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Posted

Just throwing this out for a friend who's having issues with his copy of Mids'.

 

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Level 50 Mutation Arachnos Widow
Primary Power Set: Fortunata Training
Secondary Power Set: Fortunata Teamwork
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping

Villain Profile:
------------
Level 1:    Mental Blast    
 (A) Apocalypse - Chance of Damage(Negative): Level 50
 (5) Apocalypse - Damage/Endurance: Level 50
 (5) Apocalypse - Damage: Level 50
 (7) Apocalypse - Accuracy/Damage/Recharge: Level 50
 (29) Apocalypse - Accuracy/Recharge: Level 50


Level 1:    Combat Training: Defensive    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 40


Level 2:    Subdue    
 (A) Superior Dominion of Arachnos - Recharge/Chance for -Dmg and Terrorize: Level 50
 (3) Superior Dominion of Arachnos - Accuracy/Damage/Endurance/Recharge: Level 50
 (7) Superior Dominion of Arachnos - Accuracy/Damage: Level 50
 (9) Superior Dominion of Arachnos - Damage/Recharge: Level 50
 (9) Superior Dominion of Arachnos - Accuracy/Damage/Recharge: Level 50
 (11) Superior Dominion of Arachnos - Damage/Endurance/Recharge: Level 50


Level 4:    Tactical Training: Maneuvers    
 (A) Reactive Defenses - Scaling Resist Damage: Level 50
 (11) Reactive Defenses - Defense/Endurance/RechargeTime: Level 50
 (13) Reactive Defenses - Defense: Level 50
 (13) Reactive Defenses - Defense/Endurance: Level 50
 (15) Reactive Defenses - Endurance/RechargeTime: Level 50
 (15) Reactive Defenses - Defense/RechargeTime: Level 50


Level 6:    Dart Burst    
 (A) Bombardment - Accuracy/Damage/Recharge/Endurance: Level 50
 (17) Bombardment - Damage: Level 50
 (17) Bombardment - Accuracy/Recharge/Endurance: Level 50
 (19) Bombardment - Damage/Recharge: Level 50
 (19) Bombardment - Accuracy/Damage/Recharge: Level 50


Level 8:    Psychic Scream    
 (A) Bombardment - Chance for Fire Damage: Level 50
 (21) Bombardment - Damage: Level 50
 (21) Bombardment - Accuracy/Recharge/Endurance: Level 50
 (23) Bombardment - Damage/Recharge: Level 50
 (23) Bombardment - Accuracy/Damage/Recharge: Level 50


Level 10:    Indomitable Will    
 (A) Aegis - Resistance/Endurance/Recharge: Level 50
 (37) Steadfast Protection - Resistance/+Def 3%: Level 30
 (37) Aegis - Resistance: Level 50
 (39) Aegis - Resistance/Endurance: Level 50


Level 12:    Psionic Tornado    
 (A) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown: Level 50
 (36) Overwhelming Force - Accuracy/Damage: Level 50
 (36) Overwhelming Force - Accuracy/Damage/Endurance: Level 50
 (36) Overwhelming Force - Damage/Endurance/Recharge: Level 50


Level 14:    Maneuvers    
 (A) Red Fortune - Defense/Recharge: Level 50
 (31) Red Fortune - Endurance: Level 50
 (31) Red Fortune - Defense: Level 50
 (31) Red Fortune - Defense/Endurance/Recharge: Level 50
 (33) Red Fortune - Defense/Endurance: Level 50


Level 16:    Dominate    
 (A) Decimation - Accuracy/Damage/Recharge: Level 40
 (25) Decimation - Accuracy/Damage: Level 40
 (25) Decimation - Accuracy/Endurance/Recharge: Level 40
 (27) Decimation - Damage/Endurance: Level 40
 (37) Decimation - Damage/Recharge: Level 40


Level 18:    Tactical Training: Assault    
 (A) Endurance Reduction IO: Level 50


Level 20:    Mask Presence    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
 (27) Luck of the Gambler - Defense: Level 50


Level 22:    Foresight    
 (A) Shield Wall - +Res (Teleportation), +5% Res (All): Level 50
 (33) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
 (34) Luck of the Gambler - Defense: Level 50
 (34) Shield Wall - Defense: Level 50


Level 24:    Mind Link    
 (A) Adjusted Targeting - Recharge: Level 50
 (39) HamiO:Membrane Exposure
 (40) HamiO:Membrane Exposure
 (40) HamiO:Membrane Exposure


Level 26:    Total Domination    
 (A) Unbreakable Constraint - Chance for Smashing Damage: Level 50
 (29) Unbreakable Constraint - Endurance/Hold: Level 50
 (33) Unbreakable Constraint - Hold/Recharge: Level 50
 (39) Unbreakable Constraint - Accuracy/Hold/Recharge: Level 50
 (50) Unbreakable Constraint - Accuracy/Recharge: Level 50


Level 28:    Tactical Training: Leadership    
 (A) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
 (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
 (42) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
 (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
 (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
 (43) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50


Level 30:    Assault    
 (A) Endurance Reduction IO: Level 50


Level 32:    Psychic Wail    
 (A) Superior Spider's Bite - RechargeTime/Global Toxic: Level 50
 (43) Superior Spider's Bite - Accuracy/Damage/Endurance/RechargeTime: Level 50
 (45) Superior Spider's Bite - Accuracy/Damage: Level 50
 (45) Superior Spider's Bite - Damage/RechargeTime: Level 50
 (45) Superior Spider's Bite - Accuracy/Damage/RechargeTime: Level 50
 (48) Superior Spider's Bite - Damage/Endurance/RechargeTime: Level 50


Level 35:    Hasten    
 (A) Recharge Reduction IO: Level 50
 (48) Recharge Reduction IO: Level 50
 (50) Recharge Reduction IO: Level 50


Level 38:    Aura of Confusion    
 (A) Coercive Persuasion  - Contagious Confusion: Level 50
 (46) Coercive Persuasion  - Confused/Endurance: Level 50
 (46) Coercive Persuasion  - Accuracy/Confused/Recharge: Level 50
 (46) Coercive Persuasion  - Accuracy/Recharge: Level 50
 (48) Coercive Persuasion  - Confused/Recharge: Level 50


Level 41:    Boxing    
 (A) Empty


Level 44:    Tough    
 (A) Gladiator's Armor - TP Protection +3% Def (All): Level 50
 (50) Gladiator's Armor - End/Resist: Level 50


Level 47:    Combat Jumping    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50


Level 49:    Weave    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50


Level 1:    Brawl    
 (A) Empty


Level 1:    Prestige Power Dash    
 (A) Empty


Level 1:    Prestige Power Slide    
 (A) Empty


Level 1:    Prestige Power Quick    
 (A) Empty


Level 1:    Prestige Power Rush    
 (A) Empty


Level 1:    Prestige Power Surge    
 (A) Empty


Level 1:    Sprint    
 (A) Endurance Reduction IO: Level 50


Level 1:    Conditioning    
Level 2:    Rest    
 (A) Recharge Reduction IO: Level 50


Level 4:    Ninja Run    
Level 2:    Swift    
 (A) Run Speed IO: Level 50


Level 2:    Health    
 (A) Numina's Convalesence - +Regeneration/+Recovery: Level 50
 (3) Panacea - +Hit Points/Endurance: Level 50


Level 2:    Hurdle    
 (A) Jumping IO: Level 50


Level 2:    Stamina    
 (A) Performance Shifter - Chance for +End: Level 50
 (34) Performance Shifter - EndMod: Level 50
 (40) Power Transfer - Chance to Heal Self: Level 50


------------
------------
------------
Set Bonus Totals:
53.54 Toxic Damage (12 % chance, CancelOnMiss)
23.5% DamageBuff(Smashing)
23.5% DamageBuff(Lethal)
23.5% DamageBuff(Fire)
23.5% DamageBuff(Cold)
23.5% DamageBuff(Energy)
23.5% DamageBuff(Negative)
23.5% DamageBuff(Toxic)
23.5% DamageBuff(Psionic)
13.5% Defense(Melee)
9.75% Defense(Smashing)
9.75% Defense(Lethal)
10.38% Defense(Fire)
10.38% Defense(Cold)
7.25% Defense(Energy)
7.25% Defense(Negative)
6% Defense(Psionic)
8.5% Defense(Ranged)
10.06% Defense(AoE)
5.85% Max End
4% Enhancement(Confused)
3.75% Enhancement(Max EnduranceDiscount)
44% Enhancement(Accuracy)
107.5% Enhancement(RechargeTime)
10% Enhancement(Range)
22.5% SpeedFlying
164.7 HP (15.37%) HitPoints
22.5% JumpHeight
22.5% SpeedJumping
MezResist(Confused) 42.5%
MezResist(Held) 42.5%
MezResist(Immobilized) 42.5%
MezResist(Sleep) 42.5%
MezResist(Stunned) 42.5%
MezResist(Terrorized) 42.5%
MezResist(Teleport) 100% (20 % chance)
13% (0.23 End/sec) Recovery
74% (3.96 HP/sec) Regeneration
15.5% Resistance(Smashing)
15.5% Resistance(Lethal)
18.5% Resistance(Fire)
18.5% Resistance(Cold)
14% Resistance(Toxic)
14% Resistance(Psionic)
9.5% Resistance(Energy)
9.5% Resistance(Negative)
22.5% SpeedRunning


 

Posted (edited)

I won't criticize except to say that the Hami-O Membrane in Mind Link is NOT contributing to Recharge. Better to 3-slot with 2xLotG (Global Recharge, Def/recharge) and an Adjusted Targeting: Recharge.  This is I believe the maximum slotting for recharge for as few slots as possible (assuming you don't already have 5 LotG Global recharges). Mind Link can only get Recharge from Global Bonuses or from ToHit or Defense set bonuses.

 

I can point out a few different choices I made. Comments apply for the lvl 50 build, not the leveling build.

 

My Fortunata uses only 2 slots on TT: Maneuvers (LotG) and 6 on Mask Presence (6xReactive Defenses) <- I think there is more bang for the buck on Defense bonuses even once 'discovered'. The second LotG I use (after Global Recharge) is usually Defense/Endurance... but my Fortunata runs hot on offense and burns endurance like crazy.

 

I have both of the Confusion's in my build, bu the single-target Confuse is 6-slotted with Coercive Persuasion while the PBAoE Aura of Confusion is only 2-slotted w/ Malaise (Acc/Recharge and damage Proc). The ST Confuse is only marginally useful at Incarnate levels, but the Contagious Confusion proc works much better in a single-target attack. I throw the PBAoE in x8 content to get a smidge of damage and to improve drop chances when enemies take each other out. (Hello, Knives of Vengence!)

 

I did not go Tough/Weave, as I felt it unnecessary. I added Combat Jumping as a mule for a LotG, as I am almost always running my missions with Ninja Run on.

 

I considered Hasten at lvl 47 to reduce the timing of Psychic Wail by 10 seconds, but I have enough attacks/controls that paying attention to Hasten would be a case of diminishing returns...I think she'd be 2 seconds+recast time off of Perma-Hasten without a major overhaul. I took Weaken Resolve instead, with the Achilles Heel proc slotted. I don't use it much, but you can imagine the situations I do use it.

 

Here are my choices for defensive (and resistance slotting):

 

Villain Plan by Hero Villain Designer 2.23

 

Level 1: Combat Training: Defensive

  • (A) Shield Wall - +Res (Teleportation), +5% Res (All): Level 30
  • (7) Luck of the Gambler - Recharge Speed: Level 50
     

Level 4: Tactical Training: Maneuvers

  • (A) Luck of the Gambler - Defense/Endurance: Level 50
  • (13) Luck of the Gambler - Recharge Speed: Level 50
     

Level 10: Indomitable Will

  • (A) Gladiator's Armor - TP Protection +3% Def (All): Level 50
  • (19) Unbreakable Guard - +Max HP: Level 50
     

Level 22: Foresight

  • (A) Steadfast Protection - Resistance/+Def 3%: Level 30
  • (29) Luck of the Gambler - Defense: Level 50
  • (31) Luck of the Gambler - Recharge Speed: Level 50

 

Level 24: Mind Link

  • (A) Adjusted Targeting - Recharge: Level 50
  • (31) Luck of the Gambler - Defense/Recharge: Level 50
  • (31) Luck of the Gambler - Recharge Speed: Level 50

 

Level 30: Mask Presence

  • (A) Reactive Defenses - Defense: Level 50
  • (37) Reactive Defenses - Defense/Endurance: Level 50
  • (37) Reactive Defenses - Endurance/RechargeTime: Level 50
  • (39) Reactive Defenses - Defense/RechargeTime: Level 50
  • (39) Reactive Defenses - Defense/Endurance/RechargeTime: Level 50
  • (39) Reactive Defenses - Scaling Resist Damage: Level 50
     

Level 49: Combat Jumping

  • (A) Luck of the Gambler - Recharge Speed: Level 50
     

    Not shown in the above is this character's investment in the Presence Pool; I prefer Provoke to Confront, and I find the last two powers great for high Defense, low Resistance builds. A PBAoE fear and a self-heal that doubles as a damage boost is pretty good (with enough recharge).
     

Level 14: Provoke

  • (A) Accuracy IO: Level 50

Level 16: Intimidate

  • (A) Fear Duration IO: Level 50

Level 18: Invoke Panic

  • (A) Glimpse of the Abyss - Accuracy/Recharge: Level 50
  • (21) Glimpse of the Abyss - Chance of Damage(Psionic): Level 50
  • (25) Glimpse of the Abyss - Endurance/Fear: Level 50
  • (27) Glimpse of the Abyss - Fear/Range: Level 50
  • (27) Glimpse of the Abyss - Accuracy/Fear/Recharge: Level 50

Level 26: Unrelenting

  • (A) Preventive Medicine - Heal: Level 50
  • (33) Preventive Medicine - Heal/Endurance: Level 50
  • (33) Preventive Medicine - Endurance/RechargeTime: Level 50
  • (33) Preventive Medicine - Heal/RechargeTime: Level 50
  • (34) Preventive Medicine - Heal/RechargeTime/Endurance: Level 50
  • (34) Preventive Medicine - Chance for +Absorb: Level 50
Edited by tidge
Posted
On 4/20/2020 at 12:32 PM, tidge said:

Mind Link can only get Recharge from Global Bonuses or from ToHit set bonuses.

If that is the case why slot a Def/Recharge IO in it instead of the single +def from LotG ?

Posted
1 hour ago, Seigmoraig said:

If that is the case why slot a Def/Recharge IO in it instead of the single +def from LotG ?

Oh, my bad... I should have written Def or ToHit sets. In my head, I was thinking of the only possible pure Recharge IO, which happens to be in the ToHit category. I will correct my reply.

Posted

I'd be very surprised if you actually need tough and weave - I can tank +4 AVs safely without them on my fortunata!

Doctor Fortune  Soulwright Mother Blight Brightwarden Storm Lantern King Solar Corona Borealis
Blood Fortunado Dark/Dark Corruptor Rad/Rad Brute Gravity/Time Controller Storm/Water Defender Peacebringer Dark/Dark Tanker
The Good Missions Guide: A Heroic Levelling Journey through Story Arcs Blueside Guide Easy IO Cheat Sheet 
The Mean Missions Guide: A Villainous Levelling Journey through Story Arcs Redside Guide Fortunatas are the Bestunatas
Posted

Maybe I'm missing something and if so I hope someone can enlighten me. Having Mind Link on perma seems to be generally desired so as to keep defenses at least at soft cap. I see many builds use Hasten to achieve this. However you can only have one power selected on auto so why would people use both? In the middle of combat I almost never check to see if Hasten or my long charge defensive power is ready to be reactivated. Too many other things to be paying attention to.

Posted
1 hour ago, Aaronar said:

Maybe I'm missing something and if so I hope someone can enlighten me. Having Mind Link on perma seems to be generally desired so as to keep defenses at least at soft cap. I see many builds use Hasten to achieve this. However you can only have one power selected on auto so why would people use both? In the middle of combat I almost never check to see if Hasten or my long charge defensive power is ready to be reactivated. Too many other things to be paying attention to.

https://forums.homecomingservers.com/topic/4494-psa-for-new-players-how-to-have-hasten-and-domination-on-auto/

Posted
2 hours ago, Aaronar said:

Maybe I'm missing something and if so I hope someone can enlighten me. Having Mind Link on perma seems to be generally desired so as to keep defenses at least at soft cap. I see many builds use Hasten to achieve this. However you can only have one power selected on auto so why would people use both? In the middle of combat I almost never check to see if Hasten or my long charge defensive power is ready to be reactivated. Too many other things to be paying attention to.

Keep Hasten on auto and bind W to "+forward$$pow_exec Mind Link". That way, you fire off Hasten as soon as it's recharged and Mind Link on moving forwards. 

Doctor Fortune  Soulwright Mother Blight Brightwarden Storm Lantern King Solar Corona Borealis
Blood Fortunado Dark/Dark Corruptor Rad/Rad Brute Gravity/Time Controller Storm/Water Defender Peacebringer Dark/Dark Tanker
The Good Missions Guide: A Heroic Levelling Journey through Story Arcs Blueside Guide Easy IO Cheat Sheet 
The Mean Missions Guide: A Villainous Levelling Journey through Story Arcs Redside Guide Fortunatas are the Bestunatas
Posted

Wow reading that at 4 am makes my head hurt, but I think I understand the premise. I'll have to revisit it when I'm refreshed. Thanks for the info.

Posted
21 hours ago, Aaronar said:

Wow reading that at 4 am makes my head hurt, but I think I understand the premise. I'll have to revisit it when I'm refreshed. Thanks for the info.

There are a couple of ways to set up things like auto on two powers, one involves text files, rotating keybinds and three paragraphs of text explaining how it works and one is just a one-line fix that gets W to do two things as that's a button you press a lot.

 

I am a simple soul. I like the "W does two things" solution. 

  • Haha 1
Doctor Fortune  Soulwright Mother Blight Brightwarden Storm Lantern King Solar Corona Borealis
Blood Fortunado Dark/Dark Corruptor Rad/Rad Brute Gravity/Time Controller Storm/Water Defender Peacebringer Dark/Dark Tanker
The Good Missions Guide: A Heroic Levelling Journey through Story Arcs Blueside Guide Easy IO Cheat Sheet 
The Mean Missions Guide: A Villainous Levelling Journey through Story Arcs Redside Guide Fortunatas are the Bestunatas
Posted
On 4/26/2020 at 10:19 AM, Gulbasaur said:

There are a couple of ways to set up things like auto on two powers, one involves text files, rotating keybinds and three paragraphs of text explaining how it works and one is just a one-line fix that gets W to do two things as that's a button you press a lot.

 

I am a simple soul. I like the "W does two things" solution. 

While this is true, one of these options will play a sound effect every time you press forward and the power fails to go off, will un-queue attacks whenever you press forward, and will cause redraw whenever you press forward while using claw attacks.

 

The other just works.

 

Sometimes a little extra work is worth it.

Posted

I'm not a fan of the movement binds because of the potential interruption to queued powers.

 

Right now I only play one toon (a Dominator) where the recharge time of two powers I want on 'auto' are somewhat close enough that I even consider multibinding (Hasten, Domination). In the case of my Fortunata, Mind Link is for her allies... not for her (unless facing some serious +N content)... I find the cast time to be too excessive in most play!

Posted

To me I don't find it that hard to monitor an extra click and fire it off manually (I find the trick for me is to just make sure it is on the left side of one of my trays, I tend to notice it more).  Especially for something like mind link that is a team wide buff I'd rather have the opportunity to move to try and make sure I hit more of my team ( or critical members)  before it fires off.  I treat it the same as things like accelerate metabolism or far sight on my controllers/MM/defenders.  I don't call it out or anything, but if I can quickly maneuver to hit a few more team members I'll try to do so.

 

A little bit of down time on it is also usually not a big deal, unlike with say a dominator where you get to start all over building up that bar if it drops for even a millisecond and you lose your status protection.  

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