Troo Posted Friday at 06:46 AM Posted Friday at 06:46 AM (edited) The 'Villainously Cost Effective' series of builds goal is not to create the most bestest build ever, it is to create a build that exceeds budget expectations. To use less expensive and readily available enhancements and still achieve good survivablility and endurance management BEFORE incarnates. These should be easily personalized and still be effective. ~75 enhancement slots total: ~55 enhancements for ~1-1.2M each or less, ~10 enhancements for ~2-3M each should total less than 95M, leaving ~10 enhancements that well exceed 3M (purps are spendy) Archetype: Blaster Primary Power Set: Psychic Blast Secondary Power Set: Mental Manipulation Excellent teaming Blaster that doesn't sit at range. Build: Soft capped or near soft capped defense with effective endurance management. Pre-Incarnates Swap to Agility instead of Musculature Blaster - Psychic - Mental.mxd <--older mids format (replace Psionic Dart with Dominate Will in game, same slotting) Powers selections with enhancement sets Spoiler Power Pool: Leaping Power Pool: Fighting Power Pool: Flight Power Pool: Leadership Ancillary Pool: Cold Mastery Level 1: Psionic Dart Dominate Will Thunderstrike - Accuracy/Damage Thunderstrike - Damage/Endurance Thunderstrike - Damage/Recharge Thunderstrike - Accuracy/Damage/Recharge Thunderstrike - Accuracy/Damage/Endurance Thunderstrike - Damage/Endurance/Recharge Level 1: Subdual Empty Level 2: Telekinetic Blast Thunderstrike - Accuracy/Damage Thunderstrike - Damage/Endurance Thunderstrike - Damage/Recharge Thunderstrike - Accuracy/Damage/Recharge Thunderstrike - Accuracy/Damage/Endurance Thunderstrike - Damage/Endurance/Recharge Level 4: Combat Jumping Luck of the Gambler - Defense/Increased Global Recharge Speed Luck of the Gambler - Defense Level 8 6: Super Jump Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance Blessing of the Zephyr - Knockback Reduction (4 points) Level 6 8: Psychic Focus Gaussian's Synchronized Fire-Control - To Hit Buff Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance Gaussian's Synchronized Fire-Control - Recharge/Endurance Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance Gaussian's Synchronized Fire-Control - Chance for Build Up Level 10: Psychic Scream Annihilation - Accuracy/Damage Annihilation - Damage/RechargeTime Annihilation - Accuracy/Damage/RechargeTime Annihilation - Accuracy/Damage/Endurance Annihilation - Accuracy/Damage/Endurance/RechargeTime Annihilation - Chance for Res Debuff Level 12: Psionic Lance Thunderstrike - Accuracy/Damage/Endurance Thunderstrike - Accuracy/Damage Thunderstrike - Damage/Endurance Thunderstrike - Damage/Recharge Thunderstrike - Accuracy/Damage/Recharge Thunderstrike - Damage/Endurance/Recharge Level 14: Boxing Kinetic Combat - Accuracy/Damage Kinetic Combat - Damage/Endurance Kinetic Combat - Damage/Recharge Kinetic Combat - Damage/Endurance/Recharge Level 16: Concentration Recharge Reduction IO Level 18: Tough Gladiator's Armor - TP Protection +3% Def (All) Steadfast Protection - Resistance/+Def 3% Level 20: Drain Psyche Numina's Convalesence - Heal/Endurance Numina's Convalesence - Endurance/Recharge Numina's Convalesence - Heal/Recharge Numina's Convalesence - Heal/Endurance/Recharge Numina's Convalesence - Heal Numina's Convalesence - +Regeneration/+Recovery Level 22: Weave Luck of the Gambler - Defense/Increased Global Recharge Speed Luck of the Gambler - Defense Luck of the Gambler - Defense/Endurance Luck of the Gambler - Defense/Endurance/Recharge Level 24: Hover Luck of the Gambler - Defense/Increased Global Recharge Speed Luck of the Gambler - Defense Level 26: Maneuvers Luck of the Gambler - Defense/Increased Global Recharge Speed Luck of the Gambler - Defense Luck of the Gambler - Defense/Endurance Level 28: World of Confusion Coercive Persuasion - Confused Coercive Persuasion - Confused/Recharge Coercive Persuasion - Accuracy/Confused/Recharge Coercive Persuasion - Accuracy/Recharge Coercive Persuasion - Confused/Endurance Coercive Persuasion - Contagious Confusion Level 30: Mind Probe Kinetic Combat - Accuracy/Damage Kinetic Combat - Damage/Endurance Kinetic Combat - Damage/Recharge Kinetic Combat - Damage/Endurance/Recharge Level 32: Psychic Wail Scirocco's Dervish - Chance of Damage(Lethal) Scirocco's Dervish - Accuracy/Damage Scirocco's Dervish - Damage/Endurance Scirocco's Dervish - Damage/Recharge Scirocco's Dervish - Accuracy/Recharge Scirocco's Dervish - Accuracy/Damage/Endurance Level 35: Snow Storm Pacing of the Turtle - Accuracy/Slow Level 38: Psychic Shockwave Scirocco's Dervish - Accuracy/Damage Scirocco's Dervish - Damage/Endurance Scirocco's Dervish - Damage/Recharge Armageddon - Chance for Fire Damage Scirocco's Dervish - Accuracy/Damage/Endurance Scirocco's Dervish - Chance of Damage(Lethal) Level 41: Frozen Armor Luck of the Gambler - Defense/Increased Global Recharge Speed Luck of the Gambler - Defense Luck of the Gambler - Defense/Endurance Luck of the Gambler - Defense/Endurance/Recharge Level 44: Hoarfrost Recharge Reduction IO Level 47: [Empty] Level 49: Hibernate Recharge Reduction IO Level 1: Brawl Empty Level 2: Health Preventive Medicine - Chance for +Absorb Miracle - +Recovery Panacea - +Hit Points/Endurance Level 2: Stamina Performance Shifter - Chance for +End Performance Shifter - EndMod Alpha: Musculature Core Paragon ------------ This ported well to Fire Blast, Ice Blast, and Assault Rifle. Many of the other sets would likely work as well. Edited yesterday at 06:13 AM by Troo 2 "Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown (Wise words Unknown!) Si vis pacem, para bellum
Azernak0 Posted Saturday at 01:07 PM Posted Saturday at 01:07 PM Was making this character and noticed that Psionic Darts is not available at level 1, it is the 4th one down. Dominate Will and Mental Blast are the starting choices. I am pretty darn new, what am I missing?
Troo Posted Saturday at 04:06 PM Author Posted Saturday at 04:06 PM (edited) 3 hours ago, Azernak0 said: Was making this character and noticed that Psionic Darts is not available at level 1, it is the 4th one down. Dominate Will and Mental Blast are the starting choices. I am pretty darn new, what am I missing? Good catch, Psionic Dart got turned into a 60 foot 30 degree arc cone instead of the 100 foot fast single target attack. We can use Dominate Will instead, I'll update the build above. Edited Saturday at 04:12 PM by Troo Also had to swap Super Jump and Psychic Focus positions. "Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown (Wise words Unknown!) Si vis pacem, para bellum
Warshades Posted Saturday at 05:56 PM Posted Saturday at 05:56 PM On 9/26/2025 at 2:46 AM, Troo said: Pre-Incarnates w/ Musculature Why would musculature alpha slot change defense values?
Troo Posted Saturday at 06:48 PM Author Posted Saturday at 06:48 PM (edited) 12 hours ago, Warshades said: Why would musculature alpha slot change defense values? Folks could use Agility to further Defense not Musculature. Previous post that had screen shots that showed +11% to self from Musculature: Spoiler Buried in there is: from MIDs in-game I'll look for a good explanation. AI searchfoo says (don't always believe the AI): Understanding Alpha Defense Debuffs Alpha Defense Debuffs are part of the Alpha power set in City of Heroes, designed to enhance a character's defensive capabilities. These debuffs apply to various powers, providing significant boosts to defense. How They Work Effect on Defense: Alpha Defense Debuffs increase the effectiveness of defensive powers by reducing the damage taken from enemies. This is achieved by applying a percentage increase to the character's overall defense. Types of Enhancements: The enhancements from Alpha powers can include: Damage Reduction: Reduces incoming damage from attacks. Defense Buffs: Increases the character's base defense stats, making them harder to hit. Key Alpha Powers for Defense Alpha Power Type Effect on Defense Notes Agility Increases defense buffs by up to 20% Best for overall defense enhancement. Musculature Increases defense debuff effects by 20% Useful for characters focusing on damage resistance. Cardiac Provides extra damage resistance Ideal for characters with high endurance costs. Edited yesterday at 06:17 AM by Troo "Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown (Wise words Unknown!) Si vis pacem, para bellum
Warshades Posted Saturday at 09:37 PM Posted Saturday at 09:37 PM 2 hours ago, Troo said: Technical Answer: Increases defense debuffs by {Boost.Attrib.Defense.Scale}% Non-technical and Examples: See similar Intuition Core Paragon example below. The Defense DeBuffs provide some +defense% on self. Buried in there is: from MIDs in-game I'll look for a good explanation. AI searchfoo says (don't always believe the AI): Understanding Alpha Defense Debuffs Alpha Defense Debuffs are part of the Alpha power set in City of Heroes, designed to enhance a character's defensive capabilities. These debuffs apply to various powers, providing significant boosts to defense. How They Work Effect on Defense: Alpha Defense Debuffs increase the effectiveness of defensive powers by reducing the damage taken from enemies. This is achieved by applying a percentage increase to the character's overall defense. Types of Enhancements: The enhancements from Alpha powers can include: Damage Reduction: Reduces incoming damage from attacks. Defense Buffs: Increases the character's base defense stats, making them harder to hit. Key Alpha Powers for Defense Alpha Power Type Effect on Defense Notes Agility Increases defense buffs by up to 20% Best for overall defense enhancement. Musculature Increases defense debuff effects by 20% Useful for characters focusing on damage resistance. Cardiac Provides extra damage resistance Ideal for characters with high endurance costs. Yeah, that's not at all how that works. Unless the alpha incarnate slot specifically states that it is boosting "defense buffs", you are not getting any defensive improvements.
Troo Posted yesterday at 12:41 AM Author Posted yesterday at 12:41 AM (edited) 3 hours ago, Warshades said: Yeah, that's not at all how that works. Unless the alpha incarnate slot specifically states that it is boosting "defense buffs", you are not getting any defensive improvements. We can make appropriate edits as needed. Please point to the information (not that I don't trust what you are saying) I just can't find anything and memory is fuzzy.. It's not that big a factor or deal breaker to the character. I would like it to be accurate. City of Data had the 'Increases defense debuffs by {Boost.Attrib.Defense.Scale}%' which I tried to be funny with. Edited yesterday at 12:52 AM by Troo "Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown (Wise words Unknown!) Si vis pacem, para bellum
biostem Posted yesterday at 12:49 AM Posted yesterday at 12:49 AM (edited) Any tanker w/ elec armor will get >89% s/l res and be capped to energy dmg, if you also take tough, and with only using lvl 25 generic IOs. I've been using such builds to run a s/l farm I created. My greatest success has been with an elec/staff tanker, where, again with only lvl 25 generic IOs, can also soft cap melee/lethal defense, (this is including maneuvers, weave, and cj each being 3-slotted w/ lvl 25 generic def IOs - also may need 2 applications of guarded spin). EDIT: For reference, here is a lvl 36 Elec/DM Tanker I'm currently working on: Edited yesterday at 12:57 AM by biostem 1
Warshades Posted yesterday at 01:16 AM Posted yesterday at 01:16 AM 25 minutes ago, Troo said: City of Data had the 'Increases defense debuffs by {Boost.Attrib.Defense.Scale}%' which I tried to be funny with. Buffing "defense debuffs" means that any of your powers that lower enemies defense when they hit will have that -def effect boosted. So having musculature or intuition alphas equipped with the "defense debuff" will make a power like Melt Armor or powers from Radiation Blast which have -def secondary effects inflict higher defense debuff values. The only 2 incarnate alphas that affect "defense buff" values are agility and nerve alpha slots. The key word here is buff vs debuff, defense debuffs is an effect that applies to enemies, defense buffs is an effect that applies to powers that buff defense values (i.e., Combat Jumping, Weave, Scorpion Shield, etc). I don't know if when you took those defense totals images that you labeled as "pre-incarnate" and "w/ musculature" images you had a different alpha selected instead of musculature and didn't realize it or possibly had a version of mids installed with bugged boost values on the alpha slots. I'd suggest checking those again with the latest version of mids installed.
Troo Posted yesterday at 04:11 AM Author Posted yesterday at 04:11 AM @Warshades Thanks. I understand the difference between Defense and DeBuffing Defense. I have for a very long time been under the impression that there was a wrinkle in the Alphas when it came to Defense Debuffs effectively buffing Defense as well. (this may have been addressed and I missed it, or I was under the wrong impression all along (I'm okay with either)) Mids for a long time showed adding one of the Alphas with a Defense Debuff would add Defense to self. (as shown in the images in the first post) In-game, the Detailed Info tab for applicable Musculature powers actually currently states "+11.00%% strength to all defense on self" in addition to the Defense Debuff statements. This may be where confusion stems from. The Detailed Info tab for Musculature Core Paragon under 'Grants power Defense DeBuff' it reads: Grants power Defense DeBuff Very Rare Activation Time :0.00s Recharge Time: 0.00s Accuracy: 1.00X Power Type: Global Enhancement Target Type: Self Effect Area: Single Target +11.00%% strength to all defense on self Ignores buffs and enhancements unresistable +11.00%% strength to defense debuff on self Ignores buffs and enhancements unresistable +22.00%% strength to defense debuff on self Ignores buffs and enhancements unresistable "Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown (Wise words Unknown!) Si vis pacem, para bellum
Troo Posted yesterday at 04:13 AM Author Posted yesterday at 04:13 AM 3 hours ago, biostem said: My greatest success has been with an elec/staff tanker, where, again with only lvl 25 generic IOs, can also soft cap melee/lethal defense This would be a great addition to the Villianously Cost Effective builds for each AT. 1 "Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown (Wise words Unknown!) Si vis pacem, para bellum
biostem Posted yesterday at 04:20 AM Posted yesterday at 04:20 AM 3 minutes ago, Troo said: This would be a great addition to the Villianously Cost Effective builds for each AT. The only issue is, at this point, that character if fully IO'd out, as I've continued to play them. The only downside to the build, as far as I can tell, is that things are so tight that there wasn't any room for "flavor" powers, such as APPs or PPPs; I suppose I could have skipped Serpent's Reach for one of those...
Warshades Posted yesterday at 05:39 AM Posted yesterday at 05:39 AM No need to take my word for it, load any char into the game that is running musculature or intuition alpha incarnates that you have. Open up your combat attributes (found at top after clicking on power tab at power tray) and look at your defenses. At the same time, open up your incarnate abilities tray. Right click on the alpha slot and do clear power from slot to unequip it. Notice how the defense does not change for any defense boosting powers or total defense. The top part near the icon (where you circled the "defense debuffs" in red) shows the correct attributes that are buffed, they are only hold duration, defense debuffs, and range. You can ignore the wording under the "grants power" section. I'm sure there's an explanation to why it was worded that way, but I cannot recall why it is and it absolutely does not boost your defense at all. 10 hours ago, Troo said:
Uun Posted 6 hours ago Posted 6 hours ago Pairing Psychic Blast with Mental Manipulation is asking for a world of frustration. Foes that resist psionic damage (i.e., robots) resist it A LOT. Other than Telekinetic Thrust (50% smashing) and Telekinetic Blast (25% smashing), all the powers in both sets are 100% psionic damage. You can offset this a bit with %dmg procs and pool powers, but you'll find yourself avoiding factions rather than feeling like you're beating your head against the wall. Uuniverse
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