Redlynne

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  1. Quote:
    Originally Posted by Captain Fabulous View Post
    OK, help me out here. What exactly is a "party costume"?
    I managed to win one of the Party Packs for Virtue wearing the costume you can see in the screenshots I posted over the weekend (ie. before the party) ... here.

    Still totally floored that I won ... on the unofficial RP server.
  2. I'd like to thank theOcho for thinking I had a costume worthy of being awarded a Party Pack on Virtue. I stuck around for about an hour afterwards showing everyone what the 7 emotes in the Party Pack look like.

    Whoever did the animation work on these needs to know that their efforts are appreciated!
  3. Redlynne

    Ninja/FF?

    Genin go from 7.5% Defense (ie. practically NOTHING) to over 30% Defense (ie. useful levels that allow them to live). Start tossing in things like Maneuvers (enhanced for Defense) and Grant Invisibility (enhanced for Defense) and you can start getting really close to the Defense Softcap of 45% (ie. where you WANT them to be).

    Mind you, this sort of question is a bit like asking how much help an Empathy Defender would be to a team that needs a healer.
  4. Trick Question:

    Load a costume which has Wings on it.
    Do your Wings now "shoot" your Crab attacks out of them?
  5. Ninja bow attacks by your MM are beyond worthless. They're lethal damage only, the most heavily and most often resisted damage type in the game ... and you can only slot ranged damage for the two single target attacks and target AoE in short range cone attack with a stupidly narrow arc.

    If one of the bow attacks was Stunning Shot ... that would be useful.

    If one of the bow attacks was the "sniper" archery attack ... that would be useful.

    But no ... all you get it "plink" attacks that do next to nothing. You're better off picking up Assault than taking any of the MM Bow attacks.
  6. Recommended. Second upgrade will not improve endurance situation.

    And I really shouldn't be surprised by this. I offer a solution that "works" to a problem, and the thread dies almost instantly.
  7. Redlynne

    RTTC - Change?

    Quote:
    Originally Posted by New Dawn View Post
    The answer that I am looking for, therefore, would be that Circeus' guide to taunting wasn't wholly correct at the time. Either that or this is misleading:

    "10) The Magnitudes of Taunt effects stack differently than other effects in game. Instead they stack from the same source (but not the same power), and do not stack from different sources."
    I'm thinking that what Circeus was getting at is that Taunt does not stack up from multiple sources (ie. different casters) the way that other status effects (sleep, hold, immobilize, etc.) do. If two different casters apply a hold (each) to a single target, the MAGs on those holds stack, which incidentally is how a lot of bosses get held/stunned/slept/whatever. You just have two casters combine to stack enough MAG for the status effect to actually take effect.

    Taunt doesn't (by design) work like that. Two casters don't stack their Taunt MAG together in order to achieve a singular effect (taunt) in the same way that mezz effects stack for holds/immobilizes/stuns/etc.

    Taunt MAG is primarily used to determine if the target "responds" to the taunt (ie. MAG 3 on LT and MAG 4 on Boss and so on). Once your MAG Stack o' Taunt exceeds the target's MAG Protection, you're in the running for being able to grab aggro (and hold onto it) regardless of what other people are doing to that target.

    In this respect, I think that Circeus was either wrong or ill informed as to how the powers themselves functioned, with respect to the Effect does not stack from same caster modifier on powers data. The (but not the same power) notation by Circeus is correct for some powers (ie. those with Effect does not stack from same caster on their Target: components), and incorrect for others (ie. those which lack this modifier).
  8. Redlynne

    RTTC - Change?

    Quote:
    Originally Posted by New Dawn View Post
    I treat Scrappers as reasonably self sufficient but what do you reckon to this?

    Also have you seen anyway where a Dev says that the taunt aura is bad due to WPs other strengths? Or where a Dev said it stacks? How did people work out it stacks? It should count as 2 powers by stacking.
    Wow, you really like tossing the easy questions my way, don't you?

    This is brute force simple, really.

    RttC has two effects that affect the Target(s) ... ToHit Debuff and Taunt.

    The ToHit Debuff specifically and explicitly says that the debuff does not stack from same caster.

    The Taunt specifically and explicitly FAILS to say the taunt does not stack from same caster.

    Therefore ... the ToHit Debuff does not stack ... and the Taunt does.

    Quite
    Easily
    Done

    Furthermore ... the Taunt in RttC is a MAG 3 with a 1.25 sec base duration on a 1 sec activation. This means that lacking any Taunt Enhancement, RttC *alone* will "leak" aggro of +0 Bosses (need Mag 3.1), EBs (need Mag 6.1) and AVs (need Mag 6.1) due to both insufficient MAG and overlap time to stack MAG. Without Taunt Enhancement, you'll essentially have 3+3=6 MAG for 0.25 sec out of every 1 sec. Your Taunt Aura is "weak" in that it is only effective against LTs full time, and only effective against Bosses 1/4 of the time, when not using Gauntlet to draw (and hold) aggro.

    This is actually quite easy to test, with no Taunt IOs slotted, and you can even set up an AE mission to control the test.

    Draw aggro of a +0 Boss with RttC only (no secondary attacks) on your Tanker.
    Have a second player character (AT somewhat irrelevant) attack the +0 Boss.

    3/4 of the time, the Boss should "peel off" from the Willpower Tanker, pretty much "instantly." That's because 3/4 of the time, the +0 Boss will only have a MAG 3 Taunt affecting them which is not enough to "hold aggro" on a +0 Boss. The remaining 1/4 of the time, the +0 Boss should remain focused on the Tanker ... but then quickly drop aggro (in less than 0.25 seconds, actually) on the Tanker and switch to the second player attacker. That's because the 0.25 second double stack overlap of MAG 3+3=6 expires (frequently) ... and once again you need to have more than MAG 3 to "hold" aggro from a Boss.

    Now, if the Boss can't move out of RttC radius in the time between Activation pulses, then they'll tend to target switch a lot as they keep getting hit with a MAG 3+3=6 double stack for 0.25 seconds every 1 second ... but as you should quickly see, that "leaks" aggro from Bosses. It means that Bosses are perfectly capable of "shooting out" at teammates while being (intermittently!) Taunted by RttC.

    This changes when you put two common 50 Taunt IOs into RttC (+83.32% post-ED).

    1.25 sec * (1+0.8332) = 2.2915 sec

    By extending the duration beyond 2 seconds with enhancements, you create a situation where the Taunt Stack never decreases below MAG 3+3=6 ... and ... for brief, repeating bursts (ie. 0.2915 sec per 1 second) actually triple stacks to create MAG 3+3+3=9 Taunt. Note that a single common 50 Taunt IO is insufficient to create a perma-double stack of Taunt from RttC.

    1.25 sec * (1+0.424) = 1.78 sec

    This is all operating on exactly the same rules and principles as being able to double stack Holds and Immobilizes so as to generate sufficient MAG to cause an effect to "stick" to a Boss, EB or AV and thus ... take effect. And the pre-requisite for being able to "self stack" a power onto itself and thus "perma" itself is to be able to have the duration be at least twice as long as the recharge+animation time (if a click) or have the duration be at least twice as long as the activation time (in a toggle) and not have the key phrase Effect does not stack from same caster appended to the SPECIFIC bullet point of the effect in question to be self stacked.

    Effect does not stack from same caster is a modifier to specific effects, and is always spelled out explicitly on a per effect basis in powers with multiple effects.

    Here's an example of what I'm talking about:

    Dispersion Bubble (Force Field Defender)
    Target:
    • DEF(All Types, Melee, Ranged, AOE) +10% for 0.75s [Non-resistable]
      Effect does not stack from same caster
    • -8.65 Held, Stun, Immobilize for 0.75s If NOT on a PvP map [Non-resistable]
      Effect does not stack from same caster
    • RES(Held, Stun, Immobilize) +86.5% for 0.75s If on a PvP map [Ignores Enhancements & Buffs] [Non-resistable]
      Effect does not stack from same caster
    Notice how the Effect does not stack from same caster modifier is applied specifically to three different power effects, individually? That's because it's not a GLOBAL modifier like you'd been assuming ... it's an individual effect modifier. It modifies only the individual bullet pointed item it's attached to.

    Now let's look at something like Siphon Speed (Kinetics Defender)
    Target:
    • RunSpeed, FlySpeed, SpeedJumping -0.625 for 60s [Non-resistable]
    • JumpHeight -62.5% for 60s [Ignores Enhancements & Buffs] [Non-resistable]
    • RechargeTime -20% for 60s [Ignores Enhancements & Buffs] [Non-resistable]
    • Max RunSpeed -3.5 for 60s PvE only [Ignores Enhancements & Buffs]
      Effect does not stack from same caster
    It is perfectly possible for a Kinetics Defender to double (and even triple) stack Siphon Speed on a single target. The first, second and third bullet pointed effects can all be stacked ... but the fourth cannot. So with a double stack of Siphon Speed, the Target is at -40% Recharge Time ... and with a triple stack is at -60% Recharge Time. But the Max RunSpeed penalty will always be -3.5 no matter how deeply stacked Siphon Speed is from the same caster. Single stack or triple stack, from same caster doesn't matter, to Max RunSpeed.

    Now let's look again at what the parameters are for Rise to the Challenge (Willpower Tanker)
    Target:
    • +1.25s Taunt (mag 3) Raid mob (like Hami), Must hit at -20%
    • +1.25s Taunt (mag 3) PvE only, not Raid mob (like Hami)
    • ToHit -3.5% for 1s
      Effect does not stack from same caster
    Clear as day ... if you know what you're reading, and what you're looking at, and understand how to program via spreadsheets. It doesn't get any more black and white obvious than this.

    Effect does not stack from same caster applies only to the ToHit Debuff component ... not to the Taunt component ... of RttC.

    Here ... look at Invincibility (Invincible Tanker)
    Self:
    • ToHit +2% for 1s
    • DEF(Smashing) +1% for 1s If NOT on a PvP map
    • DEF(Smashing) +5% for 1.12s If NOT on a PvP map
      Effect does not stack from same caster
    • DEF(Smashing) +1% for 1s If on a PvP map
    • DEF(Smashing) +5% for 1.12s If on a PvP map
      Effect does not stack from same caster
    Target:
    • +16.875s Taunt (mag 4) Raid mob (like Hami), Must hit at -20%
      Effect does not stack from same caster
    • +16.875s Taunt (mag 4) PvE only, not Raid mob (like Hami)
      Effect does not stack from same caster
    Makee Sensee yet?
    Invincibility also has a 1 second Activation, just like RttC does ... but you can't stack the MAG from its Taunt. Stacking the Taunt from Invincibility is forbidden, for both Raid Mobs AND for non-Raid Mobs. Black and white, clearly spelled out. Effect does not stack from same caster only applies to individual bullet pointed effects, and individual powers often have multiple effects ... some of which are forbidden to self-stack, while some are allowed and permitted to self-stack. The distinction is clearly specified, each and every SINGLE time for each and every SINGLE effect of a power.

    RttC's Taunt effect IS ALLOWED TO SELF STACK.
    This is allowed because it is not specifically forbidden by the key phrase Effect does not stack from same caster. If it were you would not be seeing THIS:
    Rise to the Challenge (Willpower Tanker)
    Target:
    • +1.25s Taunt (mag 3) Raid mob (like Hami), Must hit at -20%
    • +1.25s Taunt (mag 3) PvE only, not Raid mob (like Hami)
    • ToHit -3.5% for 1s
      Effect does not stack from same caster
    Instead, you would be seeing THIS:

    Rise to the Challenge (Willpower Tanker)
    Target:
    • +1.25s Taunt (mag 3) Raid mob (like Hami), Must hit at -20%
      Effect does not stack from same caster
    • +1.25s Taunt (mag 3) PvE only, not Raid mob (like Hami)
      Effect does not stack from same caster
    • ToHit -3.5% for 1s
      Effect does not stack from same caster
    Since the latter is explicitly *NOT* what you see, then that is explicitly *NOT* how the power operates (and how you apparently had been presuming that it does).

    RttC *IS* allowed to self stack its Taunt MAG and Duration. In order to do so *effectively*, a minimum of +60% Taunt Enhancement is required ... in order to extend 1.25 seconds out to 2.0 (or more) seconds, in order to achieve a perma double stack of Taunt via RttC. This requires a minimum of two slots for +60% or more enhancement via SOs or IOs for a perma double stack of RttC Taunt to achieve a MAG 3+3=6 Taunt, permanently, after a Target has been within range for 1-2 seconds.

    A perma triple stack of RttC Taunt would require +140% Taunt Enhancement, which due to ED is simply NOT POSSIBLE. However, brief triple stacks of RttC Taunt ARE possible when Taunt Duration is enhanced beyond 2.0 seconds (ie. greater than +60% enhancement). At +95% enhancement (+100% pre-ED), using three +0 SOs, a Taunt Duration of 2.4375 seconds can be achieved.

    RttC *IS NOT* allowed to self stack its ToHit Debuff. THAT Effect does not stack from same caster.



    Does that answer your question ... or do you need more RTFM than that?
  9. Redlynne

    RTTC - Change?

    Quote:
    Originally Posted by New Dawn View Post
    My mindset won't change with scrappers, if they charge off they charge off, I can only wish they don't find that they've been stupid and bring anything back to an already preoccupied team.
    If the Tank dies, it's the Healer's fault.
    If the Healer dies, it's the Tanks fault.
    If the DPS dies, IT'S THEIR OWN DAMN FAULT!
  10. Redlynne

    Ice and Why?

    Quote:
    Originally Posted by Dark_Razor View Post
    Ok Making this simple.......Why Take Ice Armor......Now my main is a Ice/SS so i'm not hating on ice i'm just asking all the Ice Armors out there why Take Ice over any other Primary? I'm also asking this cause i feel like the only Ice tanker on any server anywhere some times.
    My best answer is the results of Tanker Tuesday on Virtue this past week ...
    Quote:
    Originally Posted by Hyperstrike View Post
    Hellacious run for me tonight!

    Tried running an All tank MoITF.
    Were it not for some REALLY bad luck right at the end it woulda been a done deal!

    As it was, a single death (though a couple close calls) for the entire TF! And smooth as silk! We didn't "speed". We fought our way to every objective.

    And "Lag Hill"? MUCH better lately. MUCH better! I had a couple rubberbands and that's about it. And I get a few of those a night anyhow!

    Admittedly, I was a bit timid tonight. My Stone/Dark's active build was less than 3 hours old. So I'd had zero time to break it in. Plus I was playing essentially a PUG (not in the BAD sense mind you, the entire group was EXCELLENT!) Hence we were running +0. Just so I could feel everything out.

    Barring the one bad luck death, I think we really set the diff too low.



    • Obsidian Seraph (Me)
    • Kael Fireheart
    • ZenX.
    • Destiny Overdrive
    • Nito Brennen
    • Shirayukihime
    • Equiknocks
    • Neon Apocalypse

    All in all, a totally kick-*** team!
    MVP has to go to Shirayukihime though. Crazy Ice Tank was our enemy herd-master for the entire run. Left me crying because I couldn't get no aggro! While our run was no speed record, it probably would have taken twice as long were it not for Shira's efforts.
    I play Shirayukihime ... an Ice/Ice/Arctic Tanker. Other Tanks have a hard time pulling aggro off me ... even in an all Tanker team-8 situation.

    An Ice Tanker operates on the "flypaper principle" in which you draw hostiles in close and grind them into loess wholesale, rather than retail. Once an enemy gets "stuck on you" the only way for them to escape your influence is either knockback or faceplanting. Ice Tankers make for some of the absolute best herding Tankers.
  11. Genin have 7.5% Defense to All ... AND NO WAY TO IMPROVE IT NATIVELY.

    Jounin and Oni have 15% Defense to All ... AND HAVE NO WAY TO IMPROVE IT NATIVELY.

    The only way to help your Ninjas get any better Defense is to slot a unique Pet Defense Proc (which depending on your secondary, may result in only ONE unique, not TWO for this) ... take Grant Invisibility yourself ... take Maneuvers yourself ... be a Ninja/FF (for bubbles) or a Ninja/Traps (for shield drone) MM. That's pretty much *IT* for your options to improve the Defense ability of your Pets. The Defenses on your Ninja pets are pretty much "stuck" at *Training Origin* slotted Super Reflexes levels. It's as if your Genin skipped all the Super Reflexes Toggles and only took the Passives (oops!). Big surprise then that they fold like origami paper.

    Bare minimum, your pets need have the native ability to cast Grant Invisibility on Ninja Pets ... and gain the Defense Buff that goes with that. Give that power to either the Genin (if you want it to triple stack!) or Oni. The Jounin ought to be running Maneuvers, just like the Thugs set LTs do. I mean ... HELLO?

    I know that there is a great love of the Inverse Ninja Law ... in which the more ninjas there are, the weaker they all are ... so that when you face only one ninja alone, that one ninja is supremely powerful. This happens all the time in chop-socky/wire fu films and anime, and is one of the more common tropes of the genre ... but it's something that really doesn't translate all that well into game mechanics. I mean ... seriously ... are you going to give all of the individual pet ninjas really high defenses, and then give them all defense debuff (to ninja pets only) auras to pull them back down again when they all get together? Isn't that kinda completely counter to how Masterminds are supposed to work?

    Personally, I'd really really really like the opportunity to remake the Ninja set from scratch (with the new powersets that have come along since Issue 7).

    Genin as Martial Arts/Willpower Scrappers (ie. "naturals" with RttC!).
    Jounin as Ninja Sword/Ninjitsu Stalkers.
    Chi Master as Kinetic Melee/Dark Armor Brute (that's right, dump Oni!).
  12. Quote:
    Originally Posted by Timeshadow View Post
    So I want other players' opinions on giving NPCs these drastically modified God Mode powers. Do you find it a nice change of pace; a rare and entertaining challenge? Or does it make you wanna bang your head against the keyboard and auto complete the mission? Should such powers be left as they are or should they be modified to come with a crash or longer Recharge timers?
    Pretty much all of these powers on NPCs can be classified as CHEATER powers.

    And I'm sorry, but the power is called MOMENT of Glory ... not MINUTES (plural!) of Glory.

    The way I look at it is ... if any of these God Mode Powers were available to players, those players would be insta-banned for hacking the game. The fact that these God Mode Powers are available to NPCs does not make them less offensive to my gaming sensibilities. These are h4xx0r cheats that do not provide challenge, they're merely "nyah nyah!" obnoxiousness.
  13. Redlynne

    Floors?

    Quote:
    Originally Posted by Torrynt View Post
    Can someone let me know what is a good floor material, something that isn't transparent on the bottom?
    Have a look at the Screenshot Tour in my sig, if you'd like an extensive look at things like arcane wall platforms and bookshelves arranged in arrays for use as flooring. If you'd rather have a tour, so I can show you around and explain how things are done while you're standing on them, send me a PM here in the forums and we can set up a time.
  14. Quote:
    Originally Posted by Atago View Post
    I don't think that CT:Off is a wortwhile Power. The Bonus is only half an SO. With slotted Powers + Double Leadership you will have more than enough ACC. Adding an Attack for more ST_Damage would be better in my Eyes.
    Do you really need Aid self? It will not boost your Survivability in the same amount Softcapped Range will do. But if you like it....
    End/s is very low on this Build. For me 2,5 End/s is the magic Number. You will have to use Blues in each Fight.
    I think that Mids' is not calculating Combat Training: Offense correctly, in that I don't think Mids' is applying any global accuracy bonuses from sets. On my build, Mids' claims that I'm going from 10% to 18.3% +Acc on two common 50 Accuracy IOs (+83.32% post-ED). But the rest of my build has +73% Accuracy from global set bonuses. If I'm right, and Mids' is failing to account for this, then that means in my build Combat Training: Offense will (with all global accuracy set bonuses active) actually go from 10% to 25.3% instead of 18.83%. That's not shabby. It would also mean that Mids' is calculating all of my Accuracies for attack powers too low.

    My main (Redlynne) is an MA/SR scrapper who is softcapped to all positions, and who has Aid Self. I have experience with what Aid Self can do to a highly Defensive build. I also have experience running a Ninja/TA MM and understand the value of being able to heal pets, rather than burning inspirations healing them.

    And although you might consider the net endurance per second recovery rate to be "low" for one of your builds, I consider it to be workable ... in part because I'm not going to be using a heavily endurance draining attack chain. So thanks for the advice, but I'll be sticking with what I've got, thank you.
  15. Is anyone else SEVERELY DISAPPOINTED that they're not accepting load screen submissions for the Shadow Shard zones? Those are among the most beautiful locations in the game!
  16. Quote:
    Originally Posted by Redlynne View Post
    Q: What do you call two Ice/* Tankers teamed up together, beating on the same mob?
    A: Recharge Crashers.

    Shirayukihime will be putting in another appearance on Tanker Tuesday on Virtue on August 31st.
    Quote:
    Originally Posted by Hyperstrike View Post
    MVP has to go to Shirayukihime though. Crazy Ice Tank was our enemy herd-master for the entire run. Left me crying because I couldn't get no aggro! While our run was no speed record, it probably would have taken twice as long were it not for Shira's efforts.
    Well, I promised a long time ago that I'd bring out Shirayukihime (again) for a Tanker Tuesday, and I'd hate to have disappointed everyone. Was amusing to have other people (like Thousand Nations) saying that they thought Ice Tankers were mythical.

    Don't feel bad about being unable to pull aggro off me ... it's what Ice Tankers are really good at and known for. Ice Tankers very much subscribe to the "flypaper" strategy for grinding down the enemy. Bring 'em in close and tear them to shreds wholesale, rather than retail.

    I was rather pleased by how little the Def Debuff potential of the Roman Legions mattered throughout this entire run. You'd think that an Ice Tanker with no Def Debuff Resistance would be highly vulnerable to Def Debuff Cascade Failure ... but fortunately that's not the case so long as you can keep your Defenses at (or better yet, over!) the softcap, making it hard for Foes to Debuff you in the first place. Since your best (and only?) method for achieving that is via Energy Absorption (PBAoE +Def(all), +End), you wind up with a very Brute-ish mentality and playstyle where you're actually safer when hip deep in enemies, rather than dealing with singles. It's kinda like how Rise to the Challenge fuels Willpower, except here you're adding Def(all) rather than Regeneration.

    So what may have seemed like somewhat (semi?)suicidal tactics and strategies for positioning and playstyle, is actually rather "necessary" in order to keep "fueled" and Tanking when playing Ice/Ice/Arctic ... especially with all three Leadership toggles running too. In that sense, my build is actually somewhat "vampiric" in that it drains (live) PBAoE hostiles to fuel itself ... and for that to work, I have to dive in and grab all the aggro I can. With two PBAoE Auras (one damage, one taunt plus slow plus damage debuff), I inhale aggro like a wind tunnel ... and even shield charging tankers have a hard time pulling aggro off me. Once I've got a dogpile in my PBAoE ... they're Zonked. Stack the bodies by the Ice Tank.

    Heck I used Hibernate by accident more times last night than I needed to use it to save myself from harm.



    And as I said during the TF, I seriously felt like Obelix the Gaul a lot on last night's TF.

    "Look at all those lovely Romans ... just for ME ...!"
  17. Redlynne

    RTTC - Change?

    Quote:
    Originally Posted by New Dawn View Post
    Just read this.
    You're forgiven.

    Quote:
    Originally Posted by New Dawn View Post
    If it does self stack. Then that's different to the others.
    It does and it is. With more than +60% Taunt (duration) you can even triple stack (briefly) the taunt durations of RttC. Realistically speaking, you either want to spend zero or two slots on Taunt Duration in RttC (one slot doesn't get you enough to matter) ... but with two common 50 Taunt IOs you can extend the duration of RttC's taunt aura out to 2.3 seconds. That 2.3 seconds of duration on a 1 second activation time is VERY important for being able to draw and maintain aggro through RttC alone. The cascading double/triple stack of Taunt durations means that you have enough MAG to draw and maintain aggro on Bosses reliably ... which would seem to be somewhat important if you're trying to be an aggro magnet with Willpower, as opposed to relying on your Secondary to do the job.
  18. Redlynne

    RTTC - Change?

    Quote:
    Originally Posted by New Dawn View Post
    OK there it is. It's all under Target from what I can tell.
    ... and applies to the ToHit Debuff, but NOT to the Taunt.

    Is it too late to /em facepalm ...?
  19. Here's a (purple-less) variant of the build I was working on this morning. It's a little expensive though (LotG x3, Numina x3), but the overall package looks pretty solid.

    This is a Hasten-less build which nevertheless has a high global recharge and gets close to, but doesn't quite reach, softcap on Defenses. Instead, it's a designed around a Team Support role with double stacked +Def/+Acc/+Dam auras. The recharge is so high on this build that Serum and Spiderlings are very nearly perma (11 sec gap), and Disruptor Bots only have a 130 second downtime ... and that's not including any supercharging courtesy of a Force Feedback Proc in Frag Grenade. There's even Aid Other/Aid Self in the 40s to assist your henchmen and to keep them and yourself alive. And with all your buff auras running, your henchmen are going to be very well supported and "tough" to kill, making them good adjuncts to your own damage output (for minimal endurance cost to yourself).

    Overall, HP (over 2000) and Regen (29HP/sec) is "excellent" for a Crab, and it's never left starving for endurance when malefactored. Travel is accomplished via Hurdle+Ninja Run with Jump Packs and Raptor Packs optional.

    The nice thing about this build is that it isn't relying on the "One Trick Pony" shtick. It's a mix with a little bit of everything, arranged in such a way so as to be self-reinforcing rather than scattershot. It's even Patronless ... meaning you should have no problem with Alignment no matter how far red or blue you want to go.



    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Fitness
    Power Pool: Leadership
    Power Pool: Medicine

    Villain Profile:
    Level 1: Channelgun
    • (A) Entropic Chaos - Accuracy/Damage: Level 27
    • (27) Entropic Chaos - Damage/Endurance: Level 27
    • (27) Entropic Chaos - Damage/Recharge: Level 27
    • (40) Entropic Chaos - Damage/Endurance/Recharge: Level 27
    • (42) Entropic Chaos - Chance of Heal Self: Level 20
    • (46) Achilles' Heel - Chance for Res Debuff: Level 10
    Level 1: Crab Spider Armor Upgrade
    • (A) Steadfast Protection - Resistance/+Def 3%: Level 10
    • (13) Steadfast Protection - Knockback Protection: Level 10
    Level 2: Combat Training: Defensive
    • (A) Luck of the Gambler - Defense/Endurance: Level 27
    • (3) Luck of the Gambler - Defense/Endurance/Recharge: Level 27
    • (3) Luck of the Gambler - Defense: Level 27
    • (5) Luck of the Gambler - Recharge Speed: Level 27
    Level 4: Combat Training: Offensive
    • (A) Accuracy IO: Level 50
    • (5) Accuracy IO: Level 50
    Level 6: Wide Area Web Grenade
    • (A) Enfeebled Operation - Accuracy/Recharge: Level 27
    • (7) Enfeebled Operation - Endurance/Immobilize: Level 27
    • (7) Enfeebled Operation - Accuracy/Endurance: Level 27
    • (9) Enfeebled Operation - Accuracy/Immobilize/Recharge: Level 27
    • (9) Enfeebled Operation - Accuracy/Immobilize: Level 27
    Level 8: Suppression
    • (A) Detonation - Accuracy/Damage/Endurance: Level 50
    • (15) Detonation - Damage/Endurance/Range: Level 50
    • (15) Positron's Blast - Damage/Range: Level 50
    • (17) Positron's Blast - Accuracy/Damage/Endurance: Level 50
    • (17) Range IO: Level 50
    • (25) Achilles' Heel - Chance for Res Debuff: Level 10
    Level 10: Tactical Training: Maneuvers
    • (A) Luck of the Gambler - Defense/Endurance: Level 27
    • (11) Luck of the Gambler - Defense/Endurance/Recharge: Level 27
    • (11) Luck of the Gambler - Defense: Level 27
    • (13) Luck of the Gambler - Recharge Speed: Level 27
    Level 12: Venom Grenade
    • (A) Positron's Blast - Accuracy/Damage: Level 27
    • (46) Positron's Blast - Damage/Endurance: Level 27
    • (50) Positron's Blast - Damage/Recharge: Level 27
    • (50) Positron's Blast - Damage/Range: Level 27
    • (50) Positron's Blast - Accuracy/Damage/Endurance: Level 27
    Level 14: Hurdle
    • (A) Jumping IO: Level 50
    Level 16: Tactical Training: Assault
    • (A) Endurance Reduction IO: Level 50
    Level 18: Frag Grenade
    • (A) Positron's Blast - Accuracy/Damage: Level 27
    • (19) Positron's Blast - Damage/Endurance: Level 27
    • (19) Positron's Blast - Damage/Recharge: Level 27
    • (21) Positron's Blast - Damage/Range: Level 27
    • (21) Positron's Blast - Accuracy/Damage/Endurance: Level 27
    • (23) Force Feedback - Chance for +Recharge: Level 21
    Level 20: Tactical Training: Leadership
    • (A) Rectified Reticle - To Hit Buff: Level 20
    • (23) Rectified Reticle - To Hit Buff/Recharge: Level 20
    • (46) Rectified Reticle - Increased Perception: Level 10
    Level 22: Mental Training
    • (A) Run Speed IO: Level 50
    Level 24: Fortification
    • (A) Resist Damage IO: Level 50
    • (25) Resist Damage IO: Level 50
    Level 26: Health
    • (A) Numina's Convalescence - Heal/Endurance: Level 31
    • (31) Numina's Convalescence - Heal/Recharge: Level 31
    • (31) Numina's Convalescence - Heal: Level 31
    • (37) Numina's Convalescence - +Regeneration/+Recovery: Level 30
    Level 28: Serum
    • (A) Doctored Wounds - Heal/Endurance: Level 31
    • (29) Doctored Wounds - Endurance/Recharge: Level 31
    • (29) Doctored Wounds - Heal/Recharge: Level 31
    • (34) Doctored Wounds - Heal/Endurance/Recharge: Level 31
    • (34) Doctored Wounds - Heal: Level 31
    • (34) Doctored Wounds - Recharge: Level 31
    Level 30: Stamina
    • (A) Endurance Modification IO: Level 50
    • (31) Endurance Modification IO: Level 50
    Level 32: Maneuvers
    • (A) Luck of the Gambler - Defense/Endurance: Level 30
    • (33) Luck of the Gambler - Defense/Endurance/Recharge: Level 30
    • (33) Luck of the Gambler - Defense: Level 30
    • (33) Luck of the Gambler - Recharge Speed: Level 30
    Level 35: Summon Spiderlings
    • (A) Call to Arms - Accuracy/Recharge: Level 30
    • (36) Call to Arms - Accuracy/Damage: Level 30
    • (36) Call to Arms - Damage/Endurance: Level 30
    • (36) Call to Arms - Accuracy/Damage/Recharge: Level 30
    • (37) Call to Arms - Endurance/Damage/Recharge: Level 30
    • (37) Call to Arms - Defense Bonus Aura for Pets: Level 10
    Level 38: Call Reinforcements
    • (A) Expedient Reinforcement - Accuracy/Recharge: Level 36
    • (39) Expedient Reinforcement - Accuracy/Damage: Level 36
    • (39) Expedient Reinforcement - Damage/Endurance: Level 36
    • (39) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 36
    • (40) Expedient Reinforcement - Endurance/Damage/Recharge: Level 36
    • (40) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 30
    Level 41: Tactics
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 39
    • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 39
    • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 39
    • (43) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 39
    • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 39
    • (43) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21
    Level 44: Aid Other
    • (A) Numina's Convalescence - Heal/Endurance: Level 42
    • (45) Numina's Convalescence - Heal/Recharge: Level 42
    • (45) Numina's Convalescence - Heal/Endurance/Recharge: Level 42
    • (45) Numina's Convalescence - Heal: Level 42
    Level 47: Aid Self
    • (A) Numina's Convalescence - Heal/Endurance: Level 45
    • (48) Numina's Convalescence - Heal/Recharge: Level 45
    • (48) Numina's Convalescence - Heal/Endurance/Recharge: Level 45
    • (48) Numina's Convalescence - Heal: Level 45
    Level 49: Assault
    • (A) Endurance Reduction IO: Level 50
    ------------

    Level 1: Brawl
    • (A) Accuracy IO: Level 50
    Level 1: Sprint
    • (A) Run Speed IO: Level 50
    Level 2: Rest
    • (A) Recharge Reduction IO: Level 50
    Level 1: Conditioning

    Level 1: Ninja Run

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

    Set Bonus Totals:
    • 5.5% DamageBuff(Smashing)
    • 5.5% DamageBuff(Lethal)
    • 5.5% DamageBuff(Fire)
    • 5.5% DamageBuff(Cold)
    • 5.5% DamageBuff(Energy)
    • 5.5% DamageBuff(Negative)
    • 5.5% DamageBuff(Toxic)
    • 5.5% DamageBuff(Psionic)
    • 5% Defense
    • 8.63% Defense(Smashing)
    • 8.63% Defense(Lethal)
    • 5.5% Defense(Fire)
    • 5.5% Defense(Cold)
    • 5.81% Defense(Energy)
    • 5.81% Defense(Negative)
    • 3% Defense(Psionic)
    • 7.69% Defense(Melee)
    • 8.63% Defense(Ranged)
    • 8% Defense(AoE)
    • 2.25% Max End
    • 45% Enhancement(Accuracy)
    • 62.5% Enhancement(RechargeTime)
    • 3% Enhancement(Immobilize)
    • 22% Enhancement(Heal)
    • 5% FlySpeed
    • 132.5 HP (12.4%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 5.25%
    • MezResist(Held) 2.5%
    • MezResist(Immobilize) 2.5%
    • MezResist(Sleep) 4.15%
    • MezResist(Stun) 2.5%
    • MezResist(Terrorized) 4.7%
    • 20% Perception
    • 14% (0.25 End/sec) Recovery
    • 92% (4.94 HP/sec) Regeneration
    • 11.9% Resistance(Smashing)
    • 11.9% Resistance(Lethal)
    • 14.4% Resistance(Fire)
    • 14.4% Resistance(Cold)
    • 10% Resistance(Energy)
    • 11.9% Resistance(Negative)
    • 11.3% Resistance(Toxic)
    • 11.3% Resistance(Psionic)
    • 5% RunSpeed
    ------------

    Set Bonuses:

    Entropic Chaos
    (Channelgun)
    • 10% (0.54 HP/sec) Regeneration
    • MezResist(Confused) 2.75%
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Steadfast Protection
    (Crab Spider Armor Upgrade)
    • 1.5% (0.03 End/sec) Recovery
    • 3% Defense(All)
    • Knockback Protection (Mag -4)
    Luck of the Gambler
    (Combat Training: Defensive)
    • 10% (0.54 HP/sec) Regeneration
    • 12 HP (1.12%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Enfeebled Operation
    (Wide Area Web Grenade)
    • 3% Enhancement(Immobilize)
    • 1.88% Resistance(Negative)
    • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
    • 3.75% Enhancement(RechargeTime)
    Detonation
    (Suppression)
    • MezResist(Sleep) 1.65%
    Positron's Blast
    (Suppression)
    • 2.5% (0.04 End/sec) Recovery
    Luck of the Gambler
    (Tactical Training: Maneuvers)
    • 10% (0.54 HP/sec) Regeneration
    • 12 HP (1.12%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Positron's Blast
    (Venom Grenade)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Positron's Blast
    (Frag Grenade)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Rectified Reticle
    (Tactical Training: Leadership)
    • 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
    • 6% (0.32 HP/sec) Regeneration
    • 20% Perception
    Numina's Convalescence
    (Health)
    • 12% (0.64 HP/sec) Regeneration
    • 20.1 HP (1.87%) HitPoints
    • 6% Enhancement(Heal)
    Doctored Wounds
    (Serum)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    • 1.26% Resistance(Toxic,Psionic)
    Luck of the Gambler
    (Maneuvers)
    • 10% (0.54 HP/sec) Regeneration
    • 12 HP (1.12%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Call to Arms
    (Summon Spiderlings)
    • 2.5% (0.04 End/sec) Recovery
    • 16.1 HP (1.5%) HitPoints
    • 6.25% Enhancement(RechargeTime)
    • 1.89% Resistance(Smashing,Lethal)
    • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    • 5% Defense
    Expedient Reinforcement
    (Call Reinforcements)
    • Status Resistance 2.5%
    • 3% DamageBuff(All)
    • 6.25% Enhancement(RechargeTime)
    • 10% (0.54 HP/sec) Regeneration
    • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
    • 10% Resistance(All)
    Gaussian's Synchronized Fire-Control
    (Tactics)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 20.1 HP (1.87%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    Numina's Convalescence
    (Aid Other)
    • 12% (0.64 HP/sec) Regeneration
    • 20.1 HP (1.87%) HitPoints
    • 6% Enhancement(Heal)
    Numina's Convalescence
    (Aid Self)
    • 12% (0.64 HP/sec) Regeneration
    • 20.1 HP (1.87%) HitPoints
    • 6% Enhancement(Heal)
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |53|
    |-------------------------------------------------------------------|
  20. Quote:
    Originally Posted by Orion_Zidane View Post
    I dunno if it has been mentioned in this thread, but if it hasn't then I'm surprised.

    You can affect phase shifted enemies now if you are Phase Shifted as well.

    So if you go concealment or buy the temp power, your idea is worth a shot.

    However, you'll most likely be the only one in the group that will utilize a self phase shift in PvE. So.... without your team's help, you'll have a mob of shifted enemies and they'll most likely be looking your way.
    You know what ... you're absolutely right!
    Which means that all of the necessary "tech" already exists in the game to *DO* what we're (okay ... I'm) trying to do here.

    All that needs to happen is for Wormhole to have its effects expanded and sequenced such that it first pushes its targets into Phase ... then Phases the Caster too(!) ... then applies all of its Stun, Knockback, Teleport effects to the targets while still in a common frame of reference of being Phased ... and then drops the Phase effect immediately after ejecting all of the targets from the Wormhole. This would mean, effectively, "grafting" an approximately 3 second Phase Shift effect into Wormhole to affect both the Targets and the Caster.

    And the beauty of this is that it only works "one way" ... in that it takes targets INTO Phase if they're not already Phased, does not Phase targets which are already Phased, and does not take targets OUT of being Phased until AFTER "ejecting" them through the Wormhole back into normal space.



    If Castle were interested in doing something like this ... adding a 3 second Phase Shift into Wormhole to targets and self ... here's what the coding for Wormhole would look like, with everything laid out in chronological sequence (for easy copy pasting into Dev spreadsheets):

    Target:
    Translucency +0.3 for 1.4s
    +4.1 Intangible, Phased for 3s PvE only
    +3 Intangible, Phased for 3.5s If target is a player
    +14.7s Stun (mag 1) (20% chance) (after 0.2 second delay) PvE only
    Translucency 0 for 1.5s (after 1.4 second delay) [Non-resistable]
    +4.1 Teleport (after 2.6 second delay)
    +18.625s Stun (mag 3) (after 2.7 second delay) PvE only
    +4s Stun (mag 4) (after 2.7 second delay) If target is a player
    Suppressed when Held, for 15 seconds (WhenInactive)
    Suppressed when Sleep, for 15 seconds (WhenInactive)
    Suppressed when Stunned, for 15 seconds (WhenInactive)
    Suppressed when Immobilized, for 15 seconds (WhenInactive)
    Suppressed when Terrorized, for 15 seconds (WhenInactive)
    +14.54 Knockback (after 2.7 second delay)
    ThreatLevel -1 for 0.75s (after 2.7 second delay) If target is a player [Ignores Enhancements & Buffs] [Non-resistable]
    RES(Teleport) +10000% for 15s (after 2.8 second delay) [Ignores Enhancements & Buffs] [Non-resistable]
    RES(Intangible, Phased) +10000% for 0.5s (after 2.8 second delay) [Ignores Enhancements & Buffs] [Non-resistable]
    +0.75s Untouchable, OnlyAffectsSelf (mag 3) (after 2.8 second delay) If target is a player [Non-resistable]


    Self:
    Translucency +0.3 for 2.9s (after 0.1 second delay)
    +20 StealthRadius for 2.9s (after 0.1 second delay)
    +222 StealthRadiusPlayer for 2.9s (after 0.1 second delay)
    +2.9s Phased, Intangible (mag 3) (after 0.1 second delay)
    ThreatLevel -1 for 2.7s (after a 0.3 second delay) [Ignores Enhancements & Buffs]
  21. Redlynne

    RTTC - Change?

    Quote:
    Originally Posted by New Dawn View Post
    There would be no stacking. One duration replaces another and thats it as far as I am aware.
    Tanker: Rise to the Challenge

    Self:
    • Regeneration +0.25 for 1s If NOT on a PvP map
    • Regeneration +1 for 1.12s If NOT on a PvP map
      Effect does not stack from same caster
    • Regeneration +0.25 for 1s If on a PvP map
    • Regeneration +1 for 1.12s If on a PvP map
      Effect does not stack from same caster
    Target:
    • +1.25s Taunt (mag 3) Raid mob (like Hami), Must hit at -20%
    • +1.25s Taunt (mag 3) PvE only, not Raid mob (like Hami)
    • ToHit -3.5% for 1s
      Effect does not stack from same caster
    Please show where the key phrase Effect does not stack from same caster applies to the Taunt portion of effects on $Target.

    I see that the Regeneration effect does not stack from same caster.
    I see that the ToHit Debuff effect does not stack from same caster.
    I am failing to see how the Taunt effect does not stack from same caster.

    Please enlighten us as to how your assertion is correct. Extra bonus points will be awarded for showing your work.
  22. Redlynne

    RTTC - Change?

    Trick question:

    Would changing RttC from a 1 sec Activation over to a 2 sec Activation ... and simply doubling the durations of all of its effects ... result in better aggro holding?

    It would mean that RttC would be potentially "slower" on the aggro magnetism all by itself, since the ticks would be every 2 seconds instead of every 1 second ... but at the same time, the doubled duration of taunt and debuff effects would strengthen RttC's aggro holding potential.

    Even better yet, with two common 50 IOs in RttC, a 2.5 second duration would be extended to 4.6 seconds ... which on a 2 second activation could easily result in a double/triple stack of RttC taunts, which ought to easily extend to 6+ seconds (when including stacking) in the case of stunned mobs wandering beyond aura radius. That means that under most circumstances, a stunned mob would need to stagger to the edge of RttC radius and would then remain taunted for an additional 6+ seconds once they wandered beyond RttC radius. Again, this would strengthen RttC's aggro retention capacity, rather than diminish it or leave it the same.

    Slower on the uptake, due to double activation time ... but also slower to shed aggro/regen/debuff too due to double the durations.
  23. Okay, I *know* this can't be done currently ... so this is only a proposal, not a "I can do this!!" post.

    What if ... you could use Wormhole on Foes that have been Dimension Shifted?

    Specifically ... what if you could not only use Wormhole on Foes that have been Dimension Shifted, but use of Wormhole on Dimension Shifted targets would "end" the Dimension Shift duration? Meaning ... you use the Wormhole to pull Foes OUT of Dimension Shift?

    Net effect ... Dimension Shift + Wormhole becomes a combo attack, denying hostiles the opportunity to alpha strike.

    Tricky part ... deciding if Wormhole should be able to pull out and "un-intangible" Foes under the effects of all phase shift-y powers ... or just Dimension Shift.

    Measure ... counter-measure.

    If nothing else, being able to "cancel early" the effects of a Dimension Shift via Wormhole would dramatically improve the usefulness and utility of Dimensions Shift. No?



    Castle?

    War Witch?
  24. At level 10, in Praetoria, I've had 7 in a row MISS streaks on occasion. Gets really frustrating watching your green AND blue bars drop like rocks while you do worse than nothing about it by missing everything in touch range for the next 20 seconds. What's really good is when you maneuver to catch three mobs in the Sands of Mu cone ... and watch all three MISS.
  25. Flash Arrow needs to have a 12.5% ToHit Debuff which is both enhanceable AND resistable ... and a 6.25% ToHit Debuff which is both enhanceable AND unresistable. Flash Arrow should also add Confuse to its effects and enhancements with enough Mag and Duration to allow double stacking of Flash Arrow to Confuse Bosses ... expanding the utility of the power when soloing. Note that Confuse is an aggro-less effect.
    • Recharge Time: 20s (up from 15s)
    • PerceptionRadius -0.9 for 60s PvE only [Non-resistable]
      Effect does not stack from same caster
    • ToHit -6.25% for 60s PvE only [Non-resistable]
      Effect does not stack from same caster
    • ToHit -12.5% for 60s PvE only
      Effect does not stack from same caster
    • +20s Confused (mag 2.5) PvE only
    • PerceptionRadius -0.9 for 20s PvP only, Not auto-hit [Non-resistable]
      Effect does not stack from same caster
    • ToHit -6.25% for 20s PvP only, Not auto-hit [Non-resistable]
      Effect does not stack from same caster
    • ToHit -12.5% for 20s PvP only, Not auto-hit
      Effect does not stack from same caster
    • +4s Confused (mag 2.5) If target is a player
      Suppressed when Confused, for 15 seconds (WhenInactive)
    If you wanted to be *exceptionally* wacky, you could create a GrantPowerConfuse (only affect self) Toggle that would affect/afflict Foes hit by Flash Arrow and have a 50% chance to Confuse Self for the duration of each 2 sec Activation tick over 20 seconds. Result would be that affected Foes attack randomly at both Friend and Foe alike while "blinded" by the Flash Arrow and unable to distinguish Friend from Foe. You'd have to run it as a Grant Power construct so that it only affects targets within the initial Flash AoE which "sticks" to them ... rather than run it as a pseudo-pet which affects any additional targets which later wander into the (previous) Flash AoE.
    -----

    Poison Gas Arrow needs to "borrow" the code set for Static Field in the new Electric Control set so as to create a repeating AoE Sleep effect and have its random chance to FAIL TO SLEEP removed. I would be perfectly happy if a "static fieldy" self-repeating Poison Gas Arrow had a low Mag, but self-stackably long duration so as to produce over time a sufficiently large Mag Stack to sleep Minions, Lieutenants ... and Bosses ... through repeated (and self-stacking) applications of Sleep. In order to GET those repeated self-stacking applications of Sleep to be long enough in duration to affect Lieutenants and Bosses however, will require slotting for Sleep Duration Enhancement(s).

    I'm basically thinking that Poison Gas Arrow should be reconfigured as a pseudo-pet, like Disruption Arrow and Glue Arrow, which has a 1 second Activation time and applies a Mag 1 Sleep for 2.5 seconds per Activation.
    • Poison Gas Arrow
    • Recharge: 30s (reduced from 45s)
    • Summon Poison Gas Arrow (-) (PL_StaticObject) at Target
      • Resist all (unchanged)
      • Poison Gas Arrow (pseudo-pet effect)
        • Activate Period: 1s
        • +2.5s Sleep (mag 1) PvE only
        • DMG(All Types) -31.25% for 5s PvE only [Ignores Enhancements & Buffs]
          Effect does not stack from same caster
        • +1.25s Sleep (mag 1.5) If target is a player
          Effect does not stack from same caster
          Suppressed when Held, for 15 seconds (WhenInactive)
          Suppressed when Sleep, for 15 seconds (WhenInactive)
          Suppressed when Stunned, for 15 seconds (WhenInactive)
          Suppressed when Immobilized, for 15 seconds (WhenInactive)
          Suppressed when Terrorized, for 15 seconds (WhenInactive)
        • DMG(All Types) -31.25% for 5s PvP only [Ignores Enhancements & Buffs]
          Effect does not stack from same caster
      • Self Destruct (unchanged at 20 sec delay)