UnicyclePeon

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  1. Quote:
    Originally Posted by Obscure Blade View Post
    Suicidal Singularities!
    Neat idea!


    Quote:
    On the plus side, Acid Mortar has persistent debuffs which would let your Phantom Army keep doing good damage even to knocked back enemies.
    Yeah, but its still less than ideal. However, I still think Ill/Traps would rock.

    Lewis
  2. Quote:
    Originally Posted by MentalMaden View Post
    Oh sorry, but I usually just get Hidden Valley Wrong Dressing.
    I thought the brand was Whining Valley. Or is it Whining Valet? I guess I got that wrong too. GRR!

    Lewis
  3. So, if the OP re-asked the question to say "assuming equally skilled players, which combos are most effective for crushing foes in PVE" would you all still slap him down? Or do you just figure its best to nip the "ownage" virus in the bud for all new players whenever possible?

    Anyway, to the OP, I would say that a little perusal of the forums will give you an idea of what people gravitate towards. And to be PC, I'll say that yes, you can find amazing builds in all ATs.

    To get helpful/specific tho, I'd recommend Scrapper as a good Hero AT for your goals. They have enough survival and self-sufficiency to excel, though they aren't especially overpowered. However, they are well suited to someone with a "kill them all" mindset because thats what Scrappers do. Also, later, with set bonuses, you can actually achieve semi-tank-mage status in many (if not all) situations with enough playtime, experience and money. The same can be said for other ATs, I just think Scrappers will fit your style more from start to finish.

    Good secondaries for your character might be /Shield or /Willpower. Shield scrappers can soft cap on defense (or close) I think, with a lot of effort, and they add damage, so they are a nice blend of survivability and damage. /Willpower will play up very easy, in terms of always having Regen and good End Recovery, so that you have less downtime. Later, you can get (with invention sets) your defenses into the 30 range or so, and combined with your innate regen, you'll go from being a good soloer to being a decent almost-tank-mage eventually. If you build right. /Invuln is pretty good, with set bonuses and skill, at being tank-magey too, overall. As far as primaries, try to pick ones that have a variety of single target and AOE damage. For example, Martial Arts may not be a mass carnage/ownage build simply because it doesn't have a lot of Area Effect attacks. But some type of scrapper would probably suit you. Ask around on the scrapper forums, or just observe what some of the forum regulars are planning for their end-game builds and read their threads on why.

    Villain side, Brutes and Masterminds are the efficient/fun soloers, and the right builds can become quite tank-magey. They are non-tedious to play from the ground up, and they can be kitted out for some pretty nice damage+survival.

    Lewis
  4. Yeah I dont feel /Dark Miasma would be overpowered at all. I've heard the various arguments, and I used to think it would be over powered, but I dont think it would be more over powered than /Rad, esp if scaled down to Controller or MM type values.

    Now TRAPS. That could be some serious sick hurting right there. The damage options, not to mention the quasi-control, the mez protection (which continues even when you get mezzed), the zones of helplessness .... man, all of that would stack with a controller SO GOOD. So good, so good. Mmmyahrr candy all up in your mouth, YEAH! But I digress.

    Actually, thinking about it more, a Controller might be the ONE AT where the stupid non-MM tier 9 (Time Bomb) could be useful. A bomb that doesnt move and that WILL go off in (what?) 15 seconds whether nobody is there or not is pretty much crap UNLESS you are a Controller. For a Controller its kinda like, yeah, I'll still be here in 15 seconds, so will my bomb, and since I don't kill that fast, so will you be. BOOM. Perfect. Mix that with Trip Mines ... *shudder*. Hell, imagine being Ice/Traps/Ice ..... Ice Slick, Acid Mortar, Trip Mine, Time Bomb, Hibernate. Woof. Funny stuff!

    As far as builds, I would SO make Gravity/Traps, Fire/Traps, and Earth/Traps. I think Plant/Traps would be a must-do as well (SoC + CC + FFG + AM + TB + TM = complete safety).

    Actually, Plant/Traps would probably be THE build now that I think about it. Sheesh. I dont think any /Traps would be bad tho. I can only think of good things for all of them (tho I guess Illusion/Traps would have some awkwardness like Illusion/Kin does, in terms of Phantasm knocking guys away from your kill zone).

    Ah, dreams .....

    Lewis
  5. I like Fire simply because the AoE is available immediately, it is targeted (so its easier to use than a cone like Frost Breath), it has a long range (can be used to pull or damage from good range) AND I can hover and still use it. Even my kins use Hover, so I prefer the Fire epic to the Stone epic (I agree the Stone epic makes you more survivable). The other powers in Fire are fine, but its the flexibility of Fireball that makes me enjoy it so much.

    Lewis
  6. 1) I love my Kat/SR because she was my first level 50 scrapper. Also, I hit the soft cap on her and she became fairly impressive (which she already was anyway). Plus, her sword looks cool.

    2) I like my Claws/WP a lot as well. She was my second level 50 scrapper. WP isnt as survivable on crazy spawns as I'd like but its adequate (inexpensive build). I love her costume. Also, Claws is definitely my favorite primary (I've tried most of them now).

    3) ElecMelee/SR is cool. This character has awesome effects, has the cool sparkly new feel, and cool sparky effects. I just dig the character a whole lot, and my experiences with my first /SR are making this one feel pretty comfortable to me.

    Dislike) I havent truly disliked any, but WAY back in the day I played a DM/Inv up and got into the mid 20s several times and kept deleting then trying again later. I just couldnt get into it. Eventually I gave up. It just wasnt gelling for me. (Oddly enough, I like my DM/WP a whole lot.)

    Lewis
  7. All,

    I have a Claws/WP that I would like to use for solo farming, but I have issues sometimes when fighting large spawns. My regen just isnt enough to hack it, even though I've tried to pick up some regen bonuses. In fact, I collected a lot of regen (for my budget anyway) and still I have difficulties on melee-heavy foes not to mention lots of ranged/AOE/elemental foes. So, whether I'm running +1/x6 vs CoT and Council, or -1/x6 vs heavy hitters, I sometimes struggle a LOT. I'd like to change that.

    Can someone suggest a build that might work? Or some changes to the build I'm about to post?

    The first build is a build I'm thinking about. I tried to go for various types of defense (instead of regen) because frankly, having 1 Cold Defender or Controller boost me seems to keep me alive WAY more than all the regen I ended up collecting on my own from set items. After that will be the build I have and play with now. Whatever I do, I'm keeping my original build. I want to use it for general play. You'll see that my build I'm thinking about (1st build below) lacks certain skills because I find I often skip them in my attack chain anyway. So, I'll still have my functional build (2nd) I just need a farm/grind/dont-die build and frankly I need lots of help. The build doesnt look so hot to me but I'm not sure how to build it.

    Thanks,

    Lewis

    Possible Desired Build:

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

    Click this DataLink to open the build!

    TEMP: Level 50 Magic Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Willpower
    Power Pool: Teleportation
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Weapon Mastery

    Hero Profile:
    Level 1: Strike -- Acc/Dmg(A), Dmg/EndRdx(3), Dmg/Rchg(3), Dmg/EndRdx/Rchg(9), Acc/EndRdx/Rchg(9), Acc/Dmg/EndRdx/Rchg(13)
    Level 1: High Pain Tolerance -- Heal-I(A), Heal(15), Regen/Rcvry+(33), ResDam-I(42), ResDam-I(42)
    Level 2: Slash -- Acc/Dmg(A), Dmg/EndRdx(5), Dmg/Rchg(5), Dmg/EndRdx/Rchg(15), Acc/EndRdx/Rchg(46), Acc/Dmg/EndRdx/Rchg(50)
    Level 4: Fast Healing -- Heal/EndRdx(A), Heal/Rchg(31), Heal(40)
    Level 6: Spin -- Acc/Dmg(A), Dmg/EndRdx(7), Dmg/Rchg(7), Acc/Rchg(11), Acc/Dmg/EndRdx(11), Dam%(13)
    Level 8: Recall Friend -- Travel(A), Travel/EndRdx(46)
    Level 10: Indomitable Will -- Def/EndRdx(A), Def/Rchg(34), Def/EndRdx/Rchg(34), Def(34), EndRdx(43)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(33)
    Level 14: Super Speed -- Travel(A), Travel/EndRdx(42)
    Level 16: Rise to the Challenge -- Heal/EndRdx(A), Heal/EndRdx/Rchg(17), Heal(17), Heal/EndRdx(27)
    Level 18: Focus -- Acc/Dmg(A), Dmg/EndRdx(19), Dmg/Rchg(19), Acc/Dmg/Rchg(25), Acc/Dmg/EndRdx(25), Dmg/EndRdx/Rchg(37)
    Level 20: Quick Recovery -- EndMod(A), EndMod/Acc(21), EndMod-I(21)
    Level 22: Mind Over Body -- ResDam/EndRdx(A), ResDam/Rchg(23), EndRdx/Rchg(23), ResDam/EndRdx/Rchg(27), ResDam(43)
    Level 24: Hurdle -- Jump-I(A)
    Level 26: Health -- Heal-I(A), Heal-I(33)
    Level 28: Heightened Senses -- Def/EndRdx(A), Def/Rchg(29), Def/EndRdx/Rchg(29), Def(31), EndRdx(43)
    Level 30: Stamina -- EndMod-I(A), EndMod-I(31)
    Level 32: Boxing -- Acc-I(A)
    Level 35: Follow Up -- Acc/Dmg(A), Dmg/EndRdx(36), Dmg/Rchg(36), Dmg/EndRdx/Rchg(36), Acc/EndRdx/Rchg(37), Acc/Dmg/EndRdx/Rchg(37)
    Level 38: Tough -- ResDam/EndRdx(A), ResDam/Rchg(39), EndRdx/Rchg(39), ResDam/EndRdx/Rchg(39), ResDam(40), ResDam/Def+(40)
    Level 41: Caltrops -- Slow-I(A)
    Level 44: Weave -- Def/EndRdx(A), Def/Rchg(45), Def/EndRdx/Rchg(45), Def(45), EndRdx(46)
    Level 47: Targeting Drone -- ToHit(A), ToHit/Rchg(48), ToHit/Rchg/EndRdx(48), Rchg/EndRdx(48), ToHit/EndRdx(50), Build%(50)
    Level 49: Swift -- Run-I(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    • 2.5% DamageBuff(Smashing)
    • 2.5% DamageBuff(Lethal)
    • 2.5% DamageBuff(Fire)
    • 2.5% DamageBuff(Cold)
    • 2.5% DamageBuff(Energy)
    • 2.5% DamageBuff(Negative)
    • 2.5% DamageBuff(Toxic)
    • 2.5% DamageBuff(Psionic)
    • 15.5% Defense(Smashing)
    • 15.5% Defense(Lethal)
    • 17.1% Defense(Fire)
    • 17.1% Defense(Cold)
    • 11.1% Defense(Energy)
    • 11.1% Defense(Negative)
    • 6.13% Defense(Psionic)
    • 11.1% Defense(Melee)
    • 15.5% Defense(Ranged)
    • 21.8% Defense(AoE)
    • 25% Enhancement(Accuracy)
    • 14% FlySpeed
    • 165.7 HP (12.4%) HitPoints
    • 14% JumpHeight
    • 14% JumpSpeed
    • MezResist(Immobilize) 18.2%
    • 4.5% (0.08 End/sec) Recovery
    • 58% (3.24 HP/sec) Regeneration
    • 3.13% Resistance(Negative)
    • 24% RunSpeed
    • 5% XPDebtProtection



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    Current build which struggles a lot if I dont have some ally Defense:

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

    Click this DataLink to open the build!

    TEMP: Level 50 Magic Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Willpower
    Power Pool: Teleportation
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Weapon Mastery

    Hero Profile:
    Level 1: Strike -- Acc/Dmg/EndRdx/Rchg(A), Acc/Dmg(5), Dmg/Rchg(5), Acc/Dmg/Rchg(13), Acc/Dmg/EndRdx(13), Dmg/EndRdx/Rchg(46)
    Level 1: High Pain Tolerance -- Regen/Rcvry+(A), Heal/EndRdx/Rchg(15), Heal(34), Heal-I(34), ResDam-I(37), ResDam-I(39)
    Level 2: Slash -- Acc/Dmg/EndRdx/Rchg(A), Acc/Dmg(3), Dmg/Rchg(3), Acc/Dmg/Rchg(11), Acc/Dmg/EndRdx(11), Dmg/EndRdx/Rchg(46)
    Level 4: Fast Healing -- Heal/EndRdx(A), Heal/Rchg(15), Heal(37), Regen+(46)
    Level 6: Spin -- Acc/Dmg/Rchg(A), Acc/Rchg(7), Acc/Dmg/EndRdx(7), Dmg/EndRdx/Rchg(9), Dmg/Rchg(9), Acc/Dmg/EndRdx(43)
    Level 8: Recall Friend -- RechRdx-I(A)
    Level 10: Indomitable Will -- Def/EndRdx(A), Def/EndRdx(40), Def/Rchg(40), EndRdx/Rchg(40), Def/EndRdx/Rchg(50)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(39)
    Level 14: Super Speed -- EndRdx/RunSpd(A)
    Level 16: Rise to the Challenge -- Heal/EndRdx(A), Heal/EndRdx/Rchg(17), Heal(17), Heal/EndRdx(25)
    Level 18: Focus -- Acc/Dmg(A), Acc/Dmg/Rchg(19), Acc/Dmg/EndRdx(19), Dmg/EndRdx/Rchg(21), Acc/Dmg/EndRdx/Rchg(21), RechRdx-I(42)
    Level 20: Quick Recovery -- EndMod(A), EndMod/Acc(27), EndMod-I(27)
    Level 22: Mind Over Body -- ResDam/EndRdx(A), ResDam(23), ResDam/EndRdx/Rchg(23), ResDam/EndRdx(25)
    Level 24: Hurdle -- Jump-I(A)
    Level 26: Health -- Heal/EndRdx(A), Heal/Rchg(31), Heal(39)
    Level 28: Heightened Senses -- Def/EndRdx(A), Def/EndRdx(29), Def/Rchg(29), EndRdx/Rchg(31), Def/EndRdx/Rchg(50)
    Level 30: Stamina -- EndMod-I(A), EndMod-I(31)
    Level 32: Shockwave -- Acc/Dmg(A), Dmg/EndRdx(33), Dmg/Rchg(33), Acc/Dmg/EndRdx(33), Dmg/Rng(34), Acc-I(43)
    Level 35: Follow Up -- Acc/Dmg(A), Dmg/Rchg(36), Acc/Dmg/Rchg(36), Acc/Dmg/EndRdx(36), Dmg/EndRdx/Rchg(37), Acc/EndRdx/Rchg(43)
    Level 38: Boxing -- Acc-I(A)
    Level 41: Caltrops -- Slow-I(A), Slow-I(42), RechRdx-I(42)
    Level 44: Tough -- ResDam/EndRdx(A), ResDam/Rchg(45), ResDam/EndRdx/Rchg(45), ResDam/EndRdx(45)
    Level 47: Weave -- Def/EndRdx(A), Def/EndRdx(48), Def/Rchg(48), EndRdx/Rchg(48), Def/EndRdx/Rchg(50)
    Level 49: Swift -- Run-I(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    • 2.5% Defense(Energy)
    • 2.5% Defense(Negative)
    • 1.25% Defense(Ranged)
    • 21.3% Enhancement(RechargeTime)
    • 64% Enhancement(Accuracy)
    • 215.9 HP (16.1%) HitPoints
    • MezResist(Immobilize) 6.6%
    • MezResist(Sleep) 6.05%
    • 4.5% (0.08 End/sec) Recovery
    • 88% (4.92 HP/sec) Regeneration
    • 1.58% Resistance(Fire)
    • 1.58% Resistance(Cold)



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  8. Quote:
    Originally Posted by Frosticus View Post
    Traps for MM's is a whole different beast. Some of the slotting options are...different.

    But different is good so I hope they stay, or get added to the other traps users, but I imagine what will eventually happen. Hopefully it isn't until i29
    Geez, I feel like I'm Herding Kittens! Hey I wonder if that name is taken. So, are you saying that YES Mids is correct in both places and that Mastermind Trip Mine takes TargAoE whereas Defednder Trip Mine takes PBAOE (in game)?

    My trapper trio is only level 16 currently, and my Thugs/Traps is level 32 and my Robot/Traps is level 34. Altitis: There Is No Cure.

    Lewis
  9. I just noticed in Mids planner that defender Trip Mine takes PBAOE sets but the Mastermind ones in Mids takes Targeted AOE. Is that correct? Neither my Traps MM or my Traps Defender are high enough to actually read what sets the powers take in game.

    Thanks,

    Lewis
  10. Quote:
    Originally Posted by Balanced View Post
    I just got off a level 14-ish 8-person PUG in Steel that had 4 Trapfenders,
    Nice! I'm 3-boxing a set of Traps/X Defenders. X is Sonic, Dark, and Psychic. Its crazy good fun. Soft Cap by level 9! Or by level 8 if you took Hover or Combat Jumping at level 6, but I didnt take it until level 10, so my trio didn't hit the defense soft cap until level 9. Heh!

    Lewis
  11. Thanks for all the follow-up replies. Now for a follow-up question. However, I'm a bit long winded, so skip to the bottom for the question itself.

    Since posting my original question, I managed to find a way to hit the soft cap on all the positionals (and very close on all the typed) in which I have enough slots to slot ALL FOUR attacks.

    I didnt need to put more than 4/6 of thunderstrike in each of the 4 to get my ranged up, and the lesser thunderstrike ranged bonus (for having 3 of the set) is only needed for 3 of the 4 in order for me to exceed the soft cap on ranged defense. So, currently, I have all 3 of the big attacks with 5 slots and mental blast only has 4 slots.

    This leaves me with two options:

    (1) Keep all 4 single target attacks, with the big 3 having a total of 5 slots each and Mental blast having only 4 total attacks.

    (2) 6-slot the big 3, ignore mental blast, and use that 6th slot in each for some kind of proc.

    So, my question is, should I keep all 4 slotted up enough to use, or should I go for only the 3 big attacks with a bonus proc in each?

    I suppose the secondary question would be, if I should go with procs, should I go with Damage procs or change for hold procs?

    Thanks again!

    Lewis
  12. Thanks guys! I do appreciate the replies!

    Lewis
  13. All,

    I have a Defender build planned (Traps/Psy) but I only really have room in my build to slot 3 out of 4 of the single target attacks in the set. Which 3 of the 4 would you slot up between:

    Mental Blast
    Subdue
    Telekinetic Blast
    Will Domination

    Thanks!

    Lewis
  14. I made a similar build myself, except that I took Howl and Screech, but I skipped Siren's Song. The reason i skipped Siren's Song is that I didnt really care about sleeping foes and dropping trip mines. I figured they'd actually all be dotted up and choking in my kill zone, so why sleep them? Also I'm going to 3-box a Traps/Sonic (lead driver) with a Traps/Dark and a Traps/Psychic, because all of those secondaries get 2 stuns, which let me get stun-stacking and let me get some smashing/lethal/melee defense from Razzle Dazzle.

    Anyway, my build doesnt have the S/L resistance yours does, but I've got softcapped everything else also.

    My Traps/Psy and Traps/Dark also achieve softcapping to everything as well. I've got no uber or expensive things in my build, except maybe 1 zephyr KB in each build. I wish I had them here on this PC to post but I dont.

    The most amusing thing about the traps trio is that the team will have capped everything by level 12. Good times!

    Lewis
  15. Thanks. Yeah I've decided to skip (not slot) Stone Spears, Hurl Boulder, and Mud Pots. I worked up a build and it was much nicer in terms of having time/room in the build to slot everything.

    Thanks again to all!

    Lewis
  16. I just wish Malta minions didnt chain-throw stun grenades that have a 20 second duration, and that the malta robots didnt have rockets that hold you for 20 seconds. Or whatever it is. Its lame. Otherwise, I can live with no status protection on my squishies (I just never do Malta arcs, ever, even tho I can, I just dont care for the tedium).

    Lewis
  17. Thanks for the follow-up replies! Since there doesnt seem to be anything fundamentally wrong with my build (after factoring in my quirks) then I'll proceed with Bone Hill (my Necro/Thermal).

    Lewis
  18. Quote:
    Originally Posted by Frosticus View Post
    I was pleasantly surprised how well steamy mist turned out to look like I was kicking up dust/dirt as I ran around.
    I just have to say, thats a really tight idea. That'd be perfect for my Earth/Empathy controller who was already a level 50 cowboy/wanderer, except, well, he is empathy and not storm.


    That dirt-colored steamy mist gives me another idea. Someone could make a fun Pig-Pen (Peanuts) homage with that in mind. Maybe you could do Fire/Storm with the Fire Imps colored yellow to resemble the little birds. Several times they were depicted interacting with Pig-Pen's stench. All the storm powers would be brown. Nice!

    Of course, names would have to be changed to protect the not-so-innocent.

    Lewis
  19. Why? Just because I want to. Its fun to have an end game build and work towards it. I just happen to enjoy soft capping, no matter what AT, when I can. If you dont agree with that philosophically, thats cool. It just means we have different goals.

    As for the Lich, I didnt realize they did much damage. I assume they were more valuable for their debuffs. However, I can slot the Blood Mandate set in the Lich to max out the damage and still get the same ranged Def, and actually a bit more AoE def. So I'll prob do that, assuming the Lich has decent damage.

    As for having more than 1 travel pool, I would do that regardless of trying to hit the soft cap. I like having Super Speed and Fly on all my characters Villain side. Why? Fun. I enjoy it.

    As for the blasts, I agree they are lack-luster. However, I have a bunch of other masterminds (mainly various Thugs and Robots ones) ranging from level 33-50 and I've never EVER taken the personal attacks, because they are weak. However, this time, I vowed to take them because the cool new color options available. The look of his blasts are part of the fun. So, I'd be taking those for fun anyway.

    I probably should have stated up front that multiple travel powers and the blasts were not something I took as a sacrifice in power or uberness in order to get softcapped. They are a sacrifice in power and uberness, but I didnt do it for soft capping. The only real sacrifice I did that I probably wouldnt have done anyway was taking Group Fly as an IO mule. Also I probably would have only 5-slotted the 2 blasts instead of 6.

    I was really looking to see if there were ways people could see anything obvious I'd overlooked to get my defenses higher. Your comment about the Lich did let me boost my AoE defense.

    Oh, and also, I didnt mean to stick Power of the Phoenix in the build. I really meant to put Provoke there, so I could make the baddies shoot at me while I was in Bodyguard mode.

    Thanks for the comments, I do appreciate them, even if we have different goals and philosophies.

    Lewis
  20. All,

    I am trying to get as much soft-capped Ranged Defense and AOE Defense on my Necro/Thermal as I can. I also want the build to be playable from the ground up with no respecs. I am thinking of this for my final build. It is expensive, mainly because of the Miracle, Numina, and 4 Zephyr Knockback IOs. Woof. Still, it is "affordable" given time and a bit of play. Does it look like a passable build?

    Thanks,

    Lewis

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

    Click this DataLink to open the build!

    NecroThermal: Level 50 Magic Mastermind
    Primary Power Set: Necromancy
    Secondary Power Set: Thermal Radiation
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Fitness

    Villain Profile:
    Level 1: Zombie Horde -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Acc(5), BldM'dt-Dmg(37)
    Level 1: Warmth -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(9), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(19)
    Level 2: Fire Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(11), Aegis-ResDam(11)
    Level 4: Cauterize -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(7), Numna-Heal/Rchg(7), Numna-Heal/EndRdx/Rchg(19), Numna-Heal(40), Numna-Regen/Rcvry+(43)
    Level 6: Enchant Undead -- EndRdx-I(A)
    Level 8: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(48)
    Level 10: Plasma Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(17), Aegis-ResDam(17)
    Level 12: Grave Knight -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(13), BldM'dt-Acc/EndRdx(13), BldM'dt-Acc/Dmg/EndRdx(15), BldM'dt-Acc(15), BldM'dt-Dmg(37)
    Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(33), Zephyr-ResKB(34), Flight-I(50)
    Level 16: Swift -- Flight-I(A)
    Level 18: Health -- Mrcl-Rcvry+(A)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), EndMod-I(21)
    Level 22: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(43)
    Level 24: Dark Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(25), Thundr-Dmg/Rchg(25), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(43)
    Level 26: Lich -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(27), Cloud-Acc/Rchg(27), Cloud-ToHitDeb/EndRdx/Rchg(29), Cloud-Acc/EndRdx/Rchg(29), Cloud-%Dam(31)
    Level 28: Forge -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(33), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(46), GSFC-Build%(48)
    Level 30: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(34), Zephyr-ResKB(34), Flight-I(37)
    Level 32: Dark Empowerment -- EndRdx-I(A)
    Level 35: Heat Exhaustion -- Acc-I(A), Acc-I(36), RechRdx-I(36), RechRdx-I(36)
    Level 38: Melt Armor -- AnWeak-DefDeb(A), AnWeak-Acc/DefDeb(39), AnWeak-Acc/Rchg(39), AnWeak-DefDeb/EndRdx/Rchg(39), AnWeak-Acc/Rchg/EndRdx(40), RechRdx-I(40)
    Level 41: Power of the Phoenix -- RechRdx-I(A)
    Level 44: Soul Extraction -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(45), BldM'dt-Acc/EndRdx(45), BldM'dt-Acc/Dmg/EndRdx(45), BldM'dt-Acc(46), BldM'dt-Dmg(46)
    Level 47: Thaw -- S'fstPrt-ResDam/Def+(A)
    Level 49: Group Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Supremacy



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  21. I think it would be cute if, during the winter ski event, a sniper (like the ones from PI or Founders Falls) would get up high and start tagging people. Not all the time but maybe once every 5-10 minutes.

    "I'm gonna make it ... I'm gonna beat my time ...." *BLAM!* Not this time!

    Lewis
  22. Yeah, Halloween is the best. I wish there was a zone where it never ended. Croatoa maybe. Or, maybe it'd be cool if Halloween in Croatoa DID last all month, or all year but only at night. Man I love it so much. The new zombie invasion aspect was sweet. I loved getting like 3 or 4 earth controllers to just stand by a couple of doors and hang out and chat, killing everything as it emerged from ground and door alike, with always a VG waiting to choke the arrivals.

    Good times.

    When is the next event of any kind coming? 2x EXP? Halloween? What? What's next?

    Lewis
  23. I definitely dont corner pull. If Mud Pots is that small, I might very well skip it. Also, I may skip Spears and Hurl Boulder as well.

    Thanks to everyone making suggestions and explaining them. Much obliged!

    Lewis
  24. I guess I should have mentioned my primary is Fire. It seemed to me like having Hot Feet, Mud Pots and the Immob would be sweet for area damage. As for Hurl Boulder, maybe. I do think its kinda cool tho.

    Basically, I dont want to skip those.

    What about Spears? I know I cant skip the power, but I could skip slotting it. Or is that a bad idea?

    Lewis
  25. All,

    I'm really having trouble planning an Earth Assault build. I just dont see how I'm going to have attacks for all the cool powers in my primary, secondary, and pool powers. It looks like a really tight set.

    Does anyone have any instincts about what the most skippable powers are?

    Lewis