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Redlynne

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Everything posted by Redlynne

  1. 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.
  2. 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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  3. 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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  4. 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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  5. 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| |-------------------------------------------------------------------|
  6. 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 ...
  7. (5 + 6.25 + 7.5) = 18.75 * 5 = +93.75% Only way you're getting consistently to +125% would be through Purple IO Sets ... and that's EXPENSIVE ...
  8. I find this to be a better General Purpose™ macro/bind/keybind for targeting owing to the fact that it will prioritize targeting any of the special Anti-Kheldian mobs you might encounter so as to eliminate those first before falling back onto targeting whatever Foes are closest to you. /macro name "target_enemy_next$$target_custom_next alive quantum$$target_custom_next alive void$$target_custom_next alive cyst" The above macro is best used for ranged attackers, while the lower one is what you'd want for a melee attacker. /macro name "target_enemy_near$$follow"
  9. The original (archived) version of Aisynia's 07-11-2008 post can be found here. My take on things (also archived) of how to build a Huntsman can be found here. I'm currently working on writing an updated version of the builds to incorporate "stuffs" that have happened in the meantime (like ATOs). I'm hoping to have everything posted in the next couple of days or so.
  10. Oh ... but it is ... although not every single sub-page may have been captured, but most of the site does exist in the Wayback Machine.
  11. Use Imgur instead for parking pictures for public use someplace that won't disappear on you.
  12. Link: Force Feedback Proc IO The way it works is that your recharge "quantity" gets temporarily increased. The easiest way I have to think about (and explain this) is that rather than working from a division standpoint (which will drive you nuts in a hurry) it's a LOT easier to think about this in terms of addition. Think of it like this ... Totally unenhanced, you have a (base) 100% recharge rate and enchancements "add" onto that rate. So if you add a +20% Recharge enhancement to something, you now have 120% recharge in that power. It's very easy to convert that into an iterative addition system, where instead of adding +100 every second (or whatever time interval you care about, so long as it remains constant) you're instead adding +120 every second. This then makes it possible to cross compare the Recharge procs versus the alternative of "permanent" Recharge enhancement options. So if the Force Feedback proc is +100% Recharge for 5 seconds (followed by a 10 second proc effect suppression phase, meaning that even ideally you'll never get more than 4 procs per minute, ever) ... how long would an alternative Recharge amount need to be in effect to achieve the same outcome? Well ... 100 * 5 = 500 ... for a single proc of the Force Feedback IO. If you want to compare that against a +7.5% Recharge set bonus, you can do a very simple formula: (100 * 5s) / 7.5 = 66.667s This means that if you're able to proc the Force Feedback IO once every 66-67 seconds you'll be breaking even with the amount of advantage you'd be getting from a +7.5% set bonus over that same time span. Proc more often than once every 66-67 seconds and you're ahead of the alternative. Proc less often than once every 66-67 seconds and you you're behind the alternative. (100 * 5s) / 7.5 = 66.667s (100 * 5s) / 6.25 = 80s (100 * 5s) / 5 = 100s So if you're trying to weigh the relative merits of the Force Feedback proc against more "permanent" recharge set bonuses, simply ask yourself how often you expect to have that proc activate thanks to your attack chain (since you need to be attacking in order for it to be of any use). The other benefit is that if you're already capped on +7.5% Recharge set bonuses, the Force Feedback proc will allow you to "pile on even more" Recharge without falling afoul of the Rule Of Five for set bonuses, so long as you put it into attacks that can proc it (more than once per minute). After that, it's just napkin math and theory crafting.
  13. Here's the thing about Leadership toggles ... the more people have them the more everyone benefits. Something that I see A LOT on people's builds is diving into the Fighting Pool in order to Weave (and Tough). There are a lot of builds out there that rely on Weave to be able to reach the Defense Softcap the way that they do, but ultimately reaching for Weave for that is something of a "selfish" build plan. What do I mean by that? Well ... You can pick up Weave and it's good for you ... and only you ... or you could pick up Maneuvers instead and it's good for EVERYONE that you team with. Maneuvers may only add half the Defense of Weave, but if there are 2 people on a team with Maneuvers then EVERYONE on that team has as much +Defense as those 2 people would have been getting out of Weave, not just merely those 2 people. And this is really a thing. When you realize that if you're on a team and only ONE OTHER person needs to have Leadership toggles in order to "break even" against the benefits of Weave for an entire team, that starts looking pretty "doable" rather than being something of a high hurdle. Don't be a part of the problem, be a part of the solution (and all that jazz). Given that reality, I always figured that investing in the Leadership toggles was a superior choice overall since it meant that I brought "more" to every team my characters joined, making EVERYONE on every team I joined better ... rather than being selfishly concerned with only myself and everyone else I ever teamed with was completely on their own. The only times when taking Maneuvers, Assault and Tactics became a sub-optimal (by comparison) liability was when I was soloing, and even then I wasn't that far behind the alternative investment options, so I always considered picking up all of the Leadership toggles to be more of a Force Multiplier investment that made a difference on every Task Force and Mothership Raid. Go figure, eh?
  14. Source: WAI: Slotting Ninjas for Comedy Value (^_^)"
  15. 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.
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