Deacon_NA

Legend
  • Posts

    1388
  • Joined

  1. On the other hand, once you defeat him in that Oro tf, he becomes a heckuva pet to have. You can be super lazy and just lead him through the next few maps and let him do his thing.
  2. Slax's words of wisdom as a team leader: "boof meh".
  3. Deacon_NA

    Damage output

    Quote:
    Originally Posted by Silverado View Post
    I tend to stay away from these type of posts "make me an uber build! inf is not a problem!" because people with unlimited budget and very limited ingame knowledge tend to be RMT clients, sorry.
    This gets a hearty "QFT" from me. I think this is the case in 9/10 of the "someone post a fire/kin build" posts in the Controller forums.
  4. With the Numi and Miracle uniques, my Kin/Sonic does not have Stamina in his build. With those IOs and various +Recovery bonuses, he doesn't even need to use Transference as a crutch.

    Other than that, it's hard for me to comment since it's clear you and I have fundamental differences on how to build a kin/sonic, or probably any defender. You're building for the Def bonuses at the expense of powers, and I built mine making sure to take powers that were, for me, mandatory and built bonuses on top of that. Powers such as Siphon Power (key for AV/GM fights), ID (mez breaker and more) and Dreadful Wail were non-negotiable for me. Note, I'm not saying "I am philosophically right and you are wrong", we just have different objectives.

    Philly I don't have a build for you, but if you and your wife both take Grant Invis and Stealth (SB will overcome the -speed) that's an easy way to add 5-8% Def there. Taking those 2 with Maneuvers (x2) and CJ will get you 14.5-22.5% Def (depending on slotting), a good start.
  5. Quote:
    Originally Posted by Everfree_Fire View Post
    I did switch out the Numina, because I did note my Range defense was overkill, and it should lower my costs by quite a bit. I am curious as to why you put in three Numina's and one Doctored Wounds. Seems like an odd choice to me.
    Odd indeed. When I was playing around with your build, I looked at my clock and realized "oh uh, gotta go" so I just went with what I had. Not that it's totally random The 3 Numis were for HP/regen bonuses and the DW was just to get a Heal/Rch in there. If I had devoted some more time I would have found something better.

    At this point it's truly just fine-tuning for you. I think Thugs/FF is actually pretty simple and the difference, performance wise, between a 2 billion build and 200 million build is minimal.
  6. If you use Force Feedback in Force Bolt, you'll get a nice buff to your AOE Def, not to mention strengthen Force Bolt to knock guys around that you don't like.

    Lysosomes (Acc, -ToHit, -Def) are good in Enforcers, as are Cytoskeletons (End Red, +ToHit +Def).

    6-slotting Serendipity is kind of odd. 1.25% resistance to toxic isn't anything to shoot for.

    Enforcer Maneuvers is 8.43% each for a total of 16.86%. I'm looking at my Thugs/FF now. With no uniques and at ED cap, def is 50.4% when bubbled + my Maneuvers.

    2 slotting lvl 50 Def IOs takes their Maneuvers to 25.3%. Add in 2 uniques at 5% each you're up to 35.3%. Your Maneuvers + Dispersion = 4.1 + 11.8 = 15.9 means total = over 50% without a single bubble applied.

    2 slotting the aforementioned Hamis takes their Maneuvers to 23.6%, but buffs their To-Hit and -Def as well.

    You're so far over ranged def cap, I think the Numi slotting is overkill and not cost justified.

    If you're looking for AOE defense, the best source is by 5 slotting Aegis.

    Putting the Hami talk aside, I took a stab at making some subtle modifications that lower your Range Def and increase your AOE without making fundamental changes to your concept:

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Annibel Seraph: Level 50 Natural Mastermind
    Primary Power Set: Thugs
    Secondary Power Set: Force Field
    Power Pool: Medicine
    Power Pool: Fitness
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Call Thugs
    • (A) Blood Mandate - Accuracy/Damage
    • (3) Blood Mandate - Damage/Endurance
    • (3) Blood Mandate - Accuracy/Endurance
    • (5) Blood Mandate - Accuracy/Damage/Endurance
    • (5) Blood Mandate - Accuracy
    • (7) Blood Mandate - Damage
    Level 1: Force Bolt
    • (A) Force Feedback - Damage/Knockback
    • (39) Force Feedback - Chance for +Recharge
    • (40) Force Feedback - Accuracy/Knockback
    • (42) Force Feedback - Recharge/Knockback
    • (42) Force Feedback - Recharge/Endurance
    • (42) Force Feedback - Damage/Endurance/Knockback
    Level 2: Deflection Shield
    • (A) Red Fortune - Defense/Endurance
    • (7) Defense Buff IO
    • (9) Defense Buff IO
    Level 4: Insulation Shield
    • (A) Red Fortune - Defense/Endurance
    • (11) Defense Buff IO
    • (11) Defense Buff IO
    Level 6: Equip Thugs
    • (A) Endurance Reduction IO
    Level 8: Dual Wield
    • (A) Thunderstrike - Accuracy/Damage
    • (9) Thunderstrike - Damage/Endurance/Recharge
    • (19) Thunderstrike - Damage/Endurance
    • (34) Thunderstrike - Damage/Recharge
    • (34) Thunderstrike - Accuracy/Damage/Recharge
    • (34) Thunderstrike - Accuracy/Damage/Endurance
    Level 10: Aid Other
    • (A) Numina's Convalescence - Heal/Endurance
    • (19) Numina's Convalescence - Endurance/Recharge
    • (29) Numina's Convalescence - Heal
    • (36) Doctored Wounds - Heal/Recharge
    Level 12: Call Enforcer
    • (A) Blood Mandate - Accuracy/Damage
    • (13) Blood Mandate - Accuracy/Endurance
    • (13) Blood Mandate - Accuracy/Damage/Endurance
    • (15) Blood Mandate - Accuracy
    • (15) Blood Mandate - Damage
    • (17) Blood Mandate - Damage/Endurance
    Level 14: Pistols
    • (A) Thunderstrike - Accuracy/Damage
    • (17) Thunderstrike - Damage/Endurance/Recharge
    • (36) Thunderstrike - Damage/Endurance
    • (36) Thunderstrike - Damage/Recharge
    • (37) Thunderstrike - Accuracy/Damage/Recharge
    • (37) Thunderstrike - Accuracy/Damage/Endurance
    Level 16: Swift
    • (A) Run Speed IO
    Level 18: Hurdle
    • (A) Jumping IO
    Level 20: Stamina
    • (A) Endurance Modification IO
    • (21) Endurance Modification IO
    • (21) Endurance Modification IO
    Level 22: Dispersion Bubble
    • (A) Red Fortune - Defense/Endurance
    • (23) Red Fortune - Defense/Recharge
    • (23) Red Fortune - Endurance/Recharge
    • (25) Red Fortune - Defense/Endurance/Recharge
    • (29) Red Fortune - Defense
    • (31) Red Fortune - Endurance
    Level 24: Maneuvers
    • (A) Serendipity - Defense/Endurance
    • (25) Serendipity - Defense/Recharge
    • (27) Serendipity - Endurance/Recharge
    • (27) Serendipity - Defense/Endurance/Recharge
    • (37) Serendipity - Defense
    Level 26: Call Bruiser
    • (A) Blood Mandate - Accuracy/Damage
    • (31) Blood Mandate - Damage/Endurance
    • (31) Blood Mandate - Accuracy/Endurance
    • (33) Blood Mandate - Accuracy/Damage/Endurance
    • (33) Blood Mandate - Accuracy
    • (33) Blood Mandate - Damage
    Level 28: Tactics
    • (A) Endurance Reduction IO
    Level 30: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    Level 32: Upgrade Equipment
    • (A) Endurance Reduction IO
    Level 35: Gang War
    • (A) Sovereign Right - Resistance Bonus
    • (39) Edict of the Master - Defense Bonus
    • (40) Expedient Reinforcement - Resist Bonus Aura for Pets
    • (40) Call to Arms - Defense Bonus Aura for Pets
    Level 38: Force Bubble
    • (A) Endurance Reduction IO
    • (39) Endurance Reduction IO
    Level 41: Charged Armor
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (43) Aegis - Resistance/Endurance
    • (43) Aegis - Resistance/Recharge
    • (43) Aegis - Endurance/Recharge
    • (46) Aegis - Psionic/Status Resistance
    • (46) Aegis - Resistance/Endurance/Recharge
    Level 44: Electrifying Fences
    • (A) Trap of the Hunter - Accuracy/Recharge
    • (45) Trap of the Hunter - Endurance/Immobilize
    • (45) Trap of the Hunter - Accuracy/Endurance
    • (45) Trap of the Hunter - Immobilize/Accuracy
    • (46) Trap of the Hunter - Accuracy/Immobilize/Recharge
    • (50) Trap of the Hunter - Chance of Damage(Lethal)
    Level 47: Electric Shackles
    • (A) Lockdown - Accuracy/Hold
    • (48) Lockdown - Accuracy/Recharge
    • (48) Lockdown - Recharge/Hold
    • (48) Lockdown - Endurance/Recharge/Hold
    • (50) Lockdown - Accuracy/Endurance/Recharge/Hold
    • (50) Lockdown - Chance for +2 Mag Hold
    Level 49: Aid Self
    • (A) Doctored Wounds - Heal/Endurance/Recharge
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Supremacy



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1420;704;1408;HEX;|
    |78DAA593476F135110C7DFBA6012AF5B4C6227C625CD7112B2C42024CA01D12C21C|
    |55182894080628CBD895772D696D796E016DA8D3355A17D0CDA8122CAC7E046BF10|
    |DA0133E5A5208EACECFFCF3B7E336FE6FF76B3670FAA422CEE158AFF40A56059F96|
    |CC16AE8F505C32CB9260B8D66BD50F1EE334DE38C5E49E4F47AA156760921426BAB|
    |F2B9E6C242D5D48E969BF356645D7C7F736E4ECB54EB453D9F31F44A2970D82CEB7|
    |5DD6C682B3F3C53D56A45CBEA25A36898BA4A7719A361EA96E5A39B09BD50D2EB56|
    |D9A8A92BF735C39CEF3954338ADABAADB24DD9F6B93034370CDF674E21AF9653BC0|
    |7A485ED03E323C1F189F199B0E10B61D6015064D6A20D43C9CB84A1F384E10B8C8B|
    |8C4B84BC432689964D6957A85E8CEA6D649C860576B9C0CE0BDAF91F8917D02D37D|
    |C12CE5E0A3D877B971CC0B5C4D5EE133A6E137AEF30EE32EE11A290D2C659F6B669|
    |DAA9E30861F30CA13F4B7809D5DDB2BA9BED51D917957DF1B22F5EF6C5CFD63D852|
    |C8FCCF2704F7EEEA99F7BEAE79E06B8A701EEC9093DF9D854E11B63BB211490A140|
    |8A8783509043B66082429BFE42114CEC9467D3C92676B9192A21ECE141BD84186E1|
    |91501281BE22C47E8376048845B841E3C33804218B0115EC384DD72C26EF625C6B3|
    |C7D89E04DB93607B126C4F103689C871227C7C5D108ACA50B4933A7A03B5E3F290E|
    |3BCEA1584FAE471F52D5328F98EBA1BFACA8FDD5B1B4E3107B30F7235659053938C|
    |47F05CA5A42BA9108D3C324EDB8DA419DB08633B18DB098F216B548E397A95425BA|
    |E31AE336EF0F29B84F42DC213C8D26496B64CFD6DFDC6F8CEF84148FF64FC22C4C1|
    |897139F6F8241F9163F5E5840F5C62E29FC8D4DA4B25148A64D7D6FCD7F5405DA9D|
    |336DD0E9A4399413986721CE504CA49945328B3287994D6C3D56CDF4E6C6817CA6E|
    |943D285770910B5F2D378A8AE241F1A2F850FC2841942E941E942594D61F780D117|
    |D|
    |-------------------------------------------------------------------|
  7. Deacon_NA

    Kin/Rad Thoughts

    I found your 2nd build more interesting, so I'll comment on it and not the first one.

    I think your second build is going to cause you to rely on Transference as a crutch. Oblit's a nice set, no doubt, but it does you no favors endurance-wise. With your emphasis on Melee def, I'm sure you're intending to spam Irradiate which will cost 16 endurance every 6 seconds (if you're spamming). Your 2nd build has a net gain of 1.1 end/second. What you could do is slot the Numina and Miracle uniques in Transfusion, also the Theft of Essence +End proc. It gimps the heal, but I'm fine with that.

    Your 2nd build has a surplus of 2.5% rec bonuses. If you have the dough, I'd swing for Absolute Amazement in OG. If not, Razzle Dazzle in OG will push up your Melee Def a tad closer to the soft cap.

    Let me just paste in my modifications. The biggest change I made was swapping out Recall Friend for Maneuvers. Perhaps you're building a tf stealther and you need TP. The changes I made do soft-cap you to melee but if stealthing tfs is a bigger priority, that's fine. Endurance-wise, I still don't think it's easy, but I think the prior build would be a challenge. Another change I made, for flavoring, was to add in Dark Consumption instead of Soul Transfer. I don't feel strongly about that at all, but thought it might be a good backup plan in case Transference misses when you really need it.

    One last thought would be to substitute Multi Strikes instead of Oblits in Irradiate. MS's endurance reduction is dramatically better. Melee def goes down a smidge under soft-cap, but I think the net effect is improved.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1410;704;1408;HEX;|
    |78DAA593D94E136114C7BF69A79442574ACBBE95B294D229BD73B930413411C1103|
    |45CA9CD48079808D3DA4E095C89F7B83D804FE116E353188DFB9BB8D473CE7FDAE8|
    |B593F6FF9B39DFD9BE6DFD6825ACD4C905A5452FEE9B8D4679C5DAB19C8A55EF5E6|
    |FBAA66B579DC872B35EB7DDEAE4AA7D70701C544AA5DB3EE5E5E6CE8E71D5762CD7|
    |DE6E4C74CC9BA6B36B558C4DB3624B8AF232A57613579C3DAB6E39AED17EE9D9A85|
    |6F78DEB35CBAA44E4F5B2BDBBE7DACE6E4CBED62C93B235F6EC5AB8FD5DA3C1C4A5|
    |9ABD6DAC98F5BBE5754A6BD58F07A9A91CFD1D1F89467FD5F2A92D7AC9A8F02AD0E|
    |7576A4CBD6307795A01E51393CF0F68826E5DD01300BA084955F57156CEDB52DAB0|
    |E27CEFC9E4F712F97FF8D8A4FF047E09BA7E032D41373B67D43DFA086892480B205|
    |1342FC8D0BA06BDCE8330A5FF419D42435EC1D082C6DDC5F382BE45A020E83780A2|
    |A04151BD88D27ABF4A2BF16F82692A18F1462218897E2794944623318CA8588B1EE|
    |5274B02CDF913039278302BCB3A392F28A5C5A8935FD2F34BC665642A09F40BB229|
    |C147AA93F22AA430BD0F641AF0A63780AD18EC12CC619B72D8A61CF62787FD6952D|
    |4901735742A93187E083C128C3F164C3E019E0A3E918E785123A8358A22A328328E|
    |22E32892451F89202B166C8C2757525329C121E59BF08EC70476F5B31412673DF35|
    |C4CD32F8097C02B41F6B5E00BB9CF781DCDE034CDE234CDE234CDE234CDE134CDE1|
    |34DD279DC772EBF30DD981051738029A82C2A1E001B9E7E11EC82FC8462CE68145A|
    |0202818405170425106261730D05A11AD15D15A11AD95D05A09ADA569B196504B2D|
    |61D347F5CED5A31F1FABB5BF2D2109DFD0BDFBCB374D9CAEE99D2BFD5FCF9B70BB5|
    |868B387F406CB06CB16CB4D965B2CB7594C963B2CDB2CADB79DE8D8196EE82CCB39|
    |96F32CA7EC14E48BD6CB126689B04459622C7196244B9A6598E5194BEB0F580BF97|
    |2|
    |-------------------------------------------------------------------|
  8. http://coh.redtomax.com/data/powers/...Power_Build_Up

    That is the power referred to in Turbo Ski's guide. It is indeed a great power to use before Benumb or Veng. It's nice to use before Infridge, but with the long-ish timer on PBU, I'd never use it just for Infridge, but use PBU>Sleet>Infridge>Benumb. That ensquishifies the hardest targets in the game.

    For my Cold/Ice, I don't have Aim in my level 50 post respec (final) build, but I did for leveling up. It is not the equal of PBU, they do different things, though PBU does buff to-hit.

    Here are the stats for Aim, so you can see for yourself the differences between the two powers:

    http://coh.redtomax.com/data/powers/....Ice_Blast.Aim

    Lastly, do NOT feel scary about not having a heal for teaming. Not to get into a "Who's the better Defender" debate, so I'll simply say a Cold does a LOT to not only provide team safety through shields, knockdown and slows, but enables team killing via resistance debuffs and endurance buffs. I find my Cold/Ice extremely satisfying to play and I'm sure you will too.
  9. I've got a few points, observing the constraints you gave about keeping recharge as is. This is in order of what I consider to be priority

    1) Take the 5 Red Fortunes from Combat Jumping and spread them into DN and DS. Not only will you be better able to do what a Dark Def is supposed to do: debuff enemies, you'll improve your global recharge by putting 4 Dark Watchers into DN and 4 Cloud Senses into DS.
    2) Tempered Readiness is not a good set for Tar Patch, especially for a high recharge build. On a high recharge build, small recharge increments don't provide much practical bonus. With your current build, here's recharge for some key powers:
    Blackstar: 100.4s
    Fearsome Stare: 12.6s
    Soul Drain: 33.5s
    Tar Patch : 31s
    If I change Tar Patch's slotting to 3 recharge IOs, those become
    Blackstar: 101.4s
    Fearsome Stare: 12.8s
    Soul Drain: 33.8s
    Tar Patch : 24.5s
    It's just my belief that Tar Patch is something you want coming up ASAP.
    3) You can get your 6.25% bonus from Fearsome Stare with 4 slots of Cloud Senses, freeing up a slot and increasing your to-hit debuff. It comes to whether you prefer the fear or the debuff.
    4) The Perf Shifter Proc is best used as a 2nd-4th slot in Stamina. For one slot in Stamina, you're better off using a generic IO. The proc provides an expected value of .2 end/second. The generioc IO takes you from 2.77 to 2.97 end/sec, an improvement of... 0.2 end/sec. I'd go for the cheaper and certain recovery in this case for one slotting Stamina.
    5) Personally, I'd go for Oppressive Gloom over the rez, especially since you say you're a meleer. Most everyone around you should be stunned when you fire off Dark Pit, combined with OG.
    6) You say you avoid Nightfall because it's a cone that "would slow me down in the long run and probably get me killed more". Fearsome Stare and Tenny Tents are both cones too. One thing I like about playing my D3 is using FS, TT and Nightfall all from one spot in succession. Your global recharge would barely change by getting Nightfall (slotted with Posis) instead of Moonbeam. Something doesn't jibe to say that TT is part of your attack chain yet you don't want to use a cone.
    7) Super Speed + Shadowfall = pve invisibility. So the Stealth IO doesn't provide practical pve benefits.
  10. This is not a minor problem nor an inconvenience nor merely an annoyance. As far as I'm concerned, MMs are BROKEN and I'm avoiding them, by far my favorite AT, until something is done to fix this.

    Just with BNY, maybe they enter the cave, maybe not. Maybe they move beyond the door when they enter the cave, maybe not. Dr Mike's example is even worse. I can use the Leadership icons to make sure everyone's with me. On the floor the doctor references, I'll see the icons, then engage the baddies, expecting BG to keep me alive, only to see health bar go down FAST.

    I do love my MMs, all of them (6 50s). I can't wait to be able to play them again, but they're unplayable now.
  11. I'd like to get back for a minute, to the original topic of why xfr to a server. Virtue, I know, has good Hami raids, for both blue and red side. Are there other servers that do frequent raids? I remember Justice doing them, but they seemingly don't do them as frequently as they used to, I may be wrong on that. Infinity is where 2/3 of my play time is spent and raiding is dead there.

    So, how about other servers?
  12. Fluffy does help with stacking on holds on bosses, though I wouldn't bet the farm on it.

    Also, the Lockdown proc in Pet Gaze is another way to periodicallly one-shot hold bosses.

    Independently, these are almost irrelevant, but together, they're two "procs" to increase the odds of one-shotting a boss.
  13. Actually there is a distinction. Rock and Roll has a bluesy element to it, like Led Zeppelin, or Jerry Lee Lewis. Rock is more whitebread, like, I dunno, Loverboy or the Foo Fighters. For real.
  14. Do you do this for both hero and vill?

    I can use this for my solo SG and VG.
  15. Thank you Paragon Studios, this is a very nice gift, one I will absolutely be cashing in on to

    a) evacuate old, forgotten 50s from Freedom (including stored loot)
    b) diversify to servers I haven't tried out yet with some retired characters.

    Again, I think this is great, thanks.
  16. The only reason I don't go +4/8 with my elec/elec Brute is that the Rikti take longer to kill and, as a result, give the Guardians time to buff with stacking bubbles, which subsequently means it takes even longer to take out a spawn. I go +3 when PLing a lowbie, +2 for general farming. I can survive 4/8, my rewards/minute just aren't satisfactory.

    The build is far from exotic, I just wanted to build up decent melee def (s/l would work too) and get some global recharge. Sounds like a job for Oblits.
  17. Deacon_NA

    The Mastermind

    Perhaps what the OP is looking for could be satisfied by making a high recharge Crab that includes all 3 pet summons. No, you don't control your pets but you are capable of being self-sufficient.

    I dunno, personally I've never wanted to "Hulk out" or whatever, as a MM. I like the RTS type elements of controlling resources.
  18. A very important distinction between Calctrops and Glue is the area of effect.

    Caltrops has a radius of 15 feet (http://cov.redtomax.com/data/powers/...=Pets_Caltrops)
    Glue has a radius of 25 feet (http://cov.redtomax.com/data/powers/...ts_StickyArrow)

    That's the radius. Remember the formula for the area of a circle? So the area of Glue isn't just 25/15 or 66% bigger, is 25^2 / 15 ^2 or 178% bigger.

    There's no doubt in my mind, based on level 50 experience with both, that Glue is far superior to trops for a pve aoe slow. With Glue, I'm pretty sure I've snagged everybody, with trops, I'm pretty certain I have not.

    Please note this isn't an endorsement of one set of the other, just addressing the specific comparison of these two powers.
  19. If I had to name a top 10 list of skippable powers, this would easily be on it. Maybe it would suck less with Thugs and the melee centric Bruiser, but with Mercs... yech.
  20. Deacon_NA

    Hydra!

    Hydra had been my white whale until I did a successful run a couple of weeks ago. It was completed with about 2 minutes left. One thing I dig about this is that it's a task that has some degree of probability of failure.

    It's also the task that seems to cause the most temper flaring.
  21. Quote:
    Tell me what you think.
    You state that your intent was to soft-cap ranged def. This is "what i think". I know soft capping to a position is all the rage. I don't buy into that, especially not at the expense of your core capabilities. Where a Cold Dom shines is Sleet and Heat Loss. Pacing of the Turtle provide pathetic recharge so these two key powers are, to be brutally honest, gimped with that set (21.2% recharge).

    Maybe you want to blast away in safety, if so, mission accomplished. If you want to be a strong /Cold, I think you've got some more work to do.
  22. Quote:
    Originally Posted by Silverado View Post
    Castle confirmed through PMs that it does have a fear effect, it's just not listed for some reason
    I'm confused by further comments in this thread with respect to this statement.

    So I'll ask straight up, Silverado, in your quote above, are you referring to Electric Melee attacks or Acid Mortar having the fear effect?
  23. 1. Tough target defeat specialist (vs. boss, EB,AV,even GM) -solo

    Out of the box, that is, with SOs only, I'm going for Bots/Poison with Bots/Traps very very close. With a decent amount of inf spent, probably Bots/Traps.

    2. Team tough target defeat specialist (vs boss, AV/even GM) -assisting/enabling

    Looking at other answers, I honestly can't see how Traps or Poison isn't the concensus answer. In my experience, they're that much better than Rad or Cold or any other debuffing set for hard targets. I've got an Ill/Rad who solos AVs and he might be a viable answer for #1, he's definitely not for this question.

    3. Large group defeat specialist -solo

    Clearly the answer here is a function of what group you're fighting. I don't believe there's "an answer".

    4. Team large group defeat specialist -assisting/enabling

    I strongly endorse Kin/Sonic for this. Damage cap and beyond.

    5. Tough target survivability specialist (vs. boss, EB,AV,even GM)- solo

    Any Tank that's bothered to build for survivability. Otherwise, Stone/whatever out of the box.

    6. Team tough target survivability specialist (vs. boss, EB,AV,even GM) -assisting/enabling

    I'll go for FF/ Defender for the cheap and easy soft def cap.

    7. Large group survivability specialist -solo

    Any Tank that's bothered to build for survivability. Otherwise, Stone/whatever out of the box.

    8. Team large group survivability specialist -assisting/enabling

    I'll go for FF/ Defender for the cheap and easy soft def cap.

    9. Tough target control specialist (vs. boss, EB,AV,even GM)

    Controls don't really do much against the toughest targets. When /Traps control comes out, that'll get my vote. I'll go for a Mind Dom, just to have an answer.

    10. Large group control specialist

    Earth/Storm

    11. Tough target stacking specialist (vs. boss, EB,AV,even GM)

    The easy answer is Fire/Rad, though I'm not convinced it's the right answer

    12. Large group stacking specialist

    The easy answer is Fire/Rad, though I'm not convinced it's the right answer. The Traps team I was on was taking on challenges I don't think the Fire/Rads could.
  24. Quote:
    Originally Posted by UberGuy View Post
    You're correcting an assertion I did not make. Please look carefully at what you quoted me saying.



    I said that ranks above minion resist toHit debuffs. This mechanically has nothing at all to do with their increased accuracy.
    Well I'm glad we got that cleared up.
  25. First, a technical quibble:

    Quote:
    The implications of that for toHit debuffs are a bit complex, because foes resist toHit debuffs for being both over your level and being ranks above minion.
    Ranks above minion get accuracy buffs, not to-hit. See the table at the bottom of this link:
    http://wiki.cohtitan.com/wiki/Attack_Mechanics

    To the OP, who asked:
    Quote:
    So, friends, what would YOU do in my position? Here's the HO build I came up with (slot levels are arbitrary):
    What I would do, is start the transition to IO sets.

    For example, in Darkest Night, you 3 slotted with Enzymes. I went with 4 Dark Watchers, so that's an extra slot. But, it's MUCH cheaper than the HOs and makes the power just as effective, (.3 end/sec and -28.5 to-hit for both Dark Watcher and HOs). However DW gives me these bonuses: 5% recharge, 2.5% recovery, 1.5% HP.

    HOs are by no means outdated and I always select one for LRSF and STF rewards. However, I think an HO based build compared to an IO set based build will, inf for inf, fall behind.

    Just for comparison, here's my Dark/Dark, which has a few exotics in it, like 3 LOTGs and the purple stun set, Miracle and Numina uniques. I'm not saying this should be your template, just an example of IO slotting, which I am quite pleased with the performance of.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Weird PA: Level 50 Magic Defender
    Primary Power Set: Dark Miasma
    Secondary Power Set: Dark Blast
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Leadership
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Twilight Grasp
    • (A) Touch of the Nictus - Accuracy/Healing
    • (3) Touch of the Nictus - Accuracy/Endurance/Recharge
    • (3) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
    • (37) Touch of the Nictus - Healing
    • (37) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
    Level 1: Dark Blast
    • (A) Decimation - Accuracy/Damage
    • (11) Decimation - Damage/Endurance
    • (11) Decimation - Chance of Build Up
    • (36) Decimation - Accuracy/Damage/Recharge
    • (36) Decimation - Damage/Recharge
    Level 2: Tar Patch
    • (A) Recharge Reduction IO
    • (31) Recharge Reduction IO
    • (34) Pacing of the Turtle - Endurance/Recharge/Slow
    Level 4: Darkest Night
    • (A) Dark Watcher's Despair - To Hit Debuff/Endurance
    • (5) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    • (5) Dark Watcher's Despair - Recharge/Endurance
    • (36) Dark Watcher's Despair - To Hit Debuff
    Level 6: Howling Twilight
    • (A) Recharge Reduction IO
    • (7) Recharge Reduction IO
    • (7) Recharge Reduction IO
    Level 8: Shadow Fall
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (9) Steadfast Protection - Knockback Protection
    • (9) Gift of the Ancients - Defense/Endurance
    • (40) Gift of the Ancients - Defense/Endurance/Recharge
    • (45) Luck of the Gambler - Recharge Speed
    • (46) Luck of the Gambler - Defense/Endurance
    Level 10: Swift
    • (A) Flight Speed IO
    Level 12: Fearsome Stare
    • (A) Cloud Senses - ToHit Debuff
    • (13) Cloud Senses - Accuracy/ToHitDebuff
    • (13) Cloud Senses - Accuracy/Recharge
    • (15) Cloud Senses - ToHit Debuff/Endurance/Recharge
    • (15) Cloud Senses - Accuracy/Endurance/Recharge
    • (37) Cloud Senses - Chance for Negative Energy Damage
    Level 14: Health
    • (A) Miracle - +Recovery
    • (27) Numina's Convalescence - Heal
    • (27) Numina's Convalescence - +Regeneration/+Recovery
    Level 16: Dark Pit
    • (A) Absolute Amazement - Accuracy/Stun/Recharge
    • (17) Absolute Amazement - Accuracy/Recharge
    • (17) Absolute Amazement - Endurance/Stun
    • (19) Absolute Amazement - Chance for ToHit Debuff
    • (19) Absolute Amazement - Stun/Recharge
    Level 18: Hover
    • (A) Luck of the Gambler - Recharge Speed
    Level 20: Tenebrous Tentacles
    • (A) Positron's Blast - Accuracy/Damage
    • (21) Positron's Blast - Damage/Range
    • (21) Positron's Blast - Accuracy/Damage/Endurance
    • (25) Positron's Blast - Damage/Recharge
    • (40) Positron's Blast - Chance of Damage(Energy)
    Level 22: Night Fall
    • (A) Positron's Blast - Accuracy/Damage
    • (23) Positron's Blast - Damage/Endurance
    • (23) Positron's Blast - Damage/Recharge
    • (25) Positron's Blast - Accuracy/Damage/Endurance
    • (39) Positron's Blast - Chance of Damage(Energy)
    Level 24: Fly
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    • (40) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    Level 26: Assault
    • (A) Endurance Reduction IO
    Level 28: Tactics
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (48) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (50) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 30: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (31) Luck of the Gambler - Defense/Endurance
    • (31) Luck of the Gambler - Defense/Endurance/Recharge
    Level 32: Dark Servant
    • (A) Cloud Senses - ToHit Debuff
    • (33) Cloud Senses - Accuracy/ToHitDebuff
    • (33) Cloud Senses - Accuracy/Recharge
    • (33) Cloud Senses - ToHit Debuff/Endurance/Recharge
    • (34) Cloud Senses - Accuracy/Endurance/Recharge
    • (34) Cloud Senses - Chance for Negative Energy Damage
    Level 35: Petrifying Gaze
    • (A) Basilisk's Gaze - Accuracy/Hold
    • (39) Basilisk's Gaze - Accuracy/Recharge
    • (39) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    • (50) Basilisk's Gaze - Endurance/Recharge/Hold
    Level 38: Blackstar
    • (A) Obliteration - Damage/Recharge
    • (43) Scirocco's Dervish - Damage/Recharge
    • (46) Multi Strike - Damage/Recharge
    Level 41: Dark Consumption
    • (A) Efficacy Adaptor - EndMod
    • (42) Efficacy Adaptor - EndMod/Recharge
    • (42) Efficacy Adaptor - EndMod/Accuracy/Recharge
    • (42) Efficacy Adaptor - Accuracy/Recharge
    • (43) Efficacy Adaptor - EndMod/Accuracy
    • (43) Efficacy Adaptor - EndMod/Endurance
    Level 44: Dark Embrace
    • (A) Impervium Armor - Resistance/Endurance
    • (45) Impervium Armor - Psionic Resistance
    • (45) Impervium Armor - Resistance/Endurance/Recharge
    • (46) Impervium Armor - Resistance
    Level 47: Soul Drain
    • (A) Scirocco's Dervish - Accuracy/Recharge
    • (48) Obliteration - Accuracy/Recharge
    • (48) Recharge Reduction IO
    Level 49: Black Hole
    • (A) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Vigilance