Redlynne

Legend
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  1. Quote:
    Originally Posted by Colonel-Confederate View Post
    I just got to 24 on my Soldier and can respec him but not sure where to start. I'm wanting an Arbiter build and here's why and yea we need the capes to be customizable.
    You could do worse than my Huntsman Build which you can find in Post #6.
  2. Quote:
    Originally Posted by Energizing_Ion View Post
    So.....what's the status on Hasten and/or Super Speed power customization?
    Quote:
    Originally Posted by Rock_Crag View Post
    I don't know if this has been suggested... but... I had an idea for a possible Path Aura.
    I was thinking maybe something like Johnny Cages Shadow Kick from Mortal Kombat. Another example would be something they've shown in a Flash Comic. As you run you can see multiple copies of yourself trail behind you and fade away.
    Irony of ironies, Synapse has a "path aura" (which was done before path auras were made available to players) which I personally have requested be ported over to players as a replacement animation for Hasten. Tunnel Rat was even kind enough to respond!

    Quote:
    Originally Posted by Redlynne View Post
    The best possible "replacement" of FX for Hasten would be to snag Synapse's signature movement blur effect and simply apply that to characters.
    Quote:
    Originally Posted by Tunnel Rat View Post
    Something like the Synapse aura is simple enough to implement for players. It can't be custom-tailored to the pattern of your costume like Synapse's is, but it can certainly be color customizable with one color as an aura, or with two colors as a theoretical alternative to Speed pool power effects.
    I personally prefer a two color aura, so as to achieve a Tops 'n' Bottoms color match, with the dividing line between the two colors being the waist/belt line of the character model, so as to most closely match the (dominant) color scheme(s) of the tops and bottoms on your costume.
  3. Quote:
    Originally Posted by Person34 View Post
    And yet at this very moment they have a thread running with the opening line of the first paragraph that reads "Basically, here's the deal. The Dev's are aware that Kheldians are under performing a bit...". Lol.
    Specifically what is being referred to in that post is PEACEBRINGERS being underperformers. The consensus of the Warshade community is that Warshades "don't need help" beyond their current status. There are some things which could be optimized (like transformation times), and adding Endurance Drain Resistance to Dwarf Forms (PB and WS), but the simple truth is that Warshades aren't "hurting" for a Buff ... unlike their Peacebringer counterparts, who *DO* desperately need more Buffing.
  4. Quote:
    Originally Posted by The_Spad_EU View Post
    I agree that the ideal solution would be toggle suppression whilst in Nova/Dwarf so that you can return to human form without a 30 second window of uselessness.
    No ... the Ideal Solution™ would be to fold all three Human Form Bubbles into the Tier 1 Auto Power, key the Buff Strength to the Forms (human/nova/dwarf), give everyone purely Costume/Cosmetic Inherent Powers which toggle on/off the AURAS that the Bubbles used to give us (so they don't have to be Always On) that cost No Endurance to run and have no combat effects, but which suppress while in Nova/Dwarf Forms ... and then either reshuffle some of the Power Tiers to fill the available 3 slots ... OR ... create 3 new powers for Peacebringers and Warshades to occupy the slots previously used by the Bubbles.

    Odds of that happening? Break out the calculus and integrate ...

    Limit --> 0
  5. Request:

    If possible during the Hotel Announcement portion of the upcoming UStream Chat this next wednesday, could it be revealed what sort of options are available to get from the San Jose Airport (SJC) to the Sao Palo (area) Hotel will be available, and how far apart they are?

    Feature Request:

    For the week before the Summit Event, could the Community Team post daily weather forecast conditions both for the weekday, and the upcoming saturday (19 Nov), for those of us who live out of state and are not ... familiar ... with the weather conditions of Da Bay Area? Some of us will be coming from parts of the country where 100+ degree days are not only not rare but are considered to be the LOW temperature for the summer months (and this year, we called them "days that end in 'y'."). Point being that some of us from ... more arid areas ... would like to be prepared for the ... um ... unseasonal temperatures likely to happen on the day of the event (and have advance warning if there is going to be this Urban Myth you call "rain" happening).
  6. The notion of "and" Typed Room Blocks runs quite counter to the Legacy Editor which everyone is familiar with. And to be honest, like I said, a lot of the *concepts* behind the structure of the Legacy Editor are pretty good ideas ... they just have built in limitations due to implementation(s) that make them less than adequate.

    And lest anyone fear that I won't (eventually) get around to writing up how to make this whole deal work with Raid Pathing ... fear not. I have ideas for that too. I just need to find/beg/borrow/steal/misappropriate the necessary time to write them up and post them (all).
  7. Okay ... okay ... I broke down and submitted an entry form.
  8. Quote:
    Originally Posted by Dark_Respite View Post
    If I can get there early enough Friday night, a repeat of the Justice dinner would be fantastic.
    I've already made flight arrangements to get out there for the weekend, but wouldn't even be getting to SJC before 900p Pacific, and will almost certainly not have the END to do more than Ninja Run to the Hotel, hit Rest and then Log Out for the Day Job badge. Wakies shouldn't be a problem though, due to time zone differentials.

    Quote:
    Originally Posted by Dark_Respite View Post
    And yes, TJ, I'd join you for the In-n-Out lunch break... if you wouldn't mind having a youngun' like me along, that is.
    I'm still *firmly* of the opinion that Black Pebble owes you LUNCH.
  9. Belladonna Vetrano ... TPN anchorwoman.

    Emperor Cole ... insurance salesman for Jenkins & Jenkins.

    Praetor Sinclair ... professional whipping boy.

    Katie Douglas ... Ninja Burger dispatcher.

    The Center ... struggling playwright.

    Vanessa deVore ... lingerie model for Victoria's deSecret.

    Battle Maiden ... DMV teller.

    Ghost Widow ... guest host of The Outer Limits.
  10. For the record, I've been intending to write this all up for months and just never found the time. This is your first, and last, warning before WALL OF TEXT CRITS YOU!

    You have been warned.

    I'm also going to be writing this in a "backwards" fashion, starting with what I believe should be the Player Experience as an End User, and then working back from that into how the User Interface to control things ought to be structured, and then speculating on how to go about doing that ... in very broad, generalized terms ... at a programming level. Bear in mind that I have absolutely NO IDEA how CoH is currently programmed at this time, or what sorts of bottlenecks and constraints the programming team has to work with (never mind scheduling to actually *do* anything like this).



    There are some features which Architect Entertainment pioneered which REALLY need to be ported over into the Base Editing experience. The most prominent, and in my opinion the most powerful, is the ability to export information into text files on the user's computer, which can be edited offline and then uploaded. This functionality has now even been extended to Costume Creation for Players, allowing the "trading" of costume coding among users to the benefit of all (including Player to Dev communications when dealing with NPC costume proposals).

    Something akin to an "export" of SG Base Data to text file is BADLY needed in *ANY* revamp of the Base Editor. Period. End of discussion.

    Being able to export the design of an SG Base to text files creates the all important BACKUP and Version-ing capability, which the current editor completely, totally and utterly lacks. By being able to SAVE the design of a Base, owners (and editors) of Bases would not be putting their hard work of many (if not hundreds!) of hours at risk every time they grant Edit permissions to any (new) member. Being able to Restore From Backup to revert undesired changes would give Peace Of Mind to base owners which is simply NOT POSSIBLE under the legacy system, simply because the RISK is too great.

    So bare minimum, *ANY* new Base Editor needs to be designed from its inception with the notion of supporting text exporting of controlling code to player computers, and being able to import that information into City of Heroes to implement (or revert) changes to a Base. For the sake of simplicity, I'll be assuming that any export of Base Info will be done to a single, unified, file encompassing the entire Base Plot.



    One thing that I would like to point out about the Legacy Base Editor is that not ALL of its foundational assumptions are "bad" ones ... they're just unnecessarily limiting. One of the basic assumptions of the Legacy Base Editor is that everything will be laid out in only TWO Dimensions (or at best, two-and-a-half dimensions). This very basic structuring of rectangular (if not square) Rooms laid out on a Plot Grid is essentially a fairly good idea, and one which is both easy to convey and simple to program/database for. I would however argue that the pre-defining of all possible Room configurations, in terms of shape, size, and permitted contents, is far more "limiting" than absolutely necessary. Furthermore, the Room Plotting takes place purely in a two dimensional space and user interface. This can be done better than this.

    The first thing I'd do to change things is to allow a much more "Free Form" definition of Rooms than we can accomplish with the Legacy Editor. By that I mean allowing Players to define the size and shape of Rooms by building them up from building blocks placed in three dimensional space to give "shape" to rooms by linking "Room Blocks" together into whatever shape Players desire, rather than being limited to rectangles on a 2D grid.

    The "basic" building block of all Rooms would be (to use Legacy Editor metrics) a 16ft x 16ft x 16ft volume of empty space that characters can move around in. In order to make "rooms" that are bigger than the size of this basic building block, all that is needed to be done is to create contiguous arrays of Room Blocks that are all touching each other. In the Legacy Editor, a single Base Plot Square occupies a volume equal to 2x2x3 (32ft x 32ft x 48ft) = 12 Room Blocks (of 16ft x 16ft x 16ft size each). It should be a relatively simple proposition to make it so that contiguous Room Blocks which are adjacent to each other have no intervening walls between them, thus allowing Editors to define the size and shape of "empty volume(s)" within a Base which can then be filled up with items. The basic notion here is to allow players to "build Rooms" in an ala carte fashion, rather than forcing them to choose from a list of predetermined choices.

    Each of these Room Blocks would be defined as having a 3D location within the Base Plot Volume, with a corresponding data entry in the text file which records all of the "stuff" within the Base. That data entry would also record which "type" of Room Block each of the Blocks are, which could correspond to the Legacy typing system of Entry, Decorative, Door, Control, Power, Medical, Transportation, Workshop, Vault and Security that we are all familiar with. In fact, it should be perfectly possible to organize this information by Type in the text file, such that you have a (think Excel) Row of data defining the location of every Medical Room Block on its data row. The next Row below it has the data defining the location of every Control Room Block on its data row ... and so on. Additionally, it ought to be very easy to program an Optimizer routine which would automatically sort the sequencing of the locations of these Room Blocks on their respective rows of data in the text file that records this info. This Optimizer routine could also be written in such a way as to make things "easier" for the rendering engine, depending on how things get sorted (ie. by horizontal X first, horizontal Y second, vertical Z last?).

    Remember this notion of using Rows of data in a text file to define all the items of that type within a base, and then being able to optimize sort the arrangement of things defined in that series based on their location, rather than on a First In/First Out sequencing based on When It Was Bought/Chosen/Placed like we have with the Legacy Room Contents button in the Legacy Editor. I'm going to be making use of this structuring of data *A LOT*.

    So the essential idea to start with is to figure out a way to "hollow out" the (solidly filled) Base Plot Volume using Room Blocks which can be Room Typed. It is then a fairly simple proposition to say that contiguous Room Blocks which are adjacent to each other can only be adjacent to (and thus, no "walls" in between so as to create contiguous empty spaces) other Room Blocks of the same Room Type. Thus, you can build a Room as big as you want, in the shape that you want it to be in, and be as regular or irregular as you want, in three dimensions, so long as all the Room Blocks that touch each other are the same Room Type.

    The one exception to this Room Type Rule would be for Doors. Door Blocks would be permitted to have ONE side of their volume adjacent (in three dimensions) to a Room Block of a Room Type that is NOT a Door. This very simple placement rule would then create a situation where at a minimum, *two* adjacent Door Room Blocks are required to transition from one Room Type to a different Room Type. A very simple example of this principle in action would be:

    Entry - Entry - Entry - Entry - Door - Door - Workshop - Workshop - Workshop - Workshop

    Entry Room Blocks and Workshop Room Blocks can only be adjacent to other Room Blocks of a matching Type, or a Door Room Block on ONE facing the Room Block (in three dimensions).

    Now obviously, in order to be able to "place" Room Blocks in three dimensions like this using a mouse pointer and click is going to be "tricky" to say the least. That's why I'm thinking that the User Interface needs to have a common standard, full time Data Display in it which shows the X, Y, Z coordinates of the selected object to be placed in the Base Plot Volume. This display would show the numeric coordinates, which can be clicked on to type over/into, as well as having +1/-1 up/down arrows and +8/-8 arrows to click on by mouse cursor for each of the X, Y, Z coordinates. An additional feature to add to this User Interface element would be a way to "sticky" a set of X, Y, Z coordinates as the default location to put any "new" object to be added into the Base Plot ... whether that be a Room Block or a Decorative or Functional Item placed within Rooms. Being able to use a "sticky" set of coordinates, which can then be reset whenever needed, would greatly speed up all kinds of Base Editing tasks involving "adding" things of any kind into the Base Plot Volume.

    A second User Interface item would allow for the "Typing" of Room Blocks, when working with Room Blocks. This Typing would not only define the Function of that (contiguous set of) Room Block(s) but would also define if the specific Room Block is allowed to have a Defensive Item placed in it. In fact, under this scheme, it ought to be possible to define the placement of Defensive Items within Room Blocks in such a way as to control how many Defensive Items can be placed within a single Room Block, and then count the main Defensive Item as well as any and all Defensive AUX Items against that limit. For example, if a Room Block is defined as being a Defensive Room Block with a Defense Items limit of 2, then it could hold either 2 main Defense Items, 1 main Defense Item and 1 Defense AUX item, or 2 Defense AUX Items (for main Defense Items which are somewhere else inside the Room in a different Room Block). It would then be possible to create a pricing scheme by which Defensive Room Blocks must pay a surcharge on their purchase price (in Prestige) which becomes much more expensive the greater the density of Defensive Items permitted within that Room Block. The basic point here being that it would be "cheaper" to have larger rooms with a lower density of Defensive Items in them, than to have smaller rooms with a higher density of Defensive Items in the Room Blocks.

    The way that all of this could be coded in the text file recording this information could be as simple as:

    X coordinate, Y coordinate, Z coordinate, Room Type, Defensive Item Limit

    Since there are (currently in the Legacy Base Editor) 10 Room Types ... these could be coded using a single 0-9 integer digit. The Defensive Item Limit could also be coded using a single integer digit, with zero meaning that the Room Block allows no Defensive Items.

    So the data string to represent a single Entry Room Block could be coded something like this:

    21240100

    This would mean:

    X coordinate: 21 (from zero)
    Y coordinate: 24 (from zero)
    Z coordinate: 01 (from zero)
    Room Type: 0 (meaning Entry)
    Defensive Items: 0 (no Defense permitted)

    Making up a single 32ft x 32ft x 32ft Entry Room space would then be coded something like this:

    Room Blocks: 21240100, 22240100, 21250100, 22250100, 21240200, 22240200, 21250200, 22250200

    This Entry Room would occupy X coordinates 21-22, Y coordinates 24-25 and Z coordinates 01-02, and not permit any Defensive Items within the contiguous Room formed by the Room Blocks.

    And this is a point where the "cleanup" function of a data optimizer routine would in come in handy. By programming a script which can recognize when identical Typed Room Blocks are adjacent to each other in a contiguous fashion like this, in order to create larger Room Spaces, it will group all of those data fields together in a way which makes other operations such as defining the Styling of the floor, walls and ceiling textures a relatively simple operation to engage in later.



    The thing that I like most about this formulation is that it gives players a LOT more freedom to decide the shape and size of Rooms, without getting too far away from some of the basic structural formulations that we use in the Legacy Editor. Things like Doors needing to occupy at least 32ft of distance between Rooms. At the same time, it would be possible to fit Rooms "closer together" than they can be right now, since you would only need 16ft of separation between them (if you can work out the shape of the transition through Doors with the One Facing Touching Rule), potentially leading to less wasted space within the Base Plot Volume. It is also possible to consolidate the Decorative and Security Rooms into a single Room Type and use the Defensive Item Limit as the differential between the two, effectively simplifying things. You can also key certain Rooms, such as the Entry and Doors to not permit any Defensive Items at all within their volume(s), so as to perpetuate a lot of the "Room Rules" we have come to expect ... while at the same time allowing greater customization and creativity to be given free rein.



    This is all the time I've got tonight for writing up this design concept for re-imaging the Base Editor, but hopefully in the coming days, I'll be able to flesh out in more detail how I envision being able to build on the notions and structure presented here so as to "optimize" the way to apply Styling to contiguous Room Blocks, and how the same structuring could be used to define the locations and rotations in three dimensions of Objects placed within the Room Blocks, such as Decorative and Functional Items, and how the Optimizer Script could be configured so as to arrange data in such a way as to specify a single Object, then simply duplicate that Object as many times as necessary as is called for throughout the entire Base just by defining all of the coordinates and orientations for each of the copies of that Item.
  11. Original Post in Mastermind Forum found here.
    Please direct any/all comments or queries concerning this build to the original post in the Mastermind Forum.

    =====

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

    Click this DataLink to open the build!

    Ku no Ichi: Level 50 Technology Mastermind
    Primary Power Set: Ninjas
    Secondary Power Set: Time Manipulation
    Power Pool: Teleportation
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Call Genin
    • (A) HamiO: Nucleolus Exposure (+2 Acc/Dam)
    • (5) HamiO: Nucleolus Exposure (+2 Acc/Dam)
    • (5) Blood Mandate - Accuracy/Damage/Endurance: Level 50
    • (7) Endurance Reduction IO: Level 50
    • (11) Edict of the Master - Defense Bonus: Level 15
    • (48) Soulbound Allegiance - Chance for Build Up: Level 50
    Level 1: Time Crawl
    • (A) Accuracy IO: Level 50
    Level 2: Temporal Mending
    • (A) Doctored Wounds - Heal/Endurance: Level 31
    • (7) Doctored Wounds - Heal/Recharge: Level 31
    • (9) Doctored Wounds - Heal/Endurance/Recharge: Level 31
    • (9) Doctored Wounds - Heal: Level 31
    • (11) Doctored Wounds - Recharge: Level 31
    Level 4: Time's Juncture
    • (A) Dark Watcher's Despair - To Hit Debuff: Level 27
    • (25) Dark Watcher's Despair - To Hit Debuff/Recharge: Level 27
    • (31) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 27
    • (31) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 27
    • (33) Dark Watcher's Despair - Chance for Recharge Slow: Level 21
    Level 6: Train Ninjas
    • (A) Endurance Reduction IO: Level 50
    Level 8: Teleport Foe
    • (A) Accuracy IO: Level 50
    Level 10: Temporal Selection
    • (A) Doctored Wounds - Endurance/Recharge: Level 31
    • (43) Doctored Wounds - Heal/Recharge: Level 31
    • (43) Doctored Wounds - Heal/Endurance/Recharge: Level 31
    • (43) Doctored Wounds - Heal: Level 31
    • (45) Doctored Wounds - Recharge: Level 31
    Level 12: Call Jounin
    • (A) HamiO: Nucleolus Exposure (+2 Acc/Dam)
    • (13) HamiO: Nucleolus Exposure (+2 Acc/Dam)
    • (13) Blood Mandate - Accuracy/Damage/Endurance: Level 50
    • (15) Endurance Reduction IO: Level 50
    • (15) Achilles' Heel - Chance for Res Debuff: Level 10
    • (19) Touch of Lady Grey - Chance for Negative Damage: Level 21
    Level 14: Recall Friend
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 10
    Level 16: Distortion Field
    • (A) Curtail Speed - Endurance/Recharge/Slow: Level 30
    • (17) Impeded Swiftness - Endurance/Recharge/Slow: Level 30
    • (17) Tempered Readiness - Endurance/Recharge/Slow: Level 50
    • (21) Pacing of the Turtle - Endurance/Recharge/Slow: Level 50
    • (21) Basilisk's Gaze - Chance for Recharge Slow: Level 10
    • (23) Lockdown - Chance for +2 Mag Hold: Level 30
    Level 18: Smoke Flash
    • (A) Endurance Reduction IO: Level 50
    • (19) Endurance Reduction IO: Level 50
    Level 20: Time Stop
    • (A) Basilisk's Gaze - Accuracy/Hold: Level 27
    • (37) Basilisk's Gaze - Accuracy/Recharge: Level 27
    • (40) Basilisk's Gaze - Recharge/Hold: Level 27
    • (42) Basilisk's Gaze - Endurance/Recharge/Hold: Level 27
    • (42) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 27
    • (42) Lockdown - Chance for +2 Mag Hold: Level 30
    Level 22: Team Teleport
    • (A) Jaunt - Endurance/Range: Level 50
    • (23) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
    • (25) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
    Level 24: Snap Shot
    • (A) Entropic Chaos - Accuracy/Damage: Level 27
    • (48) Entropic Chaos - Damage/Endurance: Level 27
    • (50) Entropic Chaos - Damage/Recharge: Level 27
    • (50) Entropic Chaos - Damage/Endurance/Recharge: Level 27
    • (50) Entropic Chaos - Chance of Heal Self: Level 20
    Level 26: Oni
    • (A) HamiO: Nucleolus Exposure (+2 Acc/Dam)
    • (27) HamiO: Endoplasm Exposure (+2 Acc/Mez)
    • (27) HamiO: Peroxisome Exposure (+2 Dam/Mez)
    • (29) Blood Mandate - Accuracy/Damage/Endurance: Level 50
    • (29) Endurance Reduction IO: Level 50
    • (31) Sovereign Right - Resistance Bonus: Level 25
    Level 28: Farsight
    • (A) Red Fortune - Defense/Recharge: Level 27
    • (34) Red Fortune - Endurance/Recharge: Level 27
    • (33) Red Fortune - Defense/Endurance/Recharge: Level 27
    • (33) Red Fortune - Defense: Level 27
    • (34) Red Fortune - Endurance: Level 27
    • (34) Luck of the Gambler - Recharge Speed: Level 25
    Level 30: Maneuvers
    • (A) Red Fortune - Defense/Endurance: Level 28
    • (45) Red Fortune - Defense/Recharge: Level 28
    • (46) Red Fortune - Defense/Endurance/Recharge: Level 28
    • (46) Red Fortune - Defense: Level 28
    • (46) Red Fortune - Endurance: Level 28
    • (48) Luck of the Gambler - Recharge Speed: Level 25
    Level 32: Kuji In Zen
    • (A) Endurance Reduction IO: Level 50
    Level 35: Slowed Response
    • (A) Shield Breaker - Defense Debuff: Level 30
    • (36) Shield Breaker - Accuracy/Defense Debuff: Level 30
    • (36) Shield Breaker - Accuracy/Recharge: Level 30
    • (36) Shield Breaker - Defense Debuff/Endurance/Recharge: Level 30
    • (37) Shield Breaker - Accuracy/Endurance/Recharge: Level 30
    • (37) Achilles' Heel - Chance for Res Debuff: Level 10
    Level 38: Chrono Shift
    • (A) Efficacy Adaptor - EndMod: Level 36
    • (39) Efficacy Adaptor - EndMod/Recharge: Level 36
    • (39) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 36
    • (39) Miracle - Heal/Recharge: Level 36
    • (40) Miracle - Heal/Endurance/Recharge: Level 36
    • (40) Miracle - Heal: Level 36
    Level 41: Web Envelope
    • (A) Enfeebled Operation - Accuracy/Endurance: Level 50
    Level 44: Power Boost
    • (A) Recharge Reduction IO: Level 50
    • (45) Recharge Reduction IO: Level 50
    Level 47: Stealth
    • (A) Luck of the Gambler - Recharge Speed: Level 25
    Level 49: Assault
    • (A) Endurance Reduction IO: Level 50
    Level 0: Marshal
    Level 0: Invader
    Level 0: High Pain Threshold
    Level 0: Born In Battle
    Level 50: Reactive Radial Flawless Interface
    Level 50: Musculature Core Paragon

    ------------

    Level 1: Brawl
    • (A) Accuracy IO: Level 50
    Level 1: Sprint
    • (A) Unbounded Leap - +Stealth: Level 50
    Level 1: Supremacy
    Level 2: Rest
    • (A) Recharge Reduction IO: Level 50
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Run Speed IO: Level 50
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 30
    • (3) Numina's Convalescence - Heal: Level 31
    Level 2: Hurdle
    • (A) Jumping IO: Level 50
    Level 2: Stamina
    • (A) Endurance Modification IO: Level 50
    • (3) Endurance Modification IO: Level 50
    ------------

    Set Bonus Totals:
    • 6% DamageBuff(Smashing)
    • 6% DamageBuff(Lethal)
    • 6% DamageBuff(Fire)
    • 6% DamageBuff(Cold)
    • 6% DamageBuff(Energy)
    • 6% DamageBuff(Negative)
    • 6% DamageBuff(Toxic)
    • 6% DamageBuff(Psionic)
    • 5% Defense
    • 1.25% Defense(Fire)
    • 1.25% Defense(Cold)
    • 2.5% Defense(Energy)
    • 2.5% Defense(Negative)
    • 1.25% Defense(Ranged)
    • 2.5% Defense(AoE)
    • 2.25% Max End
    • 11% Enhancement(Accuracy)
    • 8% Enhancement(Heal)
    • 61.25% Enhancement(RechargeTime)
    • 36.14 HP (4.5%) HitPoints
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 10.25%
    • MezResist(Held) 7.5%
    • MezResist(Immobilize) 11.9%
    • MezResist(Sleep) 7.5%
    • MezResist(Stun) 7.5%
    • MezResist(Terrorized) 11.9%
    • 11% (0.18 End/sec) Recovery
    • 22% (0.74 HP/sec) Regeneration
    • 10% Resistance(Smashing)
    • 10% Resistance(Lethal)
    • 15.04% Resistance(Fire)
    • 15.04% Resistance(Cold)
    • 10% Resistance(Energy)
    • 10% Resistance(Negative)
    • 10% Resistance(Toxic)
    • 10% Resistance(Psionic)
    ------------

    Set Bonuses:

    Edict of the Master
    (Call Genin)
    • 5% Defense
    Doctored Wounds
    (Temporal Mending)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    Dark Watcher's Despair
    (Time's Juncture)
    • 12.05 HP (1.5%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 5% Enhancement(RechargeTime)
    • 2% DamageBuff(All)
    Doctored Wounds
    (Temporal Selection)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    Blessing of the Zephyr
    (Recall Friend)
    • Knockback (Mag -4), Knockup (Mag -4)
    Basilisk's Gaze
    (Time Stop)
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 2% (0.03 End/sec) Recovery
    • 7.5% Enhancement(RechargeTime)
    • Status Resistance 5%
    Entropic Chaos
    (Snap Shot)
    • 10% (0.33 HP/sec) Regeneration
    • MezResist(Confused) 2.75%
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Sovereign Right
    (Oni)
    • 10% Resistance(All)
    Red Fortune
    (Farsight)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Farsight)
    • 7.5% Enhancement(RechargeTime)
    Red Fortune
    (Maneuvers)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Maneuvers)
    • 7.5% Enhancement(RechargeTime)
    Shield Breaker
    (Slowed Response)
    • 2.5% (0.04 End/sec) Recovery
    • Status Resistance 2.5%
    • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    • 11% Enhancement(Accuracy)
    Efficacy Adaptor
    (Chrono Shift)
    • 9.04 HP (1.13%) HitPoints
    • 1.5% (0.03 End/sec) Recovery
    Miracle
    (Chrono Shift)
    • 2.5% (0.04 End/sec) Recovery
    • 15.06 HP (1.88%) HitPoints
    Luck of the Gambler
    (Stealth)
    • 7.5% Enhancement(RechargeTime)
    Numina's Convalescence
    (Health)
    • 12% (0.4 HP/sec) Regeneration

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|
  12. Quote:
    Originally Posted by Dark_Respite View Post
    I am going! Somehow... but I am going!

    Michelle
    aka
    Samuraiko/Dark_Respite
    Darn it ... now *I* have to go! And my birthday is the day before ... hmmm ...
  13. Quote:
    Originally Posted by Nyghtmaire View Post
    I just appreciate a clean, efficient build that meets its goals. You set out a standard (and apparently an exemping challenge as well) and you crafted a build to meet that standard.
    My main (Redlynne) is a MA/SR Scrapper ... from Issue 2. I found out, the hard way, what happens when you slot level 50 everything for max enhancement and then have to exemplar. I lost about 1/3rd of my Defenses that way, since that was the contribution I was getting from set bonuses ... which made the character "not fun" to play when exemplared. That's because DEFensive protection schemes are *VERY* susceptible and sensitive to disruptions of the DEFensive scheme behaviors, especially when riding the softcap.

    To which I said "NEVER AGAIN" ... and from then on designed EVERY character build with exemplar performance in mind. That's why in my builds a lot of the invention sets use level 22/27/31 IOs, so as to allow the build to exemplar gracefully without losing all of its set bonuses through the latter portions of the game. I've found through personal experience that the "cost" in lost enhancement values are more than made up for with set bonuses being available through a much wider range of levels.

    Quote:
    Originally Posted by Nyghtmaire View Post
    it is interesting to see the results of your thought process come together. Moreover, it is very interesting to see your build's development (compare to this).
    Actually, comparing the two builds against each other as "first draft" vs "final draft" clearly shows where my thinking was leading, and how much of this I'd "worked out" to my satisfaction earlier. The second round was mainly to clean up the levels at which slots were granted to powers so as to make the progression through the leveling process easier. This was something I needed to do anyway, since my new Praetorian Ninja/Time MM is Level 10 and I'm working my way through *ALL* of the Nova Praetoria story arcs.

    Quote:
    Originally Posted by Nyghtmaire View Post
    And, purple is not the new sexy.
    To be honest, I *rarely* find that purple enhancements are "useful" for the builds that I make. I'm not dirt poor ... but I'm also not filthy stinkin' rich either ... so I tend to go for builds that would cost only a few hundred million to make, rather than *B*illions and *B*illions {echoes of Carl Sagan...} PER POWER to make.

    Quote:
    Originally Posted by Nyghtmaire View Post
    So, once Essence of Curare instead of a Basilisk's Gaze in Time Stop would save an extra 15-20 million INF (maybe more) while still keeping the lockdown proc and the set bonus.
    In this case, I was after the 4-slot Basilik Gaze +Recharge bonus, so as to get the recharge time on Chrono Shift and Temporal Selection down to something tolerable. This is something that Essence of Curare does NOT offer. If I wasn't going for the Basilisk 4-slot bonus, I'd be reaching for a 5-slot or 6-slot Ghost Widow's Embrace instead for the set bonuses there.

    Quote:
    Originally Posted by Nyghtmaire View Post
    Likewise, subbing a Dampened Spirit for a single Dark Watcher in Time's Juncture could save 3-5 million INF while still keeping the set bonus and the proc.
    Dampened Spirits requires 5-slots to get the +5% Recharge, while Dark Watcher only needs 4-slots. And since I'm angling for maximum To Hit Debuffing, that means 4-slots of Dark Watcher (or Dampened Spirits, for that matter) minimum. The difference in that with Dark Watcher, I can spend 5 slots to get my +Recharge set bonus AND slot the -Recharge Proc from Dark Watcher ... while with Dampened Spirits I would need to spend all 5 slots on Dampened Spirits and NOT have room to slot the -Recharge Proc without adding a 6th slot ... and one of the Dampened Spirits slots would have to be either Recharge/Endurance -or- Recharge.

    Quote:
    Originally Posted by Nyghtmaire View Post
    Again, it wasn't so much a criticism nor an assumption that you were chasing a set bonus - clearly you were going after stats. Just a thought on making an already economical build a little more so.
    Well, I wasn't aiming for the *cheapest* possible build I could make.

    Quote:
    Originally Posted by Nyghtmaire View Post
    Regarding Time Stop, I don't see much use in putting the lockdown proc in a single target hold. A 15% chance for a boss hold doesn't do much for my playstyle, and it does nothing for troublesome minions and lieutenants.
    Playing Controllers, Peacebringers, Warshades and an Ice/Ice/Arctic Tanker have demonstrated to me the value of the 1-shot Boss Hold. On pretty much all of my characters with Hold powers, I always slot the Lockdown Proc for that 1-shot Hold chance, since it accelerates my combat potential so much due to not needing to WAIT for the second Hold to land. And since Lockdown so helpfully has the Tesla Cage animation on it, it's very easy to tell when it Procs, so I have plenty of experience with seeing it in action, and I know its value. Heck, my main (Redlynne) has Soulstorm with a 6-slot Lockdown set slotted into it and it is simply glorious seeing that Tesla Cage lift off the ground while I do the "Look Cool!" pose in reaction.

    Slotting Lockdown's Procs on Holds has been especially beneficial to my Controllers ... where it stacks up with native Overpower Proc chance to give my Controllers an almost 40% chance to 1-shot Hold Bosses, which does wonders to "controlling the flow of battle" when you don't necessarily have time to wait for your powers to recharge. I figure that Time Stop is no different. Furthermore, I'm not automatically assuming I'll *always* have time to cast Time Crawl before casting Time Stop on Bosses. For one thing, Time Crawl might not be completely recharged *just then* and I'd need to use Time Stop without waiting for Time Crawl to finish recharging. So I hedge my bets ... by slotting the Lockdown Proc into Time Stop, for when I can't deliver the 1-2 punch of Time Crawl+Time Stop.
  14. I'm currently subscribed to TankHQ on Virtue.
  15. Correction ... the only reason I took Mace Mastery was for Power Boost to supercharge Farsight, Maneuvers and ... Time's Juncture? I think it might also somehow supercharge Slowed Response's Defense Debuff too, but I'd have to go look at that again to be sure.

    Power Boost requires a pre-req power, and I had a choice of either Web Envelope or Scorpion Armor (which can take yet *another* LotG, if I was desperate for +Recharge). I decided to go with Web Envelope for the Target AoE Immobilize, and the synergies that offers with Distortion Field (stay put, my victims!), Time's Juncture (no running allowed!) and Slowed Response (say "cheese!" for me!). Also, since Ninjas are Melee Oriented Pets, if something is "stumbling away at pitiful speed" because their run speed has been crashed to the cap, Ninjas will have a "bad habit" of being "way too courteous" and NOT ATTACK for long stretches of time due to programming bugs in how Follow works with Melee Attacks. Having an AoE Immobilize, which can be self stacked (to Immobilize Bosses) so as to bring all kinds of powers to bear was just "too useful" in the grand scheme of things for how I intend to play my character.

    Basically the Web Envelope provides the capstone to a "poor man's AoE Hold(ish)" capability which would not otherwise be present, and which will make it easier for *ME* to control the flow and positioning of battle to MY advantage. And for that purpose, a single slot is "enough" for Web Envelope to fulfill its intended role.
  16. Easy enough to deal with. Model a Tier 5 Presence Pool Toggle Taunt Aura on the existing example of Rise to the Challenge (minus the Regeneration boost).

    DONE.
  17. Quote:
    Originally Posted by Nyghtmaire View Post
    Red: That's a damn sexy build.


    Really?

    Now I'm curious as to what (exactly) makes you say that. I'm personally thinking it's "adequate" as opposed to being "awesome" ... or even beyond that ... "sexy" ... as you say.

    Quote:
    Originally Posted by Nyghtmaire View Post
    Regarding the slotting for farsight, I remember some discussion of slotting 2 enzyme HOs along with the LotG recharge IO in beta. You lose the red enzyme recharge bonus but gain 2 slots, capped defense, and generous tohit to boot.
    While that's one way to get yourself both +Def and +ToHit enhancement, it does nothing for +Recharge Reduction, which considering that the power is Click with a base recharge that is double the duration, would seem to be a very important consideration. Also, the +ToHit gain from Farsight is comparable to the yield of Tactics ... meaning that Farsight can "substitute" if needed for Tactics where Pet Buffing is concerned (albeit on a 90 second Click, rather than a Toggle). That means that in order to get the +Def and +Recharge I'm looking for from this power, I'd need to be spending at least 4 slots on HO+HO+LotG+common recharge IO ... and for "comfort" would ideally be adding a second common recharge IO to keep the power Perma at the maximum range of possible levels (ie. 23-50). At that point, the only difference between 5-slotting Red Fortune and 1 LotG Proc vs the HO route you describe is really just 1 ... maybe 2 slots ... and extra buffing of the ToHit Bonus via the HO route. Given that sort of comparison, I'm "happier" going with the Red Fortune set, rather than frankenslotting with HOs.

    Quote:
    Originally Posted by Nyghtmaire View Post
    Overall though your slotting looks good. Real good. The 5th dark watcher's in time's juncture as well as the 5th basilisk in time stop patent Getting you much in the way of set goodies. You could make the build cheaper by downshifting to the yellow set. , or free up more slots for other use. Not on my computer right now so I can't really tinker.
    The 5th slot in Time's Juncture isn't there for the set bonus (+damage, which can only be used by Snap Shot!) ... it's there purely for the -Recharge Debuff. It gives me even MORE coverage for recharge debuffing, making it easier/more likely to keep hostiles crashed (hard!) into the recharge debuff cap ... which then protects my Ninjas (and me) from taking incoming damage. In this particular case, dropping one of the *other* enhancements so as to fit the Proc into a 4-slotting arrangement "cost" too much in ToHit Debuff for my tastes ... hence the 5th slot purely for the Proc.

    Likewise, the 5th Basilisk Gaze in Time Stop isn't really there for the set bonus (per se) but simply because there isn't much else that would be (that much) better in the place of one of the Basilisk pieces. And switching to a 4/2 mix slotting of Basilisk/Lockdown would only swap out the 5% Status Resistance in favor of a +3% Damage Buff ... which once again would only be useful with Snap Shot(!), which isn't a good enough swap (imho) to be worth it.
  18. Diellan, I want to report a possible coding bug.

    Time Manipulation: Time's Juncture
    Slot either (or both) Dark Watcher Proc IO or Pacing of the Turtle Proc IO ... toggle the power on ... and the effects of these two Procs are applied to YOUR global recharge, modifying the recharge time of every power in your build.

    I'm figuring that this sort of thing is an "accidental side effect" of how Mids' handles the effects of these Procs with this toggle power.
  19. Since all it took to "reconnect" Katie Douglas to the Seer Network was ... switching on her cybernetic implants ... presumably all it would take to remove her from the Network would be to switch those back off again.

    The fact that this WAS NOT DONE FOR HER during Vanessa's arc ... really burned ...
  20. Depends on the melee cone power. Some do ... some don't. Most of the ones that don't are "narrow cone" powers that are like 5-10 degrees of cone. Powers which are "wide cone" type (like Frost) tend to take, and make use of, range enhancements, which extends the radius of effect on the cone. At +50% range on a cone, you double the area of effect in terms of ft^2 ... which then means you're much better able to catch MORE targets within the AoE, and better able to throughput damage to a crowd (because the cone is "wider" at the limit of its range, thanks to the enhancement).
  21. Here's my "latest" iteration of a Ninja/Time build. One of the more notable features in this build is ... the lack of Hasten. I originally had Hasten in the build, but eventually realized that I was basically only using it to get the recharge time of Chrono Shift down to almost 90 seconds ... and pretty much really nothing else ... except for (maybe) Temporal Selection. Slowed Response was the only other "major" beneficiary of Hasten, and even then, the gain wasn't all that great. Ultimately it came down to a design difference between Hasten and Assault ... and I figured I'd be better off with Assault (go figure).

    For those players who simply cannot survive without their Hasten fix <em patpatpatpatpat!> this build isn't *so tight* that it can't be modified without major disruption of interconnected parts. One of the most obvious places to cannibalize both a power and enhancement slots would be Snap Shot (level 24 pick), for anyone who eschews Mastermind Personal Attacks.

    For anyone else who doesn't find the loss of Hasten to be "too much of a sacrifice" ... this build plan is very heavy on buffs, debuffs, healing, regeneration, recovery and controls in order to keep the Ninjas *alive* so that they can actually dish out their "awesome damage" when they aren't shredded like rice paper in a gentle breeze.

    Without including the effects of Power Boost ... Farsight yields +14.29% Defense. Un-Boosted Maneuvers adds another +4.13% Defense. Ninjas have 7% Defense natively, and the +5% Defense IO Proc is slotted in Genin, so that's always on, for an extra +12% (and the Jounin are a few points better than this).

    14.29 + 4.13 + 7 + 5 = +30.42% Defense vs all

    Time's Juncture has an un-Boosted yield of -14.33% To-hit Debuff. Unfortunately, this *is* modified in effectiveness by AV Resistances as well as Purple Patch level differences. The important thing though is that, setting aside +/- Level adjustments, the combination of Defense Auras and Time's Juncture vs a +0 Foe yields an aggregate reduction of -44.75% chance to hit the Ninjas within a 25ft PBAoE around the Mastermind ... which is close enough to the softcap for Resistance Work. And that's not including the effects of Power Boost, which is included as "insurance" against being hit for the Ninjas. This also means that as a "Ninja Driver" Mastermind your best positioning is going to be "in the thick of things" rather than hanging about the periphery "directing traffic from afar" as far as positioning goes.

    The Teleportation Pool was chosen for both the ability to Abduct Single Targets when soloing (and not steamrolling), as well as Team Teleport for coherent positioning of yourself (and teammates) when employing "SURPRISE!" tactics to begin engagements.

    This build is also going to be (relatively) cheap to build, due to using only a single Purple IO (the Pet Set Build Up Proc) and a mere 7 HOs, which can be combined up to 50+2 power through the Combine Enhancements window (so a minimum buy of 21 HOs if going all the way with that).

    One thing which I *do* like about this particular build is that it isn't a "One Trick Pony" as far as survival goes. This build has a lot of utility to it, thanks to the heavy emphasis on CONTROLS as well as Buffing and Debuffing (both movement and recharge!), and the synergies that can be achieved by combining all of those things, while leaving the Ninjas "free" to unleash their damage. Also, thanks to Temporal Mending, use of Bodyguard Mode is advantageously rewarded, since this power heals in parallel, rather than in series, which strongly advocates for use of Bodyguard Mode damage mitigation whenever practical. This then combines Defense, To-hit Debuffing and Healing/Regeneration in ways that synergizes in a way where the whole is much greater than the sum of the parts.

    Anyway ... enough chatter ... more build plan ... which I'm posting in long format simply for those people who don't have Mids' handy at the moment.



    ==========



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

    Click this DataLink to open the build!

    Ku no Ichi: Level 50 Technology Mastermind
    Primary Power Set: Ninjas
    Secondary Power Set: Time Manipulation
    Power Pool: Teleportation
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Call Genin
    • (A) HamiO: Nucleolus Exposure (+2 Acc/Dam)
    • (5) HamiO: Nucleolus Exposure (+2 Acc/Dam)
    • (5) Blood Mandate - Accuracy/Damage/Endurance: Level 50
    • (7) Endurance Reduction IO: Level 50
    • (11) Edict of the Master - Defense Bonus: Level 15
    • (48) Soulbound Allegiance - Chance for Build Up: Level 50
    Level 1: Time Crawl
    • (A) Accuracy IO: Level 50
    Level 2: Temporal Mending
    • (A) Doctored Wounds - Heal/Endurance: Level 31
    • (7) Doctored Wounds - Heal/Recharge: Level 31
    • (9) Doctored Wounds - Heal/Endurance/Recharge: Level 31
    • (9) Doctored Wounds - Heal: Level 31
    • (11) Doctored Wounds - Recharge: Level 31
    Level 4: Time's Juncture
    • (A) Dark Watcher's Despair - To Hit Debuff: Level 27
    • (25) Dark Watcher's Despair - To Hit Debuff/Recharge: Level 27
    • (31) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 27
    • (31) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 27
    • (33) Dark Watcher's Despair - Chance for Recharge Slow: Level 21
    Level 6: Train Ninjas
    • (A) Endurance Reduction IO: Level 50
    Level 8: Teleport Foe
    • (A) Accuracy IO: Level 50
    Level 10: Temporal Selection
    • (A) Doctored Wounds - Endurance/Recharge: Level 31
    • (43) Doctored Wounds - Heal/Recharge: Level 31
    • (43) Doctored Wounds - Heal/Endurance/Recharge: Level 31
    • (43) Doctored Wounds - Heal: Level 31
    • (45) Doctored Wounds - Recharge: Level 31
    Level 12: Call Jounin
    • (A) HamiO: Nucleolus Exposure (+2 Acc/Dam)
    • (13) HamiO: Nucleolus Exposure (+2 Acc/Dam)
    • (13) Blood Mandate - Accuracy/Damage/Endurance: Level 50
    • (15) Endurance Reduction IO: Level 50
    • (15) Achilles' Heel - Chance for Res Debuff: Level 10
    • (19) Touch of Lady Grey - Chance for Negative Damage: Level 21
    Level 14: Recall Friend
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 10
    Level 16: Distortion Field
    • (A) Curtail Speed - Endurance/Recharge/Slow: Level 30
    • (17) Impeded Swiftness - Endurance/Recharge/Slow: Level 30
    • (17) Tempered Readiness - Endurance/Recharge/Slow: Level 50
    • (21) Pacing of the Turtle - Endurance/Recharge/Slow: Level 50
    • (21) Basilisk's Gaze - Chance for Recharge Slow: Level 10
    • (23) Lockdown - Chance for +2 Mag Hold: Level 30
    Level 18: Smoke Flash
    • (A) Endurance Reduction IO: Level 50
    • (19) Endurance Reduction IO: Level 50
    Level 20: Time Stop
    • (A) Basilisk's Gaze - Accuracy/Hold: Level 27
    • (37) Basilisk's Gaze - Accuracy/Recharge: Level 27
    • (40) Basilisk's Gaze - Recharge/Hold: Level 27
    • (42) Basilisk's Gaze - Endurance/Recharge/Hold: Level 27
    • (42) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 27
    • (42) Lockdown - Chance for +2 Mag Hold: Level 30
    Level 22: Team Teleport
    • (A) Jaunt - Endurance/Range: Level 50
    • (23) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
    • (25) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
    Level 24: Snap Shot
    • (A) Entropic Chaos - Accuracy/Damage: Level 27
    • (48) Entropic Chaos - Damage/Endurance: Level 27
    • (50) Entropic Chaos - Damage/Recharge: Level 27
    • (50) Entropic Chaos - Damage/Endurance/Recharge: Level 27
    • (50) Entropic Chaos - Chance of Heal Self: Level 20
    Level 26: Oni
    • (A) HamiO: Nucleolus Exposure (+2 Acc/Dam)
    • (27) HamiO: Endoplasm Exposure (+2 Acc/Mez)
    • (27) HamiO: Peroxisome Exposure (+2 Dam/Mez)
    • (29) Blood Mandate - Accuracy/Damage/Endurance: Level 50
    • (29) Endurance Reduction IO: Level 50
    • (31) Sovereign Right - Resistance Bonus: Level 25
    Level 28: Farsight
    • (A) Red Fortune - Defense/Recharge: Level 27
    • (34) Red Fortune - Endurance/Recharge: Level 27
    • (33) Red Fortune - Defense/Endurance/Recharge: Level 27
    • (33) Red Fortune - Defense: Level 27
    • (34) Red Fortune - Endurance: Level 27
    • (34) Luck of the Gambler - Recharge Speed: Level 25
    Level 30: Maneuvers
    • (A) Red Fortune - Defense/Endurance: Level 28
    • (45) Red Fortune - Defense/Recharge: Level 28
    • (46) Red Fortune - Defense/Endurance/Recharge: Level 28
    • (46) Red Fortune - Defense: Level 28
    • (46) Red Fortune - Endurance: Level 28
    • (48) Luck of the Gambler - Recharge Speed: Level 25
    Level 32: Kuji In Zen
    • (A) Endurance Reduction IO: Level 50
    Level 35: Slowed Response
    • (A) Shield Breaker - Defense Debuff: Level 30
    • (36) Shield Breaker - Accuracy/Defense Debuff: Level 30
    • (36) Shield Breaker - Accuracy/Recharge: Level 30
    • (36) Shield Breaker - Defense Debuff/Endurance/Recharge: Level 30
    • (37) Shield Breaker - Accuracy/Endurance/Recharge: Level 30
    • (37) Achilles' Heel - Chance for Res Debuff: Level 10
    Level 38: Chrono Shift
    • (A) Efficacy Adaptor - EndMod: Level 36
    • (39) Efficacy Adaptor - EndMod/Recharge: Level 36
    • (39) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 36
    • (39) Miracle - Heal/Recharge: Level 36
    • (40) Miracle - Heal/Endurance/Recharge: Level 36
    • (40) Miracle - Heal: Level 36
    Level 41: Web Envelope
    • (A) Enfeebled Operation - Accuracy/Endurance: Level 50
    Level 44: Power Boost
    • (A) Recharge Reduction IO: Level 50
    • (45) Recharge Reduction IO: Level 50
    Level 47: Stealth
    • (A) Luck of the Gambler - Recharge Speed: Level 25
    Level 49: Assault
    • (A) Endurance Reduction IO: Level 50
    Level 0: Marshal
    Level 0: Invader
    Level 0: High Pain Threshold
    Level 0: Born In Battle
    Level 50: Reactive Radial Flawless Interface
    Level 50: Musculature Core Paragon

    ------------

    Level 1: Brawl
    • (A) Accuracy IO: Level 50
    Level 1: Sprint
    • (A) Unbounded Leap - +Stealth: Level 50
    Level 1: Supremacy
    Level 2: Rest
    • (A) Recharge Reduction IO: Level 50
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Run Speed IO: Level 50
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 30
    • (3) Numina's Convalescence - Heal: Level 31
    Level 2: Hurdle
    • (A) Jumping IO: Level 50
    Level 2: Stamina
    • (A) Endurance Modification IO: Level 50
    • (3) Endurance Modification IO: Level 50
    ------------

    Set Bonus Totals:
    • 6% DamageBuff(Smashing)
    • 6% DamageBuff(Lethal)
    • 6% DamageBuff(Fire)
    • 6% DamageBuff(Cold)
    • 6% DamageBuff(Energy)
    • 6% DamageBuff(Negative)
    • 6% DamageBuff(Toxic)
    • 6% DamageBuff(Psionic)
    • 5% Defense
    • 1.25% Defense(Fire)
    • 1.25% Defense(Cold)
    • 2.5% Defense(Energy)
    • 2.5% Defense(Negative)
    • 1.25% Defense(Ranged)
    • 2.5% Defense(AoE)
    • 2.25% Max End
    • 11% Enhancement(Accuracy)
    • 8% Enhancement(Heal)
    • 61.25% Enhancement(RechargeTime)
    • 36.14 HP (4.5%) HitPoints
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 10.25%
    • MezResist(Held) 7.5%
    • MezResist(Immobilize) 11.9%
    • MezResist(Sleep) 7.5%
    • MezResist(Stun) 7.5%
    • MezResist(Terrorized) 11.9%
    • 11% (0.18 End/sec) Recovery
    • 22% (0.74 HP/sec) Regeneration
    • 10% Resistance(Smashing)
    • 10% Resistance(Lethal)
    • 15.04% Resistance(Fire)
    • 15.04% Resistance(Cold)
    • 10% Resistance(Energy)
    • 10% Resistance(Negative)
    • 10% Resistance(Toxic)
    • 10% Resistance(Psionic)
    ------------

    Set Bonuses:

    Edict of the Master
    (Call Genin)
    • 5% Defense
    Doctored Wounds
    (Temporal Mending)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    Dark Watcher's Despair
    (Time's Juncture)
    • 12.05 HP (1.5%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 5% Enhancement(RechargeTime)
    • 2% DamageBuff(All)
    Doctored Wounds
    (Temporal Selection)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    Blessing of the Zephyr
    (Recall Friend)
    • Knockback (Mag -4), Knockup (Mag -4)
    Basilisk's Gaze
    (Time Stop)
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 2% (0.03 End/sec) Recovery
    • 7.5% Enhancement(RechargeTime)
    • Status Resistance 5%
    Entropic Chaos
    (Snap Shot)
    • 10% (0.33 HP/sec) Regeneration
    • MezResist(Confused) 2.75%
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Sovereign Right
    (Oni)
    • 10% Resistance(All)
    Red Fortune
    (Farsight)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Farsight)
    • 7.5% Enhancement(RechargeTime)
    Red Fortune
    (Maneuvers)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Maneuvers)
    • 7.5% Enhancement(RechargeTime)
    Shield Breaker
    (Slowed Response)
    • 2.5% (0.04 End/sec) Recovery
    • Status Resistance 2.5%
    • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    • 11% Enhancement(Accuracy)
    Efficacy Adaptor
    (Chrono Shift)
    • 9.04 HP (1.13%) HitPoints
    • 1.5% (0.03 End/sec) Recovery
    Miracle
    (Chrono Shift)
    • 2.5% (0.04 End/sec) Recovery
    • 15.06 HP (1.88%) HitPoints
    Luck of the Gambler
    (Stealth)
    • 7.5% Enhancement(RechargeTime)
    Numina's Convalescence
    (Health)
    • 12% (0.4 HP/sec) Regeneration

    Code:
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    |-------------------------------------------------------------------|
  22. Quote:
    Originally Posted by Dispari View Post
    I've never been a fan of "wade in, wade out" for traditional PBAoE + cone sets.
    Neither have I ... which is why I slot my melee cones for range (Frost in Tanker Ice Melee being a prime candidate for this) and going vertical in a Hop 'n' Pop maneuver that points the Cone *DOWNWARDS* at everything below me, and keying the power to activate at the top of my jump/hop. This maintains my positioning in the horizontal plane, while also turning my Cone attack into a "Poor Man's PBAoE" that catches a lot more targets simply by virtue of aiming the Cone DOWN rather than trying to do a "slice of pie" off to one side, and missing everyone not in that slice.