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  1. Quote:
    Originally Posted by Thoran_EU View Post
    With the +end Proc i actually meant Theft of Essence in Dark Regen.
    Np. I have a ToE proc slotted in Dark Regeneration and majority of the time I gain a little more end than DR's end cost. If your DR has zero end reduction and costs 33.8e to cast, ToE will reduce your DR's end cost by about 60% in most cases.

    If you can get DR's end cost to about 20, on average DR will be an endurance-free power to use.

    Edit: Above numbers are while fighting a group and DR is hitting several-max targets. ToE proc is pretty useless if you are 1-on-1 vs an AV, GM etc.
  2. Quote:
    Originally Posted by E_Lusion View Post
    Anyone have a build for it? I recently made one and wondered if it was worth the time leveling up. Suggestions please?
    This is a build I was thinking about respecing into but decided to stay with my current. It's still pretty good, has equivalent softcap def to S/L/E/N to enemies in melee range (Who are affected by Cloak of Fear's -tohit debuff). Accolades and Cardiac is pretty much mandatory.

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  3. Quote:
    Originally Posted by Thoran_EU View Post
    I just played around a bit, and running only 1 damage aura already fixes a lot of the endurance problems i've been having.

    Also i got lucky with drops, so now I have a karma -kb slotted, is mag -4 enough for most content, or should i look into another -4 in a travelpower for a total of -8?

    And I looked on the market for the +end proc, and to be honest, if that proc is really worth the 100M+ they're being sold for I expect wonders...
    Checkout paragonwiki. It lists all enemies with KB attacks and their mag:

    http://paragonwiki.com/wiki/Knockbac...ockback_Powers

    I think 10-12 protection is good. 4 is ok, but it may lull you into a false sense of security until you run into an AV or something. Katie Hannon TF is the worst, Mary MacComber and her gang were skipping my like a stone on a lake.

    As for the Performance Shifter proc, don't expect a whole lot. It adds an average of 0.2 e/s (10 end every 50s). It doesn't sound like much but if you take Physical Perfection and add another proc, mix in Numina and Miracle procs. It all adds up to quite a bit of end mitigation. You're going to need to be vigilant with your endurance until you're 50 and get your alpha which will most likely be Cardiac or Vigor. Check your ingame email.

    Edit: If you do go with 4, carry some breakfrees with you. They give you mag 5 protection for 1 min.
  4. Quote:
    Originally Posted by Tool_Of_War View Post
    Here is my build for my new Electric Melee/Shield Defense Natural Brute. Please feel free to leave suggestions or tweaks.
    Just made a few changes. Recharge is slightly less but hitpoints, regen, damage resist is higher. With the Force Feedback proc triggering often, the one sec difference in LR/SC's recharge will become askew anyways. Your build is pretty solid regardless of my recommendations.

    Checkout the Agility Alpha. It provides end mod, recharge and defense buffs which can help your build as well. If you switch to Agility and/or get a Glad Armor +3% def, your build can easily transition to purple sets while maintaining softcap def.

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  5. Quote:
    Originally Posted by Mortilance View Post
    Hey I haven't built many masterminds and when I have they have been for pvp but I always tried to go for all out hitpoints, does anyone know if dmg procs are worth slotting in pets at all?
    It depends on the pet. Procs do work in pet attacks but only the powers that have the IO set ability as a secondary effect. For example, the Lich (Necromancy) has 6 different attacks, 5 of 6 has a tohit debuff property. Slotting the Cloud Senses proc is great as the chance for NE damage will roll with most of his attacks.

    Still on the Lich, only 1 of 6 of his attacks has a heal property. Slotting a Touch of Nictus proc would suck as it will only roll when the Lich uses Life Drain.

    Checkout all your pet attacks including the 1st and 2nd pet buff powers. Also factor in if the attack is an AoE which would give a proc more opportunity to trigger. I hope that makes sense.
  6. Siolfir did all the work for us in regards to powers benefiting from the use of Placate during battle. It can be found here:

    http://coh103.gtm.cityofheroes.com/s...d.php?t=278783

    I like Placate, it's pretty unique and one of the powers that makes stalkers stand out from the rest IMO. But sad to say, it is skippable for most of the primaries. The only ones that may want to keep it is Kinetic Melee, to try to get a insta-Build Up recharge from Concentrated Strike; Dual Blades if you want the Empower combo; Street Justice, to try to get a BU'd, Combat Level 3, critical Crushing Uppercut. Possibly some others I can't think of. I am not really sure how Placate affects AoE attacks, decreased chance to critical or same?

    The only other uses I can think of for Placate is to shed aggro. Use it on an enemy closest to a glowie before clicking to help ensure you are not seen. If you die near an enemy, use a wakie/breakfree + Placate and toggle up freely.
  7. Quote:
    Originally Posted by Bullet Barrage View Post
    I have NO experience with DB/. So, great forum entities, help?

    I have to compromise a little bit for thematic reasons, I want to get the best possible speed I can without using super speed, because the glow annoys me to no end. I'd like to get my Positional Defenses to 45 or higher. That's about it.
    Here's a build that might meet your needs. It is pretty expensive, currently maybe 11 billion but a few weeks after enhancement converters come out in i22, I think it will be significantly less. Notes about the build:

    -Made to work with T4 Agility Radial Alpha and T4 Rebirth Radial Destiny.
    -Portal Jockey and Atlas Medallion required to sustain endurance.
    -Has enough recharge to use top attack chain, BF-AB-SS-AB-repeat
    -Sweeping and Attack Vitals combos are available
    -63mph run speed with Sprint; 83mph run speed with Sprint/Ninja Run (Max run speed is 92.5mph)
    -Hasten can be made perma with Enhancement Boosters.

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  8. A revamp like that would make every player respec every character they have that is level 35+. I have 33 lvl 50 characters, 7 or 8 of which have alternate builds. It's pretty huge... Which is probably why you used the word "drastic."

    I always wanted devs to just make a set of Praetorian PP's. Heroes/villains would go to Praetoria, do some missions to unlock 4 or 5 new sets. It would breath a little bit of life into Going Rogue which never really had any popularity and is pretty much dead. After figuring out the new sets, we can pick and choose which characters need to do the Praet missions and respec them then. I personally want to see a new pool with a damage aura.
  9. Quote:
    Originally Posted by Android_5Point9 View Post
    Someone else will have to offer you advice on the Dual Blades stuff, but hopefully that helps some!
    Here is my advice on Dual Blades. It's been discussed several times why DB for stalkers suck. For example the Weaken combo when it would be most useful at lower levels is not achievable until level 32. How Attack Vitals offsets it's effectiveness by using the 3 weakest DPS powers in the set.

    I recommend when i22 hits, drop Nimble Slash and Vengeful Slice. The only combo you will lose is Attack Vitals. No big loss. Assassin's Blade will be great on DB in regards to DPS and the combo system allowing DB to use Empower and Sweep without interruption. The Weaken combo is not needed when you're high level and IO'd but is available to you.

    The best ST DPS attack chain for DB after i22 will be Ablating-Sweeping-Ablating-Assassin's-repeat with a slight pause between Ablating and Assassin's. It's also the perfect chain to easily integrate the Sweep and Empower combos. Toss in Build Up during the pause and it will perform the Sweep or throw in Placate after Assassin's for the Empower.
  10. Quote:
    Originally Posted by Red_Shadow View Post
    Alright, what I'm trying to do here is get S/L & Energy/Neg E to a purple away from softcap. I achieved that, but at the expense of some recharge that I feel Mace could really use. EDIT:Taking out the keep fly concept...SJ would work as well. I just don't want anymore SS glowie-ness.

    I'm going Musculature and Ageless for an endless single target monster, but if you have other suggestions...(And I know Ageless with IMMENSELY help with the lack of recharge...)

    I also went Caltrops and Targeting Drone just for a change from Body Mastery, but hey, I know the benefits of Body and won't argue to change back
    (Even thought of Soul Mastery for Meld...)

    Any tweaking is VERY much appreciated..
    How much influence are you going to spend on this build? What attack chain will you be using?
  11. Quote:
    Originally Posted by kinaki View Post
    Spines can immobilize? :P You're talking about impale?
    Say whaaaaat? All Spine attacks have immobilize. With exception of Impale, all have a mediocre mag 0.33 to 0.67 and lasts for a few seconds. Impale is a mag 3 and the only attack where the immobilize is enhanceable.

  12. Quote:
    Originally Posted by DarkBlaster_NA View Post
    I chain midnight>smite>siphon>smite and for aoe i have fireball>Dark consumption> Charge (i start every fight with soul drain)

    If i'm surrounded by like, 20 rikti (2 spawns) i usually land midnight grasp for 720 +the dot, Is that good? Life siphon will usually hit for 550

    Perma hasten, i have the purple spiritual alpha (Working on upgrading to agility)
    Sounds really good. It's hard to go wrong with Soul Drain and AAO. I think the top 10 Rikti Pylon times were all DM/SD builds at one point.
  13. Quote:
    Originally Posted by presleyster View Post
    Maybe I should look at a different armor set?
    I have a Spines/DA scrapper and enjoy having multiple auras. I thought about making a Spines/FA scrapper. Blazing Aura has the highest damage out of all the damage auras and it would also be pretty strong alternating Build Up and Fiery Embrace. Would Spines ability to immobilize (And maybe stacked with Spectral Interface at 50) solve Burn's problem of scattering enemies?

    I remember looking at Spines/ElA but couldn't decide the direction I wanted to go. Defense or a quasi-perma Power Surge build. ElA has low defense (which PP picks/IO set bonuses can fix) and Toxic resistance is non-existent.
  14. Did you have any specific goals for the build? I do not have a BS or Inv character but Build Up would be a power I would automatically take. Slotting 1 or 2 Achilles Heel would help with DPS also. S/L/E are the more common damage types in late game but I do like that it has some F/C defense, I usually build the same way. I vaguely remember helping someone with an /Inv build and getting defense to 45% in S/L/F/C/E/N but I probably added Maneuvers into the mix to get that.
  15. You can currently get 9 of 14 Praetorian AV kills through trials right now. Neuron, Bobcat, Battle Maiden, Marauder, Siege, Nightstar, Antimatter, Malaise and Mother Mayhem. Diabolique is coming up in i22 which will leave Black Swan, Chimera, Dominatrix and Infernal. Tyrant was never on the list and I believe Shadowhunter was removed as a requirement (He is not listed with Null the Gull).
  16. I would go with Intuition Radial. It increases holds (Dark Servant), damage (Pets), slow movement (Tar Patch), tohit debuffs (Darkest Night/Fearsome Stare/Dark Servant) and range (Most DM powers). The only thing not doing anything is the defense debuffs portion of the alpha.

    Any Interface, Judgement and Lore will serve you well. Maybe Clockwork or Warworks to keep with a bot theme (Warworks is stronger). For Destiny, I like Clarion for my MMs but you can find uses for some of the others as well.

    One thing I find about playing DM is I do not need to build for much defense. With Shadow Fall, I always get the jump on mobs. Fearsome Stare gives them a 15% tohit debuff, tack on Darkest Night for another 15% tohit debuff. Having 15% def is equivalent to having softcap def when starting the fight with FS and DN.
  17. Fullthrottle is a Spines/DA scrapper. Back story involves how she and her team of mercenaries was murdered by the Malta. In hell, Fullthrottle was selected to be an agent of the devil. She was given Spine powers and the ability to take and store the souls of her victims within herself until bringing them to back to hell for judgement. The rest of her team's souls was sentenced to stay in a void, a gulag where prisoners are trapped there for eternity.

    Fullthrottle's first target were the Malta, payback for their brutal murder. Upon completion of her task, she brought the Malta's souls to the void where she saw the ghosts of her former teammates roaming about, crying in anguish. She takes it upon herself to free them and slays the gulag guard, a Kraken-like creature. She then absorbs the souls of each one of her former team and flees like a bat out of hell.

    Now Fullthrottle has dozens of souls of her former team within her. Releasing them for a long period of time would eventually take them back to hell. The same result if Fullthrottle were to die again. So the souls are within her, only released to protect her by taking the lives of anyone wishing to do them harm.



    The original idea for this costume came from a costume posted by Cheeze Head last year. I really wanted to go for the crystal or slate spines but the clipping on the Medusa hair is horrible and only works well with metal spikes. I like the Fire/Ice 2 back piece, I imagine that's where the souls erupt from during battle. The carnival of light masks works well with this costume IMO. Made a lot of incarnate powers trying to keep within it's concept. Pyronic/Void, Phantoms/Polar Lights and Reactive/Spectral.
  18. Obitus did an in-depth comparison between MA ans StJ a few months back and can be found here:

    http://boards.cityofheroes.com/showthread.php?t=276359

    It has several DPS calculations for various chains which might help you decide. They are pretty even on a scrapper.
  19. Quote:
    Originally Posted by Granite Agent View Post
    is there a channel for this? i might move my MM to X if there's regular teamin
    I created a channel called ExMMMadness to make it easy for any MM to find us. Let's just use it for players who want to join the SG, not for teaming. I do not want to take away from the regular MM channel.

    I am sure most players have the maximum amount of channels in their list so just join, get an invite and you are more than welcome to leave the channel. If you have space in your list, stay on ExMMMadness and invite others who may be looking for us.
  20. Quote:
    Originally Posted by MikeRobe View Post
    All MM ITF was a roaring success (except for one poor dc at the end ) It was a ton of fun all the way through and we rolled over the mobs (was there any doubt?)
    Yeh, poor Wikkin. I was hoping he'd make it back in. His vid card might hate the MM teams as he dc'd in the 3rd mission as well. Does anyone have Group Fly? I wonder how we would do on a LGTF.

    MM Madness ITF 2012-01-27 has been immortalized in an animated gif:

    http://i42.tinypic.com/9ulm42.gif
  21. Hey! We have a base! When did that happen? Can we get the enhancement table, inspiration and salvage racks opened up to all members instead of just leader and commander?
  22. Quote:
    Originally Posted by Jibikao View Post
    When you guys test against pylon, do you feel -resistance proc makes a huge difference or no?

    I am planning my SJ/Ice and the only attack that can take -resist is Shin Breaker. (I don't plan to buy any PvP proc sorry). Is having just one -resist proc really worth it in your opinion? Shin Breaker happens to be the best dpa attack as well so I am not sure if I want to fully slot this attack with great damage/recharge/end or sacrifice some damage/recharge for one AH Proc (I plan to take 4 Kinetic Combat).
    The AH proc makes a difference. How substantial depends on the frequency it is used. If you slot it in Shin Breaker and use SB only once in your attack chain, on average you will apply the debuff one time in 5 cycles of your chain. Use SB twice in your chain and it will proc an average of 1 time every 2.5 cycles of your chain.

    Using it twice in a chain is a good amount. AH's debuff lasts for 10.25s (Which does not stack with itself) Your target will have a 20% dam res debuff an average of 40% of the time until you defeat it.
  23. Quote:
    Originally Posted by Subject87 View Post
    one last question, if I did take a whip attack, would you advice Crack whip?
    Yes, to be able to hit as many targets as you can with it but I would not take it if it creates a lot of endurance issues. DM is pretty good on endurance. It does not have many powers that needs to be spammed. Summon/enhance pets once, Twilight Grasp is random, Fearsome Stare every 20s, Howling Twilight every 70s, Tar Patch every 30s, Dark Servant/Hell on Earth every 4 mins and Petrifying Gaze/Soul Storm when you need it. Definitely would not work well after using Burnout.

    It might be better to just take Corruption. Only single target but has a significantly lower end cost (6.5), and the duration of the dam res debuff is 5s. With it's quick recharge, the res debuff can constantly be refreshed. Just use it for the boss, EB, AV etc.
  24. Quote:
    Originally Posted by Erhnam View Post
    In whip case, you get a cool -res debuff to stack with tar patch, so you atacking one time = all your pets dealing more damage for a bit. Not bad
    Yeh, I was looking at that and Crack Whip would be better than the other attacks since it can hit multiple targets with it's 30' cone. Unfortunately it has an end cost of 17.94 and Mids' indicates the damage resist debuff only lasts for 2.1s. Most pets will get one attack during that duration, possibly two. Some may get none if they are switching targets at the time. I would only take Crack Whip if Soul Storm is dropped so it can be properly slotted with some end reduction and recharge so it can be spammed.

    Stick with Recall Friend. It's useful for anyone with a stealth power (Shadowfall). Add a Celerity/Unbound Leap +stealth IO into Sprint and only a select few adversaries will be able to see you (Rikti Drones, Knives of Artemis, some Rularuu, the Cabal, snipers, Longbow Eagles etc.).

    Quote:
    Originally Posted by Subject87 View Post
    I was actually thinking for SS and burnout would be nice, Thanks again for the advice
    Good choice!
  25. Quote:
    Originally Posted by Subject87 View Post
    if I drop teleport (which Im tempted to) what power would you sub for it?
    I don't know. There are probably a few powers you can sub for it. If you like to fly while fighting, take Hover to help save on your endurance (Instead of using Fly while fighting) even if DM is not really end heavy. Adds a little defense and use it as a mule for a Luck of the Gambler 7.5% recharge.

    A lot of MMs like Oppressive Gloom and/or Provoke but I do not feel I need them on my DM. I actually have Provoke in my current build and do not use it at all. As soon as I hit 47, it's gone. Some players like to take an attack but the damage seem trivial compared to pets and teammates that it's not worth while especially since you would take slots away from other areas to enhance it. But a whip is pretty cool.

    If you were willing to drop 2 powers, you could grab Super Speed and Burnout. Cast a double Hell on Earth for more pets and insta-recharge Howling Twilight if you've used it and someone actually dies afterwards. But the side effects are pretty bad, -50% endurance for 1 minute.

    Air Superiority has a 100% knockdown. Stimulant to help with mezzed pets/teammates. Recall Friend if you need to... Oh yeh...