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Posts
1909 -
Joined
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[ QUOTE ]
Move that difficulty slider south and you'll see fewer bosses.
[/ QUOTE ]
No, I dont want to do that. The whole reason I'm playing on difficulty 2 and 4 is that they are only supposed to add more foes, not change the level or effective level of them. More foes means more time spent fighting and getting XP, and less time exiting missions and entering missions and queuing up the next mission and travelling to the next mission, etc.
So, no.
Anyway, I found that if I 3-box, the code never seems to spawn the bosses, but it will spawn more dudes for difficulty 2 and 4, and more dudes since I have 2 door campers or 2 follower accounts, but no bosses.
There is definitely something jacked up in the code if its easier on diff 4 with 3 players than it is on diff 4 with 1 player, even when 2 of them are door sitting.
Anyway, I just wanted to make sure I wasnt the only one seeing this.
Lewis -
[ QUOTE ]
What do people call the nerf to controllers' level 18 AoE hold powers, where the recharge went way up, the aggro count went down, and the duration was dropped?
[/ QUOTE ]
That was the GCN (Great Control Nerf), not go be confused with the GDN (Global Defense Nerf). There was also the ED (Enhancement Diversification) Nerf.
It was a rough patch, that's for sure.
Lewis -
[ QUOTE ]
When I was thinking of ninjas, I was thinking of the pure increase in footspeed that would result.
[/ QUOTE ]
True. Runners would probably be instantly doomed.
Lewis -
Is it me or since the last patch or so, are there more bosses? On difficulty 2 or 4, my Fire/Energy Dom is getting a Boss in every spawn. Since i'm so single target oriented, that's getting to be pretty tough on my survival. Part of the problem is I've been doing Sky Raiders missions, and the bubbles dont help. Kinda nasty.
As soon as I add a couple of accounts and 3-box on the same difficulty, the bosses go away and I have just LTs and minions.
Its weird.
Lewis -
[ QUOTE ]
Imagine a set of speed boosted ninjas.
[/ QUOTE ]
I dont think pets are affected by +recharge anymore. I think a /Kin MM would be powerful ... but not as powerful as you'd think, largely because of this. It would certainly be tedious to leverage to full power. However, I still think it would be good.
Lewis
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Kinetics would be sickeningly good, especially with the melee-oriented sets (Necro, Ninja). However, I guess you could make your dudes run in close regardless.
As for Radiation, I would LOVE this. For probably 2 decades I've had an NPC in my supers universe that I run games in sometimes who is a Necromancy / Radiation / Healer character. She shoots rad blasts, has a variety of radiation powers, necromancy powers, summons, and heals/resurrections. Finally I could come close to modeling her in COV.
Also, I would love to see some thugs lighting up some dudes all covered in the green sticky-yummy.
Lewis -
Here is one. It is pretty haphazard. I did try to put the slotting in such a way that you could play it up by following the slot placement at the indicated level. The content of the slots was just what struck my fancy. I'm pretty sure the slotting on my Lich sucks. Anyway.
Lewis
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
ZZZ MMM Necro Storm: Level 50 Magic Mastermind
Primary Power Set: Necromancy
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Zombie Horde -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc/Dmg/EndRdx(3), HO:Nucle(3), SvgnRt-Acc/Dmg/EndRdx(5), SvgnRt-PetResDam(5), EdctM'r-PetDef(34)
Level 1: Gale -- Acc-I(A)
Level 2: O2 Boost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(11)
Level 4: Snow Storm -- EndRdx-I(A), EndRdx-I(43)
Level 6: Enchant Undead -- EndRdx-I(A)
Level 8: Hover -- Srng-Fly(A), Srng-EndRdx/Fly(9), Flight-I(9), Krma-ResKB(50)
Level 10: Steamy Mist -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(23), TtmC'tng-ResDam/EndRdx(43), Aegis-ResDam/EndRdx(43)
Level 12: Grave Knight -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc/Dmg/EndRdx(13), HO:Nucle(13), SvgnRt-Acc/Dmg/EndRdx(15), LdyGrey-%Dam(15), Achilles-ResDeb%(34)
Level 14: Fly -- Srng-Fly(A), Srng-EndRdx/Fly(19), Flight-I(19)
Level 16: Freezing Rain -- CtlSpd-EndRdx/Rchg/Slow(A), TmpRdns-EndRdx/Rchg/Slow(17), P'ngTtl-EndRdx/Rchg/Slow(17), RechRdx-I(34), Achilles-ResDeb%(46)
Level 18: Swift -- Flight-I(A)
Level 20: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(21), DarkWD-ToHitdeb/Rchg/EndRdx(21), DarkWD-ToHitDeb/EndRdx(23)
Level 22: Health -- Mrcl-Rcvry+(A)
Level 24: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(25), EndMod-I(25)
Level 26: Lich -- HO:Endo(A), HO:Endo(27), HO:Endo(27), S'bndAl-Dmg/EndRdx(29), S'bndAl-Dmg(29), BldM'dt-Dmg/EndRdx(31)
Level 28: Thunder Clap -- RzDz-Acc/Rchg(A), RzDz-Acc/Stun/Rchg(31), Stpfy-Acc/Rchg(31), Stpfy-Acc/Stun/Rchg(33), Amaze-Acc/Stun/Rchg(33), Amaze-EndRdx/Stun(33)
Level 30: Soul Extraction -- S'bndAl-Dmg/Rchg(A), S'bndAl-Acc/Dmg/Rchg(36), S'bndAl-Acc/Rchg(37), BldM'dt-Acc/Dmg(37), BldM'dt-Acc/Dmg/EndRdx(37), DampS-Rchg/EndRdx(40)
Level 32: Dark Empowerment -- EndRdx-I(A)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: Lightning Storm -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(39), Thundr-Dmg/Rchg(39), Dev'n-Acc/Dmg/EndRdx/Rchg(40), Dev'n-Hold%(40)
Level 41: Charged Armor -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(42), TtmC'tng-ResDam/EndRdx(42), Aegis-ResDam/EndRdx(42)
Level 44: Electrifying Fences -- TotHntr-Acc/Immob/Rchg(A), TotHntr-Acc/EndRdx(45), Enf'dOp-Acc/Immob/Rchg(45), EndRdx-I(45), GravAnch-Acc/Immob/Rchg(46), GravAnch-Hold%(46)
Level 47: Tornado -- HO:Perox(A), HO:Perox(48), HO:Perox(48), EndRdx-I(48), C'Arms-+Def(Pets)(50), ExRmnt-+Res(Pets)(50)
Level 49: Super Speed -- QckFt-EndRdx/RunSpd(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Supremacy
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How about Thugs/Traps (driver), Thugs/FF (auto), Thugs/FF (auto) and Thugs/Pain (auto). Nasty. I hope your video card and LAN can handle all the bazillion dudes and gang war running about.
Lewis -
I find the damage enough on robots by level 12, which comes quickly, so to me it isnt worth the respec, even having a bunch of free ones from vet and the recent reward. But it's all good, there isnt really a wrong answer on that, it is just preference.
Lewis -
EDIT: I just noticed that you slotted your PFF like crazy. I'd leave it at one slot and take it much later. That gives you 4 extra slots for web envelope, should you be willing to re-arrange your slot and power order and sneak it in.
I think the build looks serviceable overall. I would change a few things, but not a lot. BTW, I think you did the right thing by skipping the personal attacks, but you could go either way.
Normally I would max acc and damage on all pets, but I can understand why you want regen, since you are shooting for maxed defenses. So, I'll operate under the assumption that you want to keep every regen and defense bonus that you can.
I think if you are going to take 2 slots in Force Bolt and still keep your regen bonus, you should take the acc/dam/end/rech IO from Devastation, instead of Dam/End. More accuracy is good for that power, even with its good starting accuracy.
I dont personally think Equip Robot and Upgrade Robot really need 2 endurance reducers. Of course, if you have them to spare, fair enough. You probably have enough slots.
I would not slot Swift. Slots are too valuable. I would consider instead moving the 2 slots to hover and throwing 2 fly IOs in Hover so you can hover around at a decent rate in missions.
For the protector bots, I know you are going for every bit of defense you can, and every bit of regen you can, but it might be worth it to go for 2 level 50 IO defense here. More defense for your robots is a good thing too, with all that other defense you are rocking. If you can give up the 12% regen and the 0.94% AOE defense, consider Blood Mandate a/d, Blood Mandate a/d/e, Sovereign Right a/d, sovereign right a/d/e, and 2 defense IOs. HOWEVER, there is nothing wrong with your slotting really. Just something to consider.
Hover: again, I'd pull 2 from Swift and put them here for flight speed.
Fly: I think having another Fly IO in here would save your sanity. Consider pulling one of your slots from Equip Robot and Upgrade Robot.
Aid Self: I think having another heal IO in here would be nice. Consider pulling the other of your slots from Equip Robot or Upgrade Robot to here.
I would say you need another endurance slot in Assault if you plan to run it, but you kinda have to keep all your slots like you've got them if you intend to retain your regen bonuses. I would recommend moving the end reduction slot from Force Bubble. However, I'm almost thinking you intend to run Force Bubble all the time? If not, consider moving that slot from Force Bubble to Assault since you'll definitely run Assault all the time.
The only "almost" glaring omission I see is that you didn't take Web Envelope from your patron. That is a truly great power, and it keeps your foes from running out of your robot's Burn Patch. If you werent being a slave to regen bonuses, I'd say drop the Group Fly, steal a slot from Force Bolt, take Web Envelope, and get at least 3 slots on it.
But, I can understand you are doing more the defense/regen/turtle up/let the bad guys die type thing.
Lewis
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[ QUOTE ]
I have all 4 of the Unique's slotted in Gang
[/ QUOTE ]
I'm not sure I would do it that way. You can also put the two recharge intensive buffs (res, def) in Gang War, leaving you 4 slots to get your gang war numbers up to actual decent numbers (recharge, acc, dam). THEN, you can min/max the pet set IOs to get good numbers in your regular pets in only 5 slots, leaving you 2 slots in the regular pets for the normal pet IO set res and def IOs.
Lewis -
I dont see the stigma of taking Stamina either. I took it moderately early on my Thugs/Dark. Eventually, when you get all those controls and debuffs and patron powers and other stuff cycling furiously, it is nice.
Lewis -
[ QUOTE ]
This way, if you're a level 50 tanker looking to finish off those last couple TFs, you're not wandering back and forth between Bricks and FF trying to find that one other guy wandering between FF and Bricks.
[/ QUOTE ]
If you are level 50, wouldn't you be in PI looking for people, even if the content you plan to do isnt in PI? I could see Talos too.
Lewis -
I realized that if I push to level 34 (which is 2 or 3 door missions away) then I can drop my slots from hover and add those to the level 34 slots and re-arrange my powers a bit, and I can KEEP my 3 attacks AND get a slotted power push in.
Here is my new planned build, I hope it works out! It should.
Lewis
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Dawnfire: Level 50 Science Dominator
Primary Power Set: Fire Control
Secondary Power Set: Energy Assault
Power Pool: Fitness
Power Pool: Speed
Power Pool: Flight
Power Pool: Teleportation
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Char -- G'Wdw-Acc/EndRdx(A), G'Wdw-Acc/Hold/Rchg(3), Lock-Rchg/Hold(3), Lock-EndRdx/Rchg/Hold(9), Lock-Acc/EndRdx/Rchg/Hold(9), EoCur-Acc/Hold/Rchg(19)
Level 1: Power Bolt -- Acc-I(A)
Level 2: Fire Cages -- Enf'dOp-Acc/EndRdx(A), TotHntr-EndRdx/Immob(5), TotHntr-Acc/EndRdx(5), TotHntr-Immob/Acc(50), TotHntr-Acc/Immob/Rchg(50)
Level 4: Power Push -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx/Rchg(17), Dev'n-Acc/Dmg/EndRdx/Rchg(23)
Level 6: Swift -- Flight-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(43)
Level 10: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(17), Dev'n-Acc/Dmg/EndRdx/Rchg(23)
Level 12: Flashfire -- RzDz-Acc/Rchg(A), RzDz-Acc/Stun/Rchg(13), Stpfy-Acc/Rchg(13), Stpfy-Acc/Stun/Rchg(15), Rope-Acc/Stun/Rchg(15), Rope-EndRdx/Stun(19)
Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
Level 16: Power Boost -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34)
Level 18: Health -- Mrcl-Rcvry+(A)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(21), EndMod-I(21)
Level 22: Hover -- Srng-Fly(A), Srng-EndRdx/Fly(34), Flight-I(36), Krma-ResKB(50)
Level 24: Bone Smasher -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(25), C'ngImp-Acc/Dmg/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(27), C'ngImp-Dmg/EndRdx/Rchg(27)
Level 26: Fly -- Srng-Fly(A), Srng-EndRdx/Fly(36), Flight-I(36)
Level 28: Total Focus -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(29), C'ngImp-Acc/Dmg/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(31)
Level 30: Cinders -- Para-Acc/Hold/Rchg(A), NrncSD-Acc/Hold/Rchg(37), EoCur-Acc/Hold/Rchg(37), G'Wdw-Acc/Hold/Rchg(37), Lock-Acc/EndRdx/Rchg/Hold(40)
Level 32: Fire Imps -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc/Dmg/EndRdx(33), SvgnRt-Acc/Dmg/EndRdx(33), S'bndAl-Acc/Dmg/Rchg(33)
Level 35: Hot Feet -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(43), M'Strk-Acc/EndRdx(43), M'Strk-Acc/Dmg/EndRdx(46), TmpRdns-Dmg/Slow(46), TmpRdns-Acc/EndRdx(46)
Level 38: Power Burst -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(39), Dev'n-Acc/Dmg/EndRdx/Rchg(40)
Level 41: Power Sink -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod(42), RechRdx-I(42), P'Shift-EndMod/Rchg(42)
Level 44: Surge of Power -- TtmC'tng-ResDam/Rchg(A), Aegis-ResDam/Rchg(45), ImpArm-ResDam/Rchg(45), ImpArm-ResDam/EndRdx/Rchg(45)
Level 47: Charged Armor -- TtmC'tng-ResDam/EndRdx(A), Aegis-ResDam/EndRdx(48), ImpArm-ResDam/EndRdx(48), ImpArm-ResDam/EndRdx/Rchg(48)
Level 49: Recall Friend -- RechRdx-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Domination
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My Fire/Energy is currently level 33 and my only slotted attacks (not counting Fire Imps) are Bone Smasher, Power Blast, and Total Focus.
If I am going to drop one of them for Power Push, which one should I drop. I will say that my favorite of my 3 current attacks is Power Blast, even though it has the weakest damage in Mids' planner. That is because I prefer ranged as well. I love blasting guys, way more than punching guys, even if the punching damage is more.
But, I'll listen to arguments. Which one should I drop to take Power Push?
Thanks,
Lewis -
I can do 3 Thugs Masterminds as long as I dont cast more than one Gang War. My problem is that either Comcast sucks or my router sucks. I'm monitoring packet loss once I get over 3 masterminds and 1 gang war. All 3 of my PCs can handle the graphics, thats for sure!
Lewis -
I would say that your pets aren't slotted that well. The Enforcer's accuracy in particular is fairly bad, and remember they are at -1 level to you, so they like accuracy. 33% is just too low. The accuracy on your regular basic Thugs is OK but ... I still prefer to max the accuracy, since they are -2 levels to you. Your bruiser's accuracy could use some work as well.
You CAN get max acc and damage in just 4 slots, if you are tight on slots. Try a level 50 Acc/Dam and Acc/Dam/End from Blood Mandate, and then put in a level 50 Acc/Dam Sovereign Right, and then a level 40 Acc/Dam from Brilliant Leadership. Or, if you have the cash, and if you really need acc dam to be 95% instead of 93%, put a Hammi-O acc/dam instead of the Brilliant Leadership.
The enforcer is more tricky, since you DO want the 2 level 50 defense IOs and the achilles heel -resist proc is a nice goal. Keep those. Take the Soulbound Dam/End out of the bruiser (slot the bruiser like the regular thugs above) and put it in the Enforcer. Then put 2 hammi-O Acc/Dams in.
Hammi-O level 50 Acc/Dam
Hammi-O level 50 Acc/Dam
Soulbound level 50 Dam/End
Achilles Heel -resistance debuff
Level 50 Generic Defense
Level 50 Generic Defense
That will give you 66% accuracy, 94% damage, 33% endurance reduction, the resist debuff, and very close to max defense assist for the pets.
EDIT: for levelling up, 2 acc and 3 dam are preferred for pets. You can tweak later. Or, if you are really tight, 1 acc and 3 dam is ... OK. But not great.
Lewis -
Well, for the Maneuvers, I like 4 slots total in mine, so I can run either 1 generic END and 3 generic defense, OR so that I can use crafted IOs and place 4 different end/def IOs in it. You can max defense and end reduction in 4 slots that way.
As for the bruiser, there are a TON of options for him. At the very least, I'd want 2 acc, 3 damage, and 1 end reducer, just so he doesnt wear out in long fights. But there are lots of other great options. He very frequently does handclap, which stuns, so he is actually pretty slick with 2 stun IOs in him. I like to put Acc/Dam, Acc/Dam/End, Acc/Dam, and Acc/Dam in him from different pet set crafted IOs. That maxes his acc and damage and gives him some endurance reduction. Then I can throw 2 stun IOs in there so that when he hand claps, things spend more time wobbling around.
Hey, ya can't knock the safety.
Lewis -
I recommend Black Scorpion for the Mace Mastery patron set.
There are 2 very nice powers (at least) in the set.
First, Web Envelope is fantastic. It is an area effect immobilize. That will prevent the bad guys from running and scattering. That helps a lot. Also, it prevents them running but does NOT prevent them from being knocked around (IIRC). This is a good thing. All your soft control (knockback and knockdown) from your pets should still do exactly what you expect.
Second, the Scorpion Shield is defense-based, so it stacks well with your Force Field Generator and makes life safer.
After that, at levels 47 and 49, you could consider the Leadership pool for Maneuvers (more stacking defense for you and the pets) and Tactics (more accuracy and a perception bonus).
Lewis -
You are close on Smashing/Lethal. I'm not sure about the pets. Your Ranged and AoE are quite far from soft capped though.
Here are 2 builds I'm toying with. I'm only level 18 with this guy right now, so they haven't diverged. One skips Trip Mine (sadly) in favor of crazy good soft-capping and beyond. The other, which is the one I'll probably go with, takes Trip Mine, so I am at the cap on Melee, close on Ranged, and good but still a ways away on AoE. But I'll probably go with the one that isnt quite as close, because I have the luxury of dual boxing with a Thugs/FF which I intend to do.
EDIT: Edited the second build.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
ZZZ MMM Thugs Traps: Level 50 Technology Mastermind
Primary Power Set: Thugs
Secondary Power Set: Traps
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Call Thugs -- 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: Web Grenade -- Enf'dOp-Acc/EndRdx(A)
Level 2: Caltrops -- Slow-I(A)
Level 4: Triage Beacon -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(7), H'zdH-Heal/Rchg(7), Numna-Heal/Rchg(23)
Level 6: Equip Thugs -- EndRdx-I(A)
Level 8: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(9), Flight-I(9), DefBuff-I(43), DefBuff-I(46)
Level 10: Acid Mortar -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(11), ShldBrk-Acc/Rchg(11), ShldBrk-Acc/EndRdx/Rchg(40), RechRdx-I(40), Achilles-ResDeb%(40)
Level 12: Call Enforcer -- HO:Nucle(A), HO:Nucle(13), BldM'dt-Acc/Dmg/EndRdx(13), Achilles-ResDeb%(15), DefBuff-I(15), DefBuff-I(37)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17), Flight-I(17)
Level 16: Force Field Generator -- RedFtn-Def/EndRdx(A), RedFtn-Def(19), DefBuff-I(19)
Level 18: Swift -- Flight-I(A)
Level 20: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(21), Lock-Rchg/Hold(21), Lock-EndRdx/Rchg/Hold(23), Lock-Acc/EndRdx/Rchg/Hold(36), Lock-%Hold(36)
Level 22: Health -- Mrcl-Rcvry+(A)
Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(25), EndMod-I(25)
Level 26: Call Bruiser -- HO:Endo(A), HO:Endo(27), HO:Perox(27), HO:Nucle(29), S'bndAl-Dmg/EndRdx(29), EdctM'r-PetDef(37)
Level 28: Seeker Drones -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(33), Stpfy-Acc/EndRdx(33), Stpfy-Stun/Rng(33), Stpfy-Acc/Stun/Rchg(34), Stpfy-KB%(36)
Level 30: Gang War -- S'bndAl-Dmg/Rchg(A), S'bndAl-Acc/Dmg/Rchg(31), S'bndAl-Acc/Rchg(31), BldM'dt-Acc/Dmg(31), C'Arms-Acc/Dmg/Rchg(34), C'Arms-+Def(Pets)(34)
Level 32: Upgrade Equipment -- EndRdx-I(A)
Level 35: Boxing -- Acc-I(A)
Level 38: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def(39), S'dpty-Def/EndRdx(39)
Level 41: Web Envelope -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(42), TotHntr-Acc/EndRdx(42), TotHntr-Immob/Acc(42), TotHntr-Acc/Immob/Rchg(43), TotHntr-Dam%(43)
Level 44: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46), RedFtn-EndRdx(46)
Level 47: Tough -- TtmC'tng-ResDam/EndRdx(A), Aegis-ResDam/EndRdx(48), ImpArm-ResDam/EndRdx(48), S'fstPrt-ResDam/Def+(48)
Level 49: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/EndRdx/Rchg(50), RedFtn-Def(50), S'dpty-Def/EndRdx(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Supremacy
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Sidetrack: Level 50 Technology Mastermind
Primary Power Set: Thugs
Secondary Power Set: Traps
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Call Thugs -- 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(46)
Level 1: Web Grenade -- Enf'dOp-Acc/EndRdx(A)
Level 2: Caltrops -- RechRdx-I(A)
Level 4: Triage Beacon -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(7), H'zdH-Heal/Rchg(7), Numna-Heal/Rchg(23)
Level 6: Equip Thugs -- EndRdx-I(A)
Level 8: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(9), Flight-I(9)
Level 10: Acid Mortar -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(11), ShldBrk-Acc/Rchg(11), ShldBrk-Acc/EndRdx/Rchg(40), RechRdx-I(40), Achilles-ResDeb%(40)
Level 12: Call Enforcer -- HO:Nucle(A), HO:Nucle(13), BldM'dt-Acc/Dmg/EndRdx(13), Achilles-ResDeb%(15), DefBuff-I(15), DefBuff-I(39)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17), Flight-I(17)
Level 16: Force Field Generator -- RedFtn-Def/EndRdx(A), RedFtn-Def(19), DefBuff-I(19)
Level 18: Swift -- Flight-I(A)
Level 20: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(21), Lock-Rchg/Hold(21), Lock-EndRdx/Rchg/Hold(23), Lock-Acc/EndRdx/Rchg/Hold(37), Lock-%Hold(50)
Level 22: Health -- Mrcl-Rcvry+(A)
Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(25), EndMod-I(25)
Level 26: Call Bruiser -- HO:Endo(A), HO:Endo(27), HO:Perox(27), HO:Nucle(29), S'bndAl-Dmg/EndRdx(29), EdctM'r-PetDef(43)
Level 28: Seeker Drones -- Stpfy-Acc/Rchg(A), Stpfy-Acc/Stun/Rchg(31), Amaze-Acc/Rchg(31), Amaze-EndRdx/Stun(31), Amaze-Acc/Stun/Rchg(34)
Level 30: Gang War -- S'bndAl-Dmg/Rchg(A), S'bndAl-Acc/Dmg/Rchg(33), S'bndAl-Acc/Rchg(33), C'Arms-Acc/Dmg(33), C'Arms-Acc/Dmg/Rchg(34), C'Arms-+Def(Pets)(34)
Level 32: Upgrade Equipment -- EndRdx-I(A)
Level 35: Trip Mine -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(36), Acc-I(37), KinCrsh-Rechg/EndRdx(37)
Level 38: Maneuvers -- RedFtn-Def/EndRdx(A), LkGmblr-Def/EndRdx(39), LkGmblr-Def(39)
Level 41: Web Envelope -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(42), TotHntr-Acc/EndRdx(42), TotHntr-Immob/Acc(42), TotHntr-Acc/Immob/Rchg(43), TotHntr-Dam%(43)
Level 44: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46), RedFtn-EndRdx(46)
Level 47: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 49: Recall Friend -- RechRdx-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Supremacy
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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Lewis
-
[ QUOTE ]
Bots/Trick Arrow is strong and not often seen. Although ( like bots always does ) it doesn't show most of it's strength before Assault Bot and the second upgrade.
[/ QUOTE ]
Dangit, I was just coming here to recommend this one. Your bots stay at range, and your trick arrow powers all work at range, and the combo is uncommon, and you'll have lots of debuffs and controls and cool stuff to lay down.
Basically, I second this choice!
Lewis -
You skipped Shadow Fall and Petrifying Gaze?
Weird.
Anyway, you have lots of places you could put slots. First, if you take Petrifying Gaze, it needs 6 total slots, and Shadow Fall can use a total of 3 or 4.
Your Bruiser and your Maneuvers need at least 1 slot each. It wouldnt hurt to put one on Tactics also for more endurance reduction.
Dark Embrace could use another slot, and Night Fall could use at least one more, maybe 2.
Of course, your Super Jump probably doesnt need any slots in it, and since you arent really going for a defense and -def stacking build, I dont think Combat Jumping needs the extra slot. That'd save you 3 more.
Some of your slotting is weird. Why do you have Recharge in Oppressive Gloom? It is a stun toggle, and if you turn it off, the recharge is already fairly short to simply turn it back on.
Anyway, good luck!
Lewis -
Wassabi,
I still didn't find the power necessary, but that's cool. I dont think the power is bad or anything, I just didnt need it. Also, I don't usually run in bodyguard mode anyway. I do on occasion, but not often.
Lewis -
Ah right! I never do the mission so I forgot. I just take the mission the drop it so I can get to Mercy right away. Thanks for the reminder.
Lewis