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shadowrex

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Everything posted by shadowrex

  1. How is this build working for you?
  2. One thing to note about fire armor on a scrapper is that it will cause enemies to flee as opposed to a brute which will taunt them
  3. Is this mainly for the large and frequent self heal? As well as the increased regen value of more health
  4. After spending some time with this I'm not 100% convinced I need hasten; by replacing it with Maneuvers I can soft cap all type DEF except Psi & Toxic. Also replaced conserve energy with Focused accuracy for a +perception IO. Only question I have now is what to do with the single Maneuvers slot - currently has a LOTG global recharge. Another option would be a kismat +accuracy OR I could take the lady gray slot from Laser beam eyes and add a slot to maneuvers for both LOTG and kismat. Recharge is from proccing forced feedback +recharge. and +to hit is from proccing chance for build up (rage is not active) If you open the data link you'll likely need to 'reset' Invincibility by right clicking it while in the info' tab and putting foes to 0 and then back to 1 | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1622;717;1434;HEX;| |78DA6594594F135114C7FFD319ACD056C4B2140A655FCA322CD117A389898082604| |830BE92AA63699C94A62D46DEC525F1C135BE88C28389A0DFC0AF202FAEA0DFC008| |9AB83F8DA773E6C8052699F63773EEFD9FFF39F7CE1DBF32185C7D35760C5AF0B89| |DC8E5A6CE24D297ACACFF74223F9B4DD8285C7EBA63FC7E6AD0BA68A573963992BE| |3C6BA7AD6CE25CCA4EE5E7A25E78DCB22DCB9C9CCD104FE6B3563A999F46606266C| |63687ED54723A1F622E602A9D0CBA4F635622430FA5F270C1CAE6A65399F0502675| |DE1CA224C9B9A9F1442E6F65E72264A581EED7C5F4A3412EC7070CE840BF011F0ED| |1FBF6025411D419E829D93EB608B86AB8630DCC0B5C63D883EB023718F6E226C31B| |4AA9A9321A7E70CA12FC14F8C510C46F813F0CFB10675B6F49465764A063838798E| |4B3484D5084F73279DEE7C27EACE91EAC331CC047814F0CEF28815F9131FCE2B35C| |7C968BCF4AF159293E7BC944B16AAF1839CEFD320E04547B01D18D886E44746B44B| |746746BF197E103D90BA9322191A9159998C8C4442626320DD2C6006DCA52283E4B| |11F5360045CAB616CA4199DBBD8881354A1DD6FE6F05C7086358644F088C3234624| |46099EBEFA7CE54A8C62B70DBF086DC6168C65D817B02F7195AF08041277B556A83| |ABA4245A2854AB09AAC55E8B9869117B6D62B80D27054E31AC53955145468BBAB60| |B6B8B7286012AA56EEB9B70E8E12917799022F5AA877A3C62DFED5810782CF08421| |8E458125865BAD40932AD3842F3EF7638C6393A1139F197A71D46B300E0B1C61A8A| |48EB4AA5BB915DFB9C84E6944A734A25B9AD52DCD5AA4BF0E758B74608174C30696| |28D2A5DAEBC233C39BBCC2D083E7022F04960DCFDE2ADB5B0901A6DA691367A5D30| |F79481955D0A7AE769F2C46DCD87E2A39B506D4CB715F3A0EC6760CA45B67F10943| |0D5044E3191B25BB6634C39DB1B93BD2C191AF3B22848DBA77008EF2FEFCB67BB25| |7251D1F748C29B5FC033F3ECF5B| |-------------------------------------------------------------------|
  5. Been tweaking this build today and would love some feedback. The core theme is super man (SS/invul, flight, laser vision) with a focus on rounded out defense and resists without sacrificing too much attacking power. Would love any advice if it can be tweaked further to provide an even better combination of defense ,resists, and damage. With 1 enemy in range This Hero build was built using Mids Reborn 3.4.7 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Science Tanker Primary Power Set: Invulnerability Secondary Power Set: Super Strength Power Pool: Flight Power Pool: Fighting Power Pool: Leaping Power Pool: Speed Ancillary Pool: Energy Mastery Hero Profile: Level 1: Resist Physical Damage (A) Gladiator's Armor - TP Protection +3% Def (All) (3) Aegis - Psionic/Status Resistance (3) Steadfast Protection - Resistance/+Def 3% Level 1: Punch (A) Superior Gauntleted Fist - Accuracy/Damage (5) Superior Gauntleted Fist - Damage/RechargeTime (5) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime (7) Superior Gauntleted Fist - Damage/Endurance/RechargeTime (7) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime (9) Superior Gauntleted Fist - RechargeTime/+Absorb Level 2: Temp Invulnerability (A) Unbreakable Guard - Resistance (11) Unbreakable Guard - Resistance/Endurance (11) Unbreakable Guard - Endurance/RechargeTime (13) Unbreakable Guard - RechargeTime/Resistance (13) Unbreakable Guard - Resistance/Endurance/RechargeTime (15) Impervium Armor - Psionic Resistance Level 4: Dull Pain (A) Preventive Medicine - Chance for +Absorb Level 6: Haymaker (A) Superior Might of the Tanker - Accuracy/Damage (15) Force Feedback - Chance for +Recharge (17) Superior Might of the Tanker - Accuracy/Damage/Recharge (17) Superior Might of the Tanker - Damage/Endurance/Recharge (19) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge (19) Superior Might of the Tanker - Recharge/Chance for +Res(All) Level 8: Resist Elements (A) Unbreakable Guard - Resistance (21) Unbreakable Guard - Resistance/Endurance (21) Unbreakable Guard - Endurance/RechargeTime (23) Unbreakable Guard - RechargeTime/Resistance (23) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 10: Taunt (A) Perfect Zinger - Chance for Psi Damage Level 12: Unyielding (A) Unbreakable Guard - Resistance (25) Unbreakable Guard - Resistance/Endurance (25) Unbreakable Guard - Endurance/RechargeTime (27) Unbreakable Guard - RechargeTime/Resistance (27) Unbreakable Guard - Resistance/Endurance/RechargeTime (29) Unbreakable Guard - +Max HP Level 14: Resist Energies (A) Unbreakable Guard - Resistance (29) Unbreakable Guard - Resistance/Endurance (31) Unbreakable Guard - Endurance/RechargeTime (31) Unbreakable Guard - RechargeTime/Resistance (31) Unbreakable Guard - Resistance/Endurance/RechargeTime (33) Impervium Armor - Psionic Resistance Level 16: Fly (A) Winter's Gift - Slow Resistance (20%) Level 18: Kick (A) Force Feedback - Chance for +Recharge Level 20: Invincibility (A) Shield Wall - Defense/Endurance (33) Shield Wall - Defense/Recharge (33) Shield Wall - Defense (34) Shield Wall - Defense/Endurance/Recharge (34) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 22: Knockout Blow (A) Superior Blistering Cold - Accuracy/Damage (34) Superior Blistering Cold - Damage/Endurance (36) Superior Blistering Cold - Accuracy/Damage/Endurance (36) Superior Blistering Cold - Accuracy/Damage/Recharge (36) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime (37) Superior Blistering Cold - Recharge/Chance for Hold Level 24: Tough (A) Impervium Armor - Psionic Resistance Level 26: Weave (A) Shield Wall - Defense/Endurance (37) Shield Wall - Defense/Endurance/Recharge (37) Shield Wall - Defense (39) Shield Wall - Defense/Recharge (39) Shield Wall - Endurance/Recharge (39) Shield Wall - +Res (Teleportation), +5% Res (All) Level 28: Tough Hide (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (48) Luck of the Gambler - Defense Level 30: Rage (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge Level 32: Foot Stomp (A) Superior Avalanche - Accuracy/Damage (40) Superior Avalanche - Damage/Endurance (40) Superior Avalanche - Accuracy/Damage/Endurance (40) Superior Avalanche - Accuracy/Damage/Recharge (42) Superior Avalanche - Accuracy/Damage/Endurance/Recharge (42) Superior Avalanche - Recharge/Chance for Knockdown Level 35: Cross Punch (A) Eradication - Chance for Energy Damage (42) Eradication - Accuracy/Damage/Recharge (43) Eradication - Accuracy/Damage/Endurance/Recharge (48) Armageddon - Chance for Fire Damage (50) Armageddon - Damage/Recharge/Accuracy (50) Armageddon - Damage/Endurance Level 38: Combat Jumping (A) Reactive Defenses - Scaling Resist Damage (43) Shield Wall - Defense (43) Shield Wall - Defense/Recharge (45) Shield Wall - Defense/Endurance (45) Shield Wall - Defense/Endurance/Recharge Level 41: Conserve Power (A) Recharge Reduction IO Level 44: Laser Beam Eyes (A) Superior Winter's Bite - Accuracy/Damage (45) Superior Winter's Bite - Accuracy/Damage/Endurance (46) Superior Winter's Bite - Accuracy/Damage/Recharge (46) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime (46) Superior Winter's Bite - Damage/RechargeTime (50) Touch of Lady Grey - Chance for Negative Damage Level 47: Physical Perfection (A) Numina's Convalesence - +Regeneration/+Recovery (48) Performance Shifter - Chance for +End Level 49: Hasten (A) Recharge Reduction IO Level 1: Gauntlet Level 1: Brawl
  6. Funny enough I just made something like that This Hero build was built using Mids Reborn 3.4.7 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Science Tanker Primary Power Set: Invulnerability Secondary Power Set: Super Strength Power Pool: Fighting Power Pool: Sorcery Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Energy Mastery Hero Profile: Level 1: Resist Physical Damage (A) Reactive Armor - Resistance/Endurance (46) Reactive Armor - Resistance (46) Reactive Armor - Resistance/Recharge (48) Reactive Armor - Resistance/Endurance/Recharge (48) Aegis - Psionic/Status Resistance Level 1: Punch (A) Superior Might of the Tanker - Accuracy/Damage (40) Superior Might of the Tanker - Damage/Recharge (40) Superior Might of the Tanker - Accuracy/Damage/Recharge (40) Superior Might of the Tanker - Damage/Endurance/Recharge (43) Superior Might of the Tanker - Recharge/Chance for +Res(All) (43) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge Level 2: Temp Invulnerability (A) Unbreakable Guard - Resistance (3) Unbreakable Guard - Resistance/Endurance (3) Unbreakable Guard - RechargeTime/Resistance (39) Unbreakable Guard - Resistance/Endurance/RechargeTime (39) Impervium Armor - Psionic Resistance Level 4: Haymaker (A) Superior Gauntleted Fist - Accuracy/Damage (5) Superior Gauntleted Fist - Damage/RechargeTime (5) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime (7) Superior Gauntleted Fist - Damage/Endurance/RechargeTime (7) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime (39) Superior Gauntleted Fist - RechargeTime/+Absorb Level 6: Dull Pain (A) Preventive Medicine - Chance for +Absorb Level 8: Resist Elements (A) Reactive Armor - Resistance (9) Reactive Armor - Resistance/Endurance (9) Reactive Armor - Resistance/Recharge (11) Reactive Armor - Resistance/Endurance/Recharge (11) Impervium Armor - Psionic Resistance Level 10: Taunt (A) Perfect Zinger - Chance for Psi Damage Level 12: Unyielding (A) Unbreakable Guard - Resistance (13) Unbreakable Guard - Resistance/Endurance (13) Unbreakable Guard - RechargeTime/Resistance (17) Unbreakable Guard - Resistance/Endurance/RechargeTime (37) Impervium Armor - Psionic Resistance Level 14: Resist Energies (A) Reactive Armor - Resistance (15) Reactive Armor - Resistance/Recharge (15) Reactive Armor - Resistance/Endurance (17) Reactive Armor - Resistance/Endurance/Recharge Level 16: Kick (A) Force Feedback - Chance for +Recharge Level 18: Invincibility (A) Shield Wall - Defense (19) Shield Wall - Defense/Endurance (19) Shield Wall - Defense/Recharge (34) Shield Wall - +Res (Teleportation), +5% Res (All) (37) Reactive Defenses - Scaling Resist Damage (37) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 20: Knockout Blow (A) Superior Blistering Cold - Accuracy/Damage (21) Superior Blistering Cold - Damage/Endurance (21) Superior Blistering Cold - Accuracy/Damage/Endurance (23) Superior Blistering Cold - Accuracy/Damage/Recharge (34) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime (34) Superior Blistering Cold - Recharge/Chance for Hold Level 22: Tough (A) Gladiator's Armor - TP Protection +3% Def (All) (23) Steadfast Protection - Resistance/+Def 3% Level 24: Weave (A) Shield Wall - Defense (25) Shield Wall - Defense/Endurance (25) Shield Wall - Defense/Recharge (33) Shield Wall - Defense/Endurance/Recharge Level 26: Tough Hide (A) Shield Wall - Defense (27) Shield Wall - Defense/Endurance (27) Shield Wall - Defense/Recharge (29) Shield Wall - Defense/Endurance/Recharge Level 28: Rage (A) Recharge Reduction IO (29) Recharge Reduction IO Level 30: Foot Stomp (A) Superior Avalanche - Accuracy/Damage (31) Superior Avalanche - Damage/Endurance (31) Superior Avalanche - Accuracy/Damage/Endurance (31) Superior Avalanche - Accuracy/Damage/Recharge (33) Superior Avalanche - Accuracy/Damage/Endurance/Recharge (33) Superior Avalanche - Recharge/Chance for Knockdown Level 32: Mystic Flight (A) Winter's Gift - Slow Resistance (20%) Level 35: Combat Jumping (A) Shield Wall - Defense (36) Shield Wall - Defense/Endurance (36) Shield Wall - Defense/Endurance/Recharge (36) Shield Wall - Defense/Recharge Level 38: Conserve Power (A) Recharge Reduction IO Level 41: Laser Beam Eyes (A) Touch of Lady Grey - Chance for Negative Damage (42) Shield Breaker - Chance for Lethal Damage (42) Gladiator's Javelin - Chance of Damage(Toxic) (42) Gladiator's Javelin - Accuracy/Damage (43) Gladiator's Javelin - Accuracy/Damage/End/Rech Level 44: Arcane Bolt (A) Superior Winter's Bite - Accuracy/Damage (45) Superior Winter's Bite - Damage/RechargeTime (45) Superior Winter's Bite - Accuracy/Damage/Endurance (45) Superior Winter's Bite - Accuracy/Damage/Recharge (46) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime Level 47: Rune of Protection (A) Unbreakable Guard - Resistance/Endurance (48) Gladiator's Armor - End/Resist Level 49: Maneuvers (A) Endurance Reduction IO Level 1: Gauntlet Level 1: Brawl
  7. A few fixes in this thread: I think you may have seen it since you've posted in there but just in case.
  8. Hi All, The only brute I've played is a rad/fire farmer but I've recently started playing a Savage/Bio which has been fun. I found a tanker build from @Infinitum and converted it to Brute. What modifications make the most sense for a brute over a tanker, if any at all? This Villain build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Mutation Brute Primary Power Set: Savage Melee Secondary Power Set: Bio Armor Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Concealment Ancillary Pool: Energy Mastery Villain Profile: Level 1: Savage Strike -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(7), SprBrtFur-Acc/Dmg/Rchg(9), SprBrtFur-Dmg/EndRdx/Rchg(9), SprBrtFur-Rech/Fury%(11) Level 1: Hardened Carapace -- GldArm-3defTpProc(A), ImpSki-Status(3), UnbGrd-ResDam(3), UnbGrd-Max HP%(5), UnbGrd-ResDam/EndRdx(5), UnbGrd-Rchg/ResDam(7) Level 2: Maiming Slash -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(11), SprUnrFur-Acc/Dmg/Rchg(13), SprUnrFur-Dmg/EndRdx/Rchg(13), SprUnrFur-Rchg/+Regen/+End(15), SprUnrFur-Acc/Dmg/EndRdx/Rchg(15) Level 4: Environmental Modification -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(17), LucoftheG-Def(17) Level 6: Combat Jumping -- Rct-ResDam%(A), ShlWal-ResDam/Re TP(19), ShlWal-Def(19) Level 8: Inexhaustible -- NmnCnv-Heal(A), NmnCnv-Heal/EndRdx(21), PrfShf-End%(21) Level 10: Vicious Slash -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(23), SprBlsCol-Acc/Dmg/EndRdx(23), SprBlsCol-Acc/Dmg/Rchg(25), SprBlsCol-Dmg/EndRdx/Acc/Rchg(25), SprBlsCol-Rchg/HoldProc(27) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(27) Level 14: Super Jump -- Lnch-End/Jump(A) Level 16: Ablative Carapace -- Pnc-Heal/Rchg(A), NmnCnv-Heal/Rchg(29), NmnCnv-Heal/EndRdx/Rchg(29) Level 18: Rending Flurry -- Obl-Dmg(A), Obl-Acc/Rchg(31), Obl-Dmg/Rchg(31), Obl-Acc/Dmg/Rchg(31), Obl-Acc/Dmg/EndRdx/Rchg(33), Obl-%Dam(33) Level 20: Evolving Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(48), UnbGrd-Rchg/ResDam(50), UnbGrd-ResDam/EndRdx/Rchg(50), StdPrt-ResDam/Def+(50) Level 22: Adaptation Level 24: Boxing -- Empty(A) Level 26: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(33), UnbGrd-ResDam/EndRdx/Rchg(34), UnbGrd-Rchg/ResDam(34) Level 28: DNA Siphon -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(34), NmnCnv-Heal/Rchg(36), NmnCnv-Heal/EndRdx/Rchg(36), NmnCnv-Heal(36), NmnCnv-Regen/Rcvry+(37) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37), LucoftheG-Def(37) Level 32: Savage Leap -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(39), SprAvl-Acc/Dmg/EndRdx(39), SprAvl-Acc/Dmg/Rchg(39), SprAvl-Acc/Dmg/EndRdx/Rchg(40), SprAvl-Rchg/KDProc(40) Level 35: Genetic Contamination -- Erd-Acc/Dmg/Rchg(A), Erd-%Dam(40), Erd-Acc/Dmg/EndRdx/Rchg(42), FuroftheG-ResDeb%(42) Level 38: Parasitic Aura -- RgnTss-Regen+(A), NmnCnv-Heal(42), NmnCnv-Heal/Rchg(43) Level 41: Stealth -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(43), LucoftheG-Def/EndRdx(43) Level 44: Blood Thirst -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(45), GssSynFr--ToHit/Rchg/EndRdx(45), GssSynFr--Rchg/EndRdx(45), GssSynFr--ToHit/EndRdx(46), GssSynFr--Build%(46) Level 47: Focused Accuracy -- GssSynFr--ToHit/EndRdx(A) Level 49: Physical Perfection -- PrfShf-End%(A) Level 1: Brawl -- Empty(A) Level 1: Fury Level 1: Sprint -- Qck-EndRdx/RunSpd(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Empty(A) Level 1: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(46), NmnCnv-Heal(48), NmnCnv-Heal/Rchg(48) Level 1: Hurdle -- Jump-I(A) Level 1: Stamina -- PrfShf-End%(A) Level 1: Blood Frenzy Level 14: Double Jump Level 22: Defensive Adaptation Level 22: Efficient Adaptation Level 22: Offensive Adaptation ------------
  9. If you follow the guide here: You can mute the sounds by replacing them with a sound file which is just silence. Download the silence file in that post, and follow the instructions to create a "data" folder, which contains a "sounds" folder, which contains a "ogg" folder, which contains a "powers" folder. In the powers folder add the silence file and rename it to the file name you want to replace. In the case of necromancy buffs it's the following: DARKWINDUP2 MIASMA3 (this unfortunately mutes twilight grasp as well)
  10. I know you're being facetious, but other sound fx are at normal levels.
  11. I'm not sure why I haven't seen anyone post about this, or maybe I missed it. A while back MMs were changed so that when entering new zones, missions, areas, what have you; their minions came along and are fully rebuffed with the lvl 6 and 32 upgrades if they had been previously applied. I don't know what it is about necromancy but their buff is SO LOUD that I honestly don't want to play them any more because whenever I enter or exit a mission my ear drums are blown out. I'm not sure if it's because the camera is being positioned so closely to all the minions being rebuffed but it's honestly 3x too loud. Am I taking crazy pills? I've tried muting the specific sound files, but dark miasma seems to share a lot of sounds with other powers within necromancy. I really just want to dampen/lower the sound (MIASMA3 and maybe DARKWINDUP2 for any of the sound file gurus) The other extremely loud power is Howling Twilight (I guess it does have howling in the name). And I hate using it so much because it's pretty annoying.
  12. Any updates to this build? Looking for one on a new WM/Shield Scrapper
  13. I had no idea, i'll try it out!
  14. Hey all - was hoping for some critiques or suggestions on a Thugs/Traps build. I'm not someone who ever solos so I didn't go the provoke tankermind route. What I was hoping to have was a relatively sturdy MM, with good damage output on teams, and some decent healing. Open to any and all feedback Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Mastermind Primary Power Set: Thugs Secondary Power Set: Traps Power Pool: Flight Power Pool: Medicine Power Pool: Speed Power Pool: Leadership Ancillary Pool: Mu Mastery Villain Profile: Level 1: Call Thugs -- ExpRnf-Acc/Dmg(A), ExpRnf-+Res(Pets)(3), SprMarofS-Acc/Dmg(3), SprMarofS-EndRdx/+Resist/+Regen(5), SlbAll-Build%(5), OvrFrc-Dam/KB(7) Level 1: Web Grenade -- GrvAnc-Hold%(A) Level 2: Caltrops -- Rgn-Knock%(A), Rgn-Dmg(40), Rgn-Dmg/Rchg(42), Rgn-Acc/Dmg/Rchg(43), Rgn-Acc/Rchg(43) Level 4: Triage Beacon -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(33), NmnCnv-Heal/Rchg(46), NmnCnv-Heal/EndRdx/Rchg(48), NmnCnv-Heal(48), NmnCnv-Regen/Rcvry+(48) Level 6: Equip Thugs -- EndRdx-I(A) Level 8: Empty Clips -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(9), ExpStr-Dam%(9), PstBls-Dam%(11), JvlVll-Dam%(17) Level 10: Acid Mortar -- Ann-ResDeb%(A), TchofLadG-%Dam(11), AchHee-DefDeb/Rchg(46), AchHee-DefDeb(46), Ann-Acc/Dmg/EndRdx/Rchg(50), PstBls-Dam%(50) Level 12: Call Enforcer -- SvrRgh-Acc/Dmg(A), SprMarofS-Dmg/EndRdx(13), SprMarofS-Acc/Dmg/EndRdx(13), TchofLadG-%Dam(15), AchHee-ResDeb%(15), GssSynFr--Build%(17) Level 14: Fly -- BlsoftheZ-ResKB(A) Level 16: Force Field Generator -- LucoftheG-Def/Rchg+(A), RedFrt-Def(34), RedFrt-Def/Rchg(36), RedFrt-EndRdx(36), RedFrt-Def/EndRdx(36), RedFrt-Def/EndRdx/Rchg(37) Level 18: Gang War -- CaltoArm-+Def(Pets)(A), EdcoftheM-PetDef(19), SprCmmoft-Acc/Dmg/Rchg(19), SprCmmoft-Dmg/EndRdx/Rchg(21), SprCmmoft-Acc/Dmg/EndRdx/Rchg(21), SprCmmoft-Rchg/PetAoEDef(23) Level 20: Poison Trap -- Lck-Acc/Hold(A), Lck-%Hold(23), GhsWdwEmb-Dam%(25), Lck-Acc/EndRdx/Rchg/Hold(25), GldNet-Dam%(34) Level 22: Aid Other -- Prv-Heal(A), Prv-Heal/EndRdx(39), Prv-EndRdx/Rchg(39), Prv-Heal/Rchg(40), Prv-Heal/Rchg/EndRdx(42), Prv-Absorb%(42) Level 24: Aid Self -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(34), DctWnd-Heal/Rchg(37), DctWnd-Heal/EndRdx/Rchg(37), DctWnd-Rchg(40), DctWnd-Heal(43) Level 26: Call Bruiser -- SprMarofS-Dmg(A), SprMarofS-Acc/EndRdx(27), SlbAll-Dmg/EndRdx(27), SlbAll-Acc/Dmg/Rchg(29), SvrRgh-PetResDam(29), ExpStr-Dam%(31) Level 28: Seeker Drones -- CldSns-Acc/ToHitDeb(A), CldSns-Acc/Rchg(31), CldSns-Acc/EndRdx/Rchg(33), CldSns-%Dam(33) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31) Level 32: Upgrade Equipment -- EndRdx-I(A) Level 35: Field Medic -- RechRdx-I(A) Level 38: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(39) Level 41: Assault -- EndRdx-I(A) Level 44: Charged Armor -- Ags-ResDam/EndRdx(A), Ags-ResDam(45), Ags-ResDam/Rchg(45), GldArm-3defTpProc(45), StdPrt-ResDam/Def+(50) Level 47: Hover -- LucoftheG-Def/Rchg+(A) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Run-I(A) Level 1: Supremacy Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(7) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 1: Punk Level 1: Arsonist Level 26: Bruiser Level 12: Enforcer ------------
  15. Awesome! Thanks for the updated build @seresibyl3
  16. Hey All, Looking for some help tweaking my first stab at a Beam Rifle / Electric Affinity Corrupter build. Mainly looking to see if there is a better way to optimize damage/defenses. Any suggestions welcome! This is a modified build from this defender one: Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Technology Corruptor Primary Power Set: Beam Rifle Secondary Power Set: zn_Electrical Affinity Power Pool: Flight Power Pool: zc_Leadership Power Pool: Fighting Power Pool: Concealment Ancillary Pool: Mace Mastery Villain Profile: Level 1: Single Shot -- SprMlcoft-Dmg/Rchg(A), SprMlcoft-Acc/Dmg(3), SprMlcoft-Acc/Dmg/Rchg(3), SprMlcoft-Dmg/EndRdx/Rchg(5), SprMlcoft-Acc/Dmg/EndRdx/Rchg(5), SprMlcoft-Rchg/Dmg%(7) Level 1: Shock -- SynSck-EndMod/Rech(A), SynSck-EndMod(46), SynSck-Dam/Rech/Acc(50), SynSck-EndMod/+RunSpeed(50) Level 2: Rejuvenating Circuit -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(7), NmnCnv-Heal/Rchg(9), NmnCnv-Heal/EndRdx/Rchg(9), NmnCnv-Heal(11), NmnCnv-Regen/Rcvry+(11) Level 4: Galvanic Sentinel -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(13), PreOptmz-EndMod/Rech(13), PreOptmz-EndMod/Acc/End(15), PreOptmz-EndMod/End/Rech(15), PreOptmz-EndMod/Acc/Rech(17) Level 6: Cutting Beam -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(17), PstBls-Dmg/Rchg(19), PstBls-Dmg/Rng(19), PstBls-Dam%(21), AchHee-ResDeb%(21) Level 8: Disintegrate -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(23), SprWntBit-Acc/Dmg/EndRdx(23), SprWntBit-Acc/Dmg/Rchg(25), SprWntBit-Rchg/SlowProc(25), SprWntBit-Dmg/EndRdx/Acc/Rchg(27) Level 10: Energizing Circuit -- PwrTrns-EndMod(A), PwrTrns-Dam/Rech(27), PwrTrns-Dam/EndMod(29), PwrTrns-Dam/Acc/End(29), PwrTrns-+Heal(31), PwrTrns-Dam/Acc/Rech/End(31) Level 12: Aim -- GssSynFr--Build%(A) Level 14: Fly -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(48) Level 16: Faraday Cage -- StdPrt-ResDam/Def+(A), GldArm-End/Res(31), GldArm-Res/Rech/End(33), GldArm-3defTpProc(33) Level 18: Penetrating Ray -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(33), Thn-Dmg/Rchg(34), Thn-Acc/Dmg/Rchg(34), Thn-Dmg/EndRdx/Rchg(34), Thn-Acc/Dmg/EndRdx(36) Level 20: Empowering Circuit -- GssSynFr--Rchg/EndRdx(A) Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def/EndRdx/Rchg(36), LucoftheG-Def(37) Level 24: Kick -- Empty(A) Level 26: Tough -- UnbGrd-Max HP%(A) Level 28: Piercing Beam -- Bmbdmt-+FireDmg(A), SprFrzBls-Dmg/EndRdx(37), SprFrzBls-Acc/Dmg/EndRdx(37), SprFrzBls-Acc/Dmg/Rchg(39), SprFrzBls-Rchg/ImmobProc(39), SprFrzBls-Dmg/EndRdx/Acc/Rchg(39) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(40), LucoftheG-Def/EndRdx/Rchg(40), Rct-ResDam%(40) Level 32: Overcharge -- SprScrBls-Dmg/Rchg(A), SprScrBls-Dmg/EndRdx/Rchg(42), SprScrBls-Rchg/+End(42), Rgn-Dmg(42), Bmbdmt-+FireDmg(43), PstBls-Dam%(48) Level 35: Insulating Circuit -- Prv-Heal(A), Prv-Heal/EndRdx(43), Prv-EndRdx/Rchg(43), Prv-Heal/Rchg(45), Prv-Absorb%(45), Prv-Heal/Rchg/EndRdx(45) Level 38: Amp Up -- RechRdx-I(A) Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(46), ShlWal-ResDam/Re TP(46) Level 44: Stealth -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50) Level 47: Tactics -- AdjTrg-ToHit/EndRdx(A), AdjTrg-ToHit/EndRdx/Rchg(48) Level 49: Hover -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Scourge Level 1: Sprint -- Run-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- SynSck-EndMod(A) ------------
  17. So then summon them all at 50. Tier 1s being 5-6 levels below in +4 content is silly.
  18. Their current summoning level. At level 50 tier 1s spawn at lvl 48, tier 2s at 49, and tier 3 at 50. So they would then spawn at 50, 51 and 52 respectively.
  19. Posting from another thread: I wanted to recap some great discussion from this thread as well as add some additional suggestions General: Bump up all pets by 2 levels Henchmen only team teleport or flight. Alternative: Allow the toggle for [Team Teleport]/[Group Flight] in the options window, not Null the Gull. Allow>Consent Window>Block Instant cast “assemble the team” ability that is henchmen targeted only. All knockbacks changed to knockdowns (I'm assuming this is the same as OP changing magnitude to 0.67) All personal attacks base damage boosted, endurance costs and recharges tweaked. This helps MMs with less active secondaries at least have usable primary skills Global pet speed increase Bodyguard on whenever Defensive stance is on Can bodyguard always be on as part of the MM’s passive (e.g. all damage the MM receives is split between any henchmen within X’)? Increase the base HP / Regen of pets to help scale vs higher end content. When summoning pets, provide a bigger window of intangibility or a massive absorb shield to help with bigger fights where re-summoning happens often. Ninjas: General Personal attacks changed to shuriken throwing similar to Genins attacks that are minor, moderate, and an AOE. Whenever pets cast a "rain" ability, it is anchored to the target it used it on. When the target dies, it goes away. In this case: Caltrops and Rain of Fire Add in /Martial Assault and /Ninja (Blinding Powder?) abilities to the pets to update their offense a bit. Smoke Flash should grant defensive stats to the selected Ninja on top of offense. Make it a TAoE as well for other nearby ninja to benefit. Give the personal Archery Attacks something special... right now they're the only MM attacks with no secondary effects. Add "Exploding Shuriken" from Weapon Mastery somewhere? Jounin: Give them dart burst from Widows. This fufills the -slow mechanic while still remaining thematic and still giving them AOE damage Oni: Replace rain of fire with Fire ball/fire sword circle Range increase on breath of fire Give some thermal radiation abilities (warmth? Maybe the thermal shields which would be henchman and MM targeted only similar to protector bot shields) Total Revamp: Change into Shogun. Dual Blades, wider range PBAoE attacks, etc Genin: Add dragon's tail at level 6. Global -endurance cost adjustments Mercenaries: General Updated passive for each henchmen - Body Armor + "Guerrilla Tactics" that add both increased resistance and some positional defenses Alternative or additional since they are highly trained soldiers: Physical Perfection/Superior Conditioning with +regen and +recovery Give all henchmen "Life Support System" from the unimplemented Utility belt power pool Add "Targeting Drone" from Weapon Mastery somewhere? Serum: Serum is in contention for one of the worst powers in CoX. The effects are essentially only good for the commando who has his own problems, and then it is not up nearly often enough + has a devastating crash. No crash, effects all pets, reduced effectiveness Replace with a 7th pet to add space for DEF and RES IOs Gun Drone "Field Specialist" with current layout of the Medic. This new medic can administer a Serum that boosts the defense, resist, stamina, and damage of allies for a short while and then costs a small amount of endurance afterwards (watered down old serum, but is applied much more often) Potential summons for the Specialist: “Gun Drone” for added offense and covering fire “force field generator” for defense, or Acid Mortar for -res/def Replace with “swap ammo” to change henchmen’s damage type from the highly resisted lethal. Similar to Dual Pistols (incendiary, cryo, toxic) Replace with an "all in one" leadership toggle (maneuvers, tactics, assault) that only effects henchmen M30: Replace with a cone-burst Soldiers: Replace the medic and revamp soldiers to be more like soldiers of arachnos Burst/bayonet base attack Level 6 upgrade: Slug/mini-cone auto/frag grenade Level 32 upgrade: Full auto, venom grenade If the medic stays: Remove Medicine Power pool skills and give them a medi-grenade as a base ability. Recolor the poison from various venom grenades to be brighter/or blue. Heal over time Additional suggestions instead of having custom skills: Poison skills such as alkaloid Pain domination (enforce morale? Et al. may be too off theme) Change the medicine powers to have increased range, and instant cast times similar to protector bots heal Add “suppressive fire” from Dual Pistols, “beanbag” from Assault Rifle, or “taser” from Devices as a stun Spec-Ops: Upgrade Web grenade to wide are web grenade, or toxic area web grenade with DoT, AoE, and -RES (could be a part of either the lvl 6 or 32 upgrades) Add Surveillance from “Bane Spider Training” to add -RES and -DEF and update Stealth to “Cloaking Device” for theme Add damage to Gas Grenade, like the gas turrets in the villain level 25 SF Add a mini-cone burst for AOE Add Leadership abilities like Thugs LTs: Maneuvers(base) Assault(6) Tactics(32) Recharge tweaks on crowd control abilities Commando: Range increase (flamethrower, et al.) Instant snipe/LRM Recharge tweaks. For example, the Assault Bots recharge for missiles is 16 seconds and the Commandos Rocket Launcher is 4 minutes Missile leaves a burning field/patch with -regen or ADD “incendiary grenade” AOE fire damage and -regen at lvl 32. Could also ADD “Ignite” from the assault rifle powerset Lvl 6 or 32 upgrade gives Commando “incendiary ammo” from dual pistols and causes -regen and minor DOT Necromancy: General Life drain replaced with Dark Obliteration/a dark AOE attack Overall damage boost to pets Give all pets a minor "cloak of fear" similar to dark armor Zombies: Change the zombie model. Reason why: if the current zombies need to drop an inch or two they have this landing animation that takes a few seconds. Caves, tunnels and stairs stall tier 1’s super hard. Wider cones for vomits Add another base attack, Bite. Add gloom/dark blast or lower the cooldown of lifedrain Maybe revamp them into "Savage Melee" type scrappers Grave Knights: Ditch the ranged attacks. Replace Dark Blast(base) with Throw Scrap. Use the Throw Knives animation so they keep their weapon out. Remove weapon draw Replace gloom/drain life with Slice and Whirling Sword Enable critical modifier in PvP Lich: CC abilities are unreliable. Add nightfall and dark obliteration/AOE Soul Extraction: Usable on enemies, like Warshades. Robotics, demons, and thugs seem to be in a relatively good place so I won't harp on them although some folks above have added some minor changes. The general consensus for beasts is a lot of folks don't know enough about them, me included.
  20. Thanks for the input! I was going for high resists (capped S/L, Psi, Fire/cold) with ok DEF. For some reason I was thinking DA needed acrobatics due to lack of protection against knockback
  21. Would love any help optimizing but figured I'd take a stab at a build since I'm currently leveling a Savage / Dark Armor scrapper. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Mutation Scrapper Primary Power Set: Savage Melee Secondary Power Set: Dark Armor Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Ancillary Pool: Body Mastery Hero Profile: Level 1: Maiming Slash -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(3), TchofDth-Dmg/Rchg(3), TchofDth-Dmg/EndRdx/Rchg(5), TchofDth-Dam%(5), TchofDth-Acc/Dmg/EndRdx(7) Level 1: Dark Embrace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-ResDam/EndRdx/Rchg(37), UnbGrd-EndRdx/Rchg(45), GldArm-3defTpProc(46) Level 2: Savage Strike -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(9), SprScrStr-Acc/Dmg/Rchg(9), SprScrStr-Dmg/EndRdx/Rchg(11), SprScrStr-Acc/Dmg/EndRdx/Rchg(11), SprScrStr-Rchg/+Crit(13) Level 4: Death Shroud -- Arm-Dmg(A), Arm-Dmg/Rchg(33), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(33), Arm-Dmg/EndRdx(45), Arm-Dam%(46) Level 6: Shred -- TchofLadG-%Dam(A), AchHee-ResDeb%(13), Mlt-Acc/Dmg(15), Mlt-Dmg/EndRdx(15), Mlt-Acc/Dmg/EndRdx(17), Mlt-Acc/EndRdx(17) Level 8: Murky Cloud -- UnbGrd-ResDam(A), UnbGrd-EndRdx/Rchg(43), UnbGrd-Rchg/ResDam(45), UnbGrd-Max HP%(46), UnbGrd-ResDam/EndRdx(48), UnbGrd-ResDam/EndRdx/Rchg(50) Level 10: Vicious Slash -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(19), Mk'Bit-Dmg/Rchg(19), Mk'Bit-Dam%(21), Mk'Bit-Acc/Dmg/EndRdx/Rchg(21), Mk'Bit-Acc/EndRdx/Rchg(23) Level 12: Obsidian Shield -- UnbGrd-ResDam/EndRdx(A), ImpSki-Status(34), UnbGrd-ResDam/EndRdx/Rchg(43), UnbGrd-ResDam(48), UnbGrd-Rchg/ResDam(48) Level 14: Super Jump -- WntGif-ResSlow(A) Level 16: Dark Regeneration -- Prv-Heal(A), Prv-Heal/Rchg(23), Prv-Heal/EndRdx(25), Prv-EndRdx/Rchg(25), Prv-Absorb%(27), Prv-Heal/Rchg/EndRdx(27) Level 18: Rending Flurry -- Mlt-Dmg/EndRdx(A), Mlt-Dmg/Rchg(29), Mlt-Acc/Dmg(29), Mlt-Acc/EndRdx(31), Mlt-Acc/Dmg/EndRdx(31), Mlt-Dmg/EndRdx/Rchg(31) Level 20: Cloak of Darkness -- LucoftheG-Rchg+(A) Level 22: Combat Jumping -- ShlWal-ResDam/Re TP(A), LucoftheG-Rchg+(42) Level 24: Acrobatics -- EndRdx-I(A) Level 26: Kick -- Empty(A) Level 28: Cloak of Fear -- GlmoftheA-Dam%(A), CldSns-Acc/ToHitDeb(34), CldSns-%Dam(43) Level 30: Tough -- StdPrt-ResDam/Def+(A) Level 32: Savage Leap -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(34), SprAvl-Acc/Dmg/EndRdx(36), SprAvl-Acc/Dmg/Rchg(36), SprAvl-Acc/Dmg/EndRdx/Rchg(36), SprAvl-Rchg/KDProc(37) Level 35: Oppressive Gloom -- AbsAmz-ToHitDeb%(A), AbsAmz-Acc/Stun/Rchg(50), AbsAmz-EndRdx/Stun(50) Level 38: Weave -- Rct-Def(A), Rct-Def/EndRdx(39), Rct-EndRdx/Rchg(39), Rct-Def/Rchg(39), Rct-Def/EndRdx/Rchg(40), Rct-ResDam%(40) Level 41: Hasten -- RechRdx-I(A), RechRdx-I(42) Level 44: Focused Accuracy -- GssSynFr--Build%(A) Level 47: Physical Perfection -- RgnTss-Regen+(A) Level 49: Blood Thirst -- RechRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Critical Hit Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Run-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(40), NmnCnv-Regen/Rcvry+(42) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(37) Level 1: Blood Frenzy ------------ ------------ Set Bonus Totals: 9.5% DamageBuff(Smashing) 9.5% DamageBuff(Lethal) 9.5% DamageBuff(Fire) 9.5% DamageBuff(Cold) 9.5% DamageBuff(Energy) 9.5% DamageBuff(Negative) 9.5% DamageBuff(Toxic) 9.5% DamageBuff(Psionic) 21% Defense(Smashing) 21% Defense(Lethal) 11.94% Defense(Fire) 11.94% Defense(Cold) 7.88% Defense(Energy) 7.88% Defense(Negative) 6% Defense(Psionic) 28.5% Defense(Melee) 9.75% Defense(Ranged) 10.38% Defense(AoE) 52.5% Enhancement(RechargeTime) 15% Enhancement(Max EnduranceDiscount) 15% Enhancement(Accuracy) 7.5% SpeedFlying GrantPower Preventive Medicine (10% chance, if Scourge) 230.9 HP (17.25%) HitPoints 7.5% JumpHeight 7.5% SpeedJumping MezResist(Confused) 135% MezResist(Held) 135% MezResist(Immobilized) 135% MezResist(Sleep) 135% MezResist(Stunned) 135% MezResist(Terrorized) 135% 12% (0.2 End/sec) Recovery 35% ResEffect(SpeedFlying) 35% ResEffect(RechargeTime) 35% ResEffect(SpeedRunning) 25.25% Resistance(Smashing) 25.25% Resistance(Lethal) 37.25% Resistance(Fire) 37.25% Resistance(Cold) 17.75% Resistance(Energy) 17.75% Resistance(Negative) 16.25% Resistance(Toxic) 16.25% Resistance(Psionic) 0% Resistance(Smashing) 0% Resistance(Lethal) 0% Resistance(Fire) 0% Resistance(Cold) 0% Resistance(Energy) 0% Resistance(Negative) 0% Resistance(Toxic) 0% Resistance(Psionic) 7.5% SpeedRunning 36% GlobalChanceMod PlayerCrit
  22. I wanted to recap some great discussion from this thread as well as add some additional suggestions General: Bump up all pets by 2 levels Henchmen only team teleport or flight. Alternative: Allow the toggle for [Team Teleport]/[Group Flight] in the options window, not Null the Gull. Allow>Consent Window>Block Instant cast “assemble the team” ability that is henchmen targeted only. All knockbacks changed to knockdowns (I'm assuming this is the same as OP changing magnitude to 0.67) All personal attacks base damage boosted, endurance costs and recharges tweaked. This helps MMs with less active secondaries at least have usable primary skills Global pet speed increase Bodyguard on whenever Defensive stance is on Can bodyguard always be on as part of the MM’s passive (e.g. all damage the MM receives is split between any henchmen within X’)? Increase the base HP / Regen of pets to help scale vs higher end content. When summoning pets, provide a bigger window of intangibility or a massive absorb shield to help with bigger fights where re-summoning happens often. Ninjas: General Personal attacks changed to shuriken throwing similar to Genins attacks that are minor, moderate, and an AOE. Whenever pets cast a "rain" ability, it is anchored to the target it used it on. When the target dies, it goes away. In this case: Caltrops and Rain of Fire Add in /Martial Assault and /Ninja (Blinding Powder?) abilities to the pets to update their offense a bit. Smoke Flash should grant defensive stats to the selected Ninja on top of offense. Make it a TAoE as well for other nearby ninja to benefit. Give the personal Archery Attacks something special... right now they're the only MM attacks with no secondary effects. Add "Exploding Shuriken" from Weapon Mastery somewhere? Jounin: Give them dart burst from Widows. This fufills the -slow mechanic while still remaining thematic and still giving them AOE damage Oni: Replace rain of fire with Fire ball/fire sword circle Range increase on breath of fire Give some thermal radiation abilities (warmth? Maybe the thermal shields which would be henchman and MM targeted only similar to protector bot shields) Total Revamp: Change into Shogun. Dual Blades, wider range PBAoE attacks, etc Genin: Add dragon's tail at level 6. Global -endurance cost adjustments Mercenaries: General Updated passive for each henchmen - Body Armor + "Guerrilla Tactics" that add both increased resistance and some positional defenses Alternative or additional since they are highly trained soldiers: Physical Perfection/Superior Conditioning with +regen and +recovery Give all henchmen "Life Support System" from the unimplemented Utility belt power pool Add "Targeting Drone" from Weapon Mastery somewhere? Serum: Serum is in contention for one of the worst powers in CoX. The effects are essentially only good for the commando who has his own problems, and then it is not up nearly often enough + has a devastating crash. No crash, effects all pets, reduced effectiveness Replace with a 7th pet to add space for DEF and RES IOs Gun Drone "Field Specialist" with current layout of the Medic. This new medic can administer a Serum that boosts the defense, resist, stamina, and damage of allies for a short while and then costs a small amount of endurance afterwards (watered down old serum, but is applied much more often) Potential summons for the Specialist: “Gun Drone” for added offense and covering fire “force field generator” for defense, or Acid Mortar for -res/def Replace with “swap ammo” to change henchmen’s damage type from the highly resisted lethal. Similar to Dual Pistols (incendiary, cryo, toxic) Replace with an "all in one" leadership toggle (maneuvers, tactics, assault) that only effects henchmen M30: Replace with a cone-burst Soldiers: Replace the medic and revamp soldiers to be more like soldiers of arachnos Burst/bayonet base attack Level 6 upgrade: Slug/mini-cone auto/frag grenade Level 32 upgrade: Full auto, venom grenade If the medic stays: Remove Medicine Power pool skills and give them a medi-grenade as a base ability. Recolor the poison from various venom grenades to be brighter/or blue. Heal over time Additional suggestions instead of having custom skills: Poison skills such as alkaloid Pain domination (enforce morale? Et al. may be too off theme) Change the medicine powers to have increased range, and instant cast times similar to protector bots heal Add “suppressive fire” from Dual Pistols, “beanbag” from Assault Rifle, or “taser” from Devices as a stun Spec-Ops: Upgrade Web grenade to wide are web grenade, or toxic area web grenade with DoT, AoE, and -RES (could be a part of either the lvl 6 or 32 upgrades) Add Surveillance from “Bane Spider Training” to add -RES and -DEF and update Stealth to “Cloaking Device” for theme Add damage to Gas Grenade, like the gas turrets in the villain level 25 SF Add a mini-cone burst for AOE Add Leadership abilities like Thugs LTs: Maneuvers(base) Assault(6) Tactics(32) Recharge tweaks on crowd control abilities Commando: Range increase (flamethrower, et al.) Instant snipe/LRM Recharge tweaks. For example, the Assault Bots recharge for missiles is 16 seconds and the Commandos Rocket Launcher is 4 minutes Missile leaves a burning field/patch with -regen or ADD “incendiary grenade” AOE fire damage and -regen at lvl 32. Could also ADD “Ignite” from the assault rifle powerset Lvl 6 or 32 upgrade gives Commando “incendiary ammo” from dual pistols and causes -regen and minor DOT Necromancy: General Life drain replaced with Dark Obliteration/a dark AOE attack Overall damage boost to pets Give all pets a minor "cloak of fear" similar to dark armor Zombies: Change the zombie model. Reason why: if the current zombies need to drop an inch or two they have this landing animation that takes a few seconds. Caves, tunnels and stairs stall tier 1’s super hard. Wider cones for vomits Add another base attack, Bite. Add gloom/dark blast or lower the cooldown of lifedrain Maybe revamp them into "Savage Melee" type scrappers Grave Knights: Ditch the ranged attacks. Replace Dark Blast(base) with Throw Scrap. Use the Throw Knives animation so they keep their weapon out. Remove weapon draw Replace gloom/drain life with Slice and Whirling Sword Enable critical modifier in PvP Lich: CC abilities are unreliable. Add nightfall and dark obliteration/AOE Soul Extraction: Usable on enemies, like Warshades. Robotics, demons, and thugs seem to be in a relatively good place so I won't harp on them although some folks above have added some minor changes. The general consensus for beasts is a lot of folks don't know enough about them, me included.
  23. Are there any plans to adjust MM henchman? Levels, powers, etc? Fingers crossed my Mercenaries can get some love
  24. Been playing a mercs/traps MM and love the theme. I think giving them venom grenades and addressing cool-downs would be a huge boon for them. Love the ideas! The commando has like a 4 min recharge timer for his big attacks...compared to the Assault Bots 16 seconds. I also think the Commando or Lt's should get an aura like the Thugs. Or maybe give him, or them, a skill that is a party buff. Really would love to see the merc brought in line with the other MM sets
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