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Tamorand

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Everything posted by Tamorand

  1. You have about 2000 Entries for Multi Strike - Multi-Strike with a hyphen does not work - But Multi_Strike with an Underscore. You'll need to edit all of them from Hyphen to Underscore for that particular IO to be pulled using your menu. IS Currently "boostset Multi-Strike 50$$boostset Multi-Strike 50$ Should be "boostset Multi_Strike 50$$boostset Multi_Strike 50$ Thank you
  2. Very happy to have helped you. I learned a lot as well. Mostly that I have a lot to learn. GLHF Tamorand
  3. ===================================================================================================================== At his request - My build with @ArchmageMC's help with slotting. Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Mastermind Primary Power Set: Mercenaries Secondary Power Set: Storm Summoning Power Pool: Sorcery Power Pool: Medicine Power Pool: Speed Power Pool: Leadership Ancillary Pool: Mace Mastery Villain Profile: Level 1: Soldiers -- SvrRgh-Acc/Dmg(A), SvrRgh-Acc(3), SvrRgh-Acc/Dmg/EndRdx(3), SvrRgh-Dmg/EndRdx(5), SvrRgh-Acc/EndRdx(5), AchHee-ResDeb%(7) Level 1: Gale -- Ann-ResDeb%(A), Ann-Acc/Dmg/Rchg(7), Range-I(9), Range-I(9), FrcFdb-Rechg%(11) Level 2: O2 Boost -- Heal-I(A) Level 4: Mystic Flight -- BlsoftheZ-ResKB(A) Level 6: Spirit Ward -- Mrc-Heal(A), Mrc-Heal/Rchg(15) Level 8: Equip Mercenary -- EndRdx-I(A) Level 10: Steamy Mist -- LucoftheG-Rchg+(A), Rct-Def(17), Rct-ResDam%(17), StdPrt-ResDam/Def+(19), UnbGrd-ResDam(19), UnbGrd-ResDam/EndRdx(21) Level 12: Spec Ops -- CmmoftheM-Acc/Dmg(A), CmmoftheM-Dmg/EndRdx(21), CmmoftheM-Acc/Dmg/Rchg(23), CmmoftheM-Dmg/EndRdx/Rchg(23), CmmoftheM-Acc/Dmg/EndRdx/Rchg(25), CmmoftheM-Rchg/PetAoEDef(25) Level 14: Aid Other -- Prv-Heal(A), Prv-Absorb%(27), Prv-Heal/Rchg/EndRdx(27), Prv-Heal/EndRdx(29), Prv-EndRdx/Rchg(29), Prv-Heal/Rchg(31) Level 16: Freezing Rain -- RechRdx-I(A), RechRdx-I(31), FrzBls-Rchg/ImmobProc(31), PstBls-Dam%(33), AchHee-ResDeb%(33), ShlBrk-%Dam(33) Level 18: Hasten -- RechRdx-I(A), RechRdx-I(34) Level 20: Hurricane -- DmpSpr-ToHitDeb(A), DmpSpr-ToHitDeb/Rchg(34), DmpSpr-ToHitDeb/Rchg/EndRdx(34), DmpSpr-Rchg/EndRdx(36), DmpSpr-ToHitDeb/EndRdx(36) Level 22: Rune of Protection -- UnbGrd-Rchg/ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(36), UnbGrd-ResDam/EndRdx(37), UnbGrd-Max HP%(37) Level 24: Aid Self -- Heal-I(A) Level 26: Commando -- MarofSpr-Dmg(A), MarofSpr-Dmg/EndRdx(37), MarofSpr-Acc/Dmg(39), MarofSpr-Acc/EndRdx(39), MarofSpr-Acc/Dmg/EndRdx(39), MarofSpr-EndRdx/+Resist/+Regen(40) Level 28: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Rchg+(40) Level 30: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(40), GssSynFr--ToHit/Rchg/EndRdx(42), GssSynFr--ToHit/EndRdx(42), GssSynFr--Build%(42), GssSynFr--Rchg/EndRdx(50) Level 32: Tactical Upgrade -- EndRdx-I(A) Level 35: Tornado -- ExpRnf-+Res(Pets)(A), ExpRnf-Acc/Dmg(43), SvrRgh-PetResDam(43), EdcoftheM-PetDef(43), CaltoArm-+Def(Pets)(45) Level 38: Lightning Storm -- Dcm-Acc/Dmg(A), Dcm-Acc/EndRdx/Rchg(45), Dcm-Dmg/EndRdx(45), Dcm-Dmg/Rchg(46), Dcm-Acc/Dmg/Rchg(46) Level 41: Web Envelope -- GrvAnc-Immob(A), GrvAnc-Acc/Rchg(46), GrvAnc-Acc/Immob/Rchg(48), GrvAnc-Immob/EndRdx(48), GrvAnc-Hold%(48) Level 44: Scorpion Shield -- LucoftheG-Rchg+(A), Rct-Def(50), Rct-Def/EndRdx(50) Level 47: Assault -- EndRdx-I(A) Level 49: Field Medic -- RechRdx-I(A) Level 1: Brawl -- Dmg-I(A) Level 1: Prestige Power Dash -- Run-I(A) Level 1: Prestige Power Slide -- Run-I(A) Level 1: Prestige Power Quick -- Run-I(A) Level 1: Prestige Power Rush -- Run-I(A) Level 1: Prestige Power Surge -- Run-I(A) Level 1: Sprint -- Clr-Stlth(A) Level 1: Supremacy Level 2: Rest -- IntRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(11), NmnCnv-Regen/Rcvry+(15) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Acc(13), PrfShf-End%(13) Level 50: Agility Core Paragon Level 0: High Pain Threshold Level 0: Born In Battle Level 0: Marshal Level 0: Invader ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1553;718;1436;HEX;| |78DA6D94CB4F135114C6EF74A662CBABB53C8552CAC362919146F7263E42308C16E| |A2B6E48D30E30099DD66911D0950BF73E12F0B1304641DD181513D9FA7FB832268A| |CA4381F8D8D4C37C0718933699FCEE9C73BF7BBF73EE9D6A53272B5EF6DD382624D| |F89F1643E3FAC25F305DDCA1866DAAD25478D942CE857464F7037339C98C864B2A6| |AAE9564A379396A1E7438EECF18991113551C85A199E6898A3FE7E734CB774B3A06| |E0F2AE2D9ECB89AC8D212D674A5FDA2E969236598BA17A99CAEA7ABEDE1809E4CEB| |567ECCC8359FCA1929D5B199964CE96C7ABA816C46E979E416FC2BBAC51A21A608D| 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  4. So during testing I found that the use of Lightning Storm was unnecessary in many fights until you get into the harder 3x8 + content. Adding it to the rotation just drained END and didn't really speed up clearing baddies in the lower content, but was helpful in the harder. I am still running out of END - not super fast, but I need to measure my casts to allow my natural +Recovery to do it's job. I received some help on the forums from @Kelly Rocket and @ArchmageMC who put together a build based on the power selections I made. I'll post his after. Here is my build - Remember that missing slots are for Sudden Acceleration Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Mastermind Primary Power Set: Mercenaries Secondary Power Set: Storm Summoning Power Pool: Sorcery Power Pool: Medicine Power Pool: Speed Power Pool: Leadership Ancillary Pool: Mace Mastery Villain Profile: Level 1: Soldiers -- OvrFrc-Acc/Dmg(A), OvrFrc-Acc/Dmg/End(3), OvrFrc-Dmg/End/Rech(3), OvrFrc-Dam/KB(5), AchHee-ResDeb%(5), TchofLadG-%Dam(7) Level 1: Gale -- FrzBls-Dmg/EndRdx/Acc/Rchg(A), Ann-Acc/Dmg/EndRdx/Rchg(7), Range-I(9), Range-I(9), FrcFdb-Rechg%(11), Empty(11) Level 2: O2 Boost -- Heal-I(A) Level 4: Mystic Flight -- BlsoftheZ-Travel/EndRdx(A) Level 6: Spirit Ward -- Mrc-Heal(A), Mrc-Heal/Rchg(17) Level 8: Equip Mercenary -- RechRdx-I(A) Level 10: Steamy Mist -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(17), LucoftheG-Def(19), StdPrt-ResDam/Def+(19), StdPrt-ResDam/EndRdx(21), StdPrt-ResKB(21) Level 12: Spec Ops -- CmmoftheM-Acc/Dmg(A), CmmoftheM-Dmg/EndRdx(23), CmmoftheM-Acc/Dmg/Rchg(23), CmmoftheM-Dmg/EndRdx/Rchg(25), CmmoftheM-Acc/Dmg/EndRdx/Rchg(25), TchofLadG-%Dam(27) Level 14: Aid Other -- DctWnd-Heal(A), DctWnd-Heal/EndRdx(27), DctWnd-Heal/Rchg(29), DctWnd-Heal/EndRdx/Rchg(29) Level 16: Freezing Rain -- RechRdx-I(A), RechRdx-I(31), FrzBls-Rchg/ImmobProc(31), PstBls-Dam%(31), AchHee-ResDeb%(33), ShlBrk-%Dam(33) Level 18: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(34) Level 20: Hurricane -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/Rchg(34), DarWtcDsp-ToHitdeb/Rchg/EndRdx(34), DarWtcDsp-ToHitDeb/EndRdx(36), Empty(36) Level 22: Rune of Protection -- ImpArm-ResDam/Rchg(A), ImpArm-ResDam/EndRdx/Rchg(36), ImpArm-ResDam(37), ImpArm-ResPsi(37) Level 24: Aid Self -- Heal-I(A) Level 26: Commando -- MarofSpr-Dmg(A), MarofSpr-Dmg/EndRdx(39), MarofSpr-Acc/Dmg(39), MarofSpr-Acc/EndRdx(39), MarofSpr-Acc/Dmg/EndRdx(40), Empty(40) Level 28: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Rchg+(37) Level 30: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(40), GssSynFr--ToHit/Rchg/EndRdx(42), GssSynFr--ToHit/EndRdx(42) Level 32: Tactical Upgrade -- RechRdx-I(A) Level 35: Tornado -- ExpRnf-+Res(Pets)(A), ExpRnf-Acc/Dmg(42), CmmoftheM-Rchg/PetAoEDef(43), MarofSpr-EndRdx/+Resist/+Regen(43), CaltoArm-+Def(Pets)(43), Empty(45) Level 38: Lightning Storm -- Dcm-Acc/Dmg(A), Dcm-Acc/EndRdx/Rchg(45), Dcm-Dmg/EndRdx(45), Dcm-Dmg/Rchg(46), Dcm-Acc/Dmg/Rchg(46), Empty(50) Level 41: Web Envelope -- GrvAnc-Immob(A), GrvAnc-Acc/Rchg(46), GrvAnc-Acc/Immob/Rchg(48), GrvAnc-Immob/EndRdx(48), GrvAnc-Hold%(48) Level 44: Scorpion Shield -- LucoftheG-Rchg+(A), LucoftheG-Def(50), LucoftheG-Def/EndRdx(50) Level 47: Assault -- EndRdx-I(A) Level 49: Field Medic -- RechRdx-I(A) Level 1: Brawl -- Dmg-I(A) Level 1: Prestige Power Dash -- Run-I(A) Level 1: Prestige Power Slide -- Run-I(A) Level 1: Prestige Power Quick -- Run-I(A) Level 1: Prestige Power Rush -- Run-I(A) Level 1: Prestige Power Surge -- Run-I(A) Level 1: Sprint -- Clr-Stlth(A) Level 1: Supremacy Level 2: Rest -- IntRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(13) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Acc(13), PrfShf-End%(15), PrfShf-EndMod/Rchg(15) ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1483;691;1382;HEX;| |78DA6D93CB4F135114C6EFB453B0A5486B7943294F5B0A8C34BA37F111823250A9B| |A254D7B8149E8B44E8B80AE5CB85749C0C7C21885B872A1891077FE01FE051A892E| |DCA92CDCD7C3FD0E764C3AC9E437F3DD73CEFDCEB933E6FAA5E09BA97BE78516BAB| |8922D9717CC6CB9229D8265E77D6676C9CA79055D8D74476B2B0B99D542A1681BA6| |7472D2CE3A962CC75CAB175617178D4CA5E81438D0B297C2D3F6B274A45D318E1F8| |2E96271C5C814A984B3D1AC5E4C99B772962D03582A49996F518F33329B974E79D9| |2AF55E2E5939C3B59999CD4936BDD1493647E87EEE137C557DE20B7590D285E72BF| |300D4BF313F7A8488E8A2E19347BD977457EE5B5D690D3F107B2229FE63E03E7202| |55BAC42D0AD69029B461446C921D2F6BDECF887E481A0C5635DF3465C475119A025| |FF830ECA3F8C631D428535D3F3BF2B7694A0B85C053ADCC0E625417ADEDCC4EF025| |D56BE2DCA6DBE8A27D8DB90E766E30EF80DD3C8928196946AEB7790EFB745F057B4| |DE62C58218F2DBC4F0BFBEE3BE63B5D79E9DBC77B3F4FBCBFC1ABF441DA27AC0657| |F58439A79F39C05CA51211D4D723EFE16F608FB90F0E7D60AAD3D8A229B7B1FBB61| |14C77280E0E2798A3608C1C74F0D43BF8E47668725DDC51D72CBE83D373CC34F31A| |189F67AA9DC354AD87CFB787CF6998CF2D426B5176157D05BFF11D707497F91ADC2| |507317615E339ACD14683EC6AF00FC71F82C9BB38BF64066E92DF3D6ABEE3CAD5BA| |8E7FE32873645BA8BEC79F321F83134F98CFC094CADCA3B2099E7D228DBD2632E09| |979E675E60D709F72C690E319E3DE53FCADA68EBF5D9A85C1FD1903E8EF01599C64| |6D927BEEADFD9118DE516F6E6D02DA641D2D55473B5B473B57479B716B7EF465D6B| |46ADAFDBFF720C71FFAF7BF577F065CEB5CF3774DD3B42BF8FA8237318F5FEEF804| |E20F6B9A577B040FC12DF0E4367313FC0BE206DBDE| |-------------------------------------------------------------------|
  5. For your dissecting pleasure. Here is an updated version of the build with changes that reflect our goals and utilized as much of the advice that was not too conflicting. DISCLAIMER: The first thing that you hard cores are going to do is dismiss Gale and what I did with it. Because it is so "against" meta or whatever the heck you want to call it, I feel like I have to Pre-Defend it. The abomination you are looking at is Frozen Blast: D/E/A/Rch Annihilation: D/E/A/Rch x2 Range Force Feedback: chance for +Recharge I had an incredible discussion with a long time, and respected builder, on these and the previous forums. I will paraphrase our discussion as I don't know if he wants his name attached to said abomination. Gale If you have 6 slots to spend on Gale, you're going to want to make 2 of those slots be a Force Feedback proc for +Recharge and the Sudden Acceleration KB>KD IO. That leaves you 4 slots that can be devoted to other purposes. Slotting for additional Knockback is relatively pointless if you're using the KB>KD IO from Sudden Acceleration. Slotting Gale for Damage is a waste. You use Gale for CONTROL and to buy yourself time to do other things. So if you've got 4 slots and don't need to enhance either Damage or Knockback, what would be important to enhance in Gale? Accuracy Endurance Reduction Recharge Reduction RANGE Unfortunately, you're dealing with Target AoE Sets and Knockbacks Sets for slotting Gale with and none of the HOs that you might want to slot have the particular mix of enhancement values we'd be looking for here. Ideally speaking then, you could (franken)slot: 1 Level 50 Frozen Blast Acc/Dam/End/Rech IO 1 Level 50 Overwhelming Force Acc/Dam/End/Rech IO 2 Level 50 Common Range IOs 1 Level 21 Force Feedback +Recharge IO 1 Level 21 Sudden Acceleration KB>KD IO This slotting would give you KnockDOWN practically "on demand" against whatever is in front of you within about 70-75 ft (which is nearly "normal" ranged attack distance) in a WIDE cone in front of you without needing to use HERDICANE to "neutralize" stuff for you. Note that this strategy may require multiple applications of Gale to bowl over Cimerorans who have a fair amount of KB protection, so don't expect this to be a perfect solution versus everything in the game. But it will significantly advantage your Mercs by giving you a HUGE zone of denial in front of you that can prevent counterattacks reasonably reliably ... and Gale can knock over up to 16 targets, which would be really useful. This then lets you use Gale extremely offensively ... pretty much as fast as it cools down (and badguys get back up on their feet). Use Gale to "juggle" badguys without needing to push them into corners and hold them with HERDICANE in order to prevent them from attacking you (and your Mercs). Use Gale to open on piles of badguys as your alpha strike. Pick the one who is FARTHEST away from you in the pile you want to take on, while out of range of him ... cue Gale ... and then charge into range. You will automagically be rooted into place when you enter Gale range, at which point everything between you and your badguy will be hit by Gale and presumably be KnockDOWNed. Unleash the Kraken Mercs on the helpless baddies and hold your position where you cast Gale. When your Targets "get up" ... hit them with Gale again. You'll learn to know "when" to cast Gale to keep "juggling" them off their feet while your Mercs lay down fire into them. And every time you cast Gale, you will likely be able to proc the Force Feedback +Recharge IO, meaning you want to keep casting Gale as much as possible. Season to taste with other Storm attacks as the situation merits and your comedy appreciation permits. Think Ice Patch in Ice Melee is awesome? Try doing that to an entire dogpile of baddies "on demand" over a HUGE (Cone) area as a way to "ghetto hold" the lot of them while your Mercs are free to do what they do best ... shed brass. ------------------------------------------------------------- All that being said, In practice Gale slotted as above works remarkably well... But the SOUND is annoying after about the 30th Awoooooooosshhh. There is a way to disable the sound or simply turn down the SFX, and I want you all to know I did spend about an hour and a half trying to give you a quick tutorial on how to disable it if you so desired. But I failed, as I found the right sound but couldn't get it to disable. If anyone wants to see a small gif or vid of this in action, let me know and I'll make one. But if you don't like to use Gale, just don't :P ------------------------------------------------------------- Next Post has the Builds
  6. So for some reason MID's(PINES) Doesn't allow for Shieldbreaker on any of the soldier/spec ops/commando pets. But you're correct they do fit in game. Just not in MID's for some reason. This is within MID's and you can see it's missing the Accurate Debuff icon. But in game you can clearly see I'm using it in soldiers My apologies for doubting you. :-)
  7. Shield Breaker Proc only works in Tornado - sadly it doesn't fit into any of the soldiers. Do you have a suggestion to replace Shield Breaker? What are the 6 Auras you suggest? So far I've found: Expedient Reinforcement: Resist bonus Aura for Pets Call to Arms: Defense Bonus Aura for Pets Command of the Mastermind: Recharge/Pet +AOE Defense Aura Mark of Supremacy: Endurance/Pet +Resist +Regen Are you talking about slotting the Superior versions of Mark of Supremacy and Command of the Mastermind? Otherwise I can't seem to find another Aura. Perhaps you mean the 5% defense bonus from Edict of the Master and the 10% resist bonus from Sovereign Right? I'm not sure if pets get the benefit of these last 2. At the moment I'm looking at slotting into Soldiers Overwhelming Force KB>KD Achilles Heel, Chance for Res Debuff Touch of Lady Grey: chance for Negative Damage +3 more Overwhelming Force IO's for some sweet bonus action. This puts them a point or two just below the damage cap while still utilizing the 3 procs. What would you use Power Boost to boost specifically?
  8. Thank you again Fichenchips. I am digesting all of the advice given here and have started a new build from scratch. I'll take what I've learned so far and see how it works out. I'll post something in the AM. Thanks again everyone, I appreciate all of your help and advice.
  9. That's good info, I did not know that about the pet aura's. As long as I have a spot for them they will be on all the time. Noted. I also have to point out that there's a misconception here: You don't just want Perma Freezing Rain. You want DOUBLE or TRIPLE Freezing Rain. It's a pseudo-pet (As are all ground targeted AoE powers) and as such it does stack with itself, even though the power is flagged as "Effect does not stack from same caster", because each Freezing Rain instance is technically being cast by a different pseudo-pet. So there is no "too much" recharge for Freezing Rain. At the recharge cap the Duration:Recharge ratio is 2.5:1, and if you can reasonably get this, you very much want it. I originally built with that in mind, but have since started to change my tune regarding recharge with this particular MM set. I want to be able to have FR going all the time, but until the incarnate level, I really have to give up too much to get it any higher. Thank you for the advice.
  10. Thank you for the suggestion, do you have some examples of how we can achieve that? During play testing, I've found that even keeping an entire tray, I was going through a lot of them as I was held, immob, stunned, and slept in one form nearly every engagement. Looking at earlier suggestions we tried to add some soft capped resists but, again, I don't want to use Superior versions of the Archetype sets as they are not as readily available as just slotting them into MID's makes it seem. I'd like this build to be accessible to as many people as possible, not just the rich. We are also having an issue with END - I may have to go back to the drawing board and, that END in mind, rebuild this from the ground up using the suggestions that have been given. Combat Jumping and Acrobatics, as good as they are, are still 2 more toggles that has to be dealt with. I'm going to implement the suggested changes that everyone has given me late tonight or tomorrow morning. Depends on if my daughter has a tea party planned for 6am or not. :-) If Beta testing is to be believed, Overwhelming Force might have been tweaked to give the KB>KD conversion to all abilities when it's slotted. That would open up a lot of slots for other things. Tamorand
  11. Thank you Fichenchips for your questions, I appreciate you taking the time to ask them. Before I answer them though I want to make sure it's clear to all. I'm a novice builder, hopefully that's not too obvious. I don't say that for self deprecation, it's just true. I only recently started down the road to learn how to build in the past few weeks, and the task is a bit daunting. But I'm enthusiastic and Love the Storm power set, so I'm willing to go the extra mile to see this to the end. Secondly, regarding the choices I made in the build. There is very little representation of quality Mercs/Storm builds out there so, in my opinion, someone had to step up and try to put a working build together. My hope was that if I built it, they would come, and help me fix it. That's what you're doing and I super appreciate it. On to your questions. Excellent! If I follow your advice, from question #2, to move the Resist aura's from soldiers, that opens up slots for Lady Grey and Shield Breaker. That would work just fine, I agree. I will update the build shortly with this. That is excellent advice. Tornado is on such a short cooldown, and it lasts for 30 seconds, I should be able to keep the resist aura's up on the pets 100%. EDIT - I was educated by KellyRocket (Again, thank you for keeping me in line) regarding Auras and how they work. I still intend to keep the KB>KD IO in Tornado, so I'll have to find a slot somewhere. Later, some of your questions have sparked a few major changes to the build and I think the slots will open up for us without even trying that hard. When provoked, melee mobs will continue to dive face first into hurricane, get pushed back, and eventually get knocked down. I discussed this pretty heavily on the various discord servers, the advice was sound enough, and there were enough voices that I wanted to make an effort to include it in the build. In Provoke's defense, provoke is a 15 foot radius sphere centered on a target up to 60 feet away - Hurricane's tooltip says it's radius is 25. Provoke's range is much further than the radius of Hurricane. I've never had a problem with hitting mobs outside of Hurricane range. Gale is one of those, slot how you like it abilities. Local Man, if you remember him back in the day, hated Gale due to it's inherent -20 Accuracy and small cone so would only ever put an Accuracy IO and forget about it. I used to follow his advice like it was gospel, as many of us did. This build focuses on Freezing Rain and Bonfire to keep everyone flopping but lacks hard control. In my own practice I've found that with the KB>KD I can use it as soft control vs a herding tool. Being able to herd into a corner is not always viable and to be honest, there are not as many chances to corner herd as their are open areas where the mobs are spread out. I work Gale into my damage rotation just to keep those that are standing on their butts. Blowing them around usually results in less than desired results when out in the open or in say that part of the office map with all the stairs, there are corners but they are so far away that it's useless to even try to herd. Gale should be slotted by the individual based on their play style. I prefer to use it as soft control, but being able to blast them away or into a corner has it's merits too. I admit that this build is very endurance heavy and I have been trying to find a way to reduce that. What you're suggesting is to remove Hasten to eliminate the End crash, and to change IO bonuses to focus on End Recovery/Reduction instead of recharge. In the build's current state, if Hasten is removed Lightning Storm is still perma, just not stackable. I'm willing to consider removing this. I will try the build with it simply unused and see how it plays out. 3 Recharge IO's in FR defeats the slotting that is already happening in there. We're currently using Frozen Blast in place of the Recharge IO's to stack more status resists as this build does not rely on Incarnates. It's great to say that Incarnates will be used, but in practice that takes a lot more commitment to the build and gimps it greatly until that goal is achieved. I'm not opposed to adding Recharge IO's as you've helped with status defense by the advice in your Eighth question. You advise to use Combat Jumping(indirectly) and Acrobatics, that will take care of Immob, KB, and Hold Back to my earlier statement that this build lacks a certain amount of control, Snow Storm allows a soft control to keep mobs in Rain/Bonfire as well as easier herding. It's a HUGE End Hog and if I didn't have to use it, I wouldn't. I don't use it on any of my Stormy's. The main reason I went with Super Speed is because Super Speed + Steamy Mist = full invis. You could change SS to Fly and throw in a Stealth IO to accomplish the same thing, or go the Ninja Run route and put a Stealth IO into Sprint. In the build I placed a Stealth IO into Sprint because sometimes I just don't want to run that fast on a map even if it gives me Invis, but it is 100% OPTIONAL I was looking forward to this question. And I have a question for you. What would you replace? Options are: Provoke Super Speed and Hasten (just stick with Ninja Run+Sprint and Jetpacks) Rise of the Phoenix Char Just looking at the above I think SS and Hasten would be the smart pick. IMHO Fichenchips, thank you so much for your input and advice. I appreciate you taking the time to help us make a better Mercs/Storm build. I have taken some good notes on what you've said and will implement some of them into a new build later this evening as well as do some testing to see what can go and what has to stay. Please feel free to respond to the above. I'm excited for more discussion.
  12. I don’t think that’s accurate. - EDIT: After some other commentors pointed out to me that "Testing on Justin" was not his character name but the name of the BETA SERVER - doh! I understand now that what Justisaur tested might still be something a future update may bring. As it stands now on Homecoming - Torchbearer - The below is still true. Who knows what the future will bring. Thank you @Justisaur for testing this on the Beta Server. Original Post: If I understand what you’re saying is that if you slot the overwhelming force KB>KD IO it should affect all powers in the set . I’ve attached a video of adding only the overwhelming force IO to Tornado. And casting an unmodified Gale. It clearly knocks the crap out of them but does not knock them down. Sadly I was very excited and hoped that I could remove these sudden acceleration IOs. From my build. If there is more to what you’re saying please let us know.
  13. I did some very specific testing of the KB > KD IO in Hurricane today. Sudden Acceleration KD>KD IO Level 10 Hellions Without the KB IO Slotted > Hellions would be pushed back and after a moment or 2 would be launched a dozen feet into the air and backwards. With the KB IO Slotted > Hellions would be pushed back (Repel still in effect) and after a moment or 2 would be knocked down on their butts, completely eliminating the launch. The Repel is not responsible for the launch. There is a separate KB component to Hurricane and that is affected by the KB IO. I have found using the KB IO I have tons more control using Hurricane, as before, the "Launch" was random and could happen at any moment. With the KB IO, the knockdown doesn't cause any undue stress. They fall down and you keep pushing them off to whatever corner you were headed to in the first place. For added testing, I took the slotted Hurricane into the Summer Event and a few other TFs and regardless of the level (AV's not included) the results were the same.
  14. The newly revised build is now - Please note as before, if there is an empty slot it is reserved for Sudden Acceleration's KB>KD Conversion IO Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Sandstorm: Level 50 Magic Mastermind Primary Power Set: Mercenaries Secondary Power Set: Storm Summoning Power Pool: Speed Power Pool: Presence Power Pool: Leadership Power Pool: Teleportation Ancillary Pool: Heat Mastery Villain Profile: Level 1: Soldiers -- ExpRnf-+Res(Pets)(A), CaltoArm-+Def(Pets)(3), MarofSpr-Acc/Dmg/EndRdx(3), MarofSpr-Acc/Dmg(5), OvrFrc-Dam/KB(5), AchHee-ResDeb%(7) Level 1: Gale -- Empty(A) Level 2: O2 Boost -- Prv-Heal(A), Prv-Heal/EndRdx(37) Level 4: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(50) Level 6: Equip Mercenary -- RechRdx-I(A) Level 8: Snow Storm -- TmpRdn-Acc/EndRdx(A), TmpRdn-EndRdx/Rchg/Slow(9), EndRdx-I(9) Level 10: Steamy Mist -- LucoftheG-Rchg+(A), RedFrt-Def/EndRdx(11), RedFrt-EndRdx/Rchg(11), RedFrt-Def/EndRdx/Rchg(13), RedFrt-Def(13), RedFrt-EndRdx(15) Level 12: Spec Ops -- MarofSpr-Dmg(A), MarofSpr-Dmg/EndRdx(15), MarofSpr-Acc/EndRdx(17), MarofSpr-EndRdx/+Resist/+Regen(17), CmmoftheM-Acc/Dmg(19), CmmoftheM-Dmg/EndRdx(19) Level 14: Provoke -- Taunt-I(A) Level 16: Freezing Rain -- FrzBls-Acc/Dmg/Rchg(A), FrzBls-Rchg/ImmobProc(23), FrzBls-Acc/Dmg(23), AchHee-ResDeb%(25), ImpSwf-Dam%(25), TchofLadG-%Dam(27) Level 18: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21) Level 20: Hurricane -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(27), DarWtcDsp-Rchg/EndRdx(29), DarWtcDsp-ToHitDeb/EndRdx(29), Empty(31) Level 22: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(43), LucoftheG-Def/EndRdx(46) Level 24: Recall Friend -- Range-I(A) Level 26: Commando -- CmmoftheM-Acc/Dmg/Rchg(A), CmmoftheM-Dmg/EndRdx/Rchg(31), CmmoftheM-Acc/Dmg/EndRdx/Rchg(31), CmmoftheM-Rchg/PetAoEDef(33), EdcoftheM-PetDef(33), SvrRgh-PetResDam(33) Level 28: Assault -- EndRdx-I(A) Level 30: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(34), AdjTrg-ToHit/EndRdx/Rchg(34), AdjTrg-EndRdx/Rchg(34), AdjTrg-ToHit/EndRdx(37) Level 32: Tactical Upgrade -- RechRdx-I(A) Level 35: Tornado -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(36), ExpRnf-Dmg/EndRdx(36), ExpRnf-Acc/Dmg/Rchg(36), Empty(37) Level 38: Lightning Storm -- WntBit-Acc/Dmg(A), WntBit-Rchg/SlowProc(39), Dcm-Acc/Dmg(39), Dcm-Dmg/Rchg(39), Dcm-Acc/Dmg/Rchg(40), Empty(40) Level 41: Bonfire -- PstBls-Acc/Dmg(A), PstBls-Acc/Dmg/EndRdx(42), FrzBls-Dmg/EndRdx(42), FrzBls-Acc/Dmg/EndRdx(42), FrzBls-Dmg/EndRdx/Acc/Rchg(43), Empty(43) Level 44: Fire Ball -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(45), PstBls-Dmg/Rchg(45), PstBls-Dmg/Rng(45), PstBls-Acc/Dmg/EndRdx(46) Level 47: Char -- WntBit-Acc/Dmg/EndRdx(A), WntBit-Acc/Dmg/Rchg(48), WntBit-Dmg/EndRdx/Acc/Rchg(48), WntBit-Dmg/Rchg(48) Level 49: Rise of the Phoenix -- Erd-Acc/Rchg(A), Erd-Acc/Dmg/Rchg(50), Erd-Dmg/Rchg(50) Level 1: Brawl -- Acc-I(A) Level 1: Prestige Power Dash -- Run-I(A) Level 1: Prestige Power Slide -- Run-I(A) Level 1: Prestige Power Quick -- Run-I(A) Level 1: Prestige Power Rush -- Run-I(A) Level 1: Prestige Power Surge -- Run-I(A) Level 1: Sprint -- Clr-Stlth(A) Level 1: Supremacy Level 2: Rest -- RechRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(46) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(7), PrfShf-End%(40) ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1499;719;1438;HEX;| |78DA6D94594F135114C7EFB453B065E946590A05D9A148A5D1771397A80955B4C65| |732A1034C6CA775662AA04F7E057D20C6440404634C70417179F303F809F4459FC4| |0D34FA5C0FF77FA4D53069F39BF9DFFF39F79C7BEF4C6AF678EDDAC9EB478412389| |6D56C7B3CA5D98E6EE50C33E3496953C6845B08E14D6B66C676F256AE9A9E6265CB| |78BA98CBE5CD444AB7267453B30CDDEEA8183D5A9C9C4CA477E2D8689853C1D3E6B| |46EE9A693F87BE31BCBE7B3897441D73341799BD24CA350CC6A8E9137FD5219D5B5| |8C6ED9D34621249F2FE859BD90B71C69693951302612A774CDE1E2E7C6D38E96BDA| |45BCD546D2FFD173C82AF9247FC7209915485EB2331463CAFCA67758CF9C12D59F5| |86C6C3AA28A8BBB1F4A34B5C264581A2289FE0EED904BB6981DC3CE67E879992EFC| |145AAC2C3993C43426A16E5AA96C94AAEEA078AD4F63D6476C26393C70B8FC71BC1| |98CFC7AC056BEB98F560BD1F5CA6096BB8F39A33E8B0FE2C1838C74C83A12BE8213| |40346A9973AAEB72E895A1CB2FA399FFF09E21AD7996B6033AF5CF3AA225738FA16| |FD7751BE20F71AE4FE1BFE63915284E151C31B888BBE04DB5E315F83ED723782943| |5C25923BC3AF106703800F692A7893B698A63A6155A9916EEA465161DB7CF31AF82| |FBAF3137C9D64FFC8DD810E56BC59CA29577294C5A8C2B8FDD41859D0BCCBBCC45B| |067095CA51A3AB8AE0E5E81195A812E686AD7167CDDDBCC1FCC9F9C47AEC0AC8A53| |BED349EF922A2BEDBBCF9C47E57DB7C0FEDB4C19190E0A31C09103EB987FF005F39| |12A7771F031187FCA9491118A1CE22A8738F2C033E673E60638CC191B2926811877| |E29E2ACFC6C115E62A731967A889BC23F0BA463EE34D4D7E657E01DB2ADFCC28E68| |8576AC3D046F6D0927B6887F6D00EEF68CABFDA68A5E6C54EA4CAB1A5B1F2F74128| |BCABDEC0EE77A1F4CD47E31CAF70CEADB2A62817F9F476E2F47DAFF40FC0BF5DD65| |CCA0DD4507513EC9F07FF002939EB61| |-------------------------------------------------------------------|
  15. Before(LEFT) and After(RIGHT) Proposed changes to add more status resistances (Using Regular Controller sets and NOT the Superior versions) with a loss of about 14% Haste & 1% damage and a loss of 4% in a few Defenses but a 10% gain to damage resists in Fire and Cold Really not a significant loss in exchange for 40% Status resistances. AND When you convert UP to the superior versions of the controller sets you get the following - I am satisfied. Does anyone else have anything to add?
  16. Excellent advice! Regarding your build suggestions - I like every one of them - except that they are all superior - I'll make some changes to the build based on these recommendations and post up later today after work. Thank you!
  17. OK, First tests were for Sustain and, more specifically, longevity. I went to RWZ and in the bunker is a set of Target Dummies Toggles running are: Steamy Mist Maneuvers Tactics Assault Snowstorm (Personally I don't use this skill on my Stormy's as it's kind of a waste, but thought I might need it to keep bad guys in my rain zone) All pets on passive Cast Hasten > Snowstorm > Freezing Rain > Bonfire > Tornado > Lightning Storm > Fireball Took me to 1/4 Endurance My high recharge allowed me to drop another Freezing Rain > Tornado > Fireball and a second Lightning Storm before I ran out of End dropping a single toggle (Tactics) That's a lot of Damage coming down the pipe without my guys doing a thing. This is without Hurricane running though.... I turned on Hurricane and the following happened in my combat log. You reduce the range and chance to hit of all nearby foes with your Hurricane. You are healed by the Panacea effect for 78.93 points of healing. Your Panacea effect triggers and heals Mummy for 78.93 points of healing. Tamorand grants you 10.41 points of endurance with his Performance Shifter: Chance for +Endurance! You grant Tamorand an infusion of 10.41 endurance! Tamorand grants you 7.8 points of endurance with their Panacea: Chance for +Hit Points/Endurance! You grant Tamorand an infusion of 7.8 endurance! You are healed by the Panacea effect for 78.93 points of healing. With Hurricane running, I was able to complete the opening cast list of: Hasten > Snowstorm > Freezing Rain > Bonfire > Tornado > Lightning Storm > Fireball My natural +Recovery allowed me to cast Freezing Rain > Tornado > Fireball and a second Lightning Storm before I ran out of End but I waited about a second to 2 seconds between each cast to not drop my toggles. Killing Monsters: Part 1 > +0 / +8 Went to Peregrine island and started a Radio Mission. Radio Mission 1 : +0 / +8 - Selected a Council Mission - since I have no Hold, Immob, or Stun resist I should get my butt kicked or at least patted a little. Findings: No big surprise, I was Held, Stunned, and/or Immobilized about every pull, but it really didn't matter. I steamrolled them but I opened with Bonfire instead of Freezing Rain and that seemed to keep most of them busy while I waited for whatever effect I had on me to wear off. Radio Mission 2 : Malta - This one sucked super bad. My low resist and defense and practically no hold/stun resist made me Malta's punching bag. Was I victorious? Hell yeah. Did it take 3 dirt naps to clear the entire building of Malta? Yes that also happened. One of those deaths was an Ambush I was not looking out for. Radio Mission 3 : Carnival - First thing is I changed, within the SOLDIER slots, the Soulbound Allegiance IO to the Overwhelming Force KB > KD + Chance to Knockdown IO and fit the skipped Expediant Reinforcement ACC/Rech IO into Tornado - Tornado was not nearly as helpful as it was with the KD IO in it. It very regularly blew groups out of the FR or Bonfire causing complete chaos. That all being said, I wiped the floor with these guys. Only lost 1 soldier and was held a single time and this was a big warehouse map and I cleared it with Zero issues. Note 1: Need to find some Hold and Stun resist that doesn't include eating inspirations. Note 2: Overwhelming Force KB > KD + Chance to Knockdown IO is being wasted in Tornado... @KellyRocket pointed this out to me in another thread and I failed to realize the significance of how many attacks the Soldiers throw out and each one has a chance to proc the Chance to Knockdown. The Overwhelming Force IO is the only KB > KD Io that will fit in Tornado, so if I remove it, Tornado will go back to being chaotic in groups but still wonderful for single target. EDIT: I have since realized a mistake I made regarding where Sudden Acceleration's KB > KD Conversion IO can fit. Previously I had thought it would not fit into Tornado, but lo and behold it does. I now have it in Tornado and it is back to being infinitely more useful than without it. Note 2.2: Fireball is wasted on +0 / +8 - I'm sure it will get some mileage on the higher difficulties. Note: 2.3: Final note - Being a career Stormy, I have to say it SUCKS not having an AOE Immob to lock down groups so they stay in the fire/rain....super sucks. Before I move on to Killing Monster's Part 2 > +1 / +8 I'll post this and see if anyone is interested in more testing or if anyone is interested in making some suggestions and improvements.
  18. I have 3 goto macros on LSHIFT, LCTRL AND LSHIFT+CTRL /bind lshift petcom_pow "Soldier" goto defensive stay /bind lctrl petcom_pow "Spec Ops" goto defensive stay /bind lshift+lctrl petcom_pow "Commando" goto defensive stay I"ve experimented with using Aggressive instead of Defensive but if "anything" hits or looks at them funny on Aggressive, they just turn right around and keep shooting or punching. Though on the flip side of that, If I am no longer getting hit I'll have to use an All Attack Defensive to get them to re-engage I use it the same way to spread them out and since I play Mercs / Storm I use it to get them back inside my hurricane where it's warm and safe.
  19. Might be better to put the OF kb2kd on soldiers to let all their attacks have a chance to kd and make the medic grenade kd and put the sudden acceleration kb to kd on the commando. OF Proc is "Unique" There is also the Sudden Acceleration set that has the same proc but is not "Unique" - If you go Mercs/Storm you'll want the OF proc for Tornado. Sudden Acceleration isn't the same... It converts all Knockbacks to Knockdowns, yes, but Overwhelming Force adds a chance to Knockdown to any damaging power. On a pet that means that *every* attack they have that does damage has a chance to knockdown. So you basically want that on whichever pet tier is going to be throwing the highest volume of attacks, or hitting the highest volume of targets. I agree, but without the OF Proc on Tornado it makes it much less useful. I suppose it will come down to do you want to use Tornado with or without KB. I agree 100% that the OF Proc in Pets is infinitely more useful and thank you as I had no considered the sheer volume of attacks from the Soldiers being a form of control. I"ll have to reconsider my stance on using OF in Tornado on a Merc / Storm
  20. OK Here's the build. This is preliminary and needs to be discussed, but I pulled data from old and new builders, and a couple builders that are old AND new (Redlynne o/ ) This build is all about the Mercs and making sure they shine as brightly as possible. This is STORM - we don't get hit that often so defense and resists are not going to be a huge priority. We rely on our control. That being said.... This build has SHIT for Defense / Resist. (Thoughts: appeal to the group's sense of .. frak I don't know the word for it, but convince the monkey's to figure out how to get more defense/resist) Regarding SERUM - I skipped it. Base recharge is 1000 Seconds (16.67 Minutes) I was, through lots of recharge and nearly perma hasten, able to get it to 5 minutes. That's about 1 usage every 3-5 pulls in a standard full team mission. But I feel like the recharge would make the majority of us just not use it until the boss, and it lasts 1 minute, and honestly I'd rather have Assault for my guys and not to mention the group as a whole will do more damage combined for ALL fights vs 1 min of boosting my Commando. Quoting Seril from his Mercs guide back in the day, he says it best about SERUM. Personal Thoughts: Something that for its recharge time should turn your henchman into Superboy Prime - sadly, he punched reality so hard it retconned the ability into being nothing more than a can of Red Bull. The damage boost is hardly noticeable, and he'll still be very squishy after Serum application. I recommend skipping it. Maybe consider it again if they reduce the recharge time to a fourth of what it is now, but as it stands there are far better powers to be taken. SUDDEN ACCELERATION!! You will notice that there are 2 slots missing an IO in both Hurricane and Bonfire. These spots are for the new Sudden Acceleration IO that has a Knockback to Knockdown conversion. So don't freak out - PINE's has yet to add them and I've not figured out how to do it myself. OK so having a personal server affords me the ability to build this out not only in MID's but also on my server, boost a toon to 50 and put whatever I want on them. (yes I'm aware of the beta server now allowing this, but I used a personal server when it was cool so :-P ) I've taken the below build and set it up to test. Now I'm not going to edit this part as I want the UP's and the DOWN's recorded for future discussion. I'm honestly curious if the low resists and defenses of the Mastermind are outweighed by the sheer awesomeness of the Mercs and the MM's ability to keep the badguys from doing much more than flop around - though without an AOE Immob to keep them flopping in the Rain or Bonfire I'm not sure how well this will work. I am going to play this tonight and will record, (if I can figure out how, as I've never streamed a game before) some footage of this build doing things like Council, Ritki, and maybe try others if i am given any requests. Off I go, let me know what you think, what you like and don't like. I am NOT a master builder like some of the guys on here, but I'm learning, and letting me know what I'm doing right and wrong will help me grow as a builder. Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Sandstorm: Level 50 Magic Mastermind Primary Power Set: Mercenaries Secondary Power Set: Storm Summoning Power Pool: Speed Power Pool: Leadership Power Pool: Presence Power Pool: Teleportation Ancillary Pool: Heat Mastery Villain Profile: Level 1: Soldiers -- ExpRnf-+Res(Pets)(A), CaltoArm-+Def(Pets)(3), MarofSpr-Acc/Dmg/EndRdx(3), MarofSpr-Acc/Dmg(5), SlbAll-Build%(5), AchHee-ResDeb%(7) Level 1: Gale -- Acc-I(A) Level 2: O2 Boost -- Heal-I(A) Level 4: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(50) Level 6: Equip Mercenary -- RechRdx-I(A) Level 8: Snow Storm -- TmpRdn-Acc/EndRdx(A), TmpRdn-EndRdx/Rchg/Slow(9), EndRdx-I(9) Level 10: Steamy Mist -- LucoftheG-Rchg+(A), RedFrt-Def/EndRdx(11), RedFrt-EndRdx/Rchg(11), RedFrt-Def/EndRdx/Rchg(13), RedFrt-Def(13), RedFrt-EndRdx(15) Level 12: Spec Ops -- MarofSpr-Dmg(A), MarofSpr-Dmg/EndRdx(15), MarofSpr-Acc/EndRdx(17), MarofSpr-EndRdx/+Resist/+Regen(17), CmmoftheM-Acc/Dmg(19), CmmoftheM-Dmg/EndRdx(19) Level 14: Provoke -- Taunt-I(A) Level 16: Freezing Rain -- RechRdx-I(A), RechRdx-I(23), PstBls-Dam%(23), AchHee-ResDeb%(25), ImpSwf-Dam%(25), TchofLadG-%Dam(27) Level 18: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21) Level 20: Hurricane -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(27), DarWtcDsp-Rchg/EndRdx(29), DarWtcDsp-ToHitDeb/EndRdx(29), Empty(31) Level 22: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(43), LucoftheG-Def/EndRdx(46) Level 24: Recall Friend -- Range-I(A) Level 26: Commando -- CmmoftheM-Acc/Dmg/Rchg(A), CmmoftheM-Dmg/EndRdx/Rchg(31), CmmoftheM-Acc/Dmg/EndRdx/Rchg(31), CmmoftheM-Rchg/PetAoEDef(33), EdcoftheM-PetDef(33), SvrRgh-PetResDam(33) Level 28: Assault -- EndRdx-I(A), EndRdx-I(37) Level 30: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(34), AdjTrg-ToHit/EndRdx/Rchg(34), AdjTrg-EndRdx/Rchg(34), AdjTrg-ToHit/EndRdx(37) Level 32: Tactical Upgrade -- RechRdx-I(A) Level 35: Tornado -- ExpRnf-Acc/Dmg(A), ExpRnf-Dmg/EndRdx(36), ExpRnf-Acc/Dmg/Rchg(36), ExpRnf-EndRdx/Dmg/Rchg(36), OvrFrc-Dam/KB(37) Level 38: Lightning Storm -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(39), Dcm-Dmg/Rchg(39), Dcm-Acc/EndRdx/Rchg(39), Dcm-Acc/Dmg/Rchg(40), FrcFdb-Rechg%(40) Level 41: Bonfire -- PstBls-Acc/Dmg(A), PstBls-Acc/Dmg/EndRdx(42), ExpStr-Dmg/KB(42), ExpStr-Acc/KB(42), ExpStr-Dam%(43), Empty(43) Level 44: Fire Ball -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(45), PstBls-Dmg/Rchg(45), PstBls-Dmg/Rng(45), PstBls-Acc/Dmg/EndRdx(46) Level 47: Char -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(48), BslGaz-Rchg/Hold(48), BslGaz-Acc/EndRdx/Rchg/Hold(48) Level 49: Rise of the Phoenix -- Erd-Acc/Rchg(A), Erd-Acc/Dmg/Rchg(50), Erd-Dmg/Rchg(50) Level 1: Brawl -- Acc-I(A) Level 1: Prestige Power Dash -- Run-I(A) Level 1: Prestige Power Slide -- Run-I(A) Level 1: Prestige Power Quick -- Run-I(A) Level 1: Prestige Power Rush -- Run-I(A) Level 1: Prestige Power Surge -- Run-I(A) Level 1: Sprint -- Clr-Stlth(A) Level 1: Supremacy Level 2: Rest -- RechRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(46) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(7), PrfShf-End%(40) ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1505;707;1414;HEX;| |78DA6D94CB4F135114C6EFB453B1E5D196521E858ABC048A8C34BA37118D9A50456| |BDC9209BDC0C4765A67A65274E5C27F4017F8484434921813372AA23BFF00776A4C| |74A33BDFF85AD7C37C075A4D9B34BF99EF7EE7DC73CE9D9954E960C383C317F70B2| |5349ED56D7B2AA5DB8EB4728699F1A5F45963DA2B84F0A77533633B792B574777F1| |8A652A5DCCE5F2A69692D6B43475CB907677D5EA81E2CC8C96DE8863A361CE868F9| |A73D292A6A36D5E0426F3F9AC962E489909BA971352CF48CB9E330A61F73EA59B46| |A198D51D236F36BBCA29999585BCE5B852C7A18231AD1D91BAC3C52F4CA51D3D7B4| |65AED54ED00FD977C827F659FF8ED1122A90ACF07629C785275EFD549E638D6B73D| |2746545150B76285880977ED2C690A6B4A3FB43E1A8D179AE27D8B1CC977E032EDE| |F63BF6F047E8B72D4B949CA9EBA7B8AAB6DBFCFEC81C7268F1F1E9F3F8AB54080D9| |003634329BC0A620788736ACE79EEB8FA1B7A6E360E804330D369FF382F3608C7A6| |9E47A1B93A8C5216B90F305B987D64DAE81ED3CB3F615C59D6DEC05FAEFA57C61EE| |35CC312DFFB148F923F0A89155C4C5D6C0AEA7CC67E08E32FD4498B246396B94A79| |368014743E00079DAB893B60476BA4B93E9E04E3A4AE878C702F33CB8F302F323D9| |06897F10DB4CF93AB1A7D2C9A7D4CF8CD05A9C3B88DF44A53D4BCC5BCC65B0FF36B| |842B574737DDD3C89799A442F34B5771DBEBE1FCC9FCC5F9CE73DEA2CA978D2377A| |1A5844CDBBAE32AF31AF838337989790231216628863871EA286E127CC799CE8700| |94C2C30DD138852E408573AC291BB1F311F3357C151CED84A311A62BCDA4BBC837B| |5E315F33DF806DE41D83D733F6095AF20BF333D855E3FD4C546BA3D0C66A68C91AD| |ADE1ADABE0D4DF9579BA8D6FC9864AA125B9EACFE46F0C9FA435BDF88F2D700AD73| |BCC239BF57344539CD4F720F4EF85BB57F08FEF58AE6512EF377EB0A38B808FE052| |6EFDE2F| |-------------------------------------------------------------------|
  21. +1 I'd donate to the dev team to make this
  22. Might be better to put the OF kb2kd on soldiers to let all their attacks have a chance to kd and make the medic grenade kd and put the sudden acceleration kb to kd on the commando. OF Proc is "Unique" There is also the Sudden Acceleration set that has the same proc but is not "Unique" - If you go Mercs/Storm you'll want the OF proc for Tornado.
  23. I'm also building a Mercs/Storm. Once I have a legit build put together I'll post it up. Goals should be what? Accuracy and ToHit Hurricane will keep baddies off of your guys and at max enhancement the Medic no longer runs into melee and dies immediately. Try for Defense, but it's going to difficult with the sets available. As far as IO's go, Lots of Defense means we'd need to be 6 slotting(That's where the best Def bonuses are) so we are going to run out of slots really fast. Not sure how high I can make it while still making the Mercs the rockstars they deserve to be. Recharge enough so you can drop 2 Lightning Storms on top of each other. Not to concerned with Resist as much as Defense. Regarding Tornado and KB - Overwhelming Force IO (get this from the Summer Event) - Put the KB/KD IO into the last slot of Tornado and quoted from a reddit post of mine "Tornado was like a bully on a playground running every kid to ground, tripping them and giving them a wedgie as they hunted down the next one. Glorious! No more flying around, steady solid KD and damage." Even though we got the "KB>KD conversion on our Immob's - Storm doesn't have an AOE Immob so Mercs/Storm has to use IO's to deal with it. Sudden Acceleration is a new KB>KD IO that has no "Unique" restrictions so you can put it in every KB power you have if you want to build it in. Found in the Reward Merit vendor for, I think, 50 Merits each. I did test with a full set on Lightning Storm, Tornado, and Gale - It's lackluster at best. Better to slot for damage and frankenslot the Sudden Acceleration into the end by itself. OK That's enough for now. For the rest of you, Homework! Merc's / Storm is sadly under represented because Bots, Demons, and Thugs are just so great in all they do. But our boys can do something with Storm the others can't - Full Ranged DPS while hiding in our hurricane. If only I could get Wormhole from the Gravity set that would make positioning groups so much easier... (wishful thinking) We need some builds, aka More Then One - Legit, time taken and thoughtful consideration of how this will play out in endgame. I challenge you to put some on here. In order to hone in on the best that we can be, we need some deliberation and discussion. I'll put one up today or tomorrow depending on my daughter's disposition towards Daddy/Daughter Time. Tea Parties are a struggle... I never know what to wear. :P Tamorand
  24. https://web.archive.org/web/20120905032418/http://boards.cityofheroes.com/showthread.php?t=127316 This is one of the guides from the wayback machine. Take what you want from it and fill in where needed.
  25. Following this build and enjoying it so far. I built it out on my personal server and it plays exactly as you showed in your video. Thanks!
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