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Posts
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What about a Practiced Brawler with stats equivalent to the controller APP version of Indomitable Will?
P.S. Villains need APPs even more than Scrappers. Suggesting APPs is not a competitive activity, though -- the more APP ideas there are out there, the easier it is to create and balance even more APPs.
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Villians have PPPs
And Scrappers NEED more APP, having ONE pool to choose from sucks.
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fixt -
Since I have no clue how to request a forum sticky and this totally needs to be saved for posterity I present my new sig. Now I just have to troll all of the forums and post "first" on all of the subjects including this term.
I will suceed in being both useful and annoying, like the fitness pool. -
This build is the one I'm working towards on my necro/Storm. It's relatively cheap and keeps the end bar pretty well. I know the lich is essentially a control pet, but I'm a sucker for damage procs. I put the defensive singles into the horde because...well what else is the horde good for, but being a meat shield?
I grabbed oppresive gloom and not thunderclap, because I could care less about stacking mez, and OG doesn't require thought to function just as well. Plus being surrouded by a blood red speed boost is just the hotness. Also the sould mastery armor fills the gaps in steamy mist making you pretty versatile for tanking.
Optimally I would rather have slotted a heal into each of my melee pets, but I started to worry that they wereen't slotted enough for the things I needed as it was. The only pet I could really fit one on is the horde and they're basically just slot-muling def/res buffs so being alive really doesn't improve their functionality in that respect.
Also never slot accuracy into freezing rain, unless there's nothing else in the set you want that gets you the bonus you're looking for. The accuracy lists at 150% but it's actually autohit, so yeah.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Mastermind
Primary Power Set: Necromancy
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Presence
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Zombie Horde -- SvgnRt-Acc(A), SvgnRt-Acc/Dmg(3), SvgnRt-Dmg/EndRdx(3), SvgnRt-Acc/Dmg/EndRdx(5), EdctM'r-PetDef(5), SvgnRt-PetResDam(7)
Level 1: Gale -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(11), KinCrsh-Rchg/KB(37), KinCrsh-Rechg/EndRdx(40), KinCrsh-Acc/Dmg/KB(40), KinCrsh-Dmg/EndRdx/KB(43)
Level 2: O2 Boost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(7), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(11)
Level 4: Snow Storm -- TmpRdns-Rng/Slow(A)
Level 6: Enchant Undead -- EndRdx-I(A)
Level 8: Hurdle -- Jump-I(A)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Grave Knight -- SvgnRt-Acc/Dmg(A), SvgnRt-Acc/Dmg/EndRdx(13), SvgnRt-Dmg/EndRdx(13), ExStrk-Dam%(15), Achilles-ResDeb%(21), LdyGrey-%Dam(21)
Level 14: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(15)
Level 16: Freezing Rain -- TmpRdns-Dmg/Slow(A), TmpRdns-Rng/Slow(17), TmpRdns-Acc/Dmg/Slow(17), TmpRdns-EndRdx/Rchg/Slow(19), TmpRdns-Acc/EndRdx(19)
Level 18: Super Jump -- Zephyr-ResKB(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(37), P'Shift-End%(46)
Level 22: Hurricane -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-Rchg/EndRdx(23), DarkWD-ToHitdeb/Rchg/EndRdx(23), DarkWD-ToHitDeb(37)
Level 24: Steamy Mist -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(25), ImpArm-ResDam/EndRdx/Rchg(25), ImpArm-EndRdx/Rchg(34)
Level 26: Lich -- BldM'dt-Dmg/EndRdx(A), BldM'dt-Acc/Dmg(27), BldM'dt-Dmg(27), ExStrk-Dam%(33), Achilles-ResDeb%(34), LdyGrey-%Dam(34)
Level 28: Soul Extraction -- DarkWD-Rchg/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(29), DarkWD-ToHitDeb/Rchg(29), DarkWD-ToHitDeb(33)
Level 30: Provoke -- Zinger-Dam%(A), Zinger-Taunt/Rng(31), Zinger-Acc/Rchg(31), Zinger-Taunt/Rchg/Rng(31), Acc-I(33)
Level 32: Dark Empowerment -- EndRdx-I(A)
Level 35: Tornado -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-+Res(Pets)(36), C'Arms-+Def(Pets)(46)
Level 38: Lightning Storm -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(39), KinCrsh-Rchg/KB(39), KinCrsh-Rechg/EndRdx(39), KinCrsh-Acc/Dmg/KB(40), KinCrsh-Dmg/EndRdx/KB(43)
Level 41: Dark Embrace -- ImpArm-ResPsi(A), ImpArm-ResDam(42), ImpArm-ResDam/EndRdx(42), ImpArm-ResDam/EndRdx/Rchg(42), Aegis-Psi/Status(43)
Level 44: Oppressive Gloom -- Stpfy-KB%(A), Stpfy-Acc/Stun/Rchg(45), Stpfy-Acc/Rchg(45), Stpfy-Acc/EndRdx(45), Stpfy-EndRdx/Stun(46)
Level 47: Life Drain -- Theft-+End%(A), Nictus-Acc/EndRdx/Rchg(48), Nictus-Acc/Heal(48), Nictus-Acc/EndRdx/Heal/HP/Regen(48), Nictus-Heal(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
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well while your wishing for thermal ill be wishing they take brawl out of punks/arson, soldiers and battle drones cause i dont really see why they need it unless its just to irritate the player
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Never said I was wishing, I said it has been rumoured and hinted at.
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ill laugh when i see flaming ninjas running around lol
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Zombies on fire. All they'll need to do is add a chainsaw temp power and I'll be in heaven -
Brutes have another benefit over scrappers with this combination. To my knowledge DoT abilities cannot crit and one of your early power moves is Shadow Maul which is a DoT. I know many (including myself) tend to ditch this move later on, but early game it's almost a requirement since there are so few attacks in the set.
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the gap in ice is that it is less effective in groups due to heavy reliance on ST damage. Also between snow storm and freezing rain you are already capping slow, so the slowing from ice isn't really needed. Ice is pretty much the best ST damage set though, but it's also an End-[censored] which does not synergize well with /storm.
Sonic, fire, rad and dark all go pretty well with storms. I prefer fire or rad though personally, but dark is good for the control in provides early to help you corner herd, to maximize the effectiveness of your cones.
I'd actually say for overall survivability Dark/Storm would be my absolute top pick for a corr. for damage it's not so high, but not as low as some dark blast builds. -
thank you so much. Now it all makes sense. This is also a far more hilarious origin than I had expected.
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What is this rule? I hear it mentioned all the time on the forums, but I can't ever find a clear definition, only hints. I even spent a couple of hours googling and working through actual cottage rental rules to see if there was anything helpful. Honestly this definition should be stickied somewhere because it only applies to this game as far as I can tell and it's not written anywhere.
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Both are excellent choices for soloing. Ill/rad takes a higher seat when it comes to AV's and the other when it comes to large packs. So if you're grabbing a lot of anchors and going into a mish for the massive spawns, the Plant/Storm will serve you far better. For single hard targets and smaller packs, the Ill/Rad will perform much better.
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I hear that when used with tp, it will practically never aggro others. (It was from a post by a nin/TA MM in the MM forums)
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It does indeed work that way. As long as you don't TP LT's first. Grab them in order of rank from the bottom up. -
I'm going to toss my support to sonic/Pain and fire/storm.
fire/storm pisses damage, is very hard to kill and has a pile of emergency buttons.
Sonic/Pain is pretty beefy once you get perma WoP, but not as much of an invicible tanking beast, but still extremely powerful solo and on teams. Just sleep a group, anguishing cry, and go to town. Nullify pain on auto and soothing aura make you pretty resilient. I did the math at one point, forgot the numbers, but it's very similar in regen stats with those two abilities autofiring to the regen scrapper of old, but with significantly more resists and less hp. -
after the garbage in I13 /TA is just bad for pvp and mercs are terribad for pvp.
If you want a pvp debuffer go thugs/poison. You just melt down single targets extremely fast. There is just so much -special in the set. It's like 3x the -special in cold dom.
That one debuff chategory makes anything that would be threatening to you significantly less dangerous. It drops mez's from ridiculously short to almost non-existent. It turns the hurricane debuff into a cute idea that has minimal effect. -
All Thugs/ MM's wish they could take /sonic for that reason. He's the single highest damage pet you can get, but he dies SOOO fast. I'd even settle for thermal to cover his [censored].
hehe
pyro on fire. -
Thugs survivability is terrible. I'd rather have resists on all of my ranged pet than defense. Reason being when I pull spawns I park the ranged pets in range but not near me and spam provoke. I want the times they get hit to be smaller, because getting shot at won't happen that often and I might not have a chance to heal them immediately.
In a vaccuum Necro has some pretty bad survivability, but mix that with a secondary that does a lot of hit debuffing and add a heal IO to each set of pets and they really start to perform. -
I actually slotted the KB proc in it. It doesn't go off that often, but when I get mobbed by 400 guys like in ITF on roof clearing it does enough to keep me going the extra few seconds I need to keep going.
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Use your hurricane to corner herd. Once you have them relatively stuffed into a right angle, you can let loose with the tornado and it will just assist your hurricane/gale in keeping them all cornered and in the arsonist burn patches. Alternately you can pull around corners with snow storm. While you can't slot it for range with standard IO's, there are a few range/* set IO's which will increase it's range. Which makes it a safe herding tool AND a pvp nightmare.
Although it doesn't help specifically with tornado; slotting the Ragnarok knockdown proc and one of the slow sets can help to keep peeps on the storm patch so that it's easier to herd them into corners. -
yeah that RNG is the main reason that I wish we got shield defense or that stalker WP had QR instead of the heal.
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Picked it up and decided I don't care if it's the most flawed ability in the game (cough Energy Transfer, cough), it looks so freaking cool.
If you've never had the soul mastery OG before, it surrounds you in a corona of blood red light and encircles your feet with a shadowy disc. It's kind of like using energy aura but without looking lame. -
The self heal is decent with a healing set slotted into it. You can easily run a pile of toggles on top of the one's from your secondary and worry about end very little. My Elec/EA has tough, weave and maneuvers. She's over the def softcap most of the time and has the godmode button for AV's or other ToHit buffed baddies.
Psionic heavy packs will hurt, but that's about your only weakness.
With my Godmode up I've waded into large boss packs who spam -def and taken almost zero damage. It's a cheap build to cap out on defenses and very flexible for additional toggles.
Personally it's my favourite stalker secondary. -
Here's the build planned out with OG. I need to know if there's something important that I'm missing here.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Mastermind
Primary Power Set: Thugs
Secondary Power Set: Poison
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Presence
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Call Thugs -- BldM'dt-Dmg/EndRdx(A), BldM'dt-Dmg(39), BldM'dt-Acc/EndRdx(39), BldM'dt-Acc(40), ExStrk-Dam%(40), EdctM'r-PetDef(40)
Level 1: Alkaloid -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(11), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(37)
Level 2: Envenom -- LdyGrey-%Dam(A), Achilles-ResDeb%(3), ShldBrk-%Dam(3), ShldBrk-Acc/EndRdx/Rchg(7), ShldBrk-Acc/DefDeb(9), ShldBrk-Acc/Rchg(9)
Level 4: Weaken -- Cloud-Acc/ToHitDeb(A), Cloud-Acc/Rchg(5), Cloud-Acc/EndRdx/Rchg(5), Cloud-%Dam(7)
Level 6: Equip Thugs -- EndRdx-I(A)
Level 8: Hurdle -- Jump-I(A)
Level 10: Combat Jumping -- Ksmt-ToHit+(A)
Level 12: Call Enforcer -- DefBuff-I(A), S'bndAl-Dmg(13), S'bndAl-Dmg/EndRdx(13), S'bndAl-Build%(15), Achilles-ResDeb%(15), LdyGrey-%Dam(17)
Level 14: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(46), Numna-Regen/Rcvry+(46)
Level 16: Super Jump -- Jump-I(A)
Level 18: Gang War -- ExRmnt-+Res(Pets)(A), ExRmnt-EndRdx/Dmg/Rchg(19), ExRmnt-Acc/Rchg(19), ExRmnt-Acc/Dmg/Rchg(21), C'Arms-+Def(Pets)(21)
Level 20: Stamina -- EndMod-I(A), EndMod-I(43), P'Shift-End%(43)
Level 22: Neurotoxic Breath -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(23), TmpRdns-Rng/Slow(23), TmpRdns-Acc/Dmg/Slow(25), TmpRdns-EndRdx/Rchg/Slow(25)
Level 24: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(34), Stpfy-Acc/EndRdx(50), Stpfy-Stun/Rng(50), Stpfy-Acc/Stun/Rchg(50)
Level 26: Call Bruiser -- BldM'dt-Acc/EndRdx(A), BldM'dt-Dmg/EndRdx(27), BldM'dt-Acc/Dmg(27), BldM'dt-Dmg(33), ExStrk-Dam%(34), SvgnRt-PetResDam(34)
Level 28: Paralytic Poison -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(29), BasGaze-EndRdx/Rchg/Hold(29), BasGaze-Acc/EndRdx/Rchg/Hold(33)
Level 30: Tough -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(31), ImpSkn-EndRdx/Rchg(31), ImpSkn-ResDam/EndRdx/Rchg(31), ImpSkn-Status(33)
Level 32: Upgrade Equipment -- EndRdx-I(A)
Level 35: Provoke -- Mocking-Taunt(A), Mocking-Taunt/Rchg(36), Mocking-Acc/Rchg(36), Mocking-Taunt/Rng(36), Mocking-Rchg(37), Mocking-Taunt/Rchg/Rng(37)
Level 38: Noxious Gas -- RechRdx-I(A), RechRdx-I(39)
Level 41: Dark Embrace -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(42), ImpArm-ResPsi(42), ImpArm-ResDam/EndRdx/Rchg(42), Aegis-Psi/Status(43)
Level 44: Oppressive Gloom -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/Rchg(45), Stpfy-EndRdx/Stun(45), Stpfy-Acc/EndRdx(45), Stpfy-Stun/Rng(46)
Level 47: Soul Storm -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(48), BasGaze-EndRdx/Rchg/Hold(48), BasGaze-Acc/EndRdx/Rchg/Hold(48)
Level 49: Elixir of Life -- S'fstPrt-ResDam/Def+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
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my only addition would be an explosive strike proc to all of your pets. It's a bad damage type but procs are non-resistable on some targets so it can be a godsend on long AV fights.
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On my necro/storm I slotted all of them into tornado. I'd rather use tornado as a slotmule than gangwar honestly. You can get so much more useful effect out of slotting Gang war for the expedient reinforcements recharge buff.
On my Thugs/Poison I four slotted Expedient reinforcements and tossed the RE Defense IO, then spread the other two out accross my bruiser and my thugs. My reasoning was that my bruiser was already ED capped on damage and I didn't need any more ACC or EndRedux so the extra slot wouldn't hurt. On the thugs...thugs die a lot so the Value of slots that increase their performance is mitigated somewhat by their uptime so losing a slot here for another unique isn't too bad of an idea -
I finally got my Thugs/Poison to the patron pools and I'm having a hard time deciding on soul or Mu. I know the popular pick is Mu for the large common resists and electric fences. However I'm looking at Oppressive gloom and I'm seeing a really neat toy to take all the nasty minions out of the equation.
Why do I never see tankerminds with this power? Is it broken on MM's or something? -
Get the recharge up on freezing rain and you shouldn't need it too much. Before you have enough recharge to keep up FR most of the time you might wish you had it. I sometimes wish I have it on my fire/storm, but I still have a 5 second delay between freezing rain applications.
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everything but the numina set and the other healing single should be about 200 mil. That sounds like a lot, but it's actually not too bad if you run some MA farms and do the suggested Black Market money making techniques. For builds this one's actually not too bad. I left out the purples and rarer sets that I usually put into my builds. However I realized that your setup didn't need all the extra purple and functioned well enough with ordinary sets. It made me roll up an elec/PD of my own.