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Redlynne

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Everything posted by Redlynne

  1. Far back in the mists of ancient time (as in Dec 2011) Peacebringers remained saddled with a mistake of poor game mechanical design choices that had been inflicted upon them since Issue 3 when they were first introduced. Thanks to the Cottage Rule there was never a serious attempt made to correct the deficiencies arising from the fundamental underpinnings of the design of 12 Peacebringer powers. The basic mistake was mapping Energy Blast/Energy Melee "too closely" (or perhaps "too faithfully") onto Peacebringers without fully realizing or understanding the self-gimping burden that doing those simple (stupid?) ports of powers over directly would yield and result in when actually played. What mistake? Well, actually there are two of them ... but the first one is this ... Peacebringer Human Form KB Powers Gleaming Blast (Ranged): 1.869 KnockBACK (10% chance) Radiant Strike (Melee): 2 KnockBACK (60% chance) Luminous Detonation (Target AoE): 3.739 KnockBACK (50% chance) Incandescent Strike (Melee): 0.67 KnockBACK (80% chance) Solar Flare (PBAoE): 4.154 KnockBACK (80% chance) Photon Seekers (Pet): 2.077 KnockBACK (50% chance) Dawn Strike (PBAoE): 18.694 KnockBACK (100% chance) Peacebringer Nova Form KB Powers Bright Nova Blast (Ranged): 1.869 KnockBACK (10% chance) Bright Nova Detonation (Target AoE): 3.739 KnockBACK (50% chance) Peacebringer Dwarf Form KB Powers White Dwarf Strike (Melee): 0.67 KnockBACK (30% chance) White Dwarf Smite (Melee): 0.67 KnockBACK (30% chance) White Dwarf Flare (PBAoE): 0.67 KnockBACK (80% chance) Now in the context of the game's design in Issue 3 ... a lot of this made a lot of sense, since this is pretty much a slightly "nerfed" port of Energy Blast over to Peacebringers, with the "nerf" side of things being the combination of KnockBACK with the RANDOM chances, yielding a frustratingly inconsistent (to the point of being downright unhelpful) combination of Knockabout factors that can easily overwhelm pretty much any attempts at coordination or strategy in group play (let alone Herd & Burn strategies for farming). The Player can mitigate SOME of these problems through good gameplay (mainly good 3D angle to target positioning) whenever possible, but that isn't always possible due to map terrain features, resulting in unwanted performance results that are under extremely limited Player control. I therefore propose the following changes be made to these powers here on the Homecoming servers to ... correct this legacy mistake ... Peacebringer Human Form KB Powers Gleaming Blast (Ranged): 1.869 KnockUP (10% chance) Radiant Strike (Melee): 2 KnockUP (60% chance) Luminous Detonation (Target AoE): 3.739 KnockUP (50% chance) Incandescent Strike (Melee): 0.67 KnockUP (80% chance) Solar Flare (PBAoE): 4.154 KnockUP (80% chance) Photon Seekers (Pet): 2.077 KnockUP (50% chance) Dawn Strike (PBAoE): 18.694 KnockUP (100% chance) Peacebringer Nova Form KB Powers Bright Nova Blast (Ranged): 1.869 KnockUP (10% chance) Bright Nova Detonation (Target AoE): 3.739 KnockUP (50% chance) Peacebringer Dwarf Form KB Powers White Dwarf Strike (Melee): 0.67 KnockUP (30% chance) White Dwarf Smite (Melee): 0.67 KnockUP (30% chance) White Dwarf Flare (PBAoE): 0.67 KnockUP (80% chance) Note that the MAGnitutde and proc chance for Knock effects remain UNCHANGED. The only change that I am proposing to make here is to alter the VECTOR of the Knock effects, so as to orient them "UP" (away from the nadir and towards the sky/heavens) in every case, rather than orient them "AWAY" from the Peacebringer casting their power(s). My rationale for this edit/change of the Peacebringer powers in this way is as follows ... Warshades are a GRAVITY based archetype. So many of their powers thematically involve INCREASING Gravity on affected $Targets (just read the names of the powers if you're not sure about this point). Gravimetric Snare Gravity Well Gravitic Emanation Gravity Shield The game mechanical effect of (increased) Gravity was decided to be expressed as a generalized (universal) Movement Slow and Recharge Debuffing effects. Peacebringers are thematically the "opposites" of Warshades on a whole host of levels (light versus dark being just the start of it). So what's the ... (equal and) opposite ... of a Gravity Increase? Duh ... ANTI-GRAVITY ... Simply from a thematic/conceptual standpoint, what Peacebringer powers that do Knock effect ought to be doing is applying an Anti-Gravity Field to their $Targets, which will "launch them upwards" from the ground/planet they're standing on towards the STARS and SPACE that they consider to be "home" for them as a space-faring species. This means that their powers would be UNLIKE those of a Energy Blast or a Force Field "push" resulting in KnockBACK, where the vector of acceleration is angled away from the caster and through the $Target. In effect, what Peacebringers ought to be doing is temporarily REVERSING GRAVITY (subject to the RNG chances of success depending on the power) on their $Targets, which would result in those $Targets being hurled away FROM THE PLANET underneath them ... rather than being knocked back away from the Peacebringer. In other words, the Peacebringer's powers ought to not be pushing $Targets away from the Peacebringer (KnockBACK) ... but rather pushing $Targets away from the local source of Gravity, meaning the PLANET (KnockUP). Make that one little edit to 12 Peacebringer attack powers and the Archetype will suddenly gain in popularity AND in team friendliness. Change KnockBACK into KnockUP for all Peacebringer attack powers and you will have "solved" a mistake that was made before 2005 and which never got corrected by Cryptic/Paragon Studios in 8 years. That's all that's required to make Peacebringers what they SHOULD HAVE BEEN ... rather than what they WERE.
  2. Coalitions "can" work ... but last I checked (Issue 23) there was a limit to the number of SGs that can be in a single coalition (10).
  3. What I always did was on a designated character go into the keybind editing section of the in-game UI ... reset all of the keybinds to default ... and then commanded the game to export the default keybinds to a text file for me. I could then go into that text file and edit everything (to be the way I wanted stuff by default for ALL of my characters) as a default starting point. I would then make "keybind modifier" files for each of my characters to add on their special keybinds relevant to each one (Mastermind and Kheldian had multiple files for all of this). That then let me "reload" everything from saved text files until I got everything working JUST SO™ and I was happy with them. Looking at the export of the default keybinds text file will be a great primer on figuring out how to edit up the bind files. You then just use /bindloadfile {path to txt file} in order to load the file into the character.
  4. Your GAME CLIENT is in the Pacific timezone ... but the GAME SERVER isn't ... and the differential between those two time zones might be at fault for the Timed Missions "instantly" timing out due to a flaw in the coding.
  5. NUMPAD0 to NUMPAD9: 0-9 on the Numpad NUMLOCK: Num Lock key DIVIDE: / key on the Numpad MULTIPLY: * key on the Numpad SUBTRACT: - key on the Numpad ADD: + key on the Numpad NUMPADENTER: Enter key on the Numpad
  6. I wonder if this might be a Server Time Zone issue. The original CoH servers were hosted in Pacific time, so they may have everything (unfortunately) hardwired to key the timed missions to Pacific time, but then the timed missions "flub" that server time handoff and because of the time zone differences the timed mission auto expires "immediately" (in effect). That might explain the wacky behavior people are reporting.
  7. Looks like the poll won't let me "unvote" in order to "revote" for this.
  8. If memory serves, the reason for the change is that Footstomp type powers require a groundbound avatar ... because AIRstomp doesn't work ... so the power was reworked to be a Handclap type power instead, which doesn't care about where the ground is in relation to the avatar. It was just one of the limitations of the game engine.
  9. I played a Ninja/Trick Arrow back before shutdown and Ninjas basically have no native/inherent survivability on their own. They fold faster than wet origami paper without an assist from your Secondary. You CAN slot them for bonuses to +DEF and +RES using Set IOs, but even then that won't get them even halfway towards being "sturdy" without buff and/or debuff support from your Secondary. What kind of support? -Recharge -Speed -To Hit +Defense +Resistance Kinetics offers essentially NOTHING helpful in that regard. Speed Boosted Ninjas will simply suicide faster. One option you might want to try doing is using the Taunt powers out of the Presence Pool, for better Tankerminding in Bodyguard Mode. Ninjas are reasonably decent so long as they're not grabbing aggro. The thing is, almost anything can look at them funny and your Ninjas will keel over almost pre-emptively. Bottom line ... you may want to reroll with a different Secondary. Ninja/Force Fields will make them pretty darn sturdy by helping them get on up towards the Defense Softcap. Natively, they're at like 7.5% and 11% Defense unsupported ... which is NOTHING as far as a protection scheme goes.
  10. The proc chance for the NUKE FX was probably lower than 1%, so it won't be going off all the time unless you've got a lot of (individually discrete) attacks going on. Powers like Caltrops (or any other "rain" power for that matter) would I expect have a chance to proc like a Toggle ... meaning once per 10 seconds.
  11. We need a forum (or at least a subforum) to hold all the patch notes in one centralized/easy to access location. That would then let us Quote Paste the relevant patch notes into other posts along with links to the relevant patch note as posted.
  12. Now we just need someone brave enough to put Pine into a wrapper for Mac users so they too can use the tool without needing to resort to Boot Camp for Windows.
  13. The forum topics listing shows NEW posts with a marker ... but when looking at the actual forum thread itself, there's never a NEW marker on any of the posts to tell you where to pick up reading the NEW stuff from. Seems like a simple QoL feature to implement.
  14. I too will have to protest this change, but I will at least explain my reasoning. There needs to be a 20 hour lockout after doing 5 Tip Missions because that encourages "farmers" to play multiple alts to generate hoards of resources. By throttling the "flow rate" of rewards from Morality Missions in the manner you achieve a greater circulation of characters (alts) through the game than if you throttle the "magnitude" of the rewards from Morality Missions via this reduction. This has long term game health implications insofar as establishing a broader base of characters to play than just having a SINGLE character for grinding out Tips mindlessly (endlessly?) for Merits without stopping.
  15. The Pillar of Ice and Flame is a Control Aux item.
  16. To my knowledge, in Issue 23 the only way to redo those missions was to ... reroll. There was no flashback system for Praetoria, only for Paragon City and the Rogue Isles.
  17. If you're JUST hitting Tab with no modification of the keybind for Tab, it's going to cycle through the Foes in a "database numerical" order, rather than by sorting through them in any kind of nearest to farthest progressive order. You can relatively easily update this behavior using the following targeting macros. What i typically do is assign the target_enemy_nearest functionality to the ` key to the left of the 1 key while letting Tab remain a "cycle through Foes" function that can let me pick targets without needing to use a mouse click to do so.
  18. Steel Canyon and Skyway City both had Origin aligned vendor stores to buy enhancements at. The whole idea of going to your Contacts to buy enhancements turned out to be something of a dud that was rendered superfluous by later updates to the game.
  19. Correct. Tech Beacons go to Tech Teleporters. Arcane Beacons go to Arcane Teleporters. Don't cross the streams. However, I've always preferred the Arcane Teleporters to the Tech Teleporters ... simply because the Arcane one are "shorter" (enough) in height that you could double stack them (one on top of the other) while remaining inside the bounding box of the room(s) when you had the floor at minimum height and the ceiling at maximum height. Also, the Arcane Teleporters just look absolutely awesome in a room with the ambient room light turned off and using lamps to provide ambient lighting to the space. Keep the lighting far enough away from the Arcane Teleporters and you'll be able to see the beautiful purple ring of light they generate that rises up above their "floor" in the darkness. When well lit, that semi-transparent lighting effect washes out and looks terrible on them.
  20. Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 24-50 Natural Arachnos Soldier Primary Power Set: Bane Spider Soldier Secondary Power Set: Bane Spider Training Power Pool: Flight Power Pool: Leadership Power Pool: Speed Power Pool: Teleportation Villain Profile: Level 1: Single Shot (A) Entropic Chaos - Accuracy/Damage: Level 27 (3) Entropic Chaos - Damage/Endurance: Level 27 (3) Entropic Chaos - Damage/Recharge: Level 27 (5) Entropic Chaos - Damage/Endurance/Recharge: Level 27 (5) Entropic Chaos - Chance of Heal Self: Level 20 Level 1: Bane Spider Armor Upgrade (A) Steadfast Protection - Resistance/+Def 3%: Level 10 (7) Steadfast Protection - Knockback Protection: Level 10 (7) Gladiator's Armor - TP Protection +3% Def (All): Level 10 Level 2: Burst (A) Entropic Chaos - Accuracy/Damage: Level 27 (9) Entropic Chaos - Damage/Endurance: Level 27 (9) Entropic Chaos - Damage/Recharge: Level 27 (13) Entropic Chaos - Damage/Endurance/Recharge: Level 27 (13) Entropic Chaos - Chance of Heal Self: Level 20 Level 4: Combat Training: Offensive (A) Accuracy IO: Level 50 Level 6: Wide Area Web Grenade (A) Trap of the Hunter - Accuracy/Recharge: Level 27 (15) Trap of the Hunter - Endurance/Immobilize: Level 27 (15) Trap of the Hunter - Accuracy/Endurance: Level 27 (17) Trap of the Hunter - Immobilize/Accuracy: Level 27 (17) Trap of the Hunter - Accuracy/Immobilize/Recharge: Level 27 (19) Trap of the Hunter - Chance of Damage(Lethal): Level 20 Level 8: Heavy Burst (A) Analyze Weakness - Defense Debuff/Endurance/Recharge: Level 31 (19) Analyze Weakness - Accuracy/Endurance/Recharge: Level 31 (21) Detonation - Damage/Endurance/Range: Level 50 (21) HamiO: Centriole Exposure (+2) (23) HamiO: Centriole Exposure (+2) (23) Achilles' Heel - Chance for Res Debuff: Level 10 Level 10: Hover (A) HamiO: Microfilament Exposure (+2) Level 12: Venom Grenade (A) Positron's Blast - Accuracy/Damage: Level 27 (25) Positron's Blast - Damage/Endurance: Level 27 (25) Positron's Blast - Damage/Recharge: Level 27 (27) Positron's Blast - Damage/Range: Level 27 (29) Positron's Blast - Accuracy/Damage/Endurance: Level 27 (29) Annihilation - Chance for Res Debuff: Level 20 Level 14: Tactical Training: Maneuvers (A) Red Fortune - Defense/Endurance: Level 27 (43) Red Fortune - Endurance/Recharge: Level 27 (43) Red Fortune - Defense/Endurance/Recharge: Level 27 (45) Red Fortune - Defense: Level 27 (45) Red Fortune - Endurance: Level 27 (45) Luck of the Gambler - Recharge Speed: Level 25 Level 16: Tactical Training: Assault (A) Endurance Reduction IO: Level 50 Level 18: Frag Grenade (A) Force Feedback - Damage/Knockback: Level 27 (31) Force Feedback - Accuracy/Knockback: Level 27 (31) Force Feedback - Recharge/Knockback: Level 27 (33) Force Feedback - Recharge/Endurance: Level 27 (33) Force Feedback - Damage/Endurance/Knockback: Level 27 (33) Force Feedback - Chance for +Recharge: Level 21 Level 20: Tactical Training: Leadership (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 27 (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 27 (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 27 (34) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 27 (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 27 (36) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21 Level 22: Mental Training (A) Run Speed IO: Level 50 Level 24: Maneuvers (A) Red Fortune - Defense/Endurance: Level 27 (39) Red Fortune - Endurance/Recharge: Level 27 (39) Red Fortune - Defense/Endurance/Recharge: Level 27 (40) Red Fortune - Defense: Level 27 (40) Red Fortune - Endurance: Level 27 (40) Luck of the Gambler - Recharge Speed: Level 25 Level 26: Tactics (A) Adjusted Targeting - To Hit Buff: Level 27 (42) Adjusted Targeting - To Hit Buff/Recharge: Level 27 (42) Adjusted Targeting - To Hit Buff/Endurance/Recharge: Level 27 (42) Adjusted Targeting - Endurance/Recharge: Level 27 (43) Adjusted Targeting - To Hit Buff/Endurance: Level 27 Level 28: Cloaking Device (A) Red Fortune - Defense/Endurance: Level 27 (36) Red Fortune - Endurance/Recharge: Level 27 (37) Red Fortune - Defense/Endurance/Recharge: Level 27 (37) Red Fortune - Defense: Level 27 (37) Red Fortune - Endurance: Level 27 (39) 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: Assault (A) Endurance Reduction IO: Level 50 Level 35: Surveillance (A) Analyze Weakness - Defense Debuff: Level 31 (46) Analyze Weakness - Accuracy/Defense Debuff: Level 31 (46) Analyze Weakness - Accuracy/Recharge: Level 31 (46) Analyze Weakness - Defense Debuff/Endurance/Recharge: Level 31 (48) Analyze Weakness - Accuracy/Endurance/Recharge: Level 31 Level 38: Call Reinforcements (A) Expedient Reinforcement - Accuracy/Recharge: Level 31 (48) Expedient Reinforcement - Damage/Endurance: Level 31 (48) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 31 (50) Expedient Reinforcement - Endurance/Damage/Recharge: Level 31 (50) HamiO: Endoplasm Exposure (+2) (50) HamiO: Peroxisome Exposure (+2) Level 41: Combat Training: Defensive (A) Luck of the Gambler - Recharge Speed: Level 25 Level 44: Teleport (A) Jaunt - Endurance/Range: 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: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Run Speed IO: Level 50 Level 1: Conditioning 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) Miracle - +Recovery: Level 20 (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 (11) Performance Shifter - EndMod: Level 27 (11) Performance Shifter - Chance for +End: Level 21 Level 0: Born In Battle Level 0: High Pain Threshold Level 0: Invader Level 0: Marshal ------------ ------------ ------------ Set Bonus Totals: 19% DamageBuff(Smashing) 19% DamageBuff(Lethal) 19% DamageBuff(Fire) 19% DamageBuff(Cold) 19% DamageBuff(Energy) 19% DamageBuff(Negative) 19% DamageBuff(Toxic) 19% DamageBuff(Psionic) 8.5% Defense(Melee) 7.25% Defense(Smashing) 7.25% Defense(Lethal) 8.81% Defense(Fire) 8.81% Defense(Cold) 8.81% Defense(Energy) 8.81% Defense(Negative) 6% Defense(Psionic) 11.63% Defense(Ranged) 11.63% Defense(AoE) 4.5% Max End 38% Enhancement(Accuracy) 5% Enhancement(Immobilized) 82.5% Enhancement(RechargeTime) 22.5% SpeedFlying 40.16 HP (3.75%) HitPoints 22.5% JumpHeight 22.5% SpeedJumping Knockback (Mag -4) Knockup (Mag -4) MezResist(Confused) 48.75% MezResist(Held) 48.75% MezResist(Immobilized) 48.75% MezResist(Sleep) 48.75% MezResist(Stunned) 48.75% MezResist(Terrorized) 48.75% 6.5% (0.11 End/sec) Recovery 50% (2.68 HP/sec) Regeneration 8.25% Resistance(Smashing) 8.25% Resistance(Lethal) 11.25% Resistance(Fire) 11.25% Resistance(Cold) 9.75% Resistance(Energy) 9.75% Resistance(Negative) 22.5% SpeedRunning ------------ Set Bonuses: Entropic Chaos (Single Shot) 10% (0.54 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) Steadfast Protection (Bane Spider Armor Upgrade) 1.5% (0.03 End/sec) Recovery 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) Knockback (Mag -4), Knockup (Mag -4) Gladiator's Armor (Bane Spider Armor Upgrade) 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) Entropic Chaos (Burst) 10% (0.54 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) Trap of the Hunter (Wide Area Web Grenade) 5% Enhancement(Immobilized) 20.08 HP (1.87%) 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% 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative) Analyze Weakness (Heavy Burst) 10% (0.54 HP/sec) Regeneration Positron's Blast (Venom Grenade) 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 (Tactical Training: 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 (Tactical Training: Maneuvers) 7.5% Enhancement(RechargeTime) Force Feedback (Frag Grenade) 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning 3% Resistance(Energy,Negative), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5% 10% (0.54 HP/sec) Regeneration 2.5% DamageBuff(All) 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold) Gaussian's Synchronized Fire-Control (Tactical Training: Leadership) 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning 20.08 HP (1.87%) 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) 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) Red Fortune (Cloaking Device) 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 (Cloaking Device) 7.5% Enhancement(RechargeTime) Analyze Weakness (Surveillance) 10% (0.54 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% 3% DamageBuff(All) 11% Enhancement(Accuracy) Expedient Reinforcement (Call Reinforcements) 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) Luck of the Gambler (Combat Training: Defensive) 7.5% Enhancement(RechargeTime) Luck of the Gambler (Vengeance) 7.5% Enhancement(RechargeTime) Performance Shifter (Stamina) 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1536;726;1452;HEX;| |78DA6594594F135114C7EF4C6F812E50A02CA5EC4B5B16A954892FC618542451301| 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  21. Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 24-50 Natural Arachnos Soldier Primary Power Set: Crab Spider Soldier Secondary Power Set: Crab Spider Training Power Pool: Flight Power Pool: Leadership Power Pool: Speed Villain Profile: Level 1: Channelgun (A) Entropic Chaos - Accuracy/Damage: Level 27 (3) Entropic Chaos - Damage/Endurance: Level 27 (3) Entropic Chaos - Damage/Recharge: Level 27 (5) Entropic Chaos - Damage/Endurance/Recharge: Level 27 (5) Entropic Chaos - Chance of Heal Self: Level 20 Level 1: Crab Spider Armor Upgrade (A) Steadfast Protection - Resistance/+Def 3%: Level 10 (7) Steadfast Protection - Knockback Protection: Level 10 (7) Gladiator's Armor - TP Protection +3% Def (All): Level 10 Level 2: Longfang (A) Entropic Chaos - Accuracy/Damage: Level 27 (9) Entropic Chaos - Damage/Endurance: Level 27 (9) Entropic Chaos - Damage/Recharge: Level 27 (13) Entropic Chaos - Damage/Endurance/Recharge: Level 27 (13) Entropic Chaos - Chance of Heal Self: Level 20 Level 4: Combat Training: Offensive (A) Accuracy IO: Level 50 Level 6: Wide Area Web Grenade (A) Trap of the Hunter - Accuracy/Recharge: Level 27 (15) Trap of the Hunter - Endurance/Immobilize: Level 27 (15) Trap of the Hunter - Accuracy/Endurance: Level 27 (17) Trap of the Hunter - Immobilize/Accuracy: Level 27 (17) Trap of the Hunter - Accuracy/Immobilize/Recharge: Level 27 (19) Trap of the Hunter - Chance of Damage(Lethal): Level 20 Level 8: Suppression (A) Analyze Weakness - Defense Debuff/Endurance/Recharge: Level 31 (19) Analyze Weakness - Accuracy/Endurance/Recharge: Level 31 (21) Detonation - Damage/Endurance/Range: Level 50 (21) HamiO: Centriole Exposure (+2) (23) HamiO: Centriole Exposure (+2) (23) Achilles' Heel - Chance for Res Debuff: Level 10 Level 10: Hover (A) Luck of the Gambler - Recharge Speed: Level 25 Level 12: Venom Grenade (A) Positron's Blast - Accuracy/Damage: Level 27 (25) Positron's Blast - Damage/Endurance: Level 27 (25) Positron's Blast - Damage/Recharge: Level 27 (27) Positron's Blast - Damage/Range: Level 27 (29) Positron's Blast - Accuracy/Damage/Endurance: Level 27 (29) Annihilation - Chance for Res Debuff: Level 20 Level 14: Tactical Training: Maneuvers (A) Red Fortune - Defense/Endurance: Level 27 (39) Red Fortune - Defense/Recharge: Level 27 (39) Red Fortune - Defense/Endurance/Recharge: Level 27 (39) Red Fortune - Defense: Level 27 (40) Red Fortune - Endurance: Level 27 (40) Luck of the Gambler - Recharge Speed: Level 25 Level 16: Tactical Training: Assault (A) Endurance Reduction IO: Level 50 Level 18: Frag Grenade (A) Force Feedback - Damage/Knockback: Level 27 (31) Force Feedback - Accuracy/Knockback: Level 27 (31) Force Feedback - Recharge/Knockback: Level 27 (33) Force Feedback - Recharge/Endurance: Level 27 (33) Force Feedback - Damage/Endurance/Knockback: Level 27 (33) Force Feedback - Chance for +Recharge: Level 21 Level 20: Tactical Training: Leadership (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 27 (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 27 (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 27 (34) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 27 (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 27 (36) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21 Level 22: Mental Training (A) Run Speed IO: Level 50 Level 24: 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 26: 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 28: Assault (A) Endurance Reduction IO: Level 50 Level 30: Hasten (A) Recharge Reduction IO: Level 50 (31) Recharge Reduction IO: Level 50 Level 32: Serum (A) Doctored Wounds - Heal/Endurance: Level 31 (36) Doctored Wounds - Heal/Recharge: Level 31 (37) Doctored Wounds - Heal/Endurance/Recharge: Level 31 (37) Doctored Wounds - Heal: Level 31 (37) Doctored Wounds - Recharge: Level 31 Level 35: Summon Spiderlings (A) Expedient Reinforcement - Accuracy/Recharge: Level 31 (45) Expedient Reinforcement - Accuracy/Damage: Level 31 (46) Expedient Reinforcement - Damage/Endurance: Level 31 (46) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 31 (46) Expedient Reinforcement - Endurance/Damage/Recharge: Level 31 (48) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 30 Level 38: Call Reinforcements (A) Expedient Reinforcement - Accuracy/Recharge: Level 31 (48) Expedient Reinforcement - Damage/Endurance: Level 31 (48) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 31 (50) Expedient Reinforcement - Endurance/Damage/Recharge: Level 31 (50) HamiO: Endoplasm Exposure (+2) (50) HamiO: Peroxisome Exposure (+2) Level 41: Combat Training: Defensive (A) Luck of the Gambler - Recharge Speed: Level 25 Level 44: Fortification (A) HamiO: Ribosome Exposure (+2) 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: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Run Speed IO: Level 50 Level 1: Conditioning 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) Miracle - +Recovery: Level 20 (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 (11) Performance Shifter - EndMod: Level 27 (11) Performance Shifter - Chance for +End: Level 21 Level 0: Born In Battle Level 0: High Pain Threshold Level 0: Invader Level 0: Marshal ------------ ------------ ------------ Set Bonus Totals: 17% DamageBuff(Smashing) 17% DamageBuff(Lethal) 17% DamageBuff(Fire) 17% DamageBuff(Cold) 17% DamageBuff(Energy) 17% DamageBuff(Negative) 17% DamageBuff(Toxic) 17% DamageBuff(Psionic) 8.5% Defense(Melee) 7.25% Defense(Smashing) 7.25% Defense(Lethal) 8.81% Defense(Fire) 8.81% Defense(Cold) 10.38% Defense(Energy) 10.38% Defense(Negative) 6% Defense(Psionic) 14.75% Defense(Ranged) 11.63% Defense(AoE) 4.5% Max End 5% Enhancement(Immobilized) 88.75% Enhancement(RechargeTime) 27% Enhancement(Accuracy) 4% Enhancement(Heal) 22.5% SpeedFlying 40.16 HP (3.75%) HitPoints 22.5% JumpHeight 22.5% SpeedJumping Knockback (Mag -4) Knockup (Mag -4) MezResist(Confused) 47.5% MezResist(Held) 47.5% MezResist(Immobilized) 47.5% MezResist(Sleep) 47.5% MezResist(Stunned) 47.5% MezResist(Terrorized) 47.5% 6.5% (0.11 End/sec) Recovery 50% (2.68 HP/sec) Regeneration 18.25% Resistance(Smashing) 18.25% Resistance(Lethal) 21.25% Resistance(Fire) 21.25% Resistance(Cold) 19% Resistance(Energy) 19% Resistance(Negative) 10% Resistance(Toxic) 10% Resistance(Psionic) 22.5% SpeedRunning ------------ Set Bonuses: Entropic Chaos (Channelgun) 10% (0.54 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) Steadfast Protection (Crab Spider Armor Upgrade) 1.5% (0.03 End/sec) Recovery 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) Knockback (Mag -4), Knockup (Mag -4) Gladiator's Armor (Crab Spider Armor Upgrade) 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) Entropic Chaos (Longfang) 10% (0.54 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) Trap of the Hunter (Wide Area Web Grenade) 5% Enhancement(Immobilized) 20.08 HP (1.87%) 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% 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative) Analyze Weakness (Suppression) 10% (0.54 HP/sec) Regeneration Luck of the Gambler (Hover) 7.5% Enhancement(RechargeTime) Positron's Blast (Venom Grenade) 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 (Tactical Training: 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 (Tactical Training: Maneuvers) 7.5% Enhancement(RechargeTime) Force Feedback (Frag Grenade) 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning 3% Resistance(Energy,Negative), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5% 10% (0.54 HP/sec) Regeneration 2.5% DamageBuff(All) 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold) Gaussian's Synchronized Fire-Control (Tactical Training: Leadership) 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning 20.08 HP (1.87%) 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) 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) Doctored Wounds (Serum) 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% 4% Enhancement(Heal) 5% Enhancement(RechargeTime) Expedient Reinforcement (Summon Spiderlings) 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) 10% (0.54 HP/sec) Regeneration 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative) 10% Resistance(All) Expedient Reinforcement (Call Reinforcements) 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) Luck of the Gambler (Combat Training: Defensive) 7.5% Enhancement(RechargeTime) Luck of the Gambler (Vengeance) 7.5% Enhancement(RechargeTime) Performance Shifter (Stamina) 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning | Copy & Paste this data into Mids' Hero Designer to view the build | 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  22. Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 24-50 Natural Arachnos Soldier Primary Power Set: Crab Spider Soldier Secondary Power Set: Crab Spider Training Power Pool: Flight Power Pool: Leadership Power Pool: Speed Villain Profile: Level 1: Single Shot (A) Entropic Chaos - Accuracy/Damage: Level 27 (3) Entropic Chaos - Damage/Endurance: Level 27 (3) Entropic Chaos - Damage/Recharge: Level 27 (5) Entropic Chaos - Damage/Endurance/Recharge: Level 27 (5) Entropic Chaos - Chance of Heal Self: Level 20 Level 1: Crab Spider Armor Upgrade (A) Steadfast Protection - Resistance/+Def 3%: Level 10 (7) Steadfast Protection - Knockback Protection: Level 10 (7) Gladiator's Armor - TP Protection +3% Def (All): Level 10 Level 2: Burst (A) Entropic Chaos - Accuracy/Damage: Level 27 (9) Entropic Chaos - Damage/Endurance: Level 27 (9) Entropic Chaos - Damage/Recharge: Level 27 (13) Entropic Chaos - Damage/Endurance/Recharge: Level 27 (13) Entropic Chaos - Chance of Heal Self: Level 20 Level 4: Combat Training: Offensive (A) Accuracy IO: Level 50 Level 6: Wide Area Web Grenade (A) Trap of the Hunter - Accuracy/Recharge: Level 27 (15) Trap of the Hunter - Endurance/Immobilize: Level 27 (15) Trap of the Hunter - Accuracy/Endurance: Level 27 (17) Trap of the Hunter - Immobilize/Accuracy: Level 27 (17) Trap of the Hunter - Accuracy/Immobilize/Recharge: Level 27 (19) Trap of the Hunter - Chance of Damage(Lethal): Level 20 Level 8: Heavy Burst (A) Analyze Weakness - Defense Debuff/Endurance/Recharge: Level 31 (19) Analyze Weakness - Accuracy/Endurance/Recharge: Level 31 (21) Detonation - Damage/Endurance/Range: Level 50 (21) HamiO: Centriole Exposure (+2) (23) HamiO: Centriole Exposure (+2) (23) Achilles' Heel - Chance for Res Debuff: Level 10 Level 10: Hover (A) Luck of the Gambler - Recharge Speed: Level 25 Level 12: Venom Grenade (A) Positron's Blast - Accuracy/Damage: Level 27 (25) Positron's Blast - Damage/Endurance: Level 27 (25) Positron's Blast - Damage/Recharge: Level 27 (27) Positron's Blast - Damage/Range: Level 27 (29) Positron's Blast - Accuracy/Damage/Endurance: Level 27 (29) Annihilation - Chance for Res Debuff: Level 20 Level 14: Tactical Training: Maneuvers (A) Red Fortune - Defense/Endurance: Level 27 (39) Red Fortune - Defense/Recharge: Level 27 (39) Red Fortune - Defense/Endurance/Recharge: Level 27 (39) Red Fortune - Defense: Level 27 (40) Red Fortune - Endurance: Level 27 (40) Luck of the Gambler - Recharge Speed: Level 25 Level 16: Tactical Training: Assault (A) Endurance Reduction IO: Level 50 Level 18: Frag Grenade (A) Force Feedback - Damage/Knockback: Level 27 (31) Force Feedback - Accuracy/Knockback: Level 27 (31) Force Feedback - Recharge/Knockback: Level 27 (33) Force Feedback - Recharge/Endurance: Level 27 (33) Force Feedback - Damage/Endurance/Knockback: Level 27 (33) Force Feedback - Chance for +Recharge: Level 21 Level 20: Tactical Training: Leadership (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 27 (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 27 (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 27 (34) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 27 (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 27 (36) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21 Level 22: Mental Training (A) Run Speed IO: Level 50 Level 24: 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 26: 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 28: Assault (A) Endurance Reduction IO: Level 50 Level 30: Hasten (A) Recharge Reduction IO: Level 50 (31) Recharge Reduction IO: Level 50 Level 32: Serum (A) Doctored Wounds - Heal/Endurance: Level 31 (36) Doctored Wounds - Heal/Recharge: Level 31 (37) Doctored Wounds - Heal/Endurance/Recharge: Level 31 (37) Doctored Wounds - Heal: Level 31 (37) Doctored Wounds - Recharge: Level 31 Level 35: Summon Spiderlings (A) Expedient Reinforcement - Accuracy/Recharge: Level 31 (45) Expedient Reinforcement - Accuracy/Damage: Level 31 (46) Expedient Reinforcement - Damage/Endurance: Level 31 (46) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 31 (46) Expedient Reinforcement - Endurance/Damage/Recharge: Level 31 (48) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 30 Level 38: Call Reinforcements (A) Expedient Reinforcement - Accuracy/Recharge: Level 31 (48) Expedient Reinforcement - Damage/Endurance: Level 31 (48) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 31 (50) Expedient Reinforcement - Endurance/Damage/Recharge: Level 31 (50) HamiO: Endoplasm Exposure (+2) (50) HamiO: Peroxisome Exposure (+2) Level 41: Combat Training: Defensive (A) Luck of the Gambler - Recharge Speed: Level 25 Level 44: Fortification (A) HamiO: Ribosome Exposure (+2) 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: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Run Speed IO: Level 50 Level 1: Conditioning 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) Miracle - +Recovery: Level 20 (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 (11) Performance Shifter - EndMod: Level 27 (11) Performance Shifter - Chance for +End: Level 21 Level 0: Born In Battle Level 0: High Pain Threshold Level 0: Invader Level 0: Marshal ------------ ------------ ------------ Set Bonus Totals: 17% DamageBuff(Smashing) 17% DamageBuff(Lethal) 17% DamageBuff(Fire) 17% DamageBuff(Cold) 17% DamageBuff(Energy) 17% DamageBuff(Negative) 17% DamageBuff(Toxic) 17% DamageBuff(Psionic) 8.5% Defense(Melee) 7.25% Defense(Smashing) 7.25% Defense(Lethal) 8.81% Defense(Fire) 8.81% Defense(Cold) 10.38% Defense(Energy) 10.38% Defense(Negative) 6% Defense(Psionic) 14.75% Defense(Ranged) 11.63% Defense(AoE) 4.5% Max End 5% Enhancement(Immobilized) 88.75% Enhancement(RechargeTime) 27% Enhancement(Accuracy) 4% Enhancement(Heal) 22.5% SpeedFlying 40.16 HP (3.75%) HitPoints 22.5% JumpHeight 22.5% SpeedJumping Knockback (Mag -4) Knockup (Mag -4) MezResist(Confused) 47.5% MezResist(Held) 47.5% MezResist(Immobilized) 47.5% MezResist(Sleep) 47.5% MezResist(Stunned) 47.5% MezResist(Terrorized) 47.5% 6.5% (0.11 End/sec) Recovery 50% (2.68 HP/sec) Regeneration 18.25% Resistance(Smashing) 18.25% Resistance(Lethal) 21.25% Resistance(Fire) 21.25% Resistance(Cold) 19% Resistance(Energy) 19% Resistance(Negative) 10% Resistance(Toxic) 10% Resistance(Psionic) 22.5% SpeedRunning ------------ Set Bonuses: Entropic Chaos (Single Shot) 10% (0.54 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) Steadfast Protection (Crab Spider Armor Upgrade) 1.5% (0.03 End/sec) Recovery 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) Knockback (Mag -4), Knockup (Mag -4) Gladiator's Armor (Crab Spider Armor Upgrade) 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) Entropic Chaos (Burst) 10% (0.54 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) Trap of the Hunter (Wide Area Web Grenade) 5% Enhancement(Immobilized) 20.08 HP (1.87%) 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% 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative) Analyze Weakness (Heavy Burst) 10% (0.54 HP/sec) Regeneration Luck of the Gambler (Hover) 7.5% Enhancement(RechargeTime) Positron's Blast (Venom Grenade) 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 (Tactical Training: 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 (Tactical Training: Maneuvers) 7.5% Enhancement(RechargeTime) Force Feedback (Frag Grenade) 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning 3% Resistance(Energy,Negative), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5% 10% (0.54 HP/sec) Regeneration 2.5% DamageBuff(All) 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold) Gaussian's Synchronized Fire-Control (Tactical Training: Leadership) 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning 20.08 HP (1.87%) 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) 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) Doctored Wounds (Serum) 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% 4% Enhancement(Heal) 5% Enhancement(RechargeTime) Expedient Reinforcement (Summon Spiderlings) 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) 10% (0.54 HP/sec) Regeneration 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative) 10% Resistance(All) Expedient Reinforcement (Call Reinforcements) 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) Luck of the Gambler (Combat Training: Defensive) 7.5% Enhancement(RechargeTime) Luck of the Gambler (Vengeance) 7.5% Enhancement(RechargeTime) Performance Shifter (Stamina) 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning | Copy & Paste this data into Mids' Hero Designer to view the build | 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  23. Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 1-23 Natural Arachnos Soldier Primary Power Set: Arachnos Soldier Secondary Power Set: Training and Gadgets Power Pool: Flight Villain Profile: Level 1: Single Shot (A) Accuracy IO: Level 25 (3) Endurance Reduction IO: Level 25 (3) Damage Increase IO: Level 25 (5) Damage Increase IO: Level 25 (5) Entropic Chaos - Chance of Heal Self: Level 20 Level 1: Wolf Spider Armor (A) Steadfast Protection - Resistance/+Def 3%: Level 10 (7) Steadfast Protection - Knockback Protection: Level 10 (7) Gladiator's Armor - TP Protection +3% Def (All): Level 10 Level 2: Burst (A) Accuracy IO: Level 25 (9) Endurance Reduction IO: Level 25 (9) Damage Increase IO: Level 25 (13) Damage Increase IO: Level 25 (13) Entropic Chaos - Chance of Heal Self: Level 20 Level 4: Combat Training: Offensive (A) Accuracy IO: Level 25 Level 6: Wide Area Web Grenade (A) Accuracy IO: Level 25 (15) Endurance Reduction IO: Level 25 (15) Endurance Reduction IO: Level 25 (17) Immobilisation Duration IO: Level 25 (17) Immobilisation Duration IO: Level 25 (19) Trap of the Hunter - Chance of Damage(Lethal): Level 20 Level 8: Heavy Burst (A) Accuracy IO: Level 25 (19) Endurance Reduction IO: Level 25 (21) Endurance Reduction IO: Level 25 (21) Damage Increase IO: Level 25 (23) Damage Increase IO: Level 25 (23) Achilles' Heel - Chance for Res Debuff: Level 10 Level 10: Hover (A) Luck of the Gambler - Recharge Speed: Level 25 Level 12: Venom Grenade (A) Accuracy IO: Level 25 Level 14: Tactical Training: Maneuvers (A) Endurance Reduction IO: Level 25 Level 16: Tactical Training: Assault (A) Endurance Reduction IO: Level 25 Level 18: Frag Grenade (A) Accuracy IO: Level 25 Level 20: Tactical Training: Leadership (A) Endurance Reduction IO: Level 25 Level 22: Mental Training (A) Run Speed IO: Level 50 Level 24: [Empty] Level 26: [Empty] Level 28: [Empty] Level 30: [Empty] Level 32: [Empty] Level 35: [Empty] Level 38: [Empty] Level 41: [Empty] Level 44: [Empty] Level 47: [Empty] Level 49: [Empty] Level 1: Brawl (A) Accuracy IO: Level 25 Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Run Speed IO: Level 25 Level 1: Conditioning Level 1: Sprint (A) Celerity - +Stealth: Level 15 Level 2: Rest (A) Recharge Reduction IO: Level 25 Level 4: Ninja Run Level 2: Swift (A) Run Speed IO: Level 25 Level 2: Health (A) Miracle - +Recovery: Level 20 Level 2: Hurdle (A) Jumping IO: Level 25 Level 2: Stamina (A) Endurance Modification IO: Level 25 (11) Endurance Modification IO: Level 25 (11) Performance Shifter - Chance for +End: Level 21 ------------ ------------ ------------ Set Bonus Totals: 6% Defense(Melee) 6% Defense(Smashing) 6% Defense(Lethal) 6% Defense(Fire) 6% Defense(Cold) 6% Defense(Energy) 6% Defense(Negative) 6% Defense(Psionic) 6% Defense(Ranged) 6% Defense(AoE) 7.5% Enhancement(RechargeTime) Knockback (Mag -4) Knockup (Mag -4) 1.5% (0.03 End/sec) Recovery ------------ Set Bonuses: Steadfast Protection (Wolf Spider Armor) 1.5% (0.03 End/sec) Recovery 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) Knockback (Mag -4), Knockup (Mag -4) Gladiator's Armor (Wolf Spider Armor) 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 (Hover) 7.5% Enhancement(RechargeTime) | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;954;430;860;HEX;| |78DA9D92CB4AC34014864FD2A96D7AD5DE2CA260858A2816ABEE45BC14D44AA1C56| |D199AD006421B920ABAF4115CB9F01D5C8AB78D0FE4E50DEA49E64C4DEDCE81F027| |DF9CFFCF49CED4AF0E130FB59B3D500A071677DDF6BEC33BBDFEC06D3707966E1A4| |EE49C0F2F1D6E85005704AF95BF156EE52F29B71C6EF6CD7EB75DE37AD718BA9531| |E07D5D4288370603AB726C99DDDE30EDDF9F195CC7C09E69C7FCE7A66D187A426ED| |9185038B2CD4EE5E268BF852FBBB4DA75EE0E0DE7BA888D9521B8460C16508A0CD4| |12E9925026F51635CBE0318EAAF81E15E6F14663305324DD0EF9AACA12CC5528374| |AB951CA4B48A5DC27CC0D895C0891C7FB8B6191130E134B95267576755233F78A9F| |C768009E3742DE0C797252A98782D477D5EF5F43A346BD6879C5DF9BC1A7B8C8833| |8E53D2348525D92325F90A589A589797DCC91778EBCAF5897A5BA2CD5BD21CB13CB| |6FA254198CFEB716D978B42047BB1E645E116C4D91EA14D99922BB41B229B24FD9F| |8588CCE82FB1AFED21483061B1F09503684479B057FC49EE72386FBF4E90A657E05| |D98918EB6790AD89BAEF5FA62ACB82C5A4DEE1FB730C7E00309FC274| |-------------------------------------------------------------------|
  24. Original post link to the archived forums. The original post had 104 replies and over 11,800 views before the forums closed in 2012. Only one post in the SoA forum had a greater number of views, and that was the forum sticky post for Guides & FAQ's. So ... yeah ... I'm kind of proud to pull this topic out of mothballs and post it here. ^_~ This thread will contain 4 builds that I would consider "relevant" to playing a Huntsman styled Soldier of Arachnos. These are, of course, not the "only" possible builds, but rather the ones that I feel are most relevant to the topic of playing a Huntsman/Soldier build. Pre-branching 1-23 Arachnos Soldier Post-branching 24-50 Huntsman (Crab Spider Soldier option) Post-branching 24-50 Crab Spider Soldier (alternate build ranged only option) Post-branching 24-50 Huntsman (Bane Spider Soldier option) Needless to say, the builds I'm posting here have been ... updated ... from where they were in 2010 to account for the extra possibilities that have been made available since then. The 24-50 builds also have some alternate slotting of enhancements already factored in so as to demonstrate options for Single Shot, Venom Grenade and Frag Grenade, as well as an alternate slotting for Tactical Training: Leadership so as to omit the Gaussian's Synchronized Fire-Control Build Up proc in order to make Accuracy and Damage data representative of performance while not under the Build Up proc effect. There's even an alternate swap of Entropic Chaos for Decimation in Single Shot, for people who just can't pass up having an attack with a Build Up proc in it. Archetype Origin enhancements (ATOs) are slotted into the alternates for Venom Grenade and Frag Grenade. The Bane version of the Huntsman is provided in case anyone does NOT want to have a backpack of (extra) legs on their Soldier for all eternity. However, the Bane powers make a less "ideal fit" for the Huntsman build's primary and secondary powers than the Crab options do, so if you want to have a Huntsman+Bane alternate build setup, you're better off choosing an "actual" Bane build rather than a translated/knockoff version of the Huntsman powers grafted over onto Bane Mace powerset, since the ... alignment ... of the options is just really wonky for that kind of thing (unlike the Crab). All things considered, I'm very happy with how things turned out on these (budget?) builds, and in my personal opinion the Huntsman (Crab Spider Soldier) option with the Crab Spider Soldier alternate build option backing it make for what I think are the best choices ... assuming that the backpack o' legs is something that you'll want to see (forever) on your character. If you don't want to see the Crab Backpack, go with the Huntsman (Bane Spider Soldier) option so as to not have the Crab Backpack enforced upon your character at all times. And for those who are curious, I included the Crab Spider Soldier option (using the backpack leg attacks) in all this simply to provide a point of reference for "what happens?" if you drop all of the Soldier rifle attacks in favor of the Crab Spider's Backpack of arsenal weaponry. Overall, these builds will tend towards the "pricier" side of the street (but totally worth it once fully slotted out), so you really don't want to be trying to outfit a Huntsman as your first/main character on your account. Best to have another character (or few) on your account that you've already gotten to 50 in order to be able to ... finance ... the demand for IO sets represented in these builds in a reasonable amount of time. You Have Been Warned. That said, I will have to say that playing a Huntsman is a singularly enjoyable experience, either while soloing or when playing as part of a (pick up) group. The Huntsman (Crab Spider Soldier) variant in particular happens to be VERY tanky (almost 2000 HP with Accolades) even before adding in any Incarnate Slotting options, with a decent amount of "keep away" options in order to remain At Range in order to hose stuff down with enough hot lead to deal with almost anything you encounter. Rather than going for the absolute maximum possible Recharge bonus (at the expense of all else), I've instead split the focus of the set bonuses in a way that produces a Ranged Defense Softcap(ish) while solo performance profile while still building in as many Recharge bonuses and can be fit into the enhancement slots ... because Recharge is what makes a Huntsman build practical AND fun to play. After I've got the builds posted and linked up here (and once I have the necessary follow up time) I'll be able to go into battle tactics, strategies, the thinking behind the Exemplar/Malefactor friendly set IO levels (either 27 or 31 for everything but the procs), as well as some of the curious tricks you can get up to with these build plans in terms of being a clever Player. The one thing all of these builds have in common though is the expectation of playing like a Hover Blaster when necessary (and terrain permits) so as to limit exposure to incoming damage, enhancing survival. Consequently, care was taken to try and get as close to the Ranged Defense softcap as possible without compromising the overall integrity of the build(s). So before we get started on the builds, there's just one other thing that needs to be said ...
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