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Redlynne

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Everything posted by Redlynne

  1. Downloading from there requires logging into there. Gotta be a way to "fix" that without needing to log into other sites forums ...
  2. +1 Could call the "game mechanics stripped" version of the power Ninja Movement and Beast Movement, so as to help differentiate it from the "actual" Ninja Run and Beast Run powers. Give it a token endurance cost (if it has to be above zero, copy the 0.07 end/sec of Combat Jumping) and let it be a pure For Appearances Sake kind of power. That way, there's no game mechanical advantage to using the powers, merely an aesthetic preference for appearances sake. I approve of this suggestion.
  3. Being able to solo Honoree in the Incarnate Alpha slot missions really helps ... That's because Seeds of Confusion will Always Notify Mobs ... unlike Confuse, Mass Comedy and Deceive in Mind Control and Illusion Control.
  4. Use the "Jackie Chan bind" to take care of all your Scrapperlock targeting needs. I personally use the `/~ key to the left of the 1/! key for this purpose. /bind ` "targetenemynearest$$follow"
  5. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Natural Tanker Primary Power Set: Super Reflexes Secondary Power Set: Martial Arts Power Pool: Flight Power Pool: Medicine Power Pool: Leadership Hero Profile: Level 1: Focused Fighting (A) Luck of the Gambler - Defense/Endurance: Level 27 (3) Luck of the Gambler - Defense/Recharge: Level 27 (5) Luck of the Gambler - Defense/Endurance/Recharge: Level 27 (5) Luck of the Gambler - Defense: Level 27 (7) Luck of the Gambler - Recharge Speed: Level 25 (9) Kismet - Accuracy +6%: Level 10 Level 1: Thunder Kick (A) Might of the Tanker - Accuracy/Damage: Level 27 (23) Might of the Tanker - Accuracy/Damage/Recharge: Level 27 (23) Might of the Tanker - Damage/Endurance/Recharge: Level 27 (25) Might of the Tanker - Accuracy/Damage/Endurance/Recharge: Level 27 (25) Might of the Tanker - Recharge/Chance for +Res(All): Level 27 (27) Perfect Zinger - Chance for Psi Damage: Level 21 Level 2: Storm Kick (A) Gauntleted Fist - Accuracy/Damage: Level 27 (29) Gauntleted Fist - Accuracy/Damage/RechargeTime: Level 27 (29) Gauntleted Fist - Damage/Endurance/RechargeTime: Level 27 (31) Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime: Level 27 (31) Gauntleted Fist - RechargeTime/+Absorb: Level 27 (31) Perfect Zinger - Chance for Psi Damage: Level 21 Level 4: Hover (A) HamiO: Microfilament Exposure (+2 End/Fly/Jump/Run) Level 6: Practiced Brawler (A) Recharge Reduction IO: Level 50 (7) Recharge Reduction IO: Level 50 Level 8: Focused Senses (A) Red Fortune - Defense/Endurance: Level 27 (9) Red Fortune - Defense/Recharge: Level 27 (11) Red Fortune - Endurance/Recharge: Level 27 (11) Red Fortune - Defense/Endurance/Recharge: Level 27 (13) Red Fortune - Defense: Level 27 (13) Red Fortune - Endurance: Level 27 Level 10: Warrior's Provocation (A) Perfect Zinger - Chance for Psi Damage: Level 21 Level 12: Evasion (A) Luck of the Gambler - Defense/Endurance: Level 27 (15) Luck of the Gambler - Defense/Recharge: Level 27 (17) Luck of the Gambler - Defense/Endurance/Recharge: Level 27 (19) Luck of the Gambler - Defense: Level 27 (21) Luck of the Gambler - Recharge Speed: Level 25 (21) Reactive Defenses - Scaling Resist Damage: Level 20 Level 14: Dodge (A) Defense Buff IO: Level 50 (15) Defense Buff IO: Level 50 Level 16: Agile (A) Defense Buff IO: Level 50 (17) Defense Buff IO: Level 50 Level 18: Lucky (A) Defense Buff IO: Level 50 (19) Defense Buff IO: Level 50 Level 20: Cobra Strike (A) HamiO: Peroxisome Exposure (+2 Dam/Mez) (33) HamiO: Peroxisome Exposure (+2 Dam/Mez) (33) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50 (33) Rope A Dope - Accuracy/Endurance: Level 50 (34) Pounding Slugfest - Disorient Bonus: Level 15 (34) Perfect Zinger - Chance for Psi Damage: Level 21 Level 22: Injection (A) Siphon Insight - Accuracy/Endurance/Recharge: Level 50 Level 24: Aid Self (A) Preventive Medicine - Heal: Level 27 (42) Preventive Medicine - Heal/Endurance: Level 27 (43) Preventive Medicine - Endurance/RechargeTime: Level 27 (43) Preventive Medicine - Heal/RechargeTime: Level 27 (43) Preventive Medicine - Heal/RechargeTime/Endurance: Level 27 (45) Preventive Medicine - Chance for +Absorb: Level 27 Level 26: Quickness (A) Run Speed IO: Level 50 Level 28: Crippling Axe Kick (A) HamiO: Peroxisome Exposure (+2 Dam/Mez) (34) HamiO: Peroxisome Exposure (+2 Dam/Mez) (37) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50 (40) Enfeebled Operation - Accuracy/Endurance: Level 50 (42) Debilitative Action - Disorient Bonus: Level 10 (42) Perfect Zinger - Chance for Psi Damage: Level 21 Level 30: Maneuvers (A) Red Fortune - Defense/Endurance: Level 27 (45) Red Fortune - Defense/Recharge: Level 27 (45) Red Fortune - Endurance/Recharge: Level 27 (46) Red Fortune - Defense/Endurance/Recharge: Level 27 (46) Red Fortune - Defense: Level 27 (46) Red Fortune - Endurance: Level 27 Level 32: Tactics (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 27 (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 27 (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 27 (48) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 27 (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 27 (50) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21 Level 35: Dragon's Tail (A) Scirocco's Dervish - Accuracy/Damage: Level 27 (36) Scirocco's Dervish - Damage/Endurance: Level 27 (36) Scirocco's Dervish - Damage/Recharge: Level 27 (36) Scirocco's Dervish - Accuracy/Recharge: Level 27 (37) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 27 (37) Force Feedback - Chance for +Recharge: Level 21 Level 38: Eagles Claw (A) HamiO: Peroxisome Exposure (+2 Dam/Mez) (39) HamiO: Peroxisome Exposure (+2 Dam/Mez) (39) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50 (39) Rope A Dope - Accuracy/Endurance: Level 50 (40) Pounding Slugfest - Disorient Bonus: Level 15 (40) Perfect Zinger - Chance for Psi Damage: Level 21 Level 41: Assault (A) Endurance Reduction IO: Level 50 Level 44: Focus Chi (A) Recharge Reduction IO: Level 50 (50) Recharge Reduction IO: Level 50 Level 47: Vengeance (A) Luck of the Gambler - Recharge Speed: Level 25 Level 49: Victory Rush (A) Endurance Modification IO: Level 50 Level 1: Brawl (A) Accuracy IO: Level 50 Level 1: Gauntlet Level 1: Prestige Power Dash (A) Run Speed IO: Level 50 Level 1: Prestige Power Slide (A) Run Speed IO: Level 50 Level 1: Prestige Power Quick (A) Run Speed IO: Level 50 Level 1: Prestige Power Rush (A) Run Speed IO: Level 50 Level 1: Prestige Power Surge (A) Run Speed IO: Level 50 Level 1: Sprint (A) Celerity - +Stealth: Level 15 Level 2: Rest (A) Recharge Reduction IO: Level 50 Level 4: Ninja Run Level 2: Swift (A) Run Speed IO: Level 50 Level 2: Health (A) Numina's Convalesence - Heal: Level 31 (27) Numina's Convalesence - +Regeneration/+Recovery: Level 30 Level 2: Hurdle (A) Jumping IO: Level 50 Level 2: Stamina (A) Endurance Modification IO: Level 50 (3) Endurance Modification IO: Level 50 Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion ------------ ------------ Set Bonus Totals: 8.5% DamageBuff(Smashing) 8.5% DamageBuff(Lethal) 8.5% DamageBuff(Fire) 8.5% DamageBuff(Cold) 8.5% DamageBuff(Energy) 8.5% DamageBuff(Negative) 8.5% DamageBuff(Toxic) 8.5% DamageBuff(Psionic) 2.81% Defense(Smashing) 2.81% Defense(Lethal) 2.81% Defense(Fire) 2.81% Defense(Cold) 3.75% Defense(Energy) 3.75% Defense(Negative) 5.63% Defense(Melee) 7.5% Defense(Ranged) 5.63% Defense(AoE) 1.8% Max End 27% Enhancement(Accuracy) 3.75% Enhancement(Max EnduranceDiscount) 48.75% Enhancement(RechargeTime) 7.5% SpeedFlying GrantPower Preventive Medicine (10% chance, if Scourge) 147.6 HP (7.88%) HitPoints 7.5% JumpHeight 7.5% SpeedJumping MezResist(Confused) 48.75% MezResist(Held) 48.75% MezResist(Immobilized) 48.75% MezResist(Sleep) 48.75% MezResist(Stunned) 48.75% MezResist(Terrorized) 48.75% 2.5% (0.04 End/sec) Recovery 52% (4.06 HP/sec) Regeneration 12.75% Resistance(Smashing) 12.75% Resistance(Lethal) 6% Resistance(Fire) 6% Resistance(Cold) 6% Resistance(Energy) 6% Resistance(Negative) 4.5% Resistance(Toxic) 4.5% Resistance(Psionic) 0% Resistance(Smashing) 0% Resistance(Lethal) 0% Resistance(Fire) 0% Resistance(Cold) 0% Resistance(Energy) 0% Resistance(Negative) 0% Resistance(Toxic) 0% Resistance(Psionic) 7.5% SpeedRunning ------------ Set Bonuses: Luck of the Gambler (Focused Fighting) 10% (0.78 HP/sec) Regeneration 21.08 HP (1.13%) HitPoints 9% Enhancement(Accuracy) 3.75% Resistance(Smashing,Lethal), MezResist(Immobilized) 6.25%, MezResist(Held) 6.25%, MezResist(Stunned) 6.25%, MezResist(Sleep) 6.25%, MezResist(Terrorized) 6.25%, MezResist(Confused) 6.25% 7.5% Enhancement(RechargeTime) Might of the Tanker (Thunder Kick) 2% DamageBuff(All) 35.14 HP (1.88%) HitPoints 7.5% Enhancement(RechargeTime) 4.5% Resistance(Toxic,Psionic), MezResist(Immobilized) 7.5%, MezResist(Held) 7.5%, MezResist(Stunned) 7.5%, MezResist(Sleep) 7.5%, MezResist(Terrorized) 7.5%, MezResist(Confused) 7.5% Gauntleted Fist (Storm Kick) 1.8% Max End 3.75% Resistance(Energy,Negative), MezResist(Immobilized) 6.25%, MezResist(Held) 6.25%, MezResist(Stunned) 6.25%, MezResist(Sleep) 6.25%, MezResist(Terrorized) 6.25%, MezResist(Confused) 6.25% 10% (0.78 HP/sec) Regeneration 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing) Red Fortune (Focused Senses) 1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 1.5% Resistance(Fire,Cold), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 2% DamageBuff(All) 5% Enhancement(RechargeTime) 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative) Luck of the Gambler (Evasion) 10% (0.78 HP/sec) Regeneration 21.08 HP (1.13%) HitPoints 9% Enhancement(Accuracy) 3.75% Resistance(Smashing,Lethal), MezResist(Immobilized) 6.25%, MezResist(Held) 6.25%, MezResist(Stunned) 6.25%, MezResist(Sleep) 6.25%, MezResist(Terrorized) 6.25%, MezResist(Confused) 6.25% 7.5% Enhancement(RechargeTime) Reactive Defenses (Evasion) 0% Resistance(All) Preventive Medicine (Aid Self) 2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 35.14 HP (1.88%) HitPoints 3% Resistance(Fire,Cold), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5% 3.75% Enhancement(EnduranceDiscount) 8.75% Enhancement(RechargeTime) GrantPower Preventive Medicine (10% chance, if Scourge), GrantPower Preventive Medicine (if Scourge) Red Fortune (Maneuvers) 1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 1.5% Resistance(Fire,Cold), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 2% DamageBuff(All) 5% Enhancement(RechargeTime) 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative) Gaussian's Synchronized Fire-Control (Tactics) 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning 35.14 HP (1.88%) HitPoints 2.5% (0.04 End/sec) Recovery 2.5% DamageBuff(All) 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold) Scirocco's Dervish (Dragon's Tail) 10% (0.78 HP/sec) Regeneration 2.25% Resistance(Energy,Negative), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 9% Enhancement(Accuracy) 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold) Luck of the Gambler (Vengeance) 7.5% Enhancement(RechargeTime) Numina's Convalesence (Health) 12% (0.94 HP/sec) Regeneration | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1508;692;1384;HEX;| |78DA6D94594F135114C7EFB4534AF7959D9682405BBA48A3890BA2B29B480D717B3| |3CD0817189D143253143431A23131AE899FC1F5C5CFE5869AF86CEA61CE1F9C8736| |99FEEE9CEDFEEF393353DD9E0D7E5ED83D2794E08CA15956EDAA56BF2D4DEF25ADB| |1656A86D8FF79E94AB1BD362B5765DD92E52B5B9B747759AE1A725B5A3DF056A521| |65B9AA990D5D336A5366C31281A58D0DA33C6FE86BEB8D90BDAECA157D59AFCB887| |DB728B515695AEBFA669023F5465D5A56626E535F2ECFD5A5B9B653AB6A56439A3B| |DDA4234FD7894EFA53F695353D224A8B5E55B8624C350126996D1DC46E55B4FFA57| 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  6. Levels 25+ ... with Hover toggled off and Storm Kick +Defense (All) buff to self for 10s active: Melee Defense: 59.4% Ranged Defense: 60.5% AoE Defense: 59.4% Animation arcanatimes of all Martial Arts attack powers: Thunder Kick: 1.056s Storm Kick: 1.056s Cobra Strike: 1.848s Crippling Axe Kick: 1.848s Dragon's Tail: 1.716s Eagle's Claw: 2.772s Total = 10.296s ... Storm Kick +Defense (All) buff to self lasts 10s Eagle's Claw +33% Damage buff to self has 3s duration that begins 2.5 seconds after initiating animation. So from 2.5-5.5s after activating Eagle's Claw animation, the buff is in effect. Using power activation queue while previous power is animating, you can use this +Damage buff on up to 3 power activations: Thunder Kick + Storm Kick + (Cobra Strike or Crippling Axe Kick or Dragon's Tail) This functionally equates to the damage bonus of a Scrapper critical hit (+33% across 3 attacks), but for the Tanker version the chance of this bonus damage is 100% ... instead of merely being a higher chance for a critical hit on one attack after use of Eagle's Claw in the Scrapper version, which if used on Storm Kick is no better than a 50/50 chance for extra critical damage on a Scrapper. So to my mind, this makes the Tanker version of Eagle's Claw superior to the Scrapper version, with respect to the self-buffing effect on follow up attacks after Eagle's Claw. It also goes without saying that the Tanker version of Storm Kick is superior for the purposes of getting to the defensive softcap for incarnate content, where a 59% Defense is needed, than relying on debuffing of ToHit which is resisted (heavily) by +4 Foes, and especially by AVs and GMs (see PToD). Taunt radius for Perfect Zinger in powers to proc on additional $Targets: Thunder Kick: 4ft Taunt radius, max 5 $Targets Storm Kick: 6ft Taunt radius, max 5 $Targets Cobra Strike: 9ft Taunt radius, max 5 $Targets Crippling Axe Kick: 10ft Taunt radius, max 5 $Targets Eagle's Claw: 10ft Taunt radius, max 5 $Targets Warrior's Provocation: 15ft Taunt radius, max 5 $Targets For reference, Dragon's Tail has an 8ft PBAoE radius and a max of 10 $Targets. Odds of getting (at least) 1 Perfect Zinger proc for Psionic damage on $Targets within Target AoE Taunt radius of single target attack powers: 1 $Target = 1 - (0.8^1) = 20.0% 2 $Target = 1 - (0.8^2) = 36.0% 3 $Target = 1 - (0.8^3) = 48.8% 4 $Target = 1 - (0.8^4) = 59.04% 5 $Target = 1 - (0.8^5) = 67.232% Quick show of hands. Who thinks that being able to successfully proc a chance for damage Set IO approximately half the time (or better...) against groups of $Targets every 2-3 seconds (instead of every 10 seconds in damage/aura toggles) sounds like a good idea? Thunder Kick is slotted to give a chance for +Resist (All) buff to self, and you want to use Thunder Kick approximately once per 10 seconds to apply the Bruising debuff to Resistance on your $Target. Considering that an attack chain with all six damaging attack powers will take ~10.3 seconds to animate, this looks like a pretty good fit if you're going to use them all in a row before repeating. Storm Kick is slotted to give a chance for +Absorb, and also natively offers +10 Defense (All) for 10 seconds. The best offense is one that increases your defense (for the next 10 seconds) to keep you above the 59% Incarnate Trial Defensive Softcap. Aid Self is also slotted to give a chance for +Absorb. This ought to make this build VERY hard to faceplant, barring "double snake eyes" (un)lucky hits in rapid succession. Given the amount of Defense on this build (over 59% to Melee/Ranged/AoE), that ought to be very unlikely indeed. Not impossible, mind you ... just VERY unlikely. Also, thanks to all that Defense, so long as you're not standing in DoT damage, you can almost ignore the Interrupt time on Aid Self and heal yourself through large quantities of incoming attacks almost with impunity. Just don't stand on the Caltrops (or equivalent) while trying to use Aid Self. I even found room for a Kismet global buff IO and a Reactive Defenses Scaling Resist IO to try and stack with the scaling resistances that Super Reflexes has built into it. It will be necessary to do a Shift+Right Click on Tactics to "flip to alternate" on its slots and fill in 5 of the 6 slots (minus the proc) in order to see what correct Accuracy scores are on powers in the absense of the Gaussian's Build Up proc effect. Note that doing this will remove the 6 slot bonus for +2.5 Def vs Melee/Ranged/AoE from the performance totals of the build, but will at least allow for non-Build Up enhancement throughput metrics to be viewed (Accuracy, Damage and Endurance drain for toggles) for the 95% of the time when the Build Up proc is not active. The Force Feedback proc in Dragon's Tail really only serves as a meaningful "accelerator" for two powers in this build ... Practiced Brawler and Focus Chi ... although it can also yield side benefits to Injection and Aid Self. The Martial Arts attack powers will also be "accelerated" in their recharge times, but rarely will it be worthwhile to disrupt an attack chain sequencing in order to exploit that reduction in recharge times. Each proc of Force Feedback will shorten the recharge time of Focus Chi by approximately -2 seconds per proc (due to the already high recharge enhancement stacked onto the power). In the context of Focus Chi in this build, a single proc of Force Feedback is the equivalent to having another +14.5% global recharge added from set bonuses ... and Force Feedback can be successfully procced repeatedly (once per attack) over successive uses of Dragon's Tail, and is in fact increasingly likely to do so when used in $Target rich environments (which is why you always want to put the Force Feedback proc into AoE Knock* powers if at all possible, due to the multiple chances to proc when hitting multiple $Targets). With three procs of Force Feedback in Dragon's Tail within a 30 second time span, the recharge time on Focus Chi can be lowered to 29.7 seconds from 35.7 seconds ... a 19.3% increase in the cyclical (animation+recharge) uptime of Focus Chi ... which is "not bad" for slotting a single IO into a single attack power. So use Dragon's Tail with this Set slotting when "dogpiled" by $Targets for "best results" that benefit uptime on Focus Chi. Also note that if a "filler" power (like, say ... Victory Rush) were swapped out for Hasten ... and Hasten were somehow made perma (even though there aren't enough spare slots to do so) ... the recharge time on Focus Chi would only fall to 27.9 seconds. Considering that every time Force Feedback procs, the recharge time of Dragon's Tail falls down to 4.5 seconds, and with a 1.716 second arcanatime animation, that means that Dragon's Tail could theoretically be used every 6.216 seconds ... and if successfully procced every time, you could achieve 4 procs within 27.9 seconds (with 3 seconds to spare no less) ... meaning that Focus Chi would drop about 8 seconds off its recharge for a total recharge time of ... ~27.7 seconds. Again ... that's "not bad" for slotting a single IO into a single attack power, rather than needing to take a power AND an extra slot (or two) in order to make room for perma-Hasten. All things considered, this build is somewhat endurance "hungry" in part because with all of the toggles but Hover running net endurance recovery stands at barely over +1.7 per second absent use of Click powers ... and with Hover running is closer to +1.6 per second. This is part of the motivation for wanting to include Victory Rush as a means of having an option to "refuel" endurance every 5 minutes from defeated $Targets, to the benefit of everyone on the team. And lastly ... yes ... I'm taking Leadership toggles (all of them) instead of going the "standard" route of taking the Fighting Pool and Combat Jumping. Why? Because my character is So Good At What I Do™ that simply being NEARBY to my character makes everyone else better/stronger at what they do ... whatever that may be. Add me to your (Level 25+) team, and EVERYONE improves ... no questions asked. And best of all, Leadership toggle bonuses STACK from other characters. So given the choice between making myself safer/better at the expense of everyone else, or making everyone I team with better at the expense of slightly reduced soloist performance ... I'd rather have the Leadership Pool toggles than the Fighting Pool toggles. Trust me, it makes a difference.
  7. When I started playing in Issue 2 (yes, I started that long ago) ... I didn't even have a computer of my own to play the game on. I would go to the computer lab at the university I was attending, sit down in front of a computer and INSTALL and PATCH for over an hour before I could play the game. Since the computer I was at would wipe itself after I logged out, I had to install and patch every single time I wanted to play. After a few months of doing this, a friend of mine took pity on me and gave me a computer I could install City of Heroes onto in order to play from home (on 56k dialup, no less) so I didn't have to keep using school computers in order to play the game. My first character was a Martial Arts/Super Reflexes Scrapper ... and in those days, only Scrappers could use Martial Arts, and only Scrappers had Super Reflexes. Before Enhancement Dysfunction hit, I was able to create what I called a NO GET HITSU!! build that was softcapped versus Melee, Ranged and AoE ... and I loved my Scrapper! And then Enhancement Dysfunction hit without advance notice and ... my pride and joy character was BROKEN. The build I'd been playing that had been surviving at the defense softcap full time couldn't survive anymore. Even Minions could smack me around without breaking a sweat because Enhancement Dysfunction RUINED MY CHARACTER build. Full stop. I was so disgusted with Cryptic, and so disillusioned by their response to over 90% of the feedback being vehemently negative to the changes brought about by Enhancement Dysfunction that the game servers CRASHED and couldn't be brought back up for THREE DAYS. And yet despite this "can you hear me NOW!?!" hatred coming from the community, Cryptic resolutely kept the slap in the face of Enhancement Dysfunction in place to make room for the forthcoming Invention System ... that it took them over TWO YEARS to actually get working and push onto the live servers. During those two years between Enhancement Dysfunction coming out and destroying my favorite character and the "fix" for it two years later, I stopped subscribing to City of Heroes entirely and instead subscribed to World of Warcraft and played it quite happily. Yes I'm still bitter about the debacle that was Enhancement Dysfunction, even after all these years. Why do you ask? But what redeemed City of Heroes for me was the Invention system, released in Issue 9. I fired up the (then) new Mids Hero Planner, plotted out what I could do with Set Bonuses to return to the glory days of NO GET HITSU!!, discovered it was possible now to reclaim what I saw as my character's original "birthright" that had been stolen from me by Cryptic, and set about reclaiming my lost mantle of NO GET HITSU!! ... and it worked. I came back to City of Heroes and stayed, going on to create other alts and other builds, which I would post on the forums (back then) for other people to admire/criticize/ignore. Well, with Homecoming now being "a thing" I went trawling through the wayback machine capture of the old City of Heroes forums and found ... one of the versions of my character. It was somewhere around 100 pages of topic threads deep in the forum, but I found the build that I'd posted. Copy data hash. Import into Pine ... and ... there is was. A character build that was very close to what I ultimately settled upon which was capable of holding the aggro of FIVE RIKTI MAGUS all at the same time, as a Scrapper no less(!), on Mothership Mondays on Virtue. The first time I pulled that stunt of holding the aggro of FIVE RIKTI MAGUS for upwards of 2 minutes while waiting for the "cavalry" to arrive to deliver the necessary DPS beatdown ... people were astonished to find me alive (and kicking!) under the dogpile, and "none the worse for wear" (as it were). It got commented on in the chat channels. People were impressed! And then I did it AGAIN on the next Mothership Raid right after. TWICE in the one run(!). Now people were talking about me in the chat channels in AWE ... because Rikti Magus were "raid killers" ... and here I was holding the aggro of FIVE RIKTI MAGUS on me so they couldn't disrupt the raid, and I was only a Scrapper ... not a Tanker. After that, I got something of a "reputation" for pulling this stunt, to the point where people would openly start joking in chat channels that if you wanted to know where my character was in the raid, just look for the pile of frustrated Rikti Magus who couldn't kill me and who couldn't get away from me before the Beatdown Crew arrived to find me at the bottom of yet another dogpile of FIVE RIKTI MAGUS again. I would just say in local chat that "Rikti Magus are my natural prey." ... and return to the job of scooping them up so they couldn't go after anyone else. Considering how they seemed to mess over so many other builds who couldn't withstand all the mez being thrown by that many Rikti Magus ... yeah, it's fair to say that my reputation on Mothership Raids was somewhat warranted. ^_~ Good times. *^_^* But now, with Homecoming ... if I want to recreate that character and play the (signature) Martial Arts and Super Reflexes powersets, I'm not limited to the choice of Scrapper or Nothing anymore. I always called my MA/SR Scrapper either a "Pocket Tank" or later a Scranktroller (due to the Stuns and Taunt) who would joyfully dive in head first to take the alpha from Malta Sappers who frightened the Tankers (and everyone else, frankly) on my teams so as to make things "safe" for them to wade in and steal all the aggro from me once the danger of the alpha strike was over with. But the thing was, as a Scrapper who could barely get past the 45% Defense vs Melee/Range/AoE softcap, there were simply $Targets it was too dangerous to square off against directly because they either had +ToHit buffs or they had enough Levels and Accuracy to shift my protection scheme off the Defense Softcap and start doing an unacceptably high/fast amount of damage to my Scrapper, such that survival was doubtful when exposed for too long to incoming attacks. In other words, my build was fantastic against Trash Mobs but had shortcomings against AVs and GMs. My build could play aggro magnet against an AV ... for a little while ... but the (un)lucky hits were just coming in too frequently to be able to reliably survive for too terribly long. It was just too dangerous for me to try and play aggro magnet against the REALLY heavy hitter AVs and GMs, since it only took 2 hits before I'd be faceplanted, and against them I wasn't at the Defense Softcap relative to their Level. Well that changes NOW. Behold ... the SR/MA Tanker ... new and improved using Pine for Issues 24+ ... But before we get to the actual build (and yes, you'll want to peruse this in Pine if you're really interested) ... there are a few things I want to mention about some of the sneaky/tricky things I've gotten up to in this build. What sort of sneaky/tricky things? Well ... the kind of sneaky/tricky things that would have made Back Alley Brawler say a few choice words about the "clever use of game mechanics" ... kind of like how he reacted to watching Players use Oil Slick Arrow to mass rez entire Hamidon Raids after a raid wipe (and didn't know that was even possible). Yeah ... kinda like that ... but since this post is getting long enough already with the trip down memory lane, I'll just put the important design points to pay attention to in the next post here. :D
  8. It was true at the time the guide was written. It is no longer that way.
  9. Ever heard of HERDICANE ...?
  10. Call your ISP.
  11. Because slotting a damage proc into power that does NOT alert mobs (to attack you) is a HUGE mistake. Without that proc, you can use Mass Comedy and when the duration ends the affected mobs won't attack you. With a damage proc, you can use Mass Comedy and when the duration ends the affected mobs WILL attack you ... and the Bosses that you didn't stack enough MAG onto will attack you immediately. So slotting damage into ANY Confuse power is NOT recommended.
  12. Redlynne

    Ice Armor/?

    If you want to give Ice/Ice a try, I've got you covered ... ;)
  13. You want to think of the Pets as being "disposable minions" rather than a main/major source of damage. Granted, at best they can be a way to soak incoming damage/aggro, but they can serve a purpose as cannon fodder ... rather than taking that fire yourself. And if you're fighting "close" to them, you can keep them within range of your auras, they'll be pretty well protected so they can survive beyond a few hits. At the very least, they can help you solo stuff you'd otherwise be reluctant to engage head on ... alone.
  14. This is an update of the build I used up through Issue 23 which won MVP on Tanker Tuesdays where I would ensure that NO OTHER TANKERS could get any aggro during an ITF run. The build plays a lot like a Brute (in other words, VERY aggressively) because of the endurance drain with all of the toggles running. Fortunately Energy Absorption mitigates that to a substantial extent. There are a LOT of tricky little bits going on in the slotting of the powers here. You'll want to load up the build in Pine and have a look ... starting with the Perfect Zinger proc in Frozen Fists. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Ice Armor Secondary Power Set: Ice Melee Power Pool: Sorcery Power Pool: Medicine Power Pool: Leadership Hero Profile: Level 1: Frozen Armor (A) Luck of the Gambler - Defense/Endurance: Level 27 (3) Luck of the Gambler - Defense/Endurance/Recharge: Level 27 (5) Luck of the Gambler - Defense: Level 27 (5) Luck of the Gambler - Recharge Speed: Level 25 Level 1: Frozen Fists (A) Overwhelming Force - Accuracy/Damage: Level 27 (36) Overwhelming Force - Endurance/Recharge: Level 27 (36) Overwhelming Force - Accuracy/Damage/Endurance: Level 27 (36) Overwhelming Force - Damage/Endurance/Recharge: Level 27 (37) Overwhelming Force - Accuracy/Damage/Endurance/Recharge: Level 27 (37) Perfect Zinger - Chance for Psi Damage: Level 21 Level 2: Chilling Embrace (A) Taunt Duration IO: Level 50 (7) Taunt Duration IO: Level 50 (7) Impeded Swiftness - Chance of Damage(Smashing): Level 10 (9) Pacing of the Turtle - Chance of -Recharge: Level 20 Level 4: Frost (A) HamiO: Centriole Exposure (+2 Dam/Range) (9) HamiO: Centriole Exposure (+2 Dam/Range) (11) Annihilation - Accuracy/Damage/Endurance/RechargeTime: Level 27 (11) Annihilation - Chance for Res Debuff: Level 20 (13) Pacing of the Turtle - Accuracy/Endurance: Level 27 (17) Pacing of the Turtle - Chance of -Recharge: Level 20 Level 6: Wet Ice (A) Endurance Reduction IO: Level 50 Level 8: Mystic Flight (A) HamiO: Microfilament Exposure (+2 End/Fly/Jump/Run) Level 10: Taunt (A) Mocking Beratement - Taunt: Level 27 (46) Mocking Beratement - Taunt/Recharge: Level 27 (48) Mocking Beratement - Taunt/Recharge/Range: Level 27 (48) Mocking Beratement - Accuracy/Recharge: Level 27 (48) Mocking Beratement - Taunt/Range: Level 27 (50) Mocking Beratement - Recharge: Level 27 Level 12: Icicles (A) Gauntleted Fist - Accuracy/Damage: Level 27 (13) Gauntleted Fist - Accuracy/Damage/RechargeTime: Level 27 (15) Gauntleted Fist - Damage/Endurance/RechargeTime: Level 27 (15) Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime: Level 27 (17) Gauntleted Fist - RechargeTime/+Absorb: Level 27 (21) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown: Level 50 Level 14: Hoarfrost (A) Numina's Convalesence - Heal/Recharge: Level 31 (37) Numina's Convalesence - Heal/Endurance/Recharge: Level 31 (40) Unbreakable Guard - Endurance/RechargeTime: Level 27 (42) Unbreakable Guard - RechargeTime/Resistance: Level 27 (42) Unbreakable Guard - Resistance/Endurance/RechargeTime: Level 27 (42) Unbreakable Guard - +Max HP: Level 20 Level 16: Injection (A) Siphon Insight - Accuracy/Endurance/Recharge: Level 50 Level 18: Glacial Armor (A) Luck of the Gambler - Defense/Endurance: Level 27 (19) Luck of the Gambler - Defense/Endurance/Recharge: Level 27 (19) Luck of the Gambler - Defense: Level 27 (21) Luck of the Gambler - Recharge Speed: Level 25 Level 20: Ice Patch (A) Recharge Reduction IO: Level 50 Level 22: Aid Self (A) Preventive Medicine - Heal: Level 27 (23) Preventive Medicine - Heal/Endurance: Level 27 (23) Preventive Medicine - Endurance/RechargeTime: Level 27 (25) Preventive Medicine - Heal/RechargeTime: Level 27 (25) Preventive Medicine - Heal/RechargeTime/Endurance: Level 27 (27) Preventive Medicine - Chance for +Absorb: Level 27 Level 24: Maneuvers (A) Luck of the Gambler - Defense/Endurance: Level 27 (43) Luck of the Gambler - Defense/Endurance/Recharge: Level 27 (43) Luck of the Gambler - Defense: Level 27 (43) Luck of the Gambler - Recharge Speed: Level 25 Level 26: Energy Absorption (A) Luck of the Gambler - Defense/Recharge: Level 27 (29) Luck of the Gambler - Defense/Endurance/Recharge: Level 27 (29) Luck of the Gambler - Defense: Level 27 (31) Luck of the Gambler - Recharge Speed: Level 25 (31) Efficacy Adaptor - EndMod/Recharge: Level 27 (31) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 27 Level 28: Freezing Touch (A) HamiO: Peroxisome Exposure (+2 Dam/Mez) (33) HamiO: Peroxisome Exposure (+2 Dam/Mez) (33) Blistering Cold - Damage/Endurance/Accuracy/RechargeTime: Level 27 (33) Blistering Cold - Recharge/Chance for Hold: Level 10 (34) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 31 (34) Lockdown - Chance for +2 Mag Hold: Level 30 Level 30: Tactics (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 27 (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 27 (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 27 (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 27 (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 27 (46) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21 Level 32: Hibernate (A) Recharge Reduction IO: Level 50 (34) Recharge Reduction IO: Level 50 Level 35: Assault (A) Endurance Reduction IO: Level 50 Level 38: Frozen Aura (A) Eradication - Damage: Level 27 (39) Eradication - Accuracy/Recharge: Level 27 (39) Eradication - Damage/Recharge: Level 27 (39) Eradication - Accuracy/Damage/Recharge: Level 27 (40) Eradication - Accuracy/Damage/Endurance/Recharge: Level 27 (40) Call of the Sandman - Chance of Heal Self: Level 20 Level 41: Permafrost (A) Steadfast Protection - Resistance/+Def 3%: Level 10 (50) Gladiator's Armor - TP Protection +3% Def (All): Level 10 Level 44: Build Up (A) Recharge Reduction IO: Level 50 (50) Recharge Reduction IO: Level 50 Level 47: Victory Rush (A) Endurance Modification IO: Level 50 Level 49: Vengeance (A) Luck of the Gambler - Recharge Speed: Level 25 Level 1: Brawl (A) Accuracy IO: Level 50 Level 1: Gauntlet Level 1: Prestige Power Dash (A) Run Speed IO: Level 50 Level 1: Prestige Power Slide (A) Run Speed IO: Level 50 Level 1: Prestige Power Quick (A) Run Speed IO: Level 50 Level 1: Prestige Power Rush (A) Run Speed IO: Level 50 Level 1: Prestige Power Surge (A) Run Speed IO: Level 50 Level 1: Sprint (A) Celerity - +Stealth: Level 15 Level 2: Rest (A) Recharge Reduction IO: Level 50 Level 4: Ninja Run Level 2: Swift (A) Run Speed IO: Level 50 Level 2: Health (A) Numina's Convalesence - Heal: Level 31 (27) Numina's Convalesence - +Regeneration/+Recovery: Level 30 Level 2: Hurdle (A) Jumping IO: Level 50 Level 2: Stamina (A) Endurance Modification IO: Level 50 (3) Endurance Modification IO: Level 50 Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion ------------ ------------ Set Bonus Totals: 8.5% DamageBuff(Smashing) 8.5% DamageBuff(Lethal) 8.5% DamageBuff(Fire) 8.5% DamageBuff(Cold) 8.5% DamageBuff(Energy) 8.5% DamageBuff(Negative) 8.5% DamageBuff(Toxic) 8.5% DamageBuff(Psionic) 12.88% Defense(Smashing) 12.88% Defense(Lethal) 10.38% Defense(Fire) 10.38% Defense(Cold) 12.88% Defense(Energy) 12.88% Defense(Negative) 6% Defense(Psionic) 16% Defense(Melee) 11.31% Defense(Ranged) 10.06% Defense(AoE) 6.75% Max End 6.25% Enhancement(Max EnduranceDiscount) 36% Enhancement(Accuracy) 53.75% Enhancement(RechargeTime) 7.5% SpeedFlying GrantPower Preventive Medicine (10% chance, if Scourge) 386.5 HP (20.63%) HitPoints 7.5% JumpHeight 7.5% SpeedJumping MezResist(Confused) 26.25% MezResist(Held) 26.25% MezResist(Immobilized) 26.25% MezResist(Sleep) 26.25% MezResist(Stunned) 26.25% MezResist(Terrorized) 26.25% 2.5% (0.04 End/sec) Recovery 98% (7.65 HP/sec) Regeneration 10% ResEffect(SpeedFlying) 10% ResEffect(RechargeTime) 10% ResEffect(SpeedRunning) 4.5% Resistance(Smashing) 4.5% Resistance(Lethal) 3% Resistance(Fire) 3% Resistance(Cold) 6% Resistance(Energy) 6% Resistance(Negative) 2.25% Resistance(Toxic) 2.25% Resistance(Psionic) 7.5% SpeedRunning ------------ Set Bonuses: Luck of the Gambler (Frozen Armor) 10% (0.78 HP/sec) Regeneration 21.08 HP (1.13%) HitPoints 9% Enhancement(Accuracy) 7.5% Enhancement(RechargeTime) Overwhelming Force (Frozen Fists) 12% (0.94 HP/sec) Regeneration 3% DamageBuff(All) 28.11 HP (1.5%) HitPoints 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged) Annihilation (Frost) 1.35% Max End Pacing of the Turtle (Frost) 2.25% Resistance(Toxic,Psionic), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% Mocking Beratement (Taunt) 1.8% Max End 2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee) 3.13% Defense(Fire,Cold), 1.56% Defense(AoE) 7.5% Enhancement(RechargeTime) Gauntleted Fist (Icicles) 1.8% Max End 3.75% Resistance(Energy,Negative), MezResist(Immobilized) 6.25%, MezResist(Held) 6.25%, MezResist(Stunned) 6.25%, MezResist(Sleep) 6.25%, MezResist(Terrorized) 6.25%, MezResist(Confused) 6.25% 10% (0.78 HP/sec) Regeneration 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing) Numina's Convalesence (Hoarfrost) 12% (0.94 HP/sec) Regeneration Unbreakable Guard (Hoarfrost) 2.5% Enhancement(EnduranceDiscount) 2.25% Resistance(Energy,Negative), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing) 140.6 HP (7.5%) HitPoints Luck of the Gambler (Glacial Armor) 10% (0.78 HP/sec) Regeneration 21.08 HP (1.13%) HitPoints 9% Enhancement(Accuracy) 7.5% Enhancement(RechargeTime) Preventive Medicine (Aid Self) 2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 35.14 HP (1.88%) HitPoints 3% Resistance(Fire,Cold), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5% 3.75% Enhancement(EnduranceDiscount) 8.75% Enhancement(RechargeTime) GrantPower Preventive Medicine (10% chance, if Scourge), GrantPower Preventive Medicine (if Scourge) Luck of the Gambler (Maneuvers) 10% (0.78 HP/sec) Regeneration 21.08 HP (1.13%) HitPoints 9% Enhancement(Accuracy) 7.5% Enhancement(RechargeTime) Luck of the Gambler (Energy Absorption) 10% (0.78 HP/sec) Regeneration 21.08 HP (1.13%) HitPoints 9% Enhancement(Accuracy) 7.5% Enhancement(RechargeTime) Efficacy Adaptor (Energy Absorption) 21.08 HP (1.13%) HitPoints Blistering Cold (Freezing Touch) 10% ResEffect(SpeedRunning), 10% ResEffect(RechargeTime), 10% ResEffect(SpeedFlying) Lockdown (Freezing Touch) 3% DamageBuff(All) Gaussian's Synchronized Fire-Control (Tactics) 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning 35.14 HP (1.88%) HitPoints 2.5% (0.04 End/sec) Recovery 2.5% DamageBuff(All) 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold) Eradication (Frozen Aura) 1.8% Max End 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged) 42.17 HP (2.25%) HitPoints 12% (0.94 HP/sec) Regeneration Steadfast Protection (Permafrost) 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic) Gladiator's Armor (Permafrost) 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic) Luck of the Gambler (Vengeance) 7.5% Enhancement(RechargeTime) Numina's Convalesence (Health) 12% (0.94 HP/sec) Regeneration | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1516;724;1448;HEX;| |78DA6D944B4F135114C7EF74A6404BA12D2D504A9F2802452A5576C618226A48684| 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  15. Not yet ... because I know how valuable it is to have my builds planned out before I even go into character (and costume) creation.
  16. Just remember kids ... CLUES ARE NOT FOR EVERYONE ... And some of us have more than our fair share ...
  17. The only way to do what you're asking for is to create completely new animations. Not Going To Happen.
  18. Downvoted. AGAIN. Because the message wasn't received the first time ...
  19. Prior to Paragon Studios getting shut down, I was playing a Mind/Kinetics build that took all 9 Primary and all 9 Secondary powers, because you can't avoid any of them. That was a Mad Clickfest™ of a combo, since pretty much everything you did, aside from Telekinesis, was a Click power. Busy busy busy BUSY!! Once you get to Level 22 and can slot in Level 25 common IOs, I wouldn't anticipate any endurance problems of note ... aside from using Telekinesis of course, because Telekinesis is an endurance hog that Cryptic/Paragon Studios nerfed into the ground when they put a max targets limit of FIVE on it, instead of letting it affect 10 or even 16 $Targets like it had before the Max Targets nerf. Glad to hear you're enjoying it! Once I finally get all of my "old build" concept characters laid out in Pine and posted here on the forums, I'll finally be able to get around to downloading the game client and trying to log in and play ...
  20. If you want persistent Stealth FX on your character without needing to keep a toggle running, you need to put the Stealth IO into a Click power instead. Say ... a Teleport ...
  21. Here's the best part of this build. A HUGE factor in how effective it is depends on Player Skill and Situational Awareness(!). There are simply too many variables involved to be able to reduce what this build can do down to a simplistic spreadsheet analysis and then use that analysis to RELIABLY predict how it will play. For example ... with full Set Bonuses active (so Exemplar Level 28+) you can have multiple Distortion Fields out. What happens when you stack them in the same area? Well, presumably the zone of NO ESCAPE becomes incredibly hard to get out of, short of Teleporting. Remember ... having a good build will only take you so far. The rest is on You The Player to make extraordinary!
  22. Yes ... as a collection of One Slot Wonder powers, it's kind of hard to top Stealth+Grant Invisibility+Misdirection. Certainly in the context slot hungry Tri-Form Kheldian builds, being able to get utility out of the power(s) AND be able to use them for Luck of the Gambler slot mules AND not need to toggle them (back) on in order to use them when Form shifting starts becoming a pretty tall order of restrictions. However, in the context of a Peacebringer, the only time you'd want to toggle on Stealth would be to also toggle on Sprint to use the Stealth IO slotted there so as to achieve "full" invisibility for tactical positioning when it comes to opening up with alpha strikes on clusters of $Targets from surprise. Simply write a macro that will detoggle both Sprint and Stealth for you in a single click (easy enough to do) and you're set for being able to make alpha strikes from "perfect" positions. But what really sold me on Misdirection was the fact that you could use the power in more than one way. You can use it for Resistance debuffing and/or Placate for escapes to reposition. That just opens up a whole plethora of Ebil Ideas™ for options of how to both engage and disengage if you get in over your head ... because having OPTIONS for how to use your powers (and why!) is a Good Thing™. For one, it keeps you from devolving into a One Trick Pony who can't handle any disruption of your preferred engagement tactics ... and two ... ... Yes, the Knockback to Knockdown IO is unique, so you can only have ONE of them in your entire build. The reason why I keep it in Dawn Strike instead of Solar Flare is because Dawn Strike has a 25ft PBAoE radius and does 18.694 MAG Knockback (100% of the time). This will HURL anything nearby to you FAR AWAY from you. By contrast, Solar Flare has a 15ft PBAoE and does 4.154 MAG Knockback (80% of the time). It is doubtful that this is enough Knockback to throw a $Target beyond the range of Dawn Strike. So you can use the smaller radius of Solar Flare to "toss" $Targets into the wider radius of Dawn Strike and still hit them without subsequently "launching" them into neighboring zip codes when using Dawn Strike to follow Solar Flare. And with Stealth + Sprint with Stealth IO you can maneuver into the "best" position to deploy this combo and then unleash it very nearly "at will" from a position of surprise, making for an extremely nasty opening alpha strike. Stealth + Sprint = In Your Face "Invisibility" (absent Perception buffs) Position yourself "just so" within a spawn group for maximum (area of) effect. Light Form. Inner Light. Solar Flare + Dawn Strike + Misdirection (if needed for Placate) ... reset for Round 2 (if needed). Stealth + Sprint = In Your Face "Invisibility" (absent Perception buffs) Position yourself "just so" within a spawn group for maximum (area of) effect. Light Form. Inner Light. Misdirection (for Resistance debuffing) + Solar Flare + Dawn Strike ... Incandescent Strike any surviving Boss ... Glinting Eye ... Solar Flare (again!) to wipe out surviving Minions and Lieutenants. In other words ... "Thank You For Playing" ... $Targets. To be quite honest with you, I find the Solar Flare option to be more finicky and complex than simply shifting to Nova Form and blasting away from a distance. In my experience, "complex" setup plans rarely survive contact first contact with the steamroller of group play. In a lot of cases, any strategy that requires 3-4 steps to get rolling is often times going to be "too slow" to execute in the fast pace of group combat. Basically, no one is going to stop for 10-15 seconds to "let you do your THING" before resuming mayhem. That's a luxury you can afford (and may find desirable) when soloing, but the sheer pacing of group combat often times obsoletes options for engagement just as fast as it opens them (see Corpse Blasting). The Cone and Target AoE attacks in Nova Form would be more effective (and efficient?) at converting endurance into damage on a rapidly cyclical attack chain basis, I'm thinking. That's why I originally decided against taking Solar Flare (because, redundant) and because if you're going to take it at all you really need to be allocating slots to it in order to do that. With Nova Form well slotted to deliver AoE from a distance, being able to deliver PBAoE alpha strikes like that took on reduced importance. Instead, I was focusing my Human Form attack powers more on single target ranged+melee options, since Nova Form could easily deliver repeating AoE attack chains with little difficulty (and often superior tactical positioning to mitigate incoming damage). Giving each of the Forms "distinct" roles to fill, rather than overlapping them too much, seemed more sensible (and sustainable) a build strategy and playstyle. Your mileage may vary, of course.
  23. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Natural Peacebringer Primary Power Set: Luminous Blast Secondary Power Set: Luminous Aura Power Pool: Concealment Power Pool: Speed Hero Profile: Level 1: Gleaming Bolt (A) Decimation - Accuracy/Damage: Level 27 (3) Decimation - Damage/Endurance: Level 27 (48) Decimation - Damage/Recharge: Level 27 (50) Decimation - Accuracy/Endurance/Recharge: Level 27 (50) Decimation - Accuracy/Damage/Recharge: Level 27 (50) Decimation - Chance of Build Up: Level 25 Level 1: Incandescence (A) Steadfast Protection - Knockback Protection: Level 10 Level 2: Glinting Eye (A) Entropic Chaos - Accuracy/Damage: Level 27 (5) Entropic Chaos - Damage/Endurance: Level 27 (46) Entropic Chaos - Damage/Recharge: Level 27 (46) Entropic Chaos - Damage/Endurance/Recharge: Level 27 (48) Entropic Chaos - Chance of Heal Self: Level 20 (48) Achilles' Heel - Chance for Res Debuff: Level 10 Level 4: Essence Boost (A) Preventive Medicine - Heal: Level 27 (5) Preventive Medicine - Heal/Endurance: Level 27 (19) Preventive Medicine - Endurance/RechargeTime: Level 27 (21) Preventive Medicine - Heal/RechargeTime: Level 27 (23) Preventive Medicine - Heal/RechargeTime/Endurance: Level 27 Level 6: Bright Nova (A) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21 Level 8: Stealth (A) Luck of the Gambler - Recharge Speed: Level 25 Level 10: Hasten (A) Recharge Reduction IO: Level 50 (11) Recharge Reduction IO: Level 50 Level 12: Inner Light (A) Recharge Reduction IO: Level 50 Level 14: Grant Invisibility (A) Luck of the Gambler - Recharge Speed: Level 25 Level 16: Misdirection (A) Accuracy IO: Level 50 Level 18: Incandescent Strike (A) HamiO: Peroxisome Exposure (+2 Dam/Mez) (42) HamiO: Peroxisome Exposure (+2 Dam/Mez) (42) Blistering Cold - Damage/Endurance/Accuracy/RechargeTime: Level 27 (43) Blistering Cold - Recharge/Chance for Hold: Level 27 (43) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 31 (43) Lockdown - Chance for +2 Mag Hold: Level 30 Level 20: White Dwarf (A) Unbreakable Guard - Resistance: Level 27 (21) Unbreakable Guard - Resistance/Endurance: Level 27 Level 22: Reform Essence (A) HamiO: Golgi Exposure (+2 End/Heal) Level 24: Conserve Energy (A) Recharge Reduction IO: Level 50 Level 26: Solar Flare (A) Obliteration - Damage: Level 31 (45) Obliteration - Accuracy/Recharge: Level 31 (45) Obliteration - Damage/Recharge: Level 31 (45) Obliteration - Accuracy/Damage/Recharge: Level 31 (46) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31 Level 28: Glowing Touch (A) HamiO: Golgi Exposure (+2 End/Heal) Level 30: Pulsar (A) HamiO: Endoplasm Exposure (+2 Acc/Mez) Level 32: Photon Seekers (A) Expedient Reinforcement - Accuracy/Recharge: Level 31 (40) Expedient Reinforcement - Accuracy/Damage: Level 31 (40) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 31 (40) Expedient Reinforcement - Endurance/Damage/Recharge: Level 31 (42) Soulbound Allegiance - Accuracy/Damage/Recharge: Level 50 Level 35: Dawn Strike (A) Obliteration - Damage: Level 31 (36) Obliteration - Accuracy/Recharge: Level 31 (36) Obliteration - Damage/Recharge: Level 31 (37) Obliteration - Accuracy/Damage/Recharge: Level 31 (37) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31 (37) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown: Level 33 Level 38: Light Form (A) Unbreakable Guard - Resistance: Level 27 (39) Unbreakable Guard - RechargeTime/Resistance: Level 27 (39) Titanium Coating - Resistance/Recharge: Level 50 (39) Aegis - Resistance/Recharge: Level 50 Level 41: Restore Essence (A) Healing IO: Level 50 Level 44: Quantum Acceleration (A) Luck of the Gambler - Recharge Speed: Level 25 Level 47: Quantum Flight (A) HamiO: Microfilament Exposure (+2 End/Fly/Jump/Run) Level 49: Group Energy Flight (A) Endurance Reduction IO: Level 50 Level 1: Brawl (A) Accuracy IO: Level 50 Level 1: Cosmic Balance Level 1: Energy Flight (A) HamiO: Microfilament Exposure (+2 End/Fly/Jump/Run) Level 1: Prestige Power Dash (A) Run Speed IO: Level 50 Level 1: Prestige Power Slide (A) Run Speed IO: Level 50 Level 1: Prestige Power Quick (A) Run Speed IO: Level 50 Level 1: Prestige Power Rush (A) Run Speed IO: Level 50 Level 1: Prestige Power Surge (A) Run Speed IO: Level 50 Level 1: Sprint (A) Run Speed IO: Level 50 Level 2: Rest (A) Recharge Reduction IO: Level 50 Level 4: Ninja Run Level 10: Combat Flight (A) Luck of the Gambler - Recharge Speed: Level 25 Level 2: Swift (A) Run Speed IO: Level 50 Level 2: Health (A) Numina's Convalesence - +Regeneration/+Recovery: Level 30 Level 2: Hurdle (A) Jumping IO: Level 50 Level 2: Stamina (A) Endurance Modification IO: Level 50 (3) Endurance Modification IO: Level 50 Level 20: White Dwarf Antagonize (A) Perfect Zinger - Chance for Psi Damage: Level 21 Level 20: White Dwarf Flare (A) Obliteration - Damage: Level 31 (29) Obliteration - Accuracy/Recharge: Level 31 (29) Obliteration - Damage/Recharge: Level 31 (31) Obliteration - Accuracy/Damage/Recharge: Level 31 (31) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31 Level 20: White Dwarf Smite (A) Crushing Impact - Accuracy/Damage: Level 31 (31) Crushing Impact - Damage/Endurance: Level 31 (33) Crushing Impact - Accuracy/Damage/Recharge: Level 31 (33) Crushing Impact - Accuracy/Damage/Endurance: Level 31 (33) Crushing Impact - Damage/Endurance/Recharge: Level 31 Level 20: White Dwarf Step (A) Time & Space Manipulation - +Stealth: Level 15 Level 20: White Dwarf Strike (A) Crushing Impact - Accuracy/Damage: Level 31 (34) Crushing Impact - Damage/Endurance: Level 31 (34) Crushing Impact - Accuracy/Damage/Recharge: Level 31 (34) Crushing Impact - Accuracy/Damage/Endurance: Level 31 (36) Crushing Impact - Damage/Endurance/Recharge: Level 31 Level 20: White Dwarf Sublimation (A) Preventive Medicine - Heal: Level 27 (23) Preventive Medicine - Heal/Endurance: Level 27 (25) Preventive Medicine - Endurance/RechargeTime: Level 27 (25) Preventive Medicine - Heal/RechargeTime: Level 27 (27) Preventive Medicine - Heal/RechargeTime/Endurance: Level 27 (27) Preventive Medicine - Chance for +Absorb: Level 20 Level 6: Bright Nova Blast (A) Entropic Chaos - Accuracy/Damage: Level 27 (15) Entropic Chaos - Damage/Endurance: Level 27 (17) Entropic Chaos - Damage/Recharge: Level 27 (17) Entropic Chaos - Damage/Endurance/Recharge: Level 27 (19) Entropic Chaos - Chance of Heal Self: Level 20 Level 6: Bright Nova Bolt (A) Accuracy IO: Level 50 Level 6: Bright Nova Detonation (A) Positron's Blast - Accuracy/Damage: Level 27 (11) Positron's Blast - Damage/Endurance: Level 27 (13) Positron's Blast - Damage/Recharge: Level 27 (13) Positron's Blast - Damage/Range: Level 27 (15) Positron's Blast - Accuracy/Damage/Endurance: Level 27 Level 6: Bright Nova Scatter (A) HamiO: Centriole Exposure (+2 Dam/Range) (7) HamiO: Centriole Exposure (+2 Dam/Range) (7) Detonation - Damage/Endurance/Range: Level 50 (9) Analyze Weakness - Accuracy/Recharge: Level 31 (9) Analyze Weakness - Accuracy/Endurance/Recharge: Level 31 Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Spiritual Core Paragon ------------ ------------ ------------ Set Bonus Totals: 15% DamageBuff(Smashing) 15% DamageBuff(Lethal) 15% DamageBuff(Fire) 15% DamageBuff(Cold) 15% DamageBuff(Energy) 15% DamageBuff(Negative) 15% DamageBuff(Toxic) 15% DamageBuff(Psionic) 6.75% Max End 50% Enhancement(Accuracy) 95% Enhancement(RechargeTime) 12.5% Enhancement(Max EnduranceDiscount) GrantPower Preventive Medicine (10% chance, if Scourge) 76.3 HP (7.12%) HitPoints Knockback (Mag -4) Knockup (Mag -4) MezResist(Confused) 57.5% MezResist(Held) 57.5% MezResist(Immobilized) 57.5% MezResist(Sleep) 57.5% MezResist(Stunned) 57.5% MezResist(Terrorized) 57.5% 2.5% (0.04 End/sec) Recovery 30% (1.34 HP/sec) Regeneration 10% ResEffect(SpeedFlying) 10% ResEffect(RechargeTime) 10% ResEffect(SpeedRunning) 14.25% Resistance(Smashing) 14.25% Resistance(Lethal) 12.75% Resistance(Fire) 12.75% Resistance(Cold) 3% Resistance(Energy) 3% Resistance(Negative) 4.5% Resistance(Toxic) 4.5% Resistance(Psionic) ------------ Set Bonuses: Decimation (Gleaming Bolt) 1.5% Resistance(Energy,Negative), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 12.05 HP (1.12%) HitPoints 2.25% Max End 6.25% Enhancement(RechargeTime) 4.5% Resistance(Toxic,Psionic), MezResist(Immobilized) 7.5%, MezResist(Held) 7.5%, MezResist(Stunned) 7.5%, MezResist(Sleep) 7.5%, MezResist(Terrorized) 7.5%, MezResist(Confused) 7.5% Steadfast Protection (Incandescence) Knockback (Mag -4), Knockup (Mag -4) Entropic Chaos (Glinting Eye) 10% (0.45 HP/sec) Regeneration 2.25% Resistance(Fire,Cold), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 2.25% Max End 6.25% Enhancement(RechargeTime) Preventive Medicine (Essence Boost) 2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 20.08 HP (1.87%) HitPoints 3% Resistance(Fire,Cold), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5% 3.75% Enhancement(EnduranceDiscount) Luck of the Gambler (Stealth) 7.5% Enhancement(RechargeTime) Luck of the Gambler (Grant Invisibility) 7.5% Enhancement(RechargeTime) Blistering Cold (Incandescent Strike) 10% ResEffect(SpeedRunning), 10% ResEffect(RechargeTime), 10% ResEffect(SpeedFlying) Lockdown (Incandescent Strike) 3% DamageBuff(All) Unbreakable Guard (White Dwarf) 2.5% Enhancement(EnduranceDiscount) Obliteration (Solar Flare) 2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 3% DamageBuff(All) 9% Enhancement(Accuracy) 5% Enhancement(RechargeTime) Expedient Reinforcement (Photon Seekers) 1.5% Resistance(Energy,Negative), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 3% DamageBuff(All) 6.25% Enhancement(RechargeTime) Obliteration (Dawn Strike) 2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 3% DamageBuff(All) 9% Enhancement(Accuracy) 5% Enhancement(RechargeTime) Unbreakable Guard (Light Form) 2.5% Enhancement(EnduranceDiscount) Luck of the Gambler (Quantum Acceleration) 7.5% Enhancement(RechargeTime) Luck of the Gambler (Combat Flight) 7.5% Enhancement(RechargeTime) Obliteration (White Dwarf Flare) 2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 3% DamageBuff(All) 9% Enhancement(Accuracy) 5% Enhancement(RechargeTime) Crushing Impact (White Dwarf Smite) 1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 12.05 HP (1.12%) HitPoints 7% Enhancement(Accuracy) 5% Enhancement(RechargeTime) Crushing Impact (White Dwarf Strike) 1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 12.05 HP (1.12%) HitPoints 7% Enhancement(Accuracy) 5% Enhancement(RechargeTime) Preventive Medicine (White Dwarf Sublimation) 2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 20.08 HP (1.87%) HitPoints 3% Resistance(Fire,Cold), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5% 3.75% Enhancement(EnduranceDiscount) 8.75% Enhancement(RechargeTime) GrantPower Preventive Medicine (10% chance, if Scourge), GrantPower Preventive Medicine (if Scourge) Entropic Chaos (Bright Nova Blast) 10% (0.45 HP/sec) Regeneration 2.25% Resistance(Fire,Cold), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 2.25% Max End 6.25% Enhancement(RechargeTime) Positron's Blast (Bright Nova Detonation) 2.5% (0.04 End/sec) Recovery 2.25% Resistance(Fire,Cold), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 9% Enhancement(Accuracy) 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  24. So, just to investigate what happens with this possibility, I took Radiant Strike out of the build and replaced it with Solar Flare. The result is ... unexpected. The first thing that happens is that there's an immediate pile up of powers that all want to fill in the Level 26 slot where Solar Flare comes into the picture. Conversely, removal of Radiant Strike opens up a hole at Level 8 where no other Primary or Secondary powers can easily be shuffled in, meaning that a Pool power would need to be reshuffled into that slot. This ultimately meant deleting Radiant Strike and resorting Stealth to be taken at Level 8, which then dropped Grant Invisibility to 14 and Misdirection to 16 (way down from Level 30!). This then makes Misdirection available at ALL Exemplar Levels where you might want to be in melee range while in Human Form. Solar Flare moves into the Level 26 spot while Glowing Touch and Pulsar move down to Levels 28 and 30 respectively. All of the enhancement slots that had been devoted to Radiant Strike get repurposed into Solar Flare. This combination would allow some decidedly off the wall oddball engagement strategies ... such as ... Stealth + Sprint = In Your Face "Invisibility" (absent Perception buffs) Position yourself "just so" within a spawn group for maximum (area of) effect. Light Form. Solar Flare + Dawn Strike + Misdirection (if needed for Placate) ... reset for Round 2 (if needed). Stealth + Sprint = In Your Face "Invisibility" (absent Perception buffs) Position yourself "just so" within a spawn group for maximum (area of) effect. Light Form. Misdirection (for Resistance debuffing) + Solar Flare + Dawn Strike ... Incandescent Strike any surviving Boss ... Glinting Eye ... Solar Flare (again!) to wipe out surviving Minions and Lieutenants. ... and that's not even including the Form shifting options. So yeah, a greatly increased ability to slaughter $Targets wholesale, rather than retail, in parallel rather than in serial (killer) fashion. You exchange hard hitting single target damage (Radiant Strike) for PBAoE damage (Solar Flare). The downside of using Solar Flare would be in the increased endurance cost, I'm thinking.
  25. Well GOOF. Really disappointing to see that all the work I put into making the alternates with the Level 50 Purples wasn't being encoded/read in the data hash. Oh well. That's only because I put hours/days into noodling around in Pine with them before posting them (and even then wind up making a fair number of corrections afterwards based on feedback). That's because I'm looking for sustainable/balanced performance profiles over as wide a range of Exemplar Levels as can be managed without compromising the underlying build itself. And don't forget, other people are allowed to make amazing builds too! ;)
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