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Posts
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Quote:Yep , a few patches ago, it was a stealth buff ( or fix ). My 44 AR defender had to slot 2 ACC SO instead of the usual 1 because with Full Auto I would miss all of themDidn't their defense buffs to each other start working somewhat recently?
. Now its back to hitting most of them again.
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Quote:Slotting Achilles' Heel: Chance for -Res in the Soldiers and SpecOps actually does make a difference.
Not enough of one to make them jump any higher on the list though.Quote:Two days ago before I deleted him. He was a 21 Merc/pain. My soldiers, to open the battle, would run in and attack, even used their ranged attacks from less than 3 feet away from the target. Doesn't matter if they melee or not, they're in melee range!
I have 6 MM's all post 32 and 3 of them 50 and can tell you without a doubt that mercs damage is not that far off other sets. This was done in bank missions against a safe door timed. This has been done by myself and 2 or 3 other people over the years to disprove all this "the sky is falling crap" about mercs damage.
What mercs suffer from is a small AOE cone, poor cycle time on their control and a really bad level 18 power..not lack of damage. If you insist on stating this give me some kill times against other sets , maybe use some other post 32 MM's you have against your high level mercs? Oh thats right.....
Thugs/Pain safe door
33.2
31.3
31.4
Merc/Dark
33.5
32
34.1 -
I dont understand people's fascination with purpling everything out, its ludicrously expensive and you kill your def/res for the sake of recharge, what are you a blaster? That build will cost billions and all you have is 150% recharge and an 8% def? 8%? Are you kidding? You will die so fast its not funny. Dont give me , Oh I kill so fast I will not get hit thats crap. I have 2 level 50 tanks and 2 level 50 Brutes and I can tell you alpha strike will blow you up in 1 second with those type of builds.
If you want something more practical and can survive alpha strike try this , it can also tank very well ( because I actually built taunt into it too ). Sure it only has 100% recharge but if you look at things like Burn and healing flames there is only a .50 sec to 1 second difference in cycle times and you gain things like 35% Melee Def. Not to mention even with Oblits it still cost 1/4 of a purpled out AE farming thingy.....
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Brute
Primary Power Set: Fiery Melee
Secondary Power Set: Fiery Aura
Power Pool: Speed
Power Pool: Fighting
Power Pool: Fitness
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Scorch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(9), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dmg/EndRdx/Rchg(36), T'Death-Dam%(43)
Level 1: Fire Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(3), TtmC'tng-EndRdx/Rchg(11), TtmC'tng-ResDam/EndRdx/Rchg(15), TtmC'tng-ResDam(36), TtmC'tng-EndRdx(45)
Level 2: Blazing Aura -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(13), Dct'dW-Rchg(37)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Boxing -- Acc-I(A)
Level 10: Hurdle -- Jump-I(A)
Level 12: Taunt -- RechRdx-I(A)
Level 14: Super Speed -- Run-I(A)
Level 16: Plasma Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(17), TtmC'tng-EndRdx/Rchg(17), TtmC'tng-ResDam/EndRdx/Rchg(34), TtmC'tng-ResDam(39), TtmC'tng-EndRdx(45)
Level 18: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(19), Dct'dW-Rchg(19), RgnTis-Regen+(39)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(23), TtmC'tng-EndRdx/Rchg(23), TtmC'tng-ResDam/EndRdx/Rchg(34), TtmC'tng-ResDam(40), TtmC'tng-EndRdx(45)
Level 24: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(25), RedFtn-EndRdx/Rchg(25), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(40), RedFtn-EndRdx(46)
Level 26: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(46)
Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(42)
Level 30: Consume -- Efficacy-EndMod/Rchg(A), Efficacy-Acc/Rchg(31), Efficacy-EndMod/Acc/Rchg(31)
Level 32: Greater Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/EndRdx/Rchg(43), T'Death-Dam%(43)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(42)
Level 38: Temperature Protection -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(39)
Level 41: Soul Tentacles -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(46), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Dam%(48)
Level 44: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(50), DarkWD-ToHitdeb/Rchg/EndRdx(50), DarkWD-ToHitDeb/EndRdx(50)
Level 47: Build Up -- RechRdx-I(A)
Level 49: Rise of the Phoenix -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 2: Ninja Run -
Quote:True, but the class strength and weakness are a combination of all powersets in that class not just Dark vs Dark or Fire vs Fire. Some do well in a class, some dont.Actually, comparing 2 identical sets between different archetypes is a valid comparison.
How else would you compare the two archetypes? Would you compare them like comparing an apple to a ball? They both may be mostly round, but that's one of very very few similarities.
There are plenty of points of commonality to compare brutes and scrappers to each other when you use identical sets. If there weren't then a comparison would be pointless and silly, like comparing an apple to a ball.
Scrappers have Regen, BS and Kat, Brutes have WM. I would say if you add up all the (solo)survivable points of each class Scrappers would win with those 3 alone. If you take into account teams and buffing I would say Brutes win with the higher Res cap and HP's. -
Quote:Oh, ok.... So we are comparing just one powerset and not Brutes Vs Scrappers, got it.I meant comparing my Dark/Dark brute to a Dark/Dark scrapper.
Besides, this is without set bonuses. Any build can be LORD OF EVERYTHING with a bunch of Kinetic Combat sets, these days.
Don't have a single Kinetic Combat, I build for all defense types and play missions with all types opponents. S/L is a one trick pony that will get your *** handed to you outside of AE. A balance of Melee, Ranged, Resist, HPs and Regen works best -
Quote:*sigh* Okay. In that case, I'd like to see a Scrapper be more fun than my Brute. For me? It's not. Too squishy. Sure, it'd play like a Brute, but it'd die a whole lot easier.
Huh? My Kat/Wp has the same Def / Res as a Brute and has 2100 Hp’s. With a base 30% Def, 52% resist after IO’s (75% Melee Def with 3x Divine Avalanche) I have no clue what you mean by squishy. My Scrapper has survived the same stuff my tank has and in some cases with the 1000%+ Regen he does even better. -
Quote:Forgive me for asking this but I haven't played the game actively since Issue 4 until recently with the release of Going Rogue. But is there a reason Acrobatics is not in any of the builds? Has it been nerfed from it's previous glory or am I missing something?
I just remember it was almost mandatory to pick up Tough, Weave, and Acrobatics along with your base shields to be able to survive large groups with knockbacks and such.
Most use -Knockback resist IO's in place of Acrobatics, with this you save .20 end and a free power slot. If you notice in my build I have one in Combat Jumping, Super Speed and Temperature Protection for a total of mag 12 KB protection.
With i19 and Fitness becomming inherent I might take Acrobatics again. -
I use to run Provoke / Aid Self build , found I didn't really need it so switched to Maneuvers / Aid other.
This build the Bot's are soft capped with 2 IO's in Protector's ( 22.4%), Call to Arms (5%), Force Field ( 15.7% ) and Maneuvers ( 4.13%),
I am running around 43% with a single Bubble and Force Field
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Mastermind
Primary Power Set: Robotics
Secondary Power Set: Traps
Power Pool: Speed
Power Pool: Fitness
Power Pool: Medicine
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Battle Drones -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(3), BldM'dt-Dmg(7), SvgnRt-PetResDam(7), EdctM'r-PetDef(23)
Level 1: Web Grenade -- Acc-I(A)
Level 2: Caltrops -- Posi-Dam%(A), ImpSwft-Dam%(34)
Level 4: Triage Beacon -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(19), Dct'dW-Rchg(19)
Level 6: Equip Robot -- EndRdx-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Acid Mortar -- Acc-I(A), RechRdx-I(11), RechRdx-I(11), Achilles-ResDeb%(33), LdyGrey-%Dam(34), Posi-Dam%(40)
Level 12: Protector Bots -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(13), BldM'dt-Acc/Dmg/EndRdx(13), BldM'dt-Dmg(15), DefBuff-I(15), DefBuff-I(23)
Level 14: Super Speed -- Run-I(A)
Level 16: Force Field Generator -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(17), RedFtn-EndRdx/Rchg(17), RedFtn-Def/EndRdx/Rchg(21), RedFtn-Def(36), RedFtn-EndRdx(37)
Level 18: Hurdle -- Jump-I(A)
Level 20: Poison Trap -- NrncSD-Dam%(A), G'Wdw-Dam%(21), Lock-%Hold(33), RechRdx-I(43), RechRdx-I(46)
Level 22: Health -- Numna-Regen/Rcvry+(A)
Level 24: Stamina -- EndMod-I(A), EndMod-I(25), EndMod-I(25)
Level 26: Assault Bot -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(27), BldM'dt-Acc/Dmg/EndRdx(27), BldM'dt-Dmg(29), S'bndAl-Dmg/EndRdx(29), S'bndAl-Build%(31)
Level 28: Seeker Drones -- Acc-I(A), RechRdx-I(31)
Level 30: Aid Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(31), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Heal(46)
Level 32: Upgrade Robot -- EndRdx-I(A)
Level 35: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(37), RedFtn-EndRdx(43)
Level 38: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Charged Armor -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(42), TtmC'tng-ResDam(42), S'fstPrt-ResDam/Def+(42), S'fstPrt-ResKB(43)
Level 44: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46), Range-I(50)
Level 47: Electric Shackles -- Lock-Acc/Hold(A), Lock-Acc/Rchg(48), Lock-Rchg/Hold(48), Lock-EndRdx/Rchg/Hold(48), Lock-Acc/EndRdx/Rchg/Hold(50), Lock-%Hold(50)
Level 49: Assault -- EndRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
Level 0: Ninja Run -
Quote:I don't know what the heck hes playing but all 6 of my post 32 MM's suck wind without at least 1 SO worth of End. I recently switched my mercs around to add 2 Soulblounds to my Commando, he usually has the 4 BM - 2 Proc setup for 47 acc, 97 dam, 47 end. Now he is running 27 acc, 96 damn, 33 end and I noticed a huge difference in his end usage. On x6 or x8 maps he is alway below half end while the others are alway full.Okay, are you saying that's your normal slotting for all MM pets?
I'm sorry, how do you use that on some of the pets without having them constantly run out of Endurance? I've found most Tier 2 and Tier 3 Henchmen need at least one SO worth of End Reduction to even function... Some, more than that.
If I'm misunderstanding you, then I apologize...
I did the same on my Bruiser and had to switch him back it was so bad. I ended up putting the Soulbounds in the tier 1 and hoped I could keep the spazonist alive long enough for it to proc. -
I prefer a more rounded Fire/Fire, this is the build I use. He currently he has MSTF, MITF and Master Khan so it works well in all tanking situations( he had good teams too
). I like a combo of larger positional defense, smaller S/L defense, HP’s, Regen and End Recovery, this build covers all situations. I also like going to set bonuses if possible.
I use to use the soft capped S/L build but found I was being trashed by all the non S/L mobs and AV’s ( like GW and Scirroco so on). Melee Defense covers all attacks made in melee range so it fills the gaps.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Hero Profile:
Level 1: Blazing Aura -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(3), Oblit-Acc/Dmg/Rchg(5), Oblit-Acc/Dmg/EndRdx/Rchg(5), Oblit-%Dam(43)
Level 1: Scorch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(15), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(23), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(46)
Level 2: Fire Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(11), TtmC'tng-EndRdx/Rchg(11), TtmC'tng-ResDam/EndRdx/Rchg(17), TtmC'tng-ResDam(37), TtmC'tng-EndRdx(43)
Level 4: Healing Flames -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal(34)
Level 6: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(7), Oblit-Acc/Dmg/Rchg(23), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(50)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(42)
Level 10: Hurdle -- Jump-I(A)
Level 12: Plasma Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(13), TtmC'tng-EndRdx/Rchg(13), TtmC'tng-ResDam/EndRdx/Rchg(17), TtmC'tng-ResDam(37), TtmC'tng-EndRdx(45)
Level 14: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel(33)
Level 16: Health -- Numna-Heal/EndRdx(A), Numna-Regen/Rcvry+(33), Mrcl-Heal(33), Mrcl-Rcvry+(40), RgnTis-Regen+(40)
Level 18: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(25), Oblit-%Dam(48)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Taunt -- Zinger-Dam%(A), Zinger-Taunt/Rchg/Rng(42)
Level 24: Boxing -- Acc-I(A)
Level 26: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(27), TtmC'tng-EndRdx/Rchg(27), TtmC'tng-ResDam/EndRdx/Rchg(31), TtmC'tng-ResDam(42), TtmC'tng-EndRdx(45)
Level 28: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(48)
Level 30: Combat Jumping -- Krma-ResKB(A)
Level 32: Fiery Embrace -- RechRdx-I(A), RechRdx-I(43)
Level 35: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(46), RedFtn-EndRdx(46)
Level 38: Greater Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(50)
Level 41: Consume -- Efficacy-EndMod/Acc(A), Efficacy-Acc/Rchg(48), Efficacy-EndMod(50)
Level 44: Temperature Protection -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(45)
Level 47: Build Up -- RechRdx-I(A)
Level 49: Rise of the Phoenix -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 0: Ninja Run -
My Hell on earth runs
4 x Expedient Reinforcement and 2 x Call to arms
Acc/Rch
End/Dam/Rch
Acc/Dam/Rch
10% resist
Acc/Dam/Rch
5% Defense
Gives you
65% Acc
60% Dam
21% End
85% Rch
Also gives you 6.25% global recharge and 2.5% end recovery from the 2 sets. -
Quote:This is what I useAnyone have suggestions for optimizing slotting in enforcers? I'm thinking 3 Nucs and 3 Cytos. By the way, would the +ToHit buff (in the Cytos) actually enhance the enforcers' tactics?
Blood Mandate's acc/dam, acc/dam/end, dam/end, dam
Touch of lady Grey: Chance for Neg damage
Achilles heel: Chance for -res
total
47 to hit
97 damage
47 end
20% chance 70 neg damage
20% chance -20% res
This setup works well
P.S.
Thugs get same but Soulbound Acc/dam/rech and Chance for Buildup
Bruiser gets same and Sov +10% resist , edict +5% def -
Tough / Weave is your friend
70% resist
Try to drop some single attacks for them , the name of the game with Fire/Fire is AoE, Scorch and GFS is all you need for single. Combustion, GFSC and Burn are your bread and butter attack and with Tough, Weave, CJ and basic IO sets you should be able to get 15% to 20% def to go along with your 70% resist. -
Quote:And I too have to put some thought into Bile Spray, didn't realize it was a -40% for toxin with Venom GrenadesThis is not a bad build by any means, and I will give some feedback on it since you posted it.
First of all Bile Spray would be difficult for me to give up. The toxic attack synergizes too well with venom grenade. Therefore, I am pretty much stuck with School of Sharks. I can definitely understand your reasoning here though.
I do like the chance for build up in your leadership. I think that is pretty well placed. I'll have to think about trying to fit that in somehow. Do you notice it go off pretty often?
I do not like frag grenade because of the knockback effect. Do you find yourself having frag grenade up often when enemies are not under the effect of elec fences?
I see you do not have your final pet. I find these are great for off cooldown damage, such as two aoe and two single target attacks. Number wise, they are comparable to your main character's powers. They also have some nice status effects too. Unfortunately another patron attack would be necessary, and I don't see how all that could fit in your build.
I don't find it necessary to have all the enhancements in Health, to be honest. I only have numina's regen/recovery and our regen rates on both are pretty similar. I rarely have any problems with end recovery myself.
Anyway a pretty good build, I'll have to put some thought into mu mastery and frag grenade.Ouch!
Yes the Fences cancels out the KB from Frag Grenade, I tried Web Envelope and it didnt, so switched back to EF.
The Chance for Buildup goes off quite a lot , I see the little pink status icon at least 2 or 3 times a fight.
Also Souldbound in the spiderlings goes off like crazy too, I have actually seem one of them stack it once or twice.
With 143% +recharge I got the final pet down to 47 Second downtime and the little Spiderlings perma , I feel like an MM -
Quote:I prefer Electrifying Fences over School of Sharks , I couldn't handle the almost 3 second activation time, it drove me nuts. EF has just over a 1 second activation and allows me to move onto my other 3 AOE's. After 4 or 5 respec's this is what I use now...I have to disagree with you dmcfarland. Crabs should be played for damage. Maybe part of your problem is web grenade? The benefits that its immobilize grants is not worth sacrificing the damage. Go Leviathan, get school of sharks and bile spray.
Crabs get your "Heckle" and "Jeckle" pets as well. What exactly is the everything you're figuring in? From your post it just seems like you are sacrificing worthwhile abilities for less effective ones. Crabs are great out of the box, sure, but I spent a lot of time tweaking my build and enhancement setup. I think it paid off in spades. I don't think they are as straightforward as you think they are.
Can you post your current build? I will post an approximate (powers and enh match my char, but not necessarily the order I took them) copy of my character. Could you post yours as well?
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Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Channelgun -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(3), Decim-Dmg/EndRdx(3), Decim-Acc/Dmg/Rchg(15), Decim-Build%(19), Achilles-ResDeb%(43)
Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(36)
Level 2: Longfang -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(43)
Level 4: Combat Training: Defensive -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(7), RedFtn-Def(46), RedFtn-EndRdx(46), RedFtn-Def/EndRdx/Rchg(50)
Level 6: Hasten -- RechRdx-I(A)
Level 8: Suppression -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(9), Posi-Acc/Dmg/EndRdx(17), Posi-Dam%(23), Achilles-ResDeb%(39)
Level 10: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31), RedFtn-EndRdx(31)
Level 12: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Acc/Dmg/EndRdx(17), Posi-Dam%(23)
Level 14: Super Speed -- Run-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Heal(45), Mrcl-Rcvry+(45), Numna-Heal(45)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Mental Training -- Run-I(A)
Level 24: Fortification -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(25), TtmC'tng-EndRdx/Rchg(25), TtmC'tng-ResDam(36), TtmC'tng-ResDam/EndRdx/Rchg(42), TtmC'tng-EndRdx(46)
Level 26: Frag Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dam%(29), Posi-Acc/Dmg/EndRdx(33)
Level 28: Serum -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal/Rchg(33), Dct'dW-Heal(42), Dct'dW-Rchg(43)
Level 30: Aim -- RechRdx-I(A)
Level 32: Omega Maneuver -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(33), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(34), Posi-Dam%(34)
Level 35: Summon Spiderlings -- SvgnRt-Acc/Dmg(A), SvgnRt-Acc/Dmg/EndRdx(36), SvgnRt-Dmg/EndRdx(37), SvgnRt-PetResDam(37), S'bndAl-Acc/Dmg/Rchg(37), S'bndAl-Build%(42)
Level 38: Call Reinforcements -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-+Res(Pets)(39), ExRmnt-Dmg/EndRdx(40), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-EndRdx/Dmg/Rchg(40)
Level 41: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50), Range-I(50)
Level 44: Tactical Training: Leadership -- GSFC-Build%(A)
Level 47: Tactical Training: Assault -- EndRdx-I(A)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
Level 0: Ninja Run
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Quote:But it DOES extend the duration. With Soldier and Spec-Ops having both Achilles and ToLG, its pretty much a given that the -20% resist will always be on what you are fighting. and the +70 damage goes off like crazy.BLASPHEMY!! BURN THE HERETIC!
...Oh wait. That's the Arsonist, isn't it?
DEBUFF THE HERETIC'S DEFENSE!
Meh. It's just not the same.
In all seriousness - insert the standard line about the game not being balanced around IO's - the fact that you can improve a set with IO's to the point that it's on par with the rest of the sets is not an argument for not buffing it, IMO.
I know "it can be killer" =/= "on par with," but the results of adding Achilles' Heel proc's are limited by the fact that the proc doesn't stack.
I dont think its a perfect solutions since you shouldn't have to rely on IO's to make your damage for you, but at least it makes my merc damage dealers in the end game. I also added 4 BM and 2 Soulbound to my Commando ( Dam/End and Chance for BU ) to also add to the damage.
Edit: I sent a PM to Castle with the 3 things I think would make Mercs more played
1 Make Serum small AOE, remove hit/dam and add +500 regen ( enhancable ) like AB. Keep 1000 minute ( also enhancable )
2 Make Spec-Ops damage Smash/Energy SCAR Laser?
3 halve all recharge on Spec-Ops control powers.
These 3 would go a long way to making Mercs more like other sets.
Another option was to do away with Serum all together and make the level 18 power Summon Turrets. Basically like Gang War but summons a bunch of stationary turrets for bosses or pulling or "oh crap" moments. This would allow mercs to also slot Pet recharge Def and Resist IOs -
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Are these the same idiots that blind invite to that channel Pinnacle Badges then slammed Xfunk, Beef and Bill and lied about it? Even though dozens of us saw it? Then deleted the channel or had us booted next day? Then after Thokor posted 2 posts here asking what happened they got the posts deleted because he exposed all their bad talk against people they didn't want to see it? ( points to Catastrophes post in this forum )
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I stopped doing ITF's because of all the EB and AV running, it became a job the play the game. I work 8 hours a day and get paid for it, I don't want to work when I come home and relax.
We didn't even shoot Romulus in the 3rd mission. We threw a toggle on him then turned to deal with Requiem and Romulus bolted for the scaffolding. He then dragged everything back to us during the fight. Then after a few minutes of running away comming back then running away, he got caught in terrain and we couldn't fiinish the mission. Havent done it since and wont ever again. -
Quote:I went 4 Blood Mandates for 47% acc, 97% damage and 2 heal IOs. Sure at 26 his heal is only single target and it heals your little ones to full, but at 32 he gets an AoE heal. In your 30's you face a lot more AoE damage and your Demon Lord also starts taking heavier melee damage, so every little bit helps.I was thinking about putting a heal and a resist enhancement in my tier 2 demons for leveling but I don't see the point now at level 26 as it is a single target heal that heals to full when he uses it (He uses it often enough to annoy me when I'm about to heal a pet)
He tends to use it when a demonling gets to 50% health once every fight or so for me (Sometimes uses it on my other T2 pet and once used it on me)
If you find that he isn't healing things to full when he uses it it might be worth it but otherwise there isn't much point.
It also depends on your secondary too, if you are Pain, Dark or Thermal I would say dont bother. If you are storm or poison or traps ( or anythign with single target or no heal ) I would say yes. He is basically a pocket emp slotted. -
Thugs: Cowboy, Masai
Arsonist: Rembrandt
Enforcers: Cochise, Cleon
Brute: Cyrus
Mastermind: Gramercy Riff -
Quote:you people are too funny
all these posts is like saying ice is better then stone in durability..gimmie a break
its been fire/fire since day one in this game.
and it doesnt matter what tank you rolled or personal opinion. its always been fire/fire(this is assuming your not boss farming with a buncha nubs in the ae.if you are then never mind my post and suck up your nerfed xp.)
using dreck,wolves,demons,council or bm map its still is today
blazing aura,combustion,fsc,burn,consume,fireball with f.e. and b.u. is king.always will be
i know some say sheilds but with the new nerf to sheild charge damage its not anymore.time to get over it kids.fire/fire never has to wait for the silly recharge of sc or lr.
brutes is a different story .
^ 100% agree. My Fire/Fire can farm way faster than any other tank, especially with the new FE and Burn . Hell I dont even need Fireball anymore because FE , BU , Burn and FSC and all up to+1 are dead. I throw a Combustion at the end just because I dont want the icon on my bar to get lonely from lack of use -
As others have said in the thread, I also have 5 Doctored Wound in it for the 5% global recharge.
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I went with positional Def on Scorchy McBurn my Fire/Fire tank, the same build can apply to brutes, this will give you a 40% melee Def that applies to most things in melee range. If Bill takes Burn at 18 and combustion, consume. Healing flames and hasten early it will be breeze to level , especially with the -20% resist rapid fire Scorch for bosses. ( I wish I had all that when I leveled mine
)