Hitback

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  1. YES!! Great idea. Not so sure about NPC wandering around, might be a bit difficult to implement, but love the rest. No more WW/BM complaints about toggles and Healing Auras, easy access to stores and trainers, and ohgod!! the RP possibilities. For purely RP reasons I created characters as my secretaries and added the to my SG, but if I could turn them to interactive NPCs instead I would be EXTREMELY happy!! plz devs make me happy!!
  2. I fully support this as a melee set. Even heard of gun-fu?? Just because you use a gun, doesn't mean you have to do ranged attacks. Devs can just make a Spines-like melee powerset, using a katana and a firing the gun at Point-Blank range. They can also put one or two close range attacks using only the gun, much like Spines.
  3. I have a similar problem villain-side. Every time I see cops pointing their guns at villains, I take my time to whoop some butts, but although I just saved them, they start attacking me. Sure villains don't stick to morals codes, but they should be able to realize that without me helping them they'll be arresting at the next corner. Plz devs, make them worship me instead.
  4. Hitback

    Arcane Arts

    Quote:
    Originally Posted by DarkGob View Post
    I was just thinking this as I was scrolling down reading the new posts in this thread. You can make an RP justification for just about every powerset in the game, save a few exceptions, but I can't imagine a way to do the same for a set whose very definition of magical spells -- unless you tie it to an EAT whose origin is always Magic. Only thing with the Vanguard Wizards, though, is that their origin would probably be Tech.
    mutant-->Scarlet Witch
    technology-->Doctor Doom (well sort of, but you get the picture)
    natural--> "[...]or perhaps you are not human at all, and possess powers natural to your race." -official game info

    Well, even if thats not enough, you can always trust this game's playerbase to come up with all sort of original concepts. I don't see why a set like this would be more restrictive than Traps, Devices, Robotics, Demon Summoning.
  5. Hitback

    Arcane Arts

    Quote:
    Originally Posted by Necrotech_Master View Post
    i think what most poeple want for a "wizard" is to use a staff as a weapon (kind of like some of the CoT mages (force mage, life mage, ect)

    the powerset he was proposing was a little more magic themed, i could see how fire or ice blast, ect could be "themed" to be a magic blast, but without a wizard staff, conceptually it doesnt work out right
    You describe a more medieval wizard, sort of like Merlin and Gandalf. I guess this is viable solution too. Also, IIRC, there is a crate outside BM vans that has 3-4 staffs and wands on it. Devs can use these; it would make me really happy.
  6. Hitback

    Arcane Arts

    Quote:
    Originally Posted by Steampunkette View Post
    The only issue is making it visually appealing for every player who wants to play a wizard. Do you imagine wizards having semi-tangible runes appearing at their hands when they cast spells? Or do they -just- cast the spell?
    While we have something very similar in game already (this), I imagive something similar to this.

    Quote:
    Originally Posted by Steampunkette View Post
    So do we use Dethek runes? Actual runes from Scandinavia? Mu, CoT, or Banished Pantheon runes? The same style of runes the Patron Power Pool sets use? Does it float over the ground or is it like the Legacy Chain rune traps, flat on the surface? Won't always be obvious on uneven ground as parts or even all of the debuff is hidden below ground.
    I would really like it if the devs did a research on runes, using actual runes like Scandinavian and Dethek, but I believe using already in-game implemented runes like CoT is a viable choise too.
    As for the ground hiding the circle/sigil, I dont see why this is a bigger problem than my Triage Beacon, that when placed next to a wall, emmits an aura on the wall. Maybe they put some magical symbols around those affected to make palyers's life easier.

    Quote:
    Originally Posted by Steampunkette View Post
    SOME of this problem could be ameliorated with powerset customization and multiple designs of rune or floating rock to choose from. For example I might want floaty rune about my character rather than the orbiting stone.
    If you are specificaly referring to Orb of Protection and Mystic Rune, I believe a customization similar to Fire/Ice Melee(elemental swords) can be implemented to allow the player to swap them, or better yet have several choices to choose from, like a crystal ball, a floating stone with glowing runes engraved on it, some sort of jewel (a gold casing around a crystal), even things like the winter temp power (the gold rings thing) with a crystal inside them.

    Quote:
    Originally Posted by Steampunkette View Post
    And then you get into the -balance- issue of having four ground target area of effect powers which, by the way, a player can place from around corners. Don't believe me? Grab an earth controller or dom, get Quicksand, and try it yourself. No line of sight needed. It could quickly get out of hand as you place AoE after AoE without ever being in any real danger.
    If you play solo then, you'll eventually aggro the mob as you can't defeat them just by debuffing them. Also, by the time you place your first sigil, you draw aggro so the mob runs towards you, no longer debuffed as they are not inside the sigil's radius, making control powers (if controller), or pet management (if mastermind) a necessity.
    In teams, placing so many location aoes can be really slow, when compared to other debuff sets.
    Finally, thats where lengthy yet spectacular animations kick in, to reduce your AoE spamming capabilities. Animations like Ghost Widow's Soul Storm are both spectacular and conceptually right.

    Quote:
    Originally Posted by Steampunkette View Post
    If they were to put such a powerset in the game I would kindly ask the devs to work on powerset customization for the elemental blast sets that Defenders can choose from to allow for more "Magic" options and appearances. Namely having fire/Ice/Electric/Energy blast swap out the current particle effects and animated projectiles with rune-clusters and the like.
    I would like something like this too, thats why I proposed a buff/debuff set. In fact, devs can get around redesigning blast sets, simply by putting magic circles and symbols appear around the characters feet while activating a power/blast, giving the required spellcasting feel. pic

    Quote:
    Originally Posted by DarkGob View Post
    You can RP anything. My Super Strength/Willpower Brute is an android -- how else is he gonna get Psionic protection without actual armor like Dark or Stone? And hell, you could even have a Magic-origin techno-mage who uses Traps/Devices along with a blast set to represent the magic.
    Sure, I have 2 WP scrappers, one Science and one Magic. One of my Robotics MM is of Magic origin too. However, that is purely RP. My magic inventor summons a Bot identical to the tech-origin next to him. My Necromancy MM is supposed to be a Scientist who uses drugs to raise the dead. I dont see how/why he raises knights and wizards, though. Heck, how/why does he raises his hand and a swarm of flies appear? Please don't tell me they are parasitic insects that increase my zombies' metabolism. My point is that, yes, you can RP anything, but you'll always be one step back from the real thing.

    I will soon post a detailed description about how I imagine each power's visuals if anyone is interested.
  7. Quote:
    Originally Posted by Fury Flechette View Post
    The costumes were generally ugly so I never bothered to look at them closely.
    That is my problem, too. Do you think it would be nice if devs did some sort of event and feature the winners' costumes in Icon? Y'know instead of these lazy old costumes.
  8. Hitback

    Arcane Arts

    Quote:
    Originally Posted by BBQ_Pork View Post
    Really? I would have thought that a fair number of the Controller sets would have worked.
    Yes, they would. Sort of. You can be a wizard that messes with ppl heads, or with very forces of gravity and summon a levitating orb rp'ed as a spirit of some sort, but so can a mutant right next to you. That is whats missing. Something magical. Like runestones, magical seals, glowing **** everywhere. Forget about Robotics and try to make a inventor MM. So what do you do?? You RP you everyday thugs to be some sort of advanced cyborg, complete with synthetic skin. Not even close to an army of bulky robots, doing their lil noises and shooting lasers at their enemies.

    Quote:
    Originally Posted by BBQ_Pork View Post
    Traps? Also think Devices, AR, and Robots.
    Exactly
  9. Hitback

    Arcane Arts

    Being a magic/wizardry fan (among other things), I always wanted to make a wizard toon on CoX. The only problem is there is no powerset that can pass as magic spells (I know some people color radiation emission black or sth and pretent to be curses; I do it too, but still there is something missing). Only elemental sets come close, but they are not good enough for a pure wizard toon. I had this idea for a pure magic buff/debuff powerset as Defender Primary and Controller/Corruptor/Mastermind Secondary. Especially for Masterminds, it would be a nice set to pair with Demon Summoning.
    Judging from almost every newly added powerset, innovation is a necessity (Ammo Swap, Combo system), so I designed this set to be the first to feature Location Toggles and a TAoE heal.
    I’m still a bit hesitant about Location Toggles, as it’s likely most people will forget to turn them off after battle, only noticing it as they aggro the next mob. I'll just wait for your feedback on this.

    Tl;Dr: Check out a new powerset

    1. Spell of Renewal [Ranged (AoE), Team Heal]
    Pretty straightforward. Target your ally, a AoE aura emits from him/her, healing everyone within range. Heals more than Healing Aura, but less than Heal Other.

    2. Circle of Twilight [Place Circle: PBAoE, Minor DoT(Energy/ Negative)]
    Similar to Caltrops. However you dont get to choose location like caltrops; the circle is automatically created around you. Of course, its immobile, much like caltrops.

    3. Earth Sigil [Toggle: Ranged (Location AoE), Foe –DMG , –Rech, –Res(all)]
    Toggle on and a location pointer pops out. You select a location, and a AoE sigil is created on the ground. All foes within the sigil are debuffed, for as long as they stay within it, much like certain TA powers. However, there is no specific duration, as long as you have endurance left to pay the cost.

    4. Lunar Sigil [Toggle: Ranged (Location AoE), Foe –Def(all), –ToHit, –Regen]
    Identical to Earth Sigil, just another debuff flavour.

    5. Concealing Mist [Ranged (Targeted AoE), Foe –ToHit, –Perception, –Range]
    Similar to Lingering Radiation

    6. Orb of Protection [Toggle: PBAoE, Team +DEF(All), +Res(Disorient, Hold, Immobilize)]
    Function like Dispersion Bubble, while using the Minerals visual from Stone Armor, but instead of three pebbles, you get a single orb the size of a Seeker Drone, which slowly orbits around you.

    7. Circle of Lust [Place Circle: PBAoE, Foe Confuse, –Def(All)]
    You place it like Circle of Twilight, but function like Poison Trap. However its always active, unlike Poison Trap; also, you get a confuse instead of hold.

    8. Water Sigil [Toggle: Ranged (Location AoE), Foe Knockdown, -SPD, -Jump]
    You activate it like the other sigils. Again just a different flavor. The knockdown is not autohit, the debuffs are.

    9. Mystic Rune [Summon Rune: PBAoE, Team +Recovery, +End]
    You summon a floating rune (magic stone), much like Force Field Generation. Stay inside its radius, to enjoy a nice recovery buff and a chance for a some instant endurance. I always thought this game could use another end replenishing power to go with (Kinetics/)Transferense.

    I was a bit hesitant at first about it being so origin-specific, but so are Traps(Natural/Tech) and Willpower(Natural - judging from its description).
  10. While I like the gym idea, I feel its more something for test server. Sure, turn test servers in Mids-in-action. That been said, I really like the OP's idea, however for entirely different reasons. The other day I decider to create arcs for all my characters, telling their backstory in a more interesting way. However, what I would really like is the ability to have other players control my character for certain mission. So when my character tries to escape from prison, you actually control him, instead of just being there and helping him. So basically, when you select the mission, you see a custom character warning, followed by a brief build description (powersets, powerchoices). So the custom character never leaves MA, its just a mission entity like your everyday glowie. As for teaming? Only leader gets to play the custom character. No xp/inf/reward sure is a turnoff, since people expect to lvl while having fun in MA (story arcs, not farm/speed runs), but I don't really see another, xploit-free, way.
  11. Quote:
    Originally Posted by _T_K_ View Post
    I'd like to agree with the sentiment that Serum needs a fix much sooner then repair, which is actually decent. The idea of making repair a "primary" heal doesn't fit properly with the rest of the powers. Your secondary should provide a spammable heal, if it is that kind obviously.

    Serum is hardly unique, it's a generic godmode power. The only thing unique about it is the animation which is only used by Crab Spiders and Mercs. It doesn't even need a major design change, most everyone agrees up the damage bonus and lower the recharge. You can even greatly lower the resistance/defense buffs, you're obviously throwing it to the commando and how often does he actually die?
    Yes, Serum DOES need to be fixed; it is worse than Repair. It's a typical godmode, most melee classes get one. But, pets are a different story and need serum to be carefully tailored to their needs. But, at least, it is unique and by unique I mean that it cannot be found in any MM secondaries/Pools/PPP (ok maybe Painbringer comes close). However, a number of MM secondaries get some form of heal (5/8 - ok 3/8: Alkaloid and O2 Boost suck). There is also a whole pool dedicated to the "pristine art of healing".
    I partly changed my mind about Repair's usefulness after hearing other people's responses, but I have not a tiny little bit changed my mind about serious limitation such as ridiculously long recharge, looong activation time, and a highish endurance cost.
  12. Quote:
    Originally Posted by Delta_Strider View Post
    I never understood why the Repair power wasn't an AoE, so you could replenish all 6 of your Robots. Also it needs a faster animation.
    Thats why I said, just by giving us the Protector Bot's version (the one with the green lightning and sparkles), Repair would be significantly better. As it is right now, you do the glove-clicking animation PLUS you have to wait for the nanites to actually travel all the way to the dying robot.

    Quote:
    Originally Posted by Necrotech_Master View Post
    if it was AoE they would prolly increase the rech to 6 min cause with only 2 min as the rech now its not too difficult to drop the rech under 1 min to near healing flames rech

    it would make more sense to be an AOE, but with how the power works right now, it would be insanely overpowered as an AoE
    Sure there are heal powers like Healing Flame that get long recharges too, but only scrappers and co. get them. A support class should have a spammable heal.

    Now, if they changed it to an AoE, i'd be happy if they dropped the full-heal part for faster recharge. Also, we would have the game's first TAoE.

    Finally, I agree that serum is probably crappier than Repair, but at least more original/unique. Repair is like building a Grav/Miasma controller where you get both dimension shift and black hole. (I know you cant have one, but you get my point). Most MM secondaries get some form of healing. I know someone posted before that they have a Bot/Pain and still get Repair, but me as a bot/trap manage to keep my pets alive just by Triage Beacon and medicine pool (i have it only on one of my builds, the other being a tankermind so i got provoke instead)
  13. Quote:
    Originally Posted by Noyjitat View Post
    How hard would it be for you to also take the armors from electric armor, energy aura and stone armor and turn them into buff sets for defenders, controllers, masterminds and corruptors to use? Naturally stone armor has too many shields powers so you'd want to merge it down to 2 shields maybe magma minerals (merged minerals and brimstone armor) for fire resist and psi defense and use earths embrace as a single target heal + hitpoint buff.

    Probably alot of sets you could make just by pulling powers from other sets to make them but I figure it is no doubt more complex than that. I'm just wondering if its ever been considered.

    It would be nice for those of us that like to use themed characters instead of mixing electricity with forcefields I could have electricity blasts and electrical shields and maybe a toggle shield that saps endurance from enemies that get near me or my team mates and replenishes my own.

    Oh and please port thermal radiation and fire blast over to defenders at some point please
    Bots/Elec MM?? DO want
  14. Quote:
    Originally Posted by Siberian_Spring View Post
    It is also available under "Full Masks".
    Ok, I failed:/
    Thanks for the reply
  15. Well the title pretty much makes my point clear. Still let me present my POV a bit more accurately.
    All MM primaries share the same makeup: 3 summoning powers, 2 pet buffs, 3 personal attacks(usually 2 ST, 1 AoE/Cone). Then there is a single power which makes each set unique. Necromancy and Thugs that get extra summons, Ninjas Placate/Stealth + crits, Mercenaries pet buff. All unique powers that cannot be replaced by Pool/PPP powers. Their usefulness is debatable their uniqueness not.
    Now, we get to Robotics. Repair: Single pet full-heal. Now that sounds awesome, right? Well it would be if the recharge wasnt that ridiculously long and the end cost so high (last time I checked, heals were supposed to be spammable). And given the existence of Medicine pool with the fast-recharging Aid Other, Repair's usefulness goes down the drain. Sure, Repair heals any pet to full health, but spamming Aid Other twice pretty much does the same, and is up any time you want it. Plus, it can double as ally heal, when a teammate gets clobbered and you already get a pet heal in the form of Protector Bot's version of Repair.
    So, is it only me or does Repair really needs some dev love?? I would wish for a completely new power, but I suppose making it an AoE pet heal, or an ally heal would work, too.

    Tl;Dr: Repair sucks

    EDIT: At least, give us the Protector Bot's visuals. MM's version looks seriously unimpressive to me.
  16. Quote:
    Originally Posted by Siberian_Spring View Post
    That's the Valkyrie mask from the pack with the same name.
    Oh, right, from the mac edition right?
    EDIT: I tried to make a toon with this mask; which i think its only available as a helmet detail for half helmets, yet, when i select it, only the lower part appears, while the upper half is hidden by the helmet as being under it. Does anyone know how i can have the valkyrie mask exactly as shown in the pic above?? Thnx
  17. Quote:
    Originally Posted by Siberian_Spring View Post

    What's the mask thing Statesman is wearing?
  18. Black Rabbit, Bots/Trap - Virtue

    Assault Bot: 1R0N 4L1C3
    Protector Bots: K1NG 0F SP4DE5, QU33N 0F H34R7S
    Battle Drones: SW33T C4RR07, M4D H4773R, C4773RP1LL4R

    I bet you can't figure out my source of inspiration :P
  19. I really want a Plant/Trap. Spirit Tree+Triage Beacon: I wonder how that would go (Regen troller FTW). Now that is a troller I'll be happy to play. Damage potential seems really good, too.
  20. Hitback

    MM: AV/GM Soloer

    Can anyone link a good and/or recent guide on Bots/Traps (i cant find anyone with good IO slotting recommendation). Builds are appreciated, too. I have a really hard time choosing pools, since i like leadership, medicine, presence, leaping, speed and teleport, so i have to settle down with the best 4. For Patron im thinking about Mu, both for -KB immob and nice resistances (the defence can be easily softcapped anyway, probably even above that.)
  21. Depending on the selected secondary pool, certain mm builds seem to have enough recover to cover their needs even without stamina. Do you still to choose to take fitness pool? What power pools do you consider most important for a mm(plz mention your build)?
  22. Hitback

    MM: AV/GM Soloer

    Ok, quick question: Is fitness necessary for a bots/trap? Also should i consider medicide or is healing beacon enough for the job?

    This is the build i managed to pull together so far, although im not that confident about it:

    Villain Plan by Mids' Villain Designer 1,601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Black Rabbit: Level 50 Technology Mastermind
    Primary Power Set: Robotics
    Secondary Power Set: Traps
    Power Pool: Leaping
    Power Pool: Presence
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Battle Drones
    • (A) HamiO:Nucleolus Exposure
    • (3) HamiO:Nucleolus Exposure
    • (5) HamiO:Nucleolus Exposure
    • (5) Explosive Strike - Chance for Smashing Damage
    • (7) Sovereign Right - Resistance Bonus
    Level 1: Web Grenade
    • (A) Enfeebled Operation - Accuracy/Recharge
    • (3) Enfeebled Operation - Accuracy/Endurance
    • (7) Enfeebled Operation - Accuracy/Immobilize
    • (9) Enfeebled Operation - Endurance/Immobilize
    • (9) Enfeebled Operation - Immobilize/Range
    • (11) Enfeebled Operation - Accuracy/Immobilize/Recharge
    Level 2: Pulse Rifle Burst
    • (A) Apocalypse - Damage/Endurance
    • (11) Apocalypse - Accuracy/Damage/Recharge
    • (17) Apocalypse - Chance of Damage(Negative)
    Level 4: Triage Beacon
    • (A) Numina's Convalescence - Heal/Recharge
    • (19) Numina's Convalescence - Heal/Endurance/Recharge
    • (25) Harmonized Healing - Heal/Recharge
    • (33) Harmonized Healing - Heal/Endurance/Recharge
    Level 6: Equip Robot
    • (A) Endurance Reduction IO
    Level 8: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (43) Unbounded Leap - +Stealth
    Level 10: Acid Mortar
    • (A) HamiO:Lysosome Exposure
    • (33) HamiO:Lysosome Exposure
    • (34) Achilles' Heel - Chance for Res Debuff
    Level 12: Protector Bots
    • (A) HamiO:Nucleolus Exposure
    • (13) HamiO:Nucleolus Exposure
    • (13) HamiO:Nucleolus Exposure
    • (15) Explosive Strike - Chance for Smashing Damage
    • (15) Defense Buff IO
    • (33) Edict of the Master - Defense Bonus
    Level 14: Super Jump
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (23) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (34) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 16: Force Field Generator
    • (A) Luck of the Gambler - Recharge Speed
    • (17) Defense Buff IO
    • (19) Defense Buff IO
    Level 18: Provoke
    • (A) Perfect Zinger - Taunt/Recharge
    • (21) Perfect Zinger - Taunt/Recharge/Range
    • (50) Perfect Zinger - Accuracy/Recharge
    • (50) Perfect Zinger - Chance for Psi Damage
    Level 20: Poison Trap
    • (A) Unbreakable Constraint - Hold
    • (21) Unbreakable Constraint - Hold/Recharge
    • (31) Unbreakable Constraint - Accuracy/Hold/Recharge
    • (36) Unbreakable Constraint - Accuracy/Recharge
    • (36) Unbreakable Constraint - Endurance/Hold
    • (48) Lockdown - Chance for +2 Mag Hold
    Level 22: Caltrops
    • (A) Eradication - Chance for Energy Damage
    • (23) Impeded Swiftness - Chance of Damage(Smashing)
    • (25) Obliteration - Chance for Smashing Damage
    • (34) Scirocco's Dervish - Chance of Damage(Lethal)
    • (40) Positron's Blast - Chance of Damage(Energy)
    • (50) Armageddon - Chance for Fire Damage
    Level 24: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (31) Luck of the Gambler - Defense/Endurance
    • (31) Gift of the Ancients - Defense
    • (48) Gift of the Ancients - Defense/Endurance
    Level 26: Assault Bot
    • (A) HamiO:Nucleolus Exposure
    • (27) HamiO:Nucleolus Exposure
    • (27) HamiO:Nucleolus Exposure
    • (29) Explosive Strike - Chance for Smashing Damage
    • (29) Soulbound Allegiance - Chance for Build Up
    Level 28: Seeker Drones
    • (A) Absolute Amazement - Accuracy/Recharge
    • (36) Absolute Amazement - Chance for ToHit Debuff
    • (37) HamiO:Lysosome Exposure
    Level 30: Tactics
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (42) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (43) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 32: Upgrade Robot
    • (A) Endurance Reduction IO
    Level 35: Trip Mine
    • (A) Ragnarok - Damage
    • (37) Ragnarok - Damage/Recharge
    • (39) Ragnarok - Accuracy/Damage/Recharge
    • (40) Ragnarok - Accuracy/Recharge
    • (40) Ragnarok - Damage/Endurance
    Level 38: Stealth
    • (A) Luck of the Gambler - Recharge Speed
    • (39) Luck of the Gambler - Defense/Endurance
    • (46) Gift of the Ancients - Defense/Endurance
    • (48) Gift of the Ancients - Defense
    Level 41: Charged Armor
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (42) Steadfast Protection - Knockback Protection
    • (43) Impervium Armor - Resistance/Endurance
    • (45) Impervium Armor - Resistance
    Level 44: Electrifying Fences
    • (A) Gravitational Anchor - Immobilize/Recharge
    • (45) Gravitational Anchor - Accuracy/Immobilize/Recharge
    • (45) Gravitational Anchor - Immobilize/Endurance
    • (46) Gravitational Anchor - Accuracy/Recharge
    • (46) Gravitational Anchor - Chance for Hold
    Level 47: Grant Invisibility
    • (A) Luck of the Gambler - Recharge Speed
    Level 49: Acrobatics
    • (A) Endurance Reduction IO
    ------------
    Level 1: Brawl
    • (A) Accuracy IO
    Level 1: Sprint
    • (A) Endurance Reduction IO
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 1: Supremacy
    ------------
    Set Bonus Totals:
    • 2,5% DamageBuff(Smashing)
    • 2,5% DamageBuff(Lethal)
    • 2,5% DamageBuff(Fire)
    • 2,5% DamageBuff(Cold)
    • 2,5% DamageBuff(Energy)
    • 2,5% DamageBuff(Negative)
    • 2,5% DamageBuff(Toxic)
    • 2,5% DamageBuff(Psionic)
    • 5% Defense
    • 8,31% Defense(Smashing)
    • 8,31% Defense(Lethal)
    • 5,81% Defense(Fire)
    • 5,81% Defense(Cold)
    • 5,81% Defense(Energy)
    • 5,81% Defense(Negative)
    • 3% Defense(Psionic)
    • 9,88% Defense(Melee)
    • 8,63% Defense(Ranged)
    • 8,63% Defense(AoE)
    • 3% Enhancement(Immobilize)
    • 76,3% Enhancement(RechargeTime)
    • 45% Enhancement(Accuracy)
    • 5% FlySpeed
    • 39,2 HP (4,88%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Terrorized) 2,75%
    • 28% (0,47 End/sec) Recovery
    • 58% (1,94 HP/sec) Regeneration
    • 10% Resistance(Smashing)
    • 10% Resistance(Lethal)
    • 17,6% Resistance(Fire)
    • 17,6% Resistance(Cold)
    • 10% Resistance(Energy)
    • 11,9% Resistance(Negative)
    • 10% Resistance(Toxic)
    • 10% Resistance(Psionic)
    • 5% RunSpeed





  23. Hitback

    MM: AV/GM Soloer

    What is the most effective build for GM/AV soloing?? Im currently working on a Bots/Trap in Mid's. Is the dps enough for the task?? Also, what pools should i choose? I'm thinking provoke is necessary to keep my hechmen safe, right? Ok too many questions

    I would really appreciate a sample build, as I have very little experience with the AT. Thnx^^
  24. IIRC BG requires line-of-sight to work (henchmen have to see you). Still, I've seen quite a few softcap guides which take stealth to cap their defences. Without BG, its your pets that do the dirty work, so why need to softcap your defences and not that of your pets in the first place? Am i missing sth here?