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  1. Welcome to Derek Icelord’s Guide to Mids’ Reborn. Everything you wanted to know about Mids’, but were afraid to ask! Before we get to the meat of it, a few disclaimers: This is a guide for how to use Mids’ Reborn, not how to build super OP characters. Go to the Archetype forums for those discussions. Mids’ Reborn is only a near perfect representation of the game. The dev team has put in a ton of effort, but Mids’ has been passed down through at least 3 development teams over the years and not everything is as easy as changing a couple numbers around. There may be cases where Mids’ says you can do something you cannot do in game, or where numbers don't perfectly match. The /buildsave command does not export workable build data for Mids'. Those of you who did not know there was a /buildsave command can rest easy that you have not missed anything. No the UI does not get any bigger. With that out of the way, let’s dive in! Menus Many of these are self-explanatory, but I’ll list everything for the sake of completeness. File: The usual stuff that’s been listed under File since at least Windows 95. If you need this explained, please ask your grandchildren. Mids’ will prompt you to save when opening or clearing a build if changes have been made since the last save. Import/Export: Import from Forum Post will import from a copied Data Chunk provided by someone else. Highlight the data, copy, then use the import option. Short vs. Long Export is pretty simple. A short export abbreviates enhancement names and puts enhancements on the same line as the power. A long export abbreviates nothing and puts each enhancement listing on its own line. The data for Mids’ to import is exactly the same. Note: Most Long Export formats have too many list tags for the Homecoming forums. Either use the No Codes or UNB formatting options, or remove the list and /list tags before posting. DataLink and Data Chunk are the clickable URL and the block of text that looks like gibberish, respectively. The Formatting Code Type is for the various types of markup used by forum software. Pick your poison. Homecoming forums recognize the Official Forum (vBulletin) formatting. Everything else is exactly as it seems, tick options on or off as you please. Export Data Link is an older function just exports the click-able URL part, without any of that pesky human-readable stuff. Note: the DataLink does not support IOs. Use is not recommended. Export to Discord gives you a nice, neat format to put in a Discord server so your friends aren’t bombard with a wall of text. Discord servers need to be set up in the Configuration menu (see the Advanced section). Options: Configuration allows you to change the default settings of Mids’. It is covered in more detail in the Advanced section. Updates & Paths is where you can change the location of saved builds, and if you want Mids’ to load the last open build at startup. Note: Mids’ doesn’t always like to remember that you’ve changed this. Check for Updates Now checks for updates, right now. Who’d have thought? Force reinstall is for trouble shooting. May or may not work as intended. Dynamic / Level-Up Mode Level-Up mode places powers and slots in the order you would while leveling up in game. Dynamic allows free form placement of powers and slots Note: Dynamic does not allow the six-slotting of the level 49 power pick like an in-game respec. This can be changed quickly with a UI button (see UI section). Advanced/Database Editor lets you tweak the database. More details in the Advanced section (you’re shocked, I know). Reset Tips is a dead function (this program’s old, yo!) Slots/Enhancements: these options let you alter your slotting and enhancements en mass Set all IOs to… Default puts all IOs to the default setting By default this is level 50. Set IOs that stop before 50 will be set to their highest level. This can be changed in the Configuration menu in the Enhancement & Views tab Maximum: maximum allowed level Minimum: minimum allowed level Set all Enhancement Origins, pick Single Origin, Dual Origin, Training Origin Note: Mids’ does not list enhancements by character origin, as the effect is the same regardless Set all Relative Levels lets you put all enhancements to a relative level from -3 to +5 IOs cannot have a negative relative level; they will be set to even if a negative value is selected. Only IOs can go above +3, non-IOs will be set to +3 if a higher value is selected. None disables normal and special enhancements (the equivalent of being more than -4 in game) and sets IOs to even level. View: this lets you change how you view Mids’. Highly counter-intuitive, I know! Columns: How many columns the power bars are sorted in. Pick 2, 3 or 4. 3 is the default, 4 is particularly useful for Kheldians with shape shift powers. Show IO Levels puts the IO’s level on the top level UI so you don’t have to mouse over to see it Show Enhancement Relative Levels does the same for normal/special enhancements Note: boosted IOs will never show on the top level UI, you always need to mouse over them Show Slot Placement Levels can also be toggled with a UI button Show Damage Per… Activation is the total damage the power deals (i.e. damage per click) Second is ye olde DPS Animation is for powers with damage broken up over more than one animation cycle (e.g. Shadow Maul) Window: many options are also available with a UI button. All open a new window, and most can be open at once if you love screen clutter. This can cause performance issues and is very much not recommended. Sets & Bonuses shows you all the IO sets and their set bonuses currently in the build. It also alerts you if a set bonus exceeds the Rule of 5 (see Enhancements section for more information) Power Graphs show bar graphs of a build’s powers (both taken and available) with lots of stats to choose from. Powerset Comparison compares the stats of powers across different powersets and Archetypes. It compares straight across tiers, so usefulness may be limited (i.e. a set that has a utility/control power as a T5 vs. a set with a pure damage power at T5) Data View gives high detail information about a power when moused over. Advanced Totals shows more character stats than the Totals tab in the Info box. This can also be opened with a UI button. Recipe Viewer shows the recipes for all IOs the current build. This includes buy costs for normal IOs, crafting costs, and salvage requirements. It can also generate a shopping list that stays open over other windows to help with market purchases. Note: Clicking on an Event or Archetype enhancement causes an error. DPS Calculator is nonfunctional and will likely crash your program. Do not use this. Set Bonus Finder is a database to search for specific set bonuses, in case you don’t have them all memorized already. In-Game Respec Helper stays on top to help you with respecs in game. Profile and History are same. This may have been different in the long ago, but not anymore. Short only lists powers and slots, Long also lists what enhancement is put into each slot. Accolades shows accolade powers. This is the same as double clicking the Accolades toggle button in the UI. Incarnate is the same window opened by the Incarnates UI button. Temporary Powers shows temporary powers. This is the same as double clicking the Temp Powers toggle button in the UI. UI Buttons The Hero/Villain button changes which set of accolade powers a build has access to. In days past, it also changed Mids’ color scheme between blue and red. Hero and Sentinel ATs default to hero, Villain ATs default to villain when creating a new build. PvE/PvP mode toggles between PvE and PvP numbers and mechanics. Note: Homecoming altered PvP tables/values from Live, and Mids’ is not an accurate representation of Homecoming PvP. Recipes and Pop-Up toggle pop up boxes on mouse over for power and enhancement details. If Recipes is on, mousing over a set IO shows the recipe instead of the set details. Note: Recipes has no effect if Pop-Up is not toggled on. Accolades and Temp Powers toggle accolade and temporary powers on or off with a single click. A double click opens the window to select which powers are toggled on/off. Incarnates opens the incarnate power window with a single click. Selecting an incarnate power will add a power in the inherent section of the UI with toggle buttons when appropriate. If Mastermind is the selected Archetype, there will also be a Pet Powers button. Once a pet summon power is selected, single clicking will open a window that shows the stats on pet powers. Dynamic/Level-Up toggles between Dynamic and Level-Up modes described above. When in Dynamic mode you can choose between placing powers and slots, or powers only. In Level-Up mode the button becomes an indicator if your current level is placing a power or slots. The Level-Up button will track which level you are currently on. View Active Sets brings up the same window as the Sets & Bonuses menu option described above. Slot Levels toggles the display of slot placement levels, same as the option in the View menu. Slots to go/slots placed changes if you see how many slots are available to place or how many slots have already been placed. Creating a Build This is the part I’m sure most of you are here for. Name and Origin have no effect on the build itself. Origin will slightly change the icons for DO and SO enhancements. Picking your Archetype will populate the Primary and Secondary power dropdowns with the available options. Selecting a power from either will lock your archetype selection. Single click a power to place or remove it from a build. If a power’s name appears in red italics, it has been placed in an illegal position. The most common reason is placing a pool power without meeting the prerequisites or picking more than one origin pool (Experimentation, Force of Will, or Sorcery). Once placed in a build, powers can be dragged to different power placement levels. If a power is in the destination area, the powers will swap places. If Mids’ is in Dynamic mode, clicking on an empty power slot will select that slot for the next power placement. Once a power is placed, single click to place an enhancement slot on it. If you wish to remove a slot, hold Shift and click on the slot to remove. Every power can have its enhancement slots flipped to an alternate. This is useful for comparing enhancement values or set bonuses across different options. To flip a single power to its alternate slotting, hold Shift and right click the power. You can flip all the slots on a build to alternate using the menu option under Slots/Enhancements. To place an enhancement in a slot, right click the slot to bring up the enhancement window. Dragging the cursor outside the window dismisses it. In the enhancement window you can select regular, non-set IO, special, and Set IO enhancements. Clicking on Set will show the types of sets available. Event and Archetype enhancements are listed under the Set category. Relative levels can be altered using the ‘+’ and ‘-’ keys. IO level can be set using the number keys. Non-set IOs are only available in 5 level increments. Selecting a level outside set’s range will put the level at the closest available level for the set. The empty icon left of normal enhancements will change the slot to empty. The middle click function will repeat the last enhancement placed, both (relative) level and type. If the last enhancement placed was part of a set, middle click will place the highest ordered enhancement not placed in the power. This is according to the Mids’ UI ordering, which may not always perfectly match the in-game ordering. Note: If the last enhancement placed is not a valid option for the power clicked on, middle clicking will clear the enhancement slot. When placing a set enhancement, if Pop-Up is enabled it will show a detailed view of the set’s bonuses. This info is always available in the Info box in the lower left. Note: There is a minor UI bug in the Info box. To scroll through the set bonuses, move the mouse wheel to focus on the Info tab the use the up and down arrow keys to scroll. City of Heroes caps set bonuses at 5 for a given bonus and value. This means that a set bonus of +12% Regeneration is not counted the same as a bonus of +16% Regeneration. Set bonuses and global bonuses (such as Luck of the Gambler’s +7.5% Recharge) are also counted separately. Any bonus that exceeds 5 of the same type/value has no effect. Viewing Your Totals Now you’ve made that shiny new build. How do you see what everything does? The Info box in the lower left shows a lot of data, broken up into 4 tabs. It can be floated into a separate window by clicking the ‘F’ icon to the left of the power name. Mouse over a power, or enhancement, to see its specific data in the info box. You can right click a power to lock it, allowing you to switch tabs without having to hover over the power again. To unlock the power, click on the [Unlock] text near the power’s name in the Info box. A power does not need to be in the build to see its info, or locked into the info box. The Info tab shows a power’s short and long description, as well as essential stats like endurance cost, accuracy, recharge, etc… If an enhancement is moused over, the main box will show the enhancement’s values, and set bonuses if part of a set. If a power scales off of number of enemies (e.g. Invincibility or Rise to the Challenge), the Info tab will have a bar allowing adjustment for how many enemies are contributing to the effect. The Effects tab shows more detailed info about secondary effects in a power, such as mez magnitude, specific damage defense and resist values and so on. The Totals tab shows totals for the entire build. Individual powers can be toggled on or off using the radio buttons on the right side of the power name in the build. Note: The UI rounds defense and resist numbers to 1 decimal place. Hovering over a specific one gives a tooltip with the 2 decimal places used by the game. The Enhance tab shows how much enhancement a given value for the selected power has. Mids’ shows both current and pre-enhancement diversification (Pre-ED) values. The UI will color the numbers based on how much enhancement value is lost due to ED. White for no loss, green for minimal loss, yellow for moderate loss, and red for high loss. For Archetypes with access to Sniper attacks, there is a Quick Form button located in the inherent section. Toggling this on will show the values for fast snipe. Advanced The section where we talk about all the exciting and wonderful ways you can break your version of Mids’! While nothing here will destroy your saved builds (hopefully), it may lead to reinstalling the program. Proceed with caution. (Obvious warning is obvious.) Configuration menu: Enhancements & View is where you can change the defaults on screen view and enhancement type. Of note, the Set all IO and SetO button affects the currently open build. Info Tab text is the tab in the Info window, while Stats/Powers is the list of powers under the Primary, Secondary, and Pool drop downs. Tick the bold box to make the text bold. Note: Stats/Powers text appears to be fixed at 8.25 point size regardless of the setting. Use High-Visibility text turns the power bar text from black to white. Effects & Maths settings are for specific states in the game. Chance of Damage deals with effects that do not go off all the time (principally damage procs). Arcana Time shows animation time as the server breaks down real seconds into ticks. Suppression allows you to toggle the various effects a character can be under. Of particular use is the Attacked effect, which will remove the suppressed DEF of powers like Stealth or Hide while in combat. Exemping & Base Values is an incomplete feature. Base ToHit is your base ToHit chance against enemies. By default, this is 75% which represents even con (+0) foes. You can change this to 39% to represent +4 foes, 48% for +3, 56% for +2, 65% for +1, and 80% for -1. Discord Export Settings allows you to export builds neatly to a Discord server, without the wall of text a typical build export generates. To export builds on a different server, you must have admin privileges and invite MidsBot to the server. Forum Export Settings allows for the tweaking of color schemes to suit your taste and adding any forum markup code formats if none of the built-in ones work for the forum you’re using. Official Fourms (vBulliten) works on the Homecoming forums. Updates & Paths changes where Mids’ checks for updates, save builds, and startup behavior. It is not recommended to change the update path. Drag & Drop allows changing program behavior on various drag & drop events. Database Editor: The database editor is not for the faint of heart. Here you can theoretically change any aspect of Mids’ as you wish. However it is a fickle beast and will likely break your installation of Mids’. If you wish to proceed, always make a backup of your database before (<install directory>\Data\I12.mhd). It is highly advised you seek assistance from the current dev team on the Mids Reborn Discord (linked below). For support and feedback on Mids’, join the Discord or post in the thread in Tools, Utilities & Downloads here. If you have questions on the guide, something isn’t clear, or just want to tell me I’m an incompetent prick, post in this thread.
  2. I don't see many water or willpower around I thought I would post mine and see what everyone thinks about it. I played this character all the way to 50 with a friend plating a DP/SR Sentinel. We bounce the attention of AVs between us all the time but mow them down, tons of fun. Anyway, any feedback would be appreciated. Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build!
  3. Updated Claws numbers. Added a note to the Incarnates section about Banished Pantheon. Added new numbers, info on rotations and a new all purpose build that can tackle general content! So I've been doing some testing and refining on my farmer builds and wanted to start up a bit of a repository for farming builds. There are some builds scattered here and there through the forums and discord but nothing terribly centralized. I have a selection of 3 4 traditional /fire brutes with different primaries that can all farm at 2 million influence per minute or higher. I will also have a follow up post with 3 alternate scrappers, one is a dedicated farmer and two are traditional builds that are capable of farming at respectable rates. I'm not claiming any of these are the end-all-be-all of farming builds but I haven't seen any posts so far with a combination of builds and expected results so I figured I would put this out there. Statement #1: I'm a lazy bastard. Some of the builds are unfinished (In terms of incarnates, IO builds are all complete). I play said builds using a Logitech mouse macro because I can't be assed to pay full attention when I'm farming. This means that the rotations are not perfect, sometimes powers get missed, sometimes things like Ion Judgement get fired off at like 6 targets. This isn't going to change, and the numbers in this post will reflect that non-perfect level of play. I think this probably gives a more realistic expected result than snapshot perfect rotations and such... but mostly, see statement #1. Statement #2: Assumptions are made. The core farmers were run on Arc# 2915. This is $Comic Con Fire Farm$ by @brigg and is clamped at level 49. I'll explain why this is important at the bottom of the post for those who don't know about it. Inf gain was tracked with Herostats. Each run starts with a tray full of small red inspirations. Reds are popped as needed (in my case, rapidly at the beginning of the run because it's part of my macro and... see Statement #1), then combined throughout the remainder of the run. The timer continues to run from the moment zone in is completed on mission 1 until Exit is clicked on mission 5. Lore, Hybrid and Judgement are used on cooldown throughout the run. Runs are full but not 100% complete in that all packs are cleared but I don't chase down every straggler. The NPC is used to help gather mobs and Ball Lightning is used to pull packs that patrol nearby to cut down on potential travel time. The core farmers are all brutes with the /fire secondary, bottom line is nothing can keep up with this, it's the gold standard of farming for a reason. Inf Per Minute Inf Per Hour Clear Time Rad/Fire (New) 2,300,107 138,006,431 23:20 Spines/Fire 2,295,431 137,725,907 21:59 Rad/Fire (Old) 2,288,810 137,328,603 Unavailable Savage/Fire 2,250,996 135,059,786 22:28 Claws/Fire (Farm) 2,170,498 130,229,936 23:14 Claws/Fire (Content) 2,105,686 126,341,219 24:38 Elec/Fire 2,010,323 120,619,380 25:02 The clear times listed above start once loaded into the first mission but before moving or activating anything and end when the Exit button is clicked at the end of mission 5. This does include load times out and back into missions throughout the arc. Both the Rad and Spines are complete, full builds with full T4 incarnates (Assault, Ion, Carnies Radial, Reactive, Ageless and Musculature). Switched both Rad and Spines to Degenerative T4 and they both saw small increases of less than 100K. Savage now has T4 Musculature, Ageless, Reactive, Hybrid and Lore with T3 Ion. SS Now has T4 Musculature and ageless with T3 Reactive, Assault and Ion, no lore slotted yet. Claws (Farm) has T3 Musculature, Assault, Ageless, Degenerative, Ion and T3 Banished Pantheon. Claws (Content) has T4 Agility, Barrier, Assault, Degenerative, Ion and T3 Banished Pantheon. Elec has T3 Musculature, Assault, Ageless and Degenerative with T2 Ion and no other incarnates slotted yet. The builds that follow are dedicated farming builds and not going to be useful in content outside of AE fire farms. The influence gains reflect that compared to the alternate farmers showcased in the next post. A small change suggested by Luka on discord (@Luka#8022 on Discord, @12thPower here on the forums). Change Fiery Embrace to a single slot 50+5 Recharge IO. Slot Fusion with Gausian ToHit/Rech, Rech/End and Build up Proc. Fiery embrace will now be exactly double the recharge of Fusion so you can line them up to use together every other rotation. While this was specific to the Rad Melee build all of the standard build up powers should be 90 second CD by default (this will not work for rage or any of the other unusual ones) so this change should be universal across the /Fiery Aura builds and gives you a floating slot that you can do what you like with. Adding the Numina Proc to Health on the Rad build was one suggested possibility. This was a great suggestion and adds a nice little bit of flexibility to those who like to make sure cooldowns all line up nicely! What's the deal with level 49 farming anyway? Some important notes about difficulty settings, especially for starting farmers! Incarnate choices and the reasons to make them. Work those hips! Getting your rotation nailed down. So fancy I might need a second monocle. Amazing, Fancy macros and binds from Luka for inspiration combining and use. Touching the Muse, Inpirations and the dirty things you can do with them! Use the above macros, they're superior in pretty much every way! I've attached the Herostats logs for each of the runs. Elec and Savage don't seem to be actually reporting their damage properly even with all the appropriate channels enabled in the combat log so their damage numbers aren't going to add up like they should, but perhaps these can be of use to someone. For some reason the Claws General Build log didn't work correctly so I ran another test, the numbers in the attached log won't match the inf listed above but it gives a log to examine and a rough time estimate for the run times. The logged run is slightly lower inf (2.07 mil/minute) but well within variance. Test Logs.rar
  4. here's short question for pro PVPers: in lvl 50+ melee pvp, who has higher chances to win 1v1: scrapper or brute? considering best 1v1 melee pvp builds, enhancements and endgame stuff for this fight both for scrapper and brute side.
  5. Yesterday I managed to get a second controller to 50. She was a pure concept build, a plants/poison controller, Circe of Aeaea. She isn't built for soloing and I will admit, I have very little notion what to do with a controller, but I'm currently reading a book about Circe and I decided to make a character based on her. Game needs transmogrification control where you get to change mobs into Rikti monkeys and the like. But at any rate, when I took the final power it dawned on me: I took every single power in the primary and everything in the secondary. I still had room to take Super Jump, Hasten, Stealth and Invisibility, Conserve Power and Energy Torrent - and those are the only pool powers in the build. Everything else is core. She has painfully slow DPS but just about any kind of debuff you might want. And it struck me as unusual. There's almost always something, a Provoke or a Time Bomb, that you just don't feel a need for. Not here: every power I signed up for seemed worthwhile, or at least, better than a pool power. Wondering if anyone else had a character like that.
  6. Hey all. Just posting this for a friend that wanted to see my build. If anyone has any feedback or improvements though, please let me know. Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Fearcrow: Level 50 Magic Controller Primary Power Set: Darkness Control Secondary Power Set: Nature Affinity Power Pool: Flight Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Soul Mastery Hero Profile: Level 1: Dark Grasp -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(3), SprWntBit-Acc/Dmg/EndRdx(5), SprWntBit-Acc/Dmg/Rchg(7), SprWntBit-Dmg/EndRdx/Acc/Rchg(7), SprWntBit-Rchg/SlowProc(9) Level 1: Corrosive Enzymes -- RechRdx-I(A) Level 2: Regrowth -- Pnc-Heal/EndRedux(A), Pnc-Heal/Rchg(5), Pnc-Heal/EndRedux/Rchg(40), Pnc-Heal(40), Pnc-Heal/+End(42) Level 4: Wild Growth -- UnbGrd-ResDam(A), Ags-Psi/Status(42), ImpSki-Status(43) Level 6: Fly -- BlsoftheZ-ResKB(A) Level 8: Fearsome Stare -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(9), SprWiloft-EndRdx/Rchg(13), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(13), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(15), SprWiloft-Rchg/Dmg%(21) Level 10: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(11), Rct-ResDam%(11) Level 12: Heart of Darkness -- Obl-Dmg(A), Obl-Acc/Rchg(23), Obl-Dmg/Rchg(23), Obl-Acc/Dmg/Rchg(25), Obl-Acc/Dmg/EndRdx/Rchg(25), Obl-%Dam(27) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Lifegiving Spores -- Prv-Heal(A), Prv-Heal/EndRdx(17), Prv-EndRdx/Rchg(17), Prv-Heal/Rchg(19), Prv-Heal/Rchg/EndRdx(19), Prv-Absorb%(21) Level 18: Haunt -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg/Rchg(37), ExpRnf-EndRdx/Dmg/Rchg(39), ExpRnf-+Res(Pets)(40) Level 20: Wild Bastion -- Mrc-EndRdx/Rchg(A), Mrc-Rcvry+(42) Level 22: Kick -- FrcFdb-Rechg%(A) Level 24: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(31), UnbGrd-ResDam/EndRdx(31), UnbGrd-EndRdx/Rchg(43), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-Max HP%(45) Level 26: Shadow Field -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/Rchg(27), DarWtcDsp-ToHitdeb/Rchg/EndRdx(34), DarWtcDsp-Slow%(37) Level 28: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(29), ShlWal-Def/EndRdx/Rchg(29), ShlWal-Def(31) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 32: Umbra Beast -- SvrRgh-Acc/Dmg(A), SvrRgh-Dmg/EndRdx(33), SvrRgh-Acc/EndRdx(33), SvrRgh-Acc/Dmg/EndRdx(33), SvrRgh-Acc(34), SvrRgh-PetResDam(34) Level 35: Dark Consumption -- Arm-Dmg(A), Arm-Dmg/Rchg(36), Arm-Acc/Dmg/Rchg(36), Arm-Dmg/EndRdx(36), Arm-Dam%(37) Level 38: Dark Embrace -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(39), Ags-ResDam(39) Level 41: Dark Obliteration -- Rgn-Dmg(A), Rgn-Dmg/Rchg(43), Rgn-Acc/Dmg/Rchg(48), Rgn-Dmg/EndRdx(48), Rgn-Knock%(50) Level 44: Overgrowth -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(45), AdjTrg-ToHit/EndRdx/Rchg(46), AdjTrg-ToHit/EndRdx(46), AdjTrg-Rchg(46) Level 47: Entangling Aura -- UnbCns-EndRdx/Hold(A), UnbCns-Dam%(48), EndRdx-I(50), EndRdx-I(50) Level 49: Assault -- EndRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Containment 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 2: Rest -- RechRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3) Level 50: Agility Core Paragon Level 50: Pyronic Radial Final Judgement Level 50: Barrier Core Epiphany Level 50: Spectral Core Flawless Interface Level 50: Rularuu Core Superior Ally Level 50: Control Radial Embodiment ------------
  7. i'd like to see the forums cleaned up a bit too, like out of date builds archived, a build subforum for each AT at least, but ideally per primary set for each AT if possible, then when someone asks if there's a build for Primary/Secondary, they can see it right away in the AT Forum that they want a build for. and future builds can be added as each player makes one. thus making it easier to see what's been tried vs not for those willing to provide their builds
  8. I'd love to play with Spines/Dark Armor, but I'm garbage at builds. What is the consensus for the best archetype for these powersets? I know spines is used a lot on Brutes for farming, and more on Scrappers/Stalkers for damage dealing. I already have a farm build, so I'd like for this to be a good "all around" toon for regular play - TFs, AVs, Team and Solo. Thoughts?
  9. Love some input on my build. I'm quite happy with how it plays at the moment, but it can always get better. I don't have all my incarnates at the moment, but they will just make life easier down the road. I'll give some input below on my rotations and stuff below. I haven't pushed this and don't know what kind of content it can actually do but I'm not sure higher then +2/x8 is advisable without completed incarnates (I do +2/x5 atm when solo). Hero Plan Import info: Hero Profile: Incarnates: Set Bonus Totals: Set Bonuses:
  10. i26 Guide: Load/Save Defaults; Navigating Absolute & Relative Paths with a little extra focus on buildsavefile (mApps 2.0, Chapter 1) by qwy The following guide's focus is to provide a single source reference on default paths when saving or loading a file. All paths, were determined using Windows10 64-bit. If your installation varies in anyway outside of, "C:/<RootInstall>/", please post, or message me, your findings, with relevant system information. It's intention is to both, provide the initiated an ability to scan for anything relevant to them and a, "How to" to anyone who may need it. Why a guide? An admission of ignorance I love alts! I love how binds and the flexibility of the interface, can make playing an alt, compared to another, can almost feel like playing a different game. Back on live, I took advantage and, every alts ui grew further and further apart until, I lost it all. I don't remember exactly how it happened. It was over 10 years ago. I probably did something stupid however, I've done so many stupid things since then, I can't remember everything. I learned a lesson. I guess I remember that. This was a little after the CoV release and, a Mastermind was my main dejour. I wouldn't say he had a lot of binds, he was BOUND! I rebuilt a shoddy, rush job, approximation but, he was never the same. Any commands added while I was still in the process of getting them from another player. Just gone. A little wiser now, when I was done, I hit optionsave, bindsave, all the saves. Save save save. When I finished rebuilding the second alt, I ran all those new-to-me save commands again, and learned my next lesson... Those weren't the commands I was looking for. There's a lot of scattered information out there. Most of this is the result of trial and error. I'm pretty bold with system files, and I like coming up with scenarios to see how much carnage I can create. Trying to blow up my interface is still, "playing" to me. I have more interesting projects I like to share and knowing there's a lot of people that don't like messing around with files at all so, reference material seemed like a great starting point. Why BuildSaveFile? Mostly, it's easy. I touch on the other save/load commands here but, I've got more on them in future guides. The emphasis here is more about default folders and navigating around them. Also, I thought this particular command was bugged. I was working on an unrelated project and, entered /buildsavefile, followed by random characters, expecting an error. It did not. I vaguely recall conversations, forum posts and general in game chat where other people seemed to be under the same impression. Anyone else think that? Anyway, adequately distracted from the original project, I kicked off a new error campaign. Turns out, as long as I wasn't trying to escape the installation root, relative paths are fine. Absolute paths failed across the board. Information on relative paths is a little murky. This might explain how the misconception the command didn't work, entered the zeitgeist. What's it do? /BuildSaveFile Function: Generates a fixed-format text document detailing the commanding character's, active build. The user specifies the filename and optional, relative path within the CoX installation folder. Contains Name / level / origin / class Powers / level selected Number of slots per power enhancements slotted OnSubmit: Simple logic test of valid syntax Is Invalid: Default channel, "Error" reports, "UnableBuildSave" Is Valid: Default channel, "System" reports, "BuildSave" Modifiers: None known. Not needed Arguments: (1) <OptionalRelativePath>/<NameFile> Origination Point: <System>/<RootInstall>/<NameAccount>/Builds/ Specify Path: Yes. Specified by valid system syntax and/or characters, followed by, at least one, forward or, backward slash. Can Name: Yes. Specified after the last optional forward slash by any valid system syntax and/or characters. What are absolute & relative paths? Absolute Paths: With Absolute paths, potentially set as, nop (joke), let's breeze through this. Your computer's hard drive. The one that the operating system is installed on. It's running the show so, it's top level folder, the one all other folders are within, is the system root. Absolute paths start there and apply to anywhere not there, within itself. Considering the breakdown above, for, "Defaults to:", I started with, "system". Your hard drive. Even with the absolute path, being partly responsible for my motivation to write a guide on using its counterpart, literal to its name, it is a definitive starting point, easily defined and recognized as "C:/", and leads away from itself. I had to shake my head using it for, "Defaults to", but, let's look at the alternative. Relative Paths: Relative paths are also literal, it can only be identified from a point other, than itself. For example, "", is the relative path counterpart for, "Defaults to:", above. I Feel like, it's trying as hard as a little path can. I just can't escape a sense that... something's a little off. Like, we're not getting the WHOLE story, huh? Ok, I'll keep moving. Visually, once the second half of the path is known, they're similar to other common folder structures. The key difference is this path doesn't concern itself with the system, as a whole, it's path to a destination is always relative to itself. An analogue simile might be flying in to a new city and using the airport to track a path to the hotel as a relative path. An absolute might be landing at the airport and tracking the path to the hotel from the, "Welcome to...." sign, on the outskirts of town. Maybe city hall.. Airports don't typically move around a lot.... I don't know. Something like that. It makes sense if you don't overthink it. Quick Reference Tables: Talking CIty of X, files spew from everywhere so, relative paths are relative to the file in question, which is nice. Not getting to into the weeds on this, here's a default folder cheat sheet. Command Fixed Default Path Fixed File Name BindSave: C:/<RootInstall>/ keybinds.txt BuildSave: C:/<RootInstall>/<NameAccount>/Builds/ build.txt ChatSave: C:/<RootInstall>/ chat.txt OptionSave: C:/<RootInstall>/ options.txt* WDWSave: C:/<RootInstall>/ wdw.txt * Keep an eye out for the, "s" that's only half-way-in, a committed relationship with the option command. Hiding in clumps of commands, optionsSave and option.txt, see you before you see them. Command Unmodified Default Path With User Generated "data" Folder BindSaveFile: C:/<RootInstall>/piggs*/ C:/<RootInstall>/data/ BuildSaveFile: C:/<RootInstall>/<NameAccount>/Builds/ ChatSaveFile: C:/<RootInstall>/piggs/ C:/<RootInstall>/data/ OptionSaveFile: C:/<RootInstall>/piggs/ C:/<RootInstall>/data/ WDWSaveFile: C:/<RootInstall>/piggs/ C:/<RootInstall>/data/ *One look inside the /piggs folder, is all it takes to know, it's not ideal. I haven't seen this anywhere so, grain of salt, I think of the data folder as the User Root. Things were encouraged to play with, default here. **File names must be specified by user or command will error. Navigating Relative Paths: I had said that Relative paths, require two points in order to be defined however, there's a third point to consider. They're commonly restricted within their environment, the installation root. How that affects us, simply put, the installation root is a brick wall. Indicated as, "CoX", on the graph below, saving to the left of that isn't an option. Considering the graph below, from the green BUILDS folder, if we wanted to move to the right, (referred to as "down"), entering a folder name, followed by ,"/" the forward slash moves us 1 step. To go back, (graph-left, "up" when talking to IT), instead of the folder name "../", two periods and a forward slash, takes us back 1 step. From the green BUILDS folder, moving right, we can take as many steps as we squeeze in to a single command but, if we're going the other direction, trying to save to a folder more than 2 steps back and our command errors. Folder Structure Puter Path to stumes CoX Build1 Data Build2 Yours Build3 Screens Build4 Account BUILDS Build5 Build6 Build7 * Unlike a board game, being, "in" a file, is represented as, to the right and one down . With that said, consider exhibit 11.C § 1.61 (1972). I'll go get those commands together. exhibit 11.C § 1.61 (1972) /buildsavefile "../../../CoX/BuildFileName.txt" /buildsavefile "../../../BuildFileName.txt" /buildsavefile "../../BuildFileName.txt" Anyways... Below, in the text editor, is our command with the paths to each of the 7 build folders mapped on the graph and, one for saving to the BUILDS folder. On other systems, common path options might be available but only up and down were recognized on my computer. (See notes) *if you've noticed the commands, don't exactly match the name, good eye! It's not a ruse. The table is just, whatever. Without function, I let form rule. The commands are here for easy editing. Parts with real world applications, I wanted to get right. NO GUARANTEES, NO REFUNDS! Commands: Comparing the binds to the graph, a pattern is probably starting to stand out. Forget what you heard Paula Abdul going on about, it's two steps back.... then, whatever number of steps forward, if you're navigating to another install root folder. Typically, these commands generate the folders you've specified if they don't already exist. If that isn't happening, it's possible, your security settings are getting in the way. I'd guess generating folders, the old fashioned way, through your operating system, is probably going to buff that out. The minor inconvenience isn't worth altering, otherwise, satisfactory security. /BindSave OnSubmit: Sorts active binds in a specific order*. Generates a fixed form document, resorted in an order I have yet to identify, to its default path. Is Invalid: Shouldn't be possible under normal circumstances. If it happens, default channel, "Error" Reports, "UnableKeybindSave" Is Valid: Default Channel, "System" Reports, " Keybinds saved to C:/<RootInstall>/keybinds.txt" Modifiers: N/A Arguments: N/A Defaults To: <System>/<RootInstall>/ Specify: No Name: Keybinds.txt *(Always the same. Some symbols as symbols and some as alpha, numerical, alpha with symbols as alpha.) keybinds.txt Preview: Link: Current Copy available through the wiki /BuildSave OnSubmit: Generates a fixed-format document illustrating the active builds powers, level selected and enhancements added, to the default path. Is Invalid: Shouldn't be possible under normal circumstances. If it happens, Default channel, "Error" Reports, "UnableBuildSave" Is Valid: Default Channel, "System" Reports, "BuildSaved" Modifiers: N/A Arguments: N/A Defaults To: <System>/<RootInstall>/<NameAccount>/Builds/ Specify: No. Name: build.txt build.txt Preview: /ChatSave OnSubmit: Generates a fixed-format* text document of all chat and window settings, to the default path. Is Invalid: Shouldn't be possible under normal circumstances. If it happens, default channel, "Error" Reports, "UnableChatSave" Is Valid: Default Channel, "System" Reports, " Chat file saved to C:/<RootInstall>/chat.txt" Modifiers: N/A Arguments: N/A Defaults To: <System>/<RootInstall>/ Specify: No Name: chat.txt *(Appears to be a mix of binary and CoH specific. Not easily edited.) chat.txt Preview: /OptionSave OnSubmit: Generates a simple fixed-format* list of a few menu options and some "remember" checkboxes encountered during standard play. Is Invalid: Shouldn't be possible under normal circumstances. If it happens, default channel, "Error" Reports, "UnableOptionSave" Is Valid: Default Channel, "System" Reports, " Options saved to C:/<RootInstall>/options.txt" Modifiers: N/A Arguments: N/A Defaults To: <System>/<RootInstall>/ Specify: No Name: options.txt *(Appears to be a mix of binary and CoH specific. Very easily edited.) options.txt Preview: Link: Current Default Structure available through the wiki /wdwSave OnSubmit: Generates a fixed-format* text document of most interface windows and some menu settings. Is Invalid: Shouldn't be possible under normal circumstances. If it happens, default channel, "Error" Reports, "UnableWdwSave" Is Valid: Default Channel, "System" Reports, " Windows saved to C:/<RootInstall>/wdw.txt" Modifiers: N/A Arguments: N/A Defaults To: <System>/<RootInstall>/ Specify: No Name: wdw.txt *(text variant of a table with repeating columns for each window line. The columns take a mix of binary, numerical values and RGB color. Not all options and settings are available and some shown are not valid) Very easily edited.) wdw.txt Preview: Link: Current Default Structure available through the wiki Prospects for keeping options on, or near, your person: Souvenir macros to help illustrate options, right for you, more than literal function. A little editing will go far. What was the deal with the exhibit thing? Weird... As mentioned, the default buildsave folder, from the install root, is two deep, <NameAccount>/Builds/. Therefore, (2) back steps back, ../../ is as far back as allowed. The first path is the bad boy of the bunch, going three steps back but, moving back up to the root. It would work however, technically, it escapes the root folder for a billionth of a second and should get slapped down for it. The second example would fail and, the third follows all the rules. SP, ultimately, it was just a dumb path joke. FInal thought on permissions vs bug: Not being a security guy, or even a strong computer guy. All I can do it speculate but considering the following two points, I'm not confident it's a bug. - The account folder may have additional restrictions the user generated data folder does not. - Build Absolute path error, mimics all file errors attempting to escape install root via relative Test Samples: There's nothing crazy but, the flexibility with extensions was unexpected. The pearls Passed - saves to <RootInstall>/data/ - /bindsavefile test.txt Passed - saves to <RootInstall>/<NameAccount>/Builds/ - /buildsavefile test.txt Passed - saves to <RootInstall>/data/ - /chatsavefile test.txt Passed - saves to <RootInstall>/data/ - /optionsavefile test.txt Passed - saves to <RootInstall>/data/ - /wdwsavefile test.txt Passed - Saves to <RootInstall>/data/ - /wdwsavefile ./test.txt Passed - Loads from <RootInstall>/data/ - /bindloadfile test.txt Passed - Loads from <RootInstall>/data/ - /chatloadfile test.txt Passed - Loads from <RootInstall>/data/ - /optionloadfile test.txt Passed - Loads from <RootInstall>/data/ - /wdwloadfile test.txt Interesting Passed - Saves to <RootInstall>/data/ - /bindsavefile test Passed - Saves to <RootInstall>/<NameAccount>/Builds/ - /buildsavefile test Passed - Saves to <RootInstall>/data/ - /chatsavefile test Passed - Saves to <RootInstall>/data/ - /optionsavefile test Passed - Saves to <RootInstall>/data/ - /wdwsavefile test Passed - Loads from <RootInstall>/data/ - /bindloadfile test.b Passed - Loads from <RootInstall>/data/ - /chatloadfile test.c Passed - Loads from <RootInstall>/data/ - /optionloadfile test.o Passed - Loads from <RootInstall>/data/ - /wdwloadfile test.w --- Passed - Saves to <RootInstall>/data/ - /bindsavefile test.b Passed - Saves to <RootInstall>/<NameAccount>/Builds/ - /buildsavefile test.qwy Passed - Saves to <RootInstall>/data/ - /chatsavefile test.c Passed - Saves to <RootInstall>/data/ - /optionsavefile test.o Passed - Saves to <RootInstall>/data/ - /wdwsavefile test.w Passed - Loads from <RootInstall>/data/ - /bindloadfile test.b Passed - Loads from <RootInstall>/data/ - /chatloadfile test.c Passed - Loads from <RootInstall>/data/ - /optionloadfile test.o Passed - Loads from <RootInstall>/data/ - /wdwloadfile test.w --- Passed - Generate folders, Saves to <RootInstall>/data/test/test/test/ - /optionsavefile test/test\test/test.txt Passed - Loads from <RootInstall>/data/test/test/test/ - /optionloadfile test\test/test\test.txt --- Passed - Generate folders, saves to <RootInstall>/New/ - /chatsavefile ../..\New/test.txt Passed - Loads from <RootInstall>/New/ - /chatloadfile ..\../New\test.txt --- Passed - Generate folder, saves to <System>/test/ - /chatsavefile c:/test/adobe.pdf Passed - Loads from <System>/test/ - /chatloadfile c:/test\adobe.pdf --- Passed - Saves to <RootInstall>/Costumes/ - /bindsavefile ../Costumes/ms.xls Passed - Loads from <RootInstall>/Costumes/ - /bindloadfile ..\Costumes/ms.xls --- The fails Error - buildsavefile Error - /buildsavefile . Error - /optionsavefile ./ Error - /chatsavefile /. Error - /wdwsavefile ../../../test.txt Error - /bindsavefile ../../../test/test.txt Error - /buildsavefile C:/coh/test.txt Error - /buildsavefile C:\coh\test.txt Error - /buildsavefile C:/<PathToWritePermissionsForUnknownUser>/test.txt -Control Passed - /optionsavefile C:/coh/test.txt Passed - /bindsavefile C:\coh\test1.txt Passed - /wdwsavefile C:/coh\test1.txt Passed - /chatsavefile C:/<PathToWritePermissionsForUnknownUser>/test.txt Passed - /chatloadfile C:/coh/test.txt Passed - /optionloadfile C:\coh\test1.txt Passed - /wdwloadfile C:/coh\test1.txt Passed - /bindloadfile C:/<PathToWritePermissionsForUnknownUser>/test.txt - Buildsavefile as an Absolute path is an absolute no. - Only buildsavefile has an issue surrounding Absolute. All others are good to go. - Client accepts and converts backslashes to forward, as part of a path - Error reports and rejects attempts to escape folder via relative path. Nothing escapes. Not nobody. Not no how. - No issues navigating installation folder via relative path or, generating new folders within - No logic test of file extension. Saves and loads viable files without extension or even, made up extensions. - No logic test to preserve existing files. Older instances always lost. It's a Wrap! Anyways... Hope this proves useful.
  11. I was hoping you guys could take a look at my build and offer some further maximization suggestions. Right off the top, I went overboard on the Endurance Management aspect; 50 levels of running out of endurance with Titan Weapons is enough to scar a guy. Choosing Ageless for my Destiny Incarnate only emphasizes that "issue" - I could drop that Destiny, but Bio and Titan both really benefit from the +Rech. I'd rather lose one or both of my Energy Master ancillary power pool picks, but I don't have a great idea of what powers to replace them with. I wouldn't mind having Fireball, but don't think I can carve out a spot for 3 power picks. I'd also like to know what I should be striving for with the build really. I could replace my Mako's Bite enhancements with Hecatombs and my Obliterations with Armageddons, but I don't know if that would necessarily be worthwhile. I wish there were Defensive purple sets. Note: The blank enhancement slots contain a couple from the new enhancements: Parasitic Aura: Preemptive Optimization - EndMod/Rech and EndMod/End/Rech; Physical Perfection: Power Transfer - End Mod and Chance to Heal proc Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Devastation Blade: Level 50 Mutation Brute Primary Power Set: Titan Weapons Secondary Power Set: Bio Armor Power Pool: Force of Will Power Pool: Fighting Power Pool: Speed Ancillary Pool: Energy Mastery Hero Profile: Level 1: Crushing Blow -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(11), Mk'Bit-Acc/Dmg/EndRdx/Rchg(13) Level 1: Hardened Carapace -- GldArm-End/Res(A), GldArm-ResDam(3), GldArm-3defTpProc(5) Level 2: Titan Sweep -- Obl-Dmg(A), Obl-Dmg/Rchg(5), Obl-Acc/Dmg/Rchg(7) Level 4: Environmental Modification -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(7), LucoftheG-Def/Rchg+(37) Level 6: Inexhaustible -- PrfShf-EndMod(A), PrfShf-End%(9), NmnCnv-Heal(9), NmnCnv-Regen/Rcvry+(11), Prv-Heal(13), Prv-Absorb%(40) Level 8: Mighty Leap -- Jump-I(A) Level 10: Adaptation Level 12: Boxing -- Acc-I(A) Level 14: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(15), UnbGrd-ResDam/EndRdx/Rchg(15), UnbGrd-Max HP%(43) Level 16: Ablative Carapace -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(17), Pnc-Heal/Rchg(17), Pnc-Heal/EndRedux/Rchg(34), Pnc-Heal(40), Pnc-Heal/+End(48) Level 18: Rend Armor -- Hct-Dmg(A), Hct-Dmg/Rchg(19), Hct-Acc/Dmg/Rchg(19), Hct-Acc/Rchg(21), Hct-Dmg/EndRdx(25) Level 20: Evolving Armor -- Ags-ResDam/EndRdx(A), Ags-ResDam(21), Ags-Psi/Status(23) Level 22: Build Momentum -- RechRdx-I(A), RechRdx-I(23) Level 24: Weave -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(25), ShlWal-Def/EndRdx/Rchg(36), ShlWal-Def(37), ShlWal-ResDam/Re TP(46) Level 26: Whirling Smash -- FuroftheG-Acc/Dmg(A), FuroftheG-Dam/Rech(27), FuroftheG-Dam/End/Rech(27), FuroftheG-ResDeb%(36) Level 28: DNA Siphon -- TchoftheN-Heal(A), TchoftheN-Heal/HP/Regen/Rchg(29), TchoftheN-Acc/Heal(29), TchoftheN-%Dam(31), EffAdp-EndMod/Rchg(33), EffAdp-EndMod/Acc/Rchg(40) Level 30: Follow Through -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(31), Mk'Bit-Dmg/Rchg(31), Mk'Bit-Acc/Dmg/EndRdx/Rchg(37) Level 32: Arc of Destruction -- Arm-Dmg(A), Arm-Dmg/Rchg(33), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(34), Arm-Dmg/EndRdx(34) Level 35: Genetic Contamination -- BrtFur-Acc/Dmg(A), BrtFur-Acc/Dmg/Rchg(39), BrtFur-Dmg/EndRdx/Rchg(43), BrtFur-Acc/Dmg/EndRdx/Rchg(45), BrtFur-Rchg/Fury(45) Level 38: Parasitic Aura -- TchoftheN-Heal(A), TchoftheN-Heal/HP/Regen/Rchg(39), TchoftheN-Acc/Heal(39), TchoftheN-Acc/EndRdx/Rchg(42), Empty(45), Empty(46) Level 41: Defensive Sweep -- Obl-Dmg/Rchg(A), Obl-Acc/Dmg/Rchg(42), Obl-Acc/Dmg/EndRdx/Rchg(46), Rct-Def(48), Rct-ResDam%(50) Level 44: Superior Conditioning -- PrfShf-EndMod(A), PrfShf-End%(50) Level 47: Physical Perfection -- Heal-I(A), Empty(48), Empty(50) Level 49: Hasten -- RechRdx-I(A) Level 1: Brawl -- Acc-I(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: Fury Level 1: Sprint -- Run-I(A) Level 2: Rest -- RechRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- RgnTss-Regen+(A), Mrc-Heal(42), Mrc-Rcvry+(43) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(36) Level 1: Momentum Level 10: Defensive Adaptation Level 10: Efficient Adaptation Level 10: Offensive Adaptation Level 50: Musculature Total Core Revamp Level 50: Mighty Judgement ------------
  12. Hi guys, I'm looking mostly for a Stone Armor build from those who have slotted with IO sets before. I'd be slightly interested in using some set bonuses to eke out a little more Run Speed if possible, but not at the expense of more important factors. I just got to Granite, and now it's time to shift focus to that type of build, so I'm due for a massive Respec soon, and thought I'd kill two birds with one stone. Thanks!
  13. I'm looking to IO slot my 50 Titan Weapon/Radiation Armor scrapper. I'm having issues with using/viewing Mids but I've seen people post what they've used to these boards rather than reference a Mids link (although both would be helpful). Any feedback would be appreciated!
  14. I have started a Dark/Mental Blaster and I am really loving it. I am sure that there are better combinations for blasters, but this is themed and it really is super fun to play. Can anyone create or post a build for this pairing? I am open to anything. Thanks in advance.
  15. adragonzord

    Rad/TW Tank

    I am looking for assistance in making the ultimate tank build. After conversations with many players the best over all sets seem to be Rad/TW for a Tanker. Could you help create a build that has capped defenses and resistance for this combination?
  16. I'm looking for a very optimized mids build for tri-form warshade. Would prefer something not homemade, genuinely insane DPS, and not limited by budget. Thank you all!
  17. Most of the "Proc Monster" discussion seems to center on damage. I got interested in what other nifty things could be done in the new PPM world.... Powers that used to be questionably bad because of long cooldowns are now procilicous. And although it's technically percent based so not a PPM, having seen what Bonfire with 'Overwhelming Force: Chance KD' can do you, get the idea of what amazing non-damage impacts procs can potentially have... Leviathan Mastery FTW So what makes MM Leviathan special? Mainly a single power. All the MM Epic Hold's have a long 32s cooldown making them great for procing. But Knockout Blow from Leviathan Mastery stands out, in that it already does massive damage, plus it accepts Hold, Melee and KB IO sets, and has a massive 40s cooldown. If that wasn't enough it's also a Mag3 hold and has a base accuracy of 90 rather than the standard 75, so we can skimp on accuracy for more procs! And if all that wasn't enough Leviathan gets another hold power, plus an aoe cone Immobilize and decent resistance shield. How to exploit? What are the gimmicks I promised? Even with some recharge from Alpha or IO enhancements both 'ForceFeedback: Chance for 5s 100% Rech buff' and 'Super Entomb: Chance for +Absorb' can still have capped 90% chance to proc. With a moderately high global recharge and Hasten build that means you can reliably have both of those buffs up again every 10 - 15s. ForceFeedback --- 'Knockout Blow' being single target with a long 40s cooldown, means that a ForceFeedback proc even with it's low PPM of 2 still is above the 90% proc chance as long enhancement Recharge stays below 61% enhancement. All the other procs we'd care about have 2 or better PPM, so that magic 61.5% rech threshold will also give us capped 90% proc chance for all the other procs. This means you can slot for recharge, taking Alpha Spiritual or Agility and still have capped proc chances! That let's you easily get KO Blow cooldown into the 10s to 13s range, meaning you can reliably have FF's 100% buff up around 1/3 to 1/2 of the time if you're judicious about using KO whenever it's up in combat, so roughly equivalent to 33% to 50% global Recharge while holding enemies and doing very respectable damage. In my testing this let me make other long cooldown powers like Nature's Overgrowth Perma. Super Entomb: Chance for +Absorb --- Why care about this? Well how would you like an Absorb shield you can refresh roughly every 10s? (Taking into account the Rech buff from ForceFeedback...) This is my favorite gimmick, but it's arguably better in the Epic Range holds since you can more easily fire at will that way... In my use it's just a little under 150 HP Absorb on my MM. That may not seem like much, but I'm at 75% S/L res. Resistance reduces incoming damage before it hits the Absorb. So that means with that paltry 150 Absorb my MM can take an extra 600HP of S/L damage roughly every 10s or so. Not bad for a character that only has a 842 HP. If you can get off even 4 procs a minute it could protect you from 2400 HP of S/L damage. Another important is that's damage won't be transferred to pets in BodyGuard mode for instance when we all take a massive pboe hit.... Absorb is more effective when you have high Resistance, so will be best with 2ndaries like Resistance buffs like /Nature, /Thermal and Sonic can best leverage this. And it just so happens that Leviathan includes a decent shield 'Shark Skin' with base Resistance of 27.5% S/L/ and Cold. Combined with a 2ndary like /Nature this makes it easy to get to 75% cap on S/L even without Tough. Since Leviathan has two Holds it will also do well with 2ndaries like /Time, /Nature and /Radiation letting you stack multiple Holds. KO Blow Gimmick slotting: Relying on the 90% capped proc chances by keeping our Recharge enhancement at or below 61% for this power. ForceFeedback The usuals: 1 x Purple 'Enbreakable Constraint' [If you're poor non-purples will also have 90% proc chance it's just that they do less damage. But for instance you have other lower cooldown holds powers like Time Stop that you want to proc out you might be better off putting the purple there where the high PPM is actually needed to stay at proc cap. ...and 1 x Purple Hecatomb dmg But KO does a whopping (for MM) base damage of 109, so we also want to slot for Dmg. Optimal will be a two +5 boost Hecatomb's. 1 x Acc/Dmg/Rech and 1 x Dmg get you 94% Dmg 33% Rech. But I like 2 x Basilisk for Def bonus with 1 x Hecatomb Dmg which still gets you 66% Dmg. [2nd Hecacomb from choices above....] *Utility proc or another dmg proc seasoned to your build tastes. Interesting Utility options: Super Entomb: Chance for +Absorb is the main gimmick but I actually recommend taking ranged Spirit Shark too and putting Entomb in that. It's much easier to spam a ranged power, letting you more reliably keeping your Absorb up. Also, Spirit Shark has a lower 32s cooldown, but since Entomb is 3 PPM you can still easily keep it 90% proc chance cap... Mag5 Hold --- How about boosting the Mag3 hold up to Mag5 so you can instant hold Bosses? Superior Blistering Cold proc would let you do that but it's expensive and you don't need the high 4 PPM rate. Lockdown chance for hold's 2.5 PPM rate means you can reach 106% Recharge while still being at 90% cap Chance for -Res --- ?? Is this a bug. KO Blow accepts Targeted aoe sets?? Hmm how about 90% chance of procing an Annihilation chance for -Res? +Def bonuses --- We're often chasing Defense bonuses so my favorite slotting is actually 2 x Basiliks's and 1 x Hecatomb Dmg. That gets you 2.5% E/N, 1.25% Range Def and 66% Dmg and you can tune the Rech you get to keep it below 61% when combining with 45% from Alpha Spiritual.... Unless you have some other outside buffs you'll need some Accuracy anyway, so the Basilisks serve a purpose and also extend the hold mezz time. Other Leviathan Powers: Spirit Shark --- Single target mag3 Hold that does damage, so takes Ranged Damage and Hold Procs. Procs of interest: As mentioned previously, if you can fit it your build along with KO Blow, then this where I actually recommend putting Entomb here. At 3 PPM we can go as high as 98% Recharge while still keeping our 90% proc chance. And since this is 32s coldown power it will be up more often... Mag5 Hold -- Again adding a hold proc let's you reliable stack enough Mag hold to instant hold bosses. But don't use Lockdown as it's just a 2.5 PPM. This power takes Ranged Dmg sets and Devastation's Hold proc is a 3 PPM like Entomb. That small .5 PPM difference means Lockdown has to stay below 62% Rech to keep 90% Proc rate, whereas Devastation like Entomb can go to 98%.... Dmg procs -- Ideally the Purple Apocalypse Ranged Dmg proc. Not because we need the higher PPM rate, but because it does more Dmg... Honorable mention again with 2 x Baslisk Gaze, for the +Def set bonus and we do probably want some Accuracy and Recharge. School of Sharks: Nothing unique to see here that other Epics Immobs don't also have. The procs of interest will all be 3.5 PPM with the exception of Annihilation -Res which is 3 PPM. This means given the aoe cone and lower 20s cooldown, any recharge will greatly reduce or PPM chances in this power. For optimal procing you should go w/ no Alpha bonus and as close to zero IO Rech as possible. Procs of interest: Annihilation: chance for -Res (3 PPM) --- even with zero rech you'll still only have a ~54% chance of procing. ~45% chance to proc at 23.1875% enhancement Rech. And when you reach ED 96% Rech that goes further down to a 30.4%. Superior Frozen Blast: Chance for Immob --- This stacks ontop of the powers own Mag3 Immobilize letting you potentially mezz bosses and more easily hold AVs. While IO is 3.5 PPM which will help a bit, unfortunately it has a 23.1875% Rech Enhancement....so works against our proc plans. This will force you to 23.1875% Rech giving a proc chance of is ~52%, and worth yet also decreasing the proc chance other procs you want to use in School of Sharks. With Alpha Spiritual's 45% Rech tier that would total 68.1875% rech for a ~39.7% chance of procing. After the These might not seem that great, but for comparison remember that Controllers only get a 20% to add a +1 Mag to their powers. And since their powers are low cooldown that won't be able to use procs efficiently. Gravitational Anchor: Chance for Hold --- /Time and /Nature have chance for aoe Hold powers that accept the Lockdown chance for hold proc. If we add another aoe Chance for hold, we start to have decent odds of holding things. Gravitational is a 3.5 PPM, so the same numbers as Frozen Blast above, except if you opt to skip Frozen Blast, then you can actually be a zero recharge. Zero Rech means this a ~63% chance to proc a +2Mag Hold on targets in your Aoe cone. Debilitation Action: Chance for Stun --- It's only 3 PPM and it won't help us with Leviathan powers, but if you have other sources of Stun it might be better. Also it's dirt cheap. PPM chances will the same as Annihilation listed above. Dmg procs. Positron's, Javalin Volley, Trap of the Hunter all standard 3.5 PPM so same chances as Frozen Blast / Gravitational.... Dmg/Range or Pure Range --- This is cone power. Extending the range makes the cone's radius much wider at the end, but importantly doesn't reduce your PPM chances. You get a lot more mileage out of these powers when enhance for range because you can more easily target all enemies at once... (But sadly ranged cones have a target cap of 10 enemies....so there's only so much you can do with cone width...) Shark Skin --- Nothing much to say here. It's just like any of Epic Res Shields, but part of Res is for Cold which probab ly isn't as useful as Mu's Energy or Soul Mastery's Negative and Toxic. But I'm not here for the shield. The main point is that you want this power and you want it well slotted so you can best take advantage of the Absorb from Entomb. Bile Spray --- I'd say skip this. This power only takes Targeted Aoe sets so the proc options are limited. For proc builds you want to fully proc out powers for maximum benefit. Meaning you'll need all the 35+ slots you can spare for Knockout Blow and Spirit Shark etc..
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