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Poacher

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Posts posted by Poacher

  1. Right now, there's nothing for sale with Prismatic Aether that would interest me. If I had the ability to buy ONE weapon to holster on my toon for 250 Prismatic Aether, I would grind itrials from now until Christmas. I have a weapon master who would look perfect carrying knives as well as bow. Or maybe she want pistols to go with the assault rifle on her back? I think the potential for this would be insane. 

    • Like 1
  2. Trick Arrow is a pretty defenseless secondary for MMs, and beasts benefit massively from +defense. So to mitigate damage, I took power boost + flash arrow. My goal is to get permapower boost on this build so that all my debuffs melt enemies into pudding


    I also proc'd the shit out of Ice Arrow and Acid Arrow.  Ice Arrow hits like a sniper attack, and Acid Arrow does decent pbaoe damage to tightly packed groups. I have a lockdown in EMP arrow which fires pretty reliably on every target it hits.

     

     

     

    Poacher - Villain Mastermind
    Build plan made with Mids' Reborn v3.7.4 rev. 9
    ──────────────────────────────
    Primary powerset: Beast MasterySecondary powerset: Trick ArrowPool powerset (#1): SpeedPool powerset (#2): FightingPool powerset (#3): LeadershipPool powerset (#4): ConcealmentAncillary powerset: Mace Mastery

    ──────────────────────────────

    Powers taken:

    Level 1: Summon Wolves
    A: Achilles' Heel: Chance for Res Debuff3: Touch of Lady Grey: Chance for Negative Damage3: Superior Command of the Mastermind: Recharge/Pet +AoE Defense Aura5: Superior Command of the Mastermind: Damage/Endurance5: Superior Command of the Mastermind: Accuracy/Damage7: Superior Command of the Mastermind: Accuracy/Damage/Recharge

    Level 1: Entangling Arrow
    A: Gravitational Anchor: Immobilize/Recharge7: Gravitational Anchor: Immobilize9: Gravitational Anchor: Immobilize/Recharge/Accuracy9: Gravitational Anchor: Recharge/Accuracy11: Gravitational Anchor: Immobilize/Endurance

    Level 2: Flash Arrow
    A: Cloud Senses: ToHit Debuff15: Cloud Senses: Accuracy/ToHitDebuff17: Cloud Senses: Accuracy/Recharge17: Cloud Senses: ToHit Debuff/Endurance/Recharge

    Level 4: Glue Arrow
    A: Ice Mistral's Torment: Accuracy/Damage/Endurance/Recharge19: Ice Mistral's Torment: Chance for Cold Damage19: Ice Mistral's Torment: Damage/Slow21: Ice Mistral's Torment: Damage/Recharge50: Ice Mistral's Torment: Endurance/Slow

    Level 6: Train Beasts
    A: Invention: Endurance Reduction

    Level 8: Call Ravens
    A: Annihilation: Chance for Res Debuff21: Touch of Lady Grey: Chance for Negative Damage23: Impeded Swiftness: Chance of Damage(Smashing)23: Shield Breaker: Chance for Lethal Damage25: Ice Mistral's Torment: Chance for Cold Damage25: Positron's Blast: Chance of Damage(Energy)

    Level 10: Ice Arrow
    A: Gladiator's Net: Chance of Damage(Lethal)27: Ice Mistral's Torment: Chance for Cold Damage27: Ghost Widow's Embrace: Chance of Damage(Psionic)29: Neuronic Shutdown: Chance of Damage(Psionic)29: Unbreakable Constraint: Chance for Smashing Damage31: Superior Entomb: Accuracy/Hold/Endurance

    Level 12: Summon Lions
    A: Superior Mark of Supremacy: Accuracy/Damage/Endurance31: Superior Mark of Supremacy: Endurance/Pet +Resist +Regen31: Superior Mark of Supremacy: Damage/Endurance33: Superior Mark of Supremacy: Accuracy/Damage33: Call to Arms: Defense Bonus Aura for Pets33: Luck of the Gambler: Defense/Increased Global Recharge Speed

    Level 14: Hasten
    A: Invention: Recharge Reduction34: Invention: Recharge Reduction

    Level 16: Poison Gas Arrow
    A: Fortunata Hypnosis: Recharge/Accuracy34: Fortunata Hypnosis: Sleep34: Fortunata Hypnosis: Sleep/Recharge36: Fortunata Hypnosis: Sleep/Recharge/Accuracy36: Fortunata Hypnosis: Sleep/Endurance

    Level 18: Fortify Pack
    A: Luck of the Gambler: Defense/Increased Global Recharge Speed

    Level 20: Acid Arrow
    A: Annihilation: Chance for Res Debuff36: Achilles' Heel: Chance for Res Debuff37: Bombardment: Chance for Fire Damage37: Positron's Blast: Chance of Damage(Energy)37: Touch of Lady Grey: Chance for Negative Damage39: Shield Breaker: Chance for Lethal Damage

    Level 22: Summon Dire Wolf
    A: Soulbound Allegiance: Chance for Build Up39: Soulbound Allegiance: Damage/Endurance39: Soulbound Allegiance: Damage40: Soulbound Allegiance: Damage/Recharge40: Sovereign Right: Resistance Bonus40: Edict of the Master: Defense Bonus

    Level 24: Disruption Arrow
    A: Synapse's Shock: EndMod/Increased Run Speed

    Level 26: Tame Beasts
    A: Invention: Endurance Reduction

    Level 28: Oil Slick Arrow
    A: Ragnarok: Damage42: Ragnarok: Damage/Recharge42: Ragnarok: Damage/Recharge/Accuracy42: Ragnarok: Damage/Endurance43: Ragnarok: Recharge/Accuracy

    Level 30: EMP Arrow
    A: Unbreakable Constraint: Hold/Recharge/Accuracy43: Unbreakable Constraint: Hold/Recharge43: Unbreakable Constraint: Hold45: Unbreakable Constraint: Recharge/Accuracy45: Unbreakable Constraint: Hold/Endurance45: Lockdown: Chance for +2 Mag Hold

    Level 32: Boxing
    (Empty)

    Level 35: Tough
    A: Gladiator's Armor: TP Protection +3% Def (All)46: Steadfast Protection: Resistance/+Def 3%46: Steadfast Protection: Resistance/Endurance

    Level 38: Weave
    A: Luck of the Gambler: Defense/Increased Global Recharge Speed

    Level 41: Maneuvers
    A: Luck of the Gambler: Defense/Increased Global Recharge Speed46: Kismet: Accuracy +6%50: Luck of the Gambler: Defense

    Level 44: Tactics
    A: Invention: Endurance Reduction

    Level 47: Scorpion Shield
    A: Luck of the Gambler: Defense/Increased Global Recharge Speed48: Luck of the Gambler: Defense/Endurance48: Luck of the Gambler: Defense48: Shield Wall: +Res (Teleportation), +5% Res (All)

    Level 49: Power Boost
    A: Invention: Recharge Reduction50: Invention: Recharge Reduction


    ──────────────────────────────

    Inherents:

    Level 1: Supremacy


    Level 1: Brawl
    (Empty)

    Level 1: Sprint
    (Empty)

    Level 2: Rest
    (Empty)

    Level 1: Swift
    (Empty)

    Level 1: Hurdle
    (Empty)

    Level 1: Health
    A: Panacea: +Hit Points/Endurance11: Numina's Convalesence: +Regeneration/+Recovery13: Miracle: +Recovery

    Level 1: Stamina
    A: Invention: Endurance Modification13: Performance Shifter: Chance for +End15: Invention: Endurance Modification

    Level 1: Pack Mentality


    Level 1: Alpha Howler Wolf


    Level 1: Howler Wolf


    Level 12: Lioness


    Level 22: Dire Wolf


    https://api.midsreborn.com/legacy/download?uc=1707&c=740&a=1480&f=HEX&dc=78DA7594DB4E13511486FFE94CA9500AD4528EAD9C8A2048A1A05E7AE07C684D1544F0868CA5C0444A495B546E3DEB0BF8063E03B7C64362222FE1315E08DE786362EA62D62CD9D6304D9B6FFF7BED7FADBDF6EE24EE8E56EEBE8F5F845633B26EE6F34B09335F48E732D6C6B2E7B259D8CA99EB3A004F326BA6D6D2390F71CB61C8D2EC562693DD880EA74972966E372BF3C35B2B2BD1B99C95BAB5742997CBDE4145329B5D8FCE6EA6D3CB3E1BC7ADD5B582B5B15A6D8FE26973399DCBAF599B7E7B3CB571DBCA5B37AD75ABB01D1ADBB45251C53C61A6D292B4910A8BD077AC817E34FAF05374032F5D40C0800BBB04B10378A7DB60E08DC06B8632BC65B867D836F2146978C5E58424198EE1AAC02C4305E618EE53B8A6ACD6357CA499B0812A7C62A8C167812F0C0F6891AEA6D4E173DB76C75125E065A84505430CE50C13B46F370E57D3A00DF6CC24CD78145FB7075F75C7C5E9481D5E68760D7528D36D6890940DD8619B87545EB96A538E31B66992D82664341B4230D92F8429CE7002AF0C1BA6A81AAF7A3E5E2C184EC8A2C0358656CC0B7CE01EB522C819DAE922FA946A341F7AB9CE368147B4B65AED6735165D4EC8BCC075860E2C08DC6098A63AFD4A9DF04BEAC7E41B501B11907E76C8558BC0C51D8948F722D2EA93D2E1194A10541B11C488840C0B9C67E8C205819F70E01B6C9B27544DBD520DEAB1CF4D8B53824675A6516EC4530A6856521BCD1864FF5318123823708EA10767199ED1EAB0BAFF30C625644C6094E134260426057E316874822DEA856D41911EE8A4B72BF6AE760C727BFBEC8D860FA08EC1A0D84E758B9D72487E9AE956DC5DDD32D387DFDCB9186A5909506CAFEAD22B8DDAA1C451F57F1C15977ED408D40ACC70997B95C0807A3507E446C6041206D4A7580C9508B648CD881FA1270DF5ED44BAC6FAF78A7F5F5B12BF7784BE5FA2D3D1B4E9CEBB6C9EF7558969822E033FFE8F6D8513F29CCFB44A94584FC9060758F87BE58AFDA5C220095E55182221A80A7F0057C1DB8D

     

  3. 14 hours ago, Onlyasandwich said:

    Sure!

     

    With everything  accounted for,  you're at 55.68% ranged defense. I'm not sure what totals you are reviewing, but this is from the latest mids version 3.7.4 with updated database. I am set to "attacked" as well, so stealth is only showing the lower value. No bonus from Infiltration either.

     

    Softcap is 45%.

     

    As for my build, I was going primarily for ranged defense, and achieved it rather easily without many set bonuses, as Defenders have higher baseline values. I was then looking for fun things to do with a couple spare slots, and found I could hit melee softcap as well for a happy bonus. I wouldn't consider it an important goal, but it only took a small adjustment to my build, and I wouldn't gain any appreciable damage or other utility by dumping it as a sideline. 

     

     

     

     

    Wow only 45%? Ok, I should definitely pull back on my ranged defense and shore up melee and AoE. Thanks a bunch!

  4. I've finished a build for my Earth/Nature controller.

     

    Defenses are pretty weak because Nature is mostly a +resist set. I've got a lot of -tohit in both Earthquake and Spore Cloud to help mitigate incoming damage. 

     

    I focused primarily on getting +recharge from set bonuses because Volcanic Gasses and Waterspout are pseudopets that do insane damage when procs fire, but they have long recharge times. I wanted to have both powers up for every mob encounter. Some people might wonder why I took Leviathan Mastery over a defensive APP like Stone Mastery. I wanted the waterspout for the theme, and that's non-negotiable in my build.

     

    I had some extra slots, so I threw them into entangling aura and put 5 unbreakable constraints in there. Is it efficient? No. But I had the money and I wanted more +recharge. 

     

    I've tested this build out and I'm able to solo +2x8 mobs. Haven't tested it out further. I sacrificed some damage output in volcanic gasses for recharge. I used to have more procs in it, and the damage was incredible, but it didn't matter because the power wasn't available every fight.

     

    I was also able to solo the Kronos titan as a monster in the final mission of World Wide Red. I used lore pets. I was doing damage to the Titan without lore pets, albeit slowly, and my animated stone was tanking most of the heavy hits. But the mission was timed and a defeat all, so I opted to kill him faster.

     

    Aloha - Hero Controller
    Build plan made with Mids' Reborn v3.7.4 rev. 9
    ──────────────────────────────
    Primary powerset: Earth Control Secondary powerset: Nature Affinity Pool powerset (#1): Speed Pool powerset (#2): Leaping Pool powerset (#3): Leadership Pool powerset (#4): Flight Epic powerset: Leviathan Mastery

    ──────────────────────────────

    Powers taken:

    Level 1: Fossilize
    A: Apocalypse: Chance of Damage(Negative)3: Apocalypse: Damage/Recharge3: Apocalypse: Damage/Endurance5: Apocalypse: Damage5: Apocalypse: Damage/Recharge/Accuracy

    Level 1: Corrosive Enzymes
    (Empty)

    Level 2: Regrowth
    A: Preventive Medicine: Heal/RechargeTime9: Preventive Medicine: Chance for +Absorb11: Preventive Medicine: Heal/Endurance11: Preventive Medicine: Endurance/RechargeTime13: Preventive Medicine: Heal13: Preventive Medicine: Heal/RechargeTime/Endurance

    Level 4: Stone Cages
    A: Ragnarok: Recharge/Accuracy15: Ragnarok: Damage/Endurance15: Ragnarok: Damage17: Ragnarok: Damage/Recharge17: Ragnarok: Damage/Recharge/Accuracy

    Level 6: Wild Growth
    A: Gladiator's Armor: Resistance19: Gladiator's Armor: End/Resist19: Gladiator's Armor: Recharge/Resist21: Gladiator's Armor: Recharge/Endurance21: Gladiator's Armor: TP Protection +3% Def (All)23: Gladiator's Armor: Resistance/Rech/End

    Level 8: Hasten
    A: Invention: Recharge Reduction23: Invention: Recharge Reduction

    Level 10: Spore Cloud
    A: Dark Watcher's Despair: To Hit Debuff25: Dark Watcher's Despair: To Hit Debuff/Endurance25: Dark Watcher's Despair: To Hit Debuff/Recharge27: Dark Watcher's Despair: To Hit Debuff/Recharge/Endurance27: Dark Watcher's Despair: Recharge/Endurance

    Level 12: Stalagmites
    A: Superior Overpowering Presence: Accuracy/Control Duration/Endurance/RechargeTime29: Superior Overpowering Presence: Accuracy/Control Duration/Endurance29: Superior Overpowering Presence: Endurance/RechargeTime31: Superior Overpowering Presence: Control Duration/RechargeTime31: Superior Overpowering Presence: Accuracy/Control Duration31: Superior Overpowering Presence: RechargeTime/Energy Font

    Level 14: Combat Jumping
    A: Luck of the Gambler: Defense/Increased Global Recharge Speed33: Shield Wall: +Res (Teleportation), +5% Res (All)

    Level 16: Maneuvers
    A: Luck of the Gambler: Defense/Increased Global Recharge Speed33: Kismet: Accuracy +6%

    Level 18: Earthquake
    A: Force Feedback: Chance for +Recharge33: Dark Watcher's Despair: To Hit Debuff34: Dark Watcher's Despair: To Hit Debuff/Recharge34: Dark Watcher's Despair: To Hit Debuff/Recharge/Endurance34: Dark Watcher's Despair: Recharge/Endurance

    Level 20: Wild Bastion
    A: Panacea: Heal/Endurance/Recharge36: Panacea: Heal/Endurance36: Panacea: Endurance/Recharge36: Panacea: Heal/Recharge37: Panacea: Heal

    Level 22: Volcanic Gasses
    A: Superior Will of the Controller: Control Duration/Recharge37: Superior Will of the Controller: Recharge/Chance for Psionic Damage37: Superior Will of the Controller: Accuracy/Control Duration/Endurance/Recharge39: Superior Will of the Controller: Accuracy/Control Duration39: Superior Will of the Controller: Endurance/Recharge39: Unbreakable Constraint: Chance for Smashing Damage

    Level 24: Rebirth
    A: Panacea: Endurance/Recharge40: Panacea: Heal/Endurance40: Panacea: Heal/Recharge40: Panacea: Heal/Endurance/Recharge42: Panacea: Heal

    Level 26: Animate Stone
    A: Soulbound Allegiance: Chance for Build Up42: Expedient Reinforcement: Accuracy/Damage42: Expedient Reinforcement: Damage/Endurance43: Expedient Reinforcement: Endurance/Damage/Recharge43: Expedient Reinforcement: Accuracy/Recharge43: Expedient Reinforcement: Accuracy/Damage/Recharge

    Level 28: Entangling Aura
    A: Unbreakable Constraint: Hold/Recharge45: Unbreakable Constraint: Hold45: Unbreakable Constraint: Hold/Recharge/Accuracy45: Unbreakable Constraint: Hold/Endurance46: Unbreakable Constraint: Recharge/Accuracy

    Level 30: Overgrowth
    A: Invention: Recharge Reduction46: Invention: Recharge Reduction

    Level 32: Tactics
    A: Gaussian's Synchronized Fire-Control: Chance for Build Up

    Level 35: Water Spout
    A: Achilles' Heel: Chance for Res Debuff46: Touch of Lady Grey: Chance for Negative Damage48: Javelin Volley: Chance of Damage(Lethal)48: Annihilation: Chance for Res Debuff48: Positron's Blast: Chance of Damage(Energy)50: Superior Frozen Blast: Accuracy/Damage/Recharge

    Level 38: Vengeance
    A: Luck of the Gambler: Defense/Increased Global Recharge Speed

    Level 41: Shark Skin
    A: Steadfast Protection: Resistance/+Def 3%50: Steadfast Protection: Resistance/Endurance50: Unbreakable Guard: +Max HP

    Level 44: Hover
    A: Luck of the Gambler: Defense/Increased Global Recharge Speed

    Level 47: Fly
    A: Blessing of the Zephyr: Knockback Reduction (4 points)

    Level 49: Evasive Maneuvers
    A: Luck of the Gambler: Defense/Increased Global Recharge Speed


    ──────────────────────────────

    Inherents:

    Level 1: Containment


    Level 1: Brawl
    (Empty)

    Level 1: Sprint
    (Empty)

    Level 2: Rest
    (Empty)

    Level 1: Swift
    (Empty)

    Level 1: Hurdle
    (Empty)

    Level 1: Health
    (Empty)(Empty)(Empty)

    Level 1: Stamina
    (Empty)(Empty)

    Level 47: Afterburner


    https://api.midsreborn.com/legacy/download?uc=1627&c=685&a=1370&f=HEX&dc=78DA75945B4F135110C7677BB140C1524B0BA52D2D4504292D2DA0CF6229626C0D891FA0D9C0966E52DB66BB18493451095FC5EBBBA02F0AF1F222DFC077AF08EA930F06A79D9D301039C9E9FECEDCCE7F764F4FE1F66CE7CE87FC2550BAB315B5D128666B55D3A8552A9AE12CA8CBFA22E070CE546A65D585143B7473642AA71A66995751117079A5544A5D57CD15432BCE944A7A553757A163A1863937EA9AB6D4D9C2BCA6D6F5EAB287174B9AD128EB75776B3D57D197CB662C57D71753B3B59B7A55356B4631AFDDD255B3AC568B05B5616AC66AB0290DE71D057F9A93C681032063C3E9001B2419D2040E18674811BC1A02390E9A1307BC46BB22AA3A15F8666F65B4C12E41077C61F84AD0099F19BE13DCC5127629CE0E1768E3D370916192A01BA618A609B65084538A70C204D53D03198669821E9862982408409A208E5FD125CA282E48801562C136EED42E75B6C373D2D0072F193608FA6193E105C13DCC744B9D6E083B5A9E308418FA090620C8D0C7102108A0CE2EA9B30BFC4ACB13836BD48A17433C32C47318F2170D58E93EAEBDB2152FACDBAC10ABA7416E65905B19E456DEE08BF0C96C1F4469EB21083344180608CE428CE00166FAE58BF0C3230E79C6F094E01C3C6478CC709544BC4511BD52442F6F39C2224678EF11D6779E45AC6166508A0842D66685EC33FC241883DF0C7B0CBF08DEA188901411821C79C66196618E619E20095708DE6376447EA8081FB524830FBF65548440149E50F21A3612971DC4610B3DBE66F20E854C40DC6EC127864DAA9B810D3A4F3DB8C1B0FC6F0FF36159C79451B1816DB4F5BE23CDE400C31FAADB8E5512526682ABB8D193929E147C2475DB630069E949734EF3A8CBFBE620ECF8FF05943FC1BEE090B71DDA15B2EF761CBD0639FEC709F6BD63769B653F75E4B17F2C4AB1A2DAE8811708362DBAF907D214E983

  5. 12 minutes ago, Onlyasandwich said:

    It doesn't work this way for pet powers. The power is being cast by the pet, not by you, and won't be affected.

     

    Meanwhile, juicing recharge allows you to cast the pet more often.

     

    This is also true of psuedopets like rain powers and persistent effect fields (poison trap is one such example).

     

    If you ever aren't certain, look at the city of data entry. Look for a pet entity that is summoned.

     

    Poison trap's cod page: https://cod.uberguy.net/html/power.html?power=corruptor_buff.traps.poison_trap&at=corruptor 

    In your earlier reply you mentioned overkill in my ranged defense, but I haven't even soft-capped my ranged defense. In the build you shared, you opted for a lot of melee defense. Could you explain why?

  6. 1 hour ago, Onlyasandwich said:

    Not a bad baseline! End consumption is pretty manageable, and accuracy is pretty solid in most powers. Most of your power choices are sensible as well.

     

    A little overkill on ranged defense bonuses though. not the worst thing to have a little pad, but you could edge back and juice damage with more procs in some places.

     

    A few general insights:

    • Acid Mortar would benefit from additional recharge. I have tested it with various procs, and didn't find it worthwhile return. Multiple casts of the mortar stack their -res, and you can get good overlap with better recharge.
    • You haven't used the Scourging Blast ATO set. Splitting this into 2 sets of three helps you double up on recharge with little sacrifice. One of these triples would do well in Acid Mortar (all the elements but the proc that have recharge)
    • The extra recharge on Aim isn't a great return. Consider swapping one for the gaussian buildup proc.
    • I also don't find Caltrops worthwhile for procs, though some disagree. It's a very slow return. I go baseline with a set IO that includes Range/Slow plussed out. The extra range is pretty nice for flexibility in battle., as otherwise it's a bit short.
    • I wouldn't go Energy Mastery. You don't have much that really benefits from the power boost effect of power build up (FFgen and Seekers don't inherit it as they're pets), so it's basically just a really long recharge build up. You'll get better resists from Mu, and can grab Power Sink if you really want an extra end tool.
    • Extra lotg in combat jumping does almost nothing.
    • Rain of Arrows is painfully underslotted. Procs are nice to add here, but it deserves good baseline enhancement.
    • Poison trap needs accuracy to hit. The procs are nice, but you need local accuracy and preferably some recharge here as well.
    • Ranged Shot, like Rain of Arrows, needs actual enhancement beyond procs. Sting of the manticore has a really efficient 3 slot range defense bonus that would help you shift away from high investment bonuses like the 6 slot Gladiator's in Temp invuln, which isn't really doing much for you beyond the 6th bonus.
    • Seeker Drones are your main opener. I highly suggest slotting for -tohit, as they stack powerfully for it. Each Seeker pops its own 15 ft aoe of -tohit. They also eat the alpha strike. By the time things can target you, their damage and tohit is gutted. Cloud senses even offers a Ranged defense 6 slot bonus if you want to keep leaning on this power for defense bonuses.

     

    There's more that I would do if building for myself (incorporate slow resist, balance things out with more procs in my ST attacks are among them), but this is where I'd start!

     

    Although it is by no means 1:1, here is a recent traps defender I made. You might find some of the slotting philosophy useful for reference.

    Defender (Traps - Beam Rifle).mbd 41.53 kB · 2 downloads

     

     

    Doesn't adding recharge enhancements to powers that proc reduce the effectiveness of procs? That's why I avoided slotting recharge enhancements in poison trap and acid mortar. And I've always heard that acid mortar is a proc monster.

  7. 17 minutes ago, Onlyasandwich said:

    I can't import chunks into the latest mids (copy/paste won't work!) Mind attaching a build file?

    https://api.midsreborn.com/legacy/download?uc=1618&c=718&a=1436&f=HEX&dc=78DA75944B4F135114C7FFD399B6BC4A292D50A42DE5FD2E544D8C3B153141C1346ADC92110A4CACB49916958DCFF8195CF95CB8F2193571EB4A4D64E7177065A202AE7D8D873973E442C224EDFCEEB9FF7B5EF7CE9DBE7CB46EF5E3D42168E1F182592ECF8C176D7BB95429DAC1936665D9360B3A80FA5CD19C5DCCDB7DE5F4B4699F0F9229FE5F3873CA5C5AC8CF650EDB9B9295D8D6C491E5F9F9CC19DB2C9511C9158B85CCE4D245AB6C9DB30A5665A5C6B59C2EE5F37321178F590B8B156B69A1CE1D4DE5CD120D1A274AD66C2657BC94B767A6CD728502C4297A9A7E5742F4A7411EC70F3CA477D6800F7705EE30187820708F6118F7197E6ADBDD50BD8F68983410C017DD950470C0E74215DEF0A2AB145B53636BD0FDEE4C1DFC0241867A540904181A6030FC2217BAE2C6D091D23D4992A111ED02698618120CD72809BF9A845FAA8C4995CDD2896629372E2D19916E5D273741C58D16C490683DF84DD3D56AA46AAC7247F66058F7E02D59A2061278C1960402BADBC714B22CBE41916A5537B5F8CCDA147C7E0FBC0EA7F152E095C06B86109DBF10B6DCD0A0497367FED02BACF6332C331D880944041A18BA1065B8494E23CA6A5F448AEBC2277830C096BFA48B6E9D00478FE2027BE9C6A4CF0393CF513726785198126F5202A049D273E8D5A276A605EB1CB1171B025FE1BAEBC537B6F4E1BBC01AC32DAAA055ADA01507754FE2F575403ADD49C9B4A9DBDE26BB3D20A0512149B59D493CD63DC91386413C157826F09CC14701DAD56D6A87430F74B277AA813BDDD2939BDF649CE13D79E851253D92D2B0403379E95725FDD2CB11D9D877E46548950CC9E211810F24C9A87DCF20CBD98F625460AFC07E862CF6098C311894CC981A694C92C94A3293863B3527122761407D1CD748ED99DAC59E33D46B8AEC1ADBD76AB6DF5FA25FDFC5BEB1C34E7B7C56F36EB70E2EA706C7C9D267E0C70EADC637AF2BB9CDA7FCC42095AEA4E5FC03C9D6CD5D

  8. I was wondering if anyone could do me the kindness of critiquing my build. This is for an Archery/Traps corruptor.

     

    I wanted to soft-cap my ranged defense, so I took IOs that offered those set bonuses. Whenever a power benefitted from procs, I threw in a bunch while forgoing +recharge enhancement, as I didn't want to nerf the proc chance. 

     

    I haven't gotten around to putting incarnates in the build. If anyone has any suggestions, I would be open to them.

     

    I took Energy mastery for the build up as well as the end discount, as I've found this to be a pretty endurance heavy build.  Build up is nice since it makes my corruptor more like a blaster. Temp Invulnerability lets me put gladiator armor, which offers the +def enhancement as well as some good set bonuses.

     

    I've never used Temporal Bomb so I have no idea how it will perform, but i'm assuming it's an improvement over Time Bomb.

     

    Poacher's Mark - Villain Corruptor
    Build plan made with Mids' Reborn v3.7.4 rev. 9
    ──────────────────────────────
    Primary powerset: Archery Secondary powerset: Traps Pool powerset (#1): Concealment Pool powerset (#2): Speed Pool powerset (#3): Fighting Pool powerset (#4): Leaping Ancillary powerset: Energy Mastery

    ──────────────────────────────

    Powers taken:

    Level 1: Aimed Shot
    A: Thunderstrike: Damage/Endurance/Recharge3: Thunderstrike: Damage/Endurance3: Thunderstrike: Accuracy/Damage5: Thunderstrike: Accuracy/Damage/Endurance5: Thunderstrike: Damage/Recharge45: Thunderstrike: Accuracy/Damage/Recharge

    Level 1: Caltrops
    A: Impeded Swiftness: Chance of Damage(Smashing)7: Annihilation: Chance for Res Debuff7: Ragnarok: Chance for Knockdown9: Positron's Blast: Chance of Damage(Energy)

    Level 2: Fistful of Arrows
    A: Artillery: Accuracy/Damage13: Artillery: Damage/Recharge13: Artillery: Accuracy/Recharge/Range15: Artillery: Endurance/Recharge/Range15: Artillery: Accuracy/Damage/Recharge17: Artillery: Damage/Endurance

    Level 4: Triage Beacon
    A: Panacea: Heal/Recharge17: Panacea: Endurance/Recharge19: Panacea: Heal/Endurance/Recharge19: Panacea: Heal21: Panacea: Heal/Endurance

    Level 6: Blazing Arrow
    A: Thunderstrike: Accuracy/Damage/Endurance21: Thunderstrike: Damage/Recharge23: Thunderstrike: Damage/Endurance23: Thunderstrike: Accuracy/Damage/Recharge25: Thunderstrike: Accuracy/Damage46: Thunderstrike: Damage/Endurance/Recharge

    Level 8: Aim
    A: Invention: Recharge Reduction25: Invention: Recharge Reduction

    Level 10: Acid Mortar
    A: Touch of Lady Grey: Chance for Negative Damage27: Gladiator's Javelin: Chance of Damage(Toxic)27: Achilles' Heel: Chance for Res Debuff29: Superior Malice of the Corruptor: Recharge/Chance for Negative Energy Damage29: Shield Breaker: Chance for Lethal Damage31: Apocalypse: Chance of Damage(Negative)

    Level 12: Explosive Arrow
    A: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown31: Bombardment: Chance for Fire Damage31: Positron's Blast: Chance of Damage(Energy)33: Positron's Blast: Accuracy/Damage33: Positron's Blast: Damage/Endurance33: Positron's Blast: Damage/Recharge

    Level 14: Stealth
    A: Luck of the Gambler: Defense/Increased Global Recharge Speed

    Level 16: Force Field Generator
    A: Luck of the Gambler: Defense/Increased Global Recharge Speed34: Luck of the Gambler: Defense34: Luck of the Gambler: Defense/Recharge34: Luck of the Gambler: Defense/Endurance36: Luck of the Gambler: Defense/Endurance/Recharge

    Level 18: Ranged Shot
    A: Gladiator's Javelin: Chance of Damage(Toxic)36: Sting of the Manticore: Chance of Damage(Toxic)36: Gladiator's Javelin: Accuracy/Damage

    Level 20: Poison Trap
    A: Ghost Widow's Embrace: Chance of Damage(Psionic)37: Unbreakable Constraint: Chance for Smashing Damage37: Neuronic Shutdown: Chance of Damage(Psionic)37: Gladiator's Net: Chance of Damage(Lethal)

    Level 22: Infiltration
    A: Luck of the Gambler: Defense/Increased Global Recharge Speed

    Level 24: Seeker Drones
    A: Blood Mandate: Accuracy39: Blood Mandate: Damage39: Blood Mandate: Accuracy/Damage39: Blood Mandate: Damage/Endurance40: Blood Mandate: Accuracy/Endurance40: Blood Mandate: Accuracy/Damage/Endurance

    Level 26: Rain of Arrows
    A: Javelin Volley: Accuracy/Damage/End/Rech40: Positron's Blast: Chance of Damage(Energy)42: Bombardment: Chance for Fire Damage

    Level 28: Hasten
    A: Invention: Recharge Reduction42: Invention: Recharge Reduction

    Level 30: Temporal Bomb
    A: Superior Malice of the Corruptor: Accuracy/Damage42: Superior Malice of the Corruptor: Damage/Recharge43: Superior Malice of the Corruptor: Accuracy/Damage/Recharge43: Superior Malice of the Corruptor: Damage/Endurance/Recharge43: Superior Malice of the Corruptor: Accuracy/Damage/Endurance/Recharge

    Level 32: Kick
    (Empty)

    Level 35: Tough
    A: Steadfast Protection: Resistance/+Def 3%45: Steadfast Protection: Knockback Protection

    Level 38: Power Build Up
    A: Invention: Recharge Reduction45: Invention: Recharge Reduction

    Level 41: Combat Jumping
    A: Luck of the Gambler: Defense/Increased Global Recharge Speed46: Luck of the Gambler: Defense/Endurance

    Level 44: Conserve Power
    A: Invention: Recharge Reduction46: Invention: Recharge Reduction

    Level 47: Temp Invulnerability
    A: Gladiator's Armor: End/Resist48: Gladiator's Armor: Resistance48: Gladiator's Armor: TP Protection +3% Def (All)48: Gladiator's Armor: Recharge/Resist50: Gladiator's Armor: Recharge/Endurance50: Gladiator's Armor: Resistance/Rech/End

    Level 49: Weave
    A: Luck of the Gambler: Defense/Increased Global Recharge Speed50: Luck of the Gambler: Defense/Endurance


    ──────────────────────────────

    Inherents:

    Level 1: Brawl
    (Empty)

    Level 1: Scourge


    Level 1: Sprint
    (Empty)

    Level 2: Rest
    (Empty)

    Level 1: Swift
    (Empty)

    Level 1: Health
    A: Numina's Convalesence: +Regeneration/+Recovery9: Panacea: +Hit Points/Endurance11: Miracle: +Recovery

    Level 1: Hurdle
    (Empty)

    Level 1: Stamina
    A: Invention: Endurance Modification11: Performance Shifter: Chance for +End

    Level 49: Quick Form


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  9. Right now, selecting minimal fx for the patron armor only gets rid of the patron symbol. It doesn't actually change the hazy ripple aura that appears around your toon. I have to say, it's one of the ugliest auras in the game. I spend a lot of time trying to make my character's costume look awesome, and the armor totally ruins it. At least other armors in the game actually look like something. Ice looks like ice. Dark looks like dark. Even energy aura looks like an actual energy shield. If invulnerability and bio armor can get a minimal fx option, why can't the patron shields?

     

    If that's too much to ask, I'd be willing to settle for the scorpion shield looking more like kinetic shield from /ea.

    • Like 3
    • Thumbs Up 1
  10. 5 hours ago, Mashugana said:

    Some of the pool powers are really cool - I'd love to try some characters that use them - but I am not sure how the math works 🙂

    Really? Most pool powers I"m forced to take just so I can grab a LotG mule, and I never touch them after that. I used to think i could use some of the fighting powers to play as a brawler, but they don't feel as nice as a scrapper or brute.

  11. On 12/1/2021 at 7:22 PM, biostem said:

    I see someone else's costume, or I get inspired to try out a particular build, and I run off to whip up a costume and get to playing it.  I get the character to the teens or mid-20s, and quickly lose interest.  I want to stick with just one character, but cannot seem to get through the slog of the higher levels.  Do any of you folks have a particular approach or mindset that you get yourselves into, in order to complete that journey to 50 and beyond?  Thanks for reading!

     

    Play the character that inspires other people rethink their life choices. When you're constantly getting PMs in game saying what a great name/costume/concept you have, you tend to stick with that toon.

    • Thumbs Up 1
  12. I was trying to play some lower level tips because it's content that I've never explored before. I swapped builds to one that was level 29 and visited the mission computer. The level 20-29 tips were available for me to create. But once I left the base, the tips were no longer in my inventory. I tried this multiple times and the tips kept disappearing.

     

    I tried grabbing a level 40-49 tip with my level 50 build and the tip didn't disappear upon leaving the base. So I know this occurrences is triggered by my character being level 50, even though I'm on a build that's level 29. It's possible that this isn't a bug and could very well be by design, but I don't think I don't think I should be restricted from playing content just because I'm too high level.

  13. On 11/25/2021 at 9:04 AM, Carnifax said:

    This basically. Good examples of "proccy pets" are Clouded Senses in Dark Servant, because all his attacks have some -ToHit.

    Achilles & Shield Breaker in Fly Trap because most of their attacks do -Def. Ditto with Grave Knights for a Necro MM, all their Sword attacks have some -Def. 

    Explosive Strike isn't bad in Phantasm, 2 of his attacks do knockback (add a Overwhelming kb2kd to make him less annoying)

    Overwhelming Chance to Knockdown in any pet power which summons a lot of pets, like MM Tier 1s and Imps. This is just because there's a lot to go around. 

    What about pseudopets? Powers like Volcanic Gasses or Tornado? How do procs work on this?

  14. To spice her up a bit I felt that my villain needed to be a little more exotic in the way she talks. She is an obsessive hunter and collector of dangerous animal species. So I felt like it would make sense for her to be Australian. 

     

    Any good resources that I can use to help me get a handle on the slang? Any videos/movies I should watch or books I should read? I don't want to be cartoonish and over the top Australian. I want it to be authentic. But I also feel like she should use enough lingo to get the point across that she's not from the States.

  15. On 11/19/2021 at 6:56 PM, Lazarillo said:

    Because I have a hard time wrapping my brain around the fact that Masterminds can't really defend themselves, I tend to conceptualize a lot of characters who could be more "lead from the front" types, that I then don't end up playing because that would require a whole new AT (I have ideas!  Someone on HC staff, hit me up! 🙃).

     

    And on the opposite end of the spectrum, I have a tendency to come up with Controller or Dominator-type characters and then go "yeah, but I don't really think the pet fits my concept", and lose interest that way, too.  Plant Control hits me really hard with this.  No offense to Audrey, but my concept of Plant Control would involve keeping the Creeper Patch as the main summon of the set, I think.

    This has always been my issue with Masterminds. In comics, even those most calculating mastermind is still a formidable threat when the goons are beaten and the boss battle begins. The MM is basically totally defenseless, and doesn't really work as a "puppetmaster". If I want my villain to be the leader of a ninja clan, I'm better off rolling a katana/ninjitsu stalker, because anyone who leads an army of ninjas is going to be a highly trained warrior. Then I'll make a few AEs with custom minions so that my VG will know I'm a big boss. 

     

    MMs work better when the pets are tied to the villain's power. Like necromancy or demon summoning. Or if the character's theme is complemented by the use of certain pets. Or if the minions are named characters with their own backstory and lore. Not just faceless henchmen.

    • Like 1
  16. I don't think we need new items. I think what we need is less restriction on what costume pieces can and cannot go together. There's no reason I can't have the cybertech eye underneath my skull mask. If some items clip with others, then so what?

     

    That being said, I would really like to see weapons be able to mounted on my character when I'm not using them. 

    • Thumbs Up 2
  17. 45 minutes ago, A Cat said:

    At ~15 seconds, you will be at the max chance of firing (90)% for normal procs. Your example sounds about right. However, you can have say, a power with 15 second recharge base, and you don't enhance it at all, but you have 200% global recharge that makes it have 7 second recharge in actuality, you will still have 90% proc chance per activation. In the words of the flex seal guy, that's a lot of damage. You can basically think of global recharge with procs as making the procs fire MORE than the 3.5 or 4 times per minute rate. 

     

    Mids does take in account average damage added by procs and also tells you the proc chance if you mouse over the damage breakdown in the power window on the left. 

    Now I finally understand why my Ice Arrow hits every single proc on every activation versus only occasionally on Entangling Arrow. So let me get this straight.... suppose I have a power who's native recharge rate is 20 seconds with no enhancements, but with my global recharge buffs It's only 8 seconds. Am I still getting the 90% proc rate on activation?  

     

    Now could you explain how pets are impacted by procs?

     

     

     

  18. 19 minutes ago, A Cat said:

    Long animation + recharge time and also slottable proc types. So for example, a single target ranged hold can use ranged procs (of which there's very few, but importantly, has a purple, which does more damage/more firings. It can also use hold procs though, which ALSO has a purple damage proc. Single target range holds from APP's also tend to have pretty long native recharge. Damage procs have a fire rate of 3.5 per minute. So for a single target attack, a good recharge to have is ~15 seconds even though 60 seconds/3.5 is ~17 seconds, since procs can only have a max chance of 90% firing. Now you do not want to change this recharge with enhancements OR your alpha slot, since these both decrease your proc chance. However, global recharge doesn't count, so pump those numbers up. AoE's are more complicated. There is an area factor that reduces proc chance as well. Bigger the area the less the chance. Notably on stuff with long enough recharge like Ground Zero from Rad Armor or Blast Nukes, the recharge is long enough that you'll always have 90% proc chance anyway. These powers thus are pretty good for procs if you can sacrifice the set bonuses. 

     

    Damage procs are all the same except for damage type and whether or not it is a purple proc or not. Purple procs fire 4 per minute and also do more damage. 

     

     

    So powers that have less than a 15 second recharge reduce the chance of procs firing? Suppose a power has a quick enough recharge that it comes up every 5 seconds. So I could fire that power 10 times a minute. Of those 10 activations, my proc will only fire 3 times?

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