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About Me

  1. Seeing if anyone has any builds suited for a hami only toon. Leaning towards a PB or WS but open to something else...?!
  2. I looked through 20+ pages of this subforum and found only one other post with kin/psy, so I figured I would post something here. I had such a character on Virtue and thought I would recreate him but I don't remember a lot about the build and what kind of slotting would work best. Below is an example of what I have now. I'm sure I don't need to 6-slot Increase Density with Aegis, or Transference with Power Transfer. And I only took Grant Invisibility because I didn't really know what else to pick. And so on. If someone could post a build of their own, it'd be appreciated! This Hero build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Masked Hoser: Level 50 Science Defender Primary Power Set: Kinetics Secondary Power Set: Psychic Blast Power Pool: Flight Power Pool: Concealment Power Pool: Leadership Power Pool: Speed Ancillary Pool: Psychic Mastery Hero Profile: Level 1: Transfusion (A) Touch of the Nictus - Healing/Absorb (3) Touch of the Nictus - Healing/Absorb/Recharge (3) Touch of the Nictus - Accuracy/Healing/Absorb (5) Touch of the Nictus - Accuracy/Endurance/Healing/Absorb (5) Touch of the Nictus - Accuracy/Endurance/Recharge (7) Touch of the Nictus - Chance for Negative Energy Damage Level 1: Mental Blast (A) Devastation - Accuracy/Damage (31) Devastation - Damage/Endurance (34) Devastation - Damage/Recharge (36) Devastation - Accuracy/Damage/Recharge (36) Devastation - Accuracy/Damage/Endurance/Recharge (36) Devastation - Chance of Hold Level 2: Siphon Power (A) Recharge Reduction IO (7) Recharge Reduction IO (9) Recharge Reduction IO (9) Accuracy IO (11) Accuracy IO (11) Accuracy IO Level 4: Fly (A) Flight Speed IO Level 6: Psionic Lance (A) Vigilant Assault - Accuracy/Damage (37) Vigilant Assault - Damage/RechargeTime (37) Vigilant Assault - Damage/Endurance/RechargeTime (37) Vigilant Assault - Accuracy/Damage/Endurance (39) Vigilant Assault - Accuracy/Damage/Endurance/RechargeTime (39) Vigilant Assault - RechargeTime/PBAoE +Absorb Level 8: Stealth (A) Empty Level 10: Siphon Speed (A) Empty Level 12: Increase Density (A) Aegis - Resistance/Endurance (13) Aegis - Resistance/Recharge (13) Aegis - Endurance/Recharge (15) Aegis - Resistance/Endurance/Recharge (15) Aegis - Resistance (17) Aegis - Psionic/Status Resistance Level 14: Maneuvers (A) Luck of the Gambler - Defense/Endurance (17) Luck of the Gambler - Defense/Recharge (19) Luck of the Gambler - Endurance/Recharge (19) Luck of the Gambler - Defense/Endurance/Recharge (21) Luck of the Gambler - Defense (21) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 16: Telekinetic Blast (A) Devastation - Accuracy/Damage (39) Devastation - Damage/Endurance (40) Devastation - Damage/Recharge (40) Devastation - Accuracy/Damage/Recharge (40) Devastation - Accuracy/Damage/Endurance/Recharge (42) Devastation - Chance of Hold Level 18: Speed Boost (A) Run Speed IO Level 20: Assault (A) Endurance Reduction IO Level 22: Tactics (A) Gaussian's Synchronized Fire-Control - To Hit Buff (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (25) Gaussian's Synchronized Fire-Control - Recharge/Endurance (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance (31) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 24: Psychic Scream (A) Positron's Blast - Accuracy/Damage (42) Positron's Blast - Damage/Endurance (42) Positron's Blast - Damage/Recharge (43) Positron's Blast - Damage/Range (43) Positron's Blast - Accuracy/Damage/Endurance (43) Positron's Blast - Chance of Damage(Energy) Level 26: Transference (A) Power Transfer - EndMod (27) Power Transfer - Damage/Recharge (27) Power Transfer - Damage/EndMod (29) Power Transfer - Damage/Accuracy/Endurance (29) Power Transfer - Damage/Accuracy/Recharge/Endurance (31) Power Transfer - Chance to Heal Self Level 28: Psionic Tornado (A) Positron's Blast - Accuracy/Damage (45) Positron's Blast - Damage/Endurance (45) Positron's Blast - Damage/Recharge (45) Positron's Blast - Damage/Range (46) Positron's Blast - Accuracy/Damage/Endurance (46) Positron's Blast - Chance of Damage(Energy) Level 30: Subdue (A) Enfeebled Operation - Accuracy/Recharge (46) Enfeebled Operation - Endurance/Immobilize (48) Enfeebled Operation - Accuracy/Endurance Level 32: Fulcrum Shift (A) Accuracy IO (33) Accuracy IO (33) Accuracy IO (33) Recharge Reduction IO (34) Recharge Reduction IO (34) Recharge Reduction IO Level 35: Dominate (A) Accuracy IO Level 38: Psychic Wail (A) Scirocco's Dervish - Accuracy/Damage (48) Scirocco's Dervish - Damage/Endurance (48) Scirocco's Dervish - Damage/Recharge (50) Scirocco's Dervish - Accuracy/Recharge (50) Scirocco's Dervish - Accuracy/Damage/Endurance (50) Scirocco's Dervish - Chance of Damage(Lethal) Level 41: Mind Over Body (A) Resist Damage IO Level 44: Mass Hypnosis (A) Accuracy IO Level 47: Grant Invisibility (A) Empty Level 49: Hasten (A) Recharge Reduction IO Level 1: Brawl (A) Empty Level 1: Sprint (A) Empty Level 1: Vigilance Level 2: Rest | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1408;633;1266;HEX;| |78DA6593E96E125114C7EFC0502C6BD9E90205BA80ECB87C37B5369AB686D807203| |85CCA44322043B1E84BA8AF60373FBB3E825B8C89FA186A8DCBD7F174CEB96DC009| |F09BF9DFFB3FE770E6DCCDDD5557B3B97685499EABEDBAAED75679936B0DDEB36F2| |92AD714CEE0726DD6F53BBC91B8DED1610184B0D8555BD969368BEBAAC6FBAAA2C7| |4EE55B756D9B378A557DA8B454A5B602A1FBCC59ED74DAC5B5B6BADDEAFBCCFB1BD| |A40D5D5DB6A5BED0FBDA6B2C1EBE0D75B6AD7613E6F75396F04AF7555E5341814D3| |E7BD6114EA48C257B3C08F745226336C2C6065AC22334B901842CA616204391145B| |E19313F61A618DF4326F7910B07C443E211B203664932ED864DCAA138413C273883| |748CD1097DB45266665D40F11D44B489726C59D9141773C43CB1805C2E124B48374| |4B4338A6837E0627721DE24FE41834D9A520F24A748E12C4BA6D555215E407A2E12| |2F21A72E237D10DF2DCCEE295AF421FD7E6200190C1243C80F90D92BCC5EEAF532F| |53A4DBD4E53AFD3D4EBF3D46B1DCC3ED12E5F01453F9413106220896200C4904813| |DAB39862789F78808C1E128F90F1A7C8F7808830479E510DCF892F90D997C457C4D| |7C81D304F0BF3F431BE95999FC45FC8B9DFC43FC8F85FE44730CF0AF32C65CE53E6| |3C65CE53E602652E50E6B7608E91D9127B88FD2E3C42961E2307B0695E8CEB3C8D6| |1629C34B6C9317E86F39212AD4ED1E64F107149D4BC3440B1748FB88BAC0C89F789| |0F905F21624644CCE451FC02624E88394AE381375A14835D34A738055259EC2B538| |D73321397019F937D1BFF4B37E5B3236F5465710FEB92B9FECD71B6CE184DDA8F11| |7111C5EF236206C5E3113181220BC361A734C67A166A170FFF00E225D23B| |-------------------------------------------------------------------|
  3. I love making builds, and squeezing every bit of performance out of those beautiful IOs! It doesn't have to the the perfect meta powerset combo necessarily, but continually polishing even a suboptimal character brings me great joy. Even now, I look back on builds I made months ago, scowling at my choices while moving bits and pieces that somehow missed my attention - another 1% resist here, another proc there, another slot saved. However, there are a few that have reached glorious perfection in my eyes at least! Sometimes I pull them up just to enjoy the satisfyingly complete puzzle. What builds are you especially proud of, and why? Is there anything you wish you could have achieved with them, but never found a way? As a point to start us off: I'm extremely pleased with my recent Dark/Energy Scrapper build. Part of this is thanks to the wonderful flexibility and baseline power of /Energy of course, but I was very happy with how much I was able to shore up resists and maintain softcaps without sacrificing anything in my attacks. Proccy goodness abounds, and nothing is purely a mule - every set bonus is also involving IOs that actually enhance a power meaningfully. Of course he plays like a dream as well! Infinite end, smooth aoe and single target, excellent damage and survivability in all situations. The final cherry is near-immunity to slows, something I strive to incorporate in all of my characters these days.
  4. After venturing into the lands of Dominatordom for my past few builds, the time has come yet again for another Tanker! I'm going Dark/KM here not because it has any particular synergy, but because I just want to try these two sets generally, and am therefore squishing them together. 🙂 In this pursuit, I'm also wanting to witness first-hand how effective Invoke Panic is in combination with Cloak of Fear. I see others have found it basically adequate. If you have experience and perspective here, I'd love to hear! This is also my first build with the slightly weird KM, so welcome wisdom from that angle as well. My goals: A broad base of defense with enough melee defense to hit softcap with a purple easily when needed. Not trying to softcap. A proccy, efficient attack chain for both ST and aoe. Good slow resist, as my survival does rely on a couple clickies. Strong resists across the board without sacrificing the above priorities. Max hit chance against +4's. Concerns about my current iteration: I'd love to find a way to swap to musculature radial instead, but feel the end hunger is too much otherwise. Cardiac does good work here, and helps with resist as well of course. At least the current iteration leaves some good room to benefit from the kins of the world. Will this be enough end support? Obviously I have foregone a lot of the end uniques, instead choosing to rely on heavy end reduction and ToE proc in Dark Regen. The Rec/Use numbers are not great, but my active powers are very cheap to activate with all the redux, so I'm thinking it may be workable. Can always go Ageless in high level content as well. Accuracy! Holy cow why does Cloak of Fear have such low accuracy? It doesn't seem justified. As it stands, everything is good except Cloak of Fear when Power Siphon is down, but I do rely of Siphon for max chance against +4's for Cloak. Less of an issue once level shifted. For those of you that have used Invoke Panic before, did you find it fun? Are there any little eccentricities you found in practice that weren't obvious at first? Finally, It would be nice to find room for Unrelenting. If only Invoke didn't require 2 power picks. : ) Note that the current version of Mids is wonky with KM for tanks and scrappers. It automatically adds the Power Siphon buffs in some cases, so the damage totals shouldn't include the extra ~80% global. Should be fixed in the next release. Also I have two FFback procs, so toggle those off for more perspective on totals. Build: Totals: Visual of build:
  5. Edit: Modified slotting a bit. Edit again: More fiddling with slots. After completing my recent Seismic/Earth Blaster and having a uh - blast, I'm ready to return to the land of doms. : ) I know that Electric/Psi is a favorite of @oedipus_tex, and I'd like to try my hand at this combo with my own approach. I recently built a Plant/Fiery that eschewed all defense, instead relying on the soft controls and of course very powerful Confuse. I see that Electric also has a solid confuse, and would like to see if a similar feat is possible with this combo. Goals: Damage damage damage! As with my plant/fiery, I'm slotting the uniques, but otherwise ignoring defense bonuses entirely, even the juicy low-hanging bonuses. This is a very proc-heavy build. Both good aoe and single target chain. I want to be able to blast almost non-stop in either scenario. Recharge immunity, or near. It's a personal thing, but I really like it, especially on doms. Perma-dom of course. I'm okay relying on hasten, and have achieved a good pad in this build. Elements I am uncertain on in the current iteration: It would be nice to have room for proper slotting on Psi Dart - it seems pretty okay for a T1. Is ignoring it a dumb move? It looks like I'll have a really solid chain between my melee powers and Psi lance. Jolting Chain doesn't seem all that hot to me given the other controls at play - am I wrong? I've picked up Psy Scream, which I know plenty of folks hate. It works pretty well procced out, and combat teleport will allow quick usage. Do you see a better way to round out aoes? Drain Psyche slotting. I ignored end slotting here. Is this silly? There are many ways to approach slotting this power. Chain Fences - here I've gone with the orb proc. However, maybe I won't be spamming chain as much as I might the immob in other builds, given the nature of Static Field. Does it get much play in your elec? If I'm not cycling it much, I could siphon the orb to a slot elsewhere. How effective is the buildup proc in Gremlins? People seem to be a bit down on the damage potential for these little fellows, and maybe it's lower value here than in most pets. Anticipated playstyle: Open with Synaptic, Combat Teleport in, Fold Space, Drain psyche, Static Field self-cast, Psy wave, Ball Lightning, TP back for scream, TP back to mob for continued sapping/pbaoes/ST burn down. If in longer/more difficult encounter, keep spamming chain fences and static field to sap. May take a few cycles, but shouldn't take too long to get to zero. As always, I'd love your input! I'm sure there is much optimization to be had, and perhaps some fundamental flaws in my logic. The build:
  6. Edit: @Shred Monkey's comment on another thread got me to thinking about the implications of Seismic Force on overall cooldown, and whether it might be viable to skip hasten. I have entered a second hastenless build. Have any of you tried relying on this mechanic without hasten, and did it leave you wanting to go back to the land of glowing yellow hands? Edit 2: Further optimization added to squeeze some more resist and def, fit in buildup proc for snipe. Update for any interested: Added the final version of this build. Loving it! Absolutely my most fun blaster yet built on Homecoming. Good evening, blasterinos! I've had my eye on the newish Seismic set, and feel like Blaster is the best place to start with my next concept. I know there are quite a few builds shuffling about the forums, which I have reviewed for inspiration. I have a few goals in mind, and would love to see if you can spot any interesting optimizations I missed, or standard idiocy that my silly monkey brain has engaged in. My goals with this build: Ranged softcap is a "soft" goal. I'm okay being a bit short in pursuit of other goals, but would like to be there. -recharge resist. This is a real in and out melee/ranged build, so mobility is important, and I just hate being slowed down. I'm not sweating +recharge stacking too terribly much, as I have a pretty good stack of active powers to keep throwing, but every ounce here on the side is useful. Hit reliably against +4's. I love the flexibility Beryl gives me here. Proccy proc proc proc where it makes sense, or even sometimes where it's pretty edge case. I like extra damage for doing silly things. : ) Where I feel this one falls a bit short: Just an edge shy of softcap. If I can get that extra ~2.5% without eating into other things, that would be great. Softcapped! I am a bit on the lower side for global recharge. Some extra juice here wouldn't hurt, though with FFback firing it looks pretty good. What do you think about skipping Fracture? I like that it can stack with stalagmite, and how fast activating it is, but the acc is tough to get up to par, and it isn't up very often. Also lacks good procability. Things I'm just unsure of: Is it dumb to skip Entomb? The DPA isn't all that impressive, and I feel like Heavy Mallet fits the slot better for a similar purpose,. Also I'm not a huge fan of the animation. Will I have room for all my clickies in the normal combat flow, or have I given myself too much to do? A few of these aoes especially are on a pretty short cooldown. Unusual bits: I actually like the idea of Salt Crystals as a super fast cast debuff/moderate pbaoe that heals. The in-combat pause from auto-hit sleep might even come handy at times. I'm actually really enjoying aoe sleeps these days, especially proccable ones. I skipped Char! Silly I know given the proc potential. My rationale is that I want to focus on keeping a constant flow of seismic shockwaves activating so I get more empowered Rock Shards and Stalagmites, and I don't have room to siphon slots to Char either if I chose it. No -KB in Meteor! Forget it man - they just gonna be dead. The timing game for getting all the aoes to hit at once is just more important now. : ) The Build: Hastenless version:
  7. 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? This has been removed from the game 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
  8. Edit: Updated build per some suggestions by @oedipus_tex I posted on a Plants/Thermal in an earlier thread, but ended up deciding to make a Plants/fiery dom instead, which worked out beautifully. In my previous discussion around /Thermal, I received some feedback that perhaps I was undervaluing the support power it brings, especially in really tough content. My very proccy Plants/Thermal put minimal investment into the shields and heals, but I'm here to correct that with a new combo, and as always would love your collective insight. Goals for this build: As is my way, proccing them powers out real nice-like. S/L softcapish - achieved. Would love ranged too, but this is a no go with a proc focus. A side dish of recharge resist as I can squeeze it in. Reliably hit +4's. Where I'd like to see some improvement if possible: Some more S/L resist to supplement the defense would be nice. I don't want to sacrifice above goals, however. More recharge would be good. In my proccing, I have sacrificed some of the obvious big recharge opportunities. One free slot somewhere to drop a -KB IO in. Not really sure where right now. I gueeeess I could downslot stone cages a bit more, but I like the S/L resist. Adjusted for this. General unanswered questions: Ideal proc slotting for Volcanic? @Carnifax gave me some guidance on how to test, and I will do so for sure once leveled. I don't really feel like spooling everything up on Beta to test in the meanwhile. Right now I'm going with hold procs as optimal, but if anyone has done the testing already on how effective Ranged aoe is, I'd love to hear, or if it's just a waste of time entirely and I should just do a Purple set instead. Is Earth's Embrace a waste? Between the Extra HP here and the occasional burst of absorb, this guy could theoretically get quite a big pad! I'm open to other ideas about a better one slot wonder though. Quicksand is a consideration - I have always liked it in the past. The build:
  9. I tried to recreate a blaster from live and it's just not doing it for me. He used to be so much fun. I think it's me, there have been so many changes and I'm just not coming up with the right build. I'm hoping someone can help bring back that love for this guy. I like to melee with him. What are the recommendations, and especially pool powers. I got nothing for that. I have a stalker that just kicks serious butt, and I wish this guy was just half as fun as that character. Ant help would be appreciated.
  10. Go ahead! Make my day! Seriously, this is the first build I've built from the ground up. I figured I'd copied enough people's builds and honestly, there was no good BS/SR build on the forums that I could find. So here we are. I figured SR is defense based right? So I know DEF is gonna be good. I'm a Stalker, so my primary concern should be killing things and doing it quickly. Thus, I started by slotting attack powers for maximum effect, also taking set bonuses for RES as much as possible, given that SR has very little built-in RES. Next, I slotted to fill in the gaps and ensure I was above softcap in DEF to account for debuffs, toggle failure, etc. Any way I could squeeze more out of this build? Besides Incarnate powers I mean? Those always felt like the cherry on top, rather than a necessary component, and plenty of content won't let me lean on Incarnates anyway. Stalkers are basically the solo AT, and I mostly team, so I didn't focus on solo- or team-play over the other. Looking for balance in that regard. Anyway, tell me what you think. Did I do alright? What can I polish up? Am I missing any glaring, obvious things? XD This Villain build was built using Mids Reborn 3.0.6.0 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Codename Lionheart: Level 50 Magic Stalker Primary Power Set: Broad Sword Secondary Power Set: Super Reflexes Power Pool: Sorcery Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Mu Mastery Villain Profile: Level 1: Hack (A) Superior Assassin's Mark - Accuracy/Damage (17) Superior Assassin's Mark - Damage/RechargeTime (17) Superior Assassin's Mark - Accuracy/Damage/RechargeTime (23) Superior Assassin's Mark - Damage/Endurance/RechargeTime (36) Superior Assassin's Mark - Accuracy/Damage/Endurance/RechargeTime (37) Superior Assassin's Mark - RechargeTime/Rchg Build Up Level 1: Hide (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (40) Shield Wall - +Res (Teleportation), +5% Res (All) (42) Kismet - Accuracy +6% Level 2: Focused Fighting (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (50) Luck of the Gambler - Defense Level 4: Mystic Flight (A) Blessing of the Zephyr - Knockback Reduction (4 points) Level 6: Slice (A) Achilles' Heel - Chance for Res Debuff (7) Fury of the Gladiator - Chance for Res Debuff (7) Fury of the Gladiator - Accuracy/Damage (9) Fury of the Gladiator - Damage/Recharge (9) Fury of the Gladiator - Damage/Endurance/Recharge (11) Fury of the Gladiator - Accuracy/Damage/End/Rech Level 8: Assassin's Slash (A) Superior Stalker's Guile - Recharge/Chance to Hide (11) Superior Stalker's Guile - Accuracy/Damage (13) Superior Stalker's Guile - Damage/Recharge (13) Superior Stalker's Guile - Accuracy/Damage/Recharge (15) Superior Stalker's Guile - Damage/Endurance/Recharge (15) Superior Stalker's Guile - Accuracy/Damage/Endurance/Recharge Level 10: Focused Senses (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (37) Luck of the Gambler - Defense (37) Luck of the Gambler - Defense/Endurance (48) Luck of the Gambler - Defense/Recharge (48) Luck of the Gambler - Endurance/Recharge (48) Luck of the Gambler - Defense/Endurance/Recharge Level 12: Build Up (A) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 14: Agile (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (45) Luck of the Gambler - Defense/Endurance (46) Luck of the Gambler - Defense (46) Luck of the Gambler - Defense/Recharge (46) Luck of the Gambler - Endurance/Recharge (50) Luck of the Gambler - Defense/Endurance/Recharge Level 16: Practiced Brawler (A) Recharge Reduction IO Level 18: Parry (A) Hecatomb - Chance of Damage(Negative) (19) Hecatomb - Damage (19) Hecatomb - Damage/Recharge (21) Red Fortune - Defense (21) Red Fortune - Defense/Recharge (23) Red Fortune - Defense/Endurance/Recharge Level 20: Dodge (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (43) Luck of the Gambler - Defense (43) Luck of the Gambler - Defense/Endurance (43) Luck of the Gambler - Defense/Recharge (45) Luck of the Gambler - Endurance/Recharge (45) Luck of the Gambler - Defense/Endurance/Recharge Level 22: Kick (A) Empty Level 24: Tough (A) Unbreakable Guard - +Max HP (25) Gladiator's Armor - TP Protection +3% Def (All) (25) Unbreakable Guard - RechargeTime/Resistance (31) Unbreakable Guard - Resistance (36) Unbreakable Guard - Resistance/Endurance (36) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 26: Disembowel (A) Achilles' Heel - Chance for Res Debuff (27) Mako's Bite - Accuracy/Endurance/Recharge (27) Mako's Bite - Accuracy/Damage (29) Mako's Bite - Damage/Endurance (29) Mako's Bite - Damage/Recharge (31) Mako's Bite - Accuracy/Damage/Endurance/Recharge Level 28: Quickness (A) Run Speed IO Level 30: Weave (A) Reactive Defenses - Scaling Resist Damage (31) Reactive Defenses - Defense (34) Reactive Defenses - Defense/Endurance (42) Reactive Defenses - Defense/RechargeTime (42) Reactive Defenses - Defense/Endurance/RechargeTime (50) Defense Buff IO Level 32: Head Splitter (A) Achilles' Heel - Chance for Res Debuff (33) Armageddon - Damage (33) Armageddon - Damage/Recharge (33) Armageddon - Accuracy/Damage/Recharge (34) Armageddon - Accuracy/Recharge (34) Armageddon - Damage/Endurance Level 35: Evasion (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 38: Zapp (A) Superior Winter's Bite - Accuracy/Damage (39) Superior Winter's Bite - Damage/RechargeTime (39) Superior Winter's Bite - Accuracy/Damage/Endurance (39) Superior Winter's Bite - Accuracy/Damage/Recharge (40) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime (40) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge Level 41: Hasten (A) Recharge Reduction IO Level 44: Assault (A) Endurance Reduction IO Level 47: Tactics (A) Empty Level 49: Vengeance (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 1: Assassination Level 1: Brawl
  11. Hi! I could use some help with my Dark Armor/Dark Melee tank. Right now, with just regular IOs, I have Acrobatics instead of Shadow Maul. I like Cloak of Fear and the large single target damage, but without a lot of defense the play style is jump into a group or two, watch my health plummet, hit Dark Regeneration, and try to stay on top of the huge endurance losses with Conserve Power and Dark Consumption. I like to tank for teams, so would like to be robust. It seems like my priorities need to be increased defense and then more endurance recovery. Plus some mez and KB resist/protection if I'm not taking Acrobatics. I took some cues from Infinitum's tanker guide over here, but it doesn't get as high defense since I'm not taking Touch of Fear. It gets 42.5% melee, 19.69% ranged, and 20.63% AoE defense with high resists. What do you think? This Hero build was built using Mids Reborn 3.0.6.0 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! HC Shadow of the Valley: Level 50 Magic Tanker Primary Power Set: Dark Armor Secondary Power Set: Dark Melee Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Energy Mastery Hero Profile: Level 1: Dark Embrace * (A) Unbreakable Guard - Resistance * (3) Unbreakable Guard - Resistance/Endurance * (17) Unbreakable Guard - Endurance/RechargeTime * (34) Unbreakable Guard - RechargeTime/Resistance * (37) Unbreakable Guard - Resistance/Endurance/RechargeTime * (40) Unbreakable Guard - +Max HP Level 1: Shadow Punch * (A) Touch of Death - Chance of Damage(Negative) Level 2: Murky Cloud * (A) Unbreakable Guard - Resistance * (3) Unbreakable Guard - Resistance/Endurance * (17) Unbreakable Guard - Endurance/RechargeTime * (45) Unbreakable Guard - Resistance/Endurance/RechargeTime * (45) Unbreakable Guard - RechargeTime/Resistance Level 4: Hasten * (A) Recharge Reduction IO * (5) Recharge Reduction IO * (5) Recharge Reduction IO Level 6: Obsidian Shield * (A) Unbreakable Guard - Resistance * (7) Unbreakable Guard - Resistance/Endurance * (7) Unbreakable Guard - RechargeTime/Resistance * (36) Unbreakable Guard - Endurance/RechargeTime * (50) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 8: Dark Regeneration * (A) Touch of the Nictus - Healing/Absorb * (9) Touch of the Nictus - Healing/Absorb/Recharge * (9) Touch of the Nictus - Accuracy/Healing/Absorb * (11) Touch of the Nictus - Accuracy/Endurance/Healing/Absorb * (15) Touch of the Nictus - Accuracy/Endurance/Recharge * (23) Touch of the Nictus - Chance for Negative Energy Damage Level 10: Taunt * (A) Perfect Zinger - Chance for Psi Damage Level 12: Death Shroud * (A) Superior Might of the Tanker - Accuracy/Damage * (13) Superior Might of the Tanker - Damage/Recharge * (19) Superior Might of the Tanker - Accuracy/Damage/Recharge * (21) Superior Might of the Tanker - Damage/Endurance/Recharge * (34) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge * (34) Superior Might of the Tanker - Recharge/Chance for +Res(All) Level 14: Super Jump * (A) Endurance Reduction IO Level 16: Combat Jumping * (A) Reactive Defenses - Scaling Resist Damage Level 18: Cloak of Fear * (A) Nightmare - Accuracy/Endurance * (19) Nightmare - Endurance/Fear * (23) Nightmare - Accuracy/Fear Level 20: Smite * (A) Touch of Death - Accuracy/Damage * (21) Touch of Death - Damage/Endurance * (25) Touch of Death - Damage/Recharge * (37) Touch of Death - Accuracy/Damage/Endurance * (40) Touch of Death - Damage/Endurance/Recharge * (40) Touch of Death - Chance of Damage(Negative) Level 22: Boxing * (A) Empty Level 24: Tough * (A) Gladiator's Armor - TP Protection +3% Def (All) * (25) Steadfast Protection - Knockback Protection Level 26: Weave * (A) Shield Wall - Defense/Endurance * (27) Shield Wall - Defense/Recharge * (27) Shield Wall - Endurance/Recharge * (43) Shield Wall - Defense/Endurance/Recharge * (43) Shield Wall - Defense Level 28: Soul Drain * (A) Superior Avalanche - Accuracy/Damage * (29) Superior Avalanche - Damage/Endurance * (29) Superior Avalanche - Accuracy/Damage/Endurance * (31) Superior Avalanche - Accuracy/Damage/Recharge * (33) Superior Avalanche - Accuracy/Damage/Endurance/Recharge * (48) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 30: Siphon Life * (A) Touch of Death - Accuracy/Damage * (31) Touch of Death - Damage/Endurance * (31) Touch of Death - Damage/Recharge * (36) Touch of Death - Accuracy/Damage/Endurance * (48) Touch of Death - Damage/Endurance/Recharge * (48) Touch of Death - Chance of Damage(Negative) Level 32: Shadow Maul * (A) Multi-Strike - Accuracy/Damage * (33) Multi-Strike - Damage/Endurance * (33) Multi-Strike - Damage/Recharge * (37) Multi-Strike - Accuracy/Endurance * (43) Multi-Strike - Accuracy/Damage/Endurance * (45) Multi-Strike - Damage/Endurance/Recharge Level 35: Dark Consumption * (A) Performance Shifter - Accuracy/Recharge * (36) Performance Shifter - Chance for +End Level 38: Midnight Grasp * (A) Hecatomb - Damage * (39) Hecatomb - Damage/Recharge * (39) Hecatomb - Accuracy/Damage/Recharge * (39) Hecatomb - Accuracy/Recharge * (46) Hecatomb - Damage/Endurance * (46) Hecatomb - Chance of Damage(Negative) Level 41: Cloak of Darkness * (A) Shield Wall - Defense/Endurance * (42) Shield Wall - Defense/Endurance/Recharge * (42) Shield Wall - Defense * (42) Shield Wall - Endurance/Recharge * (50) Shield Wall - +Res (Teleportation), +5% Res (All) * (50) Shield Wall - Defense/Recharge Level 44: Conserve Power * (A) Recharge Reduction IO * (46) Recharge Reduction IO Level 47: Physical Perfection * (A) Performance Shifter - Chance for +End Level 49: Soul Transfer * (A) Healing IO Level 1: Brawl * (A) Empty Level 1: Gauntlet Level 1: Sprint * (A) Empty Level 2: Rest * (A) Empty Level 1: Swift * (A) Empty Level 1: Health * (A) Panacea - +Hit Points/Endurance * (11) Miracle - +Recovery * (15) Numina's Convalesence - +Regeneration/+Recovery Level 1: Hurdle * (A) Empty Level 1: Stamina * (A) Performance Shifter - EndMod * (13) Performance Shifter - Chance for +End Level 14: Double Jump ------------
  12. 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 reliably 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 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. Advanced/Database Editor lets you tweak the database. More details in the Advanced section (you’re shocked, I know). Advanced/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 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 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 Team Members allows you to pick how many team members you have, and what AT they are for calculating powers like the Kheldian inerhent The Hero/Villain button changes which set of accolade powers a build has access to. It also changes 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 opens a window to select accolade powers. Selected accolade powers are added to the bottom of the window, and can be individually toggled with the radio buttons. Temp Powers toggle 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 green radio buttons on the right side of the power name in the build. If a power has a proc, it can be toggled individually from the power using the yellow radio button. This button is on the left if the power is a toggle and slotted with a proc. 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 almost 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.
  13. I was trying to play some lower level tips because it's content that I've never explored before. I swapped builds to one that was level 29 and visited the mission computer. The level 20-29 tips were available for me to create. But once I left the base, the tips were no longer in my inventory. I tried this multiple times and the tips kept disappearing. I tried grabbing a level 40-49 tip with my level 50 build and the tip didn't disappear upon leaving the base. So I know this occurrences is triggered by my character being level 50, even though I'm on a build that's level 29. It's possible that this isn't a bug and could very well be by design, but I don't think I don't think I should be restricted from playing content just because I'm too high level.
  14. Hi Heroes! I was wondering if someone could copy and paste a build they'd recommend for this combo. I'm running my first Defender, and I wanted to give this combo a shot since I'm a fan of elec themes 😄 I'm playing on my Mac, so mids isn't jiving with it currently 😕 but I'd love to see if someone has a build they'd recommend to use as a base!
  15. 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!
  16. Hey forum, I have a strong theme in mind for a scrapper but don't know enough about to the game to make an educated decision about what powersets to run. I have a list of candidate primary and secondary powersets that fit my theme and would like some advice about how the sets would play together and which combinations would perform well. Primary: Claws Street Justice Savage Melee Secondary: Energy Aura Invulnerability Radiation Armor Regeneration Willpower
  17. So I've got my farmer all finished and now want to start the game properly and do arcs, Tf's etc. Drawn towards TW and been looking through the forums for advice, builds etc. I've seen some say that brutes are best and some that say scrappers are. So was looking for advice on which AT to take and also if anyone has any builds they could put up that would be great. Ive not really thought of a secondary so all options are open. I'm looking for something able to do end game content because I don't have as much time as I'd like and I don't want to spend time investing in a toon if it's not going to be capable to do x3 +4 solo at least. I solo about 90% of the time as well so a build that doesn't depend on a team would be best for me.
  18. So I've got my farmer all finished and now want to start the game properly and do arcs, Tf's etc. Drawn towards TW and been looking through the forums for advice, builds etc. I've seen some say that brutes are best and some that say scrappers are. So was looking for advice on which AT to take and also if anyone has any builds they could put up that would be great. Ive not really thought of a secondary so all options are open. I'm looking for something able to do end game content because I don't have as much time as I'd like and I don't want to spend time investing in a toon if it's not going to be capable to do x3 +4 solo at least. I solo about 90% of the time as well so a build that doesn't depend on a team would be best for me.
  19. This is my first character on the server currently at level 34. The goal for the character was to be able to be able to solo well enough I can see most if not all content including soloing AV/GM aswell as being a solid fire farmer. I chose Summon Widow because her poison dart gives -500% hp regen. Boggle could be swapped for something else, chose it because I had no idea what else to do. This Villain build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 49 Magic Brute Primary Power Set: Psionic Melee Secondary Power Set: Fiery Aura Power Pool: Speed Power Pool: Flight Power Pool: Leadership Power Pool: Teleportation Ancillary Pool: Soul Mastery Villain Profile: Level 1: Psi Blade (A) Mako's Bite - Accuracy/Damage (3) Mako's Bite - Damage/Endurance (3) Mako's Bite - Damage/Recharge (5) Mako's Bite - Accuracy/Endurance/Recharge (5) Mako's Bite - Accuracy/Damage/Endurance/Recharge Level 1: Fire Shield (A) Aegis - Resistance (7) Aegis - Resistance/Endurance (7) Aegis - Psionic/Status Resistance Level 2: Telekinetic Blow (A) Force Feedback - Chance for +Recharge (9) Hecatomb - Damage (9) Hecatomb - Damage/Endurance (11) Hecatomb - Chance of Damage(Negative) (11) HamiO:Nucleolus Exposure (13) HamiO:Nucleolus Exposure Level 4: Super Speed (A) Celerity - +Stealth Level 6: Fly (A) Blessing of the Zephyr - Knockback Reduction (4 points) (21) Freebird - Endurance Level 8: Blazing Aura (A) Superior Unrelenting Fury - Accuracy/Damage (25) Superior Unrelenting Fury - Damage/RechargeTime (31) Superior Unrelenting Fury - Accuracy/Damage/RechargeTime (31) Superior Unrelenting Fury - Damage/Endurance/RechargeTime (33) Superior Unrelenting Fury - Accuracy/Damage/Endurance/RechargeTime (33) Superior Unrelenting Fury - RechargeTime/+Regen/+End Level 10: Healing Flames (A) Preventive Medicine - Heal (15) Preventive Medicine - Heal/Endurance (15) Preventive Medicine - Endurance/RechargeTime (17) Preventive Medicine - Heal/RechargeTime (17) Preventive Medicine - Heal/RechargeTime/Endurance (46) Preventive Medicine - Chance for +Absorb Level 12: Temperature Protection (A) Aegis - Resistance (13) Aegis - Resistance/Endurance (23) Unbreakable Guard - +Max HP Level 14: Hasten (A) Recharge Reduction IO (33) Recharge Reduction IO (34) Recharge Reduction IO Level 16: Plasma Shield (A) Aegis - Resistance (23) Aegis - Resistance/Endurance (25) Gladiator's Armor - TP Protection +3% Def (All) Level 18: Hover (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (49) Kismet - Accuracy +6% Level 20: Boggle (A) Coercive Persuasion - Confused (39) Coercive Persuasion - Confused/Recharge (40) Coercive Persuasion - Accuracy/Confused/Recharge (40) Coercive Persuasion - Accuracy/Recharge (40) Coercive Persuasion - Confused/Endurance (43) Coercive Persuasion - Contagious Confusion Level 22: Afterburner (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 24: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 26: Greater Psi Blade (A) Superior Brute's Fury - Accuracy/Damage (27) Superior Brute's Fury - Damage/Recharge (27) Superior Brute's Fury - Accuracy/Damage/Recharge (29) Superior Brute's Fury - Damage/Endurance/RechargeTime (29) Superior Brute's Fury - Accuracy/Damage/Endurance/Recharge (31) Superior Brute's Fury - Recharge/Fury Bonus Level 28: Burn (A) Fury of the Gladiator - Chance for Res Debuff (34) Armageddon - Damage (34) Armageddon - Damage/Recharge (36) Armageddon - Accuracy/Damage/Recharge (36) Armageddon - Accuracy/Recharge (36) Armageddon - Damage/Endurance Level 30: Tactics (A) Gaussian's Synchronized Fire-Control - To Hit Buff (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (37) Gaussian's Synchronized Fire-Control - Recharge/Endurance (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance (39) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 32: Vengeance (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 35: Fiery Embrace (A) Recharge Reduction IO Level 38: Rise of the Phoenix (A) Recharge Reduction IO Level 41: Gloom (A) Apocalypse - Damage (42) Apocalypse - Damage/Recharge (42) Apocalypse - Accuracy/Damage/Recharge (42) Apocalypse - Accuracy/Recharge (43) Apocalypse - Damage/Endurance (43) Apocalypse - Chance of Damage(Negative) Level 44: Dark Obliteration (A) Annihilation - Chance for Res Debuff (45) Ragnarok - Damage (45) Ragnarok - Damage/Recharge (45) Ragnarok - Accuracy/Damage/Recharge (46) Ragnarok - Accuracy/Recharge (46) Ragnarok - Damage/Endurance Level 47: Summon Widow (A) Expedient Reinforcement - Accuracy/Recharge (47) Expedient Reinforcement - Accuracy/Damage (47) Expedient Reinforcement - Accuracy/Damage/Recharge (48) Expedient Reinforcement - Endurance/Damage/Recharge (48) Soulbound Allegiance - Damage (48) Soulbound Allegiance - Chance for Build Up Level 49: Teleport (A) Range IO Level 1: Fury Level 1: Brawl
  20. I have been racking my brain on how to build this. Radiation armor just has too many useful powers. I cant seem to get away from taking the whole set. Could use some help.
  21. Does anyone have a build for this particular build they’d be willing to share? Settled on this combo for my first blaster, would love a base to build from!
  22. Here is my current slotting for my Kinetics/Water Defender. I'm quite happy with it, but I do see some holes. Any advice to improve that doesn't break the theme (water/Tsoo lore/sharks!) is welcome. I built heavily towards AOE damage and procs. Anyhow, I love, love, love this combo and just want to see if it can be pushed to even greater heights. This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Silver Tsoonami: Level 50 Science Defender Primary Power Set: Kinetics Secondary Power Set: Water Blast Power Pool: Concealment Power Pool: Fighting Power Pool: Leaping Power Pool: Speed Ancillary Pool: Leviathan Mastery Hero Profile: Level 1: Transfusion -- RgnTss-Regen+(A), NmnCnv-Regen/Rcvry+(3), NmnCnv-Heal(3), NmnCnv-Heal/EndRdx(5), NmnCnv-Heal/Rchg(5), NmnCnv-EndRdx/Rchg(7) Level 1: Aqua Bolt -- Dvs-Hold%(A), Dvs-Dmg/Rchg(39) Level 2: Siphon Power -- Acc-I(A) Level 4: Water Burst -- FrcFdb-Rechg%(A), SprVglAss-Rchg/+Absorb(7), SprVglAss-Acc/Dmg(9), SprVglAss-Dmg/Rchg(9), SprVglAss-Acc/Dmg/EndRdx/Rchg(11) Level 6: Siphon Speed -- Acc-I(A) Level 8: Stealth -- Rct-ResDam%(A), RedFrt-Def(11), RedFrt-Def/EndRdx(13), RedFrt-Def/EndRdx/Rchg(13), RedFrt-Def/Rchg(15), RedFrt-EndRdx(15) Level 10: Whirlpool -- TchofLadG-%Dam(A), PstBls-Dam%(17), Bmbdmt-+FireDmg(17), AnlWkn-%ToHit(19), PstBls-Acc/Dmg(19) Level 12: Boxing -- RzzDzz-Immob%(A) Level 14: Speed Boost -- BlsoftheZ-ResKB(A) Level 16: Tough -- UnbGrd-Max HP%(A), UnbGrd-ResDam(21), UnbGrd-ResDam/EndRdx(23), UnbGrd-EndRdx/Rchg(25) Level 18: Dehydrate -- Prv-Absorb%(A), Prv-Heal(34), Dvs-Hold%(34), Dvs-Acc/Dmg(34), Dvs-Dmg/Rchg(37), Dcm-Build%(39) Level 20: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def(21), RedFrt-Def/EndRdx(23), RedFrt-Def/Rchg(25), RedFrt-EndRdx/Rchg(27), RedFrt-EndRdx(27) Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 24: Tidal Forces -- GssSynFr--Build%(A), GssSynFr--ToHit(31), GssSynFr--ToHit/Rchg(31), GssSynFr--ToHit/Rchg/EndRdx(33), GssSynFr--ToHit/EndRdx(33), GssSynFr--Rchg/EndRdx(33) Level 26: Transference -- PrfShf-EndMod/Rchg(A) Level 28: Hasten -- RechRdx-I(A), RechRdx-I(31) Level 30: Water Jet -- Dvs-Hold%(A), Dvs-Dmg/Rchg(36), Apc-Dam%(36), EntChs-Heal%(36), Dmg-I(37), Dmg-I(37) Level 32: Increase Density -- StdPrt-ResKB(A) Level 35: Fulcrum Shift -- Acc-I(A) Level 38: Steam Spray -- Bmbdmt-+FireDmg(A), Bmbdmt-Acc/Dam/Rech(39), Bmbdmt-Dam(40), Bmbdmt-Dam/Rech(40), TchofLadG-%Dam(40), TchofLadG-DefDeb/Rchg(43) Level 41: Geyser -- PstBls-Dam%(A), RzzDzz-Immob%(42), FrcFdb-Rechg%(42), PstBls-Acc/Dmg(42), PstBls-Dmg/Rchg(43), PstBls-Dmg/Rng(43) Level 44: School of Sharks -- PstBls-Dam%(A), Bmbdmt-+FireDmg(45), TraoftheH-Dam%(45), TraoftheH-Immob/Acc(50), DblAct-Stun%(50), DblAct-Immob/Rng(50) Level 47: Spirit Shark Jaws -- GhsWdwEmb-Dam%(A), NrnSht-Dam%(47), Dvs-Dmg/Rchg(47), Dvs-Dmg/EndRdx(48), Dvs-Acc/Dmg(48), Dvs-Acc/Dmg/EndRdx/Rchg(48) Level 49: Shark Skin -- StdPrt-ResKB(A), UnbGrd-ResDam/EndRdx(49), UnbGrd-Rchg/ResDam(49) Level 1: Vigilance Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- RechRdx-I(A) Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(29) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(29) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 50: Assault Core Genome Level 50: Spiritual Partial Radial Revamp Level 50: Cognitive Partial Radial Conversion Level 50: Tsoo Radial Superior Ally Level 50: Cryonic Total Core Judgement Level 50: Barrier Total Radial Invocation Level 50: The Atlas Medallion Level 50: Freedom Phalanx Reserve ------------
  23. I've been going crazy trying to make a new character, I've tried to make another character but always restart for stupid reasons like if the secondary is to cluttered visually, or will it really benefit a damage dealer., I have been looking at Dark Armor, and it seems to have a lot going for it, but would it be good for a AT that's meant to do a lot of damage, is it good for soloing? I'm hoping for any advice for Dark Armor, or really any secondary that would work well, and hopefully look nice on a psi melee character.
  24. Hello All, Im fairly new to Homecoming, but was an original player. I was fairly young at that time when the game first launched and didnt really get to know how to properly build a tank and such. I have now beeing playing a Street Justice and Willpower Brute. But, I need help making sure Im enhancing my Willpower buff properly. I feel like Im dealing decent damage, and absorbing decent damage, but it feels off. Have I missed something? I feel like for my level (32) I should be ble to take more damage. Thanks!
  25. Or the rather long winded title of powersets combined that are not popular but work. This isn't the Inv/SS thread this is the "why did they use those sets"? Now granted I am relatively new to tankers as some of you know, so I might be totally wrong. But, I'm basing this on what I see on the forums and what I see in game. I recently made a Inv/KM tanker which seems to just work, i haven't seen any running around and while I like the build I don't love the build. Most people hate KM because of the sounds but honestly it doesn't bother me. I might be biased but my first tanker is a Dark/Dark/Soul and it just slays, so I judge my other builds to this standard because I love the Dark tank so...my Inv/KM doesn't hold a torch to it. So thinking that and fiddling around with idea of installing a Killer Chiller on something (points to you if you don't have to Google it) I came up with my next build a Rad/Ice tank, another as far as I know an uncommon combination. So after that long winded novel of an explanation, what is/are some sets paired that just seem to work in your experience not the typical FOTM or tried and true builds.
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