Medicine Pool Question - Mastermind


Aggelakis

 

Posted

Is it possible to take Resuscitate to rez your minions (I have mercenaries)? Probably a waste of a power but I'd like to know.


 

Posted

No, rez powers only work on players.


Kosmos

Global: @Calorie
MA Arcs in 4-star purgatory: Four in a Row (#2198) - Hostile Takeover (#69714) - Red Harvest (#268305)

 

Posted

semi related but vengeance from leadership won't work either


 

Posted

Thanks for the answer, although now I'm stuck trying to figure out what to give my MErcs/Traps/Charge MM for his 49th power. Any suggestions? Also, I can't spare any extra slots, I've got my build set up to maximize damage and I don't want to disrupt the 50% extra I'm getting in set bonuses.


 

Posted

Well, without know what you've taken it's hard to say. Hasten, Combat Jumping, Provoke, Recall Friend, Grant Invisibility, Detonator, ???


Kosmos

Global: @Calorie
MA Arcs in 4-star purgatory: Four in a Row (#2198) - Hostile Takeover (#69714) - Red Harvest (#268305)

 

Posted

Here is my build

Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Captain Hawk-Eye: Level 50 Natural Mastermind
Primary Power Set: Mercenaries
Secondary Power Set: Traps
Power Pool: Flight
Power Pool: Leadership
Power Pool: Medicine
Ancillary Pool: Charge Mastery
Villain Profile:

Level 1: Soldiers

  • (A) Sovereign Right - Resistance Bonus: Level 50
  • (3) Damage Increase IO: Level 50
  • (3) Damage Increase IO: Level 50
  • (5) Healing IO: Level 50
  • (5) Healing IO: Level 50
  • (7) Achilles' Heel - Chance for Res Debuff: Level 20
Level 1: Web Grenade
  • (A) Immobilisation Duration IO: Level 50
Level 2: Burst
  • (A) Analyze Weakness - Accuracy/Defense Debuff: Level 50
  • (7) Analyze Weakness - Defense Debuff/Endurance/Recharge: Level 50
  • (9) Analyze Weakness - Accuracy/Endurance/Recharge: Level 50
  • (9) Analyze Weakness - Accuracy/Recharge: Level 50
  • (11) Undermined Defenses - Defense Debuff: Level 50
  • (11) Undermined Defenses - Defense Debuff/Recharge/Endurance: Level 50
Level 4: Slug
  • (A) Apocalypse - Damage: Level 50
  • (13) Apocalypse - Accuracy/Damage/Recharge: Level 50
  • (15) Apocalypse - Damage/Recharge: Level 50
  • (15) Apocalypse - Accuracy/Recharge: Level 50
  • (17) Apocalypse - Damage/Endurance: Level 50
  • (17) Devastation - Chance of Hold: Level 50
Level 6: Equip Mercenary
  • (A) Endurance Reduction IO: Level 50
  • (19) Endurance Reduction IO: Level 50
Level 8: Triage Beacon
  • (A) Panacea - Endurance/Recharge: Level 50
  • (19) Panacea - Hea/Recharge: Level 50
  • (21) Panacea - Heal: Level 50
  • (21) Panacea - Heal/Endurance: Level 50
  • (23) Panacea - Heal/Endurance/Recharge: Level 50
Level 10: Hover
  • (A) Flight Speed IO: Level 50
Level 12: Fly
  • (A) Flight Speed IO: Level 50
Level 14: Acid Mortar
  • (A) Achilles' Heel - Chance for Res Debuff: Level 20
  • (23) Achilles' Heel - Defense Debuff/Recharge: Level 20
  • (25) Analyze Weakness - Accuracy/Recharge: Level 50
  • (25) Analyze Weakness - Defense Debuff/Endurance/Recharge: Level 50
  • (27) Analyze Weakness - Accuracy/Endurance/Recharge: Level 50
  • (27) Analyze Weakness - Defense Debuff: Level 50
Level 16: Spec Ops
  • (A) Edict of the Master - Defense Bonus: Level 40
  • (29) Achilles' Heel - Chance for Res Debuff: Level 20
  • (29) Dark Watcher's Despair - Chance for Recharge Slow: Level 50
  • (31) Deflated Ego - Chance for Recovery Debuff: Level 20
  • (31) Damage Increase IO: Level 50
  • (31) Damage Increase IO: Level 50
Level 18: Force Field Generator
  • (A) Red Fortune - Defense: Level 50
  • (33) Red Fortune - Defense/Endurance: Level 50
  • (33) Red Fortune - Defense/Endurance/Recharge: Level 50
  • (33) Red Fortune - Defense/Recharge: Level 50
Level 20: Caltrops
  • (A) Ragnarok - Chance for Knockdown: Level 50
  • (34) Ragnarok - Damage: Level 50
  • (34) Ragnarok - Damage/Recharge: Level 50
  • (34) Ragnarok - Accuracy/Damage/Recharge: Level 50
  • (36) Ragnarok - Accuracy/Recharge: Level 50
Level 22: Poison Trap
  • (A) Lockdown - Recharge/Hold: Level 50
  • (36) Lockdown - Endurance/Recharge/Hold: Level 50
  • (36) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 50
Level 24: Assault
  • (A) Endurance Reduction IO: Level 50
Level 26: Commando
  • (A) Soulbound Allegiance - Chance for Build Up: Level 50
  • (37) Soulbound Allegiance - Accuracy/Damage/Recharge: Level 50
  • (37) Soulbound Allegiance - Damage/Recharge: Level 50
  • (37) Soulbound Allegiance - Damage: Level 50
  • (39) Soulbound Allegiance - Accuracy/Recharge: Level 50
  • (39) Soulbound Allegiance - Damage/Endurance: Level 50
Level 28: Aid Other
  • (A) Numina's Convalescence - Heal/Recharge: Level 50
  • (39) Numina's Convalescence - Endurance/Recharge: Level 50
  • (40) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
  • (40) Numina's Convalescence - Heal/Endurance: Level 50
  • (40) Numina's Convalescence - Heal: Level 50
  • (50) Numina's Convalescence - +Regeneration/+Recovery: Level 50
Level 30: Stimulant
  • (A) Recharge Reduction IO: Level 50
Level 32: Maneuvers
  • (A) Red Fortune - Defense: Level 50
  • (42) Red Fortune - Defense/Recharge: Level 50
  • (42) Red Fortune - Defense/Endurance: Level 50
  • (42) Red Fortune - Defense/Endurance/Recharge: Level 50
Level 35: Tactics
  • (A) Adjusted Targeting - To Hit Buff: Level 50
  • (43) Adjusted Targeting - To Hit Buff/Endurance: Level 50
Level 38: Seeker Drones
  • (A) Deflated Ego - To Hit Debuff: Level 20
  • (43) Deflated Ego - To Hit Debuff/Recharge: Level 20
  • (43) Deflated Ego - Chance for Recovery Debuff: Level 20
  • (45) Dampened Spirits - To Hit Debuff: Level 50
  • (45) Dampened Spirits - To Hit Debuff/Recharge: Level 50
Level 41: Trip Mine
  • (A) Fury of the Gladiator - Chance for Res Debuff: Level 50
  • (45) Fury of the Gladiator - Damage/Recharge: Level 50
  • (46) Fury of the Gladiator - Damage/Endurance/Recharge: Level 50
  • (46) Fury of the Gladiator - Accuracy/Damage/End/Rech: Level 50
Level 44: Electric Shackles
  • (A) Devastation - Damage/Recharge: Level 50
  • (46) Devastation - Accuracy/Damage/Recharge: Level 50
  • (48) Devastation - Accuracy/Damage/Endurance/Recharge: Level 50
  • (48) Devastation - Damage/Endurance: Level 50
  • (48) Lockdown - Recharge/Hold: Level 50
  • (50) Lockdown - Endurance/Recharge/Hold: Level 50
Level 47: Tactical Upgrade
  • (A) Endurance Reduction IO: Level 50
  • (50) Endurance Reduction IO: Level 50
Level 49: Static Discharge
  • (A) Energy Manipulator - Chance to Stun: Level 20
Level 50: Musculature Core Paragon
Level 50: Diamagnetic Radial Flawless Interface
------------

Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 1: Supremacy

Level 2: Rest
  • (A) Empty
Level 4: Ninja Run

Level 2: Swift
  • (A) Run Speed IO: Level 50
Level 2: Health
  • (A) Healing IO: Level 50
Level 2: Hurdle
  • (A) Jumping IO: Level 50
Level 2: Stamina
  • (A) Endurance Modification IO: Level 50
  • (13) Endurance Modification IO: Level 50


 

Posted

Hasten. A few more Acid Mortars can't hurt can it?


Kosmos

Global: @Calorie
MA Arcs in 4-star purgatory: Four in a Row (#2198) - Hostile Takeover (#69714) - Red Harvest (#268305)

 

Posted

Huh, I knew that the secondary power set rez specifically state that they do not work on minions. But I had assumed that the medicine pool rez would work.

Not that I could test, my only Mastermind is a Bots. But this leads me to a different question. If it is impossible to rez minions ever... What is the point of the game stating that Robotic and Necromancy minions can not be resurrected in power set description, when no mention of this is made for Mercenaries, thugs, or Ninjas?

It makes one assume that 'the downside to robots and Necromancy is that you can't rez them'. Were you once able to rez the 'human' sets, but that has since been patched out without the flavor text being altered or something?


Clearly, we need more lasers.

 

Posted

Quote:
Originally Posted by LaserAddict View Post
Huh, I knew that the secondary power set rez specifically state that they do not work on minions. But I had assumed that the medicine pool rez would work.
Also Leadership:Vengeance doesn't trigger off henchmen/pets. I learned that the hard way.


The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
--The Question, JLU

 

Posted

Quote:
Originally Posted by Kosmos View Post
Hasten. A few more Acid Mortars can't hurt can it?
Good idea, I hadn't thought of Hasten. In fact I think the only thing that was running through my mind was damage, damage, more damage, and recharge (but not really, more damage).


 

Posted

Quite possibly that line is an oversight.

And I'd say tactics.


Orc&Pie No.53230 There is an orc, and somehow, he got a pie. And you are hungry.
www.repeat-offenders.net

Negaduck: I see you found the crumb. I knew you'd never notice the huge flag.

 

Posted

Quote:
Originally Posted by The SentinelF13 View Post
...Also, I can't spare any extra slots, I've got my build set up to maximize damage and I don't want to disrupt the 50% extra I'm getting in set bonuses.
Quick thing... you're aware that damage bonuses from sets are not inherited by pets, right?

Edit: Also, I just took a cursory look over your build... I don't really have time at the moment for a full review, but if you want your pets to do more damage, you need to slot them with some accuracy. The pet damage IO sets are very rewarding for pure enhancement value, it's relatively easy to ED cap accuracy, damage, and even end. reduction if you really feel you need to by using them.

Just so that you know, most set bonuses are of limited value to Masterminds. Pets do not inherit any set bonuses from you, including accuracy and damage bonuses, and cannot have their powers' recharge times modified in any way. For /Traps, global recharge and defense are going to be your best bets. Blood Mandate is a great set to pick up some AoE and ranged defense to supplement your Force Field Generator, for example.


@Draeth Darkstar
Virtue [Heroes, Roleplay], Freedom [Villains], Exalted [All Sides, Roleplay]
Code:
I24 Proc Chance = (Enhanced Recharge + Activation Time) * (Current PPM * 1.25) / 60*(1 + .75*(.15*Radius - 0.011*Radius*(360-Arc)/30))
Single Target Radius = 0. AoE Non-Cone Arc = 360.

 

Posted

Quote:
Originally Posted by Draeth Darkstar View Post
Quick thing... you're aware that damage bonuses from sets are not inherited by pets, right?
No I was not, good thing i hadn't started slotting any of this stuff! Looks like I'm going to have to make a couple changes.


 

Posted

Unless you are going Mu for thematic reasons, I would look into going Mace since Scorpion Shield is a def based toggle and the def will stack with FFG. As fun as MOAR DAMAGE is, soft capping to stuff like S/L is even better.


 

Posted

Your Primary:

MM personal attacks are some of the weakest in the game. It is almost completely useless to slot them up at all - maybe an extra slot for one of them so you can get a set bonus for Recovery from Thunderstike(A/D/E and A/D/R). Also, it is almost completely useless to get more than one of them, and maybe not even that many. I would choose between Burst and Slug(either of them for flavor purposes) and not take the others unless you really can't find anything else to take.

Your Henchmen Summons powers are very important and you should take your Spec Ops as soon as it is available. Move Triage Beacon to your level 18 power choice, Hover to level 8, Acid Mortar to level 10, Spec Ops to level 12 and Fly to level 14. Level 16 should be your FFG. I recommend 6 slotting Blood Mandates in all three summons powers the set bonuses are very beneficial for you. Your henchmen need maximum ACC and DAM. They will be at least -4 vs. Incarnate stuff until you get your Tier 3's and 4's slotted.

Your Henchmen Upgrade Powers are extremely important to your's and their's survival and should be taken as soon as they are available to be taken. How you got to 50 without taking Tactical Upgrade at level 32 must be a "miraculous story of overcomming 'self-imposed' handicaps and enduring 'self-created' hardships" that would be worthy of novelization and placement on the 'Tear Jerker' Best Sellers List. Also, they only require one Endurance Reduction now due to the switch to AoE upgrading. If you follow these guidlines your Henchman will be able to survive longer and Upgrading costs will not be a serious factor.

Your Secondary:

Web Grenade needs more love from you. This power will keep your enemies within the area of your caltrops and acid mortar, and can lock down runners and keep your henchmen from running out of Leadership/Supremacy range in pursuit of them. I recommend 4 Trap of the Hunters including all of the ACC ones from the set.

Caltrops should be moved to your 4th lvl pick(once you decide which ONE personal attack to take from your primary).

Your head is in the right place with the slotting of your Acid Mortar, I would recommend: Analyze Weakness Acc/Def Debuff, Acc/Rech, and Acc/End/Rech, Shield Breaker Acc/Rech, Undermined Defenses Def Debuff/End/Rech and the Achile's Heel --Chance for -Res proc as the ideal Slotting for this power. Get the Recharge and Acc as high as possible.

FFG, is slotted ok, but you would get better globals from 4 slotting LotG including the +Rech: Def/End, Def/End/Rech, Def, and Def/+Rech. Recharge is not usually very important with this power. Remember to take this power as soon as it is available at level 16.

Triage Beacon is slotted with everything from Panacea, except the only one worth having from Panacea, which is the Proc. If you can get all those Panaceas, don't, just get the Proc and 4 slot Numina's(w/out the Numina's Proc because that goes in Health) and a Tripple from Doctored Wounds. It is ok to put this off until lvl 18.

Pool Power/Inherent Fitness Intersession Alert:

Leadership: Take these powers at level 20, 22, and 24

Manuevers: I would 2 slot this with an End Reduction IO and a LotG Def/+Rech IO.

Assault: End Red IO

Tactics: Adjusted Targetting 2Hit/End and Gaussian's 2Hit/End.

Health: I recommend 4 slotting with Numina's Heal and the Proc, and Miracle's Heal and the Proc. You can get away with just the two Procs here if you have to, you get more if you can put the other 2 slots in with the Procs though.

Stamina: I reccomend 3 slotting with Performance Shifter's End Mod and Proc and an End Mod IO. You can skimp on the End Mod IO slot,..., but don't.

Level 26 is your Commando. Period.

Seeker Drones will save your life. Before engaging the enemy send in the drones. They need maximum Rech and ACC. Everything else would be gravy. Try: Rope-a-Dope Acc/Rech, Acc/Stun/Rech, Stupefy Acc/Rech Acc/Stun/Rech, and Dark Watcher's Rech/End and Proc.

Poison Trap rocks. The beauty here is that it doesn't need ACC. 4 slots are ok with Lockdown Rech/Hold/ and End/Rech/Hold, Basilisk's Gaze Rech/Hold and End/Rech/Hold is good. Great comes with 5 slots and the Lockdown Proc.

Lvl 32 Tactical Upgrade. Period. (My only thought is that you were deliberately trying to build your Debt Badges)

Trip Mine is a very nice power. Add slots if you like. Enjoy yourself here. Or, it can get by with 2 slots a Posi Acc/Dam/End and a Multi-strike Acc/Dam/End would be fine here.

Detonator: Mercs wiffle at placing it. The power is almost useless for Mercs. I recommend skipping it.

Level 38(then): Wild Card: I understand your need for Medicine Pool. If you really want to take it, this is a good spot to begin with that pool. Your Triage Beacon and Medic should be handling your Healing by now though. SO, maybe one of your other personal attacks, like M30 Grenade, shrug, it's an AoE(as weaksauce as all MM personal attacks).

Epic Pools:

If you chose to start Med Pool get the next power here at lvl 41 otherwise:

I recommend you get Mace Mastery from Black Scorpion's Patronage for the Web Envelope the Scorpion Sheild, and the Web Cocoon. Power Boost will not increase the Secondary Effects of your Traps. > They are pets and Power Boost only affects YOUR secondary effects so it would work on Web Grenade and to an extremely lesser extent your defense debuff in Burst if you took that power. So, meh to the mehnth power.

If you chose to ignore the Med Pool(recommended) then your level 49 is open and Hasten would be a fine choice here, perhaps even the best choice. You could also take Combat Jumping for another place to put a LotG Def/+Rech. You can run Hover and CJ at the same time.

Hover should have a Karma -Knockback, and a LotG Def/+Rech. If you can afford the slots then put the Blessing of the Zephyr Set in here too, the whole set if you can, AND maybe the Freebird +Stealth Proc.

Fly should only need an End Red IO in it, or the End/Fly from Soaring. Flight Speed is capped by level and a Fly IO is wasted in it. Which is why there are eleventy bajgillion of them for sale on the market. I recommend buying 10 of them at level 45/50(should cost like 10 inf) and leaving them in your Enhancement Tray so you can sell them back to the game for full value during your awesomely necessary and imminent RESPEC.

Anyway, good luck and Happy Gaming! :-)

Red


"Character is what you are in the dark"-John Warfin

 

Posted

Thank you for looking over my build, the tips are helpful. I'm going to have a lot to change around and I'll repost when I get the time (shouldn't take me too long).

Quote:
Originally Posted by redtornado View Post
Your Primary:
Your Henchmen Summons powers are very important and you should take your Spec Ops as soon as it is available. Move Triage Beacon to your level 18 power choice, Hover to level 8, Acid Mortar to level 10, Spec Ops to level 12 and Fly to level 14. Level 16 should be your FFG. I recommend 6 slotting Blood Mandates in all three summons powers the set bonuses are very beneficial for you. Your henchmen need maximum ACC and DAM. They will be at least -4 vs. Incarnate stuff until you get your Tier 3's and 4's slotted.
Yeah, I wasn't looking at what levels I was taking them at since I was going to level to 50 THEN do the respec so where I placed the powers on Mids wouldn't matter.

Quote:
Originally Posted by redtornado View Post
...How you got to 50 without taking Tactical Upgrade at level 32 must be a "miraculous story of overcomming 'self-imposed' handicaps and enduring 'self-created' hardships" that would be worthy of novelization and placement on the 'Tear Jerker' Best Sellers List...
2 Grammies and counting

Quote:
Originally Posted by redtornado View Post
Web Grenade needs more love from you. This power will keep your enemies within the area of your caltrops and acid mortar, and can lock down runners and keep your henchmen from running out of Leadership/Supremacy range in pursuit of them. I recommend 4 Trap of the Hunters including all of the ACC ones from the set.
I tried doing web grenade but it just felt like a pain in the a** to use for some reason. I know it stacks with your Spec Ops's web grenades but it just feels like an annoying power.

Quote:
Originally Posted by redtornado View Post
Detonator: Mercs wiffle at placing it. The power is almost useless for Mercs. I recommend skipping it.
True, but if one does make me mad (like the ADD Medic), I can put him in retirement early .

Quote:
Originally Posted by redtornado View Post
Epic Pools:
Thanks for the recommendation but I have to take electric shackles since its a big part of the character concept. Since Hawk-Eye is a security captain I wanted him to have some kind of handcuff like hold or immobilize.

Quote:
Originally Posted by redtornado View Post
Anyway, good luck and Happy Gaming! :-)

Red
You too and thanks again!


 

Posted

And heres the new build, I just started from scratch and once again, didn't pay attention to what level the powers were placed at (Not that it matters). Tell me what you think.

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Captain Hawk-Eye: Level 50 Natural Mastermind
Primary Power Set: Mercenaries
Secondary Power Set: Traps
Power Pool: Flight
Power Pool: Medicine
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Charge Mastery
Hero Profile:


Level 1: Burst

  • (A) Damage Increase IO: Level 50
Level 1: Web Grenade
  • (A) Trap of the Hunter - Accuracy/Immobilize/Recharge: Level 50
  • (3) Trap of the Hunter - Immobilize/Accuracy: Level 50
  • (3) Trap of the Hunter - Endurance/Immobilize: Level 50
  • (5) Trap of the Hunter - Accuracy/Endurance: Level 50
Level 2: Soldiers
  • (A) Blood Mandate - Accuracy/Damage: Level 50
  • (5) Blood Mandate - Damage: Level 50
  • (7) Blood Mandate - Accuracy: Level 50
  • (7) Sovereign Right - Resistance Bonus: Level 50
  • (9) Healing IO: Level 50
  • (9) Achilles' Heel - Chance for Res Debuff: Level 20
Level 4: Caltrops
  • (A) Ragnarok - Accuracy/Recharge: Level 50
  • (15) Ragnarok - Accuracy/Damage/Recharge: Level 50
  • (17) Ragnarok - Chance for Knockdown: Level 50
  • (17) Ragnarok - Damage/Recharge: Level 50
  • (19) Ragnarok - Damage: Level 50
  • (19) Ragnarok - Damage/Endurance: Level 50
Level 6: Equip Mercenary
  • (A) Endurance Reduction IO: Level 50
Level 8: Hover
  • (A) Karma - Knockback Protection: Level 30
Level 10: Fly
  • (A) Endurance Reduction IO: Level 50
Level 12: Triage Beacon
  • (A) Panacea - +Hit Points/Endurance: Level 50
  • (21) Numina's Convalescence - Heal/Recharge: Level 50
  • (21) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
  • (23) Numina's Convalescence - Heal: Level 50
  • (23) Numina's Convalescence - Endurance/Recharge: Level 50
  • (25) Doctored Wounds - Heal/Recharge: Level 50
Level 14: Acid Mortar
  • (A) Achilles' Heel - Chance for Res Debuff: Level 20
  • (25) Analyze Weakness - Accuracy/Recharge: Level 50
  • (27) Analyze Weakness - Accuracy/Endurance/Recharge: Level 50
  • (27) Analyze Weakness - Accuracy/Defense Debuff: Level 50
  • (29) Undermined Defenses - Defense Debuff/Recharge/Endurance: Level 50
  • (29) Undermined Defenses - Defense Debuff/Recharge: Level 50
Level 16: Spec Ops
  • (A) Edict of the Master - Defense Bonus: Level 40
  • (31) Achilles' Heel - Chance for Res Debuff: Level 20
  • (31) Deflated Ego - Chance for Recovery Debuff: Level 20
  • (31) Dark Watcher's Despair - Chance for Recharge Slow: Level 50
  • (33) Sovereign Right - Accuracy/Damage: Level 50
  • (33) Blood Mandate - Accuracy/Damage: Level 50
Level 18: Force Field Generator
  • (A) Luck of the Gambler - Defense/Endurance: Level 50
  • (33) Luck of the Gambler - Recharge Speed: Level 50
  • (34) Luck of the Gambler - Defense/Recharge: Level 50
  • (34) Luck of the Gambler - Endurance/Recharge: Level 50
  • (34) Luck of the Gambler - Defense: Level 50
  • (36) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
Level 20: Aid Other
  • (A) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
  • (36) Numina's Convalescence - Endurance/Recharge: Level 50
  • (36) Numina's Convalescence - Heal/Recharge: Level 50
  • (37) Numina's Convalescence - Heal: Level 50
  • (37) Doctored Wounds - Recharge: Level 50
  • (37) Doctored Wounds - Heal/Endurance: Level 50
Level 22: Stimulant
  • (A) Recharge Reduction IO: Level 50
Level 24: Maneuvers
  • (A) Luck of the Gambler - Defense/Endurance: Level 50
  • (39) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
  • (39) Luck of the Gambler - Defense: Level 50
  • (50) Luck of the Gambler - Recharge Speed: Level 50
Level 26: Assault
  • (A) Endurance Reduction IO: Level 50
Level 28: Tactics
  • (A) Adjusted Targeting - To Hit Buff/Endurance: Level 50
  • (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
Level 30: Commando
  • (A) Soulbound Allegiance - Damage/Endurance: Level 50
  • (40) Soulbound Allegiance - Accuracy/Damage/Recharge: Level 50
  • (40) Soulbound Allegiance - Chance for Build Up: Level 50
  • (40) Sovereign Right - Accuracy/Damage: Level 50
  • (42) Sovereign Right - Accuracy/Damage/Endurance: Level 50
  • (42) Sovereign Right - Accuracy/Endurance: Level 50
Level 32: Tactical Upgrade
  • (A) Endurance Reduction IO: Level 50
Level 35: Poison Trap
  • (A) Lockdown - Recharge/Hold: Level 50
  • (42) Lockdown - Endurance/Recharge/Hold: Level 50
  • (43) Basilisk's Gaze - Recharge/Hold: Level 30
  • (43) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
Level 38: Seeker Drones
  • (A) Stupefy - Chance of Knockback: Level 50
  • (43) Stupefy - Accuracy/Recharge: Level 50
  • (45) Dark Watcher's Despair - Chance for Recharge Slow: Level 50
  • (45) Absolute Amazement - Chance for ToHit Debuff: Level 50
  • (45) Absolute Amazement - Accuracy/Recharge: Level 50
  • (46) Absolute Amazement - Accuracy/Stun/Recharge: Level 50
Level 41: Trip Mine
  • (A) Armageddon - Accuracy/Damage/Recharge: Level 50
  • (46) Armageddon - Accuracy/Recharge: Level 50
  • (46) Fury of the Gladiator - Accuracy/Damage: Level 50
  • (48) Armageddon - Chance for Fire Damage: Level 50
Level 44: Hasten
  • (A) Recharge Reduction IO: Level 50
Level 47: Electric Shackles
  • (A) Lockdown - Accuracy/Hold: Level 50
  • (48) Lockdown - Recharge/Hold: Level 50
  • (48) Lockdown - Endurance/Recharge/Hold: Level 50
  • (50) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 50
Level 49: Static Discharge
  • (A) Energy Manipulator - Chance to Stun: Level 20
  • (50) Performance Shifter - EndMod: Level 50
Level 50: Musculature Core Paragon
Level 50: Diamagnetic Core Flawless Interface
Level 50: Rebirth Radial Epiphany
------------


Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 1: Supremacy


Level 2: Rest
  • (A) Empty
Level 4: Ninja Run


Level 2: Swift
  • (A) Empty
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
  • (11) Numina's Convalescence - Heal: Level 50
  • (11) Miracle - +Recovery: Level 40
  • (13) Miracle - Heal: Level 40
Level 2: Hurdle
  • (A) Empty
Level 2: Stamina
  • (A) Endurance Modification IO: Level 50
  • (13) Performance Shifter - Chance for +End: Level 50
  • (15) Performance Shifter - EndMod: Level 50


 

Posted

Quote:
Originally Posted by redtornado View Post
Fly should only need an End Red IO in it, or the End/Fly from Soaring. Flight Speed is capped by level and a Fly IO is wasted in it.
Is this true? I'm sure my level 50 with two fly IOs slotted flys a lot faster then my other level 50's with only one slotted. Maybe, I'll run a race tonight to check.

If it is true and putting a flight IO into fly does nothing, then I may respec to use the slot elsewhere.


 

Posted

Thanks Aggelakis.

There are way too many of these little bits of knowledge that make a difference in the game to keep track of.


 

Posted

Another option I'm a fan of. Put a stealth proc IO into sprint. Then take stealth. It will give you near invisibility for a lot so if needed the mobs will only see your pets and ignore you. It also gives you the option of stealthing a mission if the occasion calls for it.


 

Posted

Quote:
Originally Posted by AquaJAWS View Post
Another option I'm a fan of. Put a stealth proc IO into sprint. Then take stealth. It will give you near invisibility for a lot so if needed the mobs will only see your pets and ignore you. It also gives you the option of stealthing a mission if the occasion calls for it.
I prefer Stealth IO in Sprint + Super Speed. That gives full invisibility (actually 65').


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Posted

Quote:
Originally Posted by Eric Nelson View Post
I prefer Stealth IO in Sprint + Super Speed. That gives full invisibility (actually 65').
I agree as well. That's usually how I do it when I want a stealth toon that isn't a stalker (or super speed + stealth works too, right?) Though doesn't the Stealth power along with a stealth IO proc accomplish the same level of invisibility?

Either way, I was going with what he could do with only taking one power and not needing any other slots. Since he took fly I would assume that is his preferred method of travel, so he could take stealth and add an IO proc and get both (flight and good stealth) with nothing else.