Achilles in Enforcer or +Def IO's
What about the possibility of 2 acc/dam HOs, a Soulbound Dam/End, the achilles heel, and 2 defense IOs? Your accuracy would only be 66% but that is probably enough for the enforcer.
An alternative would be to go with 2 acc/dam HOs, a Blood Mandate acc/dam/end, and then the achilles heel with 2 defense IOs. Your acc and dam would be 86%.
Finally, if you were willing to let the enforcer endurance useage run a little low from time to time, you could do 3 acc/dam HOs and the achilles and the 2 defense IOs. That way acc and dam are both 94%.
Lewis
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
By the way, what is the final word on the base percentage of the Enforcer's Maneuvers anyway? I know it only affects other thug summons. Also, does each Enforcer project one, and do they stack?
Thanks,
Lewis
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
[ QUOTE ]
By the way, what is the final word on the base percentage of the Enforcer's Maneuvers anyway? I know it only affects other thug summons. Also, does each Enforcer project one, and do they stack?
Thanks,
Lewis
[/ QUOTE ]
To my knowledge, they each put out one and they stack and with other Enforcer stacks
Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars
That is the base percentage? I've seen people say 7%, 7.5%, and 8%.
I'm trying to figure out what percentage 2 enforcers generate, if they have 2 level 50 Defense IOs in them. I would think it would be 11.2% for each enforcer, if the base value is 7.5%. Is that accurate? That would be pretty sweet if each pet was getting 22.4% as long as each enforcer was alive. Seems a bit high, but cool.
Lewis
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
Weird. I was playing around with Thugs/Traps and you can get some pretty crazy high defense numbers. Well, defense debuff notwithstanding. I managed to soft cap Ranged, come darned close on AoE, and also well beyond soft cap smashing/lethal and energy. Plus all my other numbers are at least 33%, even psi. Freaky.
Plus, if the numbers are what I hope on the Enforcers, combined with my Maneuvers and FFG and my pet unique defense IOs, I soft cap the thugs if they stay in range. Well, I think.
Or am I totally crazy on this?
Lewis
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
ZZZ MMM Thugs Traps: Level 50 Magic Mastermind
Primary Power Set: Thugs
Secondary Power Set: Traps
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Call Thugs -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Acc(5), BldM'dt-Dmg(7)
Level 1: Web Grenade -- Enf'dOp-Acc/EndRdx(A)
Level 2: Caltrops -- Slow-I(A)
Level 4: Triage Beacon -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(7), H'zdH-Heal/Rchg(11), Numna-Heal/Rchg(11)
Level 6: Equip Thugs -- EndRdx-I(A)
Level 8: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(9), Flight-I(9), DefBuff-I(43), DefBuff-I(46)
Level 10: Acid Mortar -- ShldBrk-Acc/DefDeb(A), ShldBrk-Acc/Rchg(19), ShldBrk-DefDeb(36), ShldBrk-Acc/EndRdx/Rchg(37), RechRdx-I(37), Achilles-ResDeb%(37)
Level 12: Call Enforcer -- HO:Nucle(A), HO:Nucle(13), BldM'dt-Acc/Dmg/EndRdx(13), Achilles-ResDeb%(15), DefBuff-I(15), DefBuff-I(19)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(21), Flight-I(21)
Level 16: Force Field Generator -- RedFtn-Def/EndRdx(A), RedFtn-Def(17), DefBuff-I(17)
Level 18: Gang War -- S'bndAl-Dmg/Rchg(A), S'bndAl-Acc/Dmg/Rchg(23), S'bndAl-Acc/Rchg(23), BldM'dt-Acc/Dmg(25), C'Arms-Acc/Dmg/Rchg(25), C'Arms-+Def(Pets)(33)
Level 20: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(36), Lock-Rchg/Hold(36), Lock-EndRdx/Rchg/Hold(40), Lock-Acc/EndRdx/Rchg/Hold(40), Lock-%Hold(40)
Level 22: Swift -- Flight-I(A)
Level 24: Health -- Mrcl-Rcvry+(A)
Level 26: Call Bruiser -- HO:Endo(A), HO:Endo(27), HO:Perox(27), HO:Nucle(29), S'bndAl-Dmg/EndRdx(29), EdctM'r-PetDef(31)
Level 28: Seeker Drones -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(33), Stpfy-Acc/EndRdx(33), Stpfy-Stun/Rng(34), Stpfy-Acc/Stun/Rchg(34), Stpfy-KB%(34)
Level 30: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(31), EndMod-I(31)
Level 32: Upgrade Equipment -- EndRdx-I(A)
Level 35: Boxing -- Acc-I(A)
Level 38: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def(39), S'dpty-Def/EndRdx(39)
Level 41: Web Envelope -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(42), TotHntr-Acc/EndRdx(42), TotHntr-Immob/Acc(42), TotHntr-Acc/Immob/Rchg(43), TotHntr-Dam%(43)
Level 44: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46), RedFtn-EndRdx(46)
Level 47: Tough -- TtmC'tng-ResDam/EndRdx(A), Aegis-ResDam/EndRdx(48), ImpArm-ResDam/EndRdx(48), S'fstPrt-ResDam/Def+(48)
Level 49: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/EndRdx/Rchg(50), RedFtn-Def(50), S'dpty-Def/EndRdx(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Supremacy
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Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
What exactly is the +def aura and +resist aura numbers for Call to Arms and Expedient Reinforcement? It is blank in Mids
[ QUOTE ]
What exactly is the +def aura and +resist aura numbers for Call to Arms and Expedient Reinforcement? It is blank in Mids
[/ QUOTE ]
+5% Def and +10% Res
Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars
[ QUOTE ]
That is the base percentage? I've seen people say 7%, 7.5%, and 8%.
I'm trying to figure out what percentage 2 enforcers generate, if they have 2 level 50 Defense IOs in them. I would think it would be 11.2% for each enforcer, if the base value is 7.5%. Is that accurate? That would be pretty sweet if each pet was getting 22.4% as long as each enforcer was alive. Seems a bit high, but cool.
Lewis
[/ QUOTE ]
According to the in game info tab for enforcer it is 7.41% base (strange number)
[ QUOTE ]
gang war takes both
[/ QUOTE ]
This. Drop both Resist uniques, both Defense uniques, and a couple of recharges (or Acc/Recharge IOs if you care about them hitting) in Gang War and you have all four uniques wihout sacrificing any slots in your main pets.
Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name
[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636
[ QUOTE ]
You know what, I just realized that MM's pets may not be able to take Pet Recharge pets? Just Pet Sets??
[/ QUOTE ]
gang war takes both, enabling a thugs/traps or thugs/ff to softcap a bruiser to melee/aoe/ranged and give it brute levels of resistance to smash/lethal
wanted to post here saying that the achilles proc io is a FANTASTIC addition to the enforcers
they will keep it up constantly between the two of them. they not only have several attacks that will proc it, but all of their attacks recharge fast (ever notice their end problems? and it's not from running leadership powers as those cost them no endurance)
yep. prob the biggest upgrade in my overall dmg and well worth the $$
I would take advantage of being able to slot both Unique sets while you're still able (and assuming that they stack). The total slot cost is minor and you don't have to sacrifice your Enforcer's slots to do it.
+10% Def and +20% Resis is just to good to pass up; can you still slot your Enforcers for Def, sure... go right ahead.
The other thing to consider would by your choice of secondary.
Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars