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Amyante

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Everything posted by Amyante

  1. If you've got a Pool left over, Sorcery has Mystic Flight. It's +215% Fly speed so equal to Fly from the Flight pool at half the End cost, so compared to +249% for Super Jump and 350% for Super Speed it's the slowest of the three, but comes with a complimentary teleportation ability that i believe has the same range as Teleportation's... Teleport. If you want to be mobile without being the party Uber going down the Teleport pool, can i suggest giving that a try? 🙂
  2. Yeah, with Masterminds you're playing more as a BBEG*, throwing expendable minions at the heroes. I've also used it as a panic button of sorts, since pets are the ones pulling all the aggro, so i could get away. Not much on personal damage, but they fully rely on their team buffs because their pets are their DPS and Tanks all rolled into one. It's a you-scream-at-others-to-run-at-it class 😛 * = I say BBEG, but there could be a Hero equivalent too. But a class revolving around someone going "Oh dear, just lost good 'ole Johnny. Guess i'll need to summon a fresh one." doesn't really strike me as heroic. Incarnates are something i'm incredibly new at myself, and sit on a level i've yet to reach, so i'll cross that bridge when i get there. They'll probably have requirements or something. Anyway, need to go atm so thanks for the links, i'll be taking a look at those later too 🙂
  3. Yeah, when i ran it in the test server and started reading Combat logs i already had a feeling i may have overinvested there. I blame never having done +4/x8's, and my main being a Mastermind 😄 But yeah, the reasoning on my end was that since Poison Dart has a recharge under its cast time, that chance for terrorize would be best used there. It and Fences are the only ranged abilities i have, so getting a strong unit in a pack to retreat for 10 seconds on a 1.5 sec cast should keep them off me while i clear the adds. Fences is pretty much geared towards maximizing Immobilization as it takes too long to recharge to be used as a panic button. I haven't gotten a good feel of how much a 'Mag' is yet, but Fences is Mag 3 and my own Immobilization protection is 20.76 Mag, so i'm guessing that's pretty good. Or bad, depending on point of view. I'll probably keep the Fighting pool as it counts for over 20% of my Smashing and Lethal resistance. As for the Leadership pool, given the stacking potential between that and its equivalents on the Widow Teamwork pool i figured i could boost my teammates to the Moon and back, but if that shows up anywhere within Mids', i have yet to find it. 😕
  4. Thanks ^^ Had a weird week, sorry for the late replies: Shockacon, you may be interested in looking at Angelhood's build then, they had more damage than mine, though didn't have Weave, and went Soul instead of Mu. The slotting of Brawl and Sprint were taken over from Angelhood's build as well, and admittedly, the Celerity 2-set bonus is 2.25% Smashing and Lethal resistance (among others) and having 2/6 Crushing Impact gives another 1,5% to those two, so it's a pretty good return of investment for a single slot in each. I also don't have a transportation power, so the 2-slotted Celerity brings my regular running speed up to 41 mph, which is half of Super Speed, only without the End cost. I suppose if you needed to fit anything in, Mental Training could be dropped and you could pick up Tactics for another +12,5% party wide To-Hit (According to MiDS you'd be on an accuracy buff (to self) of +41% now) and be the party radar at close to 1200 feet Perception and +103.5% Perception Debuff Resist, or grab Placate if you want to be more of a scout or whatever, but i'm currently leaning towards Mental Training because of the 40% Recharge and Run speed debuff resistance it gives me. Gulbasaur: I made two sets, one with Mental Training and the +RunSpd IO (there basically isn't anything useful to fit in it), and one with Tactics with a To Hit/Endurance slotted into it. The difference between To-Hit/End and pure To-Hit was only 1% at a cost of 0.07 End/s more, so it wasn't worth it. If you're going Tactics you could sneak a slot off of Poison Dart or Strike and get a 2-slot bonus for Rectified Reticle in there, it's a level 10-20 set but it should get you another 1.88% Smashing and Lethal and 0.94% Melee Defense if you've got a free slot floating around somewhere, and the End/s and +To-Hit buff from those two would be equal to a single To-Hit/End buff from Gaussian's or Adjusted Targeting, if anyone's wondering. I'll try and move Slash up (probably just below or above Eviscerate), but i'm more of a defensive player and Slash has the bad luck of becoming available together with a bunch of defense options. Mind Link is basically half my defenses there.
  5. Thanks. Tossed my Widow build into the Archetypes subforum, here's to hoping i didn't make any glaring mistakes (as hard as that is to do, of course). Hopefully it's limited to an oversight or two, getting Smash/Lethal RES up was kind of a pain to figure out. First version had 38% or so RES, couldn't for the life of me figure out how to get that number up until i realized most of it actually needed to come from set bonuses 😄
  6. Well, after a while i've come up with this one, basically kitbashed it together from a couple of builds (Angelhood's Melee Night Widow and TopDoc's Guide from way back in 2011, for those wondering). I may have gone slightly overboard on accuracy and my defenses are pretty decent, but for a first stab at making a build it seems okay. Feel free to copy, review etc. 🙂 Villain Plan by Mids' Reborn : Hero Designer 2.6.0.6 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Chilldara: Level 50 Natural Arachnos Widow Primary Power Set: Night Widow Training Secondary Power Set: Widow Teamwork Power Pool: Speed Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Mu Mastery Villain Profile: Level 1: Poison Dart (A) Superior Dominion of Arachnos - Accuracy/Damage (3) Superior Dominion of Arachnos - Accuracy/Damage/Recharge (3) Superior Dominion of Arachnos - Damage/Endurance/Recharge (5) Superior Dominion of Arachnos - Accuracy/Damage/Endurance/Recharge (5) Superior Dominion of Arachnos - Recharge/Chance for -Dmg and Terrorize (7) Superior Dominion of Arachnos - Damage/Recharge Level 1: Combat Training: Defensive (A) Shield Wall - +Res (Teleportation), +5% Res (All) Level 2: Strike (A) Mako's Bite - Accuracy/Damage (9) Mako's Bite - Damage/Endurance (11) Mako's Bite - Damage/Recharge (11) Mako's Bite - Accuracy/Endurance/Recharge (13) Mako's Bite - Accuracy/Damage/Endurance/Recharge (13) Mako's Bite - Chance of Damage(Lethal) Level 4: Tactical Training: Maneuvers (A) Luck of the Gambler - Defense/Endurance (17) Luck of the Gambler - Defense (19) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 6: Hasten (A) Recharge Reduction IO (19) Recharge Reduction IO (21) Recharge Reduction IO Level 8: Follow Up (A) Mako's Bite - Accuracy/Damage (21) Mako's Bite - Damage/Endurance (23) Mako's Bite - Accuracy/Endurance/Recharge (23) Mako's Bite - Accuracy/Damage/Endurance/Recharge (25) Mako's Bite - Chance of Damage(Lethal) Level 10: Indomitable Will (A) Endurance Reduction IO Level 12: Lunge (A) Mako's Bite - Accuracy/Damage (25) Mako's Bite - Damage/Recharge (27) Mako's Bite - Accuracy/Endurance/Recharge (27) Mako's Bite - Accuracy/Damage/Endurance/Recharge (29) Mako's Bite - Chance of Damage(Lethal) Level 14: Boxing (A) Stupefy - Endurance/Stun Level 16: Tactical Training: Assault (A) Endurance Reduction IO Level 18: Tough (A) Unbreakable Guard - Resistance (29) Unbreakable Guard - Resistance/Endurance (31) Unbreakable Guard - +Max HP (31) Steadfast Protection - Resistance/+Def 3% Level 20: Weave (A) Reactive Defenses - Defense (31) Reactive Defenses - Defense/Endurance (33) Reactive Defenses - Defense/Endurance/RechargeTime (33) Reactive Defenses - Defense/RechargeTime Level 22: Foresight (A) Luck of the Gambler - Defense/Endurance (33) Luck of the Gambler - Defense (34) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 24: Mind Link (A) Reactive Defenses - Defense (34) Reactive Defenses - Endurance/RechargeTime (34) Reactive Defenses - Defense/Endurance (36) Reactive Defenses - Defense/RechargeTime (36) Reactive Defenses - Defense/Endurance/RechargeTime (36) Reactive Defenses - Scaling Resist Damage Level 26: Eviscerate (A) Obliteration - Accuracy/Damage/Endurance/Recharge (37) Obliteration - Damage (37) Obliteration - Chance for Smashing Damage (37) Multi-Strike - Accuracy/Endurance (39) Multi-Strike - Accuracy/Damage/Endurance (39) Multi-Strike - Damage/Endurance/Recharge Level 28: Spin (A) Obliteration - Accuracy/Damage/Endurance/Recharge (39) Obliteration - Chance for Smashing Damage (40) Obliteration - Damage (40) Multi-Strike - Accuracy/Endurance (40) Multi-Strike - Accuracy/Damage/Endurance (42) Multi-Strike - Damage/Endurance/Recharge Level 30: Mask Presence (A) Luck of the Gambler - Defense/Endurance (42) Luck of the Gambler - Defense (42) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 32: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (43) Luck of the Gambler - Defense (43) Luck of the Gambler - Defense/Endurance Level 35: Tactical Training: Leadership (A) Gaussian's Synchronized Fire-Control - Chance for Build Up (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (45) Gaussian's Synchronized Fire-Control - To Hit Buff Level 38: Maneuvers (A) Luck of the Gambler - Defense/Endurance (45) Luck of the Gambler - Defense (45) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 41: Electrifying Fences (A) Gravitational Anchor - Immobilize (46) Gravitational Anchor - Accuracy/Immobilize/Recharge (46) Gravitational Anchor - Accuracy/Recharge (46) Gravitational Anchor - Immobilize/Endurance (48) Gravitational Anchor - Chance for Hold Level 44: Slash (A) Hecatomb - Accuracy/Recharge (48) Hecatomb - Damage/Recharge (48) Hecatomb - Accuracy/Damage/Recharge (50) Hecatomb - Damage/Endurance (50) Hecatomb - Chance of Damage(Negative) (50) Superior Blistering Cold - Recharge/Chance for Hold Level 47: Assault (A) Endurance Reduction IO Level 49: Mental Training (A) Run Speed IO Level 1: Brawl (A) Crushing Impact - Accuracy/Damage (7) Crushing Impact - Damage/Endurance Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Empty Level 1: Sprint (A) Celerity - +Stealth (9) Celerity - RunSpeed Level 1: Conditioning Level 2: Rest
  7. Thanks. It's not about AV min-maxing, i haven't gotten a character to 20 yet because i keep second guessing myself, but there are other games that vigorously punish you if you dare to take anything resembling a subpar ability somewhere down the line, or slot anything other than an ideally RNG'd McGuffin to each specific position. Good to know this game isn't one of them 🙂
  8. As title. Basically, i've got some combos i'd like to try out, mostly flavor based, but as a newbie at this i was wondering how hard/easy it is to end up with something that simply won't survive if it isn't at least tricked out and optimized.
  9. Maybe it's me, but the discord builds do not seem to be working for me. I'm using Mids' v1.960, in case that makes a difference. ^ Aaaand apparently i'm an idiot. Feel free to disregard.
  10. Thanks. Already saved the costume and custom power colors back when i created her since i have a tendency to reroll characters a thousand times and it saves me three hours of chargen :P Haven't come across a bank though. There was the Vaults, but those were only for Invention Salvage. Wouldn't be the first time i've missed the obvious though. ----- Huh, interesting link khy, thanks for sharing. I'll definitely be keeping that in mind, maybe run it on a test char before rerolling my main on it :)
  11. Yeah, i usually have Sprint + Ninja Run on. It's close to Super Speed, and i get more than enough altitude on my jumps with it too. That said, i did run past a couple of options mentioned here to take as a Secondary: FF: While it does have some good +DEF, i feel it's a bit too defensive for my tastes. Though the idea of playing Katamari with Force Bubble sounds amusing. Cold / Thermal: There are some interesting abilities here, Thermal having some good heals too, but i'm not entirely convinced. Which leaves Time. Though... Dark looks appealing. There's a res, Darkest Night and Fearsome Stare look like an absolutely brutal combo to ensure my pets won't be getting hit, and at the end of the line there's another pet for my growing collection, whom ALSO has Darkest Night and Petrifying Gaze. In addition, Shadow fall does what Stealth does, but as an AoE, so i'll end up opening up an extra slot. I could go down Sorcery and grab Arcane Bolt, been hearing good things about it. I've got a respec on her, would that allow me to pick new powers altogether or would i actually need to delete and recreate her?
  12. Well... To be entirely honest, Empathy is supposed to double as me not being completely useless in a team if an enemy happens to have a strong AoE. My pets have fought Hellions while standing in a fire before, so... 'Tis also good that my buffs (aside from Supremacy) would all apply to my Team as well, since i won't be doing them any favors damage-wise until i unlock Ancillaries :P
  13. Okay, so i'm playing a Mastermind i tried back during the original, and recreated here. Didn't get very far (free accounts were capped at level 10 or 15 or so iirc) so bear in mind i have no actual mid- to lategame experience. With that in mind, this is what i'm running: Level 12 natural Mastermind Primary Power Set: Ninjas Secondary Power Set: Empathy Power Pool: Concealment Power Pool: Leadership Power choices thus far: Ninjas: - Call Genin - Snap Shot - Train Ninjas - Call Jounin Empathy: - Healing Aura (forced pick as Secondary) - Resurrect (pretty much the power you wish you'd have when you need it) Concealment: - Stealth (basically allows me to get completely ignored by the enemy so they hit my pets instead of me) Leadership: - Assault (attack bonuses for all my pets, following it up with Maneuver at some point too though Call Jounin and Resurrect got priority last time). Now, Snap Shot is pretty much my only offense and, while i deal pitiful damage, my pets don't yet seem to be running into problems they can't handle unless the three of them (2x Genin at my current level) are fighting two purples (i can take on one at no losses). A good hit still chunks their health bar, but Empathy's got some good buffs coming up, and with Maneuvers i can get my pets' defenses up a little bit further since they have Resistance, along with the inherent Supremacy buff all Masterminds get. Currently my Genin have 2x damage and 1x accuracy slotted, though given my low level it's mostly slotting whatever drops during missions for me. I'm... probably overlooking something that will bite me in the ass later on, but what i have in mind should be pretty clear at this point. Advice what to look out for is always welcome, especially given that this is essentially my first main and redoing her would be a lot easier at her current level than it would be some ten levels later when my mistakes will have become habit :)
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