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Everything posted by StrikerFox
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I think they're pet summons that can't be controlled by the player. So all the Controller/Dominator pets, Epic Power Pool pets, Tornado, Gun Drone, Voltaic Sentinel, Gang War, Hell on Earth, Soul Extraction, Arachnos spiders etc. Dark Servant probably doesn't fall into the category because it has no attacks.
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I like your build a lot, it's probably better than anything I could come up with. I wanted to offer some fine-tuning advice. -Hasten is already perma with 2 slots. -For the Kismet +6% acc to be active, Combat Jump needs to be toggled on. Slotting it in Phalanx Fighting, Kismet would be active all the time. Useful if you're rezzed, and you LR/SC immediately to knock enemies off their feet before toggling. -Swapping the Ribosome HO (In Tough) for the Unbreakable Guard res/end would provide a 2.5% endurance discount (Set bonus) for all your powers. Enhancement Boosters can get the stats about the same as the HO. -A lot of players like to slot the rech/def HO in Active Defense. The def portion of the HO increases DDR, rech so you can overlap the casting to double the effects. -4 Gift of the Ancients in Weave increases max end by 1.8%. Changing a slot to Stamina for a 4th Performance Shifter would yield a better result (If you're slotting it for endurance).
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No problem, let me know how it works out. People were using SK-CS-SK-CAK. With EC, probably SK-CS-SK-EC-CAK or maybe SK-CS-EC-CAK. I sort of like the sound of the second attack chain with EC. EC could probably be used twice within one BU, which would be pretty nice if it crits both times.
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Also the main damage types in most incarnate trials are smashing, lethal and energy which Scorpion Shield buffs.
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KB is 10,000% resisted on SR with Practiced Brawler active. Go with Ninjitsu if you can get perma-Soul Drain. Otherwise SR. Perma Soul Drain + Kismet unique + Insta-snipe Moonbeam (Soul Mastery) is a winning combo.
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MA is pretty good but for it to shine, needs to be built for damage. Slotting/procs, and +dam bonuses. Get enough recharge to run your attack chain, softcap to M/R/A and everything else focus on adding damage. Test the build and then work backwards to accomodate endurance. Before shutdown, some players were getting an uptick in dps by using EC in their attack chain. EC had a boosted chance to crit and gave the attack, immediately following, an inceased chance to crit as well. I tested it myself back in the day. EC followed by DT in the center of a tight group of enemies. Always received 3-5 crits out of 8-10 targets. That was likely before the AT IOs as well. I love SR. I've been able to make impossible builds that I couldn't achieve with other secondaries. I used a SR Stalker to solo 3 Paladin GMs simultaneously before shutdown. Also SR can be amazing in incarnate material if you're willing to carry a tray of small, purple inspira and take Rebirth as a heal. It sounds like you might have an AoE fetish. Consider making something totally new with heavy AoE 1st/2nd/epic. Spines/FA/Blaze is the most AoE stacked combo I can think of.
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Combine a couple of my builds together to make this KM/Nin. It's designed to have Concentrated Strike to insta-charge BU to integrate Moonbeam as an insta-snipe into the attack chain. It worked out quite well. 7 of 8 attacks were boosted by BU including CS, MB and AS x2. Can see a video of it here: There's several power picks acting as a mule for IO uniques. It's endurance heavy and has Ageless selected to mitigate that. There's a lot of +5 enhanced IO's to get stats to a decent number. | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1572;736;1472;HEX;| |78DA65945B4F534110C7F7B4E7082D2DB442A1484B69B9F5228716F541D118236A9| |416D1266A8C5A4B3994034D21F460E4C107BF8237BE80371E24EA27D1A8890F7E00| |5E501363A20FA64E77FE40B59B34BFDD999DFFCEEC9C6DE6EE846BF3DCFD9342719| |F2EE52B955CD6CA97168D152D932F9A05BBA0D144BF00CCB98C51320C7DD22C1B96| |59C89DB2AC7C61D1BFE39C30E68C72C5D0A7CCF28269555685737A69A9A467970D6| |3D62DA767CDE2BC65968B6D729536F2B3C64A65DE5CF6CAF5F9F21DB362CE9825D3| |5AEB3EB36C16F41DE5ECD26A2997C9572C6365CD4FF98CD16FC62B30AA9A9823A41| |CC2560473C46155A8512A21455C60FBBE4521D7930EA2226315E153D8F787964155| |14BC7091AE02DD66E83643D7794F953A4EE8BAA09B265D3BEBDAEC9E9AAE263A3A1| |4E9EBF43167495FE33D9AF68EF3EB7CCFF443C7FF81D7073E829F988697FB518B6D| |7A6A93B6C033F039B3F705F812DC60662837076A7678B8E63E1FE73845BE16D6555| |B5E710E7D9BE06B66F80DF89619A144DCA8D59DE07B0883FDE045D26DE33DA22DCC| |710AC571EBAAC25BA521A669573B4E6F0F70A5FD41B097391002FB987652F1B1B2D| |DD7A5C8CE0D8CB16FE827F81BDDA7BD5DA8BC0B950FA11B454AA51B67771FE59B1A| |3E068E83C799B1134C2FE9F540AFE70841B58B18E8265F10BE20CE8AE12C93CE0AA| |17BA121D68AE38B8A47B18E310FC6C104F332DD5104B1911BF0DD648EDC0273E06D| |E6689EB945D73088D8C12D9BBCABD111ECD199A9513009A698FD544F14DD8A7E61D| |B2F971009D812937CC759CA4F874DFFC1B639AA37095B32C1DDEF51775F6D35B037| |AF2DE94B883758920D965483E55083E57083255D6F19E75E4DABBB2F5D287297C34| |3EF17D96D3BC98B6F5719E1ECBFEDD9ECCA054576CE7585BBDB1AE6AA5BB7995FEB| |E3A31CFF7DCFA6290FF8363D0FC147CCFD8FC127CC8E7566F5DF71C929FFBC64AA5| |7EBE6D7EAE6D7EBE6697A6129CC3FD7CDE5D888FC6758AFEDC045FC05BBDB0A03| |-------------------------------------------------------------------|
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Does Beast Mastery's Alpha Wolf actually grant any leadership?
StrikerFox replied to Lazarillo's topic in Mastermind
Nice! Thanks. That's so much better than what I was trying to do. -
I'm currently working on that Mercs/Storm too. Can you post your data chunk by going to Import/Export - Long forum Export, tick off "Only export Data Chunk," and "Export Data Chunk as well as a Datalink." Makes it so much easier to see. Thanks.
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Does Beast Mastery's Alpha Wolf actually grant any leadership?
StrikerFox replied to Lazarillo's topic in Mastermind
Where did you find the basic, Train and Tame Beast pet powers? I was looking for that but couldn't find it. Ended up testing to make my own but not sure how accurate mine is. -
I doubt someone could get 72% dam res and still be softcap. Maybe the One with the Shield buff was active?
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I've been doing some testing on Beast pets. I think they can excel vs a single target. When they're bunched together, buffing one another with Howl, Pack Mentality, and Growl applying debuffs on the lone enemy. But during the testing, I see what people mean about slow attacks. I set the pets to aggressive and sent them into groups of enemies. Pets will attack, targets will flee in different directions, pets will chase, stop to Howl/Growl/Lick Wounds/Lion's Roar/Wild Charge, allowing the target to get further away. By the time they reach the target, their buff has pretty much worn off. It was somewhat frustrating to watch as the enemies were 3-5 levels lower than my pets. If it were other pets, those runners would have been dead reasonably quick. Mercs/Thugs/Bots specialize in ranged damage. Ninjas would use Shuriken, Poison Dart, Caltrops to hit runners. Zombies with Gloom, Dark Blast, Projectile Vomit. Demons with Fire Blast, Fireball, Flares etc. Here's the testing if anyone is interested. Achieved by opening a Pet window to see their action/damage info. Summoned pets, had them attack several groups. Took info on pet attacks. Did the T1 upgrade, repeat. Dismissed and summoned new pets. Then T2 upgrade and repeat again. I think the Dire Wolf's cold attacks are all AoE. The T1 Alpha Wolf doesn't seem much better than the regular wolves. T1 Wolves - Basic -Wild Charge - Boosts damage/movement speed -Howl - Boost dam/tohit of nearby beast allies -Vicious Bite (Lethal) - DoT bleed damage (Lethal) T1 Wolves - Trained -Maiming Bite (Lethal) - Reduce movement/defense T1 Wolves - Tamed -Feral Charge (Smashing) - Reduce defense ------------------------------------------------------------ T1 Alpha Wolf - Basic -Wild Charge - Boosts damage/movement speed -Vicious Bite (Lethal) - DoT bleed damage (Lethal) T1 Alpha Wolf - Trained -Maiming Bite (Lethal) - Reduce movement/defense -Growl - Reduce dam/hit chance to target T1 Alpha Wolf - Tamed -Howl - Boost dam/tohit of nearby beast allies ------------------------------------------------------------ T2 Lions - Basic -Wild Charge - Boosts damage/movement speed -Vicious Bite (Lethal) - DoT bleed damage (Lethal) -Claw Rake (Lethal) - DoT bleed damage (Lethal) T2 Lions - Trained -Lick Wounds - PBAoE(?) heal/+regen -Lion's Roar - Boost def of nearby beast allies T2 Lions - Tamed -Claw Swipe (Lethal) - AoE cone -Ferocious Growl - PBAoE stun ------------------------------------------------------------ T3 Dire Wolf - Basic -Wild Charge - Boosts damage/movement speed -Chilling Howl (Cold) - DoT, reduces movement/attack speed AoE? -Vicious Bite (Lethal) - DoT bleed damage (Lethal) T3 Dire Wolf - Trained -Maiming Bite (Lethal) - Reduce movement/defense -Freezing Roar (Cold) - DoT, reduces movement/attack speed AoE? T3 Dire wolf - Tamed -Terrible Howl (Cold) - DoT, reduces movement/attack speed AoE?
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Time is probably one of the best secondaries for Ninja. Dark would be close, in the top 3. The T1 Ninjas have an inherent 7% def to m/r/a, add the Edict and Call to Arms uniques will put them up to 17% def. Aggressively slotted Fearsome Stare will provide about 18% -tohit, and moderately Darkest Night will provide around 17% -tohit. So Ninjas will be equivalent to about 52% defense to m/r/a. Probably won't see the big leap in survivability until Fearsome Stare is picked/slotted at level 20/21.
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There's something in game called, 'The Rule of 5,' where our characters do not benefit from more than 5 of one type of enhancement bonus. 5 LotG 7.5% def is great but anything more than that provide no benefits outside of the +def. You can see the excessive bonuses by clicking View Active Sets and scrolling down in the new window. Anything in red indicates more than 5 of the same bonus.
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Never really looked into storm cause I just thought it would be a bunch of knockbacks and I know how much groups love those... Would you please elaborate? There's actually a couple IOs you can slot to alleviate Storm's KB issue. Overwhelming and Sudden Acceleration both change knockback to knockdown. Overwhelming is a unique but I'm pretty sure we can slot multiple Sudden Acceleration procs. We can get Overwhelming free as a reward drop from the Blockbuster event; Sudden Acceleration is available at /AH. Is there a list of Beast pet powers? I never knew quite how to slot them.
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Been wanting to do some pylon testing for the past week but seems like there's MSR's going 24/7 in all RWZ.
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Yes, incarnates effect pets. Top portion of the copy/paste is with no incarnates slotted. Bottom portion has T3 Musculature Alpha, T3 Reactive Interface and T3 Assault Hybrid. You can see the damage increase in my Bruiser's Hurl and KO Blow due to Musculature. Lines that says "Doublehit" is damage done by Hybrid, DoT fire damage is Reactive. Also any line that says "Bonus Smashing damage" is from the Explosive Strike proc. Bruiser: Bruiser Hurls something handy at Death Mage for 145.08 points of smashing damage! Bruiser: You have knocked Death Mage off their feet with your Hurl! Bruiser: Death Mage takes 79.63 points of bonus Smashing damage! Bruiser: Bruiser pulverizes Death Mage with their Knockout Blow for 315.66 points of smashing damage! Bruiser: You hold Death Mage with your Knockout Blow! Bruiser: You have knocked Death Mage off their feet with your Knockout Blow! Bruiser: Death Mage takes 79.63 points of bonus Smashing damage! Bruiser: Bruiser pulverizes Death Mage with their Haymaker for 148.7 points of smashing damage! Bruiser: Bruiser knocks Death Mage off their feet with their Haymaker. Bruiser: Bruiser shakes the very earth inflicting 132.17 points of smashing damage to Death Mage! Bruiser: Bruiser shakes the very earth inflicting 132.17 points of smashing damage to Possessed Scientist! Bruiser: You have knocked Possessed Scientist off their feet with your Foot Stomp! ========================================================================================================== Bruiser: Bruiser Hurls something handy at Death Mage for 157.09 points of smashing damage! Bruiser: Your Doublehit hits for 58.47 points of Energy damage! Bruiser: Your Reactive Interface continues to burn for 14.85 points of fire damage! Bruiser: Your Reactive Interface continues to burn for 14.85 points of fire damage! Bruiser: Your Reactive Interface continues to burn for 14.85 points of fire damage! Bruiser: Your Reactive Interface continues to burn for 14.85 points of fire damage! Bruiser: Bruiser pulverizes Death Mage with their Knockout Blow for 341.01 points of smashing damage! Bruiser: You hold Death Mage with your Knockout Blow! Bruiser: You have knocked Death Mage off their feet with your Knockout Blow! Bruiser: Death Mage takes 79.63 points of bonus Smashing damage! Bruiser: Your Doublehit hits for 155.47 points of Energy damage! Bruiser: Your Reactive Interface continues to burn for 14.85 points of fire damage! Bruiser: Your Reactive Interface continues to burn for 14.85 points of fire damage! Bruiser: Your Reactive Interface continues to burn for 14.85 points of fire damage! Bruiser: Bruiser hits Death Mage with their Jab for 59.13 points of smashing damage! Bruiser: Your Reactive Interface continues to burn for 14.85 points of fire damage! Bruiser: Your Reactive Interface continues to burn for 14.85 points of fire damage! Bruiser: Your Reactive Interface continues to burn for 14.85 points of fire damage! Bruiser: Your Reactive Interface continues to burn for 14.85 points of fire damage! Bruiser: Bruiser hits Death Mage with their Jab for 56.6 points of smashing damage! Bruiser: Your Doublehit hits for 24.24 points of Energy damage! Bruiser: Your Reactive Interface continues to burn for 14.85 points of fire damage! Bruiser: Your Reactive Interface continues to burn for 14.85 points of fire damage! Bruiser: Your Reactive Interface continues to burn for 14.85 points of fire damage!
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My Thugs/Time MM is soloing +4x8 but is level shifted to +1. Also not fighting enemies like Carnies or Malta. Just an S/L farm. What secondary are you using? Do you have Musculature and Hybrid Assault? Without them, the pets damage bonus will be around +80-90%, but with them, around +115-120%. This is actually somewhat of an old post. Yeh, I know, only 3 weeks old but I've altered each MM primary. Changed the slotting around when discovering the original MM primary pets can now slot IOs that weren't available to them before. Also discovering new IO sets that didn't exist in i23. This is currently how my thugs are slotted. The empty slot in Enforcers has the Shield Breaker proc; the empty slot in the Bruiser has the Sudden Acceleration KB to KD IO. Every fight is pretty much the same. Power Boost + Farsight, jump in with Time's Juncture to apply -tohit/slow, drop a Distortion Field to hold/slow, and use Time Stop/Slowed Response on bosses. It's not the fastest farmer out there but I'm having no problems clearing. | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;837;401;802;HEX;| |78DA6D90CB4EC24014860768354025DCA24250123746178D44B7C68482C6041212F| |1B62208A59DA4B48416034BDFC695EF60D428263E84EE5C28C6CB1A0F33134B3A9E| |B43D73BEFFF49F3353EE17A4ABBD8B1DE48B2A46DDB66BE5BAEDA8DD36369BA1AAD| |AD04DCBB0B4410041CCC2BBE0CAB5835EBB6D997255EF6976768AE77BAD96AC5846| |B356B000D41D6C992856B12C43DE37CFB18DCFB0819D41929062BFA376715B351DD| |23747E02ED674079B9AC42AC7546D3B51ECE086ACE8F5AEA6B229078B30D22ABC37| |22623116D1334C9B1390FFC58FD012E42381D4C2EBA419F209AD67143FC9C6DADFB| |FF040900F8D3BF01599267AB47B10C26CCFF02DDD53223DD2353827041479A23B44| |F2931C44D121ED723D1EC023C63C6223DA1D3FA4F3C53F699DFC62F99BE6F953C1E| |342620856296695AAD296F436944200A50774A0CC31E5991F44F2B2E7488FE09165| |C7CD7AB4FF222378AF6E9D231B1CC9716493235B1C2971A4EC927105D63EA6FA881| |A8C221460EA5B0854DFB43AE2C83B473E38524AC0B55132BE5C71D7BFE0DF179B| |-------------------------------------------------------------------|
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Before shutdown, I ran a KM/NrgA Stalker. It was a gimmick build to try to work newer game mechanics into a single hero. Stalker Guile proc to get Concentrated Strike to recharge BU, which provides enough +tohit to incorporate Moonbeam into the chain as an insta-snipe. It works out great until AS misses, CS doesn't recharge BU and I'm left button mashing trying to get the chain going again. Checkout the vid. It's a pretty solid chain and put up some good dps numbers. The yellow ring around the Moonbeam icon means it can be insta-sniped (1.5s cast time). No ring means it's the long, interruptible snipe (7.5s cast time).
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I feel that Mercs has improved from CoV launch to i25. They're still not the greatest but underestimated by many. One of the main complaints was the Medic running into melee to use Brawl, and ultimately eating dirt seconds later. Devs fixed that by suppressing Brawl from the Medic's power pool when upgraded. With i25, all craftable enhancement types, useable by the pets, are open to them for slotting. A major one for Mercs are the Accurate Def Debuff IOs. Now they can equip the Shield Breaker proc to boost their dps a fair amount. Below is the pet damage data from a fight with a even level Death Mage boss. Keep in mind all this data is from a 10 second battle, initial hit to the DM's defeat. Soldiers are equipped with Achilles' Heel unique, Lady Grey and Shield Breaker procs; Spec-Ops are equipped with Lady Grey and Shield Breaker procs. Commando has no procs but I like the bonus damage so I may incorporate them later. Single :) shows procs from the Lady Grey IO; double :) :) shows procs from Shield Breaker IO. The ;D shows the debuff from Achilles' Heel. Damage procs activated 16 times in 10 seconds, around 84 damage per proc. It averages to about 134.4 dps from damage procs alone. But further testing, with a longer period of time, would be needed to sure-up the numbers. So that each pet cycles through all their powers, multiple of times. Also slotting the Commando with the same damage procs. Soldiers: Cliffjumper, Beachcomber Medic: Tailgate Spec-Ops: Smokescreen, Eagle-Eye Commando: Ironhide Cliffjumper: Cliffjumper blasts Death Mage with their Assault Rifle Burst for 10.77 points of lethal damage and slightly lowers their defense! Cliffjumper: You reduce your targets damage resistance temporarily ;D Smokescreen: Smokescreen blasts Death Mage with their SCAR Burst for 15.53 points of lethal damage and slightly lowers their defense! Cliffjumper: Cliffjumper blasts Death Mage with their Assault Rifle Burst for 12.18 points of lethal damage and slightly lowers their defense! Ironhide: Ironhide blasts Death Mage with their Slug for 120.35 points of lethal damage! Smokescreen: Smokescreen blasts Death Mage with their SCAR Burst for 15.53 points of lethal damage and slightly lowers their defense! Cliffjumper: Cliffjumper blasts Death Mage with their Assault Rifle Burst for 12.18 points of lethal damage and slightly lowers their defense! Smokescreen: Smokescreen blasts Death Mage with their SCAR Burst for 15.53 points of lethal damage and slightly lowers their defense! Ironhide: Ironhide rattles Death Mage with their Burst for 19.81 points of lethal damage and reduces their defense! Cliffjumper: Cliffjumper rattles Death Mage with their Assault Rifle Heavy Burst for 10.07 points of lethal damage and slightly lowers their defense! Cliffjumper: You hit Death Mage for 79.03 points of bonus Lethal damage! :) :) Ironhide: Ironhide rattles Death Mage with their Burst for 19.81 points of lethal damage and reduces their defense! Cliffjumper: Cliffjumper rattles Death Mage with their Assault Rifle Heavy Burst for 10.07 points of lethal damage and slightly lowers their defense! Beachcomber: Beachcomber blasts Death Mage with their Assault Rifle Burst for 12.18 points of lethal damage and slightly lowers their defense! Beachcomber: You blast Death Mage for 79.03 points of bonus negative energy damage! :) Ironhide: Ironhide rattles Death Mage with their Burst for 19.81 points of lethal damage and reduces their defense! Cliffjumper: Cliffjumper rattles Death Mage with their Assault Rifle Heavy Burst for 10.07 points of lethal damage and slightly lowers their defense! Tailgate: You reduce your targets damage resistance temporarily ;D Ironhide: Ironhide rattles Death Mage with their Burst for 19.81 points of lethal damage and reduces their defense! Beachcomber: Beachcomber blasts Death Mage with their Assault Rifle Burst for 12.18 points of lethal damage and slightly lowers their defense! Cliffjumper: Cliffjumper rattles Death Mage with their Assault Rifle Heavy Burst for 10.07 points of lethal damage and slightly lowers their defense! Beachcomber: Beachcomber blasts Death Mage with their Assault Rifle Burst for 12.18 points of lethal damage and slightly lowers their defense! Cliffjumper: Cliffjumper rattles Death Mage with their Assault Rifle Heavy Burst for 10.07 points of lethal damage and slightly lowers their defense! Eagle-Eye: Eagle-Eye snipes Death Mage with their SCAR Snipe for 105.01 points of lethal damage. Cliffjumper: Cliffjumper rattles Death Mage with their Assault Rifle Heavy Burst for 10.07 points of lethal damage and slightly lowers their defense! Tailgate: Tailgate blasts Death Mage with their SMG Heavy Burst for 8.49 points of lethal damage and slightly lowers their defense! Tailgate: You hit Death Mage for 79.03 points of bonus Lethal damage! :) :) Tailgate: You blast Death Mage for 79.03 points of bonus negative energy damage! :) Tailgate: Tailgate blasts Death Mage with their SMG Heavy Burst for 8.49 points of lethal damage and slightly lowers their defense! Beachcomber: You reduce your targets damage resistance temporarily ;D Cliffjumper: You reduce your targets damage resistance temporarily ;D Tailgate: Tailgate blasts Death Mage with their SMG Heavy Burst for 8.49 points of lethal damage and slightly lowers their defense! Tailgate: Tailgate blasts Death Mage with their SMG Heavy Burst for 8.49 points of lethal damage and slightly lowers their defense! Ironhide: Ironhide shreds Death Mage with their Full Auto for 11.88 points of lethal damage! Tailgate: Tailgate blasts Death Mage with their SMG Heavy Burst for 8.49 points of lethal damage and slightly lowers their defense! Ironhide: Ironhide shreds Death Mage with their Full Auto for 11.88 points of lethal damage! Tailgate: Tailgate blasts Death Mage with their SMG Heavy Burst for 8.49 points of lethal damage and slightly lowers their defense! Ironhide: Ironhide shreds Death Mage with their Full Auto for 11.88 points of lethal damage! Beachcomber: Beachcomber shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense! Smokescreen: Smokescreen snipes Death Mage with their SCAR Snipe for 105.01 points of lethal damage. Cliffjumper: Cliffjumper shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense! Cliffjumper: You hit Death Mage for 79.03 points of bonus Lethal damage! :) :) Ironhide: Ironhide shreds Death Mage with their Full Auto for 11.88 points of lethal damage! Beachcomber: Beachcomber shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense! Cliffjumper: Cliffjumper shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense! Eagle-Eye: Eagle-Eye blasts Death Mage with their SCAR Burst for 15.53 points of lethal damage and slightly lowers their defense! Beachcomber: Beachcomber shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense! Ironhide: Ironhide shreds Death Mage with their Full Auto for 11.88 points of lethal damage! Beachcomber: Beachcomber shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense! Cliffjumper: Cliffjumper shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense! Cliffjumper: Cliffjumper shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense! Eagle-Eye: Eagle-Eye blasts Death Mage with their SCAR Burst for 15.53 points of lethal damage and slightly lowers their defense! Ironhide: Ironhide shreds Death Mage with their Full Auto for 11.88 points of lethal damage! Beachcomber: Beachcomber shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense! Cliffjumper: Cliffjumper shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense! Eagle-Eye: Eagle-Eye blasts Death Mage with their SCAR Burst for 15.53 points of lethal damage and slightly lowers their defense! Ironhide: Ironhide shreds Death Mage with their Full Auto for 11.88 points of lethal damage! Beachcomber: Beachcomber shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense! Cliffjumper: Cliffjumper shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense! Ironhide: Ironhide shreds Death Mage with their Full Auto for 11.88 points of lethal damage! Beachcomber: Beachcomber shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense! Cliffjumper: Cliffjumper shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense! Ironhide: Ironhide shreds Death Mage with their Full Auto for 11.88 points of lethal damage! Beachcomber: Beachcomber shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense! Beachcomber: Beachcomber shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense! Cliffjumper: Cliffjumper shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense! Cliffjumper: Cliffjumper shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense! Ironhide: Ironhide shreds Death Mage with their Full Auto for 11.88 points of lethal damage! Beachcomber: Beachcomber shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense! Cliffjumper: Cliffjumper shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense! Ironhide: Ironhide shreds Death Mage with their Full Auto for 11.88 points of lethal damage! Beachcomber: Beachcomber shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense! Cliffjumper: Cliffjumper shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense! Ironhide: Ironhide shreds Death Mage with their Full Auto for 11.88 points of lethal damage! Beachcomber: Beachcomber shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense! Cliffjumper: Cliffjumper shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense! Eagle-Eye: Eagle-Eye rattles Death Mage with their SCAR Heavy Burst for 12.31 points of lethal damage and slightly lowers their defense! Eagle-Eye: You hit Death Mage for 89.17 points of bonus Lethal damage! :) :) Smokescreen: Smokescreen blasts Death Mage with their SCAR Burst for 15.53 points of lethal damage and slightly lowers their defense! Smokescreen: You hit Death Mage for 89.17 points of bonus Lethal damage! :) :) Smokescreen: You blast Death Mage for 89.17 points of bonus negative energy damage! :) Ironhide: Ironhide shreds Death Mage with their Full Auto for 11.88 points of lethal damage! Beachcomber: Beachcomber shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense! Beachcomber: Beachcomber shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense! Cliffjumper: Cliffjumper shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense! Ironhide: Ironhide shreds Death Mage with their Full Auto for 11.88 points of lethal damage! Cliffjumper: Cliffjumper shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense! Eagle-Eye: Eagle-Eye rattles Death Mage with their SCAR Heavy Burst for 12.31 points of lethal damage and slightly lowers their defense! Smokescreen: Smokescreen blasts Death Mage with their SCAR Burst for 15.53 points of lethal damage and slightly lowers their defense! Beachcomber: Beachcomber shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense! Ironhide: Ironhide shreds Death Mage with their Full Auto for 11.88 points of lethal damage! Cliffjumper: Cliffjumper shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense! Eagle-Eye: Eagle-Eye rattles Death Mage with their SCAR Heavy Burst for 12.31 points of lethal damage and slightly lowers their defense! Smokescreen: Smokescreen blasts Death Mage with their SCAR Burst for 15.53 points of lethal damage and slightly lowers their defense! Beachcomber: Beachcomber shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense! Cliffjumper: Cliffjumper shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense! Eagle-Eye: Eagle-Eye rattles Death Mage with their SCAR Heavy Burst for 12.31 points of lethal damage and slightly lowers their defense! Ironhide: Ironhide shreds Death Mage with their Full Auto for 11.88 points of lethal damage! Beachcomber: Beachcomber shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense! Cliffjumper: Cliffjumper shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense! Eagle-Eye: Eagle-Eye rattles Death Mage with their SCAR Heavy Burst for 12.31 points of lethal damage and slightly lowers their defense! Ironhide: Ironhide shreds Death Mage with their Full Auto for 11.88 points of lethal damage! Beachcomber: Beachcomber shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense! Cliffjumper: Cliffjumper shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense! Eagle-Eye: Eagle-Eye rattles Death Mage with their SCAR Heavy Burst for 12.31 points of lethal damage and slightly lowers their defense! Beachcomber: Beachcomber shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense! Beachcomber: Beachcomber shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense! Cliffjumper: Cliffjumper shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense! Cliffjumper: Cliffjumper shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense! Beachcomber: Beachcomber shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense! Tailgate: Tailgate blasts Death Mage with their SMG Burst for 10.7 points of lethal damage and slightly lowers their defense! Tailgate: You hit Death Mage for 79.03 points of bonus Lethal damage! :) :) Cliffjumper: Cliffjumper shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense! Ironhide: Ironhide blasts Death Mage with their Slug for 120.35 points of lethal damage! Beachcomber: Beachcomber shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense! Tailgate: Tailgate blasts Death Mage with their SMG Burst for 10.7 points of lethal damage and slightly lowers their defense! Cliffjumper: Cliffjumper shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense! Tailgate: Tailgate blasts Death Mage with their SMG Burst for 10.7 points of lethal damage and slightly lowers their defense! Beachcomber: Beachcomber blasts Death Mage with their Assault Rifle Burst for 12.18 points of lethal damage and slightly lowers their defense! Beachcomber: You hit Death Mage for 79.03 points of bonus Lethal damage! :) :) Beachcomber: You blast Death Mage for 79.03 points of bonus negative energy damage! :) Eagle-Eye: Eagle-Eye blasts Death Mage with their SCAR Burst for 15.53 points of lethal damage and slightly lowers their defense! Eagle-Eye: You hit Death Mage for 89.17 points of bonus Lethal damage! :) :) Eagle-Eye: You blast Death Mage for 89.17 points of bonus negative energy damage! :) Beachcomber: Beachcomber blasts Death Mage with their Assault Rifle Burst for 12.18 points of lethal damage and slightly lowers their defense! Eagle-Eye: Eagle-Eye blasts Death Mage with their SCAR Burst for 15.53 points of lethal damage and slightly lowers their defense! Beachcomber: Beachcomber blasts Death Mage with their Assault Rifle Burst for 12.18 points of lethal damage and slightly lowers their defense! Eagle-Eye: Eagle-Eye blasts Death Mage with their SCAR Burst for 15.53 points of lethal damage and slightly lowers their defense! Tailgate: Tailgate hits Death Mage with their Frag Grenade for 11.81 points of smashing damage! Tailgate: Tailgate hits Death Mage with their Frag Grenade for 18.46 points of lethal damage! Ironhide: Ironhide rattles Death Mage with their Burst for 19.81 points of lethal damage and reduces their defense! Ironhide: Ironhide rattles Death Mage with their Burst for 19.81 points of lethal damage and reduces their defense! Ironhide: Ironhide rattles Death Mage with their Burst for 19.81 points of lethal damage and reduces their defense! Beachcomber: You reduce your targets damage resistance temporarily ;D Smokescreen: Smokescreen blasts Death Mage with their SCAR Burst for 15.53 points of lethal damage and slightly lowers their defense! Smokescreen: You hit Death Mage for 89.17 points of bonus Lethal damage! :) :) Cliffjumper: You reduce your targets damage resistance temporarily ;D Ironhide: Ironhide rattles Death Mage with their Burst for 19.81 points of lethal damage and reduces their defense! Beachcomber: Beachcomber rattles Death Mage with their Assault Rifle Heavy Burst for 10.07 points of lethal damage and slightly lowers their defense! Beachcomber: You hit Death Mage for 79.03 points of bonus Lethal damage! :) :) Beachcomber: You blast Death Mage for 79.03 points of bonus negative energy damage! :)
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Kezeal from one of the CoH Discord groups is currently compiling a dps spreadsheet between AT and primaries. Read the welcome page, he has link to the CoH Discord group where you can ask him questions. https://docs.google.com/spreadsheets/d/19VuZ9zJ_8eKN11JytgaK9mt9Fy-8pjANopb-FGh68Uw/htmlview#
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Not sure. It's a Pine's build and may not work in Mids'. Try copying and importing this: |MxDz;1564;736;1472;HEX;| |78DA6D944B4F135114C7EF74A6D496574BE9032905CAA3BC5AA8AF9D92086A0486A| |0BC31868C6580897D90168C2CFD0A6EFC0AC428C6956E5DBA70A791851BF1812E14| |23BAD0C4D4D3397F3393D4499BDFBDE7DE73CEFF9C3B77D4DBA335BB97EE0C0BC93| |B92D18AC565552B6EEA85AC915B71AADA9A9196053D2EFA47AC95E5E9AD6C369F4B| |4EEAE9423EABE5D2DBCDB6C5F35BABABC951AD70735935B46256139EA97C3E939CD| |ED0F5957A7338A16B2B7AA1B86E6CF8CCF9E5DC2DA368DC3032C6E676B569B99831| |D6D6372317368C74D2165AD5D23A146E8749D310FD779C024FC9293E13E28A70FC2| |4A688738A49E5ADCC5CE079D5739ECF2A365F3FDBAA1A99C7026090E9F9E410A285| |18964D96434BECEB90FA395FCD3F3E964CCED31ED9DC5492E577ECEFFD081E301B1| |0F73ED5C1A59484B39DE3C4A8F12EF6975C88DD00964B7143BB7BCC61DA1AC7C109| |66502DD32D8293CCF001D7F2801255C3B7FA1CEF0DCF726F8E3FA3B99F38CFF3C80| |B5E8F8C307DA4A99635396BBD921937DAC8F5460392594BF48F30D936CEF9DA8E98| |8B14B21EBEF5F06D836F3B7CDB43E009F6E9F8C57C489A7DAC59F11DB2968E61F03| |BB3F308FCC15CA27C7ED4E947FF3BDF33BB3F80388F6E9C471CE7D1417506701E81| |371CAF816C21D62F4238A35DD2D5841C4D33DCB3F8199A2AB2889F65F62266EF3EB| |8C8FBAE119A5153F34B5EEB7B05FEE69C7DAF793EB0C7F4938616BC132DA739FE00| |F888B4B442732BF43DA5F6C5B03FE6E55E0F947B9D7289EB94BF0BDABBD09F04FA9| |3407F12E8CF20FA33885A1C41217A90AB07EFE413CAD58F7AFAA758FFE055666A1A| |9C0167F1AE523D49C44906585FAD8BEF76D93604DB170FDD37F45E4A70BE43CB264| |9639279F7EBE678FF57FBFE1EDEFFCDBEFF2EDF89BA7B78BFAD6F01FDE8117D1596| |A10A4BAAC272B2C272AAC23261B7B839BF6AD94A53D6B74548A687DB4B5F12AC5EF| |194F5F378DE365EB08D976CE33DBA02298C959035FEDFB313B3D6FF0231480AD5|
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This is mostly for MS raids? Repeatedly press 'stay' for the duration of the battle. If you have a gaming keyboard, assign 'stay' to a key and then program the key to pressed every 0.25 seconds. Set the duration to a power's recharge. For example, say you're playing /Dark and your build allows Tar Patch to recharge every 40 seconds, set the 'stay' program to run for 45 seconds with each activation. So every time Tar Patch is up, you know to repress the programmed key. I hope that makes sense. The keyboard will auto press 'stay' 180 times in 45 seconds (At .25 sec intervals). Note that pets can still be pushed out of position by teammates and enemies. The pets will have nonstop bubbles over their heads, affirming your command to stay.
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Rad is great on an MM. The debuffs of Radiation Infection, Enervating Field and Lingering Radiation can make the worst MM primary, top tier. Good buffs/status protection from Accelerate Metabolism, and it has a heal. Rad's only drawback are Mutation and Fallout if you like to solo. Neither of them work on pets. Bots should be a good pairing. T2 pet bubbles + Rad Infection's tohit debuffs should make your pets hard to kill.