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Posts
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Ninja Primary: Smoke Flash
Single Target, 100 ft range, 30 End, 20s Recharge, 10s Duration
... change to ...
PBAoE, 60 ft radius (ie. Supremacy radius), 30 End, 60s Recharge, 10s Duration, Affects Self(!) and all MyPet Ninjas within AoE
This change would make Smoke Flash much easier to use for Ninja Masterminds, which would be a tremendous QoL improvement for many players (not all, granted), in addition to creating some rather unique battle tactics possibilities. An interesting side effect of making this change is that it would give a(n additional) reason for Ninja Mastermind to take (and use) their personal attack powers since the Player would be able to "partake" in the benefits of the power, which is currently restricted to Pets Only. Considering the lackluster options in IO Sets for Snap Shot, Aimed Shot and Fistful of Arrows, being able to damage boost those powers through use of Smoke Flash would promote a whole new orientation of player attitudes towards these powers.
I'm thinking that the amount of Spreadsheet editing necessary to implement this idea would be considered "simple" and the QA/Playtesting necessary to vet it "fairly straightforward" should the Powers Team decide to put this on the schedule of Things To Do.
And if something like this can be done for Ninja: Smoke Flash ... I'm wondering if something similar can be done for Mercenaries: Serum so as to (also) turn Serum into a Mastermind+Mercs PBAoE buff effect too, which could be used more frequently (I'm thinking 60s base recharge per 10 seconds of duration again) and transform Serum from being "craptacular" into being an "enabler" of unique strategies and battle tactics for Mercenaries. -
Time Crawl, as currently configured, is "excellent" at what it does ... and only lacking in what it does not ... stack effects from same caster.
I propose that Time Crawl be given additional power properties keyed to whether or not the target is Delayed so as to provide a reason to be stacked onto "hard targets" (such as EBs, AVs and Heroes and Hamidons) so as provide a small, Unresistable Debuff, to targets which have been Delayed. I'm thinking something along the lines of -10% Recharge/Mobility (Unresistable, if Delayed, effect does not stack from same caster) and -20% Regeneration (Unresistable, if Delayed, effect does not stack from same caster).
Against Minion/Lieutenant/Boss grade opposition, these effects of stacking a second Time Crawl will be "minimal" simply because the base power alone is already approaching the Recharge Debuff cap, and the additional Regeneration Debuff is proportionally "minor" when throughput-ed to calculating Regen per Sec with their Max HP totals. But against EB/AV/Hero class opposition, which have significant Resistance against Recharge Debuffing, having an Unresistable effect when stacking Time Crawl on an already Delayed target would make for an interesting "resistance piercing" effect which would be (somewhat) unique to the Time Manipulation powerset.
In the grand scheme of things, something like this would (I imagine) be relatively "cheap" to implement, QA and playtest for balance. -
I have an Incarnate Ninja/Trick Arrow Mastermind, who was my main villain for years (plural), and I can honestly recommend to anyone else who is thinking of trying this combination ...
DON'T
Ninjas are practically defenseLESS and fold like origami paper when breathed upon by hostiles. For this reason, when using Ninjas as your primary powerset, it is of paramount importance that your secondary powerset be something that actively promotes the survival of your Ninjas. Trick Arrow simply doesn't do that to any useful degree. In the late game, it felt like Trick Arrow was my Primary Powerset, and Ninja Summoning was my Secondary!
Secondaries which can actively promote the survival of your Ninjas are going to be Dark (big surprise), Force Fields (no surprise!), Storm (for Herdicane's To-hit Debuff and O2 Boost Healing), and Time Manipulation.
Pain Domination simply doesn't "do enough" to prevent your Ninjas from taking damage.
Poison simply doesn't "do enough" to help your Ninjas survive the damage they take.
Trick Arrow does almost nothing to help keep your Ninjas alive.
Thermal and Sonic don't "do enough" to mitigate the damage that your Ninjas will be taking to make them worthwhile since they're Resistance powersets. -
Quote:I've been logging the crash report I get on my iMac here in the forums for quite some time now. It's not limited to just crashing out of iTrials though. Thread for it can be found here, just in case it proves useful to you somehow.For those frequently crashing in Incarnate Trials: I'd appreciate receiving any PMs with your dxdiag info. This info will probably be cut off by the text limit in the PM, but we don't need the parts that get lost.
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Quote:I'm personally "All In" on Statesman biting it, big time. For one thing, nothing else that could possibly happen would shake either Emperor Cole or Lord Recluse (or even Reichsman, for that matter) to their core like The Death Of Statesman would.To Players: Do you care Who will Die? Do you want a say in this storyline or future storylines?
It would also explain why the Well of the Furies on Primal Earth is ... hedging its bets ... by allowing its power to be tapped *WIDELY* rather than narrowly, as we've seen in so many other Dimensional Variations of Earth. Or to put it into Meta-game terms ... it'll be Up To The Players to step forward to fill the void left by Statesman following his death.
Plus I still *HATE* what Jack Emmert did with the Global Defense Nerf and Enhancement Dysfunction double whammy ... YEARS (plural!) before a solution was developed to compensate (now known as Issue 9). So I'm a bit ... biased ... in cheering on The Death Of Statesman. -
Quote:Which pretty much sums up the point of my OP. For the investment required to even get there, the Fear Powers in the Presence Pool are underpowered, overly penalized, and require maximal slot investment in order to be minimally useful. They were Nerfed Into The Ground years ago ... and have never seen the light of being useful ever since. Even with powersets that have Fear Effects in them, the Fear powers in the Presence Pool are rarely if ever taken by players, simply because THEY'RE NOT WORTH THE INVESTMENT that they *require* to even be made marginal contributors.Reduce one of the three massive penalties to that power and you'd actually have a decently useable pool power.
As is, even with siginificant slot investment in the power it's like, why bother.
I respeced into it once with SOs only, and quite frankly, with the hit on my END bar for the benefit it gave, I felt I was doing the enemy a favor using it.
First step to "correcting" this problem with these powers would be to UN-NERF them, methinks. At the very least, the Presence Pool Fear powers need to have a reason ... an excuse ... for being able to synergize with at least SOME powersets.
I therefore ask the Powers Team Devs (Arbiter Hawk, Synapse, Black Scorpion) to do a Datamining run on the Live Server Playerbase to find out what the distribution of Presence Pool Fear Powers TAKEN is ... and if that (I'm presuming) under-representation speaks at all to the USELESSNESS of these powers relative to competing options. Follow up question ... do the Fear powers in the Presence Pool need Dev Love? -
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Simple enough question ...
Does Street Justice's Fear Finishers give the Presence Pool Fears a reason to exist?
My point being that Presence Pool Fear powers hardly ever have anything to synergize with, rendering them underpowered, lame and useless ever since they got nerfed into oblivion (years ago) to prevent them from being useful to anyone.
But now ... Street Justice delivers Fear effects too, which could be combined with the Presence Pool PBAoE Fear to ... well ... maybe not "Great" effect, but certainly to better effect than can be gained by trying to work with any other powersets (including Mind Control, Illusion Control and Dark {fill in the blank}). -
Quote:Except Mind Control (of course) ...Every other set I have played has a very obvious graphic that shows me what is held or immobilized.
Quote:2) Why does Minds Levitate do a LOT more damage that Lift when they are the same exact power ?
Quote:3) Dimension Shift is an utter crap of a power. It should be removed and replaced with something that is useful. Many have suggested an Ice Slick type powers whose effect makes mobs bounce up.. like an Anti Gravity field..
Quote:5) Propel.. Useless animations that IMO were all about looking cool and not actual gameplay.. Takes too long to animate and usually hits target after its already dead. Range is too short for its animation time. Should be 80. not 60. For the length of time it really should be a small cone effect..
Quote:6) Wormhole. Overly complicated TP power which stuns enemies AFTER they come out of the Wormhole allowing them to shoot the crap out of me before they get stunned.. yes thats what I want.. a post mez power.. that needs to be fixed badly.. Its should work more consistently on bosses.
No surprise there. Gravity Control is a Launch powerset, while Kheldians showed up in Issue 3 ... after the Powers Team had a bit more experience in making powersets. -
That proc has been specifically coded to not affect the Player owning the power (for somewhat obvious reasons).
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Very very VERY few people in the world are capable of doing THE VISION THING like Steve could. Even fewer people are capable of selling other people on that vision, and bringing it to everyone we know.
Good job ... Steve. -
Now to get this new ATI driver out for OS X Lion machines ...
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Quote:Click slot to bring up enhancement choices window.Also, silly question, how do you slot enhancements in mids that are lower than the max level for the enhance?
Notice the Level shown in the bottom right hand corner.
Type on keyboard the two digits of the Level you want the enhancement to be (if IO). -
Quote:Heck, even doing something as "small" as a 8ft radius Target AoE (ie. melee PBAoE sized) would be tremendous improvement, particularly given the Knock.I always thought that Propel should be a narrow cone. Think about it logically. If a big object appears near the caster and then travels to hit a foe at a particular spot, wouldn't it hit other foes in its path along the way? And then that would justify its long cast time.
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Something I find amusing about all of the Time builds I'm seeing is that very consistently the Distortion Field power is 4 slotted with Basilisk's Gaze for the +7.5% Global Recharge set bonus ... despite the fact that hold duration is almost entirely wasted in Distortion Field due to the 5% chance to Hold. My point being that even with enhanced duration, there's an absurdly low chance to double stack the Hold (to nail Bosses and LTs).
If you really want to boost the effectiveness of the Hold power in Distortion Field, you basically just need the Lockdown Proc. For one thing, the Lockdown Proc has 4x the chance to Proc than the native 5% chance to Hold Distortion Field has natively.
Don't get wrong ... I know that +Recharge set bonus is hard to pass up, but I'm thinking that people ought to be more aware of what they're "giving up" in order to get it. -
Quote:The veteran Base Items are now only claimable once too, instead of repeatable like they should be *sigh*Quote:There's a fix for this in the works. You'll likely see it in issue 21.5. Instead of needing to claim base items multiple times you'll only need to claim them once. Then you can place the items an infinite number of times.
Synapse
I'm not sure *WHY* I get that feeling, but I'm sure it'll come to me eventually ... -
Quote:And yet ... you completely discount multiple and repeated statements by Zwillinger and Others in the weekly UStream Chats that the Devs ARE WORKING ON BASES and they just can't talk about what they're doing yet. When was the last time they talked like this about something they've got in the works?
Issue 21
Paragon Rewards
Paragon Market
Time Manipulation
Beam Rifle
Street Justice
Titan Weapons
New Dominator Powersets (that haven't been revealed yet)
First Ward(!)
Keyes Island Trial
Underground Incarnate Trial
... and on and on and on and on ...
So cling to your Assault Rifles and Religion of DOOOOM™ if you must, but the rest of us are paying attention to what the Devs are saying *NOW* about Bases ... LIVE ... on Internet TV ... almost on a weekly basis, and have come to a Very Different Conclusion about the future of SG Bases than you have.
Nice try though.Quote:The veteran Base Items are now only claimable once too, instead of repeatable like they should be *sigh*Quote:There's a fix for this in the works. You'll likely see it in issue 21.5. Instead of needing to claim base items multiple times you'll only need to claim them once. Then you can place the items an infinite number of times.
Synapse -
I already did ... 6 June 2011. You just missed the link I already quoted to you earlier in this thread.
Quote:Huntsman (pre- and post- 24 branch leveling build)
Post #6 in that thread has builds that benefit from the hindsight of actually leveling and playing a Huntsman to 50. -
The way to deal with Frag Grenade KB is to simply use your Web Grenade. No really ... it's that easy.
My "lock, stock and smoking hot barrel" standard operating procedure to open up on a pile of mobs is:
Wide Area Web Grenade (1.67s) > Venom Grenade (-1.67s) > Frag Grenade (-1.67s) > Heavy Burst (2.67s) = 7.67 seconds
Fully slotted out, you'd be amazed at just how much damage throughput you can achieve with that on piles of mobs. Minions and Lieutenants just "wither and die" under that opening combo ... and Bosses are "not feeling too proud" either and can often be "convinced" to run away (which only means they "die tired" from getting shot in the back) with not too much more damage getting thrown downrange. I've been quite surprised at just how ... demoralizing ... the above combo is on NPCs, simply because it crushes them SO HARD in such numbers with such reliability that it prompts quite a few Runners, which are just Easy Pickings for you.
My personal Huntsman build has so much +Recharge built into it that I only have to use one Burst, or one Burst and one Single Shot (at lower levels) before I can repeat my Web/Venom/Frag/Heavy Burst series of attacks a second time for mop ups. -
Time Manipulation: Time's Juncture
Slot: Dark Watcher's Despair Proc (-25% Recharge), Pacing of the Turtle (-20%)
Due to the way that Mids' programs its powers, this is probably unavoidable ... but when placing the above two Procs into Time's Juncture, and toggling the power ON in Mids', the debuffs will be applied to Self.
Request in-game confirmation that these two Procs do NOT actually take effect On Self as Mids' implies due to the limitations of its programming and user interface (ie. only one "toggle on" button which also activates Procs). -
Precedent:
Increase Density in Kinetics applies its Mez Protection only to the (Single) Target of the power ... but also has a Target AoE Damage Resistance Buff.
Request:
Concealment: Grant Invisibility applies its Defense Buff only to the (Single) Target of the power (which is 1/2 when attacked) ... but also has a Target AoE StealthRadius Buff.
Rationale:
Applying Grant Invisibility to EVERYONE on a Team/League (especially if there are any Masterminds with Pets!) is not only a very time consuming, but also a very exhausting exercise ... at 15.6 END per target (unmodified) ... in order to provide a dispersed "grant of invisibility" to allies and/or pets. Furthermore, since it is now possible to "terminate" unwanted Buffs, it is extremely simple for people who don't want to be granted invisibility to end the StealthRadius Buff at their own discretion, if they so desire, before the end of the power's duration.
Your move ... Synapse. -
Quote:Huntsman (pre- and post- 24 branch leveling build)
Post #6 in that thread has builds that benefit from the hindsight of actually leveling and playing a Huntsman to 50. Leggs ... my Huntswoman ... is essentially unchanged from the build in Post #6, and still *quite* successful when soloing or in TF/SF/League scenarios, and fares far better than most when Exemplared/Malefactored down to play low level content. One thing that does surprise my teammates is that I've got the Crab Backpack (due to deliberately choosing an alternate build using Crab Powers, which I basically never switch to), but all of my attacks are through the Arachnos Rifle ... which some people find, peculiar. I just stand ankle deep in brass casings and mow down everything in range ... grinning like an idiot the whole time.
Incidentally, on monday night I participated in two of the Mothership Raids on Virtue hosted by The Cape Radio. I took Leggs along for the ride, and survived both raids without dropping for Debt even once all night ... despite more than one Near Raid Wipe in the center when we got overrun with Rikti Magii (plural) in a single spawn. And the only thing that could slow me down was not having enough Blue Skittles to keep cranking out the grenades and the Hot Lead when I got hit with END Drains. -
Quote:Well ... since no one else seems like they can be bothered to help out here ...May we see the build version with the powers and slotting visible. I am on a Mac and unable to use Mid's. Thank you. :3
Can anyone just pop it into Mid's and import it? I really would like to roll one of these.
Villain Plan by Mids' Villain Designer 1.951
Dechs Kaison: Level 50 Technology Mastermind
Primary Power Set: Robotics
Secondary Power Set: Traps
Power Pool: Leadership
Power Pool: Medicine
Power Pool: Teleportation
Power Pool: Presence
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Battle Drones- (A) Blood Mandate - Accuracy/Endurance: Level 50
- (3) Blood Mandate - Damage/Endurance: Level 50
- (3) Blood Mandate - Damage: Level 50
- (5) Blood Mandate - Accuracy/Damage: Level 50
- (5) Blood Mandate - Accuracy: Level 50
- (7) Blood Mandate - Accuracy/Damage/Endurance: Level 50
- (A) Gravitational Anchor - Immobilize/Recharge: Level 50
- (13) Gravitational Anchor - Accuracy/Immobilize/Recharge: Level 50
- (13) Gravitational Anchor - Immobilize/Endurance: Level 50
- (15) Gravitational Anchor - Accuracy/Recharge: Level 50
- (36) Gravitational Anchor - Chance for Hold: Level 50
- (A) Recharge Reduction IO: Level 50
- (7) Javelin Volley - Chance of Damage(Lethal): Level 50
- (9) Impeded Swiftness - Chance of Damage(Smashing): Level 30
- (11) Positron's Blast - Chance of Damage(Energy): Level 50
- (11) Ragnarok - Chance for Knockdown: Level 50
- (A) Numina's Convalescence - Heal/Recharge: Level 50
- (15) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
- (17) Numina's Convalescence - Endurance/Recharge: Level 50
- (17) Miracle - Heal/Endurance/Recharge: Level 40
- (19) Miracle - Heal/Recharge: Level 40
- (19) Miracle - Heal/Endurance: Level 40
- (A) Endurance Reduction IO: Level 50
- (A) Luck of the Gambler - Defense/Endurance: Level 50
- (9) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
- (21) Luck of the Gambler - Defense: Level 50
- (36) Luck of the Gambler - Recharge Speed: Level 50
- (A) Achilles' Heel - Chance for Res Debuff: Level 20
- (27) Analyze Weakness - Accuracy/Endurance/Recharge: Level 50
- (29) Analyze Weakness - Accuracy/Recharge: Level 50
- (29) Touch of Lady Grey - Defense Debuff/Recharge/Endurance: Level 50
- (37) Touch of Lady Grey - Recharge/Endurance: Level 50
- (37) Touch of Lady Grey - Defense Debuff/Recharge: Level 50
- (A) Soulbound Allegiance - Damage: Level 50
- (23) Soulbound Allegiance - Damage/Endurance: Level 50
- (23) Soulbound Allegiance - Accuracy/Recharge: Level 50
- (25) Blood Mandate - Accuracy/Damage/Endurance: Level 50
- (25) Defense Buff IO: Level 50
- (27) Defense Buff IO: Level 50
- (A) Numina's Convalescence - Heal/Endurance: Level 50
- (21) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
- (39) Numina's Convalescence - Heal: Level 50
- (A) Luck of the Gambler - Defense/Endurance: Level 50
- (39) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
- (40) Luck of the Gambler - Defense: Level 50
- (42) Luck of the Gambler - Recharge Speed: Level 50
- (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
- (34) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
- (A) Recharge Reduction IO: Level 50
- (46) Recharge Reduction IO: Level 50
- (A) Endurance Reduction IO: Level 50
- (A) Soulbound Allegiance - Chance for Build Up: Level 50
- (31) Soulbound Allegiance - Accuracy/Damage/Recharge: Level 50
- (31) Soulbound Allegiance - Damage/Recharge: Level 50
- (31) Edict of the Master - Accuracy/Damage/Endurance: Level 40
- (33) Edict of the Master - Defense Bonus: Level 40
- (33) Edict of the Master - Damage: Level 40
- (A) Siphon Insight - ToHit Debuff: Level 50
- (33) Siphon Insight - Accuracy/ToHit Debuff: Level 50
- (34) Siphon Insight - ToHit Debuff/Endurance/Recharge: Level 50
- (34) Siphon Insight - Accuracy/Recharge: Level 50
- (39) Siphon Insight - Accuracy/Endurance/Recharge: Level 50
- (A) Mocking Beratement - Taunt/Recharge: Level 50
- (36) Mocking Beratement - Taunt/Recharge/Range: Level 50
- (43) Mocking Beratement - Accuracy/Recharge: Level 50
- (48) Mocking Beratement - Taunt: Level 50
- (A) Endurance Reduction IO: Level 50
- (A) Steadfast Protection - Resistance/+Def 3%: Level 10
- (42) Reactive Armor - Resistance/Endurance: Level 40
- (42) Reactive Armor - Endurance: Level 40
- (43) Reactive Armor - Resistance/Endurance/Recharge: Level 40
- (45) Reactive Armor - Resistance: Level 40
- (48) Gladiator's Armor - TP Protection +3% Def (All): Level 50
- (A) Eradication - Damage: Level 30
- (40) Eradication - Damage/Recharge: Level 30
- (40) Eradication - Accuracy/Damage/Recharge: Level 30
- (43) Eradication - Accuracy/Damage/Endurance/Recharge: Level 30
- (A) Ragnarok - Damage: Level 50
- (45) Ragnarok - Damage/Recharge: Level 50
- (45) Ragnarok - Accuracy/Damage/Recharge: Level 50
- (46) Ragnarok - Accuracy/Recharge: Level 50
- (46) Ragnarok - Damage/Endurance: Level 50
- (A) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
- (48) Numina's Convalescence - Heal/Endurance: Level 50
- (50) Numina's Convalescence - Heal/Recharge: Level 50
- (A) Jaunt - Endurance/Range: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 25
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Spiritual Core Paragon
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Level 1: Brawl- (A) Empty
- (A) Celerity - +Stealth: Level 50
- (A) Recharge Reduction IO: Level 50
Level 4: Ninja Run
Level 2: Swift- (A) Run Speed IO: Level 50
- (A) Jumping IO: Level 50
- (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (37) Numina's Convalescence - Heal: Level 50
- (50) Numina's Convalescence - Heal/Endurance: Level 50
- (A) Endurance Modification IO: Level 50
- (50) Endurance Modification IO: Level 50
Set Bonus Totals:- 5% Defense
- 13.5% Defense(Smashing)
- 13.5% Defense(Lethal)
- 9.75% Defense(Fire)
- 9.75% Defense(Cold)
- 12.88% Defense(Energy)
- 12.88% Defense(Negative)
- 6% Defense(Psionic)
- 9.75% Defense(Melee)
- 13.19% Defense(Ranged)
- 10.69% Defense(AoE)
- 3.6% Max End
- 42.5% Enhancement(RechargeTime)
- 57% Enhancement(Accuracy)
- 4% FlySpeed
- 183.7 HP (22.88%) HitPoints
- 8% JumpHeight
- 8% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 2.75%
- MezResist(Immobilize) 1.1%
- MezResist(Stun) 1.65%
- 14.5% (0.24 End/sec) Recovery
- 110% (3.68 HP/sec) Regeneration
- 5.04% Resistance(Fire)
- 5.04% Resistance(Cold)
- 4% RunSpeed
- 2% XPDebtProtection
Set Bonuses:
Blood Mandate
(Battle Drones)- 1.5% (0.03 End/sec) Recovery
- 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
- MezResist(Stun) 1.65%
- 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Web Grenade)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Triage Beacon)- 12% (0.4 HP/sec) Regeneration
- 15.06 HP (1.88%) HitPoints
(Triage Beacon)- 2.5% (0.04 End/sec) Recovery
- 15.06 HP (1.88%) HitPoints
(Maneuvers)- 10% (0.33 HP/sec) Regeneration
- 9.04 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Acid Mortar)- 10% (0.33 HP/sec) Regeneration
(Acid Mortar)- 12.05 HP (1.5%) HitPoints
- 2.5% (0.04 End/sec) Recovery
(Protector Bots)- 16% (0.54 HP/sec) Regeneration
- 24.1 HP (3%) HitPoints
(Aid Other)- 12% (0.4 HP/sec) Regeneration
- 15.06 HP (1.88%) HitPoints
(Force Field Generator)- 10% (0.33 HP/sec) Regeneration
- 9.04 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Recall Friend)- Knockback (Mag -4), Knockup (Mag -4)
(Teleport)- 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
(Assault Bot)- 16% (0.54 HP/sec) Regeneration
- 24.1 HP (3%) HitPoints
(Assault Bot)- 4% JumpSpeed, 4% JumpHeight
- 12.05 HP (1.5%) HitPoints
- 5% Defense
(Seeker Drones)- 4% JumpSpeed, 4% JumpHeight, 4% FlySpeed, 4% RunSpeed
- 2% XPDebtProtection
- 9% Enhancement(Accuracy)
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Provoke)- 1.8% Max End
- MezResist(Held) 2.75%
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
(Charged Armor)- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Charged Armor)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Charged Armor)- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Trip Mine)- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
- 18.07 HP (2.25%) HitPoints
(Electrifying Fences)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Aid Self)- 12% (0.4 HP/sec) Regeneration
- 15.06 HP (1.88%) HitPoints
(Vengeance)- 7.5% Enhancement(RechargeTime)
(Health)- 12% (0.4 HP/sec) Regeneration
- 15.06 HP (1.88%) HitPoints
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Personally, I'd recommend remapping the QWE/ASD keys on key to the right so as to be the WER/SDF keys instead. That makes it easier to reach the ~123456 keys directly above and the F1 through F5 (or F6, depending on finger reach) with relative ease that can be managed by muscle memory alone (ie. eyes front, full time). You then have the Q and A buttons free for things like Follow and Autorun ... can use ZXCV for various functions as preferred, and can assign the TYU/GHJ keys for even more common/repeat tasks as needed by AT.
I use the TY/G keys on my Warshade for Nova/Human/Dwarf forms, so as to be able to be able to form shift while moving.
I use the TYU keys as my Ammo Types on my Dual Pistols Defender, so that they're "handy" while moving around in combat.
I use the TYU keys for Summoning Ninja Pets on my Mastermind, and the GH keys for the Train powers.
I would recommend against your friend playing a Mastermind since even with the Keypad Bind Files, that's a "handful" to control even for someone with two fully functional hands! There have been many times playing my Mastermind when I wished I had three hands in order to control everything!
Sounds like Melee Monsters and Blasters/Dominators would be the best ATs for your friend to "drive" given his physical limitations on User Inputs. -