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Everything posted by brasilgringo
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Demon/Dark (or Demons/Dark) - once more unto the boards!
brasilgringo replied to brasilgringo's topic in Mastermind
Yessir, good advice. I am using the binds. It only was a problem on maps with constant movement (like running through the caves skipping mobs to free the Cybils on the speed ITF, or the same with the shadow cysts, or with battle maiden on Apex where you can't stay in 1 spot or blue goo falls on you -- and where BM tends to stand in blue goo so she's death for melee). The challenging thing for me about the binds is not the keypad use (that's great) ... it's having to bind my other MM powers like Fearsome Stare, Tarpatch, etc. to *other keys* because I usually bind all my toon's powers to the numpad.... learning new muscle memory for the MM, fun times. -
Demon/Dark (or Demons/Dark) - once more unto the boards!
brasilgringo replied to brasilgringo's topic in Mastermind
The only issue so far has been keeping pets alive on missions with a lot of mobs in cramped spaces. I did a Speed Run ITF last night and my pets all got slaughtered hopping from Cybil to Cybil or in the caves with the Shadow Cysts, hopping from cyst to cyst -- even with them set to passive/follow. Really saw no way of avoiding that, and resummoning wasn't worth it. Resummoning seems to be a pita in general, especially if you have to stop to upgrade them with both upgrades after a resummon. This really was noticeable on maps where they were constantly getting surrounded/slaughtered, largely due to mob hopping. It also happened on TinPex (apex/tin mage) in missions like Director 11 (where you hop around killing the Goliaths) and Battle Maiden (blue goo seemed to wreck them, and they wouldn't follow me out of it or they'd run thru it). Is there a way to set the pets to stay in 1 place and only fire from range? Using go-to command seems to move them to a spot, but then when you attack they tend to close in? Any tips on this part? Probably just par for the course. -
Demon/Dark (or Demons/Dark) - once more unto the boards!
brasilgringo replied to brasilgringo's topic in Mastermind
This is likely the build I will respec into. Stealth is incompatible with Shadowfall and was just serving as an LoTG mule. OG is probably better. Villain Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Mastermind Primary Power Set: Demon Summoning Secondary Power Set: Dark Miasma Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Ancillary Pool: Soul Mastery Villain Profile: Level 1: Summon Demonlings -- SprCmmoft-Rchg/PetAoEDef(A), SprCmmoft-Acc/Dmg(3), SprCmmoft-Acc/Dmg/EndRdx/Rchg(3), SprCmmoft-Acc/Dmg/Rchg(5), OvrFrc-Dam/KB(5), EdcoftheM-PetDef(7) Level 1: Twilight Grasp -- TchoftheN-Acc/Heal(A), TchoftheN-Acc/EndRdx/Heal/HP/Regen(7), TchoftheN-Acc/EndRdx/Rchg(9), ThfofEss-+End%(9) Level 2: Lash -- CrsImp-Acc/Dmg/EndRdx(A), HO:Nucle(17), Hct-Dam%(17), ExpStr-Dam%(19), TchofDth-Dam%(19), FrcFdb-Rechg%(21) Level 4: Darkest Night -- SphIns-ToHitDeb(A), SphIns-Acc/ToHitDeb(13), SphIns-Acc/Rchg(15), SphIns-ToHitDeb/EndRdx/Rchg(15), SphIns-Acc/EndRdx/Rchg(39) Level 6: Enchant Demon -- EndRdx-I(A) Level 8: Tar Patch -- TmpRdn-EndRdx/Rchg/Slow(A) Level 10: Howling Twilight -- Artl-End/Rech/Rng(A), Ann-ResDeb%(21) Level 12: Summon Demons -- SprMarofS-Acc/Dmg(A), SprMarofS-Acc/Dmg/EndRdx(23), SlbAll-Build%(23), SlbAll-Acc/Dmg/Rchg(25), ResDam-I(25), ResDam-I(27) Level 14: Crack Whip -- PstBls-Acc/Dmg/EndRdx(A), PstBls-Dam%(27), HO:Nucle(29), Bmbdmt-+FireDmg(29), ExpStr-Dam%(31), FrcFdb-Rechg%(31) Level 16: Shadow Fall -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(31), ShlWal-Def(33), ShlWal-ResDam/Re TP(33), StdPrt-ResDam/Def+(33), GldArm-3defTpProc(34) Level 18: Hell on Earth -- SprMarofS-Dmg(A), SprMarofS-EndRdx/+Resist/+Regen(34), Dmg-I(34), ExpRnf-+Res(Pets)(36), SvrRgh-PetResDam(36), CaltoArm-+Def(Pets)(36) Level 20: Fearsome Stare -- CldSns-Acc/ToHitDeb(A), CldSns-ToHitDeb/EndRdx/Rchg(37), CldSns-%Dam(37), CldSns-Acc/EndRdx/Rchg(37), CldSns-Acc/Rchg(39), CldSns-ToHitDeb(50) Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(39), Rct-ResDam%(40), BlsoftheZ-ResKB(48), BlsoftheZ-Travel(50) Level 24: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(40) Level 26: Summon Demon Prince -- SprMarofS-Dmg/EndRdx(A), SprMarofS-Acc/EndRdx(40), SlbAll-Dmg(42), UnbCns-Acc/Hold/Rchg(42), UnbCns-Dam%(42), HO:Nucle(43) Level 28: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(43), LucoftheG-Def(43) Level 30: Tactics -- HO:Cyto(A) Level 32: Abyssal Empowerment -- EndRdx-I(A) Level 35: Dark Embrace -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(45), RctArm-ResDam/Rchg(45), RctArm-ResDam/EndRdx/Rchg(45) Level 38: Dark Servant -- SphIns-ToHitDeb(A), SphIns-Acc/EndRdx/Rchg(46), SphIns-Acc/ToHitDeb(46), SphIns-Acc/Rchg(46), SphIns-ToHitDeb/EndRdx/Rchg(48), CldSns-%Dam(48) Level 41: Hasten -- RechRdx-I(A), RechRdx-I(50) Level 44: Victory Rush -- EndMod-I(A) Level 47: Vengeance -- LucoftheG-Def/Rchg+(A) Level 49: Oppressive Gloom -- HO:Endo(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- UnbLea-Stlth(A) Level 1: Supremacy Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(11), Prv-Absorb%(11) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13) Level 0: Born In Battle Level 0: High Pain Threshold Level 0: Invader Level 0: Marshal Level 50: Pyronic Radial Final Judgement Level 50: Support Core Embodiment Level 50: Banished Pantheon Core Superior Ally Level 1: Cold Demonling Level 26: Demon Prince Level 12: Ember Demon Level 1: Fiery Demonling Level 1: Hellfire Demonling Level 12: Hellfire Gargoyle Level 50: Reactive Radial Flawless Interface Level 50: Clarion Core Epiphany Level 50: Musculature Radial Paragon ------------ -
Demon/Dark (or Demons/Dark) - once more unto the boards!
brasilgringo replied to brasilgringo's topic in Mastermind
Ah ok. I really only had taken fighting to get to Weave to buff up my Def numbers - Tough was grabbed along the way as the 2nd power pick to get to Weave, before I looked at the suggestion of fitting in Kick & CP. If I drop Weave my S/L and Ranged defs go down to the 27%/25% (instead of ~32%) range unless I mess around more with set slotting to bring them back up to ~32%. W/o tough I'd be down at around 58% res to S/L/E instead of 75% to S/L ... Not sure how important that is. What kind of def %s are you running with? Would it be worth losing the fighting pool and getting the lower def & res numbers above, to fit in Lash / Crack Whip and maybe have a pick to put back Petrifying Gaze or Oppressive Gloom? Previously I had been following @Coyoteguide for slotting the whip attacks: evel 2: Lash -- CrsImp-Acc/Dmg/EndRdx(A), Mk'Bit-Dam%(7), Hct-Dam%(9), TchofDth-Dam%(9), ExpStr-Dam%(11), FrcFdb-Rechg%(11) Level 8: Corruption -- Thn-Acc/Dmg/EndRdx(A), Thn-Acc/Dmg(21), Thn-Dmg/EndRdx(23), Apc-Dam%(23), GldJvl-Dam%(25) Level 14: Crack Whip -- PstBls-Acc/Dmg/EndRdx(A), PstBls-Dam%(33), ExpStr-Dam%(33), JvlVll-Dam%(34), Empty(34), FrcFdb-Rechg%(34) Level 20: Time Stop -- Lck-Acc/Hold(A), NrnSht-Dam%(39), GhsWdwEmb-Dam%(39), GldNet-Dam%(39), Lck-%Hold(40) The Chance for Fire Damage from Bombardment breaks the calculations in Mids, but it goes in the Empty slot in Crack Whip. For a /Dark, you would add a 6th slot into Petrifying Gaze, and put the purple damage proc in there. However I think you noted correctly that they have very little accuracy slotted, so perhaps that would need to be fixed by losing at least 1 more dmg proc. Here's a version of the build attempting the above - I can fit back in Lash and Crack Whip, but really don't have slots left over to take other material powers -- lots of filler 1-slot powers like Veng, Victory Rush (good for end), and Stealth (LoTG mule, min def). With some moving around of debuff sets I could get S/L def *OR* ranged def back to 31-32% level, with the other dropping to ~20%... in this build, using Cloud Senses, I pushed ranged back to 31-32 def and let S/L def fall to ~20% ... swapping to Siphon Insight in Darkest Night, FS, and Dark Servant, you could do the reverse and put S/L def at 31-32% while ranged falls to ~20% (check the alternate slots of those 3 powers). I suppose even though one will be in melee range more with the whips, having better ranged def (almost at soft-cap after debuffing) is still a bit better to avoid mezzes and other attacks that wouldn't be classified as S/L? Or would it be better to go with S/L def closer to 31%-32% and leave ranged at ~24%? There's an empty slot I stuck in Tactics not knowing what to do with it - I could put it back in Stamina or Health, for instance, or use it for slow protect or more KB protect in CJ. The S/L def variant at 31-32% S/L def (and ~20% ranged def) frees up 2 slots that could be used elsewhere, as well. Really hard to know what to focus on. Villain Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Mastermind Primary Power Set: Demon Summoning Secondary Power Set: Dark Miasma Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Power Pool: Concealment Ancillary Pool: Soul Mastery Villain Profile: Level 1: Summon Demonlings -- SprCmmoft-Rchg/PetAoEDef(A), SprCmmoft-Acc/Dmg(3), SprCmmoft-Acc/Dmg/EndRdx/Rchg(3), SprCmmoft-Acc/Dmg/Rchg(5), OvrFrc-Dam/KB(5), EdcoftheM-PetDef(7) Level 1: Twilight Grasp -- TchoftheN-Acc/Heal(A), TchoftheN-Acc/EndRdx/Heal/HP/Regen(7), TchoftheN-Acc/EndRdx/Rchg(9), ThfofEss-+End%(9) Level 2: Tar Patch -- TmpRdn-EndRdx/Rchg/Slow(A) Level 4: Darkest Night -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(13), CldSns-Acc/Rchg(15), CldSns-ToHitDeb/EndRdx/Rchg(15), CldSns-Acc/EndRdx/Rchg(39), CldSns-%Dam(50) Level 6: Enchant Demon -- EndRdx-I(A) Level 8: Lash -- CrsImp-Acc/Dmg/EndRdx(A), HO:Nucle(17), Hct-Dam%(17), ExpStr-Dam%(19), TchofDth-Dam%(19), FrcFdb-Rechg%(21) Level 10: Howling Twilight -- Artl-End/Rech/Rng(A), Ann-ResDeb%(21) Level 12: Summon Demons -- SprMarofS-Acc/Dmg(A), SprMarofS-Acc/Dmg/EndRdx(23), SlbAll-Build%(23), SlbAll-Acc/Dmg/Rchg(25), ResDam-I(25), ResDam-I(27) Level 14: Crack Whip -- PstBls-Acc/Dmg/EndRdx(A), PstBls-Dam%(27), HO:Nucle(29), Bmbdmt-+FireDmg(29), ExpStr-Dam%(31), FrcFdb-Rechg%(31) Level 16: Shadow Fall -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(31), ShlWal-Def(33), ShlWal-ResDam/Re TP(33), StdPrt-ResDam/Def+(33), GldArm-3defTpProc(34) Level 18: Hell on Earth -- SprMarofS-Dmg(A), SprMarofS-EndRdx/+Resist/+Regen(34), Dmg-I(34), ExpRnf-+Res(Pets)(36), SvrRgh-PetResDam(36), CaltoArm-+Def(Pets)(36) Level 20: Fearsome Stare -- CldSns-Acc/ToHitDeb(A), CldSns-ToHitDeb/EndRdx/Rchg(37), CldSns-%Dam(37), CldSns-Acc/EndRdx/Rchg(37), CldSns-Acc/Rchg(39), CldSns-ToHitDeb(50) Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(39), Rct-ResDam%(40) Level 24: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(40) Level 26: Summon Demon Prince -- SprMarofS-Dmg/EndRdx(A), SprMarofS-Acc/EndRdx(40), SlbAll-Dmg(42), UnbCns-Acc/Hold/Rchg(42), UnbCns-Dam%(42), HO:Nucle(43) Level 28: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(43), LucoftheG-Def(43) Level 30: Tactics -- HO:Cyto(A), Empty(48) Level 32: Abyssal Empowerment -- EndRdx-I(A) Level 35: Dark Embrace -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(45), RctArm-ResDam/Rchg(45), RctArm-ResDam/EndRdx/Rchg(45) Level 38: Dark Servant -- CldSns-%Dam(A), CldSns-Acc/ToHitDeb(46), CldSns-Acc/Rchg(46), CldSns-ToHitDeb/EndRdx/Rchg(46), CldSns-Acc/EndRdx/Rchg(48), CldSns-ToHitDeb(48) Level 41: Hasten -- RechRdx-I(A), RechRdx-I(50) Level 44: Victory Rush -- EndMod-I(A) Level 47: Vengeance -- LucoftheG-Def/Rchg+(A) Level 49: Stealth -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- UnbLea-Stlth(A) Level 1: Supremacy Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(11), Prv-Absorb%(11) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13) Level 0: Born In Battle Level 0: High Pain Threshold Level 0: Invader Level 0: Marshal Level 50: Pyronic Radial Final Judgement Level 50: Support Core Embodiment Level 50: Banished Pantheon Core Superior Ally Level 1: Cold Demonling Level 26: Demon Prince Level 12: Ember Demon Level 1: Fiery Demonling Level 1: Hellfire Demonling Level 12: Hellfire Gargoyle Level 50: Reactive Radial Flawless Interface Level 50: Clarion Core Epiphany Level 50: Cardiac Core Paragon ------------ -
Demon/Dark (or Demons/Dark) - once more unto the boards!
brasilgringo replied to brasilgringo's topic in Mastermind
I came up with an alternative slotting for Cross Punch, in the version below. Basically doubles up on 2 slots for Fury of Glad, adding Acc/Dmg in addition to the proc, and picks up some Fire/Cold res that way ... and then adds 3 eradication slots including the damage proc and the acc/dmg/* IOs to also pick up some E/N/R def, and then adds the FF +rchrg proc. So basically CP would be used as a proc delivery power for -RES and +rcrg (via the proc on top of what the power itself gives) and maybe a little damage ... not sure if there's a better way to slot it out for more accurac/damage? Take out the dmg proc and replace it with straight acc/dmg? | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1652;766;1532;HEX;| |78DA6594CB4F135114C6EF74A6961690425F3C5A605A10184AA10ABE62C40862449| |A80883C124326506022A50D8544972EDCB972638CF1B135262E8DBA329118FD0F4C| |74E313358226EAD28C87F98EED984EDAFEEE3DF73BF77EF7DC3B4D5D1CAC7870F27| |2BF90BC03CB7A3E3F9BD2F36BE9D58CB132EF4CE98BC69C2CE871D1572D8ECC8EAF| |6732D995C4609A7EB963AC2C36D814C7D717161283FAEA85D994A1E733BAA81CCD6| |6971343C6E2D21A492BACDE485ACF51A7EA5F673EBD9A5F32721EAB3F9E4BA7E7C3| |2772C65CC2BE72767D993D5EAA25577DF4BDE115FC984EF1920C2715E1D860BE009| |5E7CCB7E0AE2F246F53C4844294AC5C5904782C0896859835C48822CE292C15A690| |EE4BD6D824C564CE971F3BACD8EE47CC87A0F70978937C3AA1154E555831C985EAE| |EE4BB460951D28F8335679863E014ADE5865672973929DF2DFC9BF0788BE62EE71A| |94EF18A5987F0A0C0E60FDE031B0362EFE63900C54C297A332807DD5FF11D69EEB7| |F62FE699AAA0A1A67156BC243180B0F838DA79921C9CA6DDC8BFE6DF256CDDEAACF| |C253F33433020FCDBFE04DFD8DBEFACE61CD3143321FE7FA3E20A67E02639F999BC| |C8F60CB7BD041FB0AF079054C7AC4D55621423C5BA81FEE5A0E33BF216BCF36738B| |7905CEEED02EEA38B76E02EEDB269947A1691B023B4E318F905C91854C4E1AB8C20| |D8D9275F33AA2A0160315D2445813E10A6B5E30EE07EF928726BE414D7C839E92FD| |28DFC028CF1DE7B9E34D60970A9E27BBADBC875617F6AD95835D654C37D8ED61729| |5ABC95F3BFB6B677FDDEC2FC9FEA2A4E98446EAEC14D60D4D32633496E0DB9B7883| |FA245F833E1AEBE193EAE943CDC24AE1ADA6CFCEE96925919E9248B224B2AF24D25| |B121929FE0BD0EB0C4FA962CC1CB5BFF956869B4E4246C4DCF2D028674B5D3895EF| |C598431A46F53D2A2AEAD902B7ED79EDC8FB61CFBB0E2715D798CDD08C792C9FD6D| |A93B6F694AD3D636BC7FC94C63B7916A536C7BFB614E3BD5AA126E621AD70D3CD03| |5AE17FC5ECB369F6DBDA076D9A57BEE29CF77CC5B5FA6DF1BF60FC09D4| |-------------------------------------------------------------------| -
Demon/Dark (or Demons/Dark) - once more unto the boards!
brasilgringo replied to brasilgringo's topic in Mastermind
@DocMidknightthanks for the tips and build, I tried to incoporate some things! @Force Reduxyessir your guide was one of the reasons I decided to try to make a demons/dark, and I definitely tried to follow some of your slotting suggestions etc, even tried to crib a point or two from your sample build. I'm not necessarily having end issues -- I haven't built this guy yet in practice -- I just assumed I would be with so many toggles running (Shadowfall, CJ, Tough, Weave, Maneuvers, Tactics, and now Dark Embrace if I go the armor route)....I saw you built for a number of recovery bonuses (like 2 slot Red Fortune plus LoTG recharge instead of 3 LoTG), I will have to see if that path makes more sense. If you don't run Ageless, I assume barrier? Or Rebirth? @BGSachothanks for the feedback. I made some changes as you suggested. Change log: 1) Removed Petrifying Gaze and Lash (a shame really, I thought the whip attacks looked super cool and wanted at least 1), to put in Kick and Cross Punch) per BGSacho's suggestion. Not sure about the CP slotting but it seemed reasonable. Technically there are now 2 attacks (Boxing and CP), I'm just bummed I couldn't keep the whips. I recognize that CP has a wider arc than even Crack Whip and can slot a better - RES I/O ... I just never thought of being a punchy MM on this toon. The min/maxer in me recognizing the CP wisdom, I just wanted a whip or two 😞 2) Changed the Summon Demons slotting to add the extra Res IO, and changed the SA IO to Acc/Dmg/Rchrg. They're not capped on damage but they're better. 3) Removed Bonfire (awwww sad) and put Dark Embrace back in. I sort of see BGSacho's point about resistance, especially since I tweaked the Def numbers to keep S/L/R around the 32% (so should soft-cap with a small purple and/or dark's to-hit debuffs). And Dark Embrace gives the most categories of +Res and does synergize with Cardiac as noted. I suppose a Resistance shield that caps Smash/Lethal (for MMs) res and brings Negative/Toxic res to the table, that's up 100% of the toggle time, is better than Bonfire up every 30 seconds. But man I love Bonfire. 4) Moved 2 slots freed up in the reorg in (1) and (3) above, into Hell on Earth, to carry a straight up damage IO (could +5 it) so it wasn't just a set mule per BGSancho, and added the Call to Arms proc here since I took it out of Demons. 5) Changed the Demon Prince slotting -- compared to some other builds shared he seemed light on Damage/Acc, so I removed the Pacing of Turtle damage proc (I left Unbreakable Constraint proc, so at least there is 1 dmg proc in him - but does it only fire on hold-related powers and would i be better leaving the Pacing of Turtle smashing proc?). I replaced it with an Acc/Dmg Hami-O that seemed to get him to the right acc/dmg ranges. I'm open to suggestions on any better slotting. 6) With Dark Embrace putting me over the S/L res cap, I pulled 1 slot out of Tough (lost a 1.25% amount of S/L def) and put Cloud Senses dmg proc as 6th slot back into Dark Servant, which ideally should help. 7) Took an End/Recharge IO out of Howling Twilight to slot in the Anhiliation -RES proc, which I assume should trigger nearly 90% or whatever given the recharge time of HT. I'll +5 the End/Rech/Range IO that's left. 8 ) Tactics - changed the IO to a Hami-O (Cyto) which is marginally better for End/To-Hit than the Gaussian's. Overall, looks like a sturdier build with a good mix of def and resist, and maybe a more consistent attack with CP. Still, feels like I lost some fun/style giving up Bonfire and Lash. If you folks get a chance to look at it again, please let me know any further thoughts/suggestions. Especially ref Demon Prince proc slotting above. Thanks! Villain Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Mastermind Primary Power Set: Demon Summoning Secondary Power Set: Dark Miasma Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Power Pool: Speed Ancillary Pool: Soul Mastery Villain Profile: Level 1: Summon Demonlings -- SprCmmoft-Rchg/PetAoEDef(A), SprCmmoft-Acc/Dmg(3), SprCmmoft-Acc/Dmg/EndRdx/Rchg(3), SprCmmoft-Acc/Dmg/Rchg(5), OvrFrc-Dam/KB(5), EdcoftheM-PetDef(7) Level 1: Twilight Grasp -- TchoftheN-Acc/Heal(A), TchoftheN-Acc/EndRdx/Heal/HP/Regen(7), TchoftheN-Acc/EndRdx/Rchg(9), ThfofEss-+End%(9) Level 2: Tar Patch -- TmpRdn-EndRdx/Rchg/Slow(A) Level 4: Darkest Night -- DarWtcDsp-Rchg/EndRdx(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(15), DarWtcDsp-ToHitDeb(15), DarWtcDsp-ToHitDeb/EndRdx(17) Level 6: Enchant Demon -- EndRdx-I(A) Level 8: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx/Rchg(17), KntCmb-Dmg/Rchg(19), KntCmb-Dmg/EndRdx(19) Level 10: Howling Twilight -- Artl-End/Rech/Rng(A), Ann-ResDeb%(21) Level 12: Summon Demons -- SprMarofS-Acc/Dmg(A), SprMarofS-Acc/Dmg/EndRdx(21), SlbAll-Build%(23), SlbAll-Acc/Dmg/Rchg(23), ResDam-I(25), ResDam-I(25) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(27), Rct-ResDam%(27) Level 16: Shadow Fall -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(29), ShlWal-Def(29), ShlWal-ResDam/Re TP(31), StdPrt-ResDam/Def+(31), GldArm-3defTpProc(31) Level 18: Hell on Earth -- SprMarofS-Dmg(A), SprMarofS-EndRdx/+Resist/+Regen(33), Dmg-I(33), ExpRnf-+Res(Pets)(33), SvrRgh-PetResDam(34), CaltoArm-+Def(Pets)(34) Level 20: Fearsome Stare -- CldSns-Acc/ToHitDeb(A), CldSns-ToHitDeb/EndRdx/Rchg(34), CldSns-%Dam(36), CldSns-Acc/EndRdx/Rchg(36), CldSns-Acc/Rchg(36), CldSns-ToHitDeb(37) Level 22: Kick -- Empty(A) Level 24: Cross Punch -- FuroftheG-ResDeb%(A), Arm-Acc/Dmg/Rchg(37), Arm-Acc/Rchg(37), Arm-Dmg/EndRdx(39), Arm-Dmg(39), Arm-Dam%(39) Level 26: Summon Demon Prince -- SprMarofS-Dmg/EndRdx(A), SprMarofS-Acc/EndRdx(40), SlbAll-Dmg(40), UnbCns-Acc/Hold/Rchg(40), UnbCns-Dam%(42), HO:Nucle(42) Level 28: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam(42), RctArm-EndRdx(43) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(43), LucoftheG-Def(45) Level 32: Abyssal Empowerment -- EndRdx-I(A) Level 35: Dark Embrace -- RctArm-ResDam/EndRdx(A), RctArm-ResDam(45), RctArm-ResDam/Rchg(45), RctArm-ResDam/EndRdx/Rchg(46) Level 38: Dark Servant -- SphIns-ToHitDeb(A), SphIns-Acc/EndRdx/Rchg(43), SphIns-Acc/ToHitDeb(46), SphIns-Acc/Rchg(46), SphIns-ToHitDeb/EndRdx/Rchg(48), CldSns-%Dam(48) Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48), LucoftheG-Def(50) Level 44: Hasten -- RechRdx-I(A), RechRdx-I(50) Level 47: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(50) Level 49: Tactics -- HO:Cyto(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- UnbLea-Stlth(A) Level 1: Supremacy Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(11), Prv-Absorb%(11) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13), EndMod-I(13) Level 0: Born In Battle Level 0: High Pain Threshold Level 0: Invader Level 0: Marshal Level 50: Pyronic Radial Final Judgement Level 50: Support Core Embodiment Level 50: Banished Pantheon Core Superior Ally Level 1: Cold Demonling Level 26: Demon Prince Level 12: Ember Demon Level 1: Fiery Demonling Level 1: Hellfire Demonling Level 12: Hellfire Gargoyle Level 50: Reactive Radial Flawless Interface Level 50: Clarion Core Epiphany Level 50: Cardiac Core Paragon ------------ -
Hey team ... I haven't played an MM since live, but I've been doing my research and looking into Demon(s)/Dark (I have a Dark/Savage dom that rips face). I've been messing around with the 2 following builds, and would love some input from vets. Both builds use Cardiac alpha (Radial) for Endurance Cost reduction/range increase/Damage Resistance increase, and then Clarion for mezz protect. And support core (which further reduces end cost as well). Build 1: soft-caps S/L def (45%+), puts Ranged def at the 32% level - before dark to-hit debuffs. Takes Scorp Shield and Web Envelope (immob). Missing items include missing Combat Jumping (no -immob protect, although maybe Clarion gives it later). Maybe overkill on def given dark's to-hit debuffs. Has to run a ton of toggles including Tough/Weave. OK-ish resists for S/L/E/N (29-30%). Build 2: decides to give up Scorp Sheild and the immob, in favor of Bonfire proc'd out with FF +rchrg, KB-KD, 3 damage procs, and the -RES proc. With some change slotting, still gets to around 30% S/L def and 32% ranged def before dark's to-hit debuffs (which should roughly soft-cap between Fearsome Stare, Darkest Night). Keeps the same toggles as the first build, but manages also to fit in Combat Jumping (slotted with LoTG def/+rchg, Kismet acc, and Reactive Def scaling resists). Same incarnates. I've seen a lot of other builds go the damage shield route including Dark Embrace with Oppressive Gloom but I really thought a mix of def/res like Build 2 plus Bonfire would be a potentially better approach given how Bonfire can be a game changer. Both builds use FF recharge in Lash to get Hasten likely down to perma, and Bonfire in Build 2 give even more FF +rchg chances. What do you think? Any tips? Thanks in advance. Build 1: Build 2:
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Thanks. I did read the descriptions in the tool. I just can't see how to check in-game to see if the mod is configurable in-game, or in the case of the badge tracker mods, how even to pull them up in game. Anyone know how to do that? Is there any way to preview the sound-file change mods (given costume creator doesn't play powers sounds), or is it really just make a toon and test it?
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Thanks Hope. I did some more testing last night and frankly I'm going to shelve the build for a while. All ranged is not good, like you say. I ran several PI missions at +4/+4 on this toon and my Dark/Savage for comparison, and the Dark/Savage just rips face vs. the Dark/Dark. In part because of the AOE and easy port-into-range of savage leap, blus the +rchg IOs in Leap and Hawk, it just does a lot more damage and faster, without having to rely on Sleet (and Ice Storm). May go back and pick up my Demons/Dark MM project for comparison.
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Hi. This is a FANTASTIC tool and I can't beleive I just found out about it. Thank you!! One thing: I installed a bunch of mods, but I can't see any way to see in-game if they've got overlays or other in-game settings. For example, I installed the Badge mods but I don't know how to access them in game. Is there documentation somewhere for each mod, that's easy to find? I'd really like to find a mod that tracks badges and lets me know what's missing for accolades (and where to get them). Also, are the mods enabled globally or can you limit them toon by toon - for example the katana lightsaber sounds. Thanks!
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This is my version for exemping down. It was more about cramming in recharge than other things, and not using as many puple sets. I catalyzed a lot of the enhances to keep the set bonuses. Anything above level 38 can be ignored, as this is the exemping build. Villain Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Dominator Primary Power Set: Darkness Control Secondary Power Set: Savage Assault Power Pool: Sorcery Power Pool: Leaping Power Pool: Speed Ancillary Pool: Ice Mastery Villain Profile: Level 1: Dark Grasp -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(5), Lck-%Hold(5) Level 1: Call Swarm -- Empty(A) Level 2: Living Shadows -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(7), CldSns-ToHitDeb/EndRdx/Rchg(7), CldSns-Acc/EndRdx/Rchg(19) Level 4: Arcane Bolt -- Dcm-Build%(A), Dcm-Dmg/Rchg(9), Dcm-Acc/Dmg(11), Dcm-Dmg/EndRdx(33), Dcm-Acc/Dmg/Rchg(34), FrcFdb-Rechg%(46) Level 6: Possess -- MlsIll-Acc/Rchg(A), MlsIll-EndRdx/Conf(11), MlsIll-Acc/EndRdx(13), MlsIll-Conf/Rng(13), MlsIll-Acc/Conf/Rchg(15), CrcPrs-Conf%(15) Level 8: Fearsome Stare -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(17), CldSns-Acc/Rchg(17), CldSns-ToHitDeb/EndRdx/Rchg(9), UnsTrr-Stun%(19), UnsTrr-Fear/Rng(21) Level 10: Unkindness -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(29), PstBls-Dmg/Rchg(29), PstBls-Dmg/Rng(31), PstBls-Dam%(31), PstBls-Acc/Dmg/EndRdx(31) Level 12: Heart of Darkness -- Stp-Acc/Stun/Rchg(A), RopADop-Acc/Stun/Rchg(23), CldSns-%Dam(23), Erd-%Dam(25), ScrDrv-Dam%(25), Obl-%Dam(27) Level 14: Combat Jumping -- BlsoftheZ-ResKB(A), Ksm-ToHit+(45), LucoftheG-Def/Rchg+(48) Level 16: Hasten -- RechRdx-I(A), RechRdx-I(21) Level 18: Haunt -- CaltoArm-Acc/Dmg/Rchg(A), CaltoArm-Dmg/EndRdx(27), CaltoArm-Acc/Dmg(43), CaltoArm-EndRdx/Dmg/Rchg(43), SlbAll-Build%(43), GlmoftheA-Dam%(45) Level 20: Vicious Slash -- CrsImp-Dmg/EndRdx/Rchg(A), CrsImp-Dmg/EndRdx(33), CrsImp-Acc/Dmg/EndRdx(48), CrsImp-Acc/Dmg/Rchg(48), CrsImp-Acc/Dmg(50), FrcFdb-Rechg%(50) Level 22: Mystic Flight -- Frb-Stlth(A) Level 24: Rune of Protection -- RechRdx-I(A), RechRdx-I(50) Level 26: Shadow Field -- BslGaz-EndRdx/Rchg/Hold(A), BslGaz-Rchg/Hold(34), BslGaz-Acc/Rchg(34), BslGaz-Acc/Hold(36) Level 28: Blood Craze -- DctWnd-Heal/Rchg(A), RechRdx-I(36) Level 30: Spot Prey -- GssSynFr--Build%(A) Level 32: Umbra Beast -- CaltoArm-Acc/Dmg(A), CaltoArm-Dmg/EndRdx(33), CaltoArm-EndRdx/Dmg/Rchg(36), CaltoArm-Acc/Dmg/Rchg(37), CldSns-ToHitDeb(37) Level 35: Call Hawk -- Dcm-Acc/Dmg/Rchg(A), Dcm-Dmg/EndRdx(37), Dcm-Dmg/Rchg(39), Dcm-Acc/EndRdx/Rchg(39), Dcm-Acc/Dmg(39), FrcFdb-Rechg%(40) Level 38: Feral Charge -- CrsImp-Dmg/EndRdx/Rchg(A), CrsImp-Acc/Dmg/EndRdx(40), CrsImp-Acc/Dmg(40), CrsImp-Acc/Dmg/Rchg(42), CrsImp-Dmg/EndRdx(42), FrcFdb-Rechg%(42) Level 41: Sleet -- Empty(A) Level 44: Hoarfrost -- Empty(A) Level 47: Frozen Armor -- Empty(A) Level 49: [Empty] Level 1: Brawl -- Empty(A) Level 1: Domination Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), Prv-Absorb%(45), Mrc-Rcvry+(46) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod-I(A), PrfShf-End%(46) Level 1: Blood Frenzy ------------
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I'm pretty happy with this 50 version of my Dark/Savage. I skipped the pets on it. I have a 2nd build for exemping down that has the pets. Villain Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Mutation Dominator Primary Power Set: Darkness Control Secondary Power Set: Savage Assault Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Ice Mastery Villain Profile: Level 1: Dark Grasp -- BslGaz-Acc/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(3), BslGaz-Rchg/Hold(3), BslGaz-Acc/Rchg(5) Level 1: Call Swarm -- AchHee-ResDeb%(A) Level 2: Living Shadows -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(5), SprAscoft-EndRdx/Rchg(9), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(13), SprAscoft-Rchg/+Dmg%(34), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(37) Level 4: Vicious Slash -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(6), Mk'Bit-Dam%(9), Mk'Bit-Acc/Dmg/EndRdx/Rchg(6), Mk'Bit-Dmg/Rchg(11), Mk'Bit-Acc/EndRdx/Rchg(6) Level 6: Possess -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(13), CrcPrs-Acc/Conf/Rchg(15), CrcPrs-Conf/EndRdx(15), CrcPrs-Acc/Rchg(17), CrcPrs-Conf%(17) Level 8: Fearsome Stare -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(19), CldSns-Acc/Rchg(19), CldSns-ToHitDeb/EndRdx/Rchg(21), CldSns-Acc/EndRdx/Rchg(21), CldSns-%Dam(23) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11) Level 12: Heart of Darkness -- AbsAmz-Acc/Rchg(A), Arm-Dam%(31), Erd-%Dam(31), ScrDrv-Dam%(33), Obl-%Dam(33), CldSns-%Dam(33) Level 14: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(31) Level 16: Spot Prey -- GssSynFr--ToHit/Rchg(A), GssSynFr--ToHit(34), GssSynFr--ToHit/Rchg/EndRdx(39), GssSynFr--ToHit/EndRdx(40), GssSynFr--Build%(40), GssSynFr--Rchg/EndRdx(45) Level 18: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(29) Level 20: Rending Flurry -- Arm-Acc/Dmg/Rchg(A), Arm-Dmg(27), ScrDrv-Dam%(23), Erd-%Dam(25), Obl-%Dam(25), FuroftheG-ResDeb%(27) Level 22: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(36) Level 24: Kick -- FrcFdb-Rechg%(A) Level 26: Shadow Field -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(36), BslGaz-Rchg/Hold(37), BslGaz-EndRdx/Rchg/Hold(37) Level 28: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(29) Level 30: Blood Craze -- DctWnd-Heal/Rchg(A) Level 32: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(34) Level 35: Call Hawk -- Apc-Dmg(A), Apc-Dam%(39), Thn-Acc/Dmg/Rchg(40), GldJvl-Dam%(42), CldSns-%Dam(42), FrcFdb-Rechg%(42) Level 38: Feral Charge -- Hct-Dmg(A), Hct-Dam%(39), TchofDth-Dam%(43), Mk'Bit-Dam%(43), GldStr-%Dam(45), FrcFdb-Rechg%(45) Level 41: Sleet -- RechRdx-I(A) Level 44: Frozen Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(46), LucoftheG-Def(46) Level 47: Ice Storm -- Rgn-Knock%(A), Rgn-Dmg/Rchg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(50) Level 49: Hoarfrost -- DctWnd-Heal/Rchg(A) Level 1: Brawl -- Empty(A) Level 1: Domination Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(7), Prv-Absorb%(43) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(7) Level 50: Intuition Radial Paragon Level 1: Blood Frenzy Level 1: Quick Form ------------
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I'm still grappling with this build. I hit 50 last night and basically followed the build spec'd out above with 1-2 changes as suggested by Nemu. But I found a few things that bother me. Particularly: 1) I'm gasping for end, even with permadom ... i can't even run Tough/Tactics along with Frozen Armor, Weave, CJ, and Maneuvers. Since I likely will go Musculature Radial (for the damage boost and boost to to-hit debuffs and end mod), I guess I'm going to be forced into Ageless for Destiny slot.? Anyway, I've been noodling how to make my end situation better pre Incarnate. 2) Attack chain - i was basically rotating Gloom, Life Drain, Moonbeam, and a proc'd out Dark Grasp (which honestly is pretty awesome given perma-dom dealing with the hold aspects). I'm not loving Gloom given it is slow and has a DOT. I'm can't figure out a good way to replace it (with an eye to exemping down) unless I decide to fit in Smite instead ... Does anyone know a good way to see DPA (damage per activation) in Mids? I heard Life Drain has worse DPA then Dark Blast but at least it does a chunk of damage upfront vs. Gloom. I've been trying to move things around to compensate / test, and I haven't wanted to give up Haunt or Umbral beast on this toon (I already have a petless dark/savage dom). Anyone know if the build-up proc in Haunt is worth it? Since there are 2 of them, I figured it might be. I have a psi damage proc in them at present and it doesn't seem to do much, maybe they get more mileage out of the purple build-up proc (higher % chance)? I can't see a way to avoid having to take Living Shadows at level 2 unless I replace it with a 1-slot Smite. Maybe that's a better choice for low-level exemping. I was trying to keep the soft-caps approached on Ranged (1st) and S/L second ...this has them all at around ~39% which is probably OK for groups where I can paste them with FS to lower their to hit (and the other to-hit powers in dark). I was toying with the to-hit debuff proc from Absolute Amazement in HOD but I think the -RES proc may be better. I'd love some feedback ... especially if people can see a way to keep the pets, keep a primarily ranged attack chain, potentially add in slots to Sleet and even take Ice Storm, and keep at least the Ranged def around the 39% level ... blew an hour or two today messing with mids. I tried slotting up Life Drain with more damage & damage procs this time around, rather than heals. Can always pop greens. Villain Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Dominator Primary Power Set: Darkness Control Secondary Power Set: Dark Assault Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Power Pool: Speed Ancillary Pool: Ice Mastery Villain Profile: Level 1: Dark Grasp -- HO:Nucle(A), GldJvl-Dam%(3), CldSns-%Dam(3), GldNet-Dam%(5), UnbCns-Dam%(5), GhsWdwEmb-Dam%(7) Level 1: Dark Blast -- Thn-Dmg/EndRdx/Rchg(A), Thn-Acc/Dmg(7), Thn-Dmg/Rchg(9), Thn-Dmg/EndRdx(9), Thn-Acc/Dmg/EndRdx(11), Thn-Acc/Dmg/Rchg(11) Level 2: Living Shadows -- Empty(A) Level 4: Gloom -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(15), SprWntBit-Acc/Dmg/EndRdx(15), SprWntBit-Acc/Dmg/Rchg(17), SprWntBit-Dmg/EndRdx/Acc/Rchg(17), Apc-Dam%(19) Level 6: Possess -- CrcPrs-Conf%(A) Level 8: Fearsome Stare -- CldSns-Acc/EndRdx/Rchg(A), CldSns-Acc/ToHitDeb(19), CldSns-ToHitDeb(21), CldSns-ToHitDeb/EndRdx/Rchg(21), CldSns-Acc/Rchg(23), CldSns-%Dam(23) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(25), Rct-ResDam%(25), ShlWal-ResDam/Re TP(27), WntGif-ResSlow(27) Level 12: Heart of Darkness -- AbsAmz-Acc/Rchg(A), AbsAmz-ToHitDeb%(29), ScrDrv-Dam%(29), Erd-%Dam(31), Obl-%Dam(31), CldSns-%Dam(31) Level 14: Kick -- ExpStr-Dmg/KB(A), ExpStr-Acc/KB(33), ExpStr-Dam%(33) Level 16: Gather Shadows -- RechRdx-I(A) Level 18: Haunt -- ExpRnf-Acc/Dmg/Rchg(A), ExpRnf-EndRdx/Dmg/Rchg(33), ExpRnf-Acc/Dmg(34), ExpRnf-Acc/Rchg(34), SlbAll-Build%(34) Level 20: Engulfing Darkness -- Arm-Dam%(A), Arm-Dmg/Rchg(36), Arm-Dmg/EndRdx(36), Arm-Acc/Rchg(36), Arm-Acc/Dmg/Rchg(37), CldSns-%Dam(37) Level 22: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(37) Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(39) Level 26: Shadow Field -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(A), SprAscoft-EndRdx/Rchg(39), SprAscoft-Rchg/+Dmg%(39), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(40), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(40), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(40) Level 28: Life Drain -- Apc-Acc/Dmg/Rchg(A), Apc-Dmg/EndRdx(42), Apc-Dmg/Rchg(42), TchoftheN-%Dam(42), CldSns-%Dam(43), GldJvl-Dam/End/Rech(43) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(43) Level 32: Umbra Beast -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(45), ExpRnf-EndRdx/Dmg/Rchg(45), ExpRnf-Acc/Dmg/Rchg(45) Level 35: Moon Beam -- StnoftheM-Dam%(A), StnoftheM-Dmg/EndRdx/Rchg(46), StnoftheM-Dmg/ActRdx/Rchg(46), StnoftheM-Dmg/EndRdx(46), StnoftheM-Acc/Dmg(48), CldSns-%Dam(48) Level 38: Sleet -- AchHee-ResDeb%(A) Level 41: Frozen Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(50) Level 44: Hasten -- RechRdx-I(A), RechRdx-I(50) Level 47: Tactics -- HO:Membr(A) Level 49: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-Travel(50) Level 1: Brawl -- Empty(A) Level 1: Domination Level 1: Prestige Power Dash -- Clr-Stlth(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Prv-Absorb%(A), Mrc-Rcvry+(13) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), PrfShf-End%(13) Level 1: Quick Form Level 50: Musculature Radial Paragon Level 50: Ageless Core Epiphany ------------
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My DP/Martial Combat Build (with Build Commentary)
brasilgringo replied to Lockpick's topic in Blaster
This is the DP/Martial build I was going to work for, soft-capped to S/L. I have kind of put it on hold as at least with IOs I'm not in love with the build -- I find the shooting animations a bit slow, at least in feel, compared to Fire and even water. I'm sure I'll pick it up again at some point.. Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Technology Blaster Primary Power Set: Dual Pistols Secondary Power Set: Martial Combat Power Pool: Speed Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Pistols -- SprWntBit-Acc/Dmg/Rchg(A), SprWntBit-Acc/Dmg(3), SprWntBit-Dmg/EndRdx/Acc/Rchg(3), SprWntBit-Dmg/Rchg(5), SprWntBit-Acc/Dmg/EndRdx(5), AchHee-ResDeb%(7) Level 1: Ki Push -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(46), KntCmb-Dmg/Rchg(46), KntCmb-Dmg/EndRdx/Rchg(50) Level 2: Dual Wield -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(7), SprDfnBrr-Acc/Dmg/Rchg(9), SprDfnBrr-Acc/Dmg/EndRdx(9), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(11), SprDfnBrr-Rchg/+Status Protect(11) Level 4: Storm Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(13), KntCmb-Dmg/Rchg(13), KntCmb-Dmg/EndRdx/Rchg(15), Hct-Dam%(31), FrcFdb-Rechg%(34) Level 6: Reach for the Limit Level 8: Swap Ammo Level 10: Bullet Rain -- SprBlsWrt-Rchg/Dmg%(A), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(37), PstBls-Dam%(36), Bmbdmt-Dam(37), Ann-ResDeb%(37), FrcFdb-Rechg%(40) Level 12: Burst of Speed -- SprBlsWrt-Dmg/Rchg(A), SprBlsWrt-Acc/Dmg/Rchg(42), Erd-%Dam(42), Erd-Dmg(43), Erd-Dmg/Rchg(43), FuroftheG-ResDeb%(43) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Dragon's Tail -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Acc/Dmg/EndRdx(17), Erd-%Dam(17), Erd-Dmg(19), Erd-Acc/Dmg/EndRdx/Rchg(19), FrcFdb-Rechg%(21) Level 18: Executioner's Shot -- Apc-Dmg(A), Apc-Dam%(21), Apc-Dmg/EndRdx(23), ShlBrk-%Dam(29), TchofLadG-%Dam(31), GldJvl-Dam%(31) Level 20: Boxing -- Acc-I(A) Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(23), RctArm-ResDam(42), RctArm-ResDam/EndRdx(48), RctArm-ResDam/EndRdx/Rchg(48), UnbGrd-Max HP%(48) Level 24: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(25), ShlWal-ResDam/Re TP(25), Rct-ResDam%(27) Level 26: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(27) Level 28: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def(29), RedFrt-Def/EndRdx(50) Level 30: Inner Will -- Prv-Absorb%(A) Level 32: Hail of Bullets -- Erd-%Dam(A), Arm-Dam%(33), Arm-Dmg(33), Arm-Dmg/EndRdx(33), Arm-Acc/Dmg/Rchg(34), Arm-Dmg/Rchg(34) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), RedFrt-Def(36), RedFrt-Def/EndRdx(36) Level 38: Eagles Claw -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Acc/Dmg(39), SprBlsCol-Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/EndRdx(39), SprBlsCol-Dmg/EndRdx/Acc/Rchg(40), TchofDth-Dam%(40) Level 41: Reaction Time -- ThfofEss-+End%(A) Level 44: Suppressive Fire -- Lck-%Hold(A), GldJvl-Dam%(45), UnbCns-Dam%(45), GhsWdwEmb-Dam%(45), NrnSht-Dam%(46), GldNet-Dam%(50) Level 47: Super Jump -- WntGif-ResSlow(A) Level 49: Acrobatics -- EndRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Clr-Stlth(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Run-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A) Level 8: Chemical Ammunition Level 8: Cryo Ammunition Level 8: Incendiary Ammunition Level 0: Task Force Commander Level 0: The Atlas Medallion Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 50: Musculature Core Paragon Level 50: Barrier Core Epiphany Level 50: Melee Core Embodiment Level 50: Degenerative Core Flawless Interface Level 50: Mighty Radial Final Judgement ------------ -
This is the Water/Plant build I settled on with Neru's help. Should give you some tips on how to approach Plant at least. It was done from a ranged hover blaster perspective (soft-cap ranged). Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Technology Blaster Primary Power Set: Water Blast Secondary Power Set: Plant Manipulation Power Pool: Speed Power Pool: Leaping Power Pool: Flight Power Pool: Fighting Ancillary Pool: Mu Mastery Hero Profile: Level 1: Aqua Bolt -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7) Level 1: Entangle -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(46), Thn-Dmg/Rchg(48), Thn-Acc/Dmg/Rchg(50), Thn-Acc/Dmg/EndRdx(50), Thn-Dmg/EndRdx/Rchg(50) Level 2: Water Burst -- FrcFdb-Rechg%(A), SprFrzBls-Acc/Dmg(7), SprFrzBls-Acc/Dmg/EndRdx(9), SprFrzBls-Dmg/EndRdx/Acc/Rchg(9), Bmbdmt-+FireDmg(45), PstBls-Dam%(45) Level 4: Super Speed -- WntGif-ResSlow(A) Level 6: Whirlpool -- AchHee-ResDeb%(A), SprFrzBls-Rchg/ImmobProc(11), SprFrzBls-Dmg/EndRdx(13), SprFrzBls-Acc/Dmg/Rchg(13), Dmg-I(46), Ann-ResDeb%(48) Level 8: Tidal Forces -- GssSynFr--Build%(A), RechRdx-I(46) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(11) Level 12: Dehydrate -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(15), SprWntBit-Acc/Dmg/Rchg(15), SprWntBit-Dmg/EndRdx/Acc/Rchg(17), SprWntBit-Rchg/SlowProc(17) Level 14: Toxins -- RechRdx-I(A) Level 16: Hover -- LucoftheG-Def/Rchg+(A), BlsoftheZ-Travel(31), BlsoftheZ-Travel/EndRdx(33) Level 18: Water Jet -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(19), SprBlsWrt-Acc/Dmg/Rchg(19), SprBlsWrt-Acc/Dmg/EndRdx(40), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(43), SprBlsWrt-Rchg/Dmg%(45) Level 20: Wild Fortress -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(21), PreOptmz-EndMod/Rech(21), PreOptmz-EndMod/Acc/End(23), PreOptmz-EndMod/Acc/Rech(23), PreOptmz-EndMod/End/Rech(25) Level 22: Boxing -- Empty(A) Level 24: Tough -- GldArm-3defTpProc(A), RctArm-ResDam/EndRdx(25), RctArm-ResDam/EndRdx/Rchg(39), RctArm-ResDam(39), UnbGrd-Max HP%(48) Level 26: Steam Spray -- Artl-Acc/Dam(A), Artl-Dam/End(27), Artl-Dam/Rech(27), Artl-Acc/Dam/Rech(33), Artl-Acc/Rech/Rng(33), Artl-End/Rech/Rng(34) Level 28: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(29), ShlWal-Def(29), ShlWal-ResDam/Re TP(31) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31) Level 32: Geyser -- Artl-Acc/Dam(A), Artl-Dam/End(34), Artl-Dam/Rech(34), Artl-Acc/Dam/Rech(37), Artl-Acc/Rech/Rng(37), Artl-End/Rech/Rng(37) Level 35: Charged Armor -- StdPrt-ResDam/Def+(A), RctArm-ResDam/EndRdx(36), RctArm-ResDam/EndRdx/Rchg(36), RctArm-ResDam(36) Level 38: Strangler -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(39), BslGaz-EndRdx/Rchg/Hold(40), BslGaz-Acc/EndRdx/Rchg/Hold(40) Level 41: Vines -- UnbCns-Acc/Hold/Rchg(A), UnbCns-Acc/Rchg(42), NrnSht-Dam%(42), GldNet-Dam%(42), UnbCns-Dam%(43), Lck-%Hold(43) Level 44: Spore Cloud -- HO:Enzym(A) Level 47: Fly -- BlsoftheZ-ResKB(A) Level 49: Afterburner -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion ------------
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Maiden of Archery dinged 50. Help with final build of sets
brasilgringo replied to Ejlertson's topic in Blaster
Nemu nails it again with a pretty sweet build. Almost makes me want to roll one! -
Out of curiosity, what Interface would you use? Reactive for the -Res chance? I heard people saying tha the DOT are "wonky" (chance for fire damage) and therefore going up the left side of the tree to get the higher 75% -res chance (only 25% chance of fire DOT) is the better choice. And I saw in some other threads that people are going Reactive for the -Res vs. Degenerative (-HP/toxic DOT) due to concerns about hitting the caps on Degenerative in teams as it seems to be a more popular choice. Also for Lore, any suggestions? I see a lot of people with the giant Longbow pet and i'm not sure why vs. the giant BP ice monster.
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Maiden of Archery dinged 50. Help with final build of sets
brasilgringo replied to Ejlertson's topic in Blaster
I'd look through some older posts on the Blaster board about slotting to reach ~45% def to Ranged and/or Smashing/Lethal (soft-caps), to dramatically improve your survivability. You've got Scorp Shield which increases Smash/Lethal/Energy def, but you're not soft-capping these. You also didn't soft-cap ranged even though you slotted a number of ranged def bonus sets. I'd focus on one or both of those. There have been some recent posts (like on Fire/Plant) that show slotting ideas, but there's lots of other posts here around it. I'm not an archery expert or I'd try to give you some suggestions. Good luck! PS if you're not going to try to soft-cap S/L defense, I might consider an EPP armor that is +Res and not +Def. PPS I'd also look at where you can slot Force Feedback +recharge procs (at least explosive arrow) ... and if you're intent on 5-slotting Ragnarok set, I'd swap out the damge IO for the proc IO, so you can free up 1 slot from Overwhelming Force IO to switch it to FF +rech. -
The AOE-ish damage of proc'd out Creepers is not to be overlooked. Plant/Fire/Fire may offer a good mix of the damage of fire with the control (Seeds) of Plant and the damage of Creepers. That said, Fire epic for sure increases your personal damage, but there's likely no doubt that Ice epic (via Sleet) increase your contribution to damage on teams. Depends on your orientation I guess.
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Wow, OK, thanks for the info. I didn't know you got dmg bonuses for using boxing/kick/cross punch together. I'll have to check that out (dammit, another respec). I didn't know you needed Cardiac to reach the 90%. I will check it out. I suppose one could swap in Musc when one needs more damage and only go for the full 90% push when really doing heavy stuff where you take a beating.
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Question on Radiation Therapy: is the -Regen debuff sufficient enough to make it worth spamming on AVs? MIDS seems to say it is -150%. Ground Zero: sounds like you are suggesting using it to grab aggro in big groups -- I'd been kind of holding it until the other team ppl had taken a beating, to use the +heal on them. How often do you use it and when, in your rotation?
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I recently tried out this build that *I think* was posted by @Sir Myshkinbut I can't remember for sure if it was his. For some reason the build showed up in my mids with both Boxing and Kick (unlsotted), so I changed Kick to Meltdown to see if it made any difference. To be honest, the damage on Jab seems anemic and I wonder if the idea is just to spam it to get the ATO proc. I don't love the damage on Cross Punch either or the ability to consistently hit more than 1 target in its cone, which seems small. Maybe you have to target behind the targets you want to hit? Footstomp and Dark Oblit seem good. Gloom seems OK given it's a DOT. At low levels the bulid feels sturdy but anemic on damage. I ran a +4 Positron 1 TF the other day and the Clocks couldn't really damage me (I had 89.7% energy defense), and any damage was quickly healed back with Radiation Therapy -- which also turned out to be my only AOE and really only way to get mobs attention. Not having Taunt makes it a little hard to tank for groups, it seems, especially if you have other tanks/brutes who have it and using Taunt. For some reason the build has Cardiac Core alpha but I'm thinking about Musculature to see if it makes the damage feel any better. I ran +4/+8 PI missions last night with a team and really didn't feel at risk ever. Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Radiation Armor Secondary Power Set: Super Strength Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Power Pool: Leaping Ancillary Pool: Soul Mastery Hero Profile: Level 1: Gamma Boost -- Mrc-Rcvry+(A), PrfShf-End%(7) Level 1: Jab -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(3), SprMghoft-Acc/Dmg/Rchg(3), SprMghoft-Dmg/EndRdx/Rchg(5), SprMghoft-Acc/Dmg/EndRdx/Rchg(5), SprMghoft-Rchg/Res%(7) Level 2: Alpha Barrier -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(9), UnbGrd-ResDam/EndRdx/Rchg(9), UnbGrd-Max HP%(11), ImpArm-ResPsi(17) Level 4: Boxing -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(11), Hct-Acc/Rchg(13), Hct-Dmg/EndRdx(13), Hct-Dam%(15), Hct-Dmg/Rchg(15) Level 6: Kick -- Empty(A) Level 8: Proton Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(37), UnbGrd-ResDam/EndRdx/Rchg(37), UnbGrd-Rchg/ResDam(37), ImpArm-ResPsi(40), StdPrt-ResDam/Def+(46) Level 10: Radiation Therapy -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(17), Obl-%Dam(19), ScrDrv-Dam%(34) Level 12: Fallout Shelter -- HO:Ribo(A), ImpArm-ResPsi(45) Level 14: Super Speed -- WntGif-RunSpd/Jump/Fly/Rng/EndRdx(A), WntGif-ResSlow(29) Level 16: Cross Punch -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(19), SprAvl-Acc/Dmg/EndRdx(21), SprAvl-Acc/Dmg/Rchg(21), SprAvl-Rchg/KDProc(23), FuroftheG-ResDeb%(23) Level 18: Particle Shielding -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(31) Level 20: Knockout Blow -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/EndRdx(25), UnbCns-Dam%(25), GldNet-Dam%(27), GhsWdwEmb-Dam%(27), FrcFdb-Rechg%(29) Level 22: Beta Decay -- AchHee-ResDeb%(A) Level 24: Tough -- ImpArm-ResPsi(A), GldArm-End/Res(34), Ags-Psi/Status(34), GldArm-3defTpProc(36) Level 26: Ground Zero -- SprGntFis-Dmg/Rchg(A), SprGntFis-Acc/Dmg/Rchg(31), SprGntFis-Rchg/+Absorb(36) Level 28: Rage -- RechRdx-I(A), RechRdx-I(31), GssSynFr--Build%(33) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx/Rchg(48), LucoftheG-Def/EndRdx(50), Rct-ResDam%(45) Level 32: Maneuvers -- ShlWal-Def(A), ShlWal-Def/EndRdx(33), ShlWal-Def/EndRdx/Rchg(33), ShlWal-ResDam/Re TP(43) Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36) Level 38: Foot Stomp -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/EndRdx/Rchg(39), SprGntFis-Acc/Dmg/EndRdx/Rchg(39), Arm-Dam%(39), Obl-%Dam(40), FrcFdb-Rechg%(40) Level 41: Gloom -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(42), Apc-Acc/Rchg(42), Apc-Dmg/EndRdx(42), Apc-Dam%(43), Dcm-Build%(43) Level 44: Dark Obliteration -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/EndRdx(46), Bmbdmt-+FireDmg(46), PstBls-Dam%(50), CldSns-%Dam(50) Level 47: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 49: Darkest Night -- HO:Enzym(A) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(48) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PwrTrns-EndMod(A), PwrTrns-+Heal(48) Level 50: Melee Radial Embodiment Level 50: Cardiac Core Paragon ------------
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Is it worth it to blow a ton of converters on a big sell?
brasilgringo replied to Neogumbercules's topic in The Market
Ah I guess it's one of those maps where the mobs patrol and walk around, and not one like the ComiCon outdoors ones where you have to move from group to group. -
Here's a revised version. Hasten doesn't seem to be shaving as much time off Geyser as in the other build, maybe missing some global recharge vs a prev iteration. Had to move some slots into CJ to make up for losing the def from both CJ and Hover. It looks like a choice of Geyser at 39 seconds (with hasten up) vs. 48 seconds in the no-hasten fly build. I suppose one could hope for +recharge from teams (SB etc) and just go w/o hasten for the fly theme, if we keep CJ. http://www.cohplanner.com/mids/download.php?uc=1568&c=724&a=1448&f=HEX&dc=78DA6594CB6F125114C6EF3033A5A5458A14FAA4E5D507B4D0E2232E4DD4B6B69484D826AE4C33B613202130019AD8A50BFF06139F5BDF2B1F75E9FFA0D144F7D5856D1317DAAAC1C3FD0E75122681DFE5BBE7F1DD3333646F5CEA79B178F3BC50DC174B46ADB67E81BEEB66D5B5666E14CA955225BF2DE8F25C35480CAD15CC50AE6494EB4ED2863874FD8A51CE9B9B291982FC486B6B75CBB22AD57A4A26AD678D72D1DA2A19F562A52C7A72954A29B5621A56B19C77C91FAB96696EBAE572A1982FD469C3D38ADA34ABB542D1EA9FB78A1BA956F9EC16D56CAEB607C850923EF351C1574317421322AD0987C274809ACAD4C00E1D3C113FCEA5D309A92D523D85EB29B71C887F89F8CED7CC1D70C6A1833BC80DD0945499DC5055BF2235D75FFA19D444F20B6ACD7E062F531F9DFBE8EF48F351EC1BD4ED79C57C0B2683A83FBBAB4A2E51AE13B98AF331EA25A71113A18D2E7850BA584B339729AF9B7B763FE2193C613E057B9F319F83E91872BD342B37CFCACDF5A2D4CBC33E3C7CAE349F3343BDBCDCCB7B07BE4FDE65DE0327EF838907E0CC43D047BD7C3883EEFB091F7DBF988760E088F91B1CF8032AE4C9CF3EFD0DBA844A4A3FAA69FDA7D061609484494D4C84991170F610FB2BE47E90DD0FAAB8CB431A5307431D4C2718EE0435EA37CC4FC1303F05230BA83BB20C8E66402FC5063936C8B1A37B1CB30F867E8059F234C69EC6D853983D85D9538C3DC5D8538C3D356F4584FB449AC3A02732CA3388F20CA23C835E9AFE38FAA8E3EF1D3276E20338F991F909F453EC147B9AE29838E7C40DF489CFAB9289253C1989233040B9D37CA7A6CF09F9F2FA681E29F814A9B34D4D157DA4CD71DC5C6B9E9AEDCD957739DC5490D9C8248E771B89B6C8B93625DDA69C6E53CEB4292B7645C59972DAF1BF87506454572F6DB297EF2EDAE5D32951BC43FB762D8C3BBD67D7A6107760D76EA3DB6EE0FF39BFDAD6DF6CEB9C4BFA93EB6BB6B5615B5FB7ADFF015A8EFA1F
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I think with the addition of combat jumping (Leaping) there's not room for the Speed power pool as well, so to get Hasten back and keep CJ I'd have to drop flight for Speed pool (Hasten/SS) - which isn't the end of the world, just not be a "hover" blaster but still could be at range. How do you feel about having the extra down-time without Hasten? An extra 15 seconds on recharge time for Geyser seemed like it could be worth avoiding.