Luminara

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  1. And here is the same build using level 50 IOs. At this point, you're reaching a drop-off in efficiency in some powers, specifically those using three of the same enhancement type (like three Damage in Aimed Shot, or three Defense in Force Field Generator), but it doesn't require you to change the slotting or build outline in any way. This would be a "poor man's" or casual player's optimal target.

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

    Click this DataLink to open the build!

    Level 50 Magic Corruptor
    Primary Power Set: Archery
    Secondary Power Set: Traps
    Power Pool: Teleportation
    Power Pool: Fitness
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Aimed Shot -- Acc-I:50(A), Dmg-I:50(3), Dmg-I:50(5), Dmg-I:50(13), RechRdx-I:50(21), EndRdx-I:50(40)
    Level 1: Web Grenade -- Acc-I:50(A)
    Level 2: Fistful of Arrows -- Acc-I:50(A), Dmg-I:50(3), Dmg-I:50(5), Dmg-I:50(11), Range-I:50(19), Range-I:50(25)
    Level 4: Triage Beacon -- Heal-I:50(A), Heal-I:50(7), Heal-I:50(7), RechRdx-I:50(15), RechRdx-I:50(39), RechRdx-I:50(39)
    Level 6: Recall Friend -- EndRdx-I:50(A)
    Level 8: Blazing Arrow -- Acc-I:50(A), Dmg-I:50(9), Dmg-I:50(9), Dmg-I:50(11), RechRdx-I:50(23), EndRdx-I:50(40)
    Level 10: Swift -- Run-I:50(A)
    Level 12: Acid Mortar -- Acc-I:50(A), Acc-I:50(13), RechRdx-I:50(15), RechRdx-I:50(40), RechRdx-I:50(43)
    Level 14: Teleport -- Range-I:50(A), Range-I:50(19), EndRdx-I:50(45)
    Level 16: Force Field Generator -- DefBuff-I:50(A), DefBuff-I:50(17), DefBuff-I:50(17)
    Level 18: Health -- Heal-I:50(A), Heal-I:50(46)
    Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(50)
    Level 22: Explosive Arrow -- Acc-I:50(A), Dmg-I:50(23), Dmg-I:50(25), Dmg-I:50(27), RechRdx-I:50(29), EndRdx-I:50(31)
    Level 24: Poison Trap -- RechRdx-I:50(A), RechRdx-I:50(27), EndRdx-I:50(43)
    Level 26: Aim -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(46)
    Level 28: Seeker Drones -- Acc-I:50(A), Acc-I:50(29), RechRdx-I:50(31), RechRdx-I:50(34), ToHitDeb-I:50(37), ToHitDeb-I:50(39)
    Level 30: Teleport Foe -- Acc-I:50(A), Acc-I:50(46)
    Level 32: Rain of Arrows -- Acc-I:50(A), Acc-I:50(33), Dmg-I:50(33), Dmg-I:50(33), Dmg-I:50(34), RechRdx-I:50(34)
    Level 35: Trip Mine -- Acc-I:50(A), Acc-I:50(36), Dmg-I:50(36), Dmg-I:50(36), Dmg-I:50(37), EndRdx-I:50(37)
    Level 38: Caltrops -- Slow-I:50(A)
    Level 41: Scorpion Shield -- DefBuff-I:50(A), DefBuff-I:50(42), DefBuff-I:50(42), EndRdx-I:50(42), EndRdx-I:50(43)
    Level 44: Web Envelope -- Acc-I:50(A), EndRdx-I:50(45), RechRdx-I:50(45)
    Level 47: Summon Disruptor -- Acc-I:50(A), Dmg-I:50(48), Dmg-I:50(48), Dmg-I:50(48), RechRdx-I:50(50), RechRdx-I:50(50)
    Level 49: Focused Accuracy -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Scourge



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  2. This is a rudimentary build using level 30 generic IOs. This would be an extremely inexpensive build, but slightly more effective than a similar build using SOs.

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

    Click this DataLink to open the build!

    Level 50 Magic Corruptor
    Primary Power Set: Archery
    Secondary Power Set: Traps
    Power Pool: Teleportation
    Power Pool: Fitness
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Aimed Shot -- Acc-I:30(A), Dmg-I:30(3), Dmg-I:30(5), Dmg-I:30(13), RechRdx-I:30(21), EndRdx-I:30(40)
    Level 1: Web Grenade -- Acc-I:30(A)
    Level 2: Fistful of Arrows -- Acc-I:30(A), Dmg-I:30(3), Dmg-I:30(5), Dmg-I:30(11), Range-I:30(19), Range-I:30(25)
    Level 4: Triage Beacon -- Heal-I:30(A), Heal-I:30(7), Heal-I:30(7), RechRdx-I:30(15), RechRdx-I:30(39), RechRdx-I:30(39)
    Level 6: Recall Friend -- EndRdx-I:30(A)
    Level 8: Blazing Arrow -- Acc-I:30(A), Dmg-I:30(9), Dmg-I:30(9), Dmg-I:30(11), RechRdx-I:30(23), EndRdx-I:30(40)
    Level 10: Swift -- Run-I:30(A)
    Level 12: Acid Mortar -- Acc-I:30(A), Acc-I:30(13), RechRdx-I:30(15), RechRdx-I:30(40), RechRdx-I:30(43)
    Level 14: Teleport -- Range-I:30(A), Range-I:30(19), EndRdx-I:30(45)
    Level 16: Force Field Generator -- DefBuff-I:30(A), DefBuff-I:30(17), DefBuff-I:30(17)
    Level 18: Health -- Heal-I:30(A), Heal-I:30(46)
    Level 20: Stamina -- EndMod-I:30(A), EndMod-I:30(21), EndMod-I:30(50)
    Level 22: Explosive Arrow -- Acc-I:30(A), Dmg-I:30(23), Dmg-I:30(25), Dmg-I:30(27), RechRdx-I:30(29), EndRdx-I:30(31)
    Level 24: Poison Trap -- RechRdx-I:30(A), RechRdx-I:30(27), EndRdx-I:30(43)
    Level 26: Aim -- RechRdx-I:30(A), RechRdx-I:30(31), RechRdx-I:30(46)
    Level 28: Seeker Drones -- Acc-I:30(A), Acc-I:30(29), RechRdx-I:30(31), RechRdx-I:30(34), ToHitDeb-I:30(37), ToHitDeb-I:30(39)
    Level 30: Teleport Foe -- Acc-I:30(A), Acc-I:30(46)
    Level 32: Rain of Arrows -- Acc-I:30(A), Acc-I:30(33), Dmg-I:30(33), Dmg-I:30(33), Dmg-I:30(34), RechRdx-I:30(34)
    Level 35: Trip Mine -- Acc-I:30(A), Acc-I:30(36), Dmg-I:30(36), Dmg-I:30(36), Dmg-I:30(37), EndRdx-I:30(37)
    Level 38: Caltrops -- Slow-I:30(A)
    Level 41: Scorpion Shield -- DefBuff-I:30(A), DefBuff-I:30(42), DefBuff-I:30(42), EndRdx-I:30(42), EndRdx-I:30(43)
    Level 44: Web Envelope -- Acc-I:30(A), EndRdx-I:30(45), RechRdx-I:30(45)
    Level 47: Summon Disruptor -- Acc-I:30(A), Dmg-I:30(48), Dmg-I:30(48), Dmg-I:30(48), RechRdx-I:30(50), RechRdx-I:30(50)
    Level 49: Focused Accuracy -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Scourge



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  3. Quote:
    Originally Posted by Greaser View Post
    I looked at Mid's, but since you can just pick powers, or slot away, without having to adhere to some set order, means I found it less usefull, seeing as I have no idea if it's a valid build I'm making then.
    At the top of Mids', next to the field where you enter the name of the character, there's a button which will say either Dynamic or Level-Up. You want it to say Level-Up. If it says Dynamic, click it and it will change to Level-Up. That will restrict your power selections and slot placement to valid choices on a level-by-level basis which accurately reflects in-game power selection and slotting.

    Quote:
    That said, cheers for the power updates. Been wondering how to slot for a while now. Figured just slot up the key powers to 6 asap, and then add the utilities, but I see how it makes sense to "spread the love" while lvl'ing.
    Slot according to what you feel you need. If you find yourself using specific powers more than others, prioritize those for slotting. If you think a power is performing well enough, then skip it and put slots into a power which you feel needs improvement.

    Quote:
    Quick question. TP foe. Is it worh taking?
    I was thinking about TP self, friend, and foe... Foe mainly for pulling tough to kill mobs into my death pits, so I get to pick who dies first...
    That works. Be aware that you can't teleport bosses, at all, ever. It will aggro them, though.

    Here's a sample build with Single Origin (SO) enhancements. This is what I'd do if I were playing this character and not using Invention Origin enhancements (IOs).

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

    Click this DataLink to open the build!

    Level 50 Magic Corruptor
    Primary Power Set: Archery
    Secondary Power Set: Traps
    Power Pool: Teleportation
    Power Pool: Fitness
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Aimed Shot -- Acc(A), Dmg(3), Dmg(5), Dmg(13), RechRdx(21), EndRdx(40)
    Level 1: Web Grenade -- Acc(A)
    Level 2: Fistful of Arrows -- Acc(A), Dmg(3), Dmg(5), Dmg(11), Range(19), Range(25)
    Level 4: Triage Beacon -- Heal(A), Heal(7), Heal(7), RechRdx(15), RechRdx(39), RechRdx(39)
    Level 6: Recall Friend -- EndRdx(A)
    Level 8: Blazing Arrow -- Acc(A), Dmg(9), Dmg(9), Dmg(11), RechRdx(23), EndRdx(40)
    Level 10: Swift -- Run(A)
    Level 12: Acid Mortar -- Acc(A), Acc(13), RechRdx(15), RechRdx(40), RechRdx(43)
    Level 14: Teleport -- Range(A), Range(19), EndRdx(45)
    Level 16: Force Field Generator -- DefBuff(A), DefBuff(17), DefBuff(17)
    Level 18: Health -- Heal(A), Heal(46)
    Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(50)
    Level 22: Explosive Arrow -- Acc(A), Dmg(23), Dmg(25), Dmg(27), RechRdx(29), EndRdx(31)
    Level 24: Poison Trap -- RechRdx(A), RechRdx(27), EndRdx(43)
    Level 26: Aim -- RechRdx(A), RechRdx(31), RechRdx(46)
    Level 28: Seeker Drones -- Acc(A), Acc(29), RechRdx(31), RechRdx(34), ToHitDeb(37), ToHitDeb(39)
    Level 30: Teleport Foe -- Acc(A), Acc(46)
    Level 32: Rain of Arrows -- Acc(A), Acc(33), Dmg(33), Dmg(33), Dmg(34), RechRdx(34)
    Level 35: Trip Mine -- Acc(A), Acc(36), Dmg(36), Dmg(36), Dmg(37), RechRdx(37)
    Level 38: Caltrops -- Slow(A)
    Level 41: Scorpion Shield -- DefBuff(A), DefBuff(42), DefBuff(42), EndRdx(42), EndRdx(43)
    Level 44: Web Envelope -- Acc(A), RechRdx(45), EndRdx(45)
    Level 47: Summon Disruptor -- Acc(A), Dmg(48), Dmg(48), Dmg(48), RechRdx(50), RechRdx(50)
    Level 49: Focused Accuracy -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Scourge



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    Regarding enhancements, there are Training (TO), which give the least benefit (8% at the same level as your character) and are generally used (when used at all) up to level 12-15; Dual Origin (DO), which give moderate boosts (16% at the same level as your character), which tend to be used from levels 12-22 or 12-25; Single Origin (SO), which offer the best of the "regular" enhancements (33% at the same level as your character), and which many players begin slotting beginning at levels 22-25; Invention (IO), which is a crafted type of enhancement becomes available beginning at 10 (additionally, IOs do not "expire" like TOs, DOs and SOs); and special enhancements like Hamidon (HO), which boost multiple aspects of powers, or IOs from a set, which not only boost multiple aspects of powers but can also offer additional incentives via "set bonuses" (similar to WoW's tiered armors).

    You can read more than you may care to know about enhancements, and practically everything else about Co*, at ParagonWiki.

    Another useful website is Red Tomax's City of Data, a comprehensive collection hard numbers for nearly every power in the game.
  4. Quote:
    Originally Posted by Greaser View Post
    Seeing as I've recently decided to partake in the spandex parade that is City of <insert pro/antagonist of choice>
    Welcome.

    Quote:
    Now, I have no idea what sort of build I'm making...
    That's not unusual, even for the longest-term players.

    Quote:
    Even the guy who's archery breakdowns I've been trying to understand, who so vigilantly claimed never to touch Snap Shot, even if it was that or have his legs smeared in honey and lain on an ant hill, has later said to do so with blasters because of some sort of exception that rendered every argument up to that point obsolete.
    Blasters have a special ability that allows them to shoot while mezzed, and a superior version of Snap Shot which deals very acceptable damage. That's why it's a great power for blasters. It's very sub-par for everyone else.

    Quote:
    Now naturally this leaves me with a few questions... None of these guides include corruptors. Which is what I'm playing. They have all these big pro and con sections for everyone else, but never corruptors so I have no idea what's worth it, and what I should avoid.
    Yeah, I need to get around to including corruptor numbers in my guides... and fixing the nightmare that the forum move made of the formatting.

    Quote:
    Add to that, I have no idea about travel powers and such. I sort of like teleport. It's gimmicky and I enjoy that, but I was told on my Dom that I shouldn't pick it, and it was best used for people with some sort of rez...
    So... What should I pick then?
    Whoever told you to skip TP unless you had a rez was a fool. If you like TP, take it and enjoy it.

    Quote:
    And why would some things be worse than others? Is it purely PvP, or am I missing something for later on?
    Sometimes it's a PvP concern, sometimes it's because different powers perform differently for different ATs, sometimes it's just that a power is not... optimal for use during actual play. It depends on the power, mostly.

    Quote:
    I mean, I'd think ninja run + TP would suffice, and just spend the rest on my two attack trees... No?
    That would be fine, though you'll run out of power choices at some point and have to dip into another pool. You may also find some powers less impressive than you'd hoped, or not being used very often (or in some cases, at all), or that you need/want something from another power pool more than you need/want one of your primary or secondary powers.

    Quote:
    Obviously, no one does this,
    Sure they do. But the majority of people posting here tend to be looking for ways to improve builds, squeeze in powers they want but don't know how to acquire without giving something up, share particularly effective builds and ideas, etc. Players who chug along happily without really caring whether or not they have the "uberest" character don't spend much time chatting on the forums, and when they do drop by, they just ask a question or two, get their answers and go back to the enjoying game.

    Quote:
    So erh... Yeah... Anyone feel like helping out the new guy, and tell him what on earth it is he's doing?
    What would you like help with? What would you like to know, and would you like to keep it simple, or should I assault you with build plans and numbers?
  5. Quote:
    Originally Posted by overkillGA View Post
    Please sign this to make a pretty much redundant power slightly useful.
    Currently set for -visibility and to hit debuff.
    The power does exactly what you're requesting it to be changed to do. The critter AI, however, does not obey the same rules that players follow, so the net result is different.

    As such, not signed.

    Additionally, Flash Arrow does not display any redundancies. It doesn't do anything that any other TA power does, or any secondary power, nor are -Perception and -ToHit redundant effects. What Flash Arrow does do is similar to what powers like Shadow Fall or Steamy Mist do, offer some mediocre defensive protection to the player and allies and reduce enemy perception. Ergo, Flash Arrow is no more "redundant" than those PBAoE Stealth/Defense powers are.
  6. Quote:
    Originally Posted by Cyyan View Post
    13.) Archery Set, animations are too slow,
    Archery and TA animations were shortened several months ago and are currently as fast as they can make them without appearing utterly ridiculous.

    Additionally, due to those now speedier animation times, Archery compares quite favorably to Fire Blast, which is generally considered the reigning king of ranged damage output.

    Quote:
    range at 80Â’ is ridiculous,
    80' is fine for everyone else, it's fine for Archery.

    Quote:
    and give the snipe some damage, itÂ’s remarkably weak compared to other snipes.
    Oh? That's interesting, considering that it deals exactly the same amount of damage that AR, Elec, Energy and Psy snipes deal at the same level. In fact, the only two snipes which deal more damage are Proton Volley, by a mere 2.5 damage, and Blazing Bolt, which deals the same base 172.7 damage but has a chance (80%) to deal more (up to 217.7 if all four ticks pass the 80% check).

    Quote:
    14.) Why do none of the Ranged Damage IO sets have any Range in them?
    Far Strike and Salvo.

    Quote:
    16.) The Archery set desperately needs a bow based melee attack, and I donÂ’t mean a pansy Stun, I mean a swing-your-your-bow-like-a-staff-whack-attack that does decent damage maybe even some knockdown or knock back. ( if youÂ’ve seen the movie Avatar, you know what I mean).
    That's not how bows are used. If you've ever actually used one, you know what I mean.
  7. Quote:
    Originally Posted by Malikite Striker View Post
    I'm just trying to be a productive part of a team with out dieing every 36.2 seconds. Will this be effective?
    I think the proc in Flash Arrow will be counterproductive to your goals. Specifically, you'll draw aggro every time you use it, likely getting yourself pasted more than a few times.

    I also think you could put slightly less focus on +Accuracy. +95% is what I'd consider overkill for Archery, especially when coupled with a secondary offering 45% -Def out of the box.

    And I think you've gone a bit unrealistically heavy on the -KB. You shouldn't need 16 points unless you plan to tank for eight person teams, and if you're planning to tank for eight person teams, you shouldn't be doing it with an Archery/TA corruptor.

    Your Recovery is also, in my opinion, on the wildly, insanely, unnecessarily high side. Archery/TA doesn't need 199%, even with Hover, Maneuvers and Tactics toggled on and Hasten's "crash" taken into account.

    I also note that you skip Disruption Arrow, and you apparently (judging by the slotting) won't be running either of the Leadership toggles. Perhaps taking Disruption or slotting up one or both toggles to better assist teams would better meet your desires.

    Might I recommend a build such as this?

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

    Click this DataLink to open the build!

    Level 50 Magic Corruptor
    Primary Power Set: Archery
    Secondary Power Set: Trick Arrow
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Aimed Shot -- Thundr-Acc/Dmg:30(A), Thundr-Dmg/EndRdx:30(3), Thundr-Dmg/Rchg:30(3), Thundr-Acc/Dmg/Rchg:30(5), Thundr-Dmg/EndRdx/Rchg:30(5), Thundr-Acc/Dmg/EndRdx:30(43)
    Level 1: Entangling Arrow -- Empty(A)
    Level 2: Fistful of Arrows -- Posi-Acc/Dmg:49(A), Posi-Dmg/EndRdx:49(7), Posi-Dmg/Rchg:49(7), Posi-Acc/Dmg/EndRdx:49(9), Posi-Dam%:20(9), Range-I:50(11)
    Level 4: Flash Arrow -- Cloud-ToHitDeb:30(A), Cloud-Acc/ToHitDeb:30(11), Cloud-Acc/Rchg:30(13), Cloud-ToHitDeb/EndRdx/Rchg:30(13), Cloud-Acc/EndRdx/Rchg:30(15)
    Level 6: Hover -- LkGmblr-Rchg+:25(A), LkGmblr-Def/EndRdx:25(15), Zephyr-Travel:30(17), Zephyr-Travel/EndRdx:30(17), Srng-EndRdx/Fly:49(46)
    Level 8: Blazing Arrow -- Thundr-Acc/Dmg:30(A), Thundr-Dmg/EndRdx:30(19), Thundr-Dmg/Rchg:30(19), Thundr-Acc/Dmg/Rchg:30(21), Thundr-Dmg/EndRdx/Rchg:30(21)
    Level 10: Swift -- Flight-I:50(A)
    Level 12: Explosive Arrow -- Posi-Acc/Dmg:49(A), Posi-Dmg/EndRdx:49(23), Posi-Dmg/Rchg:49(23), Posi-Acc/Dmg/EndRdx:49(25), Posi-Dam%:20(25), ExStrk-Dam%:20(27)
    Level 14: Fly -- Zephyr-Travel:30(A), Zephyr-ResKB:30(27)
    Level 16: Poison Gas Arrow -- FtnHyp-Acc/Rchg:50(A), FtnHyp-Acc/Sleep/Rchg:50(29), FtnHyp-Sleep/Rchg:50(29), FtnHyp-Sleep/EndRdx:50(31), FtnHyp-Plct%:50(31)
    Level 18: Health -- Heal-I:50(A), RgnTis-Regen+:30(31)
    Level 20: Stamina -- P'Shift-EndMod:30(A), P'Shift-EndMod/Acc:30(33)
    Level 22: Glue Arrow -- TmpRdns-EndRdx/Rchg/Slow:49(A)
    Level 24: Acid Arrow -- ShldBrk-Acc/Rchg:30(A), ShldBrk-Acc/EndRdx/Rchg:30(33), ShldBrk-Acc/DefDeb:30(46), ShldBrk-%Dam:30(50)
    Level 26: Hasten -- RechRdx-I:50(A), RechRdx-I:50(33), RechRdx-I:50(34)
    Level 28: Disruption Arrow -- RechRdx-I:50(A)
    Level 30: Maneuvers -- LkGmblr-Rchg+:25(A), RedFtn-Def/EndRdx:30(34), RedFtn-EndRdx/Rchg:30(34), RedFtn-Def/EndRdx/Rchg:30(36), RedFtn-Def:30(36), RedFtn-EndRdx:30(36)
    Level 32: Rain of Arrows -- Ragnrk-Acc/Rchg:50(A), Ragnrk-Acc/Dmg/Rchg:50(37), Ragnrk-Dmg/Rchg:50(37), Ragnrk-Dmg:50(37), Ragnrk-Dmg/EndRdx:50(39), Posi-Dam%:20(39)
    Level 35: Oil Slick Arrow -- AirB'st-Dmg/Rchg:49(A), Det'tn-Dmg/Rchg:49(39), Posi-Dmg/EndRdx:38(40), Posi-Dmg/Rchg:38(40), TmpRdns-EndRdx/Rchg/Slow:49(46)
    Level 38: EMP Arrow -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(40), BasGaze-Rchg/Hold:30(45), BasGaze-EndRdx/Rchg/Hold:30(45)
    Level 41: Soul Drain -- Erad-Acc/Dmg/Rchg:30(A), Erad-Dmg/Rchg:30(42), Erad-Acc/Rchg:30(42), Erad-Dmg:30(42), Erad-Acc/Dmg/EndRdx/Rchg:30(43), Erad-%Dam:30(43)
    Level 44: Power Boost -- RechRdx-I:50(A), RechRdx-I:50(45)
    Level 47: Summon Mistress -- ExRmnt-Acc/Dmg:49(A), ExRmnt-Dmg/EndRdx:49(48), ExRmnt-Acc/Dmg/Rchg:49(48), ExRmnt-EndRdx/Dmg/Rchg:49(48), ExRmnt-Acc/Rchg:49(50), ExRmnt-+Res(Pets):49(50)
    Level 49: Dark Embrace -- S'fstPrt-ResDam/Def+:10(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Scourge



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  8. Quote:
    Originally Posted by OmnipotentMerlin View Post
    I made a ninja/TA mm from info I can find and looking at your work alot.
    How did I do? And any suggestions?

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

    Click this DataLink to open the build!

    Jose the Trainer: Level 50 Magic Mastermind
    Primary Power Set: Ninjas
    Secondary Power Set: Trick Arrow
    Power Pool: Medicine
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Call Genin -- Acc-I(A), Acc-I(3), Dmg-I(3), Dmg-I(5), Dmg-I(5), KBDist-I(7)
    Level 1: Entangling Arrow -- Enf'dOp-Acc/Immob(A)
    Level 2: Flash Arrow -- ToHitDeb-I(A), ToHitDeb-I(34), RechRdx-I(34), RechRdx-I(34)
    Level 4: Glue Arrow -- Slow-I(A), Slow-I(7), Slow-I(19), RechRdx-I(37), RechRdx-I(37)
    Level 6: Train Ninjas -- EndRdx-I(A)
    Level 8: Aid Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(9), Dct'dW-Heal(31), Dct'dW-Rchg(31)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
    Level 12: Call Jounin -- Acc-I(A), Dmg-I(13), Dmg-I(13), Dmg-I(15), Conf-I(15), Conf-I(17)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Poison Gas Arrow -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(17), FtnHyp-Acc/Rchg(19), FtnHyp-Sleep/EndRdx(23), IComa--Rchg%(25), FtnHyp-Plct%(33)
    Level 18: Health -- Heal-I(A)
    Level 20: Acid Arrow -- AnWeak-Acc/Rchg(A), Achilles-ResDeb%(21), Achilles-DefDeb/Rchg(21), AnWeak-DefDeb(23), ExVuln-DefDeb/Rchg(25), ExVuln-DefDeb/Rchg/EndRdx(33)
    Level 22: Stamina -- EndMod-I(A), EndMod-I(39), EndMod-I(39)
    Level 24: Maneuvers -- DefBuff-I(A), DefBuff-I(39), DefBuff-I(43)
    Level 26: Oni -- Acc-I(A), Dmg-I(27), Dmg-I(27), Dmg-I(29), Hold-I(29), Hold-I(31)
    Level 28: Disruption Arrow -- RechRdx-I(A), RechRdx-I(33)
    Level 30: Ice Arrow -- Hold-I(A), Hold-I(40), RechRdx-I(40), RechRdx-I(40)
    Level 32: Kuji In Zen -- EndRdx-I(A)
    Level 35: Oil Slick Arrow -- Slow-I(A), Slow-I(36), RechRdx-I(36), RechRdx-I(36), Achilles-ResDeb%(37)
    Level 38: EMP Arrow -- Acc-I(A), EndMod-I(46), EndMod-I(46), EndMod-I(48), RechRdx-I(48), RechRdx-I(50)
    Level 41: Night Fall -- Cloud-Acc/ToHitDeb(A), DefEgo-ToHitDeb(42), DefEgo-ToHitDeb/Rchg(42), DampS-ToHitDeb/Rchg(42), DampS-ToHitDeb/Rchg/EndRdx(43), ToHitDeb-I(43)
    Level 44: Aid Self -- Heal-I(A), Heal-I(45), RechRdx-I(45), IntRdx-I(45), IntRdx-I(46), EndRdx-I(50)
    Level 47: Tactics -- ToHit-I(A), ToHit-I(48), ToHit-I(50)
    Level 49: Assault -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Supremacy
    You've got +Damage set bonuses, primarily from your slotting in Acid and Night Fall, but you don't actually have any attacks (other than Night Fall and OSA, both of which you intend to use as debuffs). Might want to reconsider those, find some more useful bonuses to pursue.

    Slotting EMP Arrow for -Endurance is pointless. You don't have any other powers to use to drain foes, and you can't drain them to 100% or halt their Recovery to keep them there. By the time they're free of the Hold, they'll have enough endurance to start attacking you again immediately.

    Try this.

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

    Click this DataLink to open the build!

    Jose the Trainer: Level 50 Magic Mastermind
    Primary Power Set: Ninjas
    Secondary Power Set: Trick Arrow
    Power Pool: Medicine
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Call Genin -- BldM'dt-Acc/Dmg:50(A), BldM'dt-Acc/Dmg/EndRdx:50(3), SvgnRt-Acc/Dmg:50(3), SvgnRt-Dmg/EndRdx:50(5), EdctM'r-PetDef:40(5), SvgnRt-PetResDam:50(7)
    Level 1: Entangling Arrow -- Enf'dOp-Acc/Immob:50(A)
    Level 2: Flash Arrow -- DarkWD-ToHitDeb:50(A), DarkWD-ToHitDeb/Rchg:50(34), DarkWD-ToHitdeb/Rchg/EndRdx:50(34), DarkWD-ToHitDeb/EndRdx:50(34)
    Level 4: Glue Arrow -- P'ngTtl-EndRdx/Rchg/Slow:50(A), TmpRdns-EndRdx/Rchg/Slow:50(7), Slow-I:50(19), RechRdx-I:50(37)
    Level 6: Train Ninjas -- EndRdx-I:50(A)
    Level 8: Aid Other -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(9), Dct'dW-Heal/Rchg:50(9), Dct'dW-Heal:50(31), Dct'dW-Rchg:50(31)
    Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(11), RechRdx-I:50(11)
    Level 12: Call Jounin -- BldM'dt-Acc/Dmg:50(A), BldM'dt-Acc/Dmg/EndRdx:50(13), SvgnRt-Acc/Dmg:50(13), SvgnRt-Dmg/EndRdx:50(15), Conf-I:50(15), Conf-I:50(17)
    Level 14: Hurdle -- Jump-I:50(A)
    Level 16: Poison Gas Arrow -- FtnHyp-Sleep/Rchg:50(A), FtnHyp-Acc/Sleep/Rchg:50(17), FtnHyp-Acc/Rchg:50(19), FtnHyp-Sleep/EndRdx:50(23), IComa--Rchg%:30(25), FtnHyp-Plct%:50(33)
    Level 18: Health -- Heal-I:50(A)
    Level 20: Acid Arrow -- ShldBrk-Acc/Rchg:30(A), ShldBrk-Acc/EndRdx/Rchg:30(21), LdyGrey-DefDeb/Rchg:50(21), LdyGrey-DefDeb/Rchg/EndRdx:50(23), LdyGrey-%Dam:50(25), Achilles-ResDeb%:20(33)
    Level 22: Stamina -- EndMod-I:50(A), EndMod-I:50(39), EndMod-I:50(39)
    Level 24: Maneuvers -- LkGmblr-Def/EndRdx:50(A), RedFtn-Def/EndRdx:50(37), GftotA-Def/EndRdx:40(39), GftotA-Def/EndRdx/Rchg:40(43)
    Level 26: Oni -- BldM'dt-Acc/Dmg:50(A), BldM'dt-Acc/Dmg/EndRdx:50(27), SvgnRt-Acc/Dmg:50(27), SvgnRt-Dmg/EndRdx:50(29), Hold-I:50(29), Hold-I:50(31)
    Level 28: Disruption Arrow -- RechRdx-I:50(A), RechRdx-I:50(33)
    Level 30: Ice Arrow -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(40), BasGaze-Rchg/Hold:30(40), BasGaze-EndRdx/Rchg/Hold:30(40)
    Level 32: Kuji In Zen -- EndRdx-I:50(A)
    Level 35: Oil Slick Arrow -- P'ngTtl-EndRdx/Rchg/Slow:50(A), TmpRdns-EndRdx/Rchg/Slow:50(36), Slow-I:50(36), RechRdx-I:50(36), Achilles-ResDeb%:20(37)
    Level 38: EMP Arrow -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(46), BasGaze-Rchg/Hold:30(46), BasGaze-EndRdx/Rchg/Hold:30(48), EoCur-Acc/Hold/Rchg:50(48), Lock-EndRdx/Rchg/Hold:50(50)
    Level 41: Night Fall -- DarkWD-ToHitDeb:50(A), DarkWD-ToHitDeb/Rchg:50(42), DarkWD-ToHitdeb/Rchg/EndRdx:50(42), DarkWD-ToHitDeb/EndRdx:50(42), SipInsght-Acc/ToHitDeb:50(43), SipInsght-Acc/EndRdx/Rchg:50(43)
    Level 44: Aid Self -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(45), Dct'dW-Heal/Rchg:50(45), Dct'dW-Heal/EndRdx/Rchg:50(45), Dct'dW-Heal:50(46)
    Level 47: Tactics -- GSFC-ToHit/EndRdx:50(A), AdjTgt-ToHit/EndRdx:50(48), ToHit-I:50(50), EndRdx-I:50(50)
    Level 49: Assault -- EndRdx-I:50(A)
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Sprint -- Run-I:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Supremacy



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    Much more reasonable endurance usage, better recharge times, no loss in Defense, -ToHit or Slow and your henchmen will perform more reliably with the additional 5% Defense and 10% Resistance, as well as the higher Accuracy.
  9. Quote:
    Originally Posted by Rush_Bolt View Post
    Let me make it clear to everyone: ONLY Fire or Energy damage will ignite the Oil Slick. To all other forms of damage, the pseudopet has 10,000% Resistance.
    Except in PvP.

    Unless Castle fixed it, which I don't think he has done (or may be able to do).
  10. Quote:
    Originally Posted by Psylenz View Post
    I am surprised Luminara hasn't weighed in.
    I was otherwise occupied at the time. Dragon Age: TimeNomNomNoms.
  11. Quote:
    Originally Posted by Clebstein View Post
    What if I want to teleport somewhere other than right on top of my target or 100 yards in the direction I'm facing?
    Exit combat.

    Quote:
    If the nearest mob is 30 yards in front of me, the next one might be 70 yards. Teleport can go about 100 yards, so wouldn't that send me flying past the second mob, when I'd rather just teleport to slightly in front of the first? It would be taking away my choice of where I'm going, either way.
    Angle the camera to face the floor where you want to stop. Floors are obstructions. Probably would help for players to have some kind of visual reference to show where they'd "land" when teleporting, but it's not terribly difficult to figure out where the center of the screen is even without a graphic.
  12. Quote:
    Originally Posted by Psylenz View Post
    Two other things to point out:

    TA's glue arrow has a much farther range on it than caltrops. Caltrops is very short ranged.

    TA's glue arrow has a -recharge which might not seem much but when the mook can't reload his gun to shoot you as often, it's not a bad damage mitigator. Caltrops is -speed only, no -recharge.
    Third, Glue's debuff is "sticky" (no pun intended), so if/when foes exit the original AoE location, they're still affected. Not true for Caltrops.
  13. Luminara

    Damage output?

    Quote:
    Originally Posted by Ultimo_ View Post
    This leads me back to my seemingly endless campaign to con the developers into making defenders even more tank-magey than they already are.
    Fixed.
  14. Luminara

    -Regen

    Whoa. Got caught up in Dragon Age: Origins and forgot the rest of the world existed. My apologies for the necromancy, but I needed to say that I was wrong.

    I was wrong about Poison Trap. I have it, I've had ample opportunity to test it, but I never actually bothered because I used it so infrequently. Having recently done so, I'll have tartar sauce with my crow, please.

    I was wrong about the Chem nuke. I would have sworn that it had a 5m duration, because I checked it when I was working on the Rocketman badge for my TA/Dark and again when I was experimenting with soloing GMs on that same character, but after checking it once more, I was clearly mistaken.

    I was also wrong in the very foundation of my arguments. I took a corner case example, */Sonic, specifically TA/Sonic, and attempted to use it to prove a point, all the while disregarding the fact that any of the powersets with -Regen can be paired with any of the blast sets with -Res, allowing a much wider range of combinations and offering potentially superior options.

    I was wrong. I was irritated by the comment "-Regen dwarfs -Res" and went to ridiculous extremes to dispute it. I still don't agree with that statement, but I overreacted and blew this entire discussion out of proportion.

    I was wrong, and I apologize.
  15. Get that proc out of Flash Arrow. It causes aggro.

    Slot Flash Arrow for more -ToHit. You can get it over 5% with Dark Watcher's Despair or Cloud Senses, and every point of -ToHit from Flash Arrow is almost exactly like giving your henchmen that much Defense (all).

    Maneuvers. Take it, slot it (you can break 4% easily), run it.

    Get the Edict of the Master 5% Defense IO in one of your pets. For that matter, get the Sovereign Right 10% Resistance IO, too. Those IOs work by focusing a PBAoE buff aura on you. You don't benefit, but your pets do, so that's another 5% Defense and 10% Resistance for them.

    Use Poison Gas Arrow in every situation. That should be the second thing you use. Flash a spawn, then PGA them. That's 15% -Damage and point for point it's equal to 15% Resistance to everything.

    Get rid of that set in Oil Slick Arrow and slot it for Damage and Recharge. Three Dam/Rchg IOs (one from each of the Targeted AoE sets), one End/Rcgh/Slow and one Dam/Slow from Tempered Readiness. OSA gives you a powerful damage mitigation tool in the form of knockdown, you want it to be available as frequently as possible even if it means your henchmen spaz out. It also has an Avoid effect that makes foes run away when it's ignited, which also helps reduce incoming damage. And, of course, you want it to hurt.

    That End Mod set in EMP Arrow, trash it. Slot it for Hold or don't slot it at all. You have no other powers which drain endurance, so the only thing you'll accomplish with it slotted that way is a flashy light show.

    Optionally, you can also consider picking up Provoke from the Presence pool and increasing your Ranged and AoE defenses as much as possible (Weave, Maneuvers, Stealth, IO set bonuses). IF you're using your TA and pool powers properly, Flashing the spawn before engaging, then hitting them with PGA to reduce the alpha damage, Gluing them immediately thereafter so they don't run into melee and pummel you, keeping Maneuvers toggled on, etc., and using Bodyguard mode, then you can get away with drawing aggro to yourself instead of letting your henchmen take the hits. You will get hurt occasionally, but your henchmen will last longer and you'll spend much less time resummoning.

    Also, don't forget to use inspirations. You can give them to your henchmen by dragging the inspiration over the name in the pet window, or you can drag them directly onto the pet. Makes for a nice, quick heal, defense buff or whatever you need in the heat of combat.

    Lastly, since you've got Soul Mastery as your PPP, consider picking up Night Fall. It has a base 5.625% ToHit debuff, which you can stack with whatever Defense you've got (for you and your henchmen) and Flash Arrow. I use it on my Bots/TA to get my Drones and Assault Bot up to the equivalent of 42% Defense, just three points short of the soft cap, and it does help. I'm planning on taking it for my Necro/TA as well (level 32 at the moment... been enjoying my TA/Dark a little too much lately, can't focus on any of my alts).
  16. Luminara

    -Regen

    Quote:
    Originally Posted by UberGuy View Post
    Uh, did you really just suggest bringing a Chem nuke into the discussion? Seriously?
    Why not? It takes ten minutes to get it, it lasts for five minutes and it's freely available to everyone. What, is there some unwritten "no temp powers" rule for soloing GMs now? Going to throw out "no inspirations", too?

    Quote:
    Let me know when you get a TA/Rad
    I apologize, I meant Rad/Sonic. I got out of work three hours early that night, I was so giddy that I could barely focus.

    Quote:
    whose base single-target DPS works out so that their non-nuked +130% damage works out to better than +277 HP/sec. Because that's what you need to match applying a -80% regen debuff to a Giant Monster. Where's 80% come from? A level 50 GM resists 84% of same-level regen debuffs.
    Actually, it's 85% for a level 50, and it works out to a 75% effective debuff for a 500% -Regen. 84% is level 49.

    Quote:
    500% (conservative value for the larger debuffs - some are 1000%) works out to 500%*(1-0.84) = 80%.
    And I need to correct you here as well. 500% isn't a conservative estimate, it's on the high side. Only four powersets (Rad, Thermal, Cold and Mental) can keep that 500% on the target without lapse, and even then they're subject to the standard 5% chance to miss and require significant amounts of +Recharge, so there's no guarantee that even if they can overlap their debuffs, they'll be able to maintain 500% throughout the duration of combat.

    None of the 1000% -Regen powers can be made permanent. The duration to recharge ratios prohibit it. The closest you can get is with Traps' Poison Trap, which has a 10s debuff and 90s recharge, but even if you hit the recharge cap you'll still be 8s short of perma, plus the 2.17s animation, making it work out to less than 500% in the end.

    As such, 500% is not conservative because it doesn't account for misses or recharge.

    Quote:
    And that's only enough damage to cancel their regen. You still have to have extra DPS to actually whittle down their base HP.
    Since you mention a damage saturated scrapper, here's the numbers I have for a damage saturated TA/Sonic.

    Shriek/Scream/Shriek/Shout/repeat (-Res double-stacking begins on second run of chain, all attacks, resulting in 120% -Res)

    Shriek base damage - 30.4
    Shriek animation time - 1s

    Scream base damage - 47.7
    Scream animation time - 1.67s

    Shout base damage - 76.6
    Shout animation time - 2.67s

    Total chain base damage - 154.7
    Total chain animation time - 6.34s

    Disruption - 20% -Res, 1.16s animation, double-stacked at 17.18s (third cycle of chain + Disruption animation time) for 40% sustained -Res.*

    Acid with Achilles' Heel (averaged) - 24% -Res, 1.83s animation, add 1.83s every fourth cycle of chain to maintain.*

    Chem nuke (5m duration) - 50% -Res, 2.03s animation.*

    *Openers, no loss of DPS at outset of combat.

    Chain damage at cap - 185.1 * 4 = 740.4

    Chain damage at cap with 234% -Res - 740.4 * 3.34 = 2472.94

    Chain animation time over course of 4 cycles (time at which animation becomes constant over course of combat) - Shriek * 8 + Scream * 4 + Shout * 4 + Disruption * 1 + Acid * 1 = 28.35s

    Damage over course of 4 cycles - 9891.74

    DPS - 9891.74/28.35 = 348.92

    DPS after factoring 5% miss rate (excluding Disruption's animation time, since it is auto-hit) - 345.61

    I believe that covers your requirements to cancel regeneration and still deal damage above and beyond that, does it not?

    Quote:
    Now consider that Traps and Rad can stack their -Regen, hitting -100%. Therm could theoretically, but it would take a boatload of global recharge.
    Edit: Nevermind Traps there, since its debuff a 1000% base, so it's -100% out of the box, unstacked.
    Again, Traps can't stack it. 10s duration on the -Regen, 90s recharge on the power, 500% maximum recharge. 90/5 = 18. 2.17s animation, total 20.17s between PTs. And since we are talking about solo play, I have to point out that it's highly unlikely that anyone can manage that solo for the duration of a GM fight (unless that fight lasted 1m or less, the duration of Geas of the Kind Ones/Force of Nature).

    And you forgot Benumb in Cold Domination and Drain Psyche in Mental Manipulation. The recharge:duration ratios on those powers do allow them to be stacked (theoretically).

    Quote:
    The top-end Scrapper DPS builds cap out around 300 DPS, and that's with 1.73x as much base damage than a Defender, plus we're talking DM/Shield with saturated damage buffs (+231.25% above slotting). A Defender using everything you just described including the nuke would be hard pressed to match the same effective DPS. Assuming 100% damage slotting, triple damage from -DR and identical DamageScale/sec from their attack chains, a Defender would also need a 50% sustained damage buff just to match the Scrapper's DPS, and that's still not sufficient.
    See above.

    Quote:
    So going back to the Chem nuke, you've got someone who's stacking one with all their best tricks and still not pulling ahead, while someone with sustained -Regen doesn't even need one.
    I, and the numbers, disagree. But the point of my responses to you wasn't to pick a fight or argue about who "needs" a Chem nuke or who has the better debuff, it was to make it clear that your comment about -Res only providing a minimal benefit was poorly thought out and unwarranted. You jumped the gun and said something that is patently and clearly untrue. This horse was disinterred, flogged and reburied a few months ago and the conclusion was the same then as it is now, one point of -Res is just as effective as 2-3 points of -Regen for the purposes of AV and GM fights, it's more widely applicable and useful throughout the entirety of the rest of the game (flooring a minion or lieutenant's regeneration is pointless. reducing the resistance of that foe, however, is not), and it's obtainable to far more players with far less reliance on extreme amounts of +Recharge to make it totally effective.

    Do we have an understanding now?
  17. Ooo, I love experimenting.

    I don't have any "finished" characters. Even my TA/Dark defender, my main character and the one I spend the most time playing despite having been level 50 for most of the year, isn't finished. So I spend a lot of time poking around in Mids' and trying different approaches to my builds.

    Last night, I hit the nail on the head with The Swan Device. Some minor details had been sitting on a love seat at the back of my mind, flicking popcorn toward the front every once in a while to remind me of little things like only being soft-capped to Melee and Lethal/Smashing, and not being able to think of anything better than Health to pick up at 38. The popcorn was starting to attract rodents, which had my cat staring at my head in a rather disconcerting way, so I decided to take another look at the build before something bad happened.

    Fighting. That was the answer. The Fighting pool. I still end up with one power that I won't have much reason to use, but even that one power will be at least fun.

    I threw away Aim, Provoke and Health. I did want to keep Aim, for the 5% +Movement, but I was still capable of hitting my Jump Speed minimum of 52.5 mph without it, so I could part with it. Provoke was just a set mule to get my Melee and AoE defense up a little higher. Health was simply a filler until I could find something else more compelling. In their places, I subbed in Boxing, Tough and Weave. Boxing doesn't help me at all, but I'll put a Stupefy proc in it and have some fun watching critters go flying when I tap them on the chin. Tough opened up an extra slot by giving me a place to stick a -KB IO without spending any slots. And Weave put most of my defenses up to slightly above the soft cap (in concert with Seeker Drones' -ToHit, of course), and gave me an extra place to cram in one more LotG +Recharge IO to help reduce the recharge times on the pet powers just a little more.

    I was still a little short on Psi defense, though, so I dug around to see where I could pick up a tad more of that and came up with Scirocco's Dervish. Since I prefer to slot level 30 set IOs for everything below 35 (to give me some flexibility when i exemplar), that set would have left Irradiate a bit less damaging than I wanted, so I decided that it would work best in Trip Mine. It's only a 10% difference, but with Trip Mine, I can easily compensate for that simply by placing another mine.

    At that point, I was pretty satisfied with the build, but I kept narrowing my eyes and giving it that, "Go ahead, give me a reason" look, and then I thought, "Hey, wait a minute, I'm playing an irradiated mad scientist named after a nuclear weapon... she's a walking bomb... nuclear fallout usually creates mutants in comics... MUTANT LAND SHARKS!"

    Bingo. End result-- soft-capped defense to everything, including Psi (again, after taking into account the 14.4% -ToHit possible with Seeker Drones), 81.25% global +Recharge, some mutant science experiments to make nice with, and even the option to have a little extra damage if I open with School of Sharks. I get everything I wanted with this build now and it didn't even force me to "cheat" by using Ninja Run instead of Hurdle + CJ.

    Bonus: I hit the soft cap for everything before level 40, which will make the run from 40-50 so painless, I'm almost trembling in anticipation.

    Extra bonusy bonus: I'll be slightly over the soft cap across the board, so I've got just a bit of breathing room when I face enemies with -Defense.

    I'm still leaning ever so slightly toward Black Scorpion's PPP, because I really like that Disruptor. It looks nifty, it fits the theme as well as Mako does, it gives me access to an AoE attack (Disruptor has a version of Ball Lightning)... and the Disruptor can fire an AoE Immob with -KB, which would be really nice to use in concert with Trip Mine and which I can't get anywhere else. And the mace AoE Immob is an actual AoE, as opposed to School of Sharks, which is a cone. Either way, I finally found complete satisfaction with this build.

    This is the Mako build. Unless I change my mind before 41, this is the build I'll be pursuing.

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

    Click this DataLink to open the build!

    The Swan Device: Level 50 Technology Corruptor
    Primary Power Set: Radiation Blast
    Secondary Power Set: Traps
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Medicine
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: X-Ray Beam -- Thundr-Acc/Dmg:30(A), Thundr-Dmg/EndRdx:30(3), Thundr-Dmg/Rchg:30(3), Thundr-Acc/Dmg/Rchg:30(9), Thundr-Dmg/EndRdx/Rchg:30(13)
    Level 1: Web Grenade -- Enf'dOp-Acc/Rchg:30(A), Enf'dOp-EndRdx/Immob:30(15), Enf'dOp-Acc/EndRdx:30(25), Enf'dOp-Immob/Rng:30(39), Enf'dOp-Acc/Immob/Rchg:30(39), Enf'dOp-Acc/Immob:30(40)
    Level 2: Irradiate -- M'Strk-Acc/Dmg:30(A), M'Strk-Dmg/EndRdx:30(5), M'Strk-Dmg/Rchg:30(5), M'Strk-Acc/EndRdx:30(9), M'Strk-Acc/Dmg/EndRdx:30(13), M'Strk-Dmg/EndRdx/Rchg:30(15)
    Level 4: Caltrops -- TmpRdns-EndRdx/Rchg/Slow:49(A)
    Level 6: Hurdle -- Jump-I:50(A), Jump-I:50(7), Jump-I:50(7)
    Level 8: Combat Jumping -- LkGmblr-Rchg+:25(A)
    Level 10: Acid Mortar -- ShldBrk-Acc/Rchg:30(A), ShldBrk-Acc/EndRdx/Rchg:30(11), ShldBrk-DefDeb/EndRdx/Rchg:30(11), ShldBrk-Acc/DefDeb:30(39)
    Level 12: Boxing -- Stpfy-KB%:20(A)
    Level 14: Swift -- Run-I:50(A)
    Level 16: Force Field Generator -- LkGmblr-Rchg+:25(A), RedFtn-Def/EndRdx:30(17), RedFtn-Def/Rchg:30(17), RedFtn-EndRdx/Rchg:30(21), RedFtn-Def/EndRdx/Rchg:30(23), RedFtn-Def:30(25)
    Level 18: Cosmic Burst -- Thundr-Acc/Dmg:30(A), Thundr-Dmg/EndRdx:30(19), Thundr-Dmg/Rchg:30(19), Thundr-Acc/Dmg/Rchg:30(21), Thundr-Dmg/EndRdx/Rchg:30(23), Dsrnt-I:50(50)
    Level 20: Stamina -- P'Shift-EndMod:30(A), P'Shift-EndMod/Acc:30(40)
    Level 22: Poison Trap -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(46), BasGaze-Rchg/Hold:30(46), BasGaze-EndRdx/Rchg/Hold:30(50)
    Level 24: Tough -- S'fstPrt-ResDam/Def+:10(A)
    Level 26: Neutron Bomb -- Posi-Acc/Dmg:49(A), Posi-Dmg/EndRdx:49(27), Posi-Dmg/Rchg:49(27), Posi-Acc/Dmg/EndRdx:49(31), Posi-Dam%:20(31), LdyGrey-%Dam:21(31)
    Level 28: Seeker Drones -- Cloud-ToHitDeb:30(A), Cloud-Acc/ToHitDeb:30(29), Cloud-Acc/Rchg:30(29), Cloud-ToHitDeb/EndRdx/Rchg:30(33), Cloud-Acc/EndRdx/Rchg:30(33)
    Level 30: Weave -- LkGmblr-Rchg+:25(A), RedFtn-Def/EndRdx:30(33), RedFtn-Def/Rchg:30(34), RedFtn-EndRdx/Rchg:30(34), RedFtn-Def/EndRdx/Rchg:30(34), RedFtn-Def:30(37)
    Level 32: Aid Other -- Heal-I:50(A)
    Level 35: Trip Mine -- Sciroc-Acc/Dmg:35(A), Sciroc-Dmg/EndRdx:35(36), Sciroc-Dmg/Rchg:35(36), Sciroc-Acc/Rchg:35(36), Sciroc-Acc/Dmg/EndRdx:35(37), Sciroc-Dam%:35(37)
    Level 38: Aid Self -- Dct'dW-Heal/EndRdx:35(A), Dct'dW-EndRdx/Rchg:35(40), Dct'dW-Heal/Rchg:35(43), Dct'dW-Heal/EndRdx/Rchg:35(46), Dct'dW-Heal:35(50)
    Level 41: School of Sharks -- Posi-Acc/Dmg:49(A), Posi-Dmg/EndRdx:49(42), Posi-Dmg/Rchg:49(42), Posi-Acc/Dmg/EndRdx:49(42), Posi-Dam%:20(43), TotHntr-Dam%:20(43)
    Level 44: Spirit Shark Jaws -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(45), BasGaze-Rchg/Hold:30(45), BasGaze-EndRdx/Rchg/Hold:30(45)
    Level 47: Summon Coralax -- ExRmnt-Acc/Dmg:49(A), ExRmnt-Dmg/EndRdx:49(48), ExRmnt-Acc/Dmg/Rchg:49(48), ExRmnt-EndRdx/Dmg/Rchg:49(48)
    Level 49: Shark Skin -- S'fstPrt-ResKB:10(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Scourge



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    And this is the Black Scorpion build, which I'm keeping in mind as an option. If everything works out as I expect by the time I get to 41, I may go ahead and try this simply because it will give me a place to slot one purple set (Web Envelope, because i won't need the Melee defense), and give me that nifty Disruptor (i have to say it again, it really appeals to me for a variety of reasons!).

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

    Click this DataLink to open the build!

    The Swan Device: Level 50 Technology Corruptor
    Primary Power Set: Radiation Blast
    Secondary Power Set: Traps
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Medicine
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: X-Ray Beam -- Thundr-Acc/Dmg:30(A), Thundr-Dmg/EndRdx:30(3), Thundr-Dmg/Rchg:30(3), Thundr-Acc/Dmg/Rchg:30(9), Thundr-Dmg/EndRdx/Rchg:30(13), LdyGrey-%Dam:38(43)
    Level 1: Web Grenade -- Enf'dOp-Acc/Rchg:30(A), Enf'dOp-EndRdx/Immob:30(15), Enf'dOp-Acc/EndRdx:30(25), Enf'dOp-Immob/Rng:30(40), Enf'dOp-Acc/Immob/Rchg:30(43), Enf'dOp-Acc/Immob:30(50)
    Level 2: Irradiate -- M'Strk-Acc/Dmg:30(A), M'Strk-Dmg/EndRdx:30(5), M'Strk-Dmg/Rchg:30(5), M'Strk-Acc/EndRdx:30(9), M'Strk-Acc/Dmg/EndRdx:30(13), M'Strk-Dmg/EndRdx/Rchg:30(15)
    Level 4: Caltrops -- TmpRdns-EndRdx/Rchg/Slow:49(A)
    Level 6: Hurdle -- Jump-I:50(A), Jump-I:50(7), Jump-I:50(7)
    Level 8: Combat Jumping -- LkGmblr-Rchg+:25(A)
    Level 10: Acid Mortar -- ShldBrk-Acc/Rchg:30(A), ShldBrk-Acc/EndRdx/Rchg:30(11), ShldBrk-Acc/DefDeb:30(11), ShldBrk-DefDeb/EndRdx/Rchg:30(46)
    Level 12: Boxing -- Stpfy-KB%:20(A)
    Level 14: Swift -- Run-I:50(A)
    Level 16: Force Field Generator -- LkGmblr-Rchg+:25(A), RedFtn-Def/EndRdx:30(17), RedFtn-Def/Rchg:30(17), RedFtn-EndRdx/Rchg:30(21), RedFtn-Def/EndRdx/Rchg:30(23), RedFtn-Def:30(25)
    Level 18: Cosmic Burst -- Thundr-Acc/Dmg:30(A), Thundr-Dmg/EndRdx:30(19), Thundr-Dmg/Rchg:30(19), Thundr-Acc/Dmg/Rchg:30(21), Thundr-Dmg/EndRdx/Rchg:30(23), Dsrnt-I:50(50)
    Level 20: Stamina -- P'Shift-EndMod:30(A), P'Shift-EndMod/Acc:30(40)
    Level 22: Poison Trap -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(46), BasGaze-Rchg/Hold:30(46), BasGaze-EndRdx/Rchg/Hold:30(50)
    Level 24: Tough -- S'fstPrt-ResDam/Def+:10(A)
    Level 26: Neutron Bomb -- Posi-Acc/Dmg:49(A), Posi-Dmg/EndRdx:49(27), Posi-Dmg/Rchg:49(27), Posi-Acc/Dmg/EndRdx:49(31), Posi-Dam%:20(31), LdyGrey-%Dam:21(31)
    Level 28: Seeker Drones -- Cloud-ToHitDeb:30(A), Cloud-Acc/ToHitDeb:30(29), Cloud-Acc/Rchg:30(29), Cloud-ToHitDeb/EndRdx/Rchg:30(33), Cloud-Acc/EndRdx/Rchg:30(33)
    Level 30: Weave -- LkGmblr-Rchg+:25(A), RedFtn-Def/EndRdx:30(33), RedFtn-Def/Rchg:30(34), RedFtn-EndRdx/Rchg:30(34), RedFtn-Def/EndRdx/Rchg:30(34), RedFtn-Def:30(37)
    Level 32: Aid Other -- Heal-I:50(A)
    Level 35: Trip Mine -- Sciroc-Acc/Dmg:35(A), Sciroc-Dmg/EndRdx:35(36), Sciroc-Dmg/Rchg:35(36), Sciroc-Acc/Rchg:35(36), Sciroc-Acc/Dmg/EndRdx:35(37), Sciroc-Dam%:35(37)
    Level 38: Aid Self -- Dct'dW-Heal/EndRdx:35(A), Dct'dW-EndRdx/Rchg:35(39), Dct'dW-Heal/Rchg:35(39), Dct'dW-Heal/EndRdx/Rchg:35(39), Dct'dW-Heal:35(40)
    Level 41: Web Envelope -- Enf'dOp-Acc/Rchg:38(A), Enf'dOp-EndRdx/Immob:38(42), Enf'dOp-Acc/EndRdx:38(42), Enf'dOp-Acc/Immob/Rchg:38(42), Enf'dOp-Acc/Immob:38(43)
    Level 44: Web Cocoon -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(45), BasGaze-Rchg/Hold:30(45), BasGaze-EndRdx/Rchg/Hold:30(45)
    Level 47: Summon Disruptor -- ExRmnt-Acc/Dmg:49(A), ExRmnt-Dmg/EndRdx:49(48), ExRmnt-Acc/Dmg/Rchg:49(48), ExRmnt-EndRdx/Dmg/Rchg:49(48)
    Level 49: Scorpion Shield -- Krma-ResKB:10(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Scourge



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  18. I'd rather see TP changed to be dependent on whether or not you're in combat.

    TP in combat - teleports you to the enemy you have targeted, within X range, or if you have no foe targeted but are still in combat, in the direction you're facing up to the maximum range of the power or the nearest obstruction (wall, for example). That gives it maximum combat flexibility, allowing you to use it to quickly enter or exit a fight, just as it does now, without any of the clicking or hovering.

    TP out of combat - brings up a map covering the range of your teleport ability. You select waypoints on the map, then activate the power and automatically teleport to each waypoint (1s per point, just enough time for a fast, snazzy animation). Map can be expanded in zones to allow for chained TP over several miles, with an appropriate endurance cost, of course. This makes it easier to use as a travel power, and a heck of a lot more like comic books (in my opinion).
  19. Luminara

    -Regen

    Quote:
    Originally Posted by UberGuy View Post
    Not when soloing. Especially not given most of the ATs that get the biggest, highest duration/recharge ratio powers. Dropping a GM's regen rate by 75% dwarfs giving a Defender +30% damage.
    /Sonic can hit 100% -Res without breaking a sweat. TA/Sonic can hit 120-140% with an Achilles' Heel proc in Acid and double-stacked Disruption. TA/Rad can hit 110-130% with an Achilles' Heel proc in RI.

    Tack on a Chem nuke's 50% -Res and you've tripled your damage output after taking any +Damage (including enhancements) into account.

    Dwarf that.
  20. I...

    I'm a 37 year old person who hasn't had a date in almost eight years. I haven't seen or heard from my mother in at least twelve years, or my father in fifteen. My employer is having a small dinner at the restaurant tomorrow, for friends, family and employees, and I'll be staying home, just as I did the previous two years, because my fear of people is too overwhelming for me to participate. I'll spend Thanksgiving like I've spent most of my life, alone.

    But I'm still thankful. I've managed to survive on my own, without medication or being readmitted to a hospital, or anyone holding my hand, for almost twenty years now. I've known some truly worthwhile and amazing people in my life, people who have changed me for the better. I have a cat who adores me and is so beautiful, it's breathtaking. I have a job where I'm appreciated, an employer who genuinely cares about my well-being, and a sense of purpose. I've had the same roof over my head for over ten years now, a place of stability and comfort. I have a moped. I have two working lungs, despite the attempted mutiny of the left one earlier this year. I have a little money in the bank, a few nice things to keep me occupied and this incredible game and community to give me a little socialization and entertainment. I have enough self-awareness, intelligence and sanity to function, if not well, then well enough to get by each day. And I continue to hold on to hope, hope that some day "things will change".

    I'm thankful for all of the things, and people, that I have and have had in my life. I'm thankful for what I've lost as well, because it's given me perspective on what is important and made me grateful for what I haven't lost, and every day is a day of thanksgiving for me because of all of this.

    I hope all of you can look at your own lives and see all of the wonderful people and things and memories, and appreciate them. Happy Thanksgiving, everyone.
  21. Quote:
    Originally Posted by Gulver View Post
    My alignmentis four wheels straight.

    Paid the mechanic to adjust it.
    Actually, you should have your front tires slightly misaligned. It's called toe, and it's the angle of the front tires in relation to each other. Toe-in is when the fronts of the tires are slightly closer than the backs of the tires, toe-out is the opposite. A good mechanic will ensure that there's a bit of toe-in when he/she aligns your front tires (just a fraction of an inch). Toe-in improves stability and helps keep the vehicle traveling in a straight line.
  22. Quote:
    Originally Posted by Primal View Post
    Do you yourself have an alignment?
    Magnetic north, unless it's not. Usually. I think.
  23. Quote:
    Originally Posted by Zombie Man View Post
    And so your point is that the Devs responded to these requests by putting up AE buildings everywhere but not by granting what was actually asked for? That's a silly assertion.
    No, my point was that players have consistently asked for broad accessibility to content without addressing the ramifications of how that accessibility was implemented, and the developers have delivered what the players have asked for with similar lack of foresight.

    Quote:
    It took years for Striga and Kings Row to get stores, though they were begged for constantly.
    Players wanted access to something in a zone, the developers added it to that zone. How doesn't that support what I said? Because it wasn't done immediately? No, actually, when it was done is not relevant, the fact that it was done is, because it was done as soon as humanly possible (do keep in mind that the development team was down to a skeleton crew even before Cryptic sold off the IP, because the majority of the team had been transferred to the Marvel project).

    Quote:
    The tram was only extended once... to Skyway and Founders.
    Yes, I am aware of that. Why was it extended? Was it because there were no other connections to those zones? No, both of those zones had multiple connection points to other zones. Was it because there were insufficient connections to those zones? Well, Skyway had the Yellow line, the Talos gate, the Hollows gate, the Perez Park gate, the Kings Row gate, the sewer gate, and with the revamp of Faultline, the Faultline connection which led to Pocket D; and Founder's Falls had a gate to Talos, the Pocket D gate (added before the Green line extension) and with the addition of the Vanguard, a direct link to the RWZ (added one issue after the Green line extension), as well as the destination option from the Ouroboros portal (added two issues after the Green line extension). And both of these zones had base beacons, too.

    So did Skyway and FF need the Green line extended, or was it, in fact, because players just wanted easier access to those zones and asked for the extension?

    Quote:
    When the Hollows was revamped to make it a non-hazard zone, I lobbied for that revamp to go all the way: include a Field Corps Analyst and a base portal... but that didn't happen.
    No, but they did add stores, a hospital and a trainer, did they not?

    Quote:
    And what's with PvP zone connections in your list? Nothing's ever been changed about that.
    Is that what you think I was doing, listing changes? No, I was pointing out a pattern in player behavior. Players have consistently asked for there to be less travel required, to reach missions, to reach stores, to reach trainers, to play the game. There have been requests for additional methods of accessing PvP zones, which makes it relevant. Whether or not the developers have addressed them (yet) doesn't matter, it still emphasizes the pattern.

    Quote:
    During the Closed Beta for the MA, players asked for AE buildings to be removed, and it was... for Croatoa. The exact opposite of your assertion.
    Okay. Do you really think that sufficiently counters my examples of AE buildings in practically every zone, five or more connections to most zones, stores and trainers in most zones, two zone events active in four different zones at once, triplicate GMs roaming free, GMs spawning back to back less than fifteen minutes apart in a zone, "Abandoned Laboratories" and markets being added, or any of the other numerous examples of overwhelming content flood that has been occurring in the past couple of years?

    Players demanded for everything to be more accessible, and in the truest monkey's paw fashion, they got exactly what they asked for.

    Quote:
    We also asked for the AE in the RWZ to be moved to Pocket D, just as people have been doing here and got no response to that except to be given that the original reason for an AE in the RWZ with removed level limitations was for co-op AE at all levels. And again, we said, "Then Pocket D!" to no avail.
    They may have a specific reason for leaving it in the RWZ. They may have their resources too tied up to move it right now. They may just believe it's better there than it would be in Pocket D. They may feel that an open outdoor zone will be more suited to handling the load than the small indoor Pocket D map. They may have future plans for that specific location. I don't know. I don't really care, it's still an example of the content flood I brought up.

    Quote:
    It is so logical for the AE in RWZ to be moved to Pocket D that its continued presence in the RWZ is indeed painful to bear.
    So I told the doctor, "Doc, it hurts when I move my arm this way." And the doctor said, "Then don't move your arm that way."

    Quote:
    But making up ridiculous player-Dev dynamics to account for it doesn't help the situation.
    What "ridiculous player-Dev dynamics"? I said players asked for things and the developers delivered, and neither group really put enough thought into what was done or how it was implemented, and now it's biting them on the bottom. Are you saying that my assertion that the developers listen to players is wrong? Or are you proposing that neither group could have made mistakes?
  24. Quote:
    Originally Posted by Mr_Squid View Post
    Me? Well, I always liked squids. Okay, maybe like is too weak of a word. More like from ages 6-11, I was OBSESSED with squids. I have really no idea what triggered this fascination, all I know is that I read books about squids, watched tv shows about squids, dressed up as squids for halloween, and even had a four foot long plush giant squid that I slept with like a teddy bear.
    I love squid. They're amazing animals. Intelligent, curious, beautiful, they're just wonderful creatures. If squid and octopi evolve to live longer, they could very well be the next inheritors of the Earth after we're gone.

    My name has no great story behind it. It's the name of the second character that I made when I started playing this game. I wanted a name evocative of "light", Luminary was unavailable (obviously), so I settled for Luminara. I've thought about changing it a few times, to one of my more played characters (i deleted Luminara and recreated her with different powersets last year, but i never play her), but I adapt poorly to change, so I just leave it alone.

    Side note: when I was playing Wolfenstein: Enemy Territory regularly, one of the names I used was Architeuthis_Rex, and I bound several of the voice commands to team chat with different words, like "Heal the squad!" read on-screen as "Feel the squid!".
  25. Quote:
    Originally Posted by Arcanaville View Post
    Things like 10% movement buff
    I'd lead raids for that.

    >.>

    <.<

    What? You people have your carrots, I have mine.