge: Level 50
(39) Analyze Weakness - Defense Debuff/Endurance/Recharge: Level 50
(39) Recharge Reduction IO: Level 50
(40) Touch of Lady Grey - Defense Debuff/Recharge/Endurance: Level 50
Level 24: Maneuvers
(A) Luck of the Gambler - Recharge Speed: Level 50
(25) Luck of the Gambler - Defense: Level 50
Level 26: Assault Bot
(A) Blood Mandate - Accuracy/Damage/Endurance: Level 50
(27) Sovereign Right - Accuracy/Damage/Endurance: Level 50
(27) Blood Mandate - Damage/Endurance: Level 50
(29) Soulbound Allegiance - Chance for Build Up: Level 50
(29) Blood Mandate - Damage: Level 50
(31) Edict of the Master - Defense Bonus: Level 40
Level 28: Provoke
(A) Accuracy IO: Level 50
Level 30: Poison Trap
(A) Unbreakable Constraint - Chance for Smashing Damage: Level 50
(31) Unbreakable Constraint - Hold/Recharge: Level 50
(31) Unbreakable Constraint - Hold: Level 50
(43) Unbreakable Constraint - Endurance/Hold: Level 50
(43) Unbreakable Constraint - Accuracy/Hold/Recharge: Level 50
(46) Unbreakable Constraint - Accuracy/Recharge: Level 50
Level 32: Upgrade Robot
(A) Endurance Reduction IO: Level 50
Level 35: Trip Mine
(A) Ragnarok - Accuracy/Damage/Recharge: Level 50
(36) Ragnarok - Damage: Level 50
(36) Ragnarok - Damage/Recharge: Level 50
(36) Ragnarok - Accuracy/Recharge: Level 50
(37) Ragnarok - Damage/Endurance: Level 50
Level 38: Seeker Drones
(A) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 50
(40) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 50
(42) Dark Watcher's Despair - To Hit Debuff/Recharge: Level 50
(50) Dark Watcher's Despair - Recharge/Endurance: Level 50
Level 41: Charged Armor
(A) Steadfast Protection - Knockback Protection: Level 30
(42) Steadfast Protection - Resistance/+Def 3%: Level 30
(42) Impervium Armor - Resistance/Endurance/Recharge: Level 40
(43) Impervium Armor - Resistance: Level 40
Level 44: Electrifying Fences
(A) Enfeebled Operation - Accuracy/Immobilize/Recharge: Level 50
(45) Enfeebled Operation - Immobilize/Range: Level 50
(45) Enfeebled Operation - Endurance/Immobilize: Level 50
(45) Enfeebled Operation - Accuracy/Recharge: Level 50
(46) Enfeebled Operation - Accuracy/Endurance: Level 50
(46) Enfeebled Operation - Accuracy/Immobilize: Level 50
Level 47: Tactics
(A) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
(48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
(48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
(48) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
(50) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
(50) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
Level 49: Repair
(A) Recharge Reduction IO: Level 50
------------
Level 1: Brawl
(A) Accuracy IO: Level 50
Level 1: Sprint
(A) Run Speed IO: Level 50
Level 2: Rest
(A) Healing IO: Level 50
Level 1: Supremacy
------------
Set Bonus Totals:
2.5% DamageBuff(Smashing)
2.5% DamageBuff(Lethal)
2.5% DamageBuff(Fire)
2.5% DamageBuff(Cold)
2.5% DamageBuff(Energy)
2.5% DamageBuff(Negative)
2.5% DamageBuff(Toxic)
2.5% DamageBuff(Psionic)
5% Defense
12.4% Defense(Smashing)
12.4% Defense(Lethal)
11.4% Defense(Fire)
11.4% Defense(Cold)
5.81% Defense(Energy)
5.81% Defense(Negative)
3% Defense(Psionic)
14.3% Defense(Melee)
8.63% Defense(Ranged)
11.4% Defense(AoE)
6% Enhancement(Immobilize)
39% Enhancement(Accuracy)
4% Enhancement(Heal)
60% Enhancement(RechargeTime)
10% FlySpeed
48.2 HP (6%) HitPoints
10% JumpHeight
10% JumpSpeed
Knockback (Mag -8)
Knockup (Mag -8)
MezResist(Stun) 1.65%
MezResist(Terrorized) 2.2%
24% (0.4 End/sec) Recovery
20% (0.67 HP/sec) Regeneration
10% Resistance(Smashing)
10% Resistance(Lethal)
16.3% Resistance(Fire)
16.3% Resistance(Cold)
10% Resistance(Energy)
13.8% Resistance(Negative)
15% Resistance(Toxic)
10% Resistance(Psionic)
10% RunSpeed
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
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This is a bit different build with some Hammi's, closer to the original and with a bit higher personal defense numbers.
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Quote:First, while I can understand liking having your own attack, its the slots more even than the power choice that is hurting you. You've got less than 6 slots in ALL of your pets, whether procs, end reduction (not a bad idea, both bruiser and enforcers can blow through end on sustained fights) or something else, you could be doing more SOMETIHNG there.Here is my new build. I made quite a few changes. I also dropped fly. I have no travel power now and will use the 10k jet pack from GV. Why not? It opens up some other choices for me and instead of fly I took empty clips for my own enjoyment and put a full set of Ragnarok. I know a lot of people say taking an attack is a waste, but I took out fly so I don't think it matters much, plus it is a nice cone. I also added +12 points of KB protection since I no longer have hover and took combat jump instead for the Immo protection.
I don't really suggest provoke, either. Provoke is for tanker-minding. You'd do better with something from teleport, assault, almost anything else, considering that your build isn't within sight of the soft cap.
Fluffy needs reslotting. If you're going to go for straight ToHit you're better off picking one set (I suggest Dark Watcher) for a set bonus. I usually slot four dark watcher and either one heal and a tohit set proc, or two heal.
Personally, theres alot of stuff I'd do differently. You've got provoke with pretty much no defense, even with bodyguard anything significantly challenging would chew through you pretty quickly.
Here's my Thugs/Dark I'm building. I've got alot of the cheaper stuff assembled, the LotGs are just defense IOs, but this build gives great bonuses for fighting at 50 and is more powerful than 95% of the content under that.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Level 50 Magic Mastermind
Primary Power Set: Thugs
Secondary Power Set: Dark Miasma
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Villain Profile:
------------
Level 1: Call Thugs
(A) Blood Mandate - Accuracy/Damage/Endurance: Level 50
(3) Blood Mandate - Accuracy/Endurance: Level 50
(3) Blood Mandate - Damage/Endurance: Level 50
(5) Blood Mandate - Damage: Level 50
(5) Blood Mandate - Accuracy/Damage: Level 50
(7) Edict of the Master - Defense Bonus: Level 40
Level 1: Twilight Grasp
(A) Doctored Wounds - Heal/Endurance/Recharge: Level 50
(7) Doctored Wounds - Heal/Recharge: Level 50
(9) Doctored Wounds - Heal: Level 50
(9) Doctored Wounds - Heal/Endurance: Level 50
(11) Doctored Wounds - Endurance/Recharge: Level 50
Level 2: Tar Patch
(A) Recharge Reduction IO: Level 50
(11) Endurance Reduction IO: Level 50
Level 4: Darkest Night
(A) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 50
(40) Dark Watcher's Despair - To Hit Debuff: Level 50
(46) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 50
(46) Dark Watcher's Despair - Recharge/Endurance: Level 50
Level 6: Equip Thugs
(A) Endurance Reduction IO: Level 50
Level 8: Combat Jumping
(A) Luck of the Gambler - Recharge Speed: Level 50
(25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
(25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
(50) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
Level 10: Hurdle
(A) Jumping IO: Level 50
Level 12: Call Enforcer
(A) Blood Mandate - Accuracy/Damage/Endurance: Level 50
(13) Sovereign Right - Accuracy/Damage/Endurance: Level 50
(13) Achilles' Heel - Chance for Res Debuff: Level 20
(15) Blood Mandate - Damage: Level 50
(15) Defense Buff IO: Level 50
(17) Defense Buff IO: Level 50
Level 14: Super Jump
(A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
(23) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
(36) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
Level 16: Shadow Fall
(A) Luck of the Gambler - Recharge Speed: Level 50
(17) Reactive Armor - Resistance/Endurance: Level 40
(34) Reactive Armor - Endurance: Level 40
(37) Reactive Armor - Resistance: Level 40
(37) Reactive Armor - Resistance/Endurance/Recharge: Level 40
(40) Steadfast Protection - Resistance/+Def 3%: Level 30
Level 18: Health
(A) Regenerative Tissue - +Regeneration: Level 30
(19) Numina's Convalescence - +Regeneration/+Recovery: Level 50
(19) Miracle - +Recovery: Level 40
Level 20: Stamina
(A) Performance Shifter - EndMod: Level 50
(21) Endurance Modification IO: Level 50
(21) Performance Shifter - Chance for +End: Level 50
Level 22: Fearsome Stare
(A) Dark Watcher's Despair - To Hit Debuff: Level 50
(23) Dark Watcher's Despair - To Hit Debuff/Recharge: Level 50
(36) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 50
(37) Dark Watcher's Despair - Recharge/Endurance: Level 50
Level 24: Howling Twilight
(A) Recharge Reduction IO: Level 50
(34) Recharge Reduction IO: Level 50
(34) Endurance Reduction IO: Level 50
Level 26: Call Bruiser
(A) Blood Mandate - Accuracy/Damage/Endurance: Level 50
(27) Sovereign Right - Accuracy/Damage/Endurance: Level 50
(27) Blood Mandate - Accuracy/Damage: Level 50
(29) Blood Mandate - Damage: Level 50
(29) Soulbound Allegiance - Chance for Build Up: Level 50
(31) Sovereign Right - Resistance Bonus: Level 50
Level 28: Recall Friend
(A) Range IO: Level 50
Level 30: Gang War
(A) Call to Arms - Defense Bonus Aura for Pets: Level 30
(31) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 50
(31) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 50
(33) Expedient Reinforcement - Endurance/Damage/Recharge: Level 50
(33) Expedient Reinforcement - Accuracy/Recharge: Level 50
(33) Expedient Reinforcement - Accuracy/Damage: Level 50
Level 32: Upgrade Equipment
(A) Endurance Reduction IO: Level 50
Level 35: Petrifying Gaze
(A) Unbreakable Constraint - Chance for Smashing Damage: Level 50
(36) Unbreakable Constraint - Accuracy/Hold/Recharge: Level 50
(48) Unbreakable Constraint - Hold/Recharge: Level 50
(50) Unbreakable Constraint - Endurance/Hold: Level 50
(50) Unbreakable Constraint - Accuracy/Recharge: Level 50
Level 38: Dark Servant
(A) Cloud Senses - ToHit Debuff/Endurance/Recharge: Level 30
(39) Cloud Senses - Accuracy/Endurance/Recharge: Level 30
(39) Cloud Senses - Accuracy/Recharge: Level 30
(39) Cloud Senses - ToHit Debuff: Level 30
(40) Healing IO: Level 50
(43) Healing IO: Level 50
Level 41: Scorpion Shield
(A) Luck of the Gambler - Recharge Speed: Level 50
(42) Red Fortune - Defense/Endurance/Recharge: Level 50
(42) Red Fortune - Defense: Level 50
(42) Red Fortune - Endurance: Level 50
(43) Red Fortune - Defense/Endurance: Level 50
(43) Red Fortune - Endurance/Recharge: Level 50
Level 44: Web Envelope
(A) Enfeebled Operation - Accuracy/Recharge: Level 50
(45) Enfeebled Operation - Endurance/Immobilize: Level 50
(45) Enfeebled Operation - Accuracy/Endurance: Level 50
(45) Enfeebled Operation - Accuracy/Immobilize: Level 50
(46) Enfeebled Operation - Immobilize/Range: Level 50
(48) Enfeebled Operation - Accuracy/Immobilize/Recharge: Level 50
Level 47: Maneuvers
(A) Luck of the Gambler - Recharge Speed: Level 50
(48) Endurance Reduction IO: Level 50
Level 49: Tactics
(A) Endurance Reduction IO: Level 50
------------
Level 1: Brawl
(A) Accuracy IO: Level 50
Level 1: Sprint
(A) Run Speed IO: Level 50
Level 2: Rest
(A) Healing IO: Level 50
Level 1: Supremacy
------------
Set Bonus Totals:
5% DamageBuff(Smashing)
5% DamageBuff(Lethal)
5% DamageBuff(Fire)
5% DamageBuff(Cold)
5% DamageBuff(Energy)
5% DamageBuff(Negative)
5% DamageBuff(Toxic)
5% DamageBuff(Psionic)
10% Defense
8.31% Defense(Smashing)
8.31% Defense(Lethal)
11.8% Defense(Fire)
11.8% Defense(Cold)
7.38% Defense(Energy)
7.38% Defense(Negative)
3% Defense(Psionic)
8% Defense(Melee)
9.88% Defense(Ranged)
14.9% Defense(AoE)
2.25% Max End
15% Enhancement(Accuracy)
3% Enhancement(Immobilize)
4% Enhancement(Heal)
76.3% Enhancement(RechargeTime)
5% FlySpeed
24.1 HP (3%) HitPoints
5% JumpHeight
5% JumpSpeed
Knockback (Mag -8)
Knockup (Mag -8)
MezResist(Confused) 5%
MezResist(Held) 5%
MezResist(Immobilize) 8.3%
MezResist(Sleep) 7.75%
MezResist(Stun) 6.65%
MezResist(Terrorized) 7.2%
13.5% (0.23 End/sec) Recovery
10% (0.34 HP/sec) Regeneration
20% Resistance(Smashing)
20% Resistance(Lethal)
25% Resistance(Fire)
25% Resistance(Cold)
20% Resistance(Energy)
21.9% Resistance(Negative)
20% Resistance(Toxic)
20% Resistance(Psionic)
5% RunSpeed
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
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