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TooManyButtons

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Everything posted by TooManyButtons

  1. Ah, that makes more sense. So Panacea works in Dark Empowerment not because it raises the hp of minions directly, but because it gives them a passive power which gives them bonus hp.
  2. Wow, that's looks great. I wish there was more of an oversight on how some of these unusual passives and procs work for MMs. I don't see a reason why Kismet would work but Steadfast Protection loses its effect.
  3. It turns out there's a - missing from the power name. You can put the txt file back where it belongs, open it and then change the last line to say "numpadenter powexec_name kuji-in zen" without the "" marks.
  4. Would it be possible to make the Tsoo conical headwear available in the costume creator? Not that I'm not grateful for the cone hat we have right now (peak early 2000s design) but some more variation would be nice.
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  5. I can't imagine the Hellions having anything to offer the CoT other than some of them coincidentally having a powerful magical bloodline. It's much more likely for the CoT to infiltrate the higher ranks of the Hellions. They could hand out powers to promising members (secretly turn them into CoT) while the lower ranks remain ignorant petty thugs.
  6. You'll want to consider putting defense enhancements in Train Ninjas. Doing so increases the dodge bonus they get along with the upgrade. You can also put Panacea in Kuji In Zen for a chance to proc during their heal. Not sure why Oni takes knockback enhancements, none of his powers seem to have any kind of knock up down or sideways effect. I recommend changing Explosive Strike to the EoTM defense bonus. You need as much defense as you can get with Ninjas. Try to slot SMoS in pairs for multiple hits of that sweet 15% recharge bonus. Personally I only use the bow attacks for the 3% crit chance. I hardly ever slot my attacks for high damage. There's no reason to put Zephyr in Combat jumping. I assume you meant to put those in Super Jumping? Also for the Winter's Gift you are better off switching to the slow resist. I would try to get the minions and upgrades as early as possible. They are a major source of your damage/survivability. Vengeance won't activate on minion death. I don't know if you plan on teaming a lot, but at least it's good as a LoTG mule. Never been a huge fan of Power Boost. The extremely limited uptime means I only use it if the sets has longer duration buffs like Cold, FF or Time. Not a fan of sleep. I'd put only an accuracy enh in Poison Gas Arrow and just use it for the -damage. According to a quick bit of napkin match, it's possible to reach defense softcap. Buffed Train Ninjas (~10%) + enhancements (10%) + Maneuvres (~4%) + Grant Invisibility (~3%) + Flash Arrow (~17%). About 44%, but with musculature radial you can inch over the finish line.
  7. Hey all, returning player here. I've never used claws or energy aura before, not even on live, so I want to double check I'm not making some obvious mistakes. Scrapper (Claws - Energy Aura).mbd
  8. The Posse are kind of fragile and weak individually. The idea is that numbers can make up for any faults they may have, but that stops mattering at higher levels. They simply need to be buffed by your secondary if you don't want the whole group to be oneshot by the first aoe to hit (When applicable. If you're debuffing, this obviously doesn't matter.). Combine this with the fact that you can only summon them in the heat of battle and you'll be lucky if more than a couple survive their first brawl. So turn the power into a ground target and allow us to summon and buff the gang at our convenience. This is doubly useful for Pain and Time, where the big buff is on a long cooldown.
  9. I've decided to give this build a shot. I went with a resistance epic because it combos better with healing, but you can still change to Mace if you prefer. It's possible to reach softcap defense with Support core and Diamagnetic. The attacks are there mostly for the utility they provide. Mastermind (Mercenaries - Pain Domination).mbd
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