TopDoc

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  1. The bonuses granted by the three unique Heals are affected by Enhancements in the power that they're slotted in. I don't know if this is a bug or "working as intended".

    Regen from Base Health: 40%
    Regen from Numina Unique: 20%
    Regen from Regenerative Tissue Unique: 25%

    Miracle: Heal and Numina: Heal: 79.9% Enhancement to all above

    Enhanced Regen from Health: 71.96%
    Enhanced Regen from Numina Unique: 35.98%
    Enhanced Regen from Regen Tissue Unique: 44.98%

    Total Regen from 5 slotted Health as above: 152.92%

    You can verify this with the Combat Attribute Monitor. The Monitor uses a different scale, but you can still see relative values. The Numina bonus is half the (Enhanced) Health bonus when you have things slotted as above, while Regen Tissue is a little above Numina.

    At a guess, the Recovery bonus in the Numina and Miracle uniques can be enhanced by END Mod Enhancements in the power they're slotted in. Transfusion and Drain Psyche are the only powers I can think of offhand that allow both Heal and End Mod sets, but they're both usually slotted for Healing.
  2. [ QUOTE ]
    Similar in concept to our character creator, it allows you, the players, to create missions and story arcs for your characters and others to participate in.

    [/ QUOTE ]

    I'd be frothing at the mouth if I wasn't at work. Incredible potential for creativity, complexity, badges, farming, and MASSIVE EXPLOITS!!! Bug Hunter here I come. Then again, I still don't have Bug Hunter despite some of the things I've reported. Maybe I'll just go with the MASSIVE EXPLOITS.

    [ QUOTE ]
    Players have spent a combined 292 centuries playing City of Heroes and City of Villains

    [/ QUOTE ]

    Blame the badgers and their AFK badge farming. I probably account for 2-3 years.

    [ QUOTE ]
    [u]Most Traded Item (via Consignment House)[u] Base Salvage: Alien Tech Salvage

    [/ QUOTE ]

    Blame the Power Seller badge.

    And you're missing some stats...

    Total HP Healed, and HP Healed outside of the Arena and missions with Lava or Red Damage Crystals.

    Total in-game emails sent before and after The Market was introduced.

    Hours spent by people standing within 20 feet of a Market.

    Average length of description of Virtue chars, compared to all other servers.

    Number of cookies and pieces of Cake or Pie eaten.

    Average bridge requests per hour for an unteamed level 46 char on Freedom. Also anchor requests for level 41 chars.
  3. Name: Buffer Overdose (also Buffer Overdose 2 and Buffer Overdose 3)

    Currently Recruiting: Not actively. This SG is for themed SuperTeams that I put together. For example, there will likely be a VEAT oriented SuperTeam once I12 goes live. Between SuperTeams, the SG is open to anyone.

    RP Level: None really

    PvP: None really

    Theme/Concept: Massive buffs and debuffs can beat anything. We started with a Dark Tank Mage group when CoV came out, but we've also done Masterminds and PermaDoms.

    Activity: VERY active during a SuperTeam, VERY dead otherwise.

    Requirements for Membership: None

    Leadership: TopDoc, Blazing Imp, Flower Power

    In-Game Contact(s): @TopDoc, @Blazing Imp, @Flower Power. You can also join the "Buffer Overrun" global chat channel.

    Out-of-Game Contact(s): PM TopDoc here.

    URL: None. We had a GuildPortal page, but now we just organize SuperTeams in threads here instead.

    Coalitions: Chaos Legion

    Other Details: There is no I in SuperTeam.
  4. Fix the LRSF
    The Tech is broken. And the final mission is generally regarded as significantly more difficult than the STF.

    Fix the Respec trial
    The Terra Volta trial has been watered down to the point where people who really need a respec can actually do it. That isn't the case with the villain one yet.

    Real rewards
    I'm tired of the usual "the check is in the mail." It seems more like City of Mercs than City of Villains. Heroes are usually altruistic, while villains are the exact opposite. Villains want loot, power, lackeys, more loot, more power, etc. There should be more rewards for finishing arcs or specific missions. I'd like to see more Temp Powers, because you pocket some gadget while stealing something for someone else. Extra Inf bonuses when you rob banks or do Mayhems. Free costume change token in one or two Vahzilok missions. Rare Arcane Invention Salvage when you do certain Arcane missions. More mission oriented badges. In fact you might want to add Money as a real system, where villains actually get paid for stuff and can buy stuff with money.

    Reward based missions
    Villains are ALL about taking what they want. Have missions or entire arcs that let villains choose their reward. Maybe newspaper mini-arcs that let them get crafted Common IOs rather than the usual Inf reward, or full arcs for random Rare Salvage or Uncommon crafted IO.

    Portal missions
    Visit alternate futures while helping out with Operation Destiny. Go to alternate dimensions to kidnap people or steal stuff that isn't so well guarded.

    Hazard Zones
    Mercy Sewers, Level 1-10, filled with Snakes, Infected, Longbow, Arachnos, etc.
    Cap Au Diable Backside, Level 10-25, filled with Gremlins, Luddites, CoT, Goldbricker base, Arachnos, Legacy Chain base, etc.
    Abyss Site B, Level 25-40, filled with DE, CoT, Longbow, Arachnos, Crey, BP, etc.
    Monster Island, level 40+, give us a reason to go there other than for EoE Inspirations and the Zookeeper badge
    Shadow Shard access would be nice.
  5. You don't have to do entire arcs, you can do the badge missions as well if you're just looking to get your 50 Flashback badge.

    I recommend the Psychic Clockwork King, level 40-45 range from Tina McIntyre. Solo on villainous he's an EB. Just grab some Inspirations from Tina, run to the back of the mission, defeat him, summon your Oro portal right there to get back to Oro, and repeat. I could do the cycle as fast as my Oro portal recharged, and I have perma-Hasten and Accelerate Metabolism. I think it was about 3.5 to 4 minutes per run, because I zone a bit slowly.
  6. Maybe one of these days. But probably not till I12 and we get some real numbers reported in-game.
  7. Glad to help. As I told Electora, I could finish off the Psi Clockwork King as fast as my Oro portal would recharge, and I have perma-Hasten and perma-AM on my badger. That puts it at about once every 2.5 minutes in-game, and zoning adds about a minute overhead.
  8. Probably a day or two after it hits open Beta, knowing Red Tomax.
  9. The unlock levels are the same, but you sometimes unlock 2 powers rather than 1. The "Available" field in the original post shows what level powers become available. For example, both Bright Nova and Radiant Strike become available at level 6.
  10. [ QUOTE ]
    but i dont think you can find the people to break that record. even with a full frad team.]

    [/ QUOTE ]

    Now THERE'S a challenge if I ever heard it!
  11. My next SuperTeam will be all Fire/Dev Blasters.

    48 MONTH VETS ONLY

    We'll rely on stacked Smoke Grenade (28% ToHit debuff) and Rec/Def Vet pet buffs (20% Defense) to drop mobs to the base 5% chance to hit us (and our pets). We can go Staminaless too, thanks to the pets. Take Medicine (Aid Other) and Leaping (CJ and Acro) to deal with lucky hits. Assault for more damage. This is gonna be easy.

    We'll call the team the Super Reflex Blasters.

    Maybe one of these days. I should get them when all the other "been here since CoH started" people do.

    Then again, maybe a group of 8 Fire/Fire Tankers with the Dam/Res pets. They'd have nearly capped Damage Resistance to everything, and they'd do huge amounts of AoE damage themselves.

    Thugs/Traps Masterminds each with 6 Henchmen, Gang War for 10 more, FF Generator, Acid Mortar, 2 Seeker Drones, non-combat Vet Pet, and Dam/Res Vet Pet. That's 8 players and 176 pets, though granted only 168 of those are targetable. Too bad mobs don't have limits on the number of things they can hit.

    FYI, all the auto powers I know of have a 10 second activation period. That means they tic every 10 seconds and give you 10 seconds worth of effect. Even if your pet dies, you have up to 10 seconds of buff left.
  12. [ QUOTE ]
    There's a better guide out there, and it's been bumped to the top of the guides forum recently. It shouldn't be hard to find.

    [/ QUOTE ]

    I agree. There's too much wrong with this guide. Silly HO recommendations (Enzymes in Siphon Speed???), bad CJ slotting (see posts above), slotting Char and Cinders equally for Accuracy (Char needs less, Cinders more), and no explanation on IO set slotting.

    Here's the other one.

    Striking the Match, A Fire/Kin's guide
  13. Someone (I forget who), said that a writing project was done not when you had added everything you needed, but when you had taken everything out that you didn't.
  14. One of the descendants of Defender called himself Doctor, for his branch of the family tree had received the greatest Healing powers from Defender. He had spent his early years wandering the City and fighting evil, as did his many relatives. He earned his name by healing those in need, though more often that not he preferred to travel alone. In time he grew sorely vexed by the curse upon Defender, that her strongest powers were only for others. He grew in power slowly because of the curse, and saw many of his relatives pass him. In time he gave up fighting evil, and decided to lead a more scholarly life. He studied the history of the City, and more importantly the powers of all of his relatives. In truth, he desired to cheat fate!

    One evening he went to a park and called to his closest relatives, the children of Defender. He whispered in their ear that there was a way to avoid the curse. Some did not care, for they had lived their entire lives with it and it seemed only natural. But others listened, and in listening learned the secret. The children of Defender could use their greatest powers on each other! It would be as if Defender were using her powers on herself! So strengthened, the children of Defender would be stronger than Blaster's children, and tougher than Tanker's children.

    The descendants of Radia learned their lessons too well. They had many small gifts, and all the other children of Defender could best them in one field or another. But when many of Radia's children got together, their many small gifts became many great gifts. Nothing could stand before them. So great was their pride that Doctor was not allowed to venture with them when his longing for adventure returned. He talked to descendants of Kin, Bubbles, and Sonic, and explained how they could be stronger and safer that the children of Radia, and they also turned him away when they discovered the truth of his words.

    Bitter at the betrayal, Doctor began talking to the children of Controller. He told them the same secret he has told his closer relatives, that the children of Controller could use their bits of Defender's power to aid each other, and the pets that many of them brought into battle as well. So great was their success that those with stolen bits of Radia's power put the true descendants of Radia to shame. With so many of Controller's children together, they could hold any foe and feed it to their growing legion of pets. Once again, Doctor was turned away. He gave up and went to the lands of Pug where he knew his gifts would be appreciated.

    The story would end there, were it not for all the droppings that Statesman started seeing around his once clean City. He followed the trail and found a small group of Controller's children, surrounded by an army of flaming monkeys (their favorite pet). Children and monkeys were all glowing strongly green with Radia's gift, and the pets were dispatching foes and flinging poo with wild abandon. Statesman appeared before them and asked the ancient question, "Do you need help?" Fear filled their eyes for the answer was obvious. He struck down three quarters of the Monkeys and took three quarters of their power. "Now you do."
  15. [ QUOTE ]
    That brings me to the next topic: Epic Power Pool choices. There are several, but in my opinion there are really two choices you should consider: Fire Mastery & Psionic Mastery.

    [/ QUOTE ]

    Hmm, I'm curious why you didn't consider Stone Mastery. I see it in gmanskillaz's build, which looks to be very good.

    Fire Mastery and Psionic Mastery both have about 43% Smashing & Lethal Damage Resistance, plus lower damage resistance on uncommon damage types. Stone Mastery gives about 22% Smashing & Lethal Defense, which is pretty equivalent given the usual 2 for 1 comparison of Resistance to Defense. But it's easier to stack more Defense for even better protection. If gmanskillaz added a Steadfast Protection Res/Def IO to Tough, he'd have about 36% Smashing & Lethal Defense. That's pretty major damage mitigation. I'm not sure how many mezzes are Smashing or Lethal based, but the Defense will help with them as well. It's certainly not Indomitable Will, but it's better than nothing (AKA Fire Mastery).

    Stone Mastery comes with Earth's Embrace, which can be perma with Hasten, Siphon Speed, and some other set IO bonuses. That looks to be about 600 extra HP, great for surviving several lucky hits, or the downtime when you're mezzed. Plus with decent Regen from Health or IO bonuses (which are fairly common), you probably won't need Transfusion nearly as often.

    Granted Fissure does about half the damage of Fire Ball or Psionic Tornado, it has a 50% chance to both Stun and Knockdown. Now Knockdown isn't so useful with Fire Cages (which gives immunity to Knockdown), but the Stun adds even more control and damage mitigation. That seems ideal for Fire Control which is a bit light compared to some other Troller primaries. It doesn't have the Accuracy penalty associated with most AoE Controls, and you can stack it with decent slotting.

    Hurl Boulder is a nice power to skip, nuff said about that.
  16. Put a Forced Feedback: Chance for +Recharge in every Knockback power you have. That includes Stone Mallet, Heavy Mallet, Fault, and Tremor. (You shouldn't have Hurl Boulder, so you can ignore it.) Laugh as all of your powers recharge silly fast. ALL of the attacks do knockDown rather than knockBack, so mobs will remain in your AoE range unless they manage to wander away between bounces.

    Stone Melee got fast animation in exchange for long Recharge. The Forced Feedback proc eliminates the long Recharge. It gives you +100% Recharge Reduction for 5 seconds when it activates. You can almost have a full attack chain using the main 4 single target attacks, and they do awesome damage. You can also have a fairly solid AoE attack chain: Fault, Tremor, EPP/Patron AoE, Fault, Tremor, Seismic Smash (not AoE but still nice).
  17. It still works. I recently finished my I11 Respec for for Energy/Energy Blapper and it included 6 slotting Power Thrust with Kinetic Crash. That gives ED capped Knockback. My wife actually enjoyed watching me play Hellion Golf in Atlas Park. With Power Boost, the Hellions would fly so far that I'd lose target. At a guess that happens around 300 to 350 feet. On flat ground my record was 390 feet.
  18. Aha, so you made a new thread! I was wondering where the old one went. I'm glad you posted more info on the 15-19 arcs and recommend Breakout at the Zig. I did the Any Body Will Do in the 20-24 range and found it quick and easy due to the very few mobs you need to defeat.

    On Breaking the Streak, level 30-34, it can be a bit hard for low damage ATs to defeat the force field in the second mission while debuffed. Make sure you can use Inspirations when you run it with player debuffs, and take plenty of reds.

    Level 35-39, your recommended arc looks good as you don't need to travel anywhere. But the EB and rescue look to be difficult. I suppose I'll find out soon enough. I have not yet fought an EB under the various Flashback conditions.

    Now for the 45-50 arc. I found The Strange Case of Benjamin A. Decker to be very easy hero and villain side. This is from memory...

    Mission 1: Rescue + Escort on very small map, with ambush
    Mission 2: Rescue + Escort on bigger map, but the hostage is usually very near the door
    Mission 3: Click 4 glowies
  19. I did it once just to unlock Katie (or so I hear, haven't tried). I left one Ambusher alive, debuffed him with RI, stood next to him with my heal on auto, and after 15 mostly AFK minutes and many wiffs on his part I got Mission Complete. Yes they do agro on the Henges when spawned, but it's not hard to distract them.

    The hostage rescues aren't bad. If the hostages want to fight, just let them die. (R.I.P. Waylon McCrane) It won't affect the outcome unless it's the last mission. If the hostages won't fight, then just avoid mobs. The only really annoying hostages are the ones who can get recaptured when you're on an indoor map, so you have to clear out some mobs.
  20. Nice summary. As you said, it's important to know your powers. My hero badger is an Illusion/Rad Controller. Under any challenge setting, I can easily stealth missions using Superior Invis. The Rad toggle (auto-hit) debuffs significantly offset the challenge debuffs. And I can usually hold the mezzers before they mezz me. Melee types with status protection don't need to worry nearly as much as squishies. Blasters probably have it pretty rough when it comes to Flashbacks as they don't have nearly as many tools. As a famous man once said, "A man's got to know his limitations." Most Blasters have an Immob at level 1. When in doubt, Immob, kite, and rest when done.

    Rest is your friend. Sprint is a better friend! Slot it with a Run Speed IO. Better yet, slot it with a unique Stealth IO if you can.

    Use a Freespec and make sure your build works at all levels. Don't put your travel power off till 30 because you used temp powers till then when you were leveling up. Stoners probably want to take and slot some of their earlier armors, rather than just relying on Stone Skin and Granite Armor. Don't skip that low level attack just because you don't need it in your high level attack chain.

    In general I prefer the expansion zone arcs blueside as they have missions all in the same zone.

    I prefer only 3 runs through each level range (excluding 40+ where you have to do 4 due to the extra "No Epic" setting). I usually do the first run with No Temp Powers and No Enhancements, just so I can use my movement power and go through it relatively quickly. Or at least as fast as a Controller can, which isn't too bad thanks to Containment. The other 2 missions get one power limitation and either the buff or debuff, and I toss No Inspirations usually on the last run when I'm pretty familiar with the arc.

    In the 30-34 range, I'd think the Crossing Over arc would be pretty easy. The final mission has 15 minutes of ambushes, but each ambush spawns after the previous one is defeated. All you need to do is tank, hold, Immob, or play hide and seek with a single minion to run out the timer. I plan to use my debuff toggle, put my heal on auto, and come back in 15 minutes.

    Level 35-39 I'll go with the Revenant Hero Project. Hold the Crey Tanks and PPs and they're not a problem. I'd rather not fight Nemesis as their Snipers can see through my Invis, and I'd rather not have to pull and such to avoid their Vengeance.
  21. TopDoc is my level 50 Fire/Rad Corruptor. He is near and dear to my heart, so I'm going to do whatever it takes to twink him with IOs to the peak of perfection. Here's my planned build for him, along with a LOT of commentary. I'm already most of the way there, but I need another respec to shuffle a few slots and powers.

    Play Style

    Before I9 I'd bring this char out for a Recluse SF now and then. Since I9 I've been grinding for Invention Salvage or recipes. But I don't have a particular playstyle that I want to maintain.

    I'm a badge collector, in fact this char is the top badge collector in all of CoV as far as I know. I'm only missing the final 2 Infamy badges, which are for 1 and 2 BILLION Infamy. If or when I decide to work on these, it'll probably mean playing in big teams doing Rikti Mothership raids. Mowing down massive numbers of high level mobs in a full team is a nice way to earn Inf. But I'm not about to design this char around this one activity.

    I'm not big on PvP. I only PvP when trying to earn temp powers, which means defensively. Radiation Infection (RI) is a great ToHit debuff, and with my other Defense oriented powers I'll be well protected. RI is also a great Defense debuff, so I don't really need to load up on Accuracy. Plus the IO sets all give decent Accuracy, and I'll have some Accuracy set bonuses on the side. Tactics will give me Perception, though I mainly took it for big teams. I'll want Stealth, but mainly for stealthing missions. So I don't see any need to make any PvP specific changes.

    Recharge Analysis

    IOs make perma-Hasten and perma-Accelerate Metabolism (AM) possible, though the slotting cost is very high. After grinding numbers and taking set availability, power choices, and such into consideration, I've decided that I do want to get them perma.

    How? Where it makes a difference, I'm trying to slot sets that provide a Recharge Reduction bonus. It takes 5 slots of a set to get a Recharge Reduction bonus, so you'll see that often in my build. That means using Decimation for ranged attacks, even though it caps at level 40. I usually toss in a 6th slot to round out the power. I'm also taking several Defense oriented powers and slotting them with the Luck of the Gambler (LotG) Def/+7.5% Recharge Speed IO. That includes powers like Vengeance, as the LotG IO Recharge Reduction bonus is treated as a set bonus. I'll stick to 3 slotting Hasten and AM for Recharge Reduction, as ED really makes slotting more a waste.

    The goal of this build is a silly amount of Recharge Reduction. Why? Simply because it is massively effective. This build has about a 79% Recharge Reduction from sets and IOs. With this setup, Hasten will recharge right when it wears off, while AM will recharge even before it wears off. That means all of my powers will have about +179% Recharge Reduction for free. I can skimp on Recharge Reduction, or slot anyways and get to Ludicrous Recharge Speed.

    END Analysis

    I want to improve my END situation. Both Fire and Rad are heavy END users, between the AoEs and toggles. Spamming AoEs makes it worse. I can reduce my END costs various way, plus I can increase my END and Recovery. The combination should be all I need.

    I have a lot of options to improve my Recovery. Start with Stamina 3 slotted with IOs for +49.9% Recovery. Add perma-AM for +59.9% Recovery. Add the unique Miracle and Numina's Convalesence for +25% Recovery. I've got +9% from Set bonuses, but that's pretty small compared to the bonuses above. Some sets will also increase my END a very small amount, which increases my Recovery. And being a badge collector, I already have all of the +END Accolades. With all of that, I'll be pretty well off.

    Most of my attacks currently have a single END Reduction SO. I'll be going with sets that usually have a slightly higher amount of END Reduction. Plus non-set powers with END Reduction SOs can be converted to IOs. All things considered, my END costs should go down a bit.

    Protection Analysis

    The goal is 45% effective Defense. That will floor a mob's chance to hit me to 5%.

    Radiation Infection is a 25% ToHit debuff. It's also a Defense debuff, but it's mainly used for protection. It does not accept any sets, so the best way to slot it is with Enzyme HOs (ToHit & Defense Debuff/End Reduction). Due to ED, you want 3 Enzymes, which makes RI a 39.25% ToHit debuff. I expect this is level adjusted, so higher level mobs will have a smaller debuff.

    I'll be taking Combat Jumping both for the LotG IO and the (minor) Defense it provides. That's 2.47% Def (All), along with some Immob protection. I'll also pick up Maneuvers for 4.2% Def (All). That's effectively capped Defense against even con mobs, while higher level mobs will have a slightly higher chance to hit. I have Scorpion Shield which gives Smashing, Lethal, and Energy Defense, so I can still effectively cap Defense against those types of damage even versus +2 mobs.

    Movement Analysis

    I currently have and like Super Speed (with Hasten) and Teleport (with Recall Friend), but I need to change. I love the high speed and Stealth aspect of Super Speed. I'll love it even more when the Celerity +Stealth IO gives me complete invisibility. It's still a keeper.

    Teleport lets me get anywhere, and I can bring my friends with Recall Friend, but that's all I get. I've decided to go with Leaping instead. I can pick up Combat Jumping for a little Defense and Immob protection, plus I can slot the nice LotG 7.5% Recharge Reduction IO. Combat Jumping is very cheap, so I can leave it on in combat. And I can pick up Super Jumping for vertical movement, which is very important in Grandville and the Rogue Isles in general. I won't need this very often, so it doesn't need any extra slots. Finally, Acrobatics gives me Knockback and Hold protection, and those both come in real handy when soloing.

    Status Protection Analysis

    Accelerate Metabolism provides some nice buffs in this area, but they aren't sufficient. It gives +173% Resistance to Holds, Stuns, Sleeps, and Immobs. That just makes them wear off sooner, so all your toggles will still drop. On the plus side, I hear Mez Resistance is capped at 100%, so I don't need to worry about finding any other Resistance. That means the duration of all Mez effects is cut in half.

    Combat Jumping provides 8.3 mag Immob protection. It'll take several stacked Immobs to stop me, and that's hard with my Defense and the Resistance AM adds.

    Acrobatics provides 100 mag Knockback protection, which effectively means I'll never get knocked back. It also provides 2 mag Hold protection. That's not a lot, but it means a single Hold won't get me. Soloing, this is a very nice power to have.

    Pet Analysis

    With Black Scorpion's Mace Mastery as my Patron Pool, I can get the Summon Disruptor power. This summons an Arachnobot Disruptor for 240 seconds (4 minutes), and it normally has a 900 second (15 minute) recharge. Note that when slotted for about 95% Recharge Reduction, it recharges in right about 240 seconds thanks to all of my extra Recharge Reduction. Like Hasten and AM, my pet is perma. It will also have my perma-AM on it, and Tactics when I have that up. The Disruptor provides a nice distraction and does OK damage.

    None of the Pet IO sets provide worthwhile set bonuses for me, and none of the Set IOs include Recharge Reduction, so my pet will have absolutely no Set IOs. I'm better off with HOs and plain Recharge Reduction IOs. I'll use 3 Recharge Reduction IOs and some combination of 3 Nuc (Acc/Dam) or Pero (Dam/Mez) HOs. The Disruptor has a 30 second recharge single target hold, and a 60 second recharge small AoE Immob. It wouldn't hurt to improve these a bit, besides I don't need massive Accuracy.

    Perma-Vengeance

    Yes, even this is perma. Vengeance is a REALLY great buff. It's the second best reason to want someone on your team dead. (The top reason is that you're in a PUG.) It gives about 33% Defense to everything (including Psi) and a 36% ToHit buff as I have it slotted. That Defense is just under FF Defender levels. Vengeance also gives solid knockback, repel, and Fear protection, as well as a 30% Damage buff. It gives some status resistance as well, but again Accelerate Metabolism caps that already.

    I expect to do some Rikti Mothership raiding once I10 goes live. All of my AoEs will let me do massive damage, but they will also attract massive agro from high level Rikti. Perma-Vengeance can save me. I hope to find a big team and convince someone to stay dead.

    ================================================== =======================

    Villain Plan by Mids' Villain Designer 1.20
    http://www.honourableunited.org.uk/mhd.php

    TopDoc: Level 50 Science Corruptor
    Primary Power Set: Fire Blast
    Secondary Power Set: Radiation Emission
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Villain Profile:
    ------------
    Level 1: Fire Blast
    (A) Decimation - Accuracy/Damage: Level 40
    (3) Damage Increase IO: Level 50
    (3) Decimation - Damage/Endurance: Level 40
    (5) Decimation - Accuracy/Endurance/Recharge: Level 40
    (17) Decimation - Accuracy/Damage/Recharge: Level 40
    (17) Decimation - Chance of Build Up: Level 40


    Level 1: Radiant Aura
    (A) Doctored Wounds - Heal/Endurance: Level 50
    (15) Doctored Wounds - Endurance/Recharge: Level 50
    (15) Doctored Wounds - Heal/Recharge: Level 50
    (25) Doctored Wounds - Heal/Endurance/Recharge: Level 50
    (27) Doctored Wounds - Heal: Level 50


    Level 2: Radiation Infection
    (A) Special:Enzyme Exposure
    (13) Special:Enzyme Exposure
    (13) Special:Enzyme Exposure


    Level 4: Fire Ball
    (A) Positron's Blast - Accuracy/Damage: Level 50
    (5) Positron's Blast - Damage/Endurance: Level 50
    (27) Positron's Blast - Damage/Recharge: Level 50
    (29) Endurance Reduction IO: Level 50
    (29) Positron's Blast - Accuracy/Damage/Endurance: Level 50
    (31) Positron's Blast - Chance of Damage(Energy): Level 50


    Level 6: Accelerate Metabolism
    (A) Recharge Reduction IO: Level 50
    (7) Recharge Reduction IO: Level 50
    (7) Recharge Reduction IO: Level 50
    (37) Endurance Modification IO: Level 50
    (37) Endurance Modification IO: Level 50
    (43) Endurance Modification IO: Level 50


    Level 8: Fire Breath
    (A) Positron's Blast - Accuracy/Damage: Level 50
    (9) Positron's Blast - Damage/Endurance: Level 50
    (9) Positron's Blast - Damage/Recharge: Level 50
    (31) Positron's Blast - Accuracy/Damage/Endurance: Level 50
    (31) Positron's Blast - Chance of Damage(Energy): Level 50
    (33) Range IO: Level 50


    Level 10: Hasten
    (A) Recharge Reduction IO: Level 50
    (11) Recharge Reduction IO: Level 50
    (11) Recharge Reduction IO: Level 50


    Level 12: Hurdle
    (A) Jumping IO: Level 50


    Level 14: Super Speed
    (A) Special:Microfilament Exposure
    (34) Special:Microfilament Exposure
    (36) Celerity - +Stealth: Level 50


    Level 16: Health
    (A) Miracle - +Recovery: Level 40
    (36) Numina's Convalescence - +Regeneration/+Recovery: Level 50


    Level 18: Blaze
    (A) Decimation - Accuracy/Damage: Level 40
    (19) Decimation - Damage/Endurance: Level 40
    (19) Decimation - Damage/Recharge: Level 40
    (23) Decimation - Accuracy/Endurance/Recharge: Level 40
    (23) Decimation - Accuracy/Damage/Recharge: Level 40
    (25) Devastation - Accuracy/Damage/Endurance/Recharge: Level 50


    Level 20: Stamina
    (A) Endurance Modification IO: Level 50
    (21) Endurance Modification IO: Level 50
    (21) Endurance Modification IO: Level 50


    Level 22: Combat Jumping
    (A) Luck of the Gambler - Recharge Speed: Level 50


    Level 24: Super Jump
    (A) Jumping IO: Level 50


    Level 26: Acrobatics
    (A) Endurance Reduction IO: Level 50


    Level 28: Maneuvers
    (A) Luck of the Gambler - Recharge Speed: Level 50
    (37) Red Fortune - Defense/Endurance: Level 50
    (43) Red Fortune - Defense/Recharge: Level 50
    (43) Red Fortune - Endurance: Level 50
    (46) Red Fortune - Defense/Endurance/Recharge: Level 50
    (46) Red Fortune - Defense: Level 50


    Level 30: Tactics
    (A) Special:Cytoskeleton Exposure
    (40) Special:Cytoskeleton Exposure


    Level 32: Rain of Fire
    (A) Positron's Blast - Accuracy/Damage: Level 50
    (33) Positron's Blast - Damage/Endurance: Level 50
    (33) Positron's Blast - Damage/Recharge: Level 50
    (34) Positron's Blast - Accuracy/Damage/Endurance: Level 50
    (34) Positron's Blast - Chance of Damage(Energy): Level 50


    Level 35: Vengeance
    (A) Luck of the Gambler - Recharge Speed: Level 50
    (36) Luck of the Gambler - Defense: Level 50
    (40) Special:Membrane Exposure


    Level 38: Lingering Radiation
    (A) Tempered Readiness - Accuracy/Slow: Level 50
    (39) Tempered Readiness - Accuracy/Endurance: Level 50
    (39) Tempered Readiness - Range/Slow: Level 50
    (39) Tempered Readiness - Endurance/Recharge/Slow: Level 50
    (40) Tempered Readiness - Accuracy/Damage/Slow: Level 50


    Level 41: Scorpion Shield
    (A) Special:Cytoskeleton Exposure
    (42) Special:Cytoskeleton Exposure
    (42) Gift of the Ancients - Run Speed +7.5%: Level 40
    (42) Luck of the Gambler - Recharge Speed: Level 50


    Level 44: Web Envelope
    (A) Enfeebled Operation - Accuracy/Recharge: Level 50
    (45) Enfeebled Operation - Endurance/Immobilize: Level 50
    (45) Enfeebled Operation - Accuracy/Endurance: Level 50
    (45) Enfeebled Operation - Accuracy/Immobilize/Recharge: Level 50
    (46) Enfeebled Operation - Accuracy/Immobilize: Level 50


    Level 47: Summon Disruptor
    (A) Special:Nucleolus Exposure
    (48) Special:Nucleolus Exposure
    (48) Special:Peroxisome Exposure
    (48) Recharge Reduction IO: Level 50
    (50) Recharge Reduction IO: Level 50
    (50) Recharge Reduction IO: Level 50


    Level 49: Enervating Field
    (A) Endurance Reduction IO: Level 50
    (50) Endurance Reduction IO: Level 50


    ------------
    Set Bonus Totals:
    +2% DamageBuff
    +2.5% Defense(Lethal)
    +5.4% Max Endurance
    +27% Enhancement(Accuracy)
    +4% Enhancement(Heal)
    +3% Enhancement(Immobilize)
    +78.8% Enhancement(RechargeTime)
    +1.5% Enhancement(Slow)
    +27.1 (2.25%) HitPoints
    +MezResist(Immobilize) (Mag 7.7%)
    +MezResist(Terrorized) (Mag 2.2%)
    +9% Recovery
    +10% Regeneration
    +7.25% Resistance(Fire)
    +7.25% Resistance(Cold)
    +1.88% Resistance(Negative)
    +7.5% RunSpeed


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    ================================================== =======================

    Here are the Enhancement totals and comments on the individual powers. Note that the Def calculation appears to be broken in Mids', as it doesn't combine Defense Enhancements from HOs or different sets.

    Fire Blast: Acc 62.63%, Dam 96.49%, End 43.43%, Rchg 38.60%, Build Up%
    I'll be cycling this power about once every 2.5 seconds, so the Chance for Build Up will be checked often, and the Build Up itself will be up about 20% of the time. The 6th slot is for a Damage IO, as just using all Decimations will not cap damage.

    Radiant Aura: Heal 97.49%, End 73.78%, Rchg 73.78%
    Skipped the Recharge IO in the set because I didn't need it.

    Radiation Infection: Def Debuff 94.93%, End 94.93%, ToHit Debuff 56%

    Fire Ball: Acc 47.7%, Dam 95.11%, End 88.07%, Rchg 26.5%, Dam(Energy)%
    It costs a lot of END, so the non-Posi Blast 6th slot goes to END Reduction. It's already damage capped, so the missing Posi Dam/Range isn't very useful.

    Accelerate Metabolism: Rchg 99.08%, End Mod 99.08%

    Fire Breath: Acc 47.7%, Dam 95.11%, End 47.7%, Range 25.5%, Rchg 26.50%, Dam(Energy)%
    The extra Range is useful here to hit lots of mobs. The base of 40 feet at 30 degrees is a bit limiting. The extra 25.5% range actually increases the total area of the cone by 57%.

    Hasten: Rchg 99.08%

    Hurdle: Jump 42.4%

    Super Speed: End 66.6%, Run 66.6%, Stealth
    This caps running speed and provides full Invis.

    Health: No Heal bonus
    This only gets the unique set IOs to improve Recovery. After all, Radiant Aura on auto will get me from 1 HP to full in 25 seconds, while slotting for Regen here and everywhere still means nearly 2 minutes to go from 1 to full. And with my Defense, I don't expect to need much healing or Regen.

    Blaze: Acc 80.15%, Dam 96.53%, End 61.98%, Rchg 80.15%
    Since I can't slot another Chance to Build Up, the non-Decimation 6th slot gets a Devastation to round out the Enhancements.

    Stamina: End Mod 99.08%

    Combat Jumping: Def 15.94%, Global +7.5% Recharge
    The actual Defense in this is very minor, so not worth slotting.

    Super Jump: Jump 42.4%
    I won't use this all that often, so it doesn't need more slots.

    Acrobatics: End 42.4%
    This is a fairly cheap toggle, so a second END Reduction slot wouldn't do much.

    Maneuvers: Def about 60%, End 88.07%, Rchg 47.7%, Global +7.5% Recharge
    The Defense here is bigger than Combat Jumping, plus it affects the entire team, plus I get a Recharge Reduction set bonus for 5 Red Fortunes.

    Tactics: End 66.6%, ToHit 40%
    I'd like another Cyto in here, but I can't justify another slot.

    Rain of Fire: Acc 47.7%, Dam 95.11%, End 47.7%, Rchg 26.5%, Dam(Energy)%

    Vengeance: Def about 57%, ToHit 20%, Global +7.5% Recharge

    Lingering Radiation: Acc 73.78%, End 47.7%, Range 15.94%, Rchg 21.2%, Slow 91.78%
    This is enough to cap the Slow debuff.

    Scorpion Shield: Def about 57%, End 66.6%, Global +7.5% Recharge
    I needed the slots, otherwise I would have loaded this up like Maneuvers. I could have used an LotG Defense with the LotG Recharge to get a +10% Regen bonus, but I think the extra movement is more worthwhile. Plus I don't need the extra ToHit from the unique Kismet IO.

    Web Envelope: Acc 95.11%, End 53%, Rchg 47.7%, Immob 73.78%

    Summon Disruptor: Acc 66.6%, Dam 94.93%, Mez 33.3%, Rchg 99.08%

    Enervating Field: End 88.32%

    ================================================== =======================

    What I didn't do...

    Normally I like taking Inferno, but it just doesn't fit in this fast build. I'd never use it while soloing. Sure I could do a huge amount of damage with Inferno in a team, but then my toggles drop. I'd have to pop one or more blue Inspirations and retoggle, which can take quite a while. And I'd be very vulnerable and have a lot of agro during that time. I'd be better off simply attacking during that time, as my AoEs cycle fast enough to do about the same amount of damage. The same applies to EM Pulse. It's a GREAT hold, but the recovery debuff would put me out of action for too long.

    I didn't take Aim. I don't really need it for the Accuracy. Most of my attacks have decent Accuracy, I've got +27% from set bonuses, Tactics if I need it, and Radiation Infection is a huge Defense debuff. But that 42.5% Damage Buff would be very nice, especially since I can have it up 10 seconds out of every 24 given all the Recharge Reduction I have. It would be more useful solo, as Kinetics are fairly common on big teams at higher levels. But what power do I get rid of to make room for it?

    I didn't take Assault. I usually like to on team oriented chars, as it adds +15% Damage to everyone in the team. But I've got AM at +20%, and Vengeance at +30%. Kinetics are fairly common, especially at the higher levels. I can't justify dropping something else for this.

    I didn't take Mutation. This is a very nice power for a big team, like one doing the LRSF. But again, what power do I drop?

    I didn't slot Gift of the Ancients +Run or the unique Kismet +Accuracy in Combat Jumping. I didn't slot Scorpion Shield with Red Fortunes for 5% Recharge Reduction. I didn't slot Health with Heals, or add the unique Regenerative Tissue IO. Part of me thinks I should drop the Patron Pet, pick up Aim, and use the extra slots elsewhere.
  22. Just to breathe a little life into this thread, I thought I'd post my IO based build for my Energy/Energy Blapper. Note that this is a respec build, so I wasn't really careful with the level associated with slots. The data comes from ParagonWiki.

    Name: Miss Ion
    Level: 50
    Archetype: Blaster
    Primary: Energy Blast
    Secondary: Energy Manipulation

    1) Power Thrust: Crushing Impact Dam/End (1) Crushing Impact Dam/Rchg (31)
    Crushing Impact Dam/Acc/Rchg (31) Crushing Impact Dam/End/Acc (42)
    Crushing Impact Dam/End/Rchg (43)

    1) Power Blast: Thunderstrike Dam/End (1) Thunderstrike Dam/Rchg (3)
    Thunderstrike Dam/Acc/Rchg (5) Thunderstrike Dam/End/Acc (11)
    Thunderstrike Dam/End/Rchg (15) Ruin Acc/End/Rchg (19)

    2) Energy Punch: Crushing Impact Dam/End (2) Crushing Impact Dam/Rchg (3)
    Crushing Impact Dam/Acc/Rchg (5) Crushing Impact Dam/End/Acc (13)
    Crushing Impact Dam/End/Rchg (19) Focused Smite Acc/End/Rchg (25)

    4) Build Up: Membrane(4) Membrane(37) Membrane(50)

    6) Power Burst: Thunderstrike Dam/End (6) Thunderstrike Dam/Rchg (7)
    Thunderstrike Dam/Acc/Rchg (7) Thunderstrike Dam/End/Acc (11)
    Thunderstrike Dam/End/Rchg (13) Ruin Acc/End/Rchg (25)

    8) Sniper Blast: Sting Manti Dam/Acc (8) Sting Manti Dam/End (9)
    Sting Manti Acc/Int/Range (9) Sting Manti Dam/Int/Rchg (17)
    Sting Manti Dam/End/Rchg (36)

    10) Hasten: Rchg(10) Rchg(15) Rchg(17)

    12) Hurdle: Jump(12) Jump(46)

    14) Super Speed: Microfilament (14) Celerity End (34)
    Celerity RunSpeed (36) Celerity Stealth (46)

    16) Aim: Membrane (16) Membrane (40) Membrane (50)

    18) Health: Heal(18) Heal(34) Regenerative Tissue 20% Regen (43)
    Miracle 12.5% Rec (43) Numinas Convalesence 15% Regen/ 9.4% Rec (50)

    20) Stamina: EndMod (20) EndMod (21) EndMod (21)

    22) Bone Smasher: Crushing Impact Dam/End (22) Crushing Impact Dam/Rchg (23)
    Crushing Impact Dam/Acc/Rchg (23) Crushing Impact Dam/End/Acc (27)
    Crushing Impact Dam/End/Rchg (27) Focused Smite Acc/End/Rchg (29)

    24) Aid Other: Heal(24)

    26) Aid Self: Doctored Wounds Heal/End (26)
    Doctored Wounds End/Rchg (36) Doctored Wounds Heal/Rchg (37)
    Doctored Wounds Heal/End/Rchg (37) Doctored Wounds Heal (42)

    28) Hover: Microfilament (28) Microfilament (29) Microfilament (31)
    Luck of the Gambler 7.5% Rchg (42)

    30) Power Boost: Rchg(30) Rchg(46)

    32) Nova: Cleaving Blow Dam/Acc (32) Cleaving Blow Dam/Rchg (33)
    Multi Strike Dam/Acc (33) Multi Strike Dam/Rchg (33) Rchg(34)

    35) Boost Range: Rchg(35)

    38) Total Focus: Endoplasm (38) Peroxisome (39) Peroxisome (39)
    Makos Bite Dam/Acc/Rchg/End (39) Makos Bite Acc/End/Rchg (40)
    Crushing Impact Dam/End/Rchg (40)

    41) Personal Force Field: Luck of the Gambler 7.5% Rchg (41)

    44) Temp Invulnerability: Ribosome (44) Ribosome (45) Ribosome (45)
    Steadfast Protection Knockback (45)

    47) Force of Nature: Aegis DamRes/Rchg (47) Titanium Coating DamRes/Rchg (48)
    Impervium Armor DamRes/Rchg (48) Reactive Armor DamRes/Rchg (48)

    49) Fly: Flight Speed(49)

    General Goals

    She was my first "do every mission" character, back when CoH was called "City of Blasters". I don't play her very often these days, but I do want to take the time and Inf to update her. She's meant to solo VERY well. That includes stealthing missions and mowing down the usual 3 minion spawns. She's not meant for PvP, but she could probably do pretty well.

    This char has a lot of Recharge Reduction, through slotting, sets, IOs, and Hasten. That makes things like Aim and Build Up come up more often, and lets her use more of her high damage attacks in a chain.

    Melee Attacks

    Her melee attacks include Power Thrust, Energy Punch, Bone Smasher, and Total Focus. Total Focus is used for hard targets, and it's mainly meant to stun something and keep it out of combat for a long while. It's slotted to do nice damage on the side.

    All of the other attacks are loaded with 5 IOs worth of Crushing Impact, which provides +5% Accuracy and +5% Recharge Reduction set bonuses (plus some other minor ones). That's +15% Accuract and +15% Recharge Reduction total. Power Thrust isn't usually part of the main attack chain.

    Ranged Attacks

    I skipped Power Bolt as it's an underperformed. With enough Recharge Reduction, I can get a nice chain of ranged and melee attacks. I also skipped Power Push as Blappers use Power Thrust instead.

    Sniper Blast get 5 IOs worth of Sting of the Manticore for +12% Regen, +2% Damage, and +7.5% Recharge Reduction set bonuses. She can Hover Blast when needed, which isn't often.

    Power Blast and Power Burst get 5 IOs worth of Thunderstrike, plus an extra Ruin to add some more Acc/End/Rch. The Thunderstrikes provide +2% Recovery, +5% Accuracy, and +4% Movement. Rich people should replace Thunderstrike with Devastation or maybe Decimation.

    Click Buffs

    Hasten gets the usual 3 Recharge Reduction IOs, which combined with the extra Recharge Reduction buffs means it's up around 2/3rds of the time.

    Aim and Build Up get 3 Membrane HOs, or just Recharge Reduction IOs or even SOs for those without a lot of Inf. They come up real often as well.

    Power Boost is used as needed. It helps the Stun from Total Focus. It increases fly speed when flying long distances, though not for very long. It help with Defense and Healing when I need to do a quick PFF and Heal.

    Boost Range is for long distance sniping, just in case.

    Movement

    The main form of travel is Super Speed, which is the fastest way to get around in pretty much any mission. I've included a Celerity Stealth IO to provide complete PvE Invisibility. It's one of the very few toggles on this char, so it's OK to just leave it on all the time. Well slotted Hurdle lets me jump over most obstacles.

    Hover is for Hover Sniping or just staying out of melee (if I ever want to do that). Fly is for the Shadow Shard or similar areas where Super Speed just doesn't cut it.

    Protection

    Offense is your best Defense. Total Focus and Knockback attacks are major damage mitigation. Temp Invulnerability (with a Steadfast Protection Knockback IO) cuts down on some incoming damage. PFF is handy for getting off a Heal Self. Force of Nature can be used any time, as there aren't really any problems with the END loss and toggle drop when it ends. With all the Recharge Reduction, it can be up about 1/3 of the time.

    HP and END

    Health and Stamina are loaded up to give all the Regen and Recovery that they can. There are some more minor buffs from sets. When Regen isn't enough, this char has Heal Self. Recovery should be fine even without Conserve Power, as this char has few toggles, plus most of her powers are loaded with END Reduction. But I suppose I'll find out after the respec if it's really enough.

    Teaming

    This character works very well in a team. As long as the team can control agro, this char can take out bosses quickly and easily. Total Focus, blap, blast, repeat till dead. A well built Blapper has significantly better single target damage than a well built Scrapper.

    Of course I also like to use Nova. OFTEN! Like every time it recharges. And with all the Recharge Reduction on this char, that's about every 2 minutes.

    I'd appreciate any comments on how to improve this.