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  1. Level 35 is the lowest level for ITF. If you attempt to run one at L35-44 you will struggle to form and keep an 8-man team unless you agree to give the TL position to a incarnate and sidekick to them.
  2. My issue, as a player that vastly concentrates on the 1-49 leveling game (probably 90-95% of my total play time), is that incarnate powers bleed into the level 35-50 game and overshadow it badly. Playing a vanilla character in any of the capstone TFs, content that was designed for you to learn to master, feels like no matter how carefully you structure your build to squeeze every drop of efficiency out of it or how skilfully you can play your class, it still becomes the 'Stand back and watch the incarnates' show. I find leveling 40+ in any team content at all to be significantly less fun because of this. I should feel like I'm really mastering my character and rounding out their final few powers and sets and it's all just irrelevant when someone breaks out a Ravager lore pet. I would like to see expanded Challenge options to disable Incarnate powers and have a wide variety of 'Master Of' badges associated with playing under this challenge condition. This means I could recruit for a badging run knowing that I could test out my ability to really build and play my primary and secondary without OMGWTFIONJUDGEMENT spam making my build decisions pointless. The player community would be just as free to play in standard conditions with full Incarnate power as they like, but this would provide an incentive to have an alternative. Possibly there could even be an accolade badge for achieving every L50 TF/SF (excepting Tinpex) without Incarnate powers (something like 'Refused the Call').
  3. You probably know the concept but not the community name of Frankenslotting. Say you wanted to enhance Call Thugs' attack and damage, and you put 6 slots into it. 3 Accuracy and 3 Damage SOs, level 50 +94.3% Accuracy, +94.3% Damage 3 Accuracy and 3 damage Common IOs, level 50 +99.08% Accuracy, +99.08% Damage Edict of the Master: Acc/Dam, Blood Mandate: Acc/Dam, Sovereign Right: Acc/Dam, Call to Arms: Acc/Dam +94.21% Accuracy, +94.21% Damage ...for the opportunity cost of four slots not six. You can now use the remaining slots to chase any (2) or (3) set bonus from one of those sets, add procs or globals, enhance different things (e.g. endurance), or save the slots to use elsewhere in your build. Frankenslotting is a particularly powerful leveling build tool, as you can get bigger enhancement values when your build is still short of slots. Homecoming allows you to change them out if you want, so if your Technology character would be the sort of person to use Throwing Knives, you can. They have no real use past level 5 or so outside of being thematic.
  4. Or if you want to do it the old fashioned way, by getting the Field Crafter badge (this is a lot more effort than just buying it...) My crafter uses a crafting table and /ah while hanging out in the Pocket D Tiki Lounge bar. There are crafting tables in a bunch more places if you look, including 'Abandoned Labs' (Port Oakes, St Martial), the 'Cultural Centre' (Imperial City), and in the Vanguard base.
  5. There is a distinctly different animation if you are flying (sort of a whirlwind twirl); might fit some character concepts, such as celestial beings, who permanently hover.
  6. Mercs/sonic is definitely not a power combo, but I want to see what I can do with it for concept reasons as part of a 'level every MM primary to 50 and try out secondaries I've never used' project. This is a leveling build, so it emphasises hitting survivability milestones at lowest levels possible, and doesn't use any purple IOs. I am unlikely to play it into incarnates. The playstyle intent is to spam Project Will and Wall of Force to keep knocking enemies down to mitigate damage and provide +rech to minimise pets being on cooldown if I need to resummon, and then Web Envelope to stop them being knocked back by the pets once the power is available. According to Mids' Web Envelope doesn't prevent KB. I have used procs to leverage -res quite hard and to diversify the pets' damage type. Sonic Disruption is tricky to use solo as all the pets are ranged, but can be used easily on teams. I'd like to keep Misdirection as a concept pick, the character concept is Men in Black conspiracy tropes as a black ops squad leader with alien ray guns. Liquefy is a proc damage/controls mini-nuke for hard fights only but I could spec out of it. I would like to squeeze in Assault for a bit more damage, but I chopped it out for Tactics (if the pets can't hit, no point buffing damage). I am currently L20 so most of this is still theorycraft and not trialled in game. Self: At L35 - 32% S/L 30% E defences (1 Luck from cap) 32% S/L resists, 25ish% to everything else except Toxic (42%) and Psi (nil) Mez protection from Sonic Dispersion At L50 - 42.6% S/L 35% E defences (1 team member with Manoeuvres to S/L softcap) 42% S/L resists, 28% F/C, 34% E/N Pets: From L30 onwards: 16%ish defence to all when Grant Invisibility used 90% S/L resists, 68% everything else resists except Psi (nil) Mez protection from Sonic Dispersion Villain Plan by Mids' Reborn : Hero Designer https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Majestic 12: Level 50 Technology Mastermind Primary Power Set: Mercenaries Secondary Power Set: Sonic Resonance Power Pool: Medicine Power Pool: Force of Will Power Pool: Leadership Power Pool: Concealment Ancillary Pool: Mace Mastery Villain Profile: Level 1: Soldiers -- SvrRgh-PetResDam(A), EdcoftheM-PetDef(3), SvrRgh-Acc/Dmg(3), SvrRgh-Acc/Dmg/EndRdx(5), AchHee-ResDeb%(5), TchofLadG-%Dam(7) Level 1: Sonic Siphon -- Acc-I(A) Level 2: Sonic Barrier -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(7), RctArm-ResDam/Rchg(42), RctArm-ResDam/EndRdx/Rchg(42) Level 4: Sonic Haven -- RctArm-ResDam/EndRdx(A), RctArm-ResDam(15), RctArm-ResDam/Rchg(43), RctArm-ResDam/EndRdx/Rchg(45) Level 6: Equip Mercenary -- EndRdx-I(A) Level 8: Aid Other -- Prv-Heal/Rchg/EndRdx(A), Prv-Heal(9), Prv-Heal/Rchg(9), Prv-Heal/EndRdx(15) Level 10: Mighty Leap -- WntGif-ResSlow(A) Level 12: Spec Ops -- CmmoftheM-Rchg/PetAoEDef(A), MarofSpr-EndRdx/+Resist/+Regen(17), MarofSpr-Acc/Dmg(19), CaltoArm-+Def(Pets)(19), CaltoArm-Acc/Dmg(21), TchofLadG-%Dam(29) Level 14: Project Will -- Thn-Acc/Dmg/EndRdx(A), Thn-Acc/Dmg/Rchg(23), Thn-Dmg/EndRdx/Rchg(33), FrcFdb-Rechg%(37) Level 16: Disruption Field -- EndRdx-I(A), EndRdx-I(17) Level 18: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(23), LucoftheG-Def(34) Level 20: Sonic Dispersion -- RctArm-ResDam/EndRdx(A), RctArm-ResDam(21), StdPrt-ResDam/Def+(31), RctArm-EndRdx(31), RctArm-ResDam/EndRdx/Rchg(33), GldArm-3defTpProc(33) Level 22: Tactics -- AdjTrg-ToHit/EndRdx/Rchg(A), AdjTrg-ToHit/EndRdx(36), AdjTrg-ToHit(43) Level 24: Grant Invisibility -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(25), Krm-ResKB(25) Level 26: Commando -- ExpRnf-+Res(Pets)(A), ExpRnf-Acc/Dmg(27), SvrRgh-Acc/Dmg/EndRdx(27), SvrRgh-Acc/Dmg(29), SvrRgh-Dmg/EndRdx(31), ExpStr-Dam%(37) Level 28: Wall of Force -- OvrFrc-Dam/KB(A), PstBls-Dmg/Rng(37), PstBls-Dam%(39), Ann-Acc/Dmg/EndRdx(39), Ann-Acc/Dmg/EndRdx/Rchg(39), Ann-ResDeb%(40) Level 30: Stealth -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(34), Rct-ResDam%(34), Rct-Def/EndRdx(42) Level 32: Tactical Upgrade -- EndRdx-I(A) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(36) Level 38: Aid Self -- Prv-Heal/Rchg/EndRdx(A), Prv-Heal(43), DctWnd-Heal/EndRdx/Rchg(40), DctWnd-EndRdx/Rchg(40) Level 41: Field Medic -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45), EndRdx-I(46) Level 44: Web Envelope -- EnfOpr-Acc/Immob/Rchg(A), EnfOpr-Immob/Rng(46), EnfOpr-Acc/EndRdx(46), EnfOpr-Acc/Rchg(48) Level 47: Liquefy -- GhsWdwEmb-Dam%(A), Lck-%Hold(48), CldSns-%Dam(48), TchofLadG-%Dam(50), PstBls-Dam%(50), Bmbdmt-+FireDmg(50) Level 49: Misdirection -- RechRdx-I(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 -- Clr-Stlth(A) Level 1: Supremacy Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Heal-I(A), Mrc-Heal(11), Mrc-Rcvry+(11) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), PrfShf-EndMod(13), PrfShf-End%(13) Level 1: Soldier Level 1: Medic Level 12: Spec Ops Level 26: Commando Level 0: Born In Battle Level 0: High Pain Threshold Level 0: Invader Level 0: Marshal ------------
  7. pyrocumulus

    Pet Names

    I really love naming pets, and having a whole character concept just click by coming up with a naming scheme. As in my post above, I try to name them such that they can be addressed by petcom_name macros for tier groups also. To add to the characters above, I've just built a new mercs/sonic with a Men in Black/X-Files/XCOM alien conspiracy theme (you do seem to have access to endless black helicopters...) Majestic 12 Soldiers: Agent Black, Agent White, Agent Grey Spec Ops: Codename SERAPH, Codename SHADER Commando: Operative X The F10 is "We were never here."
  8. pyrocumulus

    Pet Names

    Ringmistress, circus themed demons/time: Bobo, Coco, Jollo (Demonlings) Fire Eater (Hellfire demon), Juggler (Ember demon) Strongman (Prince) Gallows Grove, druidic necro/nature: Holly, Hawthorn, Hazel (Zombies) -> Hemlock (Tier 1 spirit) Alder, Ash (Grave knights) -> Aconite (Tier 2 spirit) Oak (Lich) -> Nightshade (Tier 3 spirit) Prophet of the Atom, post-apocalyptic cult leader thugs/rad: Cultist Alpha, Cultist Beta (Thugs), Zealot Gamma (Arsonist) Child of Atom, Chosen of Atom (Enforcers) Apostle Neutron (Bruiser) Shinobi Eclipse, prophetic ninjas/time: Umbra, Penumbra, Antumbra (Genin) Apogee, Perigee (Jounin) Syzygy (Oni) Dread Space, undead astronaut bots/dark: Eagle, Intrepid, Aquarius, Antares, Falcon, Orion
  9. Apologies for necro-post, but in the event someone Googles this looking for a solution: In the Slots menu, Choose Slots>Auto-Arrange All Slots. Mids will re-number the levels of all the slots from L1 onward and free up all the unassigned ones. This will allow you to slot freely in Mids' without the slots you are trying to assign being level-locked. Of course the game respec interface doesn't care. If you are trying to produce an exact leveling build (so you need specific set bonuses to kick in at specific level break points) click on Dynamic to switch to Level-Up mode before building.
  10. Definitely! My first 50 on HC is a fire/traps corr, having played a ice/traps on Union. I play him very aggressively, fighting in melee and dropping traps at my feet. I've had a few "I didn't know traps could do that!" from people who've presumably only seen trappers being too late to the party.
  11. My Grav/Storm/Mace controller, Vendor Trash, is a mad inventor who roots through heroes' discarded trinkets he finds lying around Paragon City and and slaps them together into a jury rigged battle suit. Conceptually, you can make just about anything work, and it's fun to devise a costume and backstory for two sets that don't seem thematically matched. Grav/Storm is very fun and synergistic, allowing for very effective soft mitigation through stun and knockdown and clever power placement (Create a corner of doom with Lightning Storm, Wormhole mobs into it, Thunder Clap bosses, hold them there with Hurricane or Gale, and Propel them to death.) For a Defender/Corruptor, I like Ice, Water, or Fire for stacking rains. Storm is also one of the most damaging Mastermind secondaries, with probably the most synergistic combo being Thugs (keep your T1/2 pets safe in your Hurricane, have the Arsonist throw his molotovs onto things knocked down on Freezing Rain, and stacking the +def of Steamy Mist with the Enforcers' Leadership and the -tohit of Hurricane. The Bruiser's handclaps and footstomps add to all the knockdown). Be an Outcasts gang boss, a leader of a storm cult, or a Longbow Warden turned vigilante leader.
  12. I went beam/dark to double up on -res and -regen. Beam is also ranged/cones and dark plays well with that (if you go with something with a PBAOE debuff aura it will be hard to apply and get good spread for your cones). I went for a pulp science fiction theme and the /dark is themed as interdimensional energy. The character's name is "Raygun Gothic".
  13. Faultline for Blue - the zone is really interesting to explore, just so long as you don't bring super speed. I was amazed the first time I explored the Arachnos tunnels in full. And the arcs are great. Cap au Diable with a honourable mention for St Martial for Red - Both have interesting neighbourhoods with a different feel to every one (especially downtown St Martial, which looks far livelier as a 'downtown' than anywhere Blue), but I spent so many hundreds of hours in Cap on Live it feels like 'home' to me when I zone in. Also I like Marshal Brass' Aeon arcs that lead up to the Virgil Tarikoss SF (and now Hammond's Luddite one, too.) Imperial City for Gold - It's beautiful at night. Bloody Bay for HZ/PVP - I love getting a pocket Shivan buddy. Honorable mention to RWZ for that rock riff when you zone in.
  14. I currently have a thugs/rad at 32. I've been enjoying /rad a lot more on a MM than on defenders or corruptors, personally; I find I have more time to devote to decently effective management of the rad toggles as I can cast/move them while the pets attack, instead of trying to mix them into the attack chain. I don't have any personal attacks, so all my end goes to running the toggles, Choking Cloud, and Leadership. I've themed the character as a post-apocalyptic cult leader preaching a gospel of salvation through mutation, and the thugs are my loyal cultists! I use AM just after the start of combat, standing between the melee spawn and the back line; this tends to most reliably hit the majority of the team. If other players want it, they'll keep in close. If they run off, they clearly believe they can do without. No need to macro "gather for AM!" I always like the idea of tp friend-fallout-vengeance-mutation, but in practice it takes too long and other players won't wait. I do, however, always take the rez when playing a set that has one, I don't feel like a good team player if I deliberately skip it. I find Vengeance a great one-slot wonder on TFs; if the end fight is too difficult for the team comp, someone will go down, and a opportune Vengeance can turn the tide.
  15. I reworked Street Adept based on some of your suggestions. This is as a vanilla level 50 with no purples, no catalysed enhancements, no Winter-Os. I removed some of the set bonuses for regen to add more defence and S/L resist. @L50 45.6% defence S/L/F/C, 45% E/N, 33% Psi 90% S/L resist, 58% psi resist, 21 to 25% other types 671% regen, 87 hp/s with 1 foe in RTTC, 140 hp/s saturated Currently @L40 34% S/L/F/C/E/NE, 25% Psi 85% S/L resist 649% regen, 82hp/s with 1 foe in RTTC, 134 hp/s saturated Remaining issues - -I'm not a huge fan of Focused Accuracy, it costs a fortune in Endurance. Yes I am a WP, but it pushes my end usage up to 2.16 EPS, and I will need to run it and Tactics as 3 of my attacks are not slotted properly for acc. I would like to take Physical Perfection but I'm not sure what to drop for it - possibly Focused Burst, but I quite like having a ST attack with a greater range in my toolbox. If I chop out Body Blow for Focused Burst in my attack chain I lose Kinetic Combat's 3.75%, and I have an attack missing in my chain when exemplared. -The remaining defences aren't all in place until level 50, by which time my concern over being too squishy for a sidekicked-to-50 TF tank is no longer relevant. -I have lost a slot in Hasten which means lower uptime for Power Siphon until I can slot L50 IOs. Hero Plan by Mids' Reborn : Hero Designer https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! SA Regenerator 2: Level 50 Natural Tanker Primary Power Set: Willpower Secondary Power Set: Kinetic Melee Power Pool: Fighting Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Ancillary Pool: Energy Mastery Hero Profile: Level 1: High Pain Tolerance -- ImpArm-ResPsi(A), StdPrt-ResDam/Def+(3), Heal-I(3) Level 1: Quick Strike -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(5), KntCmb-Dmg/Rchg(5), KntCmb-Dmg/EndRdx/Rchg(7) Level 2: Mind Over Body -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-Rchg/ResDam(9), UnbGrd-ResDam(9), GldArm-3defTpProc(11) Level 4: Fast Healing -- NmnCnv-Heal(A), NmnCnv-Heal/EndRdx(13), Heal-I(15), RgnTss-Regen+(50) Level 6: Indomitable Will -- ShlWal-ResDam/Re TP(A), ShlWal-Def(15) Level 8: Rise to the Challenge -- NmnCnv-Heal(A), NmnCnv-Regen/Rcvry+(17), NmnCnv-Heal/EndRdx(17), NmnCnv-Heal/EndRdx/Rchg(19) Level 10: Boxing -- Empty(A) Level 12: Smashing Blow -- GntFis-Acc/Dmg(A), GntFis-Dmg/Rchg(19), GntFis-Acc/Dmg/Rchg(21), GntFis-Dmg/EndRdx/Rchg(21), GntFis-Acc/Dmg/EndRdx/Rchg(23), GntFis-Rchg/+Absorb(23) Level 14: Quick Recovery -- EndMod-I(A), EndMod-I(25), PrfShf-End%(25) Level 16: Repulsing Torrent -- OvrFrc-Acc/Dmg(A), OvrFrc-Dmg/End/Rech(27), OvrFrc-Acc/Dmg/End(27), OvrFrc-Dam/KB(29), OvrFrc-Acc/Dmg/End/Rech(29) Level 18: Heightened Senses -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), ShlWal-Def/EndRdx(31), ShlWal-Def(31) Level 20: Power Siphon -- GssSynFr--Build%(A), GssSynFr--ToHit/Rchg(33), GssSynFr--ToHit/Rchg/EndRdx(33), GssSynFr--ToHit/EndRdx(33), GssSynFr--Rchg/EndRdx(34), GssSynFr--ToHit(34) Level 22: Body Blow -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(34), KntCmb-Dmg/Rchg(36), KntCmb-Dmg/EndRdx/Rchg(36) Level 24: Super Jump -- Jump-I(A) Level 26: Hasten -- RechRdx-I(A), RechRdx-I(36) Level 28: Burst -- MghoftheT-Rchg/Res%(A), MghoftheT-Acc/Dmg/EndRdx/Rchg(37), MghoftheT-Dmg/EndRdx/Rchg(37), MghoftheT-Acc/Dmg/Rchg(37), MghoftheT-Acc/Dmg(39), MghoftheT-Dmg/Rchg(39) Level 30: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(39), UnbGrd-ResDam/EndRdx/Rchg(40), UnbGrd-Max HP%(40) Level 32: Weave -- Rct-Def(A), Rct-ResDam%(40), Rct-Def/EndRdx(42), Rct-Def/EndRdx/Rchg(42), Rct-Def/Rchg(42) Level 35: Taunt -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(43), MckBrt-Taunt/Rchg/Rng(43), MckBrt-Taunt/Rng(43), MckBrt-Acc/Rchg(45) Level 38: Focused Burst -- Dvs-Acc/Dmg/EndRdx/Rchg(A), Dvs-Acc/Dmg/Rchg(45), Dvs-Dmg/EndRdx(45) Level 41: Combat Jumping -- Ksm-ToHit+(A), DefBuff-I(46), DefBuff-I(46) Level 44: Maneuvers -- LucoftheG-Def/EndRdx/Rchg(A), LucoftheG-Def/EndRdx(46), LucoftheG-Def/Rchg+(48) Level 47: Tactics -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(48), EndRdx-I(48) Level 49: Focused Accuracy -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(50), EndRdx-I(50) Level 1: Brawl -- Empty(A) Level 1: Gauntlet 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 -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Prv-Heal(A), Prv-Absorb%(11) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13) Level 0: The Atlas Medallion Level 0: Task Force Commander Level 0: Portal Jockey Level 0: Freedom Phalanx Reserve ------------
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