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Redlynne

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Everything posted by Redlynne

  1. SOURCE Found this while trawling through the original forums for old build posts of mine ...
  2. Here's an alternative form of this build that swaps Piercing Rounds (at 35) for Bullet Rain (at 24) so as to offer a higher amount of AoE throughput per attack cycle ... to better Defeat $Targets en masse rather than by simply picking them off one at a time. This involved shuffling Hasten and Tactics around, along with shuffling the timing on when some slots are allocated, but apart from that it's almost exactly the same build. This change means that single target throughput is reduced to favor multi-target damage output. Ideally speaking, you want to use the first build for Missions with extremely hard targets (AVs and the like) while using this second alternate build for mowing down masses of crunchies wholesale, rather than retail. And just as before, if you want to see what the build looks like in Pine when completely loaded out with as many Level 50 Purple IOs as can be fit into the build, simply use the Flip To Alternate option for the slots. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Natural Defender Primary Power Set: Time Manipulation Secondary Power Set: Dual Pistols Power Pool: Sorcery Power Pool: Leadership Power Pool: Speed Ancillary Pool: Dark Mastery Hero Profile: Level 1: Time Crawl (A) Accuracy IO: Level 50 Level 1: Pistols (A) Entropic Chaos - Accuracy/Damage: Level 27 (3) Entropic Chaos - Damage/Endurance: Level 27 (5) Entropic Chaos - Damage/Recharge: Level 27 (5) Entropic Chaos - Damage/Endurance/Recharge: Level 27 (7) Entropic Chaos - Chance of Heal Self: Level 20 (7) Achilles' Heel - Chance for Res Debuff: Level 10 Level 2: Dual Wield (A) Defender's Bastion - Accuracy/Damage: Level 27 (25) Defender's Bastion - Damage/Recharge: Level 27 (27) Defender's Bastion - Damage/Endurance/Recharge: Level 27 (27) Defender's Bastion - Accuracy/Damage/Endurance: Level 27 (29) Defender's Bastion - Accuracy/Damage/Endurance/Recharge: Level 27 (29) Defender's Bastion - Recharge/Chance for Minor PBAoE Heal: Level 27 Level 4: Mystic Flight (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 10 Level 6: Empty Clips (A) HamiO: Centriole Exposure (+2 Dam/Range) (9) HamiO: Centriole Exposure (+2 Dam/Range) (9) Vigilant Assault - Accuracy/Damage/Endurance: Level 27 (11) Vigilant Assault - Accuracy/Damage/Endurance/RechargeTime: Level 27 (11) Vigilant Assault - RechargeTime/PBAoE +Absorb: Level 27 (13) Force Feedback - Chance for +Recharge: Level 21 Level 8: Temporal Mending (A) Preventive Medicine - Heal: Level 27 (31) Preventive Medicine - Heal/Endurance: Level 27 (31) Preventive Medicine - Endurance/RechargeTime: Level 27 (34) Preventive Medicine - Heal/RechargeTime: Level 27 (34) Preventive Medicine - Heal/RechargeTime/Endurance: Level 27 (34) Preventive Medicine - Chance for +Absorb: Level 27 Level 10: Swap Ammo Level 12: Time's Juncture (A) Dark Watcher's Despair - To Hit Debuff: Level 27 (13) Dark Watcher's Despair - To Hit Debuff/Recharge: Level 27 (15) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 27 (15) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 27 (17) Dark Watcher's Despair - Chance for Recharge Slow: Level 21 (17) Pacing of the Turtle - Chance of -Recharge: Level 20 Level 14: Temporal Selection (A) Doctored Wounds - Heal/Recharge: Level 50 Level 16: Distortion Field (A) HamiO: Microfilament Exposure (+2 End/Fly/Jump/Run) (19) HamiO: Microfilament Exposure (+2 End/Fly/Jump/Run) (19) Pacing of the Turtle - Endurance/Recharge/Slow: Level 27 (21) Pacing of the Turtle - Chance of -Recharge: Level 20 (21) Basilisk's Gaze - Chance for Recharge Slow: Level 10 (23) Lockdown - Chance for +2 Mag Hold: Level 30 Level 18: Time Stop (A) Basilisk's Gaze - Accuracy/Hold: Level 27 (37) Basilisk's Gaze - Recharge/Hold: Level 27 (37) Basilisk's Gaze - Endurance/Recharge/Hold: Level 27 (40) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 27 Level 20: Suppressive Fire (A) HamiO: Endoplasm Exposure (+2 Acc/Mez) (48) HamiO: Endoplasm Exposure (+2 Acc/Mez) Level 22: Farsight (A) HamiO: Cytoskeleton Exposure (+2 Def/End/ToHit) (23) HamiO: Cytoskeleton Exposure (+2 Def/End/ToHit) (25) Luck of the Gambler - Recharge Speed: Level 25 Level 24: Bullet Rain (A) Positron's Blast - Accuracy/Damage: Level 27 (36) Positron's Blast - Damage/Endurance: Level 27 (36) Positron's Blast - Damage/Recharge: Level 27 (36) Positron's Blast - Damage/Range: Level 27 (37) Positron's Blast - Accuracy/Damage/Endurance: Level 27 Level 26: Slowed Response (A) Analyze Weakness - Accuracy/Endurance/Recharge: Level 50 (50) Achilles' Heel - Chance for Res Debuff: Level 10 Level 28: Maneuvers (A) Red Fortune - Defense/Endurance: Level 27 (40) Red Fortune - Defense/Recharge: Level 27 (42) Red Fortune - Defense/Endurance/Recharge: Level 27 (42) Red Fortune - Defense: Level 27 (42) Red Fortune - Endurance: Level 27 (43) Luck of the Gambler - Recharge Speed: Level 25 Level 30: Hasten (A) Recharge Reduction IO: Level 50 (31) Recharge Reduction IO: Level 50 Level 32: Chrono Shift (A) Efficacy Adaptor - EndMod/Recharge: Level 50 (33) Performance Shifter - EndMod/Recharge: Level 50 (33) Doctored Wounds - Heal/Endurance/Recharge: Level 50 (33) Numina's Convalesence - Heal/Endurance/Recharge: Level 50 Level 35: Tactics (A) Adjusted Targeting - To Hit Buff: Level 27 (43) Adjusted Targeting - To Hit Buff/Recharge: Level 27 (43) Adjusted Targeting - To Hit Buff/Endurance/Recharge: Level 27 (45) Adjusted Targeting - Endurance/Recharge: Level 27 (45) Adjusted Targeting - To Hit Buff/Endurance: Level 27 Level 38: Hail of Bullets (A) Vigilant Assault - Accuracy/Damage: Level 27 (39) Vigilant Assault - Damage/RechargeTime: Level 27 (39) Vigilant Assault - Damage/Endurance/RechargeTime: Level 27 (39) Eradication - Accuracy/Damage/Recharge: Level 27 (40) Eradication - Accuracy/Damage/Endurance/Recharge: Level 27 Level 41: Dark Consumption (A) Obliteration - Damage: Level 31 (45) Obliteration - Accuracy/Recharge: Level 31 (46) Obliteration - Damage/Recharge: Level 31 (46) Obliteration - Accuracy/Damage/Recharge: Level 31 (46) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31 Level 44: Soul Transfer (A) Disorient Duration IO: Level 50 Level 47: Soul Drain (A) Obliteration - Damage: Level 31 (48) Obliteration - Accuracy/Recharge: Level 31 (48) Obliteration - Damage/Recharge: Level 31 (50) Obliteration - Accuracy/Damage/Recharge: Level 31 (50) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31 Level 49: Assault (A) Endurance Reduction IO: Level 50 Level 1: Brawl (A) Accuracy IO: Level 50 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 1: Vigilance 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 - +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 10: Chemical Ammunition Level 10: Cryo Ammunition Level 10: Incendiary Ammunition Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion ------------ ------------ Set Bonus Totals: 12% DamageBuff(Smashing) 12% DamageBuff(Lethal) 12% DamageBuff(Fire) 12% DamageBuff(Cold) 12% DamageBuff(Energy) 12% DamageBuff(Negative) 12% DamageBuff(Toxic) 12% DamageBuff(Psionic) 4.38% Defense(Energy) 4.38% Defense(Negative) 5% Defense(Ranged) 7.65% Max End 3.75% Enhancement(Max EnduranceDiscount) 6% Enhancement(Heal) 7.5% Enhancement(Range) 36% Enhancement(Accuracy) 90% Enhancement(RechargeTime) GrantPower Preventive Medicine (10% chance, if Scourge) 49.6 HP (4.88%) HitPoints Knockback (Mag -4) Knockup (Mag -4) MezResist(Confused) 37.5% MezResist(Held) 37.5% MezResist(Immobilized) 37.5% MezResist(Sleep) 37.5% MezResist(Stunned) 37.5% MezResist(Terrorized) 37.5% 7% (0.12 End/sec) Recovery 10% (0.42 HP/sec) Regeneration 8.25% Resistance(Smashing) 8.25% Resistance(Lethal) 9% Resistance(Fire) 9% Resistance(Cold) 3% Resistance(Energy) 3% Resistance(Negative) 2.25% Resistance(Toxic) 2.25% Resistance(Psionic) ------------ Set Bonuses: Entropic Chaos (Pistols) 10% (0.42 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) Defender's Bastion (Dual Wield) 15.26 HP (1.5%) HitPoints 7.5% Enhancement(Range) 6% Enhancement(Heal) 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative) 8.75% Enhancement(RechargeTime) Blessing of the Zephyr (Mystic Flight) Knockback (Mag -4), Knockup (Mag -4) Vigilant Assault (Empty Clips) 1.8% Max End 6.25% Enhancement(RechargeTime) Preventive Medicine (Temporal Mending) 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% 19.08 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) Dark Watcher's Despair (Time's Juncture) 15.26 HP (1.5%) HitPoints 2.5% (0.04 End/sec) Recovery 5% Enhancement(RechargeTime) 2% DamageBuff(All) Pacing of the Turtle (Distortion Field) 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% Basilisk's Gaze (Time Stop) 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged) 2% (0.03 End/sec) Recovery 7.5% Enhancement(RechargeTime) Luck of the Gambler (Farsight) 7.5% Enhancement(RechargeTime) Positron's Blast (Bullet Rain) 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) 6.25% Enhancement(RechargeTime) 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) Luck of the Gambler (Maneuvers) 7.5% Enhancement(RechargeTime) Adjusted Targeting (Tactics) 2% DamageBuff(All) 3% Resistance(Energy,Negative), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5% 9% Enhancement(Accuracy) 5% Enhancement(RechargeTime) Vigilant Assault (Hail of Bullets) 1.8% Max End 6.25% Enhancement(RechargeTime) Eradication (Hail of Bullets) 1.8% Max End Obliteration (Dark Consumption) 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) Obliteration (Soul Drain) 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) | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1556;741;1482;HEX;| |78DA6D94D94F135114C6EFB453B005BAD002655F04C116A6AD2C89F1C144ABC6044| |8A3C437D38C3048A54C9B4E9BE89B9AF8884B7857E0C927133730FAE4BF609045F9| |035C407D76ABA7F39D9626B6C9E477FBDD7BBE73CF997B67E27AB4F6C9B95B2785E| |43C9D540D231ED566357D46CB544FAAD95C464D8AC2AF9A9ECEE24CFC546E765699| |4A2C68F109554FA47349359B48E96DA5F90BAA7E559B51A23935198F258C6C2A697| |8CEEB735A46D3B34A71501B4BA592CAC554665ACBDC70997FC63595C28DB944DA81| |C9B4A6CD60DDD94456D70CC373269D9856A26A669E521B598AF4D3CE06E9D9F009F| |EE58568214464117197349B5824B4C8C2721794EF31EF83550F885EE25B8B107659| |1CA3588963A56B56738D7F1E6C493217C0369D990297FA84B0F25EACBBF01B263F1| |BFBD94608555671A8C821D98C7328CC10587B87627DB278EFC31B28C4567F428E8E| |CFCC2F60F757E61E731F1CA1BC76B3907C7E937C6A30B6D5AC5990631D74BE62BE0| 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  3. Here's an alternative version of the build using T1 and T2 powers instead of T2 and T3 like I had in the original post. The reason why I have T2+T3 in the original post is simply because there's so much recharge going on in the build that you can use them more efficiently in a Human Form attack chain than a T1+T2 attack chain, but that sets aside the consideration of giving Dwarf Form an additional attack with the T1. 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: Speed Power Pool: Concealment 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: Radiant Strike (A) Crushing Impact - Accuracy/Damage: Level 31 (45) Crushing Impact - Damage/Endurance: Level 31 (45) Crushing Impact - Accuracy/Damage/Recharge: Level 31 (45) Crushing Impact - Accuracy/Damage/Endurance: Level 31 (46) Crushing Impact - Damage/Endurance/Recharge: Level 31 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: Stealth (A) Luck of the Gambler - Recharge Speed: Level 25 Level 16: Grant Invisibility (A) Luck of the Gambler - Recharge Speed: Level 25 Level 18: Incandescent Strike (A) HamiO:Peroxisome Exposure (42) HamiO:Peroxisome Exposure (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 Level 24: Conserve Energy (A) Recharge Reduction IO: Level 50 Level 26: Glowing Touch (A) HamiO:Golgi Exposure Level 28: Pulsar (A) HamiO:Endoplasm Exposure Level 30: Misdirection (A) Accuracy IO: Level 50 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 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 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 (7) HamiO:Centriole Exposure (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: 12% DamageBuff(Smashing) 12% DamageBuff(Lethal) 12% DamageBuff(Fire) 12% DamageBuff(Cold) 12% DamageBuff(Energy) 12% DamageBuff(Negative) 12% DamageBuff(Toxic) 12% DamageBuff(Psionic) 6.75% Max End 48% Enhancement(Accuracy) 95% Enhancement(RechargeTime) 12.5% Enhancement(Max EnduranceDiscount) GrantPower Preventive Medicine (10% chance, if Scourge) 88.35 HP (8.25%) HitPoints Knockback (Mag -4) Knockup (Mag -4) MezResist(Confused) 56.25% MezResist(Held) 56.25% MezResist(Immobilized) 56.25% MezResist(Sleep) 56.25% MezResist(Stunned) 56.25% MezResist(Terrorized) 56.25% 2.5% (0.04 End/sec) Recovery 30% (1.34 HP/sec) Regeneration 10% ResEffect(SpeedFlying) 10% ResEffect(RechargeTime) 10% ResEffect(SpeedRunning) 13.5% Resistance(Smashing) 13.5% 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) Crushing Impact (Radiant 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) 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) 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) 6.25% Enhancement(RechargeTime) Analyze Weakness (Bright Nova Scatter) 10% (0.45 HP/sec) Regeneration | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1767;780;1560;HEX;| |78DA6D94D94E53511486F7E9D9A7D042994AA114282D502C542A8D849818E344342| |6A83524DE192C70C093D4623885E8A50F00E895E30B78E385E3B56F607C02BD7342| |088328827575AFBF700C6DD27CBBFFDEEBDF43D75A176F0F573F3F7FF7A4D01ACE6| |633B63D96363313E6F8AC959B36672B2E65F273B399AC287E2AE81B73CE8E5D9E9A| |3273B6356F2647E66E5AB999397BEC0C79E4BBFF5B356C1E58759A4C85373D33934| |D8EDE32CDC97A35BC909BB76C6BDCCA5AF93B3EA59CB3A66FE4C9A51ABFF239D3B6| |45900E3244DFDF86C0A7608807849014AE87CC238F98A9C7E013F0293128C572315| |653B1F49B061E29B60D48E4A72DF07AB9C8EC5F02EFC1FF3ED14F7CE752B12B14AB| |B39FD43FEB1CFB85D9F095D9F88DD9F49DB943317C8582309E914FA314BB063F74D| |1A7E23A212CC5E10C38014E32FB4D66270578786FCD9320A4A4F082F432A20A7B54| |41F3D17A1F345F4053EF51435A2DB45A689A5B887ABC47FD09825B17BD252E4A758| 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  4. For Soldier, it really depends on whether you want to be a Huntsman, Bane or Crab. Ultimately this comes down to a question of whether or not you want to Blast (ranged only) or Blap (ranged and melee). If you want to optimize for ranged only combat, you want either Huntsman or Crab ... and of the two my personal feeling is that Huntsman is superior to Crab. If you want to optimize for ranged and melee combat, you want to go Bane for a Stalker-ish style of play, or Crab for a more "tanky" Blapper style of play. Me? I prefer Huntsman with an alternate build as a ranged only Crab ... but that's just me.
  5. Well ... until said NPCs are faceplanted ... then you can walk all over them.
  6. Having played a MA/SR/Soul Scrapper years ago, I can categorically state that softcap Defense without a means to heal yourself and simply relying on regeneration and "skittles" to stay alive is not a winning combination. Just about the only way I ever found to make that that ... work ... was to rely on Phase Shift so as to be able to take a "time out" after being hit too hard so as to have the necessary time to regenerate and recover the loss of green bar. This was, however, a rather unsatisfying solution, since it basically meant taking yourself out of combat for most of a minute before re-engaging. By contrast, Aid Self made a huge difference in survival without requiring expenditure of limited resources. In fact, with Defenses at the softcap, it was easily possible to simply use Aid Self while dodging multiple attacks during the unimproved Interrupt time and be able to use Aid Self without issues. There were times/situations where that would not be true, such as DoTs from powers like Caltrops or various Rain powers, but on the whole those were avoidable circumstances (for the most part) that just required a little bit more situational awareness on the part of the Player. In terms of timing of when to invest in Aid Self in a Defense oriented protection scheme, I personally recommend choosing Aid Self as early as your build will allow to be practical, simply because of how much of a difference it can make in your Time To Survive duration while at the same time not requiring you to "withdraw" from combat for an extended span of time. On Rikti Mothership Raids, without Aid Self I would never have been able to Taunt (and hold!) the aggro/attention of FIVE Rikti Magus on myself and solo them for minute(s) at a time while waiting for the "cavalry" to arrive and deliver the necessary beatdown to dispose of all of those Rikti Magus. Only by being able to heal myself using a power could I have achieved that performance. The first time I did it, people were shocked. The second time ... there was awe ... and after that I started getting a reputation for being able to hold the aggro of FIVE Rikti Magus on myself AND LIVE ... when letting only one get loose would have Mezzed almost the entire raid group. So ... yeah. I'm of the opinion that dropping Aid Self would be a mistake. Then again, I the pools I used were Flight (for Hover only), Medicine (for Aid Self and pre-req) and Leadership (for all toggles) so that I'd be an asset to any group I joined.
  7. INF is easy enough to come by as it is, especially if using Inventions. It's only when you need to completely reslot EVERYTHING every 5 Levels when using SOs that you run into cash flow problems while leveling up in which you're permanently starved for INF until reaching Level 50.
  8. Hmm ... you're right. Guess I'll need to fix that and repost.
  9. Not necessarily something you want to do a direct port of, simply because the details of the Pets will be slightly different. This was the best slotting I was able to come up with for Ninjas specifically. Here is my reasoning. The Oni has a Hold an an Immobilize power which I wanted to boost the durations of. The best way to boost multiple Mez types for duration is to use HamiO: Endoplasm Exposure and the highest return on investment for the least amount of slots is to make them +2 for Damage and Mez. That means spending 2 slots on HOs, leaving up to 4 slots remaining. I wanted to put a Pet Defense Aura IO in, and Command of the Mastermind let me do all that using 4 slots and giving good set bonuses for the effort, including the 7.5% Recharge Time. So the slotting you see for Oni is the best possible for a Defense based protection scheme in a Pet that can use crowd control of more than one type. The Jounin are mostly Katana skills, but they also throw down Caltrops and do a Sleep/Confuse in their Blinding Powder. Neither Caltrops nor Blinding Powder offer effects that I'd want to (meaningfully) enhance, so the full 6 slots are available on the Jounin for Pet Damage enhancements. I wanted 4 of the 6 set IOs from Mark of Supremacy here (so as not to waste any) and another Pet Defense Aura IO in. Looking at the overall enhancement values for that set of 5 slots, it was easy to see that what was lacking was Accuracy and Damage, meaning a Nucleolus Exposure pumpted up to +2 offered the greatest return on investment for the last available slot. The Genin use Martial Arts attacks and only Crane Kick has any Knock effect on it, so there's no need to slot anything that doesn't enhance attack power here. However, because Genin have so many short recharge/short animation attacks, and there's 3 of them, a significant increase in survivability can be obtained by slotting the Knockback to Knockdown IO from Overwhelming Force here. This turns EVERY attack that they do into a proc for Knockdown opportunity, including with the Target AoE Shurikens that they eventually start throwing with the Level 32 Training power. Because of how fast Genin cycle their attacks, and the fact that there's 3 of them, this results in a chuck lots of dice scenario where they can be doing significant soft control simply through repeated Knockdowns of $Targets. I took 2 slots of Overwhelming Force for both the straight enhancement value and also the set bonus. I then added 2 slots of Mark of Supremacy for the 6.25% Recharge set bonus, and added the last remaining Pet Defense Aura IO. I then had the option to either slot another Accuracy/Damage selection to top up the Genin, or so what I've done here which is to slot in the Soulbound Allegiance Chance to Buildup IO which can ultimately yield superior results than simply more (flat) damage enhancement, although the Build Up procs will result in a somewhat "spike-y" damage throughput from the Genin. Ninjas are, without assistance from slots and powers, abject PATHETIC LOSERS when it comes to being able to survive against anything more threatening than a Civilian. Without support from slots and powers, Ninjas will "fold" in next to no time like pre-creased origami rice paper. However, with support from slots and powers to augment their Defense (and ToHit Debuff their opposition) they can become "sturdy" enough to survive being looked at funny by $Targets. With this powerset, it's the combination of +Defense and -ToHit Debuffing that will protect them sufficiently to reach NO GET HITSU!! levels of performance so as to deliver damage and mez throughput without being faceplanted simply for showing up. However, in order to maintain that performance, they need to be kept on a tight leash and not wander off ... because the name of the game is TEAMWORK rather than Scrapperlock. You can do something broadly similar to what I've done here for other Mastermind Primary sets, although you'd want to swap the Defense for Resistance in the Pet slotting scheme if your Pets rely on Resistance rather than Defense ... but the overall principle remains the same.
  10. Math is not for everyone ...
  11. I always want to "map out" my path through Praetoria so as to be able to do ALL the faction missions in each level bracket, so as to get badges for all of them. This means constantly switching sides after each and every alignment choice so as to be the most double crossing double agent of all time. After that, it's just a matter of deciding which faction you're "really" working for ... either Loyalists or Resistance. Given what we later learn about Calvin Scott in the Minds of Mayhem Trial ... that Calvin Scott is pretty much deluded and insane ... and that in some of the later Resistance arcs in Neutropolis, Calvin Scott is telling you to use the Devouring Earth to destroy what's left of humanity ... it's kind of hard to pick the Resistance as my Secret Faction choice during the tutorial anymore.
  12. The name system used for City of Heroes can at best be termed ... archaic. It requires that each character be given a unique name on that server. This was pretty much the industry standard in 2004 for MMOs.
  13. If you want to see the Teleport Reticle, you need to simply activate Teleport in a way that doesn't simultaneously invoke a mouse click to "go where mouse pointer is" ... that's all. Using a "click" as part of the bind to use Teleport will cause you to go to the clicked location "immediately" without needing to see the Reticle.
  14. Have a look at my Ninja/Time/Mace build for an idea of how to leverage the pet protection IOs across all of your summons without sacrificing too many slots (or stat enhancement!) in any one pet type. Also, don't neglect the option to be able to cover multiple gaps in enhancement values in a 4-slot set arrangement through use of HOs in the remaining 2 slots. This is especially valuable to do with pets who cast crowd control, which isn't augmented by Pet Damage sets, especially if the pet casts multiple types of mez.
  15. Back in Issue 23, I was playing a Storm/Dual Pistols who I had started just prior to the announcement/release of Time Manipulation (so it was too late for me to reroll), and a lot of people were really surprised by what I could do in Team-8 situations. Running Moonfire TFs with a Storm/Dual Pistols Defender was extremely unfair to all the $Targets. Last night when I finished up making this build in Pine, I just had to sit back and look at this build in fear of what it can do. Hail of Bullets and Soul Drain have almost exactly the same recharge time (difference is like ~5 seconds) and both recharge in ~30 seconds. Use together for best results! There's so much recharge in the build that Soul Drain is very nearly perma before factoring in Force Feedback procs (and is perma on the Level 50 Purple alternate slotting). Time's Juncture and Farsight combined yield Defense Softcap performance levels. Suppressive Fire is either a MAG 3 Stun (Standard Ammo) or a MAG 3 Hold (Chemical, Cryo or Incendiary Ammo) which can be easily combined with the MAG 3 Hold in Time Stop with no need for Lockdown or Devastation proc IOs to build enough MAG to Hold a Boss. Hasten is perma with Chrono Shift, and Chrono Shift is perma with 10 seconds of +100% Recharge proc of Force Feedback in Empty Clips within a 90 second span (which is almost trivially easy to do). -Recharge procs (which have a 20 second duration!) in Time's Jumcture and Distortion Field ought to "reliably floor" recharge on almost anything that isn't a Giant Monster or protected by Purple Triangles of Doom, meaning keep anything you want to have suppressed within these two AoEs. Pistols (single target) and Slowed Response (target AoE) both have resistance debuff procs, which benefit entire teams (and leagues during trials) to hasten defeats of $Targets. Pistols will be used A LOT. Dual Wield is slotted to have a chance for a PBAoE Heal upon use. Dual Wield will be used A LOT. Empty Clips has been enhanced for Range because it is a Cone. Increasing the Range of a Cone power by +50% increases the 2D triangle AoE that can be held at risk by a surprising amount, and the Cone also increases in width at longer ranges relative to shorter ranges. Empty Clips can proc both Force Feedback for 5 seconds of +100% Recharge, but also Vigilant Assault for a PBAoE Absorb. Empty Clips will be used A LOT ... and in fact there's enough recharge in this build to make an attack chain of Pistols, Dual Wield, Empty Clips on repeat possible. Temporal Mending has been slotted with Preventative Medicine, which can also proc an Absorb. Unknown yet if this Absorb proc can affect Allies within the PBAoE of Temporal Mending or just the caster (testing needed). Distortion Field is slotted with enough movement Slow to "reliably floor" the Fly/Jump/Run speed of almost anything that doesn't have massive Slow Resistance, creating a zone of No Escape within which $Targets are at your mercy. There's enough recharge in this build that you can have TWO Distortion Fields out simultaneously. Yeah ... you know what to do with THAT kind of debuffing power ... Leadership toggles benefit EVERYONE you team up with. EVERYONE. Dark Consumption gives you an Endurance Slurp that's available every ~90 seconds in the event of continuous heavy combat in a target rich environment with little to no downtime for recovery of Endurance. Soul Transfer gives you the chance to not only have the last laugh ... but also be the last one standing. Use Chemical Ammunition to debuff Damage on $Targets (duration 6-8 seconds for most attacks). Increase the Damage debuffing by adding Slowed Response to shut down their damage output even more. Stack with -Recharge from Time's Juncture and Distortion Field to maximize reduction of damage output from $Targets. Encourage DEfenders to play on Team OFfense! Yes, even Empaths can use their attack powers while you're around. Use aggro magnets to herd $Targets and soak alpha strikes before telling them "hold my beer, I've got this." Scrapperlock isn't just for Scrappers ... Any questions?
  16. You mean these? Pretty sure they're in the build ... mainly because they're your ranged attacks while in Human Form, while Radiant Strike and Incandescent Strike are the melee attacks in Human Form.
  17. Wow ... this turned out a lot more terrifying than I'd been assuming it would. The sheer quantity of buffing, debuffing, control (both hard and soft) and of course, recharge, in this build is just something that you have to see to believe. Swap Ammo literally makes it possible to "change your brand" of what sort of control you're exerting over your $Targets so as to adapt to a variety of situations. Oh and you only need to proc the Force Feeback IO in Empty Clips twice within 90 seconds in order to add enough recharge to the build to make Chrono Shift perma (recharge + animation time below duration) before adding in an Incarnate Alpha Slot, which can be done relatively easily. So ... for anyone who wants to play a "Time Cop" character, either Blueside or Redside ... here's your build. Needless to say, I'll be playing this once I get around to downloading the game client and start logging in. Oh, and if you want to see what the build looks like when fully loaded out with Level 50 Purple IOs, copy the data chunk at the end into Pine and use the Flip To Alternate on the Slots to see what happens. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Natural Defender Primary Power Set: Time Manipulation Secondary Power Set: Dual Pistols Power Pool: Sorcery Power Pool: Speed Power Pool: Leadership Ancillary Pool: Dark Mastery Hero Profile: Level 1: Time Crawl (A) Accuracy IO: Level 50 Level 1: Pistols (A) Entropic Chaos - Accuracy/Damage: Level 27 (3) Entropic Chaos - Damage/Endurance: Level 27 (5) Entropic Chaos - Damage/Recharge: Level 27 (5) Entropic Chaos - Damage/Endurance/Recharge: Level 27 (7) Entropic Chaos - Chance of Heal Self: Level 20 (7) Achilles' Heel - Chance for Res Debuff: Level 10 Level 2: Dual Wield (A) Defender's Bastion - Accuracy/Damage: Level 27 (27) Defender's Bastion - Damage/Recharge: Level 27 (27) Defender's Bastion - Damage/Endurance/Recharge: Level 27 (29) Defender's Bastion - Accuracy/Damage/Endurance: Level 27 (29) Defender's Bastion - Accuracy/Damage/Endurance/Recharge: Level 27 (31) Defender's Bastion - Recharge/Chance for Minor PBAoE Heal: Level 27 Level 4: Mystic Flight (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 10 Level 6: Empty Clips (A) HamiO: Centriole Exposure (+2 Dam/Range) (9) HamiO: Centriole Exposure (+2 Dam/Range) (9) Vigilant Assault - Accuracy/Damage/Endurance: Level 27 (11) Vigilant Assault - Accuracy/Damage/Endurance/RechargeTime: Level 27 (11) Vigilant Assault - RechargeTime/PBAoE +Absorb: Level 27 (13) Force Feedback - Chance for +Recharge: Level 21 Level 8: Temporal Mending (A) Preventive Medicine - Heal: Level 27 (31) Preventive Medicine - Heal/Endurance: Level 27 (31) Preventive Medicine - Endurance/RechargeTime: Level 27 (34) Preventive Medicine - Heal/RechargeTime: Level 27 (34) Preventive Medicine - Heal/RechargeTime/Endurance: Level 27 (34) Preventive Medicine - Chance for +Absorb: Level 27 Level 10: Swap Ammo Level 12: Time's Juncture (A) Dark Watcher's Despair - To Hit Debuff: Level 27 (13) Dark Watcher's Despair - To Hit Debuff/Recharge: Level 27 (15) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 27 (15) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 27 (17) Dark Watcher's Despair - Chance for Recharge Slow: Level 21 (17) Pacing of the Turtle - Chance of -Recharge: Level 20 Level 14: Temporal Selection (A) Doctored Wounds - Heal/Recharge: Level 50 Level 16: Distortion Field (A) HamiO: Microfilament Exposure (+2 End/Fly/Jump/Run) (19) HamiO: Microfilament Exposure (+2 End/Fly/Jump/Run) (19) Pacing of the Turtle - Endurance/Recharge/Slow: Level 27 (21) Pacing of the Turtle - Chance of -Recharge: Level 20 (21) Basilisk's Gaze - Chance for Recharge Slow: Level 10 (23) Lockdown - Chance for +2 Mag Hold: Level 30 Level 18: Time Stop (A) Basilisk's Gaze - Accuracy/Hold: Level 27 (37) Basilisk's Gaze - Recharge/Hold: Level 27 (37) Basilisk's Gaze - Endurance/Recharge/Hold: Level 27 (40) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 27 Level 20: Suppressive Fire (A) HamiO: Endoplasm Exposure (+2 Acc/Mez) (48) HamiO: Endoplasm Exposure (+2 Acc/Mez) Level 22: Farsight (A) HamiO: Cytoskeleton Exposure (+2 Def/End/ToHit) (23) HamiO: Cytoskeleton Exposure (+2 Def/End/ToHit) (25) Luck of the Gambler - Recharge Speed: Level 25 Level 24: Hasten (A) Recharge Reduction IO: Level 50 (25) Recharge Reduction IO: Level 50 Level 26: Slowed Response (A) Analyze Weakness - Accuracy/Endurance/Recharge: Level 50 (50) Achilles' Heel - Chance for Res Debuff: Level 10 Level 28: Maneuvers (A) Red Fortune - Defense/Endurance: Level 27 (40) Red Fortune - Defense/Recharge: Level 27 (42) Red Fortune - Defense/Endurance/Recharge: Level 27 (42) Red Fortune - Defense: Level 27 (42) Red Fortune - Endurance: Level 27 (43) Luck of the Gambler - Recharge Speed: Level 25 Level 30: Tactics (A) Adjusted Targeting - To Hit Buff: Level 27 (43) Adjusted Targeting - To Hit Buff/Recharge: Level 27 (43) Adjusted Targeting - To Hit Buff/Endurance/Recharge: Level 27 (45) Adjusted Targeting - Endurance/Recharge: Level 27 (45) Adjusted Targeting - To Hit Buff/Endurance: Level 27 Level 32: Chrono Shift (A) Efficacy Adaptor - EndMod/Recharge: Level 50 (33) Performance Shifter - EndMod/Recharge: Level 50 (33) Doctored Wounds - Heal/Endurance/Recharge: Level 50 (33) Numina's Convalesence - Heal/Endurance/Recharge: Level 50 Level 35: Piercing Rounds (A) Positron's Blast - Accuracy/Damage: Level 27 (36) Positron's Blast - Damage/Endurance: Level 27 (36) Positron's Blast - Damage/Recharge: Level 27 (36) Positron's Blast - Damage/Range: Level 27 (37) Positron's Blast - Accuracy/Damage/Endurance: Level 27 Level 38: Hail of Bullets (A) Vigilant Assault - Accuracy/Damage: Level 27 (39) Vigilant Assault - Damage/RechargeTime: Level 27 (39) Vigilant Assault - Damage/Endurance/RechargeTime: Level 27 (39) Eradication - Accuracy/Damage/Recharge: Level 27 (40) Eradication - Accuracy/Damage/Endurance/Recharge: Level 27 Level 41: Dark Consumption (A) Obliteration - Damage: Level 31 (45) Obliteration - Accuracy/Recharge: Level 31 (46) Obliteration - Damage/Recharge: Level 31 (46) Obliteration - Accuracy/Damage/Recharge: Level 31 (46) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31 Level 44: Soul Transfer (A) Disorient Duration IO: Level 50 Level 47: Soul Drain (A) Obliteration - Damage: Level 31 (48) Obliteration - Accuracy/Recharge: Level 31 (48) Obliteration - Damage/Recharge: Level 31 (50) Obliteration - Accuracy/Damage/Recharge: Level 31 (50) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31 Level 49: Assault (A) Endurance Reduction IO: Level 50 Level 1: Brawl (A) Accuracy IO: Level 50 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 1: Vigilance 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 - +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 10: Chemical Ammunition Level 10: Cryo Ammunition Level 10: Incendiary Ammunition ------------ ------------ Set Bonus Totals: 12% DamageBuff(Smashing) 12% DamageBuff(Lethal) 12% DamageBuff(Fire) 12% DamageBuff(Cold) 12% DamageBuff(Energy) 12% DamageBuff(Negative) 12% DamageBuff(Toxic) 12% DamageBuff(Psionic) 4.38% Defense(Energy) 4.38% Defense(Negative) 5% Defense(Ranged) 7.65% Max End 36% Enhancement(Accuracy) 6% Enhancement(Heal) 90% Enhancement(RechargeTime) 7.5% Enhancement(Range) 3.75% Enhancement(Max EnduranceDiscount) GrantPower Preventive Medicine (10% chance, if Scourge) 49.6 HP (4.88%) HitPoints Knockback (Mag -4) Knockup (Mag -4) MezResist(Confused) 37.5% MezResist(Held) 37.5% MezResist(Immobilized) 37.5% MezResist(Sleep) 37.5% MezResist(Stunned) 37.5% MezResist(Terrorized) 37.5% 7% (0.12 End/sec) Recovery 10% (0.42 HP/sec) Regeneration 8.25% Resistance(Smashing) 8.25% Resistance(Lethal) 9% Resistance(Fire) 9% Resistance(Cold) 3% Resistance(Energy) 3% Resistance(Negative) 2.25% Resistance(Toxic) 2.25% Resistance(Psionic) ------------ Set Bonuses: Entropic Chaos (Pistols) 10% (0.42 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) Defender's Bastion (Dual Wield) 15.26 HP (1.5%) HitPoints 7.5% Enhancement(Range) 6% Enhancement(Heal) 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative) 8.75% Enhancement(RechargeTime) Blessing of the Zephyr (Mystic Flight) Knockback (Mag -4), Knockup (Mag -4) Vigilant Assault (Empty Clips) 1.8% Max End 6.25% Enhancement(RechargeTime) Preventive Medicine (Temporal Mending) 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% 19.08 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) Dark Watcher's Despair (Time's Juncture) 15.26 HP (1.5%) HitPoints 2.5% (0.04 End/sec) Recovery 5% Enhancement(RechargeTime) 2% DamageBuff(All) Pacing of the Turtle (Distortion Field) 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% Basilisk's Gaze (Time Stop) 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged) 2% (0.03 End/sec) Recovery 7.5% Enhancement(RechargeTime) Luck of the Gambler (Farsight) 7.5% Enhancement(RechargeTime) 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) Luck of the Gambler (Maneuvers) 7.5% Enhancement(RechargeTime) Adjusted Targeting (Tactics) 2% DamageBuff(All) 3% Resistance(Energy,Negative), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5% 9% Enhancement(Accuracy) 5% Enhancement(RechargeTime) Positron's Blast (Piercing Rounds) 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) 6.25% Enhancement(RechargeTime) Vigilant Assault (Hail of Bullets) 1.8% Max End 6.25% Enhancement(RechargeTime) Eradication (Hail of Bullets) 1.8% Max End Obliteration (Dark Consumption) 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) Obliteration (Soul Drain) 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) | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1508;723;1446;HEX;| |78DA6D94CB4F135114C6EF74A6600BF4410B94F743106C61DA0A128D0B13AD18132| |04489DB66028354CAB4E9B489EED4C4253EC25E81952B135F6074E5BF609087F207| |F80075EDAB9ECE775A9BD84926BFDB73EFF79D734FEF9D896BB1DAC7E76F9E1692E| |B6C5233CD784C9FD38D593D533DA96573192D290A4F35BD9DC599F899DCDC9C3A9D| |58D4E3139A9148E7925A369132DA4AF31735E38A3EABC6725A323E9530B3A9A4E9B| |D60CCEB19DDC8AAC541ED542A95542FA532337AE6BA133FD2BA3EEBB686E3BA464E| |E67C228D756389ACA19BA6F75C3A31A3C6B4CC02A536B3A40C506503F46EFA053F7| |9215A085145443DA5985D2C115A1461BB032A7799F7C0AAFB441FF18D4D0887228E| |915662AD7455B6D6B42C309360DB22D3003B52E0729F1032D722EFC16F98FCECEC6| |71F2154C9E25091438AA573AACC30587B9BB47E45BCF3E31F2868AB3F72AE4FCCCF| |60F717E63EF3001CA1BC0E6B23F9FC16F9D4606CAF59B721C706E87AC97C057A5E2| |3B7E7A964F5659BB475BCA7BA09C9EAEF0EC5DC5C97FB14F6525FE413C9F2F1B3DE| 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  18. This is pretty much the only reasonable way to rework Time Bomb into being something useful. Being able to detonate it on demand is the key to being able to ensure it goes off AT THE RIGHT TIME.
  19. Pray more to RNGesus ... he is a fickle $DIETY.
  20. Downvoted. Apples to Oranges wholesale conversion/replacement of powers ought to be denied from the outset.
  21. This was built using Pine's which includes the Issue 25 changes. There will be links around the forums for Pine's Hero Planner. Use the Search feature to find them.
  22. Original post LINK. City of Data: Telekinesis Telekinesis suffers from what amounts to a TRIPLE WHAMMY put on it by Cryptic/Paragon Studios when they implemented the Control NERF that included putting caps on aggro. Whereas before the nerf, Telekinesis could affect an unlimited number of $Targets within the 10ft radius Sphere around your anchor target, which is when Telekinesis REALLY started to shine ... after the nerf Telekinesis could only affect a maximum of five $Targets. FIVE. This meant that although Total Domination (and other "mass" control powers like it) had a max target cap of 16 ... Telekinesis was nerfed into the ground with a max target cap of only FIVE targets affected, maximum. FIVE. That meant you couldn't do THIS anymore ... (yes, I was playing at 640x480 resolution back in those days) ... I count TEN Skyraiders being held/repelled by Telekinesis in that image. Not five ... TEN. Needless to say, all efforts to correct this massively unfair (and totally unnecessary) "fix" to Telekinesis fell on deaf ears at Cryptic/Paragon Studios ... even though the actual solution to this specific problem involved changing a SINGLE parameter for the power. Step 1: delete "5" from max targets table cell Step 2: replace with "16" in the max targets table cell Step 3: DONE Apparently, this was "too much work" or something to get done in multiple years after the nerf ruined Telekinesis as a MASS Hold power. Yes, I'm still bitter that no one on staff thought this was worth the effort it would take to fix. They made a mistake and resolved never to correct it. Thanks guys! Now the bigger problem with Telekinesis was that it was originally balanced around the notion that it could hold an unlimited number of targets within a 10ft AoE around the anchor $Target, with "extras" within that AoE able to fall out of that radius if the Repel aspect of the power allowed them all to drift too far apart from each other ... which was quite possible in the absence of convenient terrain to "corner pack" them all into (see above picture for reference of exactly this). That's because the Repel always moved Foes AWAY from the CASTER, and since $Targets refused to stay in a nice straight line (forever) this meant that over time they'd essentially "drift apart" on different vectors unless there was some kind of terrain to push them together into. That doesn't necessarily have to be the case anymore, though. One of the tools that became available long after Telekinesis was put into the game was the ability for powers to open up OTHER POWERS, like with Kheldian Forms and later Swap Ammo in Dual Pistols and so on. What Telekinesis REALLY needs to be is a 2-in-1 power where the power pick opens up 2 subsidiary powers, both of which would be Toggles. The main power would be a Hold Toggle that does everything Telekinesis does right now MINUS the Repel effect. The second (sub) power would be a Repel Toggle that applies the Repel effect of Telekinesis only onto the $Target affected by Telekinesis (so use the same anchor) plus a 10ft radius around that $Target. Furthmore, the second (sub) power for the Repel effect could only be Toggled on while the main (sub) power Hold Toggle effect was toggled on. As soon as the Hold of Telekinesis is detoggled, the Repel of Telekinesis is automatically detoggled with it and both powers go into Recharge (base 60 seconds for each). This way, you'd be able to toggle on/off the Repel effect of Telekinesis "on demand" rather that suffering from an (unwanted) "Always On" condition (that doesn't help you any most of the time). The way that I would implement this would be to alter the Hold Toggle side of Telekinesis to make the Repel effect conditional upon a designated buff effect being put onto the caster (no buff on Caster, no Repel effect added to the 10ft radius Target AoE Telekinesis). You then just make the Repel Toggle add this designated buff add to the Caster. The Endurance Cost of Telekinesis on City of Data is 1.56 END per 0.5 sec activation. I would recommend splitting this not in a 1:1 fashion of two halves, but rather into a 2:1 ratio of thirds. Make the main power with the Hold Toggle cost 1.04 END per 0.5 sec activation. Make the second (sub) power with the Repel Toggle (self buff enable) cost 0.52 END per 0.5 sec activation. Total cost with both Toggles active ... 1.56 END per 0.5 sec activation. And THAT is how you take a power that was nerfed into the ground by Cryptic/Paragon Studios and REFACTOR it to yield the exact same performance in a MUCH more controllable state that makes the power actually worth taking (and using), rather than keeping it as an annoying novelty that hardly anyone makes use of and which is extremely prone to making a mess of herding in team situations. Your move ... Dev Team.
  23. You think the buoys are bad ... try EVERY AIRFIELD IN THE GAME. There's a runway that goes UNDER THE BRIDGE to Keyes Island out at Neutropolis ... and the other end simply stops (precipitously) at the edge of the water because the whole thing is built on a concrete pier. I look at that and figure it's the most dangerous place to land an airplane in the world. None of the other airfields in the game are much better with handling their terrain and takeoff/landing clearances either. Pretty much all of them are death traps in the event of mishap on takeoff or landing.
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