Help with build / sets (AR / DEV)


Doomguide

 

Posted

Ive been playing with the COH Planner for about two days now, mainly using the AR/DEV refit post as a reference. The sets are 100% completely throwing me off! I was wondering if someone could take a look and help me out?

I mainly just wanna do great damage and with a decent defense.

Here is what I came up with so far.... Comments would be appreciated!

Thanks, Gen



Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 49 Natural Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Munitions Mastery

Hero Profile:
Level 1: Burst

  • (A) Empty
Level 1: Web Grenade
  • (A) Empty
Level 2: Slug
  • (A) Empty
Level 4: Buckshot
  • (A) Empty
Level 6: Caltrops
  • (A) Empty
Level 8: Beanbag
  • (A) Empty
Level 10: Taser
  • (A) Empty
Level 12: Targeting Drone
  • (A) Empty
Level 14: Hasten
  • (A) Empty
Level 16: Smoke Grenade
  • (A) Empty
Level 18: Flamethrower
  • (A) Empty
Level 20: Cloaking Device
  • (A) Empty
Level 22: Super Speed
  • (A) Empty
Level 24: Super Jump
  • (A) Empty
Level 26: Combat Jumping
  • (A) Empty
Level 28: Trip Mine
  • (A) Empty
Level 30: Kick
  • (A) Empty
Level 32: Full Auto
  • (A) Empty
Level 35: Tough
  • (A) Empty
Level 38: Gun Drone
  • (A) Empty
Level 41: Body Armor
  • (A) Empty
Level 44: Surveillance
  • (A) Empty
Level 47: LRM Rocket
  • (A) Empty
Level 49: Weave
  • (A) Empty
------------
Level 2: Swift
  • (A) Empty
Level 2: Health
  • (A) Empty
Level 2: Hurdle
  • (A) Empty
Level 2: Stamina
  • (A) Empty
Level 1: Brawl
  • (A) Empty
Level 1: Defiance
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run



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Posted

First off I get your issue, but posting up a blank Mids with just powers isn't gonna give you any help. No one knows your bank account or how much you can spend.

There is no simple way around this. Either you take the time to understand the game mechanics or be at the mercy of some other player on the forums and accept what they give you, then hope and pray that guy or gal knows what they is talking about.

Personally I did that in the past and once I took a beating and reposted the build to find out it sucked and I was ridiculed off the forums only then did I decide I need to learn this stuff and stop asking because its wasting my time. What I did come to learn over time is there are only so many ways to make a build within your requirements.

So an AR Device when created by normal players. Now let me classify first what a normal player is. Its a person that does not take all the travel powers and the whole medicine pool because they want to heal and be helpful but wants to be AR Device. Which just by looking at your build, you look like a normal player. Which is good.

So getting back to what I said, an AR Device build created by a normal player is pretty much going to be the same as many other AR Device players minus a few powers here and there.

I can only impart on you what I have learned over the years and its personal feel. You will have many that disagree with me for whatever reason. Personally Trip mine for an AR Device is a waste because you will not be able to place them that much in a team setting. Once your level 50 and running on level 50 team I can almost guarantee you will not be using trip mine or have the time to place one. Someone will out do you with a Judgement. Heck you will out do you with Judgement. At a minimum you will only be placing trip mine at the start of a fight as a safety mine ( sailboat tm ) basically to blow up anything that tries to come near you.

Without a doubt even players who use trip mine will concede to what I am saying. But they will bring up solo you can place 5 trip mines and kill a boss.

I solo 4/8 on my AR Device, I have no Trip mine. I eat a red and unload Full Auto, yellow cons dead, bosses almost dead. Another AOE and bosses dead. Purple cons of course are a bit longer to kill sometimes, but they are level 54 so what do you expect.

I never take credit for that thread, Nethergoat did it. If it wasn't for him I would have never relooked at my build and it will still be sitting on the 3rd page of toons. But what I did do is use it as my diary to keep track of what worked and didn't work for me.

Currently at Range Defense Cap with Cardiac T4, Ion T3, Reactive T3, IDF T4 pet, Rebirth ( regen ) T4 I think he is extremely, extremely solid. I hardly use the pet or ION. I keep ION as my this don't look good so lets fix it button. Rebirth is my heal and its great with the 120 duration and 2 minute recharge. I hard ever use inspirations. I might use a red just to speed up the kill. But I really just don't use them that much at all.

What I also have come to learn over time is 45% range cap just isn't a total must. There are reason why you should get it, but I have done fights and missions to notice not all my toggles were on and I was only running on 35% defense afterwards.

I don't think with all those key powers you will get everything you want. I think if anything that thread your referring to has shown you that.

I say pick a build that has defenses in the 30s and test it out see if its for you. I think Adeon has a build like that in the thread. If you feel your dying too much then make sure you have purple inspirations on you and eat a few to get your defenses higher and see how that is working for you. If you like it then make sure you have enough purples or naturally kick up your defenses until your comfortable which of course will require a respec.

The new incarnate defense number is 59% so even I eat a few purples during the AV fights just in case I pull aggro to kick my defenses up a bit higher and maybe a few oranges as well to kick up resistances.

If your gonna ask for a build I'm just gonna point you to my build in that thread. To me my build is the best for non purple set build. Otherwise I would go with Nethergoats build I think his Full Auto was 12 seconds or something.


1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

Thank you for the time, I totally understand where you are coming from. Guess its just going to take time / testing to get the basics down and figure things out!

I will definitely use your build first as a starting point, and I appreciate the time and information you posted.

Thanks, Gen


 

Posted

Alright! Took you advice and wanted to see what you thought?

The only big difference I can see in the difference between our builds is that my Defense is ALOT higher then your build in the Retrofit thread. Other then that everything else is pretty dam close!

But in reality, I dont see a Blaster taking ALOT of damage, or atleast shouldnt! So am I doing this build wrong and should swap Fighting for Maneuvers?

Thanks again for all your help!



Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Natural Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Munitions Mastery

Hero Profile:
Level 1: Burst

  • (A) Thunderstrike - Accuracy/Damage
  • (3) Thunderstrike - Damage/Endurance
  • (3) Thunderstrike - Damage/Recharge
  • (5) Thunderstrike - Accuracy/Damage/Recharge
  • (5) Thunderstrike - Accuracy/Damage/Endurance
  • (7) Thunderstrike - Damage/Endurance/Recharge
Level 1: Web Grenade
  • (A) Accuracy IO
Level 2: Slug
  • (A) Thunderstrike - Accuracy/Damage
  • (7) Thunderstrike - Damage/Endurance
  • (9) Thunderstrike - Damage/Recharge
  • (9) Thunderstrike - Accuracy/Damage/Recharge
  • (11) Thunderstrike - Accuracy/Damage/Endurance
  • (11) Thunderstrike - Damage/Endurance/Recharge
Level 4: Buckshot
  • (A) Positron's Blast - Accuracy/Damage
  • (13) Positron's Blast - Damage/Endurance
  • (13) Positron's Blast - Damage/Recharge
  • (15) Positron's Blast - Damage/Range
  • (15) Positron's Blast - Accuracy/Damage/Endurance
Level 6: Caltrops
  • (A) Tempered Readiness - Accuracy/Slow
  • (17) Tempered Readiness - Damage/Slow
  • (17) Tempered Readiness - Accuracy/Endurance
  • (19) Tempered Readiness - Range/Slow
  • (19) Tempered Readiness - Endurance/Recharge/Slow
  • (21) Tempered Readiness - Accuracy/Damage/Slow
Level 8: Beanbag
  • (A) Stupefy - Accuracy/Recharge
  • (21) Stupefy - Endurance/Stun
  • (23) Stupefy - Accuracy/Endurance
  • (23) Stupefy - Stun/Range
  • (25) Stupefy - Accuracy/Stun/Recharge
  • (25) Stupefy - Chance of Knockback
Level 10: Taser
  • (A) Stupefy - Accuracy/Recharge
  • (27) Stupefy - Endurance/Stun
  • (27) Stupefy - Accuracy/Endurance
  • (29) Stupefy - Stun/Range
  • (29) Stupefy - Accuracy/Stun/Recharge
  • (31) Stupefy - Chance of Knockback
Level 12: Targeting Drone
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (33) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (33) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 14: Hasten
  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO
Level 16: Smoke Grenade
  • (A) Dark Watcher's Despair - Chance for Recharge Slow
  • (37) Dark Watcher's Despair - To Hit Debuff
  • (37) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (40) Dark Watcher's Despair - Recharge/Endurance
  • (42) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
Level 18: Flamethrower
  • (A) Positron's Blast - Accuracy/Damage
  • (34) Positron's Blast - Damage/Endurance
  • (34) Positron's Blast - Damage/Recharge
  • (34) Positron's Blast - Damage/Range
  • (36) Positron's Blast - Accuracy/Damage/Endurance
Level 20: Cloaking Device
  • (A) Red Fortune - Defense/Endurance
  • (42) Red Fortune - Defense/Recharge
  • (42) Red Fortune - Endurance/Recharge
  • (43) Red Fortune - Defense/Endurance/Recharge
  • (43) Red Fortune - Defense
  • (43) Red Fortune - Endurance
Level 22: Super Speed
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (45) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
Level 24: Combat Jumping
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (37) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
Level 26: Kick
  • (A) Empty
Level 28: Tough
  • (A) Steadfast Protection - Resistance/Endurance
  • (50) Steadfast Protection - Resistance/+Def 3%
Level 30: Weave
  • (A) Gift of the Ancients - Defense/Endurance
  • (46) Gift of the Ancients - Defense
Level 32: Full Auto
  • (A) Detonation - Damage/Recharge
  • (46) Detonation - Damage/Range
  • (46) Positron's Blast - Damage/Recharge
  • (48) Positron's Blast - Accuracy/Damage
  • (48) Positron's Blast - Damage/Range
  • (48) Air Burst - Damage/Recharge
Level 35: Super Jump
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (45) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 38: Gun Drone
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (39) Expedient Reinforcement - Accuracy/Damage
  • (39) Expedient Reinforcement - Damage/Endurance
  • (39) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (40) Expedient Reinforcement - Endurance/Damage/Recharge
  • (40) Expedient Reinforcement - Resist Bonus Aura for Pets
Level 41: Body Armor
  • (A) Aegis - Resistance/Endurance
  • (45) Aegis - Psionic/Status Resistance
  • (50) Aegis - Resistance
Level 44: Cryo Freeze Ray
  • (A) Essence of Curare - Accuracy/Hold/Recharge
Level 47: Surveillance
  • (A) Undermined Defenses - Defense Debuff
Level 49: LRM Rocket
  • (A) Damage Increase IO
------------
Level 2: Swift
  • (A) Run Speed IO
Level 2: Health
  • (A) Miracle - +Recovery
  • (36) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Efficacy Adaptor - EndMod/Recharge
  • (36) Efficacy Adaptor - EndMod
Level 1: Brawl
  • (A) Empty
Level 1: Defiance
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Recharge Reduction IO
Level 4: Ninja Run



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Posted

I don't know if I would entirely write off Trip Mine. The most effective way I found to use them is the process called 'toe bombing'. Basically, you run up to an enemies feet, plant the mine, and watch the fireworks. If you're solo you just run up to the enemy running cloaking device and some other form of stealth, like super speed or the stealth IO, place it at the enemies feet, jump back, and start shooting like a psychopath.

Trickier in a group setting, and really requires you to know what you're doing. If you got some good team buffs going you can probably just waltz right up to enemy faces and drop the thing. Otherwise you need to know where the tank is, figure out the direction the enemies are attacking in, and plan accordingly. If you screw up, you'll probably miss out on some good DPS, and you might even wind up dead. The damage potential of this AOE is worth trying, however.

The other way I use this in a group is to simply run ahead of my group and place it at the next spawn of enemies we'd be fighting. If you've ever played or partied with a stalker it's pretty much a similar ideal, except that your 'assassin strike' explodes. This is probably the easiest way to use this power, but you do need to make sure your team knows what you're doing and actually follows you to the next group instead of say, going down corridor B and leaving you with a half-exploded angry mob to fight with.

I would never use trip mine as a preventive measure against incoming enemy attacks. Most of the time enemies simply don't run up to you and just happen to step on the thing, and times when it does it's usually just one enemy and you're better off just shooting him in the face than having spent the agonizing 5+ seconds it takes to lay the mine down. You're much better off using the thing aggressively.

All of this said, I can't recommend it on a high-end build anymore. At some point you have so much recharge that it's easier and more effective to just spam Flamethrower, Buckshot, and Full Auto than to plan around using the trip mine in some effective manner. At the end of the day, you have to ask yourself if you really want to be bothered to learn how to use such a difficult power when you are eventually going to wind up shelfing it anyway.


A note about Full Auto, since I'm mentioning it; The arc length on this attack is a very small 20 degrees. In order to get the most out of this power you're going to want to be pretty far back from your target in order to open the arc as much as possible. It can be *extreamly* useful to have travel power like super speed or ninja run so you can quickly hop back and use the power in mid-air, rather than slowly running backwards and lining up your shot.

Your absolutely most devastating power, however, is not Full Auto, but Ignite. Enemies don't like burning alive so they'll usually hop out of it, and the radius is pretty small so it's hard to roast many people alive in it. Where this power is really going to shine is against Arch Villains and monsters like them who foolishly ignore their sense of fear. Set these gods ablaze and watch them melt. For everyone else, toss out a web grenade.

Don't write off Smoke Grenade. Smoke Grenade can lower enemies To-Hit by about 8% and lasts a full minute before needing to be reapplied. This isn't much by itself, but is pretty huge when you're going for a soft-capped build. Just keep in mind that it's not going to do much against an Arch Villain due to the way they handle debuffs.

Finally, pets are awesome. Maybe not for the damage they can do, but their ability to help mitigate damage can be really helpful, especially on a team where they are more likely to survive. If you're already keen on taking the Gun Drone, I might encourage you to check out Mace Mastery and its' Spider-lings. The more pets you have the longer all of you are going to live. It doesn't hurt that Mace Mastery has scorpion shield to help boost your defense, either.


 

Posted

Build looks solid.

Nothing 'needs' to be changed, but I'd make a couple of changes. Ymmv and all that.

-build could use kb protection. swap a BotZ runspd/end for a BotZ -kb in CJ. one is fine for most blasters, but since you wouldn't really lose anything by doing it, i'd replace the BotZ runspd with a -kb in both SS and SJ for a total of 12 pts. most sources of kb in the game are mag3, more rarely mag10, end extremely rarely far more.

-caltrops doesn't benefit from accuracy enh, and in practice doesn't benefit much from dmg enhancement due to the fear. baddies don't stay on it for the full duration unless you immobilize them there. there are some nice bonuses in the set, but 1.88% ranged def for six slots isn't that great. I'd use one slot in caltrops (common recharge IO), and shift those slots somewhere more useful. 6 slots of trap of the hunter in web grenade (for 3.13% ranged) is one possibility, I'd most likely 6 slot Weave with Red Fortunes and move the extra slot to stamina. 3 pieces of pshifter will give more recovery and a bigger hp bonus, 2 endmods and 1 pshifter proc will give the best recovery.
edit to add: the Ragnarok proc is also fun for a single slotted 'trops.
-i don't find LRM rocket to be that useful due to its 5.87s (!) cast time. I rarely have 6 seconds to aim at something unless i'm solo. However, it's very high dmg and looks awesome. Ignite, while also marginally useful, might make a better 'one slot wonder'.

You can see your defense numbers with stealth suppressed by going to options-> configuration-> effects & maths and clicking the box 'attacked' on the far right.


 

Posted

Quote:
Originally Posted by EJI View Post
Build looks solid.

Nothing 'needs' to be changed, but I'd make a couple of changes. Ymmv and all that.

-build could use kb protection. swap a BotZ runspd/end for a BotZ -kb in CJ. one is fine for most blasters, but since you wouldn't really lose anything by doing it, i'd replace the BotZ runspd with a -kb in both SS and SJ for a total of 12 pts. most sources of kb in the game are mag3, more rarely mag10, end extremely rarely far more.

-caltrops doesn't benefit from accuracy enh, and in practice doesn't benefit much from dmg enhancement due to the fear. baddies don't stay on it for the full duration unless you immobilize them there. there are some nice bonuses in the set, but 1.88% ranged def for six slots isn't that great. I'd use one slot in caltrops (common recharge IO), and shift those slots somewhere more useful. 6 slots of trap of the hunter in web grenade (for 3.13% ranged) is one possibility, I'd most likely 6 slot Weave with Red Fortunes and move the extra slot to stamina. 3 pieces of pshifter will give more recovery and a bigger hp bonus, 2 endmods and 1 pshifter proc will give the best recovery.
edit to add: the Ragnarok proc is also fun for a single slotted 'trops.
-i don't find LRM rocket to be that useful due to its 5.87s (!) cast time. I rarely have 6 seconds to aim at something unless i'm solo. However, it's very high dmg and looks awesome. Ignite, while also marginally useful, might make a better 'one slot wonder'.

You can see your defense numbers with stealth suppressed by going to options-> configuration-> effects & maths and clicking the box 'attacked' on the far right.
Ok so I took your advice, I especially liked the part about getting rid of 6 slot Caltrops! I moved those slots in a 6 slot Red Fortunes Weave and then also got rid of LRM Rocket (didn't know it took so long and what not so went with Ignite for that one).

I then took a look at the Recovery portion, I deiced to go with a 3 peice PShifter because the difference between PShifter Set and PShifter + 2 IO's is .06 per sec, so I opted for the PShifter Bonuses instead!

I cant really think of anything else but anything else would be GREATLY appreciated, I cant thank you enough for everyone's help with this!


Currents Build ATM:

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Natural Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Munitions Mastery

Hero Profile:
Level 1: Burst
  • (A) Thunderstrike - Accuracy/Damage
  • (3) Thunderstrike - Damage/Endurance
  • (3) Thunderstrike - Damage/Recharge
  • (5) Thunderstrike - Accuracy/Damage/Recharge
  • (5) Thunderstrike - Accuracy/Damage/Endurance
  • (7) Thunderstrike - Damage/Endurance/Recharge
Level 1: Web Grenade
  • (A) Accuracy IO
Level 2: Slug
  • (A) Thunderstrike - Accuracy/Damage
  • (7) Thunderstrike - Damage/Endurance
  • (9) Thunderstrike - Damage/Recharge
  • (9) Thunderstrike - Accuracy/Damage/Recharge
  • (11) Thunderstrike - Accuracy/Damage/Endurance
  • (11) Thunderstrike - Damage/Endurance/Recharge
Level 4: Caltrops
  • (A) Ragnarok - Chance for Knockdown
Level 6: Buckshot
  • (A) Positron's Blast - Accuracy/Damage
  • (13) Positron's Blast - Damage/Endurance
  • (13) Positron's Blast - Damage/Recharge
  • (15) Positron's Blast - Damage/Range
  • (15) Positron's Blast - Accuracy/Damage/Endurance
Level 8: Kick
  • (A) Empty
Level 10: Taser
  • (A) Stupefy - Accuracy/Recharge
  • (17) Stupefy - Endurance/Stun
  • (19) Stupefy - Accuracy/Endurance
  • (19) Stupefy - Stun/Range
  • (21) Stupefy - Accuracy/Stun/Recharge
  • (21) Stupefy - Chance of Knockback
Level 12: Beanbag
  • (A) Stupefy - Accuracy/Recharge
  • (23) Stupefy - Endurance/Stun
  • (23) Stupefy - Accuracy/Endurance
  • (25) Stupefy - Stun/Range
  • (25) Stupefy - Accuracy/Stun/Recharge
  • (27) Stupefy - Chance of Knockback
Level 14: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (17) Steadfast Protection - Resistance/Endurance
Level 16: Targeting Drone
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (27) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (29) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (31) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 18: Flamethrower
  • (A) Positron's Blast - Accuracy/Damage
  • (31) Positron's Blast - Damage/Endurance
  • (33) Positron's Blast - Damage/Recharge
  • (33) Positron's Blast - Damage/Range
  • (33) Positron's Blast - Accuracy/Damage/Endurance
Level 20: Weave
  • (A) Red Fortune - Defense/Endurance
  • (34) Red Fortune - Defense/Recharge
  • (34) Red Fortune - Endurance/Recharge
  • (34) Red Fortune - Defense/Endurance/Recharge
  • (36) Red Fortune - Defense
  • (36) Red Fortune - Endurance
Level 22: Smoke Grenade
  • (A) Dark Watcher's Despair - To Hit Debuff
  • (36) Dark Watcher's Despair - Chance for Recharge Slow
  • (37) Dark Watcher's Despair - To Hit Debuff/Recharge
  • (37) Dark Watcher's Despair - Recharge/Endurance
  • (37) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
Level 24: Cloaking Device
  • (A) Red Fortune - Defense/Endurance
  • (39) Red Fortune - Defense/Recharge
  • (39) Red Fortune - Endurance/Recharge
  • (39) Red Fortune - Defense/Endurance/Recharge
  • (40) Red Fortune - Defense
  • (40) Red Fortune - Endurance
Level 26: Hasten
  • (A) Recharge Reduction IO
  • (40) Recharge Reduction IO
Level 28: Super Speed
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
  • (42) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 30: Combat Jumping
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
  • (42) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 32: Super Jump
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
  • (42) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 35: Full Auto
  • (A) Detonation - Damage/Recharge
  • (43) Detonation - Damage/Range
  • (43) Positron's Blast - Accuracy/Damage
  • (43) Positron's Blast - Damage/Recharge
  • (45) Positron's Blast - Damage/Range
  • (45) Air Burst - Damage/Range
Level 38: Gun Drone
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (45) Expedient Reinforcement - Accuracy/Damage
  • (46) Expedient Reinforcement - Damage/Endurance
  • (46) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (46) Expedient Reinforcement - Endurance/Damage/Recharge
  • (48) Expedient Reinforcement - Resist Bonus Aura for Pets
Level 41: Body Armor
  • (A) Aegis - Resistance
  • (50) Aegis - Resistance/Endurance
  • (50) Aegis - Psionic/Status Resistance
Level 44: Cryo Freeze Ray
  • (A) Essence of Curare - Accuracy/Hold/Recharge
Level 47: Surveillance
  • (A) Undermined Defenses - Defense Debuff
Level 49: Ignite
  • (A) Damage Increase IO
------------
Level 2: Swift
  • (A) Run Speed IO
Level 2: Health
  • (A) Miracle - +Recovery
  • (48) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
  • (48) Performance Shifter - EndMod
  • (50) Performance Shifter - EndMod/Recharge
Level 1: Brawl
  • (A) Empty
Level 1: Defiance
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Recharge Reduction IO
Level 4: Ninja Run



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Posted

Here is my build for comparison.

Your Cloaking device will be suppressed and you will loose half the defense value it offers. So if you look at the Defense number listed its 2.76. When not suppressed you get double that. So when it is suppressed you only get 2.76 to your defense. You need to subtract 2.76 from your 43.9, which is 41.4. Not defense cap but not the end of the world.

I was gonna babble on but nutshell I think you have to beat my build if not then stick with my build. Only way your gonna do that is going with Nethergoats build but you need 2 billion for a PvP IO. One day I will do it. I have probably the 2 billion but it would nearly clean me out. Not gonna do that.


Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Natural Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Munitions Mastery

Hero Profile:
Level 1: Burst

  • (A) Thunderstrike - Accuracy/Damage
  • (3) Thunderstrike - Damage/Recharge
  • (7) Thunderstrike - Accuracy/Damage/Recharge
  • (9) Thunderstrike - Damage/Endurance
  • (27) Thunderstrike - Accuracy/Damage/Endurance
  • (29) Thunderstrike - Damage/Endurance/Recharge
Level 1: Web Grenade
  • (A) Trap of the Hunter - Accuracy/Recharge
  • (3) Trap of the Hunter - Immobilize/Accuracy
  • (11) Trap of the Hunter - Accuracy/Immobilize/Recharge
  • (33) Trap of the Hunter - Chance of Damage(Lethal)
  • (39) Trap of the Hunter - Endurance/Immobilize
  • (48) Trap of the Hunter - Accuracy/Endurance
Level 2: Slug
  • (A) Thunderstrike - Accuracy/Damage
  • (5) Thunderstrike - Damage/Recharge
  • (5) Thunderstrike - Damage/Endurance
  • (7) Thunderstrike - Accuracy/Damage/Recharge
  • (29) Thunderstrike - Accuracy/Damage/Endurance
  • (31) Thunderstrike - Damage/Endurance/Recharge
Level 4: Buckshot
  • (A) Positron's Blast - Accuracy/Damage
  • (9) Positron's Blast - Damage/Recharge
  • (11) Positron's Blast - Damage/Range
  • (31) Positron's Blast - Accuracy/Damage/Endurance
  • (31) Positron's Blast - Damage/Endurance
Level 6: Kick
  • (A) Accuracy IO
Level 8: Taser
  • (A) Stupefy - Accuracy/Recharge
  • (21) Stupefy - Endurance/Stun
  • (23) Stupefy - Accuracy/Endurance
  • (36) Stupefy - Stun/Range
  • (42) Stupefy - Chance of Knockback
  • (46) Stupefy - Accuracy/Stun/Recharge
Level 10: Targeting Drone
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (13) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (13) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (15) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (15) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (17) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 12: Beanbag
  • (A) Stupefy - Accuracy/Recharge
  • (17) Stupefy - Endurance/Stun
  • (19) Stupefy - Accuracy/Endurance
  • (19) Stupefy - Stun/Range
  • (21) Stupefy - Accuracy/Stun/Recharge
  • (33) Stupefy - Chance of Knockback
Level 14: Caltrops
  • (A) Ragnarok - Chance for Knockdown
Level 16: Tough
  • (A) Aegis - Psionic/Status Resistance
Level 18: Flamethrower
  • (A) Positron's Blast - Accuracy/Damage
  • (25) Positron's Blast - Damage/Recharge
  • (25) Positron's Blast - Damage/Endurance
  • (27) Positron's Blast - Damage/Range
  • (43) Positron's Blast - Accuracy/Damage/Endurance
Level 20: Combat Jumping
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (50) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 22: Hasten
  • (A) Recharge Reduction IO
  • (33) Recharge Reduction IO
Level 24: Cloaking Device
  • (A) Luck of the Gambler - Recharge Speed
  • (39) Luck of the Gambler - Defense/Endurance
Level 26: Super Speed
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (50) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 28: Ignite
  • (A) HamiO:Centriole Exposure
Level 30: Hover
  • (A) Luck of the Gambler - Recharge Speed
  • (34) Luck of the Gambler - Defense/Endurance
Level 32: Full Auto
  • (A) Detonation - Damage/Recharge
  • (34) Detonation - Damage/Range
  • (37) Positron's Blast - Damage/Recharge
  • (37) Positron's Blast - Damage/Range
  • (37) Air Burst - Damage/Recharge
Level 35: Weave
  • (A) Luck of the Gambler - Recharge Speed
Level 38: Gun Drone
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (39) Expedient Reinforcement - Accuracy/Damage
  • (40) Expedient Reinforcement - Damage/Endurance
  • (40) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (40) Expedient Reinforcement - Endurance/Damage/Recharge
  • (43) Expedient Reinforcement - Resist Bonus Aura for Pets
Level 41: Smoke Grenade
  • (A) Dark Watcher's Despair - To Hit Debuff/Recharge
Level 44: Cryo Freeze Ray
  • (A) Lockdown - Accuracy/Hold
  • (45) Lockdown - Accuracy/Recharge
  • (45) Lockdown - Recharge/Hold
  • (45) Lockdown - Endurance/Recharge/Hold
  • (46) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (48) Lockdown - Chance for +2 Mag Hold
Level 47: Body Armor
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (48) Steadfast Protection - Knockback Protection
Level 49: Surveillance
  • (A) Analyze Weakness - Defense Debuff
  • (50) Analyze Weakness - Accuracy/Defense Debuff
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Defiance
Level 6: Ninja Run
Level 2: Swift
  • (A) Run Speed IO
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Health
  • (A) Numina's Convalescence - Heal/Endurance
  • (23) Numina's Convalescence - Endurance/Recharge
  • (34) Numina's Convalescence - Heal/Recharge
  • (36) Numina's Convalescence - Heal/Endurance/Recharge
  • (36) Numina's Convalescence - Heal
  • (46) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Stamina
  • (A) Efficacy Adaptor - EndMod/Endurance
  • (42) Efficacy Adaptor - EndMod
  • (42) Efficacy Adaptor - EndMod/Accuracy
  • (43) Efficacy Adaptor - EndMod/Recharge



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1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

Yea I totally understand where you coming from, kinda like "if it isn't broke, don't try to fix it."

I am definitely just going to use your build as it seems to have better Defense but only sacrificing a bit of recovery.

Only thing I would want to change (try too at least) is to trade Hover for Super Jump... Just not a big fan of Hover... but well see!


Also I was wondering why do you have Recharge on Weave and Cloaking Device? Wouldn't it be better to put the Defense ones on?


 

Posted

Quote:
Originally Posted by Genhawk View Post
... Also I was wondering why do you have Recharge on Weave and Cloaking Device? Wouldn't it be better to put the Defense ones on?
He's using the LotG defense/+7.5% increased recharge speed (vs the defense/recharge). The +7.5% recharge is a global bonus and therefore effects all his power (that can be effected by recharge anyway).


 

Posted

Quote:
Originally Posted by Doomguide View Post
He's using the LotG defense/+7.5% increased recharge speed (vs the defense/recharge). The +7.5% recharge is a global bonus and therefore effects all his power (that can be effected by recharge anyway).
Ah, that makes sense! Thank you for explaining that!


 

Posted

Quote:
Originally Posted by Genhawk View Post
Ah, that makes sense! Thank you for explaining that!
Those are the tricks.
Which is good your asking.

I have seen players pick up vengeance just to slot LOTG+Recharge, which at first I was wondering why but of course once I looked at the IO I understood why. I have it on a VEAT Huntsman build which is hardly used. But I need it to have perm hasten without any purple sets.

Genhawk, just so you know I had to pick up Cardiac for the Alpha, but it really, really helped out TONS. It just about makes me non stop. Lets put it this way. Either NS and Siege are weak to S/L or I have to be doing something right to be pulling aggro from them.

I completely understand your hover issue. You could use a Jetpack instead. But so you know. Super Speed has its own stealth component which adds with Cloaking device. Which means your that much "stealthier", add in smoke grenade and you can blind snipers and rikti drones, before you run by. But other then that you are pretty much invisible to the rest of the mobs in the game.

So you could stand near a bunch of Freakshow or CoTs or whatever and not be seen unless you get hit with a AOE unintentionally that reveals you. So you can speed to the end of a mission ( Think TIP missions here ) and finish them off. If you have the Vet Assemble team you can do that on certain missions as well. Or even just showing players the route to take to get where they need to be on the map.

But if you don't have super speed you will be noticed even with a stealth IO in super jump. You could even turn on hover and super speed at the same time and benefit from the stealth. So you could hover around in a cave per say and still be invisible to mobs. Nothing better then getting into a cave and being able pick where your fight starts. Tunnel too close and narrow start in a higher cave and pull the mobs into the cave.


1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

Quote:
I have seen players pick up vengeance just to slot LOTG+Recharge, which at first I was wondering why but of course once I looked at the IO I understood why. I have it on a VEAT Huntsman build which is hardly used. But I need it to have perm hasten without any purple sets.
Kind of as an aside ...
This power (Vengeance) is a perfect example of a 'new to IO builds/building' trap.

It takes Defense, To Hit and Heal set enhancements including several very nice special IO's. Some of these include the LotG +def/+7.5% increased recharge speed, Miracle unique, Numina's Unique, and Karma -kb. While any of the 4 could be placed in Vengeance only 2 of them make any sense to place in the power ... the LotG +def/+7.5% increased recharge speed and the Karma -kb. The Miracle or Numina's would almost always be mistakes as they are "Proc 120's" meaning they are only active after the power is triggered and for 120 seconds thereafter meaning you'd have to use or activate Vengeance every 120 seconds or less to get the benefit from either a Miracle +recovery or the Numina +recovery/+regen. The Karma and Luck of the Gambler work differently acting as if they were set bonuses ... active regardless if the power they are slotted in is active or not, they are dependent on whether you are currently no more than 3 levels lower than their level (just like any set bonus (non-pvp or Purple sets that is)) to grant their bonus.

http://paragonwiki.com/wiki/Table_of_Special_IOs


 

Posted

Quote:
Originally Posted by Doomguide View Post
Kind of as an aside ...
This power (Vengeance) is a perfect example of a 'new to IO builds/building' trap.

It takes Defense, To Hit and Heal set enhancements including several very nice special IO's. Some of these include the LotG +def/+7.5% increased recharge speed, Miracle unique, Numina's Unique, and Karma -kb. While any of the 4 could be placed in Vengeance only 2 of them make any sense to place in the power ... the LotG +def/+7.5% increased recharge speed and the Karma -kb. The Miracle or Numina's would almost always be mistakes as they are "Proc 120's" meaning they are only active after the power is triggered and for 120 seconds thereafter meaning you'd have to use or activate Vengeance every 120 seconds or less to get the benefit from either a Miracle +recovery or the Numina +recovery/+regen. The Karma and Luck of the Gambler work differently acting as if they were set bonuses ... active regardless if the power they are slotted in is active or not, they are dependent on whether you are currently no more than 3 levels lower than their level (just like any set bonus (non-pvp or Purple sets that is)) to grant their bonus.

http://paragonwiki.com/wiki/Table_of_Special_IOs
Correct and excellent point

Again once a person decides to not play the game for a few hours and decides to read up on the game it literally ends up being game breaking.

There were two characters I had with a mix of sets that I was able to improve dramatically just by swapping sets around and buying 2 sets of thunderstrike when I started figuring this stuff out.

It makes the game much more fun and much more boring at the same time. Its great in the beginning because you go on this Mids binge of fixing up all your toons. Once that is done your now testing then out and kicking up the settings to the top. But then after a while you find it hard ( at least for me ) to make toons any other way. But its cool to have Blasters, Defenders, Masterminds, petless mastermind, Veats that can solo some sort of 2/8 to 4/8 setting.

Right now I am trying to play around with Regeneration ( not the set )and resistances to see what I can do with it just for a change of pace.


1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives