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Messages - wyldhaunt

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31
Controller / Re: Water Control/Time Manipulation (Fluixic)
« on: October 13, 2022, 08:15:20 pm »
The only real difference between this build and Fluixic's current is that I currently have Time Stop with Overpowering Presence (only used rarely), and don't have Witchcraft in Slowed Response.


32
Controller / Water Control/Time Manipulation (Fluixic)
« on: October 13, 2022, 08:13:59 pm »
I was requested to post Fluixic's build. I actually don't have his current build in Mids, because I'm working to respec to the below (Hypothermia with the Energy Font proc inspired by Profit; added the Endless Nightmare proc for added hilarity, as nothing will stay asleep near Fluixic).

This Hero build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Fluxic: Level 50 Natural Controller
Primary Power Set: Water Control
Secondary Power Set: Time Manipulation
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Suffocate
  • (A) Superior Will of the Controller - Accuracy/Control Duration
  • (3) Superior Will of the Controller - Control Duration/Recharge
  • (5) Superior Will of the Controller - Endurance/Recharge
  • (19) Superior Will of the Controller - Accuracy/Control Duration/Endurance
  • (21) Superior Will of the Controller - Accuracy/Control Duration/Endurance/Recharge
  • (21) Superior Will of the Controller - Recharge/Chance for Psionic Damage
Level 1: Time Crawl
  • (A) Superior Witchcraft - Universal Debuff
  • (46) Superior Witchcraft - Accuracy/Recharge
Level 2: Deluge
  • (A) Superior Winter's Bite - Accuracy/Damage
  • (3) Superior Winter's Bite - Damage/RechargeTime
  • (5) Superior Winter's Bite - Accuracy/Damage/Endurance
  • (43) Superior Winter's Bite - Accuracy/Damage/Recharge
  • (43) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime
  • (45) Apocalypse - Chance of Damage(Negative)
Level 4: Fly
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 6: Geyser Burst
  • (A) Positron's Blast - Accuracy/Damage
  • (7) Positron's Blast - Damage/Endurance
  • (7) Positron's Blast - Damage/Recharge
  • (23) Positron's Blast - Accuracy/Damage/Endurance
  • (23) Positron's Blast - Chance of Damage(Energy)
  • (37) Force Feedback - Chance for +Recharge
Level 8: Turbulent Aura
  • (A) Obliteration - Chance for Smashing Damage
  • (9) Armageddon - Damage/Endurance
  • (9) Armageddon - Chance for Fire Damage
  • (15) Fury of the Gladiator - Chance for Res Debuff
  • (17) Theft of Essence - Chance for +Endurance
  • (19) Force Feedback - Chance for +Recharge
Level 10: Temporal Mending
  • (A) Numina's Convalesence - Heal/Endurance
  • (11) Numina's Convalesence - Endurance/Recharge
  • (11) Numina's Convalesence - Heal/Recharge
  • (15) Numina's Convalesence - Heal/Endurance/Recharge
  • (45) Numina's Convalesence - Heal
  • (45) Numina's Convalesence - +Regeneration/+Recovery
Level 12: Riptide
  • (A) Ragnarok - Damage/Recharge
  • (13) Ragnarok - Accuracy/Damage/Recharge
  • (13) Ragnarok - Accuracy/Recharge
  • (40) Ragnarok - Damage/Endurance
  • (42) Ragnarok - Chance for Knockdown
  • (43) Annihilation - Chance for Res Debuff
Level 14: Time's Juncture
  • (A) Dampened Spirits - To Hit Debuff/Endurance
Level 16: Hasten
  • (A) Recharge Reduction IO
  • (17) Recharge Reduction IO
Level 18: Assault
  • (A) Endurance Reduction IO
Level 20: Tactics
  • (A) Rectified Reticle - Increased Perception
  • (50) Adjusted Targeting - To Hit Buff/Endurance
Level 22: Boxing
  • (A) Accuracy IO
Level 24: Hypothermia
  • (A) Superior Overpowering Presence - Accuracy/Control Duration
  • (25) Superior Overpowering Presence - Control Duration/RechargeTime
  • (25) Superior Overpowering Presence - Endurance/RechargeTime
  • (31) Superior Overpowering Presence - Accuracy/Control Duration/Endurance
  • (34) Superior Overpowering Presence - RechargeTime/Energy Font
  • (36) Superior Endless Nightmare - Recharge/Chance for Fear, Psionic Damage If Woke Early
Level 26: Drowning Pool
  • (A) Lockdown - Accuracy/Hold
  • (27) Lockdown - Accuracy/Recharge
  • (27) Lockdown - Recharge/Hold
  • (37) Lockdown - Endurance/Recharge/Hold
  • (37) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (40) Lockdown - Chance for +2 Mag Hold
Level 28: Farsight
  • (A) Luck of the Gambler - Defense
  • (29) Luck of the Gambler - Defense/Endurance
  • (29) Luck of the Gambler - Defense/Increased Global Recharge Speed
Level 30: Tough
  • (A) Unbreakable Guard - Resistance
  • (31) Unbreakable Guard - Resistance/Endurance
  • (31) Unbreakable Guard - +Max HP
Level 32: Water Golem
  • (A) Blood Mandate - Accuracy/Damage
  • (33) Blood Mandate - Damage/Endurance
  • (33) Blood Mandate - Accuracy/Endurance
  • (33) Blood Mandate - Accuracy/Damage/Endurance
  • (34) Blood Mandate - Accuracy
  • (34) Blood Mandate - Damage
Level 35: Power Sink
  • (A) Efficacy Adaptor - EndMod
  • (36) Efficacy Adaptor - EndMod/Recharge
  • (36) Efficacy Adaptor - EndMod/Accuracy/Recharge
Level 38: Chrono Shift
  • (A) Efficacy Adaptor - EndMod
  • (39) Efficacy Adaptor - EndMod/Recharge
  • (39) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (39) Efficacy Adaptor - Accuracy/Recharge
  • (40) Recharge Reduction IO
Level 41: Charged Armor
  • (A) Unbreakable Guard - Resistance
  • (42) Unbreakable Guard - Resistance/Endurance
  • (42) Unbreakable Guard - RechargeTime/Resistance
  • (46) Steadfast Protection - Resistance/+Def 3%
  • (46) Gladiator's Armor - TP Protection +3% Def (All)
Level 44: Temporal Selection
  • (A) Preventive Medicine - Chance for +Absorb
Level 47: Slowed Response
  • (A) Superior Witchcraft - Accuracy/ Universal Debuff
  • (48) Superior Witchcraft - Accuracy/Endurance/Recharge
  • (48) Superior Witchcraft - Universal Debuff/Endurance/Recharge
  • (48) Superior Witchcraft - Chance for Res Debuff
Level 49: Maneuvers
  • (A) Luck of the Gambler - Defense
  • (50) Luck of the Gambler - Defense/Endurance
  • (50) Luck of the Gambler - Defense/Increased Global Recharge Speed
Level 1: Containment
Level 1: Brawl
  • (A) Accuracy IO
Level 1: Sprint
  • (A) Celerity - +Stealth
Level 2: Rest
  • (A) Recharge Reduction IO
Level 2: Swift
  • (A) Flight Speed IO
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Health
  • (A) Panacea - +Hit Points/Endurance
  • (9) Miracle - +Recovery
  • (17) Healing IO
Level 2: Stamina
  • (A) Performance Shifter - EndMod
  • (13) Performance Shifter - EndMod/Recharge
  • (23) Performance Shifter - Chance for +End
Level 1: Disintegrating
Level 50: Intuition Radial Paragon
Level 50: Ion Core Final Judgement
Level 50: Degenerative Core Flawless Interface
Level 50: Polar Lights Core Superior Ally
Level 50: Clarion Core Epiphany
Level 50: Support Core Embodiment
------------



Code: [Select]
| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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|-------------------------------------------------------------------|

33
Player Help/Guides / Ways to Mitigate Mez from NPCs
« on: September 01, 2022, 03:56:29 pm »
I'm actually surprised that we don't already have a guide for ways to mitigate mez from NPCs, since it is something that doesn't seem straight-forward for newer players. I'm not even pretending to be the all-knowing player on this subject, however I'm willing to share what my experiences and impressions are to-date in this guide.

To be clear, I'm not creating this thread to discuss changes to the game which could allow for other ways to mitigate mez from NPCs, nor even to chill those discussions, but rather to share/discuss what we already have available. Another thread could easily be started to discuss ideas for game changes to mitigating mez, however I'd rather keep this thread focused on current ways to mitigate mez from NPCs.

Like many situations in this game, I've seen player reaction to mez range from "it's part of the game" to "I hate it and it should go away." Personally, my opinion is "I hate it enough to figure out ways to avoid it as much as possible, but it is part of the game."

So what is "mez?" Our wiki defines mez as various status effects which restrict players/NPCs in various ways. Here's Rebirth's wiki page on this: https://wiki.cityofheroesrebirth.com/wiki/Status_Effect. One different between mez and debuff seems to be: debuff means it's harder to do something, while mez means it's impossible. One example is the difference between Slow and Immobilize.

That said, my personal impression is that mez which prevents my character from acting or interacting is a pain point in playing the game. When I can't act, I'm watching, not playing, the game. So in my view, Immobilize isn't as painful as Hold, Disorient, constant KB/KD/KU, nor Only Affect Self.

One other item to be aware of: excepting KB, mez powers have a magnitude (which can be protected against) and a duration (which can be shortened by mez resistance).

Alright, the game does give us various ways to mitigate mez from NPCs, however each has its limitations. Here they are:

1. AT/powerset powers affecting self. Certain ATs/powersets have powers which provide mez protection to self. The ATs which have these are Tankers, Brutes, Scrappers, Stalkers, Guardians, and Dominators. Except for Dominators, many of these powers are self-affecting toggles, so you turn on the toggle and mostly ignore the mez. Dominators instead have an AT power called "Domination" which provides mez protection for that power's duration. Still, not all of these powers are equal - it pays to read what each power protects against, and understand what it doesn't protect against. The limitation for this option is that one must play an AT/powerset which includes these powers.

2. Blaster AT. Blasters have a unique AT ability to cast some powers while mezzed. The details are at https://wiki.cityofheroesrebirth.com/wiki/Defiance. In addition, Blasters have access to an enhancement which can help with mez res; details at https://wiki.cityofheroesrebirth.com/wiki/Defiant_Barrage:_Recharge/Chance_for_%2BStatus_Protection. The limitation for this is being a Blaster.

3. Pool powers. There exist powers in pools available to mitigate mez. The ones I'm aware of are:
A. Rune of Protection. This is in the Sorcery power pool. Rune of Protection gives both mez protection and damage resistance, and is available to all ATs, so that is the good part. The limitations are: 1) you must pick two other powers in this pool before you can pick Rune of Protection, 2) Rune of Protection last 60s while having a 600s recharge (so it cannot be up all the time), 3) unlike inspirations, you cannot cast Rune of Protection while under the affect of mez which prohibits you from acting at all, and 4) there is at -25% End crash with a -100% Recovery debuff for 15 seconds once the power ends.
B. Indomitable Will. This is in the Psionic Mastery epic power pool available to Controllers and Dominators. Indomitable Will provides mez protection and Psi def. Limitations: this power's duration is 90s with a 360s recharge (so better than Rune of Protection for that, and no End crash), cannot be taken before level 35, and so cannot be used under level 30.
C. Combat Jumping. In addition to its jump bonus and defense boost, it provides Immoblize protection. No serious limitations for this one (for Immob prot).
D: Hover. Although Hover actually does not have mez prot/res in the power itself, KB doesn't impact characters as long when they're using Hover, as the total animation effect is far shorter than when not flying, so it functions like mez res. Other fly powers may have the same benefit; I haven't tried this.
E: Tactics. This power provides some mez prot/res against Confuse, and mez res against Fear.
   
4. Invention Origin Enhancements which provide Mez prot/res, including in set bonuses. Gonna break this down a bit:
A. KB prot: there are at least three IOs which provide KB prot. As there's one for Defense powers, one for Resist Damage powers, and one for Travel powers, there's really no limitation on these other than they're KB-only.
B. Mez resist IOs: there are at least two IOs which provide mez resistance, both for Resist Damage powers. Their limitations are that they can only be slotted in Resist Damage powers, and they only provide res, not prot.
C. Mez resist set bonuses: there are many IOs sets which provide mez resistance. You can search for "mez res" at https://wiki.cityofheroesrebirth.com/wiki/Enhancement_Sets to see most of them. The primary limitations here are that they only provide res, not prot.

5. Teammates' powers affecting allies. Many "support" powersets (such as Pain Domination's Enforced Morale) provide mez protection and/or resistance. The limitations for this option is that: 1) one must have a teammate with these powers, and 2) the teammate must cast these powers in a way which helps mitigate mez. The latter point is important to note, since many of these powers only affect one ally at a time, and keeping these going on all teammates, especially on a larger team, is somewhat of a task which can reduce the fun of the person playing the support teammate. A way to help with this is a macro or keybind to the effect of "I'm mezzed!" - hit that when affected by a mez, and if the teammate notices and can cast a mez-canceling power, they likely will. However, a further complication with this is that there are plenty of support sets which do not include any mez prot/res powers, and many players are not aware of the details regarding which sets do or don't include these powers. So, unless you regularly team with people who have these powers, I at least have found this option unreliable.

6. Inspirations. The "Resist Effects" type of inspirations (see https://wiki.cityofheroesrebirth.com/wiki/Inspirations) provides prot/res against mez. There are also versions of these inspirations which affect the nearby teammates. Except when playing a melee AT or a Guardian with a mez protection power, I consider it necessary to keep around 1/4 of my inspirations as this type. Even so, I don't rely solely on inspirations for mez mitigation, because there are circumstances in the later levels of the game where mez is so common and pervasive that I am not able to keep enough Resist Effects inspirations available (even after combining other inspirations).

7. Incapacitate mezzers. A central activity in this game is combat. Enemies will try to hit your character while you're trying to do the same to them. One way to prevent getting hit by mez is to disable the mezzer first. A few characters are able to one-shot at least one mezzer before they can do anything, however more-commonly this requires mezzing a mezzer first, which many ATs/powersets can do. Having targeting keybinds which focus on priority targets really helps with this. However, in instances with crowds of enemies in tight quarters, many times the mezzer may be out of line-of-sight and may get an opportunity to mez you first, or there may be multiple mezzers which cannot all be contained easily, so that is the primary limitation of this strategy.

8. Don't Get Hit. Many NPC mez powers still require a to-hit check, and if the power misses, so does the mez. For this reason, it is worthwhile to boost your defense. The limitation of this strategy is that enemies can still hit, and that some mez powers don't require a to-hit check. Also, especially when teaming, let the AT with mez self-prot/res take the alpha strike from enemies, and support them.

9. Clarion Destiny. I mention this last to help you see all of the other options first, although it seems many (including myself) have chosen Clarion as the "way to go." Once you have Clarion, it's easy to use and does its job well, which is why it seems that many use it. However, it does have its own limitations: 1) you can't get it until you're a level 50 incarnate, and then it takes gathering incarnate components and crafting the power; 2) you can't use it at less than level 45.

For each and every item listed above, especially the powers and IOs, you should review what mez prot/res is provided, and what isn't. Especially for mez prot powers, they don't always prot from every type of mez.

Personally, I find it helpful to combine the various strategies above (just like we often do with layered damage mitigation). Here are some examples, all of which are incarnate characters:

1. Gnawt, my Inv/Savage Tanker. The power Unyielding provides plenty of prot/rez against KB, Repel, Sleep, Hold, Disorient, and Immob, so that's all he needs for most situations. Still, he keeps three Resist Effect inspirations around, and for particularly challenging damage/mez points, Gnawt does have Rune of Protection (since Gnawt has Ageless Core, he's fine with the End crash). He also has SLFC def softcapped most everywhere when in melee with at least one opponent.

2. Blakkat, my Claws/Dark Brute. The power Obsidian Shield provides plenty of prot/rez against Disorient, Hold, Sleep and Fear. But notice that it provides nothing against KB nor Immob. Cloak of Darkness does provide prot against Immob. No Dark Armor power provides prot against KB, so Blakkat has a Blessing of the Zephyr: KB Reduction IO in her travel power. Blakkat carries no Resist Effect inspirations. She has Melee def softcapped. Blakkat also has Rune of Protection, however that's more for damage resistance than mez prot in Blakkat's build. Blakkat also has Combat Jumping providing Immob protection, however that's more for theme (cat jumping reflexes) in Blakkat's build.

3. Sesia, my Nature/Pollen (well, Fire) Defender. She has neither softcap def nor Clarion. She does have Rune of Protection (with Ageless Core Epiphany to help with recharge and end), the Aegis: Psi/Status Res IO, two Impervious Skin: Status Res IOs, and other set bonuses to help with mez res. She also has a Blessing of the Zephyr: KB Reduction IO in her travel power. She also keeps seven Resist Efffect inspirations available. As a Defender, Sesia tends to not jump in an take alphas, though she's been known to start some battles (using "Pollen" Ball with a Ragnarok: KB IO to provide some mitigation). Every once in a while Sesia will get mezzed, but it's rare enough not to be troublesome. Also, although neither Nature Affinity nor Fire Blast provide ally mez prot/rez powers, she picked up Injection from the Medicine pool specifically to be able to help mezzed teammates. Injection doesn't last long, so she only uses it reactively, either when a she notices a teammate mezzed, or when a teammate calls out that they are mezzed.

4. Fluixic, my Water/Time Controller. He uses Clarion, however that's because most of his time is spent in max-level content. He also has Blessing of the Zephyr: KB Reduction in his travel power. He has ranged def softcapped, and carries three Resist Effect inspirations. For content less than level 45, he relies most on the -KB prot and on active mitigation through his control powers, especially Turbulent Aura.

5. Blood in the Water, my Water/Storm Corruptor. He uses Clarion, after finding in iTrials at least that using Ageless and 7 Breakfrees he still got mezzed often enough that it irritated me. Swapping from Ageless to Clairon required changes to end management on his build, but that did work out well.

Again, this is not even an attempt at a be-all/end-all guide for mitigating mez from NPCs, but a sharing of what I've learned so far. If you have additional ways to mitigate mez, or questions on the above, fire away!


34
General / Re: Targeting keybinds for problematic enemies and more
« on: August 04, 2022, 05:16:42 pm »
Alright, here we go. The first version of this setup. It uses a popmenu to populate your chat with a bindloadfile command to rebind your TAB key to prioritize targets in a certain enemy group; there is a "Usual Targets" keybind also as a default. There is some setup for this in preparing the keybind files and the popmenu file. I've placed a short readme.txt in the main folder of the attached zip to explain its setup.

If anyone knows how to simplify the rebinding portion of this, I'm all ears. I have tested the following and found it not to work:
1. Calling bind from popmenu.
2. Calling bindloadfile from popmenu.
3. Calling a macro from popmenu which binds.
4. Calling a macro from popmenu which bindloadfiles.
5. Finding a way to compress the targeting in these files to 20 macros and then quickly determining by four-character macro button name or image which is which.


35
General / Targeting keybinds for problematic enemies and more
« on: July 25, 2022, 04:23:23 pm »
I have been using the following keybind (bound to my actual targeting key rather than TAB) for a long time now, however I'd like to increase its usability:

/bind TAB "targetenemynext$$targetcustomnext enem aliv sentry$$targetcustomnext enem aliv desire$$targetcustomnext enem aliv sapp$$targetcustomnext enem aliv warde$$targetcustomnext enem aliv mistr$$targetcustomnext enem aliv wid"

My thought is to create a popmenu called Targeting, where I could select enemy groups I'm about to engage, or TFs/Trials/Events I'm about to participate in. Below I have the ones I've thought of listed, along with a one-word descriptor for each target, in priority order from left-to-right. Where the target is a friend or neutral, I have that listed too.

I'd like to eventually create a Player Help/Guide around this, and so would like to make ths list more representative of what we think, rather than just what I think. If you were to use this setup for priority target keybinding, what would you change in the list of Groups/TFs/Trials/Events to include, and what would you change about the priorities?

(Note: targetenemynext would go as last priority in all of the below, so the targeting key would always find a target is one is available)

Enemy groups (with TFs/Trials/Events where it seems to make sense):
Arachnos (Night)
Banished Pantheon (Desire [because psi])
Carnival of Shadows (Quantum, Mistress, Master)
Cimerorans (Romulus, Requiem, Surgeon, Cyclops, Minotaur)
Circle of Thorns (Succubus, Mage, Spectral)
Crey (Quantum, Paragon)
Freakshow/Yin (Clamor, Quantum, Super, Tank, Stunner)
Longbow (Ballista, Warden, Officer, Spec, Nullifier, Flamethrower)
Malta (Sapper, Quantum, Zeus, Titan, Gunslinger)
Nemesis (Fake Nemesis)
PPD (Equalizer, Grenadier, Ghost)
Redcaps/Katie/Winter (Lord, Snaptooth, Mary, Amy [friend], Fiend, Hooligan)
Rikti/MSR (U'Kon, Rider, Quantum, Suit, Magus, Guardian)
Sky Raiders (Castillo, Duray, Engineer, Quantum)
Talons of Vengeance (Gorgon, Keres, Sibyl, Oracle)
Zombies/Halloween (Banner, Nightmare, Husk, Corpse)


TFs/Trials/Events Only:
Apex (Maiden, Pylon, Walker)
BAF (Commando)
Hamidon - Blue Taam (Electrolyte)
Hamidon - Green Taam (Mending)
Hamidon - Yellow Taam (Antibody)
Hamidon - Primary Tanker (Hamidon))
Lambda (Marauder, Chamber, Cache)
Manticore (Wilson, Manning, Birch [friend/neutral?], Hopkins)
Summer (Champion, Cornutus)
Synapse (Bertha, Lord, King, Duke, Baron, Prince)
Tin Mage (11, Walker)

36
Controller / Re: Water Control/Darkness Affinity (Cool Hand Lexi)
« on: July 14, 2022, 12:38:43 pm »
Sure! Updated build below. With the extra slots in Health/Stamina, I moved them around a bit. The two recharges in Fade will help, but I'm seeing plenty of wiggle room in other slots now.

This Hero build was built using Mids Reborn 3.0.2.18
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Cool Hand Lexi: Level 50 Magic Controller
Primary Power Set: Water Control
Secondary Power Set: Darkness Affinity
Power Pool: Sorcery
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Suffocate
  • (A) Superior Will of the Controller - Accuracy/Control Duration
  • (3) Superior Will of the Controller - Control Duration/Recharge
  • (5) Superior Will of the Controller - Endurance/Recharge
  • (19) Superior Will of the Controller - Accuracy/Control Duration/Endurance
  • (23) Superior Will of the Controller - Accuracy/Control Duration/Endurance/Recharge
  • (25) Superior Will of the Controller - Recharge/Chance for Psionic Damage
Level 1: Twilight Grasp
  • (A) Touch of the Nictus - Healing/Absorb
  • (11) Touch of the Nictus - Accuracy/Healing/Absorb
  • (11) Touch of the Nictus - Accuracy/Endurance/Healing/Absorb
  • (31) Touch of the Nictus - Accuracy/Endurance/Recharge
  • (34) Touch of the Nictus - Chance for Negative Energy Damage
  • (36) Theft of Essence - Chance for +Endurance
Level 2: Deluge
  • (A) Thunderstrike - Accuracy/Damage
  • (3) Thunderstrike - Damage/Endurance
  • (5) Thunderstrike - Damage/Recharge
  • (25) Thunderstrike - Accuracy/Damage/Recharge
  • (29) Thunderstrike - Accuracy/Damage/Endurance
  • (29) Thunderstrike - Damage/Endurance/Recharge
Level 4: Mystic Flight
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 6: Geyser Burst
  • (A) Positron's Blast - Accuracy/Damage
  • (7) Positron's Blast - Damage/Endurance
  • (7) Positron's Blast - Damage/Recharge
  • (37) Positron's Blast - Accuracy/Damage/Endurance
  • (37) Positron's Blast - Chance of Damage(Energy)
  • (37) Force Feedback - Chance for +Recharge
Level 8: Turbulent Aura
  • (A) Obliteration - Chance for Smashing Damage
  • (9) Armageddon - Damage/Endurance
  • (9) Armageddon - Chance for Fire Damage
  • (15) Fury of the Gladiator - Chance for Res Debuff
  • (15) Theft of Essence - Chance for +Endurance
  • (19) Force Feedback - Chance for +Recharge
Level 10: Tar Patch
  • (A) Recharge Reduction IO
Level 12: Riptide
  • (A) Ragnarok - Damage/Recharge
  • (13) Ragnarok - Accuracy/Damage/Recharge
  • (13) Ragnarok - Accuracy/Recharge
  • (40) Ragnarok - Damage/Endurance
  • (42) Ragnarok - Chance for Knockdown
  • (43) Annihilation - Chance for Res Debuff
Level 14: Darkest Night
  • (A) Dampened Spirits - To Hit Debuff/Endurance
Level 16: Shadow Fall
  • (A) Luck of the Gambler - Defense
  • (17) Luck of the Gambler - Defense/Endurance
  • (17) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (45) Unbreakable Guard - Resistance
  • (45) Unbreakable Guard - Resistance/Endurance
  • (46) Unbreakable Guard - RechargeTime/Resistance
Level 18: Howling Twilight
  • (A) Endurance Reduction IO
  • (50) Recharge Reduction IO
Level 20: Fade
  • (A) Luck of the Gambler - Defense
  • (21) Luck of the Gambler - Defense/Endurance
  • (21) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (48) Recharge Reduction IO
  • (48) Recharge Reduction IO
Level 22: Hasten
  • (A) Recharge Reduction IO
  • (23) Recharge Reduction IO
Level 24: Assault
  • (A) Endurance Reduction IO
Level 26: Drowning Pool
  • (A) Superior Overpowering Presence - Accuracy/Control Duration
  • (27) Superior Overpowering Presence - Control Duration/RechargeTime
  • (27) Superior Overpowering Presence - Endurance/RechargeTime
  • (43) Superior Overpowering Presence - Accuracy/Control Duration/Endurance
  • (43) Superior Overpowering Presence - Accuracy/Control Duration/Endurance/RechargeTime
  • (45) Superior Overpowering Presence - RechargeTime/Energy Font
Level 28: Tactics
  • (A) Adjusted Targeting - To Hit Buff/Endurance
Level 30: Maneuvers
  • (A) Luck of the Gambler - Defense
  • (31) Luck of the Gambler - Defense/Endurance
  • (31) Luck of the Gambler - Defense/Increased Global Recharge Speed
Level 32: Water Golem
  • (A) Blood Mandate - Accuracy/Damage
  • (33) Blood Mandate - Damage/Endurance
  • (33) Blood Mandate - Accuracy/Endurance
  • (33) Blood Mandate - Accuracy/Damage/Endurance
  • (34) Blood Mandate - Accuracy
  • (34) Blood Mandate - Damage
Level 35: Power Sink
  • (A) Efficacy Adaptor - EndMod
  • (36) Efficacy Adaptor - EndMod/Recharge
  • (36) Efficacy Adaptor - EndMod/Accuracy/Recharge
Level 38: Dark Servant
  • (A) HamiO:Endoplasm Exposure
  • (39) HamiO:Endoplasm Exposure
  • (39) HamiO:Golgi Exposure
  • (39) HamiO:Golgi Exposure
  • (40) Siphon Insight - ToHit Debuff
  • (40) Siphon Insight - Accuracy/ToHit Debuff
Level 41: Charged Armor
  • (A) Unbreakable Guard - Resistance
  • (42) Unbreakable Guard - Resistance/Endurance
  • (42) Unbreakable Guard - RechargeTime/Resistance
  • (46) Unbreakable Guard - +Max HP
  • (46) Steadfast Protection - Resistance/+Def 3%
  • (48) Gladiator's Armor - TP Protection +3% Def (All)
Level 44: Boxing
  • (A) Accuracy IO
Level 47: Tough
  • (A) Titanium Coating - Resistance/Endurance
Level 49: Weave
  • (A) Luck of the Gambler - Defense
  • (50) Luck of the Gambler - Defense/Endurance
  • (50) Luck of the Gambler - Defense/Increased Global Recharge Speed
Level 1: Brawl
  • (A) Empty
Level 1: Containment
Level 1: Sprint
  • (A) Run Speed IO
Level 2: Rest
  • (A) Empty
Level 2: Swift
  • (A) Flight Speed IO
Level 2: Health
  • (A) Numina's Convalesence - +Regeneration/+Recovery
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
Level 50: Void Core Final Judgement
Level 50: Degenerative Core Flawless Interface
Level 50: Banished Pantheon Core Superior Ally
Level 50: Clarion Core Epiphany
Level 50: Support Core Embodiment
Level 50: Intuition Radial Paragon
------------



Code: [Select]
| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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37
Controller / Re: Water Control/Darkness Affinity (Cool Hand Lexi)
« on: October 21, 2021, 08:09:19 am »
Update: This build handles +3/x8 (with bosses in) most comfortably wherever. It slows down on +4, so I don't run that consistently. Even at +4, I can stand up to anything except a double-spawn of Longbow or Arachnos.

And "Lexi's Bounce House" is becoming a well-known thing.  ;D


38
Controller / Water Control/Darkness Affinity (Cool Hand Lexi)
« on: September 29, 2021, 07:03:34 pm »
As requested, I'm sharing my build and thoughts on the new Water Control here. Gonna get wordy, so hang on.

First: I tried Water Control/Kinetics Assault Dominator when these were only on PTS, in order to see how the new sets were together. They worked, but didn't seem to have any special synergies. However, Water Control had me hooked - I like KD anyways (quite a lot). So I looked at other Dominator secondaries, and nothing struck me as a standout. Then I looked at Controller, and as always, I thought... what if I add Fluffy?

Dark on at least Controllers, Masterminds and Corruptors can make any primary look good (I know, since my villain main back on the original CoX run was a Beasts/Dark MM).

The character name, backstory and initial outfit for Cool Hand Lexi remained from the PTS run, and so a magic origin was there. I wanted to go Sorcery for travel power and get Rune of Protection, at much for its damage resists as for its mez protection. This worked somewhat while leveling, but wow was end management a problem, even after picking up Soul Absorption. The build I'd planned included Mu Mastery's Power Sink, so once I unlocked my Patron Power Pools, I dropped Rune of Protection and Soul Absorption, and picked up Fighting's Tough instead.

Thunder Bug had Water Bug also going while I was leveling, and while I thought procs wouldn't be a good idea in Turbulent Aura because it is a toggle, Water Bug found that Theft of Essence: Chance for End worked very well. So, I procced out Turbulent Aura, especially including Forced Feedback: Change for Recharge. Oh yeah, good stuff there. BUT, the end recharge from this is swingy, so I still rely on Power Sink a lot.

Mez mitgation comes from my Destiny: Clarion Core Epiphany and carrying some Breakfrees. Yet, I have two pets - even when I'm held/stunned, they're around to help.

I've been slowly pushing my soloing, and can solo +2/x8 (as at +1 incarnate) with bosses pretty easily. I'm about to test +3. Honestly, Water Control likes having lots of enemies, as my build has MORE AoE than ST, and Turbulent Aura helps more with more enemies.

Turbulent Aura - let me repeat the name - Turbulent Aura - is the foundation of the strength of this set. It's something Water Blast doesn't get. I think it is overpowered, and could stand a wee nerf. I don't have to cast a mez before moving into melee - Turbulent Aura will do it for me. Even in my 20s, I could easily herd three even-level spawns with lieutenants together and focus on the lieutenants while Turbulent Aura, Tar Patch, Riptide, and Geyser defeated the minions.

The later 20s and 30s/40s were only an issue for me solo due to enemy mez. No other reason. It's why I went ahead and farmed a some during those levels, then joined some ITFs, to get to 50.

When this build is finished, and assuming the numbers I have from Mids Reborn are correct when applied to Water Control rather than Fire Control, I'll have:
  • Softcap def to Range while Fade is up (which is not perma)
  • Good enough def to all to get into melee and stay vertical; often untouched
  • Hardcap Controller resist to S/L

Fluffy and Gushy also work together quite well as pets, and Gushy is really where my damage is. Once the minions are down, he helps with the boss.

I don't often use Drowning Pool (my AoE hold) or Howling Twilight unless things get really fun or on large TFs/iTrials. But then, I don't reserve Howling Twilight for rezzes; it's a damn good stun, and I primarily use it for that.

The Fire Control/Darkness Affinity build I used to mock up my build follows - after that I'll talk about the Water Control changes:

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

test3: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Darkness Affinity
Power Pool: Sorcery
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Ring of Fire
  • (A) Thunderstrike - Accuracy/Damage
  • (3) Thunderstrike - Damage/Endurance
  • (5) Thunderstrike - Damage/Recharge
  • (25) Thunderstrike - Accuracy/Damage/Recharge
  • (25) Thunderstrike - Accuracy/Damage/Endurance
  • (29) Thunderstrike - Damage/Endurance/Recharge
Level 1: Twilight Grasp
  • (A) Touch of the Nictus - Healing/Absorb
  • (11) Touch of the Nictus - Accuracy/Healing/Absorb
  • (11) Touch of the Nictus - Accuracy/Endurance/Healing/Absorb
  • (36) Touch of the Nictus - Accuracy/Endurance/Recharge
  • (37) Touch of the Nictus - Chance for Negative Energy Damage
  • (37) Theft of Essence - Chance for +Endurance
Level 2: Char
  • (A) Superior Will of the Controller - Accuracy/Control Duration
  • (3) Superior Will of the Controller - Control Duration/Recharge
  • (5) Superior Will of the Controller - Endurance/Recharge
  • (29) Superior Will of the Controller - Accuracy/Control Duration/Endurance
  • (31) Superior Will of the Controller - Accuracy/Control Duration/Endurance/Recharge
  • (34) Superior Will of the Controller - Recharge/Chance for Psionic Damage
Level 4: Mystic Flight
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 6: Fire Cages
  • (A) Positron's Blast - Accuracy/Damage
  • (7) Positron's Blast - Damage/Endurance
  • (7) Positron's Blast - Damage/Recharge
  • (37) Positron's Blast - Accuracy/Damage/Endurance
  • (40) Positron's Blast - Chance of Damage(Energy)
  • (42) Empty
Level 8: Hot Feet
  • (A) Obliteration - Chance for Smashing Damage
  • (9) Armageddon - Chance for Fire Damage
  • (9) Armageddon - Damage/Endurance
  • (19) Fury of the Gladiator - Chance for Res Debuff
  • (19) Empty
  • (23) Empty
Level 10: Tar Patch
  • (A) Recharge Reduction IO
Level 12: Flashfire
  • (A) Ragnarok - Damage/Recharge
  • (13) Ragnarok - Accuracy/Damage/Recharge
  • (13) Ragnarok - Accuracy/Recharge
  • (43) Ragnarok - Damage/Endurance
  • (43) Ragnarok - Chance for Knockdown
  • (43) Annihilation - Chance for Res Debuff
Level 14: Darkest Night
  • (A) Dampened Spirits - To Hit Debuff/Endurance
Level 16: Shadow Fall
  • (A) Luck of the Gambler - Defense
  • (17) Luck of the Gambler - Defense/Endurance
  • (17) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (46) Unbreakable Guard - Resistance
  • (46) Unbreakable Guard - Resistance/Endurance
  • (46) Unbreakable Guard - RechargeTime/Resistance
Level 18: Howling Twilight
  • (A) Endurance Reduction IO
  • (50) Recharge Reduction IO
Level 20: Fade
  • (A) Luck of the Gambler - Defense
  • (21) Luck of the Gambler - Defense/Endurance
  • (21) Luck of the Gambler - Defense/Increased Global Recharge Speed
Level 22: Hasten
  • (A) Recharge Reduction IO
  • (23) Recharge Reduction IO
Level 24: Assault
  • (A) Endurance Reduction IO
Level 26: Cinders
  • (A) Superior Overpowering Presence - Accuracy/Control Duration
  • (27) Superior Overpowering Presence - Control Duration/RechargeTime
  • (27) Superior Overpowering Presence - Endurance/RechargeTime
  • (45) Superior Overpowering Presence - Accuracy/Control Duration/Endurance
  • (45) Superior Overpowering Presence - Accuracy/Control Duration/Endurance/RechargeTime
  • (45) Superior Overpowering Presence - RechargeTime/Energy Font
Level 28: Tactics
  • (A) Adjusted Targeting - To Hit Buff/Endurance
Level 30: Maneuvers
  • (A) Luck of the Gambler - Defense
  • (31) Luck of the Gambler - Defense/Endurance
  • (31) Luck of the Gambler - Defense/Increased Global Recharge Speed
Level 32: Fire Imps
  • (A) Blood Mandate - Accuracy/Damage
  • (33) Blood Mandate - Damage/Endurance
  • (33) Blood Mandate - Accuracy/Endurance
  • (33) Blood Mandate - Accuracy/Damage/Endurance
  • (34) Blood Mandate - Accuracy
  • (34) Blood Mandate - Damage
Level 35: Power Sink
  • (A) Efficacy Adaptor - EndMod
  • (36) Efficacy Adaptor - EndMod/Recharge
  • (36) Efficacy Adaptor - EndMod/Accuracy/Recharge
Level 38: Dark Servant
  • (A) HamiO:Endoplasm Exposure
  • (39) HamiO:Endoplasm Exposure
  • (39) HamiO:Golgi Exposure
  • (39) HamiO:Golgi Exposure
  • (40) Siphon Insight - ToHit Debuff
  • (40) Siphon Insight - Accuracy/ToHit Debuff
Level 41: Charged Armor
  • (A) Unbreakable Guard - Resistance
  • (42) Unbreakable Guard - Resistance/Endurance
  • (42) Unbreakable Guard - RechargeTime/Resistance
  • (48) Unbreakable Guard - +Max HP
  • (48) Steadfast Protection - Resistance/+Def 3%
  • (48) Gladiator's Armor - TP Protection +3% Def (All)
Level 44: Boxing
  • (A) Accuracy IO
Level 47: Tough
  • (A) Titanium Coating - Resistance/Endurance
Level 49: Weave
  • (A) Luck of the Gambler - Defense/Endurance
  • (50) Luck of the Gambler - Defense/Increased Global Recharge Speed
Level 1: Brawl
  • (A) Accuracy IO
Level 1: Containment
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) Celerity - +Stealth
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
Level 2: Swift
  • (A) Flight Speed IO
Level 2: Health
  • (A) Preventive Medicine - Chance for +Absorb
  • (15) Numina's Convalesence - +Regeneration/+Recovery
  • (50) Panacea - +Hit Points/Endurance
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Performance Shifter - EndMod
  • (15) Performance Shifter - Chance for +End
Level 50: Intuition Radial Paragon
Level 50: Degenerative Core Flawless Interface
Level 50: Polar Lights Core Superior Ally
Level 50: Clarion Core Epiphany
Level 50: Support Core Embodiment
Level 50: Void Core Final Judgement
------------



Code: [Select]
| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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Water Control substitutions for Fire Control:
  • Deluge for Ring of Fire. By the way, I originally skipped Deluge and got Sorcery's Arcane Bolt instead; which was a mistake. Now, I have to be careful with Deluge: if a KB tick from Geyser or Turbulent Aura happen at the same time as Deluge's, it'll become Knockback.
  • Suffocate for Char. One "downside" to Water Control is that you can only slot the Controller ATOs in its Holds; they cannot be slotted in powers which only do KD.
  • Geyser Burst for Fire Cages. The sixth enhancement in Geyser Burst is Forced Feedback: Chance for Recharge.
  • Turbulent Aura for Hot Feet. The fifth enhancement is Theft of Essence: Chance for End. The sixth enhancement is Forced Feedback: Chance for Recharge. I can get ridiculous Recharge going between this and Geyser Burst.
  • Riptide for Flashfire. Riptide is a wonderful power, with its Forced Movement towards its center. I especially love doing that to flying/hovering enemies, such as the Rikti Drones. I swear they scream "WTF!" when I cast this.
  • Drowning Pool for Cinders.
  • Water Golem for Fire Imps. I had been playing Da Mage, a Fire Control/Darkness Affinity prior to Cool Hand Lexi. He was kinda fun, but he's firmly retired now.

If there's a large enough spawn (which I love) and unless there's a problem enemy, this is my opening sequence: run into the center of the spawn, Riptide where I am, Tar Patch where I am, Geyser Burst where I am. Then I'll alternate Suffocate and Deluge on bosses. I'll sprinkle with Twilight Grasp, Drowning Pool, and/or Howling Twilight when they're useful. I'll always hit Power Sink when it's up and I need to - notice the "when it's up." Even with Power Sink, I still carry two rows of blue insps. This is still an amazingly end-heavy build!

The nice thing is that I can tank most places (where a dedicated tank isn't actually needed), I can damage well with most things (where a dedicated DPSer isn't actually needed), I can heal those near me very well (when enemies are present), and I can control (even well enough with KB-resistant enemies). But this is not a quick character - it pays to think a couple of steps ahead of what's going on, due to most powers' animation times.


39
Tanker / Inv/Savage build (Gnawt)
« on: September 06, 2021, 10:47:09 am »
Sharing Gnawt's build:

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Gnawt: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Savage Melee
Power Pool: Sorcery
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Temp Invulnerability
  • (A) Unbreakable Guard - Resistance
  • (5) Unbreakable Guard - Resistance/Endurance
  • (5) Unbreakable Guard - RechargeTime/Resistance
  • (33) Unbreakable Guard - +Max HP
  • (34) Unbreakable Guard - Resistance/Endurance/RechargeTime
Level 1: Savage Strike
  • (A) Superior Might of the Tanker - Accuracy/Damage
  • (3) Superior Might of the Tanker - Damage/Recharge
  • (3) Superior Might of the Tanker - Accuracy/Damage/Recharge
  • (13) Superior Might of the Tanker - Damage/Endurance/Recharge
  • (13) Superior Might of the Tanker - Recharge/Chance for +Res(All)
  • (46) Perfect Zinger - Chance for Psi Damage
Level 2: Resist Physical Damage
  • (A) Gladiator's Armor - TP Protection +3% Def (All)
Level 4: Mystic Flight
  • (A) Winter's Gift - Slow Resistance (20%)
Level 6: Boxing
  • (A) Superior Blistering Cold - Accuracy/Damage
  • (7) Superior Blistering Cold - Damage/Endurance
  • (7) Superior Blistering Cold - Accuracy/Damage/Endurance
  • (31) Superior Blistering Cold - Accuracy/Damage/Recharge
  • (31) Superior Blistering Cold - Recharge/Chance for Hold
  • (48) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime
Level 8: Unyielding
  • (A) Titanium Coating - Resistance/Endurance
Level 10: Dull Pain
  • (A) Numina's Convalesence - Heal/Recharge
  • (11) Numina's Convalesence - Heal/Endurance/Recharge
  • (11) Numina's Convalesence - Heal
  • (33) Numina's Convalesence - +Regeneration/+Recovery
  • (34) Recharge Reduction IO
Level 12: Taunt
  • (A) Taunt Duration IO
Level 14: Arcane Bolt
  • (A) Apocalypse - Damage/Recharge
  • (15) Apocalypse - Accuracy/Damage/Recharge
  • (15) Apocalypse - Accuracy/Recharge
  • (43) Apocalypse - Damage/Endurance
  • (43) Apocalypse - Chance of Damage(Negative)
  • (46) Apocalypse - Damage
Level 16: Vicious Slash
  • (A) Superior Gauntleted Fist - Accuracy/Damage
  • (17) Superior Gauntleted Fist - Damage/RechargeTime
  • (17) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime
  • (25) Superior Gauntleted Fist - Damage/Endurance/RechargeTime
  • (25) Superior Gauntleted Fist - RechargeTime/+Absorb
  • (45) Force Feedback - Chance for +Recharge
Level 18: Invincibility
  • (A) Luck of the Gambler - Defense/Endurance
  • (19) Luck of the Gambler - Defense
  • (19) Luck of the Gambler - Defense/Increased Global Recharge Speed
Level 20: Rending Flurry
  • (A) Superior Avalanche - Accuracy/Damage
  • (21) Superior Avalanche - Damage/Endurance
  • (21) Superior Avalanche - Accuracy/Damage/Endurance
  • (23) Superior Avalanche - Accuracy/Damage/Recharge
  • (23) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
  • (43) Superior Avalanche - Recharge/Chance for Knockdown
Level 22: Resist Energies
  • (A) Resist Damage IO
  • (46) Resist Damage IO
Level 24: Resist Elements
  • (A) Steadfast Protection - Resistance/+Def 3%
Level 26: Tough Hide
  • (A) Luck of the Gambler - Defense/Endurance
  • (27) Luck of the Gambler - Defense
  • (27) Luck of the Gambler - Defense/Increased Global Recharge Speed
Level 28: Blood Thirst
  • (A) Preventive Medicine - Heal
  • (29) Preventive Medicine - Heal/Endurance
  • (29) Preventive Medicine - Endurance/RechargeTime
  • (34) Preventive Medicine - Heal/RechargeTime
  • (37) Preventive Medicine - Heal/RechargeTime/Endurance
  • (40) Preventive Medicine - Chance for +Absorb
Level 30: Hasten
  • (A) Recharge Reduction IO
  • (31) Recharge Reduction IO
Level 32: Rune of Protection
  • (A) Recharge Reduction IO
  • (33) Recharge Reduction IO
Level 35: Hemorrhage
  • (A) Hecatomb - Damage
  • (36) Hecatomb - Damage/Recharge
  • (36) Hecatomb - Accuracy/Damage/Recharge
  • (36) Hecatomb - Accuracy/Recharge
  • (37) Hecatomb - Damage/Endurance
  • (37) Hecatomb - Chance of Damage(Negative)
Level 38: Savage Leap
  • (A) Armageddon - Damage
  • (39) Armageddon - Damage/Recharge
  • (39) Armageddon - Accuracy/Damage/Recharge
  • (39) Armageddon - Accuracy/Recharge
  • (40) Armageddon - Damage/Endurance
  • (40) Armageddon - Chance for Fire Damage
Level 41: Tough
  • (A) Unbreakable Guard - Resistance
  • (42) Unbreakable Guard - Resistance/Endurance
  • (42) Unbreakable Guard - RechargeTime/Resistance
  • (42) Aegis - Psionic/Status Resistance
Level 44: Gloom
  • (A) Superior Winter's Bite - Accuracy/Damage
  • (45) Superior Winter's Bite - Damage/RechargeTime
  • (45) Devastation - Damage/Endurance
  • (48) Devastation - Accuracy/Damage
Level 47: Weave
  • (A) Luck of the Gambler - Defense/Endurance
  • (48) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (50) Luck of the Gambler - Defense
Level 49: Maneuvers
  • (A) Luck of the Gambler - Defense/Endurance
  • (50) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (50) Luck of the Gambler - Defense
Level 1: Brawl
  • (A) Accuracy IO
Level 1: Gauntlet
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) Run Speed IO
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
Level 2: Swift
  • (A) Run Speed IO
Level 2: Health
  • (A) Panacea - +Hit Points/Endurance
  • (9) Regenerative Tissue - +Regeneration
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Performance Shifter - EndMod
  • (9) Performance Shifter - Chance for +End
Level 1: Blood Frenzy
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Pyronic Core Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Polar Lights Core Superior Ally
Level 50: Melee Radial Embodiment
Level 50: Agility Core Paragon
Level 50: Ageless Core Epiphany
------------



Code: [Select]
| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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40
Geyser Burst is labeled "Targeted (Location AoE)", while Riptide is labeled "Ranged (Targeted AoE)". Yet Riptide behaves as "Targeted (Location AoE)".

Video of this: https://discord.com/channels/568451050181492736/621515122858524672/882347333017296928


41
Blaster / A Blaster which doesn't die: Dark/Devices
« on: September 02, 2021, 08:12:12 am »
This is the build for Rapt, my Dark Blast/Devices Blaster - it's rare for him to use Rise of the Phoenix, and he's saved Tankers. The -ToHit and controls from Dark, along with the buff goodies from Devices, keeps him going in many situations.

 This is in Mids Reborn (stopgap for Rebirth) format:

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Rapt v2: Level 50 Science Blaster
Primary Power Set: Dark Blast
Secondary Power Set: Devices
Power Pool: Sorcery
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Flame Mastery

Hero Profile:
Level 1: Gloom
  • (A) Superior Defiant Barrage - Accuracy/Damage
  • (3) Superior Defiant Barrage - Damage/RechargeTime
  • (3) Superior Defiant Barrage - Accuracy/Damage/RechargeTime
  • (36) Superior Defiant Barrage - Accuracy/Damage/Endurance
  • (37) Superior Defiant Barrage - Accuracy/Damage/Endurance/RechargeTime
  • (45) Superior Defiant Barrage - RechargeTime/+Status
Level 1: Web Grenade
  • (A) Empty
Level 2: Umbral Torrent
  • (A) Overwhelming Force - Accuracy/Damage
  • (5) Overwhelming Force - Endurance/Recharge
  • (5) Overwhelming Force - Accuracy/Damage/Endurance
  • (15) Overwhelming Force - Damage/Endurance/Recharge
  • (50) Overwhelming Force - Accuracy/Damage/Endurance/Recharge
  • (50) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
Level 4: Mystic Flight
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 6: Hasten
  • (A) Recharge Reduction IO
  • (7) Recharge Reduction IO
Level 8: Moonbeam
  • (A) Thunderstrike - Accuracy/Damage
  • (9) Thunderstrike - Damage/Endurance
  • (9) Thunderstrike - Damage/Recharge
  • (17) Thunderstrike - Accuracy/Damage/Recharge
  • (17) Thunderstrike - Accuracy/Damage/Endurance
  • (48) Thunderstrike - Damage/Endurance/Recharge
Level 10: Targeting Drone
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (11) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (11) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (43) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (43) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 12: Tenebrous Tentacles
  • (A) Trap of the Hunter - Accuracy/Recharge
  • (13) Trap of the Hunter - Endurance/Immobilize
  • (13) Trap of the Hunter - Accuracy/Endurance
  • (23) Trap of the Hunter - Immobilize/Accuracy
  • (31) Trap of the Hunter - Accuracy/Immobilize/Recharge
  • (48) Trap of the Hunter - Chance of Damage(Lethal)
Level 14: Spirit Ward
  • (A) Preventive Medicine - Chance for +Absorb
Level 16: Boxing
  • (A) Empty
Level 18: Abyssal Gaze
  • (A) Lockdown - Accuracy/Hold
  • (19) Lockdown - Accuracy/Recharge
  • (19) Lockdown - Recharge/Hold
  • (40) Lockdown - Endurance/Recharge/Hold
  • (42) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (45) Lockdown - Chance for +2 Mag Hold
Level 20: Field Operative
  • (A) Luck of the Gambler - Defense
  • (21) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (21) Endurance Modification IO
  • (45) Numina's Convalesence - Heal/Endurance
  • (46) Numina's Convalesence - Heal
  • (46) Numina's Convalesence - +Regeneration/+Recovery
Level 22: Rune of Protection
  • (A) Recharge Reduction IO
  • (23) Recharge Reduction IO
Level 24: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (25) Gladiator's Armor - TP Protection +3% Def (All)
  • (25) Gladiator's Armor - End/Resist
Level 26: Life Drain
  • (A) Thunderstrike - Accuracy/Damage
  • (27) Thunderstrike - Damage/Endurance
  • (27) Thunderstrike - Damage/Recharge
  • (31) Thunderstrike - Accuracy/Damage/Recharge
  • (31) Thunderstrike - Accuracy/Damage/Endurance
  • (34) Thunderstrike - Damage/Endurance/Recharge
Level 28: Weave
  • (A) Luck of the Gambler - Defense
  • (29) Luck of the Gambler - Defense/Endurance
  • (29) Luck of the Gambler - Defense/Increased Global Recharge Speed
Level 30: Assault
  • (A) Endurance Reduction IO
Level 32: Blackstar
  • (A) Superior Blaster's Wrath - Accuracy/Damage
  • (33) Superior Blaster's Wrath - Damage/Recharge
  • (33) Superior Blaster's Wrath - Accuracy/Damage/Recharge
  • (33) Superior Blaster's Wrath - Accuracy/Damage/Endurance
  • (34) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge
  • (34) Superior Blaster's Wrath - Recharge/Chance for Fire Damage
Level 35: Bonfire
  • (A) Ragnarok - Damage
  • (36) Ragnarok - Damage/Recharge
  • (36) Ragnarok - Accuracy/Damage/Recharge
  • (37) Ragnarok - Accuracy/Recharge
  • (37) Ragnarok - Damage/Endurance
Level 38: Gun Drone
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (39) Expedient Reinforcement - Accuracy/Damage
  • (39) Expedient Reinforcement - Damage/Endurance
  • (39) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (40) Expedient Reinforcement - Endurance/Damage/Recharge
  • (40) Expedient Reinforcement - Resist Bonus Aura for Pets
Level 41: Fire Shield
  • (A) Unbreakable Guard - +Max HP
  • (42) Unbreakable Guard - Resistance
  • (42) Unbreakable Guard - Resistance/Endurance
  • (46) Unbreakable Guard - RechargeTime/Resistance
Level 44: Tactics
  • (A) Rectified Reticle - Increased Perception
Level 47: Melt Armor
  • (A) Analyze Weakness - Accuracy/Endurance/Recharge
  • (48) Analyze Weakness - Accuracy/Defense Debuff
  • (50) Analyze Weakness - Accuracy/Recharge
Level 49: Rise of the Phoenix
  • (A) Endurance Modification IO
Level 1: Brawl
  • (A) Empty
Level 1: Defiance
Level 1: Quick Form
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) Empty
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
Level 2: Swift
  • (A) Run Speed IO
Level 2: Health
  • (A) Panacea - +Hit Points/Endurance
  • (15) Miracle - +Recovery
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Performance Shifter - EndMod
  • (7) Performance Shifter - Chance for +End
Level 50: Musculature Radial Paragon
Level 50: Pyronic Core Final Judgement
Level 50: Reactive Core Flawless Interface
Level 50: Polar Lights Core Superior Ally
Level 50: Ageless Core Epiphany
Level 50: Assault Core Embodiment
------------



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42
General / Re: Gallery: Show off your Asym Female Open Beta creations here!
« on: September 01, 2021, 05:55:08 pm »
Cross-post from Discord: Cool Hand Lexi and her Water Golem from last night's PTS iTrials testing:

43
General / 2XP or not 2XP? That is the question...
« on: June 19, 2021, 12:07:55 pm »
During the Magisterium iTrials last night, a player quite publicly advocated for increasing XP rates on Rebirth, which triggered some conversation during and after that iTrial was done. I was part of the conversation after, where I advocated for slowing down XP rates. The response I received was "you can always turn off XP." I didn't respond this way at that time, but I have rejoined to similar comments before with, "You can always firefarm or MSR."

So I'd like to bring this ongoing discussion here, and - with complete respect for all viewpoints - talk about options and suggestions.

First, some principles: the Rebirth devs, those volunteering their time and effort to hosting and making this version of the game available for all of us, have stated that they plan to stay close to the original devs' vision for this game.

The original devs' visions for this game included the XP rates we have now, sped up a few times during the original run of the game. At first, XP gain was a lot slower. From my memory, the last XP "speedening" (hey, a new word!) was done a little bit after shutdown was announced.

Second, some posits:
1. I don't want the devs of Rebirth to implement changes they don't want to have, and I don't want to stop them implementing changes they do. They're the volunteers making this work and sharing it with us. If it becomes unfun work for them, I would not be surprised if they stopped.

2. I think we, including the devs, want everyone playing to have an enjoyable time doing so. This may well mean offering differing experiences of the game to differing people wanting to have their fun in different ways.

Now, some thoughts from me:
One of the primary reasons I stuck with CoX for so long is the leveling experience itself, slowly unlocking new powers and enhancing them while slowly taking on new content. I actually liked street-sweeping to finish up some levels back when that we required. I consider the default leveling process a core component of the game, and if it is removed, a large part of this game's fun will also be removed.

I recently tried turning off XP to avoid outleveling contacts and content. It is a valid process, however doing so requires some research on when contacts unlock and become unavailable, and some of this information from the wikis is inaccurate. To me right now, it also feels cheap, and not in the spirit of the original CoX game. I know this option was made available for completionists, and I'm glad it's there for them. But I'm not looking to play as a completionist: I'm looking to play the default slow-leveling game.

I also don't want Rebirth to be a clone of Homecoming. The player who advocated for increased XP rates last night did receive some direct feedback, asking why they wanted increased XP rates here when they could easily play another server with them. I didn't see that the player responded, but I'm going to assume they do have valid reasons for wanting to be here... but now how to accommodate their desires along with someone like mine's?

There are ways to quickly level characters, and I have taken advantage of them: MSRs and firefarms. I have a set of two firefarmers right now. But I resisted doing this for the longest time (I never did this during live) - what prompted me do this on Rebirth was the lack of low-level common IO salvage on the AH (that's a different topic, so I won't dwell on that much more here). However, as a dev recently commented to me, not everyone has the time or ability to firefarm nor MSR - I can understand that. However, I'd say that in the same vein that we rely on the community to populate the AH, we can easily say we should rely on the community for PLing opportunities. I personally have provided those opportunities many times, mostly by bringing my 50s to MSRs, along with hosting ITFs, tips and other missions while playing my 50s.

From my viewpoint, we could easily stop there: if you want to gain XP at a faster rate, be nice to the community and take advantage of what they offer as players.

and yet...

Some ideas from me:
1. The default XP gain rate, when the server is running at normal XP, with a solo character is running at a notoriety of +0/x1, and only running regular contact missions, should be set so that they cannot outlevel at least one of their normal contacts' content. In fact, I would like the default XP gain rate to be half of that, to give room for the experience of the original live game with teaming, optional missions (such a Mayhem missions) and increasing notoriety being used more normally during leveling and still not quickly outleveling content.

2. In the same way that we have a button to stop XP gain, have a slash command to gain XP; the player enters the amount to gain. This allows a flexible way for a player wanting to progress quickly to do so, and their progression doesn't affect mine.

3. Have a slash command to "set combatlevel". For "set combatlevel 0", the player's combat level would be the level indicated by their XP. For "set combatlevel" 1-50, the player's combat level would be set to that - this would be the same effect as sidekicking/exemplaring (however without the influence gain adjustments, and not capping at level 49). This would allow greater flexibility up and down the scale for engaging with content, especially if contacts could honer the current combatlevel of a character when allowing certain missions (such as Mayhem missions and lower-level contacts' regular missions). This command should only be usable when the character is not in a mission/TF/trial nor "in combat", but the result would persist until the command was used again with a different setting.

44
Defender / Build: Nature/Fire Defender
« on: April 06, 2021, 11:36:46 am »
One thing I really enjoyed about the old live CoX forums was perusing builds for ideas and comparisons. So I'm going to post several of my builds here over time. First up: Sesia, my current most-fun character, who is a Nature/Fire Blast (which she insists is pollen and NOT fire) Defender. This is in Mids Reborn (stopgap for Rebirth) format:

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Sesia: Level 50 Science Defender
Primary Power Set: Nature Affinity
Secondary Power Set: Fire Blast
Power Pool: Sorcery
Power Pool: Speed
Power Pool: Leadership
Power Pool: Medicine
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Regrowth
  • (A) Numina's Convalesence - Heal/Endurance
  • (5) Numina's Convalesence - Endurance/Recharge
  • (5) Numina's Convalesence - Heal/Recharge
  • (15) Numina's Convalesence - Heal/Endurance/Recharge
  • (17) Numina's Convalesence - +Regeneration/+Recovery
  • (37) Numina's Convalesence - Heal
Level 1: Flares
  • (A) Thunderstrike - Accuracy/Damage
  • (3) Thunderstrike - Damage/Endurance
  • (3) Thunderstrike - Damage/Recharge
  • (34) Thunderstrike - Accuracy/Damage/Recharge
  • (34) Thunderstrike - Accuracy/Damage/Endurance
  • (34) Thunderstrike - Damage/Endurance/Recharge
Level 2: Wild Growth
  • (A) Impervious Skin - Status Resistance
  • (11) Preventive Medicine - Heal
  • (11) Preventive Medicine - Heal/RechargeTime
  • (19) Unbreakable Guard - Resistance
  • (19) Unbreakable Guard - Resistance/Endurance
  • (21) Unbreakable Guard - RechargeTime/Resistance
Level 4: Mystic Flight
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 6: Fire Ball
  • (A) Ragnarok - Damage/Recharge
  • (7) Ragnarok - Accuracy/Damage/Recharge
  • (7) Ragnarok - Accuracy/Recharge
  • (27) Ragnarok - Damage/Endurance
  • (27) Ragnarok - Chance for Knockdown
  • (43) Annihilation - Chance for Res Debuff
Level 8: Lifegiving Spores
  • (A) Performance Shifter - EndMod
  • (9) Performance Shifter - Chance for +End
Level 10: Spore Cloud
  • (A) Dark Watcher's Despair - To Hit Debuff/Endurance
Level 12: Wild Bastion
  • (A) Doctored Wounds - Heal/Endurance
  • (13) Doctored Wounds - Endurance/Recharge
  • (13) Doctored Wounds - Heal/Endurance/Recharge
  • (42) Doctored Wounds - Heal
  • (43) Doctored Wounds - Recharge
Level 14: Corrosive Enzymes
  • (A) Endurance Reduction IO
  • (15) Accuracy IO
Level 16: Hasten
  • (A) Recharge Reduction IO
  • (17) Recharge Reduction IO
Level 18: Rebirth
  • (A) Recharge Reduction 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
  • (43) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (50) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 24: Maneuvers
  • (A) Luck of the Gambler - Defense
  • (25) Luck of the Gambler - Defense/Endurance
  • (25) Luck of the Gambler - Defense/Increased Global Recharge Speed
Level 26: Injection
  • (A) Endurance Reduction IO
Level 28: Blaze
  • (A) Thunderstrike - Accuracy/Damage
  • (29) Thunderstrike - Damage/Endurance
  • (29) Thunderstrike - Damage/Recharge
  • (31) Thunderstrike - Accuracy/Damage/Recharge
  • (31) Thunderstrike - Accuracy/Damage/Endurance
  • (31) Thunderstrike - Damage/Endurance/Recharge
Level 30: Spirit Ward
  • (A) Healing IO
Level 32: Overgrowth
  • (A) Adjusted Targeting - Recharge
  • (33) Adjusted Targeting - To Hit Buff/Recharge
  • (33) Adjusted Targeting - Endurance/Recharge
  • (33) Adjusted Targeting - To Hit Buff/Endurance/Recharge
  • (40) Adjusted Targeting - To Hit Buff/Endurance
  • (42) Adjusted Targeting - To Hit Buff
Level 35: Blazing Bolt
  • (A) Superior Vigilant Assault - Accuracy/Damage
  • (36) Superior Vigilant Assault - Damage/RechargeTime
  • (36) Superior Vigilant Assault - Damage/Endurance/RechargeTime
  • (36) Superior Vigilant Assault - Accuracy/Damage/Endurance
  • (37) Superior Vigilant Assault - Accuracy/Damage/Endurance/RechargeTime
  • (37) Superior Vigilant Assault - RechargeTime/PBAoE +Absorb
Level 38: Inferno
  • (A) Superior Defender's Bastion - Accuracy/Damage
  • (39) Superior Defender's Bastion - Damage/Recharge
  • (39) Superior Defender's Bastion - Damage/Endurance/Recharge
  • (39) Superior Defender's Bastion - Accuracy/Damage/Endurance
  • (40) Superior Defender's Bastion - Accuracy/Damage/Endurance/Recharge
  • (40) Superior Defender's Bastion - Recharge/Chance for Minor PBAoE Heal
Level 41: Rune of Protection
  • (A) Recharge Reduction IO
  • (42) Recharge Reduction IO
Level 44: Dark Consumption
  • (A) Performance Shifter - EndMod
  • (45) Performance Shifter - EndMod/Recharge
  • (45) Performance Shifter - EndMod/Accuracy/Recharge
  • (45) Performance Shifter - Accuracy/Recharge
  • (46) Performance Shifter - Chance for +End
  • (46) Armageddon - Chance for Fire Damage
Level 47: Dark Embrace
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (48) Gladiator's Armor - TP Protection +3% Def (All)
  • (48) Aegis - Psionic/Status Resistance
  • (48) Impervious Skin - Status Resistance
  • (50) Titanium Coating - Resistance
  • (50) Titanium Coating - Resistance/Endurance
Level 49: Soul Transfer
  • (A) Endurance Modification IO
Level 1: Brawl
  • (A) Empty
Level 1: Quick Form
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) Celerity - +Stealth
Level 1: Vigilance
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
Level 2: Swift
  • (A) Run Speed IO
Level 2: Health
  • (A) Panacea - +Hit Points/Endurance
  • (21) Preventive Medicine - Chance for +Absorb
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Performance Shifter - EndMod
  • (9) Performance Shifter - Chance for +End
Level 50: Spiritual Radial Paragon
Level 50: Pyronic Core Final Judgement
Level 50: Reactive Core Flawless Interface
Level 50: Polar Lights Core Superior Ally
Level 50: Ageless Core Epiphany
Level 50: Support Radial Embodiment
------------



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45
General Suggestions and Feedback / Sub-forum for AT Builds
« on: March 05, 2021, 09:51:21 am »
May we get a sub-forum of "City of Heroes: Rebirth" for AT Builds, and maybe sub-sub-forums for each AT?

Or, maybe just sub-forums for each AT for discussion, including builds and playstyle.

Thanks!

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