Deacon_NA

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  1. Is Rad still great for AV/GMs? Yep.

    Is it THE go-to for the same? Nope.
  2. Just to represent kin/sonic defenders - this is not a care bear set, it's teammate enabler combination that will have teammates saying "whoa, I just did X damage!" (where X is a number greater than they've probably seen before). Damage buffs from FS * resistance debuffs from Sonic creates insane damage, like nothing else in the game.

    So if your goal is to provide team safety, at least to mobs that aren't resistant to confuse, then go plant, if you want your team to melt face, then go kin/sonic.
  3. I tend to skip Telekinesis and not think twice. On my last respec I omitted Levitate due to bigger build goals, but it is a nice power and uses smashing damage.

    I want to offer a viewpoint that the two confuses are quite valuable. They're aggroless, take a cheap purple and the single target one is quick recharging to quickly stack on bosses and above.

    Also, this statement about confuses is abjectly false "it's an XP loss situation". It's not, it's an xp gain/time situation, which is really what's relevant. I believe someone out there has a standard reply showing the math to disprove "confuse stealz mah expeeez", maybe they'll stop by.
  4. Thank you very much Little_Whorn, no need to apoligize for the length, it was perfect for helping me get a better handle on Creepers slotting and also what the heck it's doing. CC's always been inscrutable to me.
  5. Kewl. I'm scratching my head figuring out just what to bring. I think I'll just go shamelessly fotm and make a fire/time corr, absent any other inspiration. My last 50 was an ice/time troller so I think a troller's right out. Unless of course I transfer that over and usse that... *scratches goatee in deep thought* **but first grows goatee*
  6. On another note... is there a way to dismiss CC? /releasepets doesn't seem to work. I'm low 40s in Grandville and I always dismiss pets when I go outside until I get to 47 or so. Creepers seems to stick around though and potentially aggro nearby mobs.
  7. My current plan is to include the following procs on the Plant dom I'm currently leveling: Posi, Trap of the Hunter, Impeded Swiftness, Explosive Strike. Is there any reason to not use any of those procs? How about Javelin's Volley?

    The last 2 slots were going to be Ragnarok Acc/Dmg/Rch and Acc/Rch. With global recharge Creepers are easily perma. That leaves the damage slotting a bit light. I'm not averse to swapping out the Rags for Nucleoluses (Nucleoli?) but then it's not perma by 10 seconds. If only there were an Acc/Dmg/Rch to use, man TAOE sets suck. I wouldn't want to use 1 Rag by itself.
  8. I've been avoiding responding because I simply can't relate to the objectives laid out. Taking 2 duplicate powers (Stimulant ≈ ID, Aid Self ≈ Transfusion) to take a 3rd that does the same thing as handing someone a wakie, then hitting them ID, transfusion and transference, not to mention things like Return to Battle. Anyway, you seem insistent to be a rezzer and are quite resistant to the other suggestions that such is not a great build tactic for a kin. So, moving on from that...

    Here's a fun fact for you, during a 4 second cast time, you can use Aid Self once for a 20% (unenhanced) heal, that may be interrupted, you could use 2 Transfusions for 94% (unenhanced) heal, which can miss. Just facts.

    Because your build did not paste to the forum appropriately, I am unable to make comments on the big picture, so I can only comment on what strikes me per power.

    Devastation is an odd thing to 5 slot. 5th slot gets you hold resistance. I'd either drop one of them or use a different IO that helps your enhancement values.

    Flight is capped at level 50 with no enhancements at all. You have a wasted enhancement slot.

    Siphon Power - that's an Acc and a Recharge that should be there.

    Siphon Speed - again a 5th slot gives you a smidge of hold resist. Maybe that's something you're building for. It's a poor choice of a bonus to build for.

    Empty Clips - 4 slots of Posi leaves you 1 short of the desirable 6.25% recharge bonus.

    ID - Aegis is an odd choice. The last slot gives you debt protection. I'm going to snark for a minute and say maybe that's a good idea after all.

    CJ - 5th LOTG gives you *drumroll* hold resists, ok I guess that is something you're going for.

    Bullet Rain - Slotting Force Feedback is an odd choice, this will enhance your KB. The FF proc is a mighty fine choice though.

    Resuscitate - there is no reason to use an expensive IO (Numi Heal) by itself when a generic Heal IO will accomplish the same thing.

    Executioner's Shot - I don't even know what to say about this slotting choice. I guess the 5th bonus is decent.

    Fulcrum Shift - good lord... This is what Kinetics is about, not rezzing teammates, not healing even, but buffing damage like nothing else in the game can. For my better built kins (that is high recharge and global accuracy), this power gets one accuracy and 2 recharges. Your global accuracy is ok so 1 Acc should suffice, but you'll want at least 2 recharges and maybe a 3rd.

    Jump Kick - whatever.

    Acrobatics - A Steadfast Protection in ID will give you sufficient -kb protection.

    Quote:
    Because I know what happens when I use Hail of Bullets or Empty Clips without targeting through a tank or brute.
    Oh I know the answer to what happens - enemies die. A Fulcrum Shifted Hail of Bullets provides substantial damage. In case you didn't know, it doesn't matter what you target when you use Hail of Bullets since it's pbaoe.

    I'll stop, I don't want to pile on. If you're happy playing the role of a healer/rezzer with kin powers, so be it.
  9. Quote:
    Originally Posted by Hopeling View Post
    Don't say that, I'll get hate mail. "You got my HOs nerfed!"

    I wasn't the first person to discover HOs in power boost, nor the first person to post about it. I got it from another thread some time ago, don't remember who or when. Plus, it wasn't even three weeks between that thread and the change going up on beta. Development turnaround is NOT that fast.

    Now, if you mean that the issue of HO'ed Power Boosted Farsight in general prompted this change, rather than that thread specifically, yeah, that's possible.
    No no, I'm not pointing the finger at you saying "You're the snitch!" I just wasn't aware of the issue and did find the values jaw dropping for PBU+Farsight. I'm guessing FF bubbles must produce similarly ridonkulous values, but no one pays attention to FF.
  10. Deacon_NA

    SG is calling!

    This always makes me laugh. I mean real life LOL whenever someone says this. I too wonder about these SGs that demand their members drop what they're doing and join them - post haste! If you want to quit to do something, then quit, say "thanks for team, gotta go" and begone.
  11. Maybe it's coincidence, but when I read this thread:

    http://boards.cityofheroes.com/showthread.php?t=280987

    I thought the HO fix would get moved up the bug priority list quite a bit. Maybe it was already a priority, dunno.

    You could look at the difference between Enzymes and the +Def HOs and say the difference is real but not game breaking, the PBUed values for Farsight shown in the above link are game breaking.

    I too have to laugh at the "oh my SD is broken with having 60% (or whatever it is) DDR instead of 95" comments and leave it at that.
  12. Very nice, though one comment caught my attention for deserving a counterpoint:

    In the section about IO slotting

    Quote:
    Your powers can cost a lot of endurance, but since you are not constantly attacking to do damage, you don't really need recovery bonuses either.
    While this may be true for some secondaries, such as Traps, I don't think it's true across the board. All MM secondary powers cost more endurance than the corresponding powers for the other buff/debuff ATs and the more active you are with them, the more it adds up.

    In particular, Storm is brutal and, were I to get around to IOing mine out, I'd be seeking as much +rec and +end as I could. Sonic may be comparable, I haven't played it on a MM, but my experiences with Sonic on other ATs showed it to be endurance intensive. I'm not going to go set by set, but off the top of my head the only ones I played that wouldn't find endurance bonuses a boon would be Traps and FF (both were leveled up w/o Stamina).

    Anyway, small nit to pick in a very nice guide.

    Oh yeah, perhaps add something about /releasepets when pets get bugged at doors. It's certainly a question that's frequently asked in channels.
  13. A cyto seems extravagant in CJ (or veng), since CJ costs a negligible amount of endurance. A cyto enables you to save slightly less than a negligible amount of endurance. Slap an LOTG of some sort in there and get the regen bonus.

    As for further enhancing recharge, you could +5 each of the 2 recharge IOs in Hasten, get Spiritual and keep a steady supply of kinetic weapon, ruby and chaos theorems on hand to get the base empowerment buff. For 100 inf (or 3 inf even) you can have, for an hour at a time what others pay billions for: 20% global recharge.

    Just FYI you have a rule of 5 violation for 3.13 fire/cold def (aegis & mocking beratement).

    As for CJ or Veng, well NR will consume quite a bit of endurance compared to CJ, I'd be inclined to keep CJ and switch when you're in travel mode to NR.
  14. Oh, it's not so bad. Here's a few thoughts:

    Equip Robot and Upgrade Robot should be slotted with Endurance Reduction IOs, not Recharge. I personally would only allocate 1 slot to Upgrade Robot.

    Snow Storm is auto-hit and has no damage. the Range/Slow and End/Rch/Slow will do you more good.

    The BU proc in Gaussians overstates final to-hit. I always swap it out when assessing to-hit, and reslot it when I'm done. If you do that, you'll see Gale has a low chance to-hit. For 1 slot, I'd use an Accuracy instead of an Endurance.

    Freezing Rain is one of the game's great powers and you want to use it as often as possible. That means at least another recharge IO. The Achilles Heel proc is very nice in this too.

    You didn't take Hurricane. Perhaps you just don't like the power and don't want it. It is, however, like Wolverine "the best there is at what it does, but what it does isn't very nice". It will save your hide more than all the defense bonuses you could possibly muster with its massive -tohit, kb and repel. When things look dicey - Hurricane. I personally would never make a Stormie w/o Hurricane and have to strongly urge anyone else to take it. I'm not saying to use it 24/7, but when you want it, you really want it.

    The Numi Heal IO, slotted instead of the Regen Tissue Proc, actually produces higher regen, even if just slightly.

    You have no -kb protection. I'd definitely want to find a slot for one of the -kb IOs.

    Anyway, that's all I have time for right now, I thought it was a solid attempt for a first time MM.
  15. I'm very happy with Vigor on my DA/ tank. Due to slotting a bunch of Kinetic Combats and otherwise not having a source of significant to-hit, the Accuracy is a huge boon. The heal bonus is helpful for Dark Regen especially when it's down to just one target that you really need a big heal for and Endurance is always welcome for DA. For my purposes, this is the best alpha for this particular character and I'm thrilled it was added.
  16. That is an impressive build for defense. I won't say you "completely gimped the /kin for defense" but sacrifices were made and I do want to make sure it's clear what they are.

    First and foremost, the accuracy looks to be insufficient for higher conning foes. I set mids to show final to-hit against +3s and here are final to-hit numbers (with no Aim) for some kinetic powers: Transfusion 75%, Siphon Power, Siphon Speed and Fulcrum Shift 83%, Transference 80%. Your Ice Blast powers have enough accuracy slotted to all hit 95% of the time. Aim will solve your kin accuracy, for the (slightly less than) 1/3 of the time it's up.

    Changes to consider: in CJ I changed one of the BotZ to Kismet 6% and moved a slot to Weave for a 4th LotG and a 9% Acc buff. The final to-hit for those same kin powers, in the same order, becomes 90%, 95% and 95%.

    Also to consider, you're in the epic that offers Focused Accuracy, which will cure all accuracy ills. I'd be tempted to swap out IR for FA.

    Here's what that build looks like with those 3 changes. Ranged def down a smidge to 43% but ALL powers have capped accuracy:

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

    Click this DataLink to open the build!

    Level 50 Magic Corruptor
    Primary Power Set: Ice Blast
    Secondary Power Set: Kinetics
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Flight
    Power Pool: Speed
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Ice Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
    Level 1: Transfusion -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(7), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(33), Numna-Heal(46), Numna-Regen/Rcvry+(46)
    Level 2: Siphon Power -- Acc-I(A)
    Level 4: Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(15)
    Level 6: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(17), GSFC-ToHit/Rchg/EndRdx(17), GSFC-Rchg/EndRdx(19), GSFC-ToHit/EndRdx(19), GSFC-Build%(21)
    Level 8: Freeze Ray -- Lock-Acc/Hold(A), Lock-Acc/Rchg(21), Lock-Rchg/Hold(23), Lock-EndRdx/Rchg/Hold(23), Lock-Acc/EndRdx/Rchg/Hold(25), Lock-%Hold(25)
    Level 10: Siphon Speed -- Acc-I(A)
    Level 12: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(29)
    Level 14: Tough -- Aegis-Psi/Status(A)
    Level 16: Increase Density -- S'fstPrt-ResDam/Def+(A)
    Level 18: Bitter Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(29), Thundr-Dmg/Rchg(31), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(33)
    Level 20: Speed Boost -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(33)
    Level 22: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(34), LkGmblr-Rchg+(34), LkGmblr-Def/EndRdx/Rchg(34)
    Level 24: Combat Jumping -- Ksmt-ToHit+(A), LkGmblr-Def(36), LkGmblr-Rchg+(36)
    Level 26: Hover -- Zephyr-Travel(A), Zephyr-ResKB(36), LkGmblr-Def(37), LkGmblr-Rchg+(37)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(37)
    Level 30: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(39)
    Level 32: Blizzard -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(40), Posi-Acc/Dmg/EndRdx(40)
    Level 35: Transference -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(40), P'Shift-EndMod/Acc/Rchg(42)
    Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(46)
    Level 41: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(43), RedFtn-EndRdx(43)
    Level 44: Ice Storm -- CtlSpd-Acc/Slow(A), CtlSpd-Dmg/Slow(45), CtlSpd-Acc/EndRdx(45), CtlSpd-EndRdx/Rchg/Slow(45)
    Level 47: Web Envelope -- Enf'dOp-Acc/Immob/Rchg(A), Enf'dOp-Acc/Rchg(48), Enf'dOp-EndRdx/Immob(48), Enf'dOp-Acc/EndRdx(48), Enf'dOp-Immob/Rng(50), Enf'dOp-Acc/Immob(50)
    Level 49: Focused Accuracy -- EndRdx-I(A), EndRdx-I(50)
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(9)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(11)
    Level 1: Brawl -- Empty(A)
    Level 1: Scourge
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



    Code:
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  17. I'll do this, I'll bring one of the following:

    Chronostasis (ice/time controller)
    Bad Salad (Plant/Thorn dom)

    For what it's worth, both have Katie unlocked and are over 34.
  18. Quote:
    Originally Posted by BrandX View Post
    My DB/WP build didn't have Hasten and didn't need it.
    This is the combo that comes to my mind that gets absolutely no benefit from Hasten. I suppose the rez in WP would recharge faster, for whatever that's worth. As for DB, with 40% global recharge, I can chain the st-focused combo or the aoe oriented combo. Literally, there is no benefit for hasten whatsoever. Rather I'd say it would only have a negative affect with the end crash.

    It is rare I don't take Hasten though; I'm sure it's on 9 of 10 of my characters. All Doms, all trollers for sure take it. It's one pick that takes minimal slotting (2 slots and you can +++++ it for max effect). I ask myself "why wouldn't I take hasten" given that it's one pick/2 slots, rather than "why should I take hasten for this build?"
  19. It goes without saying (but I'm still going to say it) that "fun" is quite subjective and no one will be able to tell you what's fun for you.

    With that out of the way, I can try to describe, at a high level, what they play like and maybe that will help point you to what you find fun.

    Sonic - Bubble every 4 minutes. Use Sonic Siphon every now and then. Make sure to reapply Disruption Field whenever you go through an elevator. Use blue inspirations, frequently. Full disclosure - I haven't played a /Sonic MM yet, but I've played an unusual amount of Sonic Resonance and have logged a few hours with MMs as well, so I'm pretty confident that's about how it would go.

    Poison - Throw out a couple of debuffs, use a hold, single target heal. I played this twice to 50 with the old Poison and haven't spent much time with the new version. Envenom and Weaken only each have an 8 foot radius. Personally, I didn't find Poison very fun. This paragraph has actually inspired me to log onto a thugs/poison to see how it differs.

    Traps - Traps is Traps. Some people think it's "barrel of monkeys" fun, other people hate it. I'm in the former category. Lay down a stationary debuff or 2, maybe a toebomb or two. Or you can create a kill zone and lure enemies into it (not my style). I normally avoid saying something is "the best" but out of these four, Traps is clearly the best.

    Trick Arrow - Flashy. Lots of boom, lots of burn. I'm sure it's pretty key to pick the right henchmen to go with TA. By that I mean henchmen that are fairly survivable on their own, such as Demons or Robots. I have a bots/TA and I love it. At least now that it's 50 and built up. I think one power in the set is enough to differentiate it for fun (for me) and that's Oil Slick Arrow. It has a long recharge so it's not up every spawn, but a high recharge build (with spiritual) can get it usable more often.

    So, for my own opinion of fun, among those 4 choices, I think TA was "funnest". YMMV.
  20. Quote:
    Strange. Most of your positives I see as great negatives. And that's not just because I consider the Hollows, Striga and Croatoa to be by fart he worst the game has produced both from a gameplay standpoint and from a storyline standpoint
    Someone make a joke, stat! I got nothin (except the emphasis I added above)
  21. Always, always, always. It is tougher pre-25 if I get an insp load I like a lot, but otherwise... always.
  22. Not a lot to say really, that's a Bentley build and I'm sure it will be awesome. Couple minor things I might do differently if I were making a Bentley fire/time:

    - Go ahead and use a 6th Apoc in Blaze for a nice boost to Psi Def. There exist psi attacks that aren't covered by positional def and boosting psi by 5% would smooth out your defenses overall.
    - Put the Stealth into Sprint to have a free slot for whatever.
    - Use the LOTG +Def in CJ instead of the basic IO def, just to get the regen bonus
    - Use the LOTG Def/End in Maneuvers to ease up endurance consumption a bit and get the regen bonus
    - Using the Numi and Perf Shifter triples in Chrono Shift will still keep the power perma but give you a couple of different bonuses.
  23. Looking at the last 5 sales as of my typing this, Ribo sales varied between 200M - 250M. Even if you have one laying around the base, I'd sell it, save for a rainy day or heck, e-mail it to me, but to use it to gain an additional 2 percent to one damage type is fingernails on a chalkboard to me.

    Anyway, just directionally speaking, maybe target 50-52% def with Mask Presence suppressed but including ML, that would give you a buffer of one Cim debuff to stay soft-capped. You'll get into the rythem of ML in no time. Switch some of the Def granting sets and use a +Rch granting set, for example switch to 5 oblits in Eviscerate. Maybe a 4th spot in Smoke Grenade for Dark Watchers. Decimation in Poison Dart, that sort of thing.

    Another thing to think about - double Assault is pretty sweet, 30% dmg buff for you and team.

    The beauty of a NW is it's hard to do it wrong. I've taken 2 NWs and a Fort to 50 and even the 2 NW builds are pretty different. One plays sort of like a ranged widow and the other is more traditional melee. Both are very satisfying.
  24. With ML, +Def numbers are very high, as in iTrial soft-cap. Is that your intent? My feedback would vary depending. If iTrial soft-cap is not your stated goal, you can lose a LOT of +def bonuses for recharge and/or HP.

    I'm not a fan of CT:O, at all, for a Widow. Mind Link, TT:L and the cherry on top, Kismet, give you 26% to-hit buff. All of your attacks are well over 95% final to-hit without CT:0. Too bad it doesn't resist -tohit debuffs, that would make it at least interesting to consider, but truly wasted on a mature NW. Take anything else, I'd go for Placate. If you are going to incarnate soft-cap, Leadership:Maneuvers can provide a massive boost (VEATs get the highest value for this, with Defs).

    Will you be fighting with Super Speed toggled on? If not you can lose the End Red.

    A Ribosome is very expensive to get 2%ish psi resists (11.3 vs 13.3). I'd go for an vanilla End IO in its place.

    I don't see an Alpha selected. From your build it's clear you're "endurance risk averse" and rightfully so. Leveling up my Widows could be cruel at times due to endurance woes. With Cardiac "It gets better". I have 2 lvl 50 widows both with Cardiac and endurance is now a non-issue.

    That's it for now, I have other comments but they may be moot based on your Defense goals.
  25. Plant/Thorn happens to be one of my current leveling characters (I always have 2 at a time). Right now I'm at 30 and my planned build is for extreme offense, with Fire Mastery for RoF and Fireball. So there's no defense to speak of. I'm fine with that.

    Now that I look at that build, I think it may well be too offensive. All the -def from Thorns makes enemies hit each other substantially more and fights are done with Seeds > Fling > Roots > Trops > Burst plus whatever Creepers do. I'm actually not sure the 2 fire aoes would end fights any quicker.

    Just for reference, this is what I'm building to now, but that's subject to change. I'm hoping to NOT follow a cookie cutter soft-capped s/l build this time around. I might shoot for ranged def though.


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

    Click this DataLink to open the build!

    Bad Salad: Level 50 Magic Dominator
    Primary Power Set: Plant Control
    Secondary Power Set: Thorny Assault
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Leaping
    Ancillary Pool: Fire Mastery

    Villain Profile:
    Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(15), BasGaze-Rchg/Hold(17), BasGaze-EndRdx/Rchg/Hold(17), HO:Perox(46)
    Level 1: Thorny Darts -- Decim-Build%(A), Decim-Acc/Dmg(25), Decim-Acc/EndRdx/Rchg(25), Decim-Acc/Dmg/Rchg(36), Decim-Dmg/EndRdx(36)
    Level 2: Roots -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(3), GravAnch-Acc/Rchg(3), GravAnch-Immob/EndRdx(13), GravAnch-Hold%(13)
    Level 4: Fling Thorns -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dam%(5), Posi-Dmg/Rng(7), Posi-Acc/Dmg/EndRdx(7)
    Level 6: Super Speed -- Zephyr-ResKB(A)
    Level 8: Seeds of Confusion -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(9), CoPers-Conf/EndRdx(11), CoPers-Conf%(11)
    Level 10: Impale -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(36), Dev'n-Dmg/Rchg(37), Dev'n-Acc/Dmg/Rchg(37)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(15)
    Level 14: Hover -- LkGmblr-Rchg+(A)
    Level 16: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx(34), AdjTgt-Rchg(50), AdjTgt-EndRdx/Rchg(50), AdjTgt-ToHit/EndRdx/Rchg(50)
    Level 18: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 20: Thorn Burst -- Oblit-Acc/Rchg(A), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(23), Oblit-Dmg(23)
    Level 22: Fly -- Winter-ResSlow(A)
    Level 24: Afterburner -- LkGmblr-Rchg+(A)
    Level 26: Carrion Creepers -- Posi-Dam%(A), TotHntr-Dam%(27), ImpSwft-Dam%(27), ExStrk-Dam%(31), Ragnrk-Acc/Dmg/Rchg(31), Ragnrk-Acc/Rchg(37)
    Level 28: Thorntrops -- Posi-Dam%(A), ImpSwft-Dam%(29), JavVoll-Dam%(29), JavVoll-Dam/End/Rech(31)
    Level 30: Vines -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(19), UbrkCons-Acc/Rchg(19), UbrkCons-EndRdx/Hold(33), UbrkCons-Dam%(33)
    Level 32: Fly Trap -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(34), ExRmnt-EndRdx/Dmg/Rchg(34)
    Level 35: Ripper -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(46)
    Level 38: Thorn Barrage -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(39), Dev'n-Acc/Dmg/Rchg(39), Dev'n-Dmg/EndRdx(39)
    Level 41: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(42), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dam%(43)
    Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
    Level 47: Fire Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(48), ImpArm-EndRdx/Rchg(48), ImpArm-ResDam(48)
    Level 49: Rise of the Phoenix -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    Level 1: Sprint -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(40)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(40)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|